Academic literature on the topic 'VirtualCL'

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Journal articles on the topic "VirtualCL"

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Kapleris, Ignas. "Dalyvaujamojo muziejaus paradigma virtualioje Lietuvos muziejų komunikacijoje." Informacijos mokslai 68 (January 1, 2014): 77–99. http://dx.doi.org/10.15388/im.2014..3919.

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Straipsnyje aptariamas 2013 m. pabaigoje autoriaus atliktas Lietuvos muziejų interneto svetainių, paskyrų socialinėje „Facebook“ medijoje turinio ir apsilankymų charakteristikų tyrimas. Juo buvo siekiama įvertinti muziejų ir jų lankytojų pasirengimą virtualioje erdvėje įgyvendinti dalyvaujamojo muziejaus paradigmą. Tyrimo metu surinktų duomenų apie socialinę tinklaveiką skatinančių įrankių kiekį interneto svetainėse, virtualių apsilankymų charakteristikas analizė parodė, jog dauguma Lietuvos muziejų virtualią komunikaciją suvokia ir vykdo pagal industrinės, o ne tinklaveikos visuomenės logiką. Augantis paskyrų ir sąveikų su lankytojais skaičius „Facebook“ socialinėje medijoje liudija lėtus abiejų muziejų lauko veikėjų žingsnius link dalyvaujamojo muziejaus paradigmos įgyvendinimo virtualioje erdvėje.Pagrindiniai žodžiai: dalyvaujamasis muziejus, skaitmeninės medijos, interaktyvumas, tinklaveika, antros kartos saitynas, interneto svetainės, virtualūs lankytojai, „Facebook“. The participatory museum paradigm in virtual communication of Lithuanian museumsIgnas Kapleris SummaryThe article presents a research of Lithuanian museums’ websites and profiles in the social Facebook media content and visits’ characteristics, done by the author in the end of 2013. The aim of the research was to assess the preparation of museums and their visitors for implementing the participatory museum paradigm. The information of social interaction encouraging tools in museum websites and virtual visits’ characteristics gathered in the analysis has shown that most of Lithuanian museums understand virtual communication in the logic inherent to industrial rather than network society. The growing number of museums’ profiles and theis visitors’ interaction in Facebook digital media show that both actors of the museums’ field slowly move towards the realization of the participatory museums’ paradigm in the virtual space.Keywords: participatory museum, digital media, interactivity, Web 2.0, website, virtual visitors, Facebook
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Dewar, Tammy. "Virtual teams-Virtually impossible?" Performance Improvement 45, no. 5 (May 2006): 22–25. http://dx.doi.org/10.1002/pfi.2006.4930450507.

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Brown, David. "Virtual Reality, Virtually Unlimited." British Journal of Special Education 20, no. 1 (May 31, 2007): 12. http://dx.doi.org/10.1111/j.1467-8578.1993.tb00019.x.

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Halcomb, Charles G., and Charlene Schlickau. "Virtually Everything About Virtual Reality." Contemporary Psychology: A Journal of Reviews 42, no. 5 (May 1997): 409–10. http://dx.doi.org/10.1037/000372.

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Snider, Laurie, and Annette Majnemer. "Virtual Reality: We Are Virtually There." Physical & Occupational Therapy In Pediatrics 30, no. 1 (January 2010): 1–3. http://dx.doi.org/10.3109/01942630903476131.

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HODGES, LARRY F., and BARBARA O. ROTHBAUM. "Virtually Bette™ Virtual Reality System." CyberPsychology & Behavior 1, no. 4 (January 1998): 405–9. http://dx.doi.org/10.1089/cpb.1998.1.405.

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Pilegaard, Jess. "Virtually Virtual? The New Frontiers of Diplomacy." Hague Journal of Diplomacy 12, no. 4 (March 10, 2017): 316–36. http://dx.doi.org/10.1163/1871191x-12341356.

