Academic literature on the topic 'Virtual interface architecture'

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Journal articles on the topic "Virtual interface architecture"

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Dunning, D., G. Regnier, G. McAlpine, et al. "The Virtual Interface Architecture." IEEE Micro 18, no. 2 (1998): 66–76. http://dx.doi.org/10.1109/40.671404.

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von Eicken, T., and W. Vogels. "Evolution of the virtual interface architecture." Computer 31, no. 11 (1998): 61–68. http://dx.doi.org/10.1109/2.730738.

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Chang, Chi-Chao, and Thorsten von Eicken. "Javia: A Java interface to the virtual interface architecture." Concurrency: Practice and Experience 12, no. 7 (2000): 573–93. http://dx.doi.org/10.1002/1096-9128(200005)12:7<573::aid-cpe500>3.0.co;2-o.

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Miltiadis, Constantinos. "Project anywhere: An interface for virtual architecture." International Journal of Architectural Computing 14, no. 4 (2016): 386–97. http://dx.doi.org/10.1177/1478077116670746.

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Virtual and augmented realities open a new world of great potential for spatial research and experimentation by allowing new forms of unbuilt sensible architectural space. This article starts with a sketch of the current context in virtual reality and continues by outlining the development and structure of the research ‘project Anywhere’. The project is an easily deployable, wireless, multi-user, augmented reality app system that offers full body immersion through body, head and hands tracking. It can host multiple concurrent users, able to move freely in the virtual space, by moving in the real and also perform actions through a gesture interface to affect their shared environment. In conclusion, we describe the inherent properties of such a space, which we propose as a novel spatio-temporal medium for architecture that suggests an enriched notion of space for exploration and experimentation, through an example of a potential application.
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Poustinchi, Ebrahim. "Mixed Robotic Interface Г : Searching for a hybrid cyber-physical design/experience interface using virtual/actual robots". SHS Web of Conferences 64 (2019): 01008. http://dx.doi.org/10.1051/shsconf/20196401008.

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Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the possibilities of creating an architectural/spatial atmosphere through digitally enhanced experiences. Different from some of the current experiments with augmented reality (AR), virtual reality (VR) and projection-mapping in architecture, Mixed Robotic Interface Г is not looking into “immersive” experience as a way to “blur” the boundaries of digital and physical—similar to virtual reality experience with headsets. Instead, Mixed Robotic Interface Г creates a recognizable gap between real and virtual to open up a creative space for the user/audience to be involved between these two mediums. Mixed Robotic Interface Г uses para-fictional storytelling as a way to engage the audience with the experience and to create continues atmospheric qualities.
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ANDRONACHE, VIRGIL, and MATTHIAS SCHEUTZ. "ADE — AN ARCHITECTURE DEVELOPMENT ENVIRONMENT FOR VIRTUAL AND ROBOTIC AGENTS." International Journal on Artificial Intelligence Tools 15, no. 02 (2006): 251–85. http://dx.doi.org/10.1142/s0218213006002655.

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In this paper we present the agent architecture development environment ADE, intended for the design, implementation, and testing of distributed agent architectures. After a short review of architecture development tools, we discuss ADE's unique features that place it in the intersection of multi-agent systems and development kits for single agent architectures. A detailed discussion of the general properties of ADE, its implementation philosophy, and its user interface is followed by examples from virtual and robotic domains that illustrate how ADE can be used for designing, implementing, testing, and running agent architectures.
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Achumba, Ifeyinwa Eucharia, Kennedy Chinedu Okafor, Gloria N. Ezeh, and Uchenna Hermes Diala. "OpenFlow Virtual Appliance." International Journal of Digital Crime and Forensics 7, no. 2 (2015): 31–52. http://dx.doi.org/10.4018/ijdcf.2015040103.

