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Dissertations / Theses on the topic 'Virtual place'

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1

Barker, Jesse. "No place like home : virtual space, local places and Nocilla fictions." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/33138.

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This thesis is the first sustained study of a new wave of Spanish writers. Known in the press as the “Nocilla Generation”, after Agustín Fernández Mallo’s Nocilla Project trilogy, the work of these authors responds to changing relations between urban subjects, virtual spaces and local places. This study portrays a broad group of writers, but it focuses on four texts: Agustín Fernández Mallo’s Nocilla Dream, Javier Calvo’s “Una belleza rusa” [“A Russian Beauty”], Gabi Martínez’s Ático [Top Floor Apartment] and Esther García Llovet’s Coda. The new wave authors have been described as belonging to
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Hsu, P. H. "3D information place : architecture for virtual place-making and information navigation." Thesis, University of Cambridge, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.604679.

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Performing activities together in online information environments is not unusual. It is functionally possible for shared information environments to become ‘virtual places’ in which social activities take place. Such environments, however, are traditionally designed based on the concept of digital documents accessed remotely from the outside, rather than on the concept of places. This thesis argues that shared information environments can be designed to allow multi-user navigation to take place <i>inside</i> the space, and suggests they should be designed as places, supporting and reflecting s
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Wongrujira, Krit Electrical &amp Telecommunication UNSW. "Decentralized virtual market-place for network services." Awarded by:University of New South Wales. Electrical and Telecommunication, 2006. http://handle.unsw.edu.au/1959.4/25524.

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With the increasing growth of communication networks, systems, and devices,technology has driven much research and development on a variety of communication protocols, applications, and smart devices. As a result, a variety of heterogeneous networks, de facto and standards have emerged. In parallel, users are also demanding to seamlessly use any device on any network infrastructure within this heterogeneous environment. To go beyond this problem, one of solutions is deploying service entities to be served in/on the network. The services can be composed of many
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Zeder, Marco. "Being competitive in a virtual market place." Aix-Marseille 3, 2003. http://www.theses.fr/2003AIX30035.

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Etre compétitif dans un marché virtuel dans le champ d'activité des ascenseurs et plus particulièrement pour le groupe Schlinder, nous amène à nous poser les trois questions de base: où sommes nous actuellement, où voulons nous aller, et comment faisons nous pour y aller ? Pour ces trois aspects A, B, C, nous examinerons dans ce travail et respectivement, A: la description du "business", le marketing, le design, la R&amp;D, le manufacturing et le management, les risques financiers et les étapes clés. Pour la partie B: les tendances globales, l'évolution du style de vie, l'évolution dans le dom
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Silvers, Michael Benjamin. "Musical Creation, Reception, and Consumption in a Virtual Place." Thesis, The University of Arizona, 2007. http://hdl.handle.net/10150/193303.

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Technologically mediated listening has changed the way in which music is heard as well as the way in which musical communities are constructed. Communities are no longer necessarily tied to place, and in the case of virtual communities, musicians can create a sense of community and a sense of place through their interactions. Some virtual communities of musicians - specifically those that specialize in electronic music - are ideally situated in cyberspace; what a producer of electronic music hears in his or her headphones when composing music is exactly what the audience hears after downloadin
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Hedlund, Martin. "Detached Walk-in-Place." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-218014.

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Locomotion, the ability to walk freely in virtual environments, is a problem with no standardized solution. Walk-in-Place is one strand of solutions in which the user’s physical movement creates forward movement in the virtual environment. This technique is particularly useful for navigation in smartphone-based virtual reality without location detection. However, current mobile implementations use gaze-directed steering which limits the user’s ability to simultaneously scan the environment, which can reduce maneuverability. Additionally, step detection is triggered by head movement which shake
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Wilken, Rowan Cameron. "Teletechnologies, place and community /." Connect to thesis, 2006. http://eprints.unimelb.edu.au/archive/00003211.

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8

van, Almkerk Marc. "Influence of Mindfulness Practices on Feelings of Place Illusion in Virtual Reality." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231558.