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Much excitement surrounds diplomatic neologisms such as e-diplomacy, digital diplomacy and even virtual diplomacy. This article reviews existing writing on the subject, with special focus on some of the ‘first movers’ in the new wave of information and communication technology (ict)-enabled diplomacy, namely the United States, the United Kingdom and Canada. On this basis, the article suggests a rough typology of ict-enabled diplomacy, ranging from (new) public diplomacy to more advanced forms of digital diplomacy. The article subsequently explores a number of empirical examples of advanced forms of digital diplomacy — that is, ict-enabled diplomatic practices that are not necessarily grounded in a specific time and physical space. The article offers a few concluding thoughts on the possibilities and limits of digital diplomacy.
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Jeong, Myeong-Ju. "Reidemeister moves and a polynomial of virtual knot diagrams." Journal of Knot Theory and Its Ramifications 24, no. 02 (February 2015): 1550010. http://dx.doi.org/10.1142/s0218216515500108.

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In 2006 C. Hayashi gave a lower bound for the number of Reidemeister moves in deformation of two equivalent knot diagrams by using writhe and cowrithe. It can be naturally extended for two virtually isotopic virtual knot diagrams. We introduce a polynomial qK(t) of a virtual knot diagram K and give lower bounds for the number of Reidemeister moves in deformation of two virtually isotopic knots by using qK(t). We give an example which shows that the polynomial qK(t) is useful to map out a sequence of Reidemeister moves to deform a virtual knot diagram to another virtually isotopic one.
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Perkec, Marija, and Vesna Vlašić Jurić. "Povezivanje digitalnih podataka iz distribuiranih izvora na primjeru izgradnje virtualne izložbe Crteži Huga Conrada von Hötzendorfa." Vjesnik bibliotekara Hrvatske 61, no. 1 (October 15, 2018): 555–72. http://dx.doi.org/10.30754/vbh.61.1.643.

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<p><strong>Cilj</strong>. Virtualne izložbe predstavljaju važan oblik okupljanja i predstavljanja digitalne kulturne baštine. Cilj je rada predstaviti značajke postupka povezivanja digitalnih podataka iz distribuiranih izvora na primjeru digitalizacije građe, fizičke izložbe, digitalne tematske zbirke građe Huga Conrada von Hötzendorfa i virtualne izložbe Crteži Huga Conrada von Hötzendorfa. Povezivanje digitalnih podataka iz distribuiranih izvora u obliku virtualne izložbe trebalo bi omogućiti interpretaciju i kontekstualizaciju crteža iz fonda Zbirke s drugim vanjskim izvorima podataka.</p> <p><strong>Pristup/metodologija/dizajn. </strong>U radu se opisuju faze izrade izložbe od obrade građe, pripreme i izrade fizičke izložbe, digitalizacije i izrade digitalne zbirke do izrade virtualne izložbe. U radu se prikazuju prednosti korištenja formata MARC 21 zbog standardiziranosti prikaza, korisničke dostupnosti bibliografskog zapisa na mrežnom katalogu, ali i mogućnosti obogaćivanja zapisa povratnom poveznicom na digitalni repozitorij i virtualnu izložbu te prepreke u integraciji podataka različitih sustava (Aleph, Indigo i WordPress).</p> <p><strong>Rezultati. </strong>Rezultat je izrada virtualne izložbe koja omogućuje jedinstvenu interpretaciju koju je zbog kompleksnosti teme, interdisciplinarnog pristupa te disperzije građe bilo nemoguće realizirati u okviru fizičke izložbe. Izradi virtualne izložbe prethodila je izrada digitalne zbirke u sustavu Digitalne zbirke Nacionalne i sveučilišne knjižnice u Zagrebu gdje su podaci iz sustava Aleph preneseni u sustav Indigo zahvaljujući interoperabilnosti tih sustava. Inovativan način prezentiranja takve vrste građe može biti primjer i daljini poticaj za širenje informacija i znanja, kao i digitalno predstavljanje bogate kulturne baštine širem krugu različitih korisnika.</p> <p><strong>Originalnost/vrijednost</strong>. Vrijednost je ove virtualne izložbe u kvaliteti platforme WordPress koja omogućuje okupljanje i kreativno predstavljanje građe iz različitih izvora te vizualizaciju podataka. To je prva virtualna izložba izrađena za likovnu građu Grafičke zbirke Nacionalne i sveučilišne knjižnice u Zagrebu, koja je donijela razvojni pomak unosom oznaka (tagova).</p>
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Kassner, Matthew P., Eric D. Wesselmann, Alvin Ty Law, and Kipling D. Williams. "Virtually Ostracized: Studying Ostracism in Immersive Virtual Environments." Cyberpsychology, Behavior, and Social Networking 15, no. 8 (August 2012): 399–403. http://dx.doi.org/10.1089/cyber.2012.0113.