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Network forensics vis-a-vis cloud computing offerings can be leveraged to address the needs of enterprise-grade spyware solutions online. A modular, extensible cloud architecture with intrinsic support for efficient security monitoring is proposed and an implementation architecture which facilitates dynamic interface with OpenFlow hardware to create infinite flexibility in managing security decisions is presented. A forensic DataCenter model that integrates remote security monitoring using an intelligent Virtual Security Gateway in a cloud domain was developed as part of the work. An OpenFlow Virtual Appliance is proposed as a security hardware interface for thin clients connected to the Cloud Sypware Robot (CSR) server. The cloud ontology-Software as a Service (SaaS) model was used for the CSR application conveying several security benefits. The goal is to facilitate an open, service-based, online network forensics application that is transparently provisioned for users. The paper proposes a security foundation for next-generation enterprise-grade cloud computing.
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Mohsen, Amjad, and Jochen Brandt. "Reusable and architecture-neutral virtual communication interface for embedded systems." ACM SIGBED Review 6, no. 3 (2009): 1–4. http://dx.doi.org/10.1145/1851340.1851347.

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Welsh, Matt, David Oppenheimer, and David Culler. "U-Net/SLE: A Java-Based User-Customizable Virtual Network Interface." Scientific Programming 7, no. 2 (1999): 147–56. http://dx.doi.org/10.1155/1999/316853.

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We describe U‐Net/SLE (Safe Language Extensions), a user‐level network interface architecture which enables per‐application customization of communication semantics through downloading of user extension applets, implemented as Java classfiles, to the network interface. This architecture permits applications to safely specify code to be executed within the NI on message transmission and reception. By leveraging the existing U‐Net model, applications may implement protocol code at the user level, within the NI, or using some combination of the two. Our current implementation, using the Myricom Myrinet interface and a small Java Virtual Machine subset, allows host communication overhead to be reduced and improves the overlap of communication and computation during protocol processing.
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Chen, Hongjun. "Research of Virtools Virtual Reality Technology to Landscape Designing." Open Construction and Building Technology Journal 9, no. 1 (2015): 164–69. http://dx.doi.org/10.2174/1874836801509010164.

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The technology of virtual reality is an advanced computer user interface technology, which provides users with a variety of intuitive and natural real-time senses and interactive means in the aspects of vision, touch, taste,etc, thus realizing the most convenient user-computer interaction without any complicated keyboard operation and improving the efficiency of the whole system. virtual reality is basically characterized by immersion,interaction and imagination. The designer and the user can get the comprehensive result of survey and design when the virtual reality technology is applied. The landscape architecture designing. Furthermore, this technology can show the user or designer the total information on landscape space, enable the user or designer do some long-distance on-line browsing and communicating,make computerassisted designing and decision, and help the public participate. However, there are several key problems in application of virtual reality technology landscape architecture designing, such as modeling of virtual environment, real-time 3D-imagegenerating technology, interactive technology and system integrating technology. With the rapid development of virtual reality technology and the active participation of the landscape architects, the application of the virtual reality technology. The landscape architectural designing will surely bring along the innovation of the methodology and essence of landscape architecture designing.
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Dissertations / Theses on the topic "Virtual interface architecture"

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Choi, Joshua S. M. Massachusetts Institute of Technology. "Merging three spaces : exploring user interface framework for spatial design in virtual reality." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106369.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2016.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Page 58 blank. Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (page 57).<br>This thesis proposes a framework for deploying a tool that provides designers with an alternative spatial environment in Virtual Reality (VR). The physical, projected, and immersive spaces are examined as three kinds of available spaces for them to operate. To compare these spaces, a series of subject experiments is conducted in architectural space. Then a framework for a new tool is prepared with consideration to the experiment results, and a prototype is created to demonstrate its unique user interface for virtual reality environment. Three experiments are designed to probe the differences and similarities in human perception amongst the three spaces and to prove the following hypotheses. * Hypothesis 1: VR technology can simulate perception of scale and proportion of physical space with minimal error. * Hypothesis 2A and 2B. * 3D model with realistic textures do not enhance the degree of perception for scale and proportion of the physical space; * 3D model with realistic textures enhances spatial perception with greater confidence and shorter recognition time. * Hypothesis 3: Compared to a first person view in VR, a bird's-eye view mode in 2-D screen offers better perception of orientation and location of different objects. * Hypothesis 4: Compared to bird's-eye view in 2D screen, the first person view mode in VR offers better perception of scale of objects. The results from these experiments lead to a framework for creating a user interface for VR. The experiment on hypothesis 1 supports that virtual space can replace physical space for spatial design purposes. The experiments on hypotheses 3 and 4 suggest that virtual UI should simultaneously include dual perspectives: bird-eye view and first person view. And the experiments on hypotheses 2 and 3 support providing two different modes of renderings. For dynamic interactions, such as between and among moving objects, the rendered mode should be without texture for computational efficiency. For visual interactions, such as navigation, the space can be rendered with photo-realistic textures without losing efficiency. A prototype UI that implements this framework in VR environment is built, and demonstrate how design process can be enhanced. In summary, a framework for unique Virtual Reality User Interface (VRUI) is explored for spatial design. It is derived from the way people perceive physical, projected, and immersive virtual environments. Designers can use this novel multidisciplinary design tool, whether they design for physical architecture or 3D environments for digital video games.<br>by Joshua Choi.<br>S.M.
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Santos, Givaldo Almeida dos. "Ambientes virtuais de aprendizagem : análise das arquiteturas pedagógicas do curso de Bacharelado em Administração Pública do Cesad/UFS." Universidade Federal de Sergipe, 2012. https://ri.ufs.br/handle/riufs/4742.

