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Dissertations / Theses on the topic 'Virtual technologies'

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1

Hu, Xiuping. "Shared virtual world technologies." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36470.pdf.

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2

Green, Nicola. "Becoming virtual: Bodies, technologies, worlds." Thesis, University of Canterbury. Sociology, 1999. http://hdl.handle.net/10092/4592.

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This thesis addresses how virtual reality technologies are being developed to shape a cultural politics of embodiment and subjectivity across local and global contexts. The research considers a number of approaches to understanding the techno-cultural changes and political dilemmas presented by virtual systems. Undertaking a critical consideration of these approaches, the thesis argues that virtual systems are neither 'demonic' technologies, nor transcendent cultural forms, but rather complex and deeply embedded social and cultural networks. Employing multi-sited ethnographic methods, the the
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Taranova, D. V. "The technologies of virtual reality." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40497.

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Virtual Reality is a simulated environment that can imitate real or imagined world, recreating sensory experience: sight, sound, touch, taste and smell. The technology of virtual reality is constantly in progress. In 1860‘s was invented one of the first examples of virtual reality – 360-degree art through panoramic murals. Nowadays the amount of different devices strikes the imagination.
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4

Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, inte
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MARTINA, ANDREA. "Virtual Heritage: new technologies for edutainment." Doctoral thesis, Politecnico di Torino, 2014. http://hdl.handle.net/11583/2541502.

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Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage,
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Downey, Laura. "Well-being Technologies: Meditation Using Virtual Worlds." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/65.

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In a technologically overloaded world, is it possible to use technology to support well-being activities and enhance human flourishing? Proponents of positive technology and positive computing are striving to answer yes to that question. However, the impact of technology on well-being remains unresolved. Positive technology combines technology and positive psychology. Positive psychology focuses on well-being and the science of human flourishing. Positive computing includes an emphasis on designing with well-being in mind as a way to support human potential. User experience (UX) is critical to
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Gustafsson, Mattias, and Oliver Odd. "Virtual Reality Data Visualization : Concepts, technologies and more." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37222.

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Data Visualization (DV) can be seen as an important tool for communication and data analysis. Especially when huge amounts of data are involved, visual representation of data can facilitate observation of trends and patterns as well as understanding. Currently, two dimensional displays are mainly used for Data Visualization, both in two and three dimensions (2D and 3D). However, two dimensional displays are limited in terms of 3D visualization because they do not allow for true sense of depth and do not cover the observer’s full Field Of View (FOV). An alternative approach is to use Virtual Re
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Берест, Олег Борисович, Олег Борисович Берест, and Oleh Borysovych Berest. "Modern technologies for learning content creation." Thesis, Сумський державний університет, 2012. http://essuir.sumdu.edu.ua/handle/123456789/29464.

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One of the teacher’s main task is to make his subject as more creative as it can be possible for students to interest them in it. There are many ways to make your lesson more cognitive and useful (for instance, usage of free open educational resources), but nowadays visual interactive learning tools become more popular and popular. And the problem is where to find or how to create necessary staff for you. When you are citing the document, use the following link http://essuir.sumdu.edu.ua/handle/123456789/29464
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9

Khryschuk, N. V. "Innovative technologies in nowaday’s world." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11512.

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10

Powell, Vaughan. "Visual properties of virtual target objects : implications for reaching and grasping tasks in a virtual reality rehabilitation context." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/visual-properties-of-virtual-target-objects(dce47af9-e0aa-482a-96a1-b12c6de746b6).html.

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Shoulder dysfunction is common and accounts for around four million days of sick leave in the UK each year. Treatment approaches aim to reduce pain, and improve range of motion (ROM). However, patient adherence to therapeutic regimes is poor, partly due to pain avoidance behaviour and lack of engaging therapeutic exercises. Virtual rehabilitation is an area of healthcare which combines physical therapy with virtual reality (VR). It has been shown to facilitate patient engagement and reduce pain perception. Reaching and grasping tasks are well suited to VR applications, and there are a number o
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11

Bicknell, Ann. "Virtual alchemies : can new learning technologies transform police training?" Thesis, University of Worcester, 2005. http://eprints.worc.ac.uk/383/.