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This study investigates how mindfulness influences feelingsof place illusion in Virtual Reality (VR) experiences, i.e. the feeling of being inside the mediated world that is displayed through the VR technology. To research the effects, a design called Mindsition was proposed that consist of two Virtual Environments (VEs) that transfers the user from the physicalworld to a task environment in VR and altering the user’s state of mind. In the first VE, a guided meditation exercise was introduced to bring the user to a more mindful state, changing how the mediated world was perceived. The user was
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Halfmann, Marc [Verfasser], and Hanspeter A. [Akademischer Betreuer] Mallot. "Place Recognition and Navigation in Virtual Environments / Marc Halfmann ; Betreuer: Hanspeter A. Mallot." Tübingen : Universitätsbibliothek Tübingen, 2016. http://d-nb.info/119812136X/34.

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10

Jolicoeur, Kay. "The influence of virtual manipulatives on second grader's acquisition of place value concepts." Master's thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4945.

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The purpose of this study was to examine my own practice of teaching place value and the influence virtual manipulatives had, in addition to physical manipulatives, on place value understanding of my second grade students. I wanted to see how adding a base-ten computer applet might better meet the needs of all learners while also meeting the needs of today's technological classroom. Through this study, I found that both physical and virtual manipulatives helped students acquire place value concepts. I found that virtual manipulatives had features that engaged students in a way that increased t
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Hulsman, Maryann (Maryann Madeline). "Making local connections : the development of social capital through place-based virtual groups." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77880.

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Thesis (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 2012.<br>"September 2012." Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 145-161).<br>Over the last decade, as computer-mediated communication (CMC) has become ubiquitous., place-based virtual groups have become increasingly common in the U.S. People are using various CMC tools, such as email lists, message boards, and social network sites, to form these virtual groups in order to connect with their neighbors and learn about their neighborhoods. While our society's re
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Bozgeyikli, Evren. "Locomotion in Virtual Reality for Room Scale Tracked Areas." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6470.

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In the recent years, virtual reality has been used as an effective tool for a wide range of areas such as training, rehabilitation, education and games. The affordability of the new generation headsets helped this medium to become more widespread. However, in order for virtual reality to become mainstream, more content that is specifically designed for this medium is needed. Since virtual reality is a different technology than the computer systems, different design principles may be required for these content for better user experience. One of the crucial components of virtual reality applicat
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Klefbom, Sanna. "Augmented Urban Values : Virtual Gothenburg as a place for citizen dialogue and shared lived experiences." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45934.

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In the domain of social design, this thesis introduces a design project that explores a place-centric view on interaction design to address issues of participation, representation, and place. The project aims to envision possible futures of city-scaled digital twins as places that enable collective engagement within communities and between citizens and cities. It explores this aim with a methodology grounded in co-design- and ethnographic values, focusing on the place of Ringön in Gothenburg. The final design outcome of the study is an augmented reality-based application connected to the city-
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Rehnberg, Andrée. "Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.

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This thesis explores the use of virtual reality as a prototyping tool for designpractitioners to utilize when designing artifacts situated in physical places.Methods used in the study are qualitative and derive from the field ofinteraction design. The topic is explored through literature review on theattributes of virtual reality and sense of place, presented in the theorychapter, and is connected to the empirical research throughout the designprocess chapter. The theories presented strongly indicate that places affecthuman behavior, making them a substantial part of the user experience whenin
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Geldenhuys, Ilse. "The management of people, processes and places in the virtual workplace." Thesis, University of Pretoria, 2010. http://hdl.handle.net/2263/25307.

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The traditional workplace evolved over time, moving through different waves or phases of change. The phases, although prevalent in different stages in different countries, have been characterised by various technological developments. The virtual workplace evolved as part of the Information Age or Fifth Wave, bringing with it its own unique characteristics and requirements. These unique characteristics, such as the speed at which information is communicated, crossing of time and space boundaries, social networks and requirements, such as sustainable high speed internet connectivity, are eviden
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Plante, Thierry. "The role of place as a potential influence on the experience of presence in virtual environments." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28441.