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The increasing use of educational softwares in the process of teaching and learning between geographically dispersed citizens in the contemporary society is an emergent concern in the studies of researchers of the area of Education in the field of Distance Education (EaD). Education Online uses the Information and Communication Technologies (ICT) to operate its processes in order to provide learning through collaborative practices in distance learning courses that want to use a pedagogical architecture in accordance with the teaching digital network technologies and teaching resources in digital format. Thus, this research contributes to the development and/or customization of educational softwares that must consider human factors as a central element. In particular, the Virtual Learning Environments (VLE) used in EaD, because of the difficulties encountered by users in the use of the interfaces educational digital environments. So, the methodology adopted in this research paper is a case study in a qualitative and quantitative standpoint, which has the main objective to suggest recommendations for projects of interfaces centered on the learner to the concepts of Usability Engineering, Human-Computer Interface and Constructivist Pedagogy. The Analyses on the pedagogical architecture of VLE/CESAD/UFS, from the interactions of four groups of students in distance learning course in Bachelor of Public Administration of the Centre of Distance Education of the Federal University of Sergipe in the period 2011.1, showed the results that confirm the learning style of the students as a more human factor to guide the designs of VLE centered in the apprentice. But also to provide synergy between collective intelligence, digital network technologies and learning through collaborative practices. The results also show that it is possible to lead the interface and instructional design of the virtual environment in tune with the style of the students learning to improve the technical and pedagogical usability of digital and educational interfaces. Usability<br>A crescente utilização de softwares educacionais no processo de ensino e de aprendizagem entre sujeitos geograficamente dispersos na sociedade contemporânea é uma preocupação emergente nos estudos de pesquisadores da área de Educação a Distância (EaD). A Educação Online utiliza as Tecnologias de Informação e Comunicação (TIC) para operacionalizar seus processos, a fim de proporcionar uma aprendizagem através de práticas colaborativas em cursos à distância que pretendem utilizar uma arquitetura pedagógica em conformidade com as tecnologias digitais em rede e recursos didáticos em formato digital. Sendo assim, este trabalho de pesquisa vem contribuir com o desenvolvimento e/ou customização de softwares educacionais que devem considerar os fatores humanos como elemento central através de uma arquitetura pedagógica que prioriza o estilo de aprendizagem dos alunos. Em especial, os Ambientes Virtuais de Aprendizagem (AVA) utilizados na EaD, tendo em vista as dificuldades encontradas por seus usuários na utilização das interfaces educacionais destes ambientes digitais. Neste sentido, a metodologia adotada neste trabalho de pesquisa é o estudo de caso em uma perspectiva quantitativa e qualitativa, com o objetivo principal de sugerir recomendações para projetos de interfaces centradas no aprendiz à luz dos conceitos de Engenharia de Usabilidade, Interface Humano-Computador e Pedagogia Construtivista. As análises sobre a arquitetura pedagógica do AVA/CESAD/UFS, a partir das interações de quatro grupos de alunos do curso a distância de Bacharelado em Administração Pública do Centro Superior de Educação a Distância da Universidade Federal de Sergipe no período 2011.1, apresentaram resultados que confirmam o estilo de aprendizagem dos alunos como mais um fator humano para nortear os designs de AVA centrados no aprendiz. Como também, para proporcionar a sinergia entre inteligência coletiva, tecnologias digitais em rede e aprendizagem através de práticas colaborativas. Os resultados também demonstram que é possível conduzir os designs de interface e instrucional do ambiente virtual em sintonia com o estilo de aprendizagem dos alunos para aperfeiçoar a usabilidade técnica e pedagógica das interfaces educacionais digitais através da Arquitetura Pedagógica de Estilos de Aprendizagem (APEA).
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Silva, Leonardo Alves de Paula e. "Implementação da biblioteca de comunicação DECK sobre o padrão de protocolo de comunicação em nível de usuário VIA." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2005. http://hdl.handle.net/10183/61268.