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This was a collaborative action research project with three, mixed method evaluation cycles. Its aim was to increase the impact of new learning technologies (NLT) in two Police Forces. The first reconnaissance cycle found a significant absence of uptake for one computer based training system (<1% impact after five years) with only assumptions of ‘technological determinism’ driving the process. A range of individual, work related and cultural factors were illuminated, towards understanding how the Force might become a ‘network’ organisation, where technology fundamentally transforms how work is
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McAndrew, Sean T. "Collaborative technologies for mobile workers and virtual project teams." Thesis, Loughborough University, 2009. https://dspace.lboro.ac.uk/2134/13529.

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Information Technology is advancing at a frightening pace. Cloud computing and its subset, Software as a Service (SaaS), are rapidly challenging traditional thinking for enterprise-level application and infrastructure provision. The project-centric nature of the construction industry provides an environment where the utilisation of SaaS is commercially appropriate, given its ability to provide rapid set-up and predictable costs at the outset. Using project extranets, the construction industry has been - unusually for it as an industry sector - early-adopters of this cloud computing model. Howe
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Михайлов, І. О. "Development of new technologies in IT sphere: virtual reality." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10732.

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Arkhаnhelskа, Yelyzaveta, Oksana Ovsak, Єлизавета Архангельська, and Оксана Овсак. "Virtual and augmented reality technologies in human resources management." Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/53436.

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Архангельська Є., Овсак О. Технології віртуальної і доповненої реальності в управлінні людськими ресурсами// Сучасні проблеми менеджменту: матеріали XVII Міжнародної науково-практичної конференції. – Національний авіаційний університет. – Київ, 2021. - С. 13-15<br>Technology аnd IT аre the most rаpidly developing industries in the modern world. Whether we like it or not, whether we аre аfrаid of it or looking forwаrd to it, if technology is neglected, the business cаn fаll fаr behind its competitors. Nowadays, virtual (VR) and augmented (AR) technologies are widely used in marketing, advertise
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Powell, Wendy. "Virtually walking : factors influencing walking and perception of walking in treadmill-mediated virtual reality to support rehabilitation." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/virtually-walking(1c81024c-8242-45fb-8ca1-6c74b1a1956c).html.

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Psychomotor slowing, and in particular slow walking, is a common correlate of illness or injury, and often persists long after the precipitating condition has improved. Since slow walking has implications for long term physical and social wellbeing, it is important to find ways to address this issue. However, whilst it is well established that exercise programmes are good approaches to increase movement speed, adherence to therapy remains poor. The main reasons for this appear to be pain and lack of interest and enjoyment in the exercise. Virtual Rehabilitation combines physical therapy with V
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Daukšienė, Estela. "Virtual Mobility in Higher Education." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2013~D_20131220_085909-84407.

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Higher education institutions are not fully prepared for virtual mobility (further VM) implementation – there is no common framework, methodology of preparation, and the set of competences to possess in order to implement VM efficiently, and to be acquired during VM. With the aim to conceptualize the virtual mobility phenomenon in higher education, analyzing its main components and revealing their relationships, the following research questions were raised: how is virtual mobility in higher education defined? Why is it necessary to implement VM in HE? How can teachers and institutions prepare
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Barge, Roland A. "The feasibility of using virtual prototyping technologies for product evaluation." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/16390.

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With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the finding
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Yao, Xiangkui. "A Personalized Virtual Environment as a Testbed for Assistive Technologies." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/12118.

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xiii, 80 p. : ill. (some col.)<br>The design of successful assistive technologies requires careful personalization for individual users, as well as rapid, low cost cycles for product development and testing. My research brings two modern software engineering models to meet these challenges: Personal and Contextual Requirements Engineering (PC-RE) and Agile Software Development. We adapt these models to the assistive mobile navigation domain for the blind. This dissertation demonstrates that a Virtual Environment testing can significantly reduce testing time, yield meaningful testing results by
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Duboc, Jean-Remy. "Dynamic feedback generation in virtual patients using semantic web technologies." Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/355540/.

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Virtual patients are interactive tools commonly used by medical schools for teaching and learning, and as training tools for the development of clinical reasoning. The feedback delivered to students is a crucial feature in virtual patients. Personalised feedback, in particular, helps students to reflect on their mistakes and to organise their knowledge in order to use it appropriately in a clinical context. However, authoring personalised feedback in virtual patient systems can become a di�cult task, due to the large number of choices available to students and the complex implications of each
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20

Olsen, Jenny, and David Skoghem. "'Human Enhancement Technologies' och dess beröring i VR (Virtual Reality)." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21670.