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The growing popularity of massively populated online virtual environments raises questions about the nature of the human experience within these environments and offers new opportunities to explore existing concepts such as presence and place. The central research question addressed by this thesis is whether sense of place is a potential influence on the sense of presence in Second Life. In tackling this issue two sub-questions are posed: (1) Do users of Second Life experience a sense of place when engaging with this medium and if so how is it manifest? and (2) What is the nature of the relati
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Crow, Lydia M. T. "Digital ethnography and a virtual Orkney : the role of folklore in creating an online Orkney place." Thesis, University of the Highlands and Islands, 2018. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=239475.

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This thesis explores the role of folklore in creating an online Orkney place, referring to key literature from the discipline of folklore and the study of place, including the study of island places. The research introduces the concept and theory of Virtually Filtered Places: places created in the digital environment which are related to identifiable physical places in the non-digital environment. Such virtually filtered places are created by multiple users, meaning they are subject to compounded subjectivity; and are created across a range of digital platforms, meaning a virtually filtered pl
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Ingersoll, Alex Monroe. "Place in flows: A continuum of virtual transduction and the work of locating the mobile mob." Connect to online resource, 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1453552.

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19

Bini, Cosimo. "A pick-and-place robot for coffee capsules: virtualization and trajectory design." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Even if Virtual Commissioning is not widely spread among industries yet, it offers plenty of advantages for the manufacturing of productive plants, that consist of reduced commissioning time, optimization of the code, better synergy between mechanical and software design. However, due to the cost of the requested investments, only big firms employ it in their production processes. This work aims at providing an example of how Virtual Commissioning can be applied to an automatic machine and how it can be used to improve the kinematic behaviour of two degrees of freedom manipulator, that moves c
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Kopel, Daphne. "Spatial Schema Transfers to Similar Place: A Case of Disney Theme Parks." Honors in the Major Thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1607.

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The intent of this thesis is to explore whether an existing spatial schema assists with learning a similar environment to the existing schema. Spatially experienced and non-experienced participants of Magic Kingdom Park learned a similar park, Disneyland Park, using a virtual environment. Participants learned the virtual environment either passively or actively. Spatially experienced participants outperformed the non-experienced participants on survey and route knowledge assessments, despite of the training method used in the virtual environment. The results suggest that the existing schema fo
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Widell, Marcus, and Guzmán Marco. "Outcomes of personal branding in a virtual third place : A qualitative study on streamer-viewer relationships on Twitch.tv." Thesis, Umeå universitet, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172748.

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Personal branding has been central to the marketing field of study for the past few decades, as its flexibility has found a place in professional, academic, and social contexts. The relationship between loyalty and customer satisfaction has been explored throughoutexisting literature, where the concept of customer delight, or the act of exceeding customer expectations, has recently been the subject of many conversations regarding its effects on loyalty.The main purpose of this thesis is to develop a deeper understanding of the role that personal branding plays in relation to brand loyalty in t
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Cherjovsky, Natalia. "VIRTUAL HOOD: EXPLORING THE HIP-HOP CULTURE EXPERIENCE IN A BRITISH ONLINE COMMUNITY." Doctoral diss., Orlando, Fla. : University of Central Florida, 2010. http://purl.fcla.edu/fcla/etd/CFE0003029.

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Han, Jung-Min. "The consumer negotiation of brand meaning in online brand communities." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/the-consumer-negotiation-of-brand-meaning-in-online-brand-communities(d7db292d-1fa1-4314-a595-53a2febbab44).html.

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There has been much enthusiasm over the power of online brand communities (OBCs). Ensuring that OBCs achieve their potential, however, is a challenge. Adopting the view that an OBC is a social entity at its core, this study examines consumers’ perceptions of OBCs and how consumers manage the continuous tension between social-related and brand-related aspects of OBCs through brand-related and non-brand-related social practices. The researcher took a symbolic interactionist approach and qualitative data were collected using ethnography and in-depth interviews from OBC participants in South Korea
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Gäfvert, Liss Telly. "En Plats på nätet : Deltagande Observation i den virtuella miljön Ragnarök Online." Thesis, Linköpings universitet, Avdelningen för kulturvetenskaper, KVA, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-82341.