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O uso de técnicas de cópia-zero e desvio do sistema operacional permitem a diminuição da latência de comunicação e o aumento da largura de banda. Menores latências e maiores larguras de banda contribuem para que o desempenho das aplicações paralelas seja mais alto, bem como torna-as mais escaláveis. Protocolos de comunicação que utilizam-se destas técnicas são conhecidos como protocolos de comunicação em nível de usuário. Baseado nas experiências de outros grupos de pesquisa na implementação de bibliotecas de comunicação e bibliotecas de programação paralelas sobre VIA e na experiência do GPPD na implementação da biblioteca DECK, este texto apresenta a implementação das primitivas DECK sobre o padrão VIA, o qual é classificado como sendo um protocolo de nível de usuário. O objetivo desta dissertação é implementar o DECK sobre VIA evitando qualquer cópia intermediária na comunicação de uma mensagem, atingindo assim cópia-zero. Dentre as bibliotecas de comunicação sobre VIA, DECK/VIA foi a única biblioteca que teve o compromisso ser totalmente livre de cópias intermediárias, embora houvesse que forçar um sincronismo na comunicação para manter este compromisso. Para a implementação do DECK/VIA, utilizou-se a implementação VI-GM de VIA para redes Myrinet. A biblioteca DECK/VIA demonstrou uma latência de 86.85 μs e uma largura de banda máxima de 205 Mbytes/s, 82% da banda nominal da rede Myrinet. Para validar a biblioteca foi executada a aplicação FT do pacote NPB. Apresenta-se comparações destes resultados frente aos resultados obtidos pela execução da mesma aplicação no DECK/GM, para redesMyrinet e DECK/TCP, para redes Ethernet. Constatou-se que mesmo com uma camada a mais de software e realizando todas as comunicações em três vias em virtude do handshake, DECK/VIA conseguiu valores de speedup bastante próximos de DECK/GM e de DECK/TCP para Gigabit Ethernet, superando os valores de DECK/TCP para Fast Ethernet. Conclui-se que o ideal na implementação de bibliotecas de programação paralela é encontrar uma solução balanceada entre a busca pelo desempenho e a manutenção da semântica original da biblioteca. O trabalho contribuiu com um survey de diversas soluções encontradas por outros grupos no desenvolvimento de bibliotecas de comunicação, que pode servir de guia para outros pesquisadores no desempenho da mesma tarefa. Também contribui com a introdução de um algoritmo para prevenção de deadlocks causados por comunicações síncronas.<br>Techniques like zero-copy and operating system bypass can decrease communication latency and increase bandwidth. Smaller latencies and greater bandwidths contribute for better performance in parallel applications and became them more scalables as well. Communication protocols using these techiniques are known as user-level communication protocols. Based on experiences from another research groups implementing communication libraries and parallel programming libraries over VIA and experience from GPPD implementing DECK, the text presents the implementation of DECK primitives over VIA standard, which is classified as an user-level protocol. The goal of this master’s thesis is implement DECK over VIA avoiding any intermediate copy between the data source and destination, reaching zero-copy. DECK/VIA is the unique library among all libriaries over VIA here studied totally free of intermediate copies, although a synchronous behavior was forced to keep this compromise. VI-GM, an implementation of VIA for Myrinet networks was used to implement DECK/VIA library. The implementation of DECK/VIA has shown a one-way latency of 86.85 μs and a maximum bandwidth of 205 Mbytes/s, 82% of nominal bandwidth of Myrinet network. To validate the library, the FT application from NPB was executed. Their results were compared with the results obtained with DECK/GM, for Myrinet networks and DECK/TCP, for Ethernet networks. Even with one additional software layer and doing all communication using a handshake, DECK/VIA reaches speedup values very closer of DECK/GMand DECK/TCP on Gigabit Ethernet and was better than DECK/TCP on Fast Ethernet. When implementing parallel programming libraries, we concluded the ideal solution is that meets the good balance between the quest for performance and the keeping of original library’s semantics. This work contibutes with a survey of communication libraries development, their problems and their solutions, which can guide others researchers performing the same task. Also it contributes with an algorithm to prevent deadlocks caused by synchonism.
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Wong, Wai-sang. "A virtual reality modeling tool for students of architecture /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22088994.