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Artikelns syfte är att undersöka hur vi kan skapa en gestaltning som väcker tankar kring ‘Human Enhancement Technologies’ (Pariseau-Legault et al., 2018) genom kritisk design och VR-teknik. Detta har skett genom ett utforskande av våra fysiska händers beröring (Puig de la Bellacasa, 2009) i vardagliga aktiviteter samt spelarens beröring i en VR-upplevelse. Denna undersökning ledde till en gestaltning som vill förändra en spelares upplevda beröring i samband med en vardaglig aktivitet, där vi genom teknologiska modifikationer ger dina händer ny funktionalitet.<br>This article aims to research h
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Zhang, Xinmin. "Development and Application of Virtual Sensing Technologies in Process Industries." Kyoto University, 2019. http://hdl.handle.net/2433/242442.

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Shaikh, Ishrat. "Virtual Team Management in Construction Projects and the role of BIM : A study of challenges faced by construction projects in managing virtual teams distributed globally." Thesis, KTH, Byggnadsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235695.

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23

Patel, Vishal Arun. "The application of innovative virtual world technologies to enhance healthcare education." Thesis, Imperial College London, 2014. http://hdl.handle.net/10044/1/25270.

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The World Wide Web has evolved leading to the development of three-dimensional virtual worlds. These are online, accessible environments through which a user may engage, communicate and interact via their digital self, known as their avatar. These virtual worlds offer the opportunity for further content to be generated in order to provide new environments and simulations. This research work explores the potential of virtual worlds in providing an educational platform for healthcare professionals. In order to establish this, the effectiveness of a virtual world environment was determined throug
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Reghunath, Anagha. "Expression of Empathy in Social Virtual Bots used for Genetic Counseling." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447016.

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Skotarenko, Zakhar, and Захар Андрійович Скотаренко. "Innovative technologies in airports." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/50543.

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1. Airport tap into virtual reality for passengers entertainment [Electronic resource]. Available at: https://airport.nridigital.com/air_jul18/airportstap_into_virtual_reality_for_ passenger_entertainment 2. How airports are using VR to be less wasteful [Electronic resource]. Available at: https://www.aviationpros.com/airports/airport-technology/article/21112224/how-airports-are-using-vr-to-be-less-wasteful 3. Airport robot market- growth, trends, COVID-19, impact and forecast [Electronic resource]. Available at: https://www.mordorintelligence.com/ industry- reports/ airport-robots-market 4
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Mueller, Aaron J. "Survey of available artificial intelligence technologies for addition into Delta3D." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FMueller.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulations)--Naval Postgraduate School, September 2006.<br>Thesis Advisor(s): Christian J. Darken. "September 2006." Includes bibliographical references (p. 51-52). Also available in print.
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Ferrara, Samuel Joseph. "The Generational Impact in Virtual Teams." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/70454.

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The world of today allows groups of people who are geographically-distributed to communicate through information and communication technologies (ICTs). In the workplace, these geographically-distributed teams are referred to as virtual teams. Quantifying and understanding issues in virtual teams has been a focus of research for the past two decades. This thesis aims to quantify generational differences between the Millennials and the Baby Boomers in the context of virtual teams in the engineering and construction sectors. This thesis consists of two studies. The first study broadly focuses on
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Hutchins, Richard Chad. "Feasibility of virtual machine and cloud computing technologies for high performance computing." Thesis, Monterey, California. Naval Postgraduate School, 2013. http://hdl.handle.net/10945/42447.

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Approved for public release; distribution is unlimited<br>Reissued May 2014 with additions to the acknowledgments<br>Knowing the future weather on the battlefield with high certainty can result in a higher advantage over the adversary. To create this advantage for the United States, the U.S. Navy utilizes the Coupled Ocean/Atmosphere Mesoscale Prediction System (COAMPS) to create high spatial resolution, regional, numerical weather prediction (NWP) forecasts. To compute a forecast, COAMPS runs on high performance computing (HPC) systems. These HPC systems are large, dedicated supercomputers wi
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Kight, William D., and Robert E. Pfister. "APPLICATION OF EMERGING COMMUNICATION TECHNOLOGIES TO THE CREATION OF A "VIRTUAL RANGE"." International Foundation for Telemetering, 1993. http://hdl.handle.net/10150/608860.