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Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten. Detta kommer vi att göra tillsammans med invånarna i Ragnarök Online, med dem kommer vi att slåss, jaga och göra hattar. Tillsammans kommer vi att utforska
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Berntsdotter, Vallgren Diana. "I den virtuella verkligehtens rum för konst : En fenomenologisk undersökning av applikationen Acute Art X utifrån rum och plats." Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446053.

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In this master thesis I examinate the experience of space, place and genius loci in the application Acute Art X and the virtual reality art works at the platform, using a phenomenological method. Six artworks were on display while the thesis was authored. All the displayed artworks were analysed because of their variation of theme, topic, and experience. The applied method uses the body and the perception as tools to reach the phenomenon of the space, place and genius loci in the virtual reality artworks presented in the application. The applied theories are theory of space, theory of place an
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Rebs, Rebeca da Cunha Recuero. "O lugar no espaço virtual: um estudo etnográfico sobre as recriações de territórios do mundo concreto no Second Life." Universidade do Vale do Rio dos Sinos, 2010. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3072.

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Submitted by Mariana Dornelles Vargas (marianadv) on 2015-03-20T19:12:06Z No. of bitstreams: 1 lugar_espaco.pdf: 14777510 bytes, checksum: 9fed180db861f3a92f44ce937c152535 (MD5)<br>Made available in DSpace on 2015-03-20T19:12:06Z (GMT). No. of bitstreams: 1 lugar_espaco.pdf: 14777510 bytes, checksum: 9fed180db861f3a92f44ce937c152535 (MD5) Previous issue date: 2010-02-23<br>CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>A presente dissertação parte do reconhecimento da existência de representações de espaços do mundo físico em ambientes multiusuário online. Pretend
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Cuerden, Barbara. "Art, Nature and the Virtual Environment: Three strands of a narrative inquiry written around a schoolyard garden as a collection of "events"." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/19679.

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Working with an organization outside the public school system that was creating schoolyard gardens, I began to think about culture and cultivation inside and outside of schooling practices. The liveliness of the schoolyard gardens presented possibilities for enlivening educational discourses. With two participants I planted a container box schoolyard garden outside Lamoureux Hall, which houses the Faculty of Education. Utilizing aspects of place-based pedagogy, ecoliteracy, ecopedagogy and a metissage of a/r/tography, eco-art and writing as a method of inquiry, we tended the garden and dwelled
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Blank, Veleida Ana. "Memória virtual : 50 anos da produção científica do curso de Geologia do Instituto de Geociências da Universidade Federal do Rio Grande do Sul." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/34690.

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Aborda o desenvolvimento do Website da Memória Virtual da produção científica do curso de Geologia do Instituto de Geociências da Universidade Federal do Rio Grande do Sul (IGeo/UFRGS), sob o ponto de vista da socialização e da divulgação da informação em ambiente de comunicação digital. O objetivo geral deste estudo é disponibilizar a memória da produção científica do curso de Geologia constituída pelo acervo documental publicado pelo IGeo/UFRGS, armazenado na Biblioteca, em ambiente Web. A pesquisa tem caráter quali-quantitativo caracterizada pela fundamentação teórica em fontes de informaçõ
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Pagkakis, Georgios. "Heritage encounters through new media: Mediated spectacle, the case of the Uppsala VR." Thesis, Uppsala universitet, Institutionen för arkeologi och antik historia, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-418112.