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Dissertations / Theses on the topic "VirtualCL"

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Bhatnagar, Ashish. "Accelerating a Movie Recommender System Using VirtualCL on a Heterogeneous GPU Cluster : Big Data Analysis Using Distributed Accelerators." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175775.

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Present day market offers a large number of movies which overwhelm people with choices. In order to quickly navigate through all the possible movies and find the interesting ones, the user can take advantage of recommender systems for movies. This thesis studies a movie recommender system which uses image processing and computer vision algorithms. The amount of time taken to analyze movies using these computation intensive algorithms is in the order of years. However, exploiting parallel nature of these algorithms using GPUs (Graphics Processing Unit) can help reduce the time many-folds. The primary goal of the thesis is to build a heterogeneous GPU cluster and use it to accelerate the algorithms of the recommender system. The guidelines and steps to build a heterogeneous GPU cluster given in the thesis can be used by other organizations and researchers. Results indicate that the heterogeneous GPU cluster platform can accelerate algorithms of a movie recommender system up to 5 times. The secondary goal of this thesis is to investigate the benefits of using VirtualCL framework which enables remote access to the GPUs of the cluster. Remote access to the GPUs provides energy efficiency and ease of cluster management. Results show that VirtualCL framework provides remote GPU capability at the cost of degradation in performance. Therefore, VCL framework should be used just for application areas where performance can be traded off for physical portability and ease of management.
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Mráz, Patrik. "Analýza technologií pro distribuci výpočtu při lámání hesel." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403191.

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The goal of this thesis is to analyze the technologies for distributed computing in password cracking. Distribution is a key factor regarding the total time of cracking the password which can sometimes take up to tens of years. In the introductory section we take a look at the general password cracking, types of attacks and the most popular tools. Next we address the GPU parallelization as well as the need of distributed computing on multiple computers. We look at all kinds of technologies, such as VirtualCL, BOINC, MPI and analyze their usability in password cracking. We examine each technology's performance, efficiency, scalability and adaptability when given pre-defined conditions. Part of this thesis is a design and implementation of distributed password cracking using MPI technology along with Hashcat, a self-proclaimed World's fastest password cracker.
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Žirgulis, Mantas. "Virtualios aplinkos saugos sistemos prototipas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2012~D_20131105_100757-27871.

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Magistro darbe „virtualios aplinkos saugos sistemos prototipas“ aprašyta ir suprojektuota virtualios aplinkos saugos sistema (toliau VASS), kuri, virtualioms mašinoms esančiom pasyvioje būsenoje, užtikrina pagrindinius informacijos saugumo tikslus – konfidencialumą, vientisumą ir prieinamumą. Virtualią mašiną, esančią pasyvioje būsenoje, pagrindinės operacinės sistemos ar įvairių trečių šalių įrankių pagalba, galima prijungti (angl. mount) kaip atskirą particiją, o jos failų sistemoje naršyti tarsi paprastame kietajame diske. Šis funkcionalumas sukelia galimas saugumo grėsmes duomenų konfidencialumui bei vientisumui, kadangi niekas negali užtikrintas, jog prijungtos virtualios mašinos failų sistema nebus modifikuota.
Virtual machine is software application where operational system and programs can be installed in the same manner as it can be done on the computer hardware. The virtual machine in turned off mode is only a file. This file can be located to the separated partition using virtual platform or third parties programs and can be browsed as in ordinary computer file system. This functionality opens a weak spot because there are no means to ensure that when virtual machine is off no system files will be modified.
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Serra, Navarro David. "Nodes relacionals en el model Second Life. Producció i singularitat." Doctoral thesis, Universitat de Girona, 2012. http://hdl.handle.net/10803/83498.