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International Telemetering Conference Proceedings / October 25-28, 1993 / Riviera Hotel and Convention Center, Las Vegas, Nevada<br>This paper addresses the creation of a large virtual-range environment whereby multiple, geographically dispersed, test ranges may operate in concert to support test operations. The most significant benefit of the virtual range environment is the time-sharing of costly processing resources. Other benefits include improved reliability and responsiveness of inter-range data transfer. This paper will focus on existing and near-term technology that may be applied
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Arora, Asit. "An evaluation of emerging technologies in ENT : virtual reality simulation & robotic surgery." Thesis, Imperial College London, 2014. http://hdl.handle.net/10044/1/28894.

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Virtual reality (VR) simulation and robotic surgery represent two focus areas for research and development in Otolaryngology-Head & Neck Surgery. This thesis was driven by a desire to deliver improvements in surgical training and patient care. The development and long-term prospective clinical evaluation of three novel robotic applications in Head & Neck surgery were investigated. The results suggest that robotic assisted thyroidectomy and robotic assisted parathyroidectomy are safe, feasible alternatives to conventional surgery. The primary advantage is the avoidance of a neck scar. The appro
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Ospina, Eslava David Mauricio, and Avendaño Flores Santiago. "Virtual Commissioning of Robotic Cell Using Cloud-based Technologies and Advanced Visualization System." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19793.

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The manufacturing industry is quickly adapting to new technologies. Some of these trending technologies are virtual commissioning, virtual reality, and cloud-based technologies. This project summarizes these three technologies and aims to create a commissioning tool adapted to the 4.0 Industry. The project’s methodology was to analyse a problem and consequently create a solution that solves it. The process of designing and developing was repeated iteratively, each time an evaluation was made. The final product developed has shown that it is worth spending time introducing the cloudbased techno
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Daukšienė, Estela. "Virtualus mobilumas aukštajame moksle." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2013~D_20131220_085924-47000.

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Aukštojo mokslo institucijos dar nėra pilnai pasirengę virtualaus mobilumo (toliau VM) įgyvendinimui - nėra priimti visuotinai suderinti sprendimai kaip institucija, studentai ir dėstytojai turėtų pasiruošti VM, neaišku, kokių kompetencijų reikia dėstytojams, siekiant efektyviai organizuoti VM bei kokias galima įgyti studijuojant VM būdu. Siekiant konceptualizuoti VM fenomeną aukštajame moksle, išanalizuojant pagrindinius jo komponentus ir atskleidžiant jų tarpusavio sąsajas, darbe keliami šie pagrindiniai tyrimo klausimai - kaip virtualus mobilumas apibrėžiamas aukštajame moksle? Ar reikaling
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Wargnier, Pierre. "Technologies d'humains virtuels dans le soin aux personnes âgées atteintes de troubles cognitifs : les expériences LOUISE et Virtual Promenade." Thesis, Paris Sciences et Lettres (ComUE), 2016. http://www.theses.fr/2016PSLEM021/document.

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Les travaux présentés dans ce manuscrit portent sur l'utilisation des humains virtuels et, plus globalement, des technologies du jeu vidéo pour améliorer le soin aux personnes âgées atteintes de troubles cognitifs. Nos travaux s'articulent autour de deux cas d'utilisation des humains virtuels : comme non-soi et comme soi. Plus spécifiquement, nous avons conçu, implémenté et évalué un agent conversationnel animé, appelé LOUISE (LOvely User Interface for Servicing Elders), ayant pour but de servir d'interface utilisateur accessible dans les dipositifs de compensation cognitives à destination des
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Hirt, Katharina. "Apparel E-Commerce and Fitting Enabling Technologies." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16812.