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This thesis has been an odyssey of sorts, into how the creative and playful use of digital tools, such as virtual reality technology, may prompt one's engagement with ‘the lost atmosphere of a Place’ and its history. My point of reference is the novel platform known as Uppsala VR, the property of the Gamla Uppsala museum in Sweden. What exactly has been its nature and purpose? How is it being embedded in the overall museum practice? How do visitors perceive and experience it? What started as a User Experience (UX) survey, yet, in time evolved into an exploration of the Uppsala VR in terms of ‘
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Ben, Turkia Salma. "Etude expérimentale et numérique du comportement mécanique des matériaux granulaires : De la simulation discrète d'essais de laboratoire à la mise en place d'une procédure de calibration des paramètres d'entrée." Thesis, Ecole nationale supérieure Mines-Télécom Lille Douai, 2020. http://www.theses.fr/2020MTLD0004.

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Le traitement, le transport, la maniabilité et le stockage des matériaux granulaires sont à l’origine de nombreuses opérations industrielles. Il est donc essentiel de prévoir de manière fiable la dynamique des matériaux granulaires pour un bon fonctionnement et une optimisation du processus. Les matériaux granulaires sont des systèmes complexes qui peuvent se présenter sous différents états statiques, quasi-statiques et dynamiques. La manifestation des phénomènes de ségrégation et de blocage (formation de voûtes) peuvent être problématiques pour les industriels. La prédiction du comportement e
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Bourboulou, Romain. "Spatial resolution of the cognitive map : investigation on the influence of proximal visual cues on spatial coding resolution in area CA1 of the dorsal hippocampus using virtual reality." Thesis, Aix-Marseille, 2019. http://www.theses.fr/2019AIXM0299.

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Pour naviguer de manière flexible et efficace dans leur habitat naturel, les mammifères peuvent s’appuyer sur une représentation interne du monde qui les entoure. L’hippocampe (HPC) est considéré comme l’un des acteurs de cette représentation car il contient des cellules de lieu. Lorsque l’animal se déplace, chacune de ces cellules s’active dans son champs de lieu et reste silencieuse ailleurs. Une question importante est de savoir si et comment la résolution spatiale de l’HPC dorsal peut s’adapter aux caractéristiques locales d’un même environnement. Nous avons exploré cette questi
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Chaves, Luís Olavo Melo. "Um lugar de aprender segundo alguns homo zappiens : uma contribuição da macroergonomia à educação." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/131256.

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O desenho da sala de aula atravessa o tempo com uma estrutura, aparentemente, inabalável. Neste momento, no ambiente escolar,a presença dos homo zappiens percorrendo corredores, que não se pode correr, é uma possibilidade de redesenhar este lugar. Os estudos de Arquitetura Escolar que associam mais alegria, mais felicidade, mais prazer ao espaço escolar se restringem ao pátio, ao recreio, aos lugares que não a sala de aula. Mexer nesse desenho é mexer no cerne das definições conservadoras do que vem a ser Educação. Foi desenvolvido um estudo de caso, transversalizado pela presença de um comput
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Domke, Jens. "Routing on the Channel Dependency Graph:." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-225902.

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In the pursuit for ever-increasing compute power, and with Moore's law slowly coming to an end, high-performance computing started to scale-out to larger systems. Alongside the increasing system size, the interconnection network is growing to accommodate and connect tens of thousands of compute nodes. These networks have a large influence on total cost, application performance, energy consumption, and overall system efficiency of the supercomputer. Unfortunately, state-of-the-art routing algorithms, which define the packet paths through the network, do not utilize this important resource effic
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Gravel, Caroline. "Relation virtuelle, amour virtuel : quelle place pour l'amour véritable?" Master's thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/30027.

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Tableau d'honneur de la Faculté des études supérieures et postdoctorales, 2017-2018<br>L'omniprésence relativement nouvelle du virtuel dans la société contemporaine appelle à s'interroger sur son utilisation croissante dans les rapports humains. Pour plusieurs, l'écran, en tant que porte d'accès au monde, favorise les rencontres et les contacts. Certains affirment même tomber amoureux en ligne. Mais cet amour virtuel correspond-il à l'amour véritable? On ne peut tenter de répondre à cette question sans au préalable faire ressortir les traits essentiels de l'amour, tel que vécu et comme en témo
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Nguyen, Tuan-Anh. "Conception d'une plate-forme de prototypage virtuel de réseaux d'interconnexion." Thesis, Paris Est, 2014. http://www.theses.fr/2014PEST1095.