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The virtual worlds realms constitute a new space for exploration in which new forms of communication, production and consumption are generated. The presence of these platforms, based on social interaction, is becoming a focus of research for future social, educational and/or economic applications, but it is also a reflection in real time of an online cultural reality. In the diversity of the existing scenarios, the interest of this research is framed in the uniqueness of the Second Life metaverse. By means of a transverse perspective, in which the different conceptual nodes intersect, the principal sociocultural characteristics which nourish this virtual ecosystem have been selected. Meanwhile, a radius of symbolic and productive action by its users has been established, with the aim of defining and understanding its natural growth and of highlighting its specific features. Understanding this medium may lead us to consider new challenges and alternative virtual environments in a design which takes into account the cultural spectrum of the community that inhabits it.
Els mons virtuals constitueixen un nou espai d'exploració en el que s'hi generen noves formes de comunicació, producció i consum. La presència d'aquestes plataformes, fonamentades en la interacció social, esdevenen un focus d'investigació per a futures aplicacions socials, educatives i/o econòmiques, però també són un reflex en temps real d'una realitat cultural en línia. En la diversitat de propostes existents, l'interès d'aquesta recerca queda emmarcat en la singularitat del metavers Second Life. Mitjançant una perspectiva transversal, en la que diferents nodes conceptuals s'interseccionen, s'han seleccionat les principals característiques socioculturals que nodreixen aquest ecosistema virtual; alhora s'ha establert un radi d'acció simbòlic i productiu dels seus usuaris, amb la finalitat de delimitar i comprendre el seu creixement natural, així com destacar-ne els seus trets específics. L'enteniment d'aquest medi, pot acostar-nos a plantejar nous reptes i entorns virtuals alternatius en un disseny que tingui en compte l'espectre cultural de la comunitat que l'habita.
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Cisneros, Hernández Lidia. "La actividad del docente en postgrado y su interacción con los entornos virtuales." Doctoral thesis, Universitat Oberta de Catalunya, 2016. http://hdl.handle.net/10803/369302.

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Aquesta investigació se situa en la perspectiva del pragmatisme i respon al problema de com els docents de postgrau interactuen amb les eines en entorns virtuals per exercir la docència; el marc teòric aborda la teoria de l'activitat per explicar-la. S'inclouen quatre dimensions: pedagògica, social, directiva i tecnològica, a més de catorze accions. Es respon la pregunta "quines activitats i accions reconeixen els professors de postgrau com acompliment per a la docència virtual i com interactuen amb les eines de l'entorn?" Busca la relació de la docència amb les eines del sistema, les quals es classifiquen d'acord amb la Web 2.0. Una aportació es troba en allò metodològic, contribueix al coneixement de què i com exerceixen la docència virtual els professors en postgrau. Obre una línia d'investigació per a la comprensió del fenomen i genera coneixement sobre les estratègies dels professors experts per formar els nous.
Esta investigación se ubica en la perspectiva del pragmatismo y responde al problema de cómo los docentes de postgrado interactúan con las herramientas en entornos virtuales para desempeñar la docencia; el marco teórico aborda la teoría de la actividad para explicarla. Se incluyen cuatro dimensiones: pedagógica, social, directiva y tecnológica, además de catorce acciones. Se responde la pregunta ¿qué actividades y acciones reconocen los profesores de postgrado como desempeño para la docencia virtual y cómo interactúan con las herramientas del entorno? Busca la relación de la docencia con las herramientas del sistema, las cuales se clasifican acorde a la Web 2.0. Un aporte se encuentra en lo metodológico, contribuye al conocimiento de qué y cómo desempeñan la docencia virtual los profesores en postgrado. Abre una línea de investigación para la comprensión del fenómeno y genera conocimiento sobre las estrategias de los profesores expertos para formar a los nuevos.
This research is located in the perspective of pragmatism; it addresses the problem of how graduate teachers interact with virtual environment's tools to perform teaching and approaches the activity theory to explain this interaction. There are four dimensions included: Educational, social, policy and technology, in addition to fourteen actions. The question to answer is: What activities and actions are recognized in the performance of graduate teachers in virtual environments, and how these teachers interact with its tools? The relationship of teaching and the system tools, classified according to web 2.0, is searched. Its contribution is in the methodological; it adds to the knowledge of what and how graduate teachers do virtual teaching, opens a line of research for understanding this phenomenon, and generates knowledge of the strategies of expert teachers to train new ones.
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Margulis, Lucio. "El Aspecto Lúdico del e-Learning: El juego en entornos virtuales de aprendizaje." Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/550128.