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Given that not even 10% of clothing is sold online, apparel e-commerce faces major challenges as opposed to traditional apparel shopping or e-commerce of digital goods. Due to the constantly increasing online business, it is essential to optimize the online apparel purchase process, for it to become more competitive. Perceived product risk and return rates– for apparel– are exceptionally high. Fitting and size uncertainty is the key reason to both purchase hesitance as well as number of returns. In this study it is investigated whether fitting enabling technologies (FETs) can benefit apparel e
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Robertson, Mary Eileen. "Virtual learning for health care managers." Thesis, Curtin University, 2006. http://hdl.handle.net/20.500.11937/1122.

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The health industry in Canada, as well as in other industrial countries, has been in the process of reform for many years. While such reform has been attributed to fiscal necessity due to increased health costs, the underlying causes are far more complex. Demographic changes, new technologies, expanded health care procedures and medications, increased demand and the globalization of health services have all contributed to the change and complexity of the industry. Health reform varies from country to country. In Canada, with a publicly funded health industry, the main reform method has been re
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Ram, Mohan Nethra Mettuchetty. "Emerging technologies in architectural visualization implementation strategies for practice /." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04072003-164447.

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Cheng, William. "Technologies of Transgression and Musical Play in Video Game Cultures." Thesis, Harvard University, 2012. http://dissertations.umi.com/gsas.harvard:10580.

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Developments in video games over the last few decades have opened up many new kinds of musical experiences that pose substantial challenges to traditional understandings of music and musical agency. Virtual spaces grant us opportunities and freedoms to interact with music in manners that might not be prudent, practical, or even possible in the physical world. Players and creators of games have considerable license to play with music – to push the boundaries of music’s signifying and sensational potential within far-reaching narrative, ludic, and social contexts. This dissertation investigat
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Martin, Nicholas John. "An aggregation-level framework for the virtual prototyping of ubiquitous computing and multimedia technologies." Thesis, University of Sussex, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.496778.

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The principle of Ubiquitous Computing has expanded the possibilities for new types of application. By combining multiple devices and services, users are presented with functionality in more natural and convenient ways. However, its composite nature places an increased strain on the development process. Furthermore, with ever-increasing hardware capabilities comes the expectation and potential for more complex functionality. Without the correct mechanism, developers will be unable to fulfil the requirement for usable, appropriate functionality.
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Lin, Hoi-yan Doris, and 練愷恩. "Virtual collaborative technologies: the paradigm shift of learning programming in Hong Kong tertiary education." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B42554457.

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Lin, Hoi-yan Doris. "Virtual collaborative technologies the paradigm shift of learning programming in Hong Kong tertiary education /." Click to view the E-thesis via HKUTO, 2008. http://sunzi.lib.hku.hk/hkuto/record/B42554457.

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Petrucci, Mabel Ribeiro. "Ambientes virtuais: educação e cultura na construção do museu virtual josé américo de almeida." Universidade Federal da Paraí­ba, 2010. http://tede.biblioteca.ufpb.br:8080/handle/tede/4925.

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Made available in DSpace on 2015-05-07T15:10:00Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 2153152 bytes, checksum: 9ab6e74c7eafb81a48ffb67f0824a6b7 (MD5) Previous issue date: 2010-03-10<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>This dissertation has as the subject-matter Virtual Environment: Education and Culture in the construction of the Virtual Museum José Américo de Almeida, and as objects of study, the Museum house José Américo de Almeida. We want to show the importance of the virtual environment as an element in a culture that takes into account the links b
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Robertson, Mary Eileen. "Virtual learning for health care managers." Curtin University of Technology, Department of Media and Information, 2006. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=17001.

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The health industry in Canada, as well as in other industrial countries, has been in the process of reform for many years. While such reform has been attributed to fiscal necessity due to increased health costs, the underlying causes are far more complex. Demographic changes, new technologies, expanded health care procedures and medications, increased demand and the globalization of health services have all contributed to the change and complexity of the industry. Health reform varies from country to country. In Canada, with a publicly funded health industry, the main reform method has been re
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Caraceni, Simona. "Designing a taxonomy for virtual museums for the use of AVICOM professionals." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/9915.

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This thesis aims to go beyond the concept of so called ‘virtual museums’. In this work I will attempt to trace a new definition of the term ‘virtual museum’ providing the concept with renewed dignity, comparable to ICOM’S definitions of museums and other existing definitions of the concept. To do so the main part of this thesis is about creating a meta-model of taxonomy capable of including all the experimentations that have taken place in the field of ‘virtual museums’ in the last 20 years. In this direction I have investigated the concept of the museum as a medium as described by McLuhan and
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Chernykh, O. P., O. S. Sentischeva, and Cantac Somuncu. "Using interactive information technology for attraction of foreign students to learning." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/45809.