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黃偉生 and Wai-sang Wong. "A virtual reality modeling tool for students of architecture." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31223679.

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Liarokapis, F. "Augmented reality interfaces : architectures for visualising and interacting with virtual information." Thesis, University of Sussex, 2005. http://sro.sussex.ac.uk/id/eprint/1087/.

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Augmented reality (AR) has the ability to enhance the real world by using computer-generated information that is projected onto the user's virtual environment. Users can visualise the superimposed information with a selection of display technologies and can interact with it in a natural manner by employing software interfaces, physical markers and hardware interaction devices. AR technology is developing rapidly, but it is still in its infancy. Up to now, only a small proportion of experimental systems address an effective visualisation and interaction interface that can handle different types of multimedia content into a single environment. This thesis presents augmented reality interfaces for visualising and interacting with virtual information in indoor environments. I propose the use of AR techniques to construct innovative applications and demonstrate examples from heritage to learning systems, using an experimental framework developed in this research. A novel AR architecture based on this framework is presented that provides generic solutions to the tasks involved in augmenting different types of digital information and processing of tracking data for natural interaction. Participants within the system can experience a real-time mixture of 3D objects, static video, images, textual information and 3D sound with the real environment. An interactive and user-friendly AR interface was further developed to achieve maximum interaction using simple but effective forms of collaboration. The novelty of the system is that users can browse and select 3D digital information over the internet and superimpose it on an interactive AR environment.
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Varahamurthy, Varun. "Virtual Reality Engine Development." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1214.

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With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an application in virtual and augmented reality as well, allowing for a higher level of interaction between the real and the simulated. There are still issues that persist, however. Many modern graphics/game engines still do not provide developers with an intuitive or adaptable interface to incorporate these new technologies. Those that do, tend to think of VR as a novelty afterthought, and even then only provide tailor-made extensions for specific hardware. The goal of this paper is to design and implement a functional, general-purpose VR engine using abstract interfaces for much of the hardware components involved to allow for easy extensibility for the developer.
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Seichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.

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Souto, Ivan Custódio dos Santos. "Navegando na cidade intangível. Representação da informação urbana em ambientes virtuais." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-18122017-145450/.

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A pesquisa explora a intersecção entre o design de informação e os estudos acerca do fenômeno urbano, considerando o avanço recente das tecnologias voltadas à representação e as possibilidades que trazem à comunicação visual. É proposta uma introdução ao tema da cidade, abordada tanto de uma perspectiva macro, que busca embasamento nas ciências, quanto do ponto de vista da experiência urbana de seus usuários. Em seguida, são investigadas as possibilidades do design de informação nesse contexto, por meio de uma revisão bibliográfica da teoria relacionada ao tema e da análise de projetos e iniciativas que buscam aproximar, por meio do design e do uso de ambientes virtuais, conjuntos de dados e informações da cognição humana. Com relação às tecnologias, são investigadas ferramentas de representação da informação urbana, envolvendo visualização de dados, interação humano-computador e navegação por ambientes tridimensionais. Em um paralelo com a arquitetura, são observadas formas como a informação tem sido espacializada em ambientes físicos e virtuais. Por fim, o trabalho propõe investigações práticas, de modo a explorar particularidades de algumas das ferramentas disponíveis, e pondera sobre a atuação do designer na representação da informação urbana à luz das questões estudadas.<br>This research explores the intersection between information design and studies on urban phenomena, considering the recent developments in technologies of representation and possibilities that they bring to visual comunication. An introduction to the theme of the city is proposed, viewed both from a macro perspective, that seeks grounding in science, and from the perspective of the user experience. Then, are investigated the possibilities of information design in this context, trough a literature review of the theme and analysis of information design projects that seek to approach urban issues and human cognition. With regard to digital technologies, the representation of urban information evolving automatized data visualization, human-computer interaction and navigation in 3D environments are investigated. In a parallel with architecture, ways in which information has been spatialized in physical and virtual environments are observed. Lastly, the research proposes a practical investigation, to explore particularities of some available tools and to consider the role of designers on representation of urban information, taking into account the studied issues.
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Dyakalashe, Siyabulela. "Cultural and linguistic localization of the virtual shop owner interfaces of e commerce platforms for rural development." Thesis, University of Fort Hare, 2009. http://hdl.handle.net/10353/276.