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The use of 'Information and Communication Technologies' (ICT's) is revolutionizing the way of learning, teaching and playing of new generations and modern organizations.We can appreciate how in many cases people learn more due to their surroundings (classmates, learning situations, elements and institutions with which they interact), than because of the specific course teacher. In this article I propose we share a particular perspective concerning the playful aspect of the multimedia contents for education projects based on 'e-learning' (electronic learning) and 'Blended Learning' (mixed format that combines the best of the real and virtual world)
El uso de las tecnologías de la información y la comunicación (TICs) está revolucionando la forma de aprender, enseñar y jugar de las nuevas generaciones y las organizaciones modernas. Incluso, podemos apreciar cómo -en muchos casos- las personas aprenden más gracias al entorno (compañeros, situación de aprendizaje, elementos e institución con la que interactúan), que por los contenidos específicos o el docente del curso. En este artículo propongo compartir una mirada particular sobre el aspecto lúdico de la producción de contenidos multimediales para proyectos de educación basados en modalidades de “e-Learning” (aprendizaje electrónico) y “Blended Learning” (formato mixto que combina lo mejor del mundo real y del virtual).
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(UPC), Universidad Peruana de Ciencias Aplicadas, and Haak Lea Sulmont. "Universidad virtual y recursos virtuales para la investigación y el aprendizaje." Universidad Peruana de Ciencias Aplicadas (UPC), 2007. http://hdl.handle.net/10757/272809.

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Ponencia presentada en la 2da Conferencia Internacional sobre Bibliotecas Virutales y Educación a Distancia, llevada a cabo en Valencia (Venezuela) los días 1 y 2 de diciembre. La presentación plantea en una primera parte la relación entre la educación a distancia y la evolución de la universidad virtual. La segunda parte se concentra en la concepción de bibliotecas universitarias como CRAI (Centro de recursos para el aprendizaje y la investigación) y su rol en la creación de recursos educativos digitales. Finalmente se presenta el caso de UPC como experiencia de gestión del conocimiento y del proceso de enseñanza-aprendizaje.
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Kommineni, Rishyak Chowdhary. "Virtually Interactive DAAP." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin162317005355842.

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Nazer, Nancy. "Operating virtually within a hierarchical framework, how a virtual organization really works." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ58641.pdf.

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Mancini, Federica. "Hacia una muesología participativa. Análisis de experiencias participativas basadas en las TIC aplicadas a los museos." Doctoral thesis, Universitat Oberta de Catalunya, 2013. http://hdl.handle.net/10803/126406.

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La incorporació de la participació del públic a les institucions museístiques a través de las xarxes socials es pot entendre com una evolució de l’experiència cultural. En aquest supòsit, la present tesi doctoral es proposa l’objectiu d’esbrinar si les institucions de patrimoni digital podrien ser un exponent de l’ús de la cultura 2.0 atenent l’objectiu d’abastar públics llunyans i convertir-los en assidus analitzant les comunitats d’internautes procedents de diferents països: El Museu d’Art Modern i Contemporani de Trento i Rovereto (Mart), el Museu Thyssen-Bornemisza de Madrid, el Victoria & Albert Museum de Londres i l’Indianapolis Museum of Art (IMA) d’Indianàpolis. A través de l’estudi realitzat s’han pogut detectar també algunes pautes per apropar les estratègies adoptades per l’esfera institucional, en relació als nous mitjans socials, a les necessitats actuals del públic.
La incorporación de la participación del público en las instituciones museísticas a través de las redes sociales se puede entender como una evolución de la experiencia cultural. En este supuesto la presente tesis doctoral se propone el objetivo de averiguar si las instituciones de patrimonio digital podrían ser un exponente del uso de la cultura 2.0 atendiendo el objetivo de alcanzar públicos lejanos y convertirlos en asiduos analizando las comunidades de internautas de cuatro instituciones procedentes de diferentes países: el Museo de Arte Moderno y Contemporáneo de Trento e Rovereto (Mart), el Museo Thyssen-Bornemisza de Madrid, el Victoria & Albert Museum de Londres y el Indianapolis Museum of Art (IMA) de Indianápolis. A través del estudio realizado se han podido detectar también algunas pautas para acercar las estrategias adoptadas por la esfera institucional, en relación a los nuevos medios sociales, a las necesidades actuales del público.
The inclusion of audience participation in museums through social networks can be seen as an evolution of cultural experience. In this case this doctoral thesis intends to find out if digital heritage institutions could be an exponent of the participative culture in order to reach distant audiences and turn them into regulars analyzing the virtual communities of four institutions from different countries: the Museum of Modern and Contemporary Art of Trento and Rovereto (Mart), the Thyssen-Bornemisza Museum of Madrid, the Victoria & Albert Museum of London and the Indianapolis Museum of Art (IMA) of Indianapolis. The study detected also some guidelines to get the strategies adopted by the institutional sphere, regarding the new social media, close to the current audience’s needs.
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Books on the topic "VirtualCL"