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Les systèmes HPC ("High-Performance Computing") sont des systèmes conçus avec des centaines de milliers de nœuds de calcul interconnectés entre eux par un réseau de communication de haute performance, lui-même assemblé suivant une variété de topologie par des nœuds de routage. La conception du réseau d'interconnexion d'un système HPC revêt une importance capitale dans la performance finale du système. La complexité de cette conception requiert la mise en œuvre d'un environnement de prototypage virtuel afin de pouvoir analyser et valider les hypothèses et options micro et macro-architecturales
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Geratz, Elke. "Virtual Activity Becomes Visible - ICT Users in Public Places." Thesis, KTH, Urbana och regionala studier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-131394.

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Whether utilizing our smartphones for navigation or skyping our friend on our way, the use of ICTs affects the way that we walk through and stay in public places. "Dancing" mobile phone users are only one example of this. Their virtual activity becomes visible in public places. This master thesis is about contemporary demands on public space imposed by the new ICT generation, and aims to explore ethe behaviour of ICT users in public places. Therefore, it investigates the question of how the use of ICTs affects the way that people use public places and whar that means for urban planning. To thi
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Nezo, Janos. "Virtual fabrication of full size welded steel plate girder specimens." Thesis, Heriot-Watt University, 2011. http://hdl.handle.net/10399/2433.

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The use of virtual experiments of welded steel plate girders are commonplace in modern structural research. One key factor in the success of using such numerical analysis is the availability and reliability of input data including imperfections such as initial deformations and residual stresses. In this research a methodology combining experimental and numerical work is developed in order to use virtually fabricated welded specimens, which include the imperfections as a result of the manufacturing process, in virtual experiments. A series of experiments are performed to calibrate and validate
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Liddle, William James. "The virtue of place in late medieval Lynn." Thesis, Queen's University Belfast, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.678832.

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This thesis is an ethnographic micro-study of the production of place in late medieval Bishop's Lynn and South Lynn in Norfolk. Imaginatively juxtaposing a wide range of cultural artefacts (including visual and sculptural art, literature, documentary texts, architecture, and material culture) it explores how they acted, jointly and severally, as agents within the spatial habitus of Lynn to generate meaning in places that were inscribed with social, religious, economic, and gendered ideologies of power. Place, paradoxically, is always going somewhere, and it is always ideological about how it g
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Schindehutte, Genevi. "Remembering is Resistance: In Physical and Virtual Places of Downtown Cairo." Miami University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=miami1438346291.

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WILSCHUTZ, SETH DOUGLAS. "Embodying Civil Society in Public Space: Re-Envisioning the Public Square of Mansfield, Ohio." University of Cincinnati / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1112648545.

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Jarocha-Ernst, Alex. "Creating landscapes with simulated colliding plates /." Link to online version, 2006. https://ritdml.rit.edu/dspace/handle/1850/1962.

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Rother, Carsten. "Multi-View Reconstruction and Camera Recovery using a Real or Virtual Reference Plane." Doctoral thesis, KTH, Numerical Analysis and Computer Science, NADA, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3463.

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<p>Reconstructing a 3-dimensional scene from a set of2-dimensional images is a fundamental problem in computervision. A system capable of performing this task can be used inmany applications in robotics, architecture, archaeology,biometrics, human computer interaction and the movie andentertainment industry.</p><p>Most existing reconstruction approaches exploit one sourceof information to tackle the problem. This is the motion of thecamera, the 2D images are taken from different viewpoints. Weexploit an additional information source, the reference plane,which makes it possible to reconstruct d
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Biermann, Joel D. "Virtue ethics and the place of character formation within Lutheran theology." Theological Research Exchange Network (TREN), 2002. http://www.tren.com.