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The introduction of Information and Communication Technologies (ICTs) for rural development in rural marginalized societies is vastly growing. However, the success of developing and deploying ICT related services is still in question as influential factors such as adaptability, scalability, sustainability, and usability have great effect on the rate of growth of ICTs in rural environments. The problem is that these ICT services should be maintained and sustained by the targeted communities. The main cause for rural marginalization is the fact that some communities situated in rural settings are educationally challenged and computer illiterate or semiliterate in comparison with urban communities. An ICT for development (ICT4D) intervention in the form of an e-Commerce platform that targets the social and economic growth of rural marginalized communities has been developed and field tested at Dwesa, a rural community located on the Wild Coast of the former homeland of Transkei in the Eastern Cape Province. The e-Commerce platform is known as “buy at Dwesa” and can be visited at this URL, http://www.dwesa.com. The aim of the e-Commerce platform is to motivate small entrepreneurs in rural areas to market their products and themselves to the global market as they lack the skills and resources for marketing their art and crafts. Virtual stores are created for a small group of entrepreneurs who will maintain and sustain the stores on their own. These entrepreneurs are often elderly women with limited education and little to no computer literacy - meaning that sustaining the stores may prove difficult for them. In this research we discuss the re-design and re-development of the virtual shop-owner interfaces of the e-Commerce platform to make them more culturally and linguistically localized. The virtual shops allow shop-owners to upload their artifacts to advertise and sell on the customer’s end of the e-Commerce platform. For multilingual and multicultural communities, adoption of the software interfaces to the user’s cultural and linguistic needs and modes of expression is important as failure to do so may reduce the level of benefits of e-Commerce initiatives.
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Books on the topic "Virtual interface architecture"

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1949-, Larson Robert E., ed. Microsoft Virtual server 2005: R2 resource kit. Microsoft Press, 2008.

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Anthony, Danalis, Nikolopoulos Dimitrios S, Dongarra J. J, and SpringerLink (Online service), eds. Recent Advances in the Message Passing Interface: 18th European MPI Users’ Group Meeting, EuroMPI 2011, Santorini, Greece, September 18-21, 2011. Proceedings. Springer-Verlag GmbH Berlin Heidelberg, 2011.

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Keller, Rainer. Recent Advances in the Message Passing Interface: 17th European MPI Users’ Group Meeting, EuroMPI 2010, Stuttgart, Germany, September 12-15, 2010. Proceedings. Springer-Verlag Berlin Heidelberg, 2010.

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Virtual Interface Architecture. Intel Press, 2002.

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Larson, Robert, Janique Carbone, and The Microsoft VirtualizationTeam. Microsoft Virtual Server 2005 Resource Kit. Microsoft Press, 2007.

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Axelson, Jan. Serial Port Complete: COM Ports, USB Virtual COM Ports, and Ports for Embedded Systems (Complete Guides series). Lakeview Research, 2007.

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Knaack, Ulrich, and Jens Schneider. POWERSKIN CONFERENCE PROCEEDINGS. Edited by Thomas Auer. TU Delft Open, 2021. http://dx.doi.org/10.47982/bookrxiv.27.