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Tjärnberg, Wilmer. "Heuristisk Utvärdering av Virtual Reality-Spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17719.

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Detta arbete undersöker hur User Experience Design-utvärderingsmetoden heuristisk utvärdering kunde anpassas till utvärderingen av TV-spel inom kontexten av immersive Virtual Reality. Rapporten börjar med att redogöra för TV-spel, Virtual Reality och User Experience som fält, med särskild fokus på utvärderingsmetoder. En genomgång av tidigare, relevant litteratur och utförandet av heuristiska utvärderingar ledde till skapandet av en lista med heuristiker utformade för immersive Virtual Reality-spel. En manual med riktlinjer för utförandet av utvärderingar inom en Virtual Reality-kontext skapad
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Woods, Michael John. "CloudSpace: A Web Development Environment for CS1 Courses." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/32880.

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Since a massive decline of computer science graduates in 2002, computer science departments have been unable to reach previous graduation rates. In wake of this dramatic loss of graduates, researchers have been searching for the reasons students are avoiding computer science and choosing other majors. To combat this decrease in computer science graduates, the CloudSpace environment pro- vides additional context to entry level computer science courses. This shift in context re- moves boring assignments from the early computer science curriculum and replaces them with more engaging web centric
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Gdey, Muse, and Itte Achuairam. "Är byggnadsbranschen redo för Virtual Reality?" Thesis, Högskolan i Gävle, Energisystem och byggnadsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-37046.

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Tekniken utvecklas ständigt inom alla delar av samhället. Inom byggbranschen så ställsdet allt högre och högre krav på byggnadstekniken. Man bygger höga men smalabyggnader men även långa och komplexa byggnader för att besvara kraven som ställsutifrån ett hållbarhetsperspektiv (Linneuniversitetet, u.å). Inför detta arbete så fanns detett intresse för att ta reda på vad som kommer att bli nästa “stora” teknologiskahjälpmedel.Vi tror att VR har stor potential inom byggbranschen och därav frågeställningen “Ärbyggbranschen redo för VR-Teknik?”. Efter ett handledarmöte så var vi eniga om att detfinn
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Thomas, Matthew J. W. "Virtual learning environments : the impact of information and communication technologies on a sustainable higher education /." Title page, contents and abstract only, 2000. http://web4.library.adelaide.edu.au/theses/09PH/09pht459.pdf.

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Kaltofen, Carolin. "Erlenbispolitik between the virtual and the actual : technologies of lived abstraction & the posthuman condition." Thesis, Aberystwyth University, 2015. http://hdl.handle.net/2160/8929e35c-df1d-41b8-84c6-ebe5c068d329.

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This research seeks to establish a foundation for a posthuman theory of politics that permits novel and explorative politics for the post-anthropocene. The project is situated within new materialist philosophies and pursues its goal through the close engagement with a specific type of advanced technology or immersive gaming technology that is played for political purposes. The arguments and theories developed throughout the thesis are of a metaphysical nature. These claims rework the condition of being and becoming and engage with fundamental ontological, ontogenetic and epistemological questi
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Tamošiūnaitė, Ieva. "Virtualus mokymasis: tradicinių studijų ir nuotolinio mokymo metodų integracija." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2009. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2009~D_20090831_153225-83409.

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Darbe iškeliamos pagrindinės idėjos, kaip integruoti į virtualųjį mokymąsi tradicinių ir nuotolinių studijų metodus. Tobulėjant informacinėms technologijoms, jos veržiasi į besimokančiųjų gyvenimą ir užima gana svarbią vietą. Todėl švietimo įstaigose skatinama išnaudoti visas IKT galimybes tobulinti mokymosi metodus ir mokymosi kokybę. Pirmajame skyriuje supažindinama, kas tai yra tradicinis mokymasis bei kaip keitėsi mokymosi metodika, kai buvo pradėtos naudoti informacinės komunikacinės technologijos. Antrasis skyrius skirtas projektinės dalies aprašymui. Sukurta lietuvių kalbos kurso dalis,
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