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PIZZOLI, SILVIA FRANCESCA MARIA. "USER-CENTERED DIGITAL INTERVENTION: TAILORING RELAXING PLACES." Doctoral thesis, Università degli Studi di Milano, 2021. http://hdl.handle.net/2434/820363.

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Relaxation interventions can have psychological and physically beneficial effects. In recent years, new technologies have begun to incorporate relaxation practices, to target stress and several psychological symptoms both in laypeople and patients suffering from psychological or medical conditions. However, in the field of digital interventions, it is still not clear which individual differences shape the preferences for specific relaxing contents or which features of the relaxation exercises can yield the best efficacy depending on the users. The present work aims to collect qualitative and
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Taner, Erdem. "The Place Of Human Subject In Foucault&#039." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606734/index.pdf.

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The main objective of this master&rsquo<br>s thesis is to analyze the place assigned to human subjectivity by French philosophers Michel Foucault and Gilles Deleuze. In order to fulfil the requirements of this objective, what is focused on is their shared critique which is exercised against the traditional conceptions of humanity and subjectivity. Through the thesis, first Foucault&rsquo<br>s analyses which demonstrate that universal man as a construction emerges as an effect of discursive practices and power relations, and his archaeological method that illustrates knowledge process is not de
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Lindsay-Towner, Victoria. "A virtual ethnography of the Black Flag Cafe : a forum for people who travel to dangerous places." Thesis, Bournemouth University, 2011. http://eprints.bournemouth.ac.uk/18684/.

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This research explores the followers of the book The World’s Most Dangerous Places. These tourists deliberately travel to dangerous destinations where there is a high level of violence due to civil unrest, conflict or war. The research has focused on the Black Flag Café, an online tourism-based community created by the writer Robert Young Pelton, author of the books Come Back Alive and The World’s Most Dangerous Places. This is a case study that has made use of virtual ethnography and descriptive content analysis to explore the forum and its members. The research has identified four factors wh
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Kassouf, Marthe. "Conception d'une plate-forme de télécommunications pour desservir des laboratoires virtuels distribués." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape8/PQDD_0018/MQ48858.pdf.

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Blythe, Richard John, and n/a. "A terroir of terroir (or, a brief history of design-places)." RMIT University. Architecture + Design, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090713.122612.

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This PhD provides insight into designing. It offers a view on the nature and structures of design research proposing that design research occurs within the activity of designing. As a case study, the PhD provides an internal view of the emergent design process of a collaborative architecture design practice terroir. It proposes a way, (the 'design-place'), in which design by collaboration operates within complex and often contradictory contexts. The thesis deals with questions of design in a contemporary, cosmopolitan condition and proposes that within such a condition design is an ethical end
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Kempthorne, Daryl Matthew. "The development of virtual leaf surface models for interactive agrichemical spray applications." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/84525/12/84525%28thesis%29.pdf.

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This project constructed virtual plant leaf surfaces from digitised data sets for use in droplet spray models. Digitisation techniques for obtaining data sets for cotton, chenopodium and wheat leaves are discussed and novel algorithms for the reconstruction of the leaves from these three plant species are developed. The reconstructed leaf surfaces are included into agricultural droplet spray models to investigate the effect of the nozzle and spray formulation combination on the proportion of spray retained by the plant. A numerical study of the post-impaction motion of large droplets that have
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Yazicii, Asli. "An Inquiry Concerning The Place Of Emotions In Virtue Ethics (a Comparison Between Aristotle And Kant)." Phd thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/3/12606742/index.pdf.

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This dissertation examines the claim that, unlike utilitarianism and deontology, virtue ethics ascribes a positive role to emotions in moral evaluation by taking them as the constituents of moral goodness and moral value. I wish to identify the limit and scope of this claim and to show what kind of emotion theory is suitable for explaining the essential features of virtue ethics. To do so, I defend some kind of cognitivism, the cognitive-affective theory of emotion, as the most suitable theory for virtue ethics. I argue that the moral significance that virtue ethicists assign to emotions can o
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