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The building skin has evolved enormously over the past decades. The energy performance and environmental quality of both the interior and exterior of buildings are primarily determined by the building envelope. The façade has experienced a change in its role as an adaptive climate control system that leverages the synergies between form, material, mechanical and energy systems towards an architectural integration of energy generation. The PowerSKIN Conference aims to address the role of building skins to accomplish a carbonneutral building stock. The focus of the PowerSKIN issue 2021 deals with the question of whether simplicity and robustness stay in contradiction to good performance of buildings skins or whether they even complement each other: simplicity vs performance? As an international scientific event - usually held at the BAU trade fair in Munich - the PowerSKIN Conference builds a bridge between science and practice, between research and construction, and between the latest developments and innovations for the façade of the future. Topics such as building operation, embodied energy, energy generation and storage in the context of the three conference sessions envelope, energy and environment are considered: – Envelope: The building envelope as an interface for the interaction between indoor and outdoor environment. This topic is focused on function, technical development and material properties. – Energy: New concepts, accomplished projects, and visions for the interaction between building structure, envelope and energy technologies. – Environment: Façades or elements of façades, which aim to provide highly comfortable surroundings where environmental control strategies as well as energy generation and/or storage are an integrated part of an active skin. The Technical University of Munich, TU Darmstadt, and TU Delft are signing responsible for the organisation of the conference. It is the third event of a biennial series: April 9th 2021, architects, engineers, and scientists present their latest developments and research projects for public discussion and reflection. For the first time, the conference will be a virtual event. On the one hand, this is a pity, as conferences are also about meeting people and social interaction; on the other hand, it offers the possibility that we can reach more people who connect from all over the world.
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Barron, D. W. Computer Operating Systems. 3rd ed. Chap. & H., 1994.

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Book chapters on the topic "Virtual interface architecture"

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Kumar, Sameer, Gabor Dozsa, Jeremy Berg, et al. "Architecture of the Component Collective Messaging Interface." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87475-1_10.

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Bubak, Marian, Maciej Malawski, and Katarzyna Zajac. "Towards the CrossGrid Architecture." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45825-5_13.

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Kimpe, Dries, Andrea Lani, Tiago Quintino, Stefaan Poedts, and Stefan Vandewalle. "The COOLFluiD Parallel Architecture." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11557265_66.

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Springer, Paul L. "Enhancements to PVM’s BEOLIN Architecture." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11557265_34.

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Squyres, Jeffrey M., and Andrew Lumsdaine. "A Component Architecture for LAM/MPI." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39924-7_52.

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Christensen, Anders Lyhne, João Brito, and João Gabriel Silva. "The Architecture and Performance of WMPI II." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30218-6_21.

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Aliaga, J., F. Almeida, J. M. Badía, et al. "Parallelization of GSL: Architecture, Interfaces, and Programming Models." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30218-6_31.

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Shah, Hemal V., Calton Pu, and Rajesh S. Madukkarumukumana. "High Performance Sockets and RPC over Virtual Interface (VI) Architecture." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/10704826_7.

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Jorba, Josep, Rafael Bustos, Ángel Casquero, Tomàs Margalef, and Emilio Luque. "Web Remote Services Oriented Architecture for Cluster Management." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45825-5_54.

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Elwasif, Wael R., David E. Bernholdt, James A. Kohl, and G. A. Geist. "An Architecture for a Multi-threaded Harness Kernel." In Recent Advances in Parallel Virtual Machine and Message Passing Interface. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45417-9_21.

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Conference papers on the topic "Virtual interface architecture"

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Chang, Chi-Chao, and Thorsten von Eicken. "Interfacing Java to the virtual interface architecture." In the ACM 1999 conference. ACM Press, 1999. http://dx.doi.org/10.1145/304065.304095.

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Hajinazar, Nastaran, Pratyush Patel, Minesh Patel, et al. "The Virtual Block Interface: A Flexible Alternative to the Conventional Virtual Memory Framework." In 2020 ACM/IEEE 47th Annual International Symposium on Computer Architecture (ISCA). IEEE, 2020. http://dx.doi.org/10.1109/isca45697.2020.00089.

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Zhigang Huo, Yansong Yu, and Ninghui Sun. "High performance Sockets over kernel level virtual interface architecture." In Eighth International Conference on High-Performance Computing in Asia-Pacific Region (HPCASIA'05). IEEE, 2005. http://dx.doi.org/10.1109/hpcasia.2005.47.