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Centro di cultura contemporanea Strozzina, ed. Identità virtuali: Virtual identities. Cinisello Balsamo, Milano: Silvana Editoriale, 2011.

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Costalonga, Franco. Franco Costalonga: Virtualne barve = colori virtuali. Cerrina (Al) [Italy]: Verso l'arte, 2006.

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Lavroff, Nicholas. Mundos virtuales: Realidad virtual y ciberespacio. Madrid: Anaya Multimedia, 1993.

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Dobryninas, Aleksandras. Virtuali nusikaltimų tikrovė =: Virtual reality of crime. Vilnius: Eugrimas, 2001.

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(Firm), Rawlinson Kelly Whittlestone. Telemedicine: The virtual hospital or virtually no change? London: RKW, 1999.

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Katharina, Bielenberg, and Bulloch Jamie, eds. Love virtually. London: MacLehose, 2011.

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Blackwood, Clara. Love, virtually. [Toronto}: Lyricalmyrical Press, 2006.

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Virtualna kabala. 2nd ed. Beograd: Dereta, 1996.

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Gutman, Dan. Virtually perfect. New York: Hyperion Books for Children, 1999.

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Virtually dead. Scottsdale, AZ: Poisoned Pen Press, 2010.

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Book chapters on the topic "VirtualCL"

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Slater, Mel, and Anthony Steed. "Meeting People Virtually: Experiments in Shared Virtual Environments." In The Social Life of Avatars, 146–71. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0277-9_9.

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Sachdeva, Roopam. "Becoming Virtually Skilled: All About Working in Cross-Cultural Virtual Teams." In Cross-Cultural Exposure and Connections, 189–223. Series statement: 21st century business management: Apple Academic Press, 2020. http://dx.doi.org/10.4324/9780429275968-7.

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Bang, EunSeo, and Caglar Yildirim. "Virtually Empathetic?: Examining the Effects of Virtual Reality Storytelling on Empathy." In Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation, 290–98. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91581-4_21.

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Sachdeva, Roopam. "Becoming Virtually Skilled: All About Working in Cross-Cultural Virtual Teams." In Cross-Cultural Exposure and Connections, 189–223. Series statement: 21st century business management: Apple Academic Press, 2020. http://dx.doi.org/10.1201/9780429275968-7.

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Calcutt, Andrew. "Virtual reality/‘virtual reality’." In White Noise, 131–41. London: Palgrave Macmillan UK, 1999. http://dx.doi.org/10.1057/9780230373686_22.

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Joanne, Scott. "virtual." In Performing Interdisciplinarity, 59–73. New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315558639-5.

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Weik, Martin H. "virtual." In Computer Science and Communications Dictionary, 1893. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_20811.

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Grabowski, Andrzej. "Introduction to Virtual Reality (VR)." In Virtual Reality and Virtual Environments, 1–24. First edition. | Boca Raton, FL : CRC Press, 2020. | Series: Occupational safety, health, and ergonomics: CRC Press, 2020. http://dx.doi.org/10.1201/9781003048510-1.

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Grabowski, Andrzej. "Virtual Reality as a Training Tool." In Virtual Reality and Virtual Environments, 25–50. First edition. | Boca Raton, FL : CRC Press, 2020. | Series: Occupational safety, health, and ergonomics: CRC Press, 2020. http://dx.doi.org/10.1201/9781003048510-2.

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Grabowski, Andrzej. "Increasing the Cognitive Skills of Workers via Virtual Environments." In Virtual Reality and Virtual Environments, 51–78. First edition. | Boca Raton, FL : CRC Press, 2020. | Series: Occupational safety, health, and ergonomics: CRC Press, 2020. http://dx.doi.org/10.1201/9781003048510-3.