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Nagar, S., Chun Liu, G. B. Kandiraju, A. Sivasubramaniam, and N. Gautam. "Incorporating quality-of-service in the virtual interface architecture." In Proceedings 16th International Parallel and Distributed Processing Symposium. IPDPS 2002. IEEE, 2002. http://dx.doi.org/10.1109/ipdps.2002.1015475.

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Speight, Evan, Hazim Abdel-Shafi, and John K. Bennett. "Realizing the performance potential of the virtual interface architecture." In the 13th international conference. ACM Press, 1999. http://dx.doi.org/10.1145/305138.305192.

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Buonadonna, P., A. Geweke, and D. Culler. "An Implementation and Analysis of the Virtual Interface Architecture." In SC98 - High Performance Networking and Computing Conference. IEEE, 1998. http://dx.doi.org/10.1109/sc.1998.10052.

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Jin-Soo Kim, Kangho Kim, and Sung-In Jung. "SOVIA: a user-level sockets layer over virtual interface architecture." In Proceedings 2001 IEEE International Conference on Cluster Computing. IEEE, 2001. http://dx.doi.org/10.1109/clustr.2001.960006.

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Kadavasal, Muthukkumar S., and James H. Oliver. "Virtual Reality Interface Design for Multi-Modal Teleoperation." In ASME-AFM 2009 World Conference on Innovative Virtual Reality. ASMEDC, 2009. http://dx.doi.org/10.1115/winvr2009-732.

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A multi modal teleoperation interface is introduced featuring an integrated virtual reality (VR) based simulation augmented by sensors and image processing capabilities on-board the remotely operated vehicle. The proposed virtual reality interface fuses an existing VR model with live video feed and prediction states, thereby creating a multi modal control interface. Virtual reality addresses the typical limitations of video-based teleoperation caused by signal lag and limited field of view. The 3D environment in VR along with visual cues generated from real time sensor data allows the operator to navigate in a continuous fashion. The vehicle incorporates an on-board computer and a stereo vision system to facilitate obstacle detection. A vehicle adaptation system with a priori risk maps and real state tracking system enables temporary autonomous operation of the vehicle for local navigation around obstacles and automatic re-establishment of the vehicle’s teleoperated state. Finally, the system provides real time update of the virtual environment based on anomalies encountered by the vehicle. The VR interface architecture is discussed and implementation results are presented. The VR based multi modal teleoperation interface is expected to be more adaptable and intuitive when compared to other interfaces.
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Kangho Kim, Jin-Soo Kim, and Sung-In Jung. "GNBD/VIA: a network block device over virtual interface architecture on Linux." In Proceedings 16th International Parallel and Distributed Processing Symposium. IPDPS 2002. IEEE, 2002. http://dx.doi.org/10.1109/ipdps.2002.1015476.

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Shamsuzzoha, A. H. M., and Petri Helo. "Virtual Enterprise Architectural Framework: Collaboration for Small and Medium Enterprises." In ASME 2013 International Manufacturing Science and Engineering Conference collocated with the 41st North American Manufacturing Research Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/msec2013-1004.

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This paper presents a methodological approach to support the running of a temporary collaborative network through the formation and operation of a virtual enterprise (VE), where the participating enterprises, especially small and medium size enterprises (SMEs), collaborate with each other for mutual benefit. Overall VE architectural framework which is considered as the baseline to execute VE manufacturing processes is highlighted in this research. Different components within this architecture such as visualization and configuration, message exchange, process designer, forecasting and simulation, optimization, cloud-based data storage, etc., are briefly explained with respect to their corresponding interfaces with each other. Among all the components of VE architecture, the user interface component termed ‘Dashboard’ is explicitly highlighted with a case example of a VE network. This Dashboard component is implemented to visualize the VE operational activities that directly contribute to monitor and manage the associated collaborative processes successfully. Further research potential along with the general research outcomes are also highlighted in the conclusion section of this paper.
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Reports on the topic "Virtual interface architecture"

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Dandekar, Kapil, James Templeman, Linda Sibert, and Robert Page. The Hobbes Software Architecture for Virtual Environment Interface Development. Defense Technical Information Center, 1998. http://dx.doi.org/10.21236/ada341960.

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