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Conference papers on the topic "VirtualCL"

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Mudhol, Mahesh V., and Vasanth N. "The Virtual Library: Virtually a Reality?" In 2009 Second International Conference on Computer and Electrical Engineering. IEEE, 2009. http://dx.doi.org/10.1109/iccee.2009.267.

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Slade, Tim. "PP10 Virtually training the virtual debrief." In Abstracts of the ASPiH 2020 Virtual Conference, 10–11 November 2020. The Association for Simulated Practice in Healthcare, 2020. http://dx.doi.org/10.1136/bmjstel-2020-aspihconf.29.

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Crussell, Jonathan, Thomas M. Kroeger, Aaron Brown, and Cynthia Phillips. "Virtually the Same: Comparing Physical and Virtual Testbeds." In 2019 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2019. http://dx.doi.org/10.1109/iccnc.2019.8685630.

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Urbaneja Hernández, Nelson Jesús, and Gustavo Adolfo Quintero Barreto. "ACELERACIÓN DE COMPETENCIAS DIGITALES DEL DOCENTE PARA IMPARTIR CLASES VIRTUALES POR LOS EFECTOS DEL COVID-19." In V Congreso de Investigación Desarrollo en Innovación de la Universidad Internacional de Ciencia y Tecnología. Universidad Internacional de Ciencia y Tecnología, 2021. http://dx.doi.org/10.47300/978-9962-5599-8-6-05.

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El Grupo EXSUSA aglutina cuatro importantes Universidades privadas en Panamá, decidió el cierre temporal por la medida del MINSA. Esta decisión separa al docente del aula presencial y lo ubica en el aula virtual, por este motivo tuvo que acelerar sus competencias digitales para impartir clases virtuales en la plataforma Moodle y alinearse a las exigencias de transformación del modelo de enseñanza de la clase estándar. El objetivo de esta investigación es evaluar la aceleración de competencias digitales del docente para impartir clases virtuales en Universidades del Grupo EXSUSA. La Investigación es cuantitativa, de tipo descriptivo ex post facto, de diseño de campo no experimental. La muestra es probabilística conformada por 480 docentes y se utilizó la técnica de la encuesta digital. Los resultados indican que los docentes consideran excelente y buenas sus competencias digitales para dar clases en el aula virtual de Moodle. Se concluye que hubo una aceleración de las competencias digitales del docente de un 9.3% y según la escala de Guttman lo ubica con un coeficiente de 1 evaluando como excelente para impartir clases virtuales.
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Wilson, Lee, Ferdinand Velez, Jason Lim, and Leah Boyd. "Incorporating Digital Solutions to Foster Greater Remote Engagement with Personnel." In Offshore Technology Conference. OTC, 2021. http://dx.doi.org/10.4043/30976-ms.

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Abstract Like most business sectors, the oil and gas industry had to adapt to virtual meetings and working from home in the new reality of the global COVID-19 pandemic. This has introduced new complications to completing activities that traditionally require personnel to be on site and collaborate in teams. This paper reviews digital initiatives that allow workers to collaborate virtually on EHS (Environmental, Health, & Safety)-driven practices such as safety audits and engage remotely for improved morale. Specifically, the paper reviews the recent implementation of digital connectivity solutions for remote workers to join virtual ‘Safety Walk and Talks’ in processing facilities and offshore platforms. It also reviews programs to promote connectivity between workers, including virtual town halls and online coffee-hours conversations. While these digitally enabled remote engagement initiatives are still relatively new, they have quickly provided benefits to the safe operation of offshore assets and the morale and mental wellbeing of the workforce. The first virtual ‘Safety Walk and Talk,’ which was conducted in Indonesia, brought together a cross-functional team that was split between a few in-person attendees and a majority of people joining virtually from remote locations. While the digital connection was not seamless, this first-of-its-kind virtual meeting proved the concept. The process improves EHS metrics by minimizing travel of teams to and from the site. It also keeps more people out of potentially hazardous work environments and minimizes exposure to coronavirus or other health hazards. Other digital connectivity measures such as virtual town halls and worker-submitted videos have increased engagement between management, workers, and teams located around the globe. A virtual ‘Coffee Roulette’ program, in which workers spin a virtual wheel that connects them with other employees for informal chats, has allowed people to make new connections and feel less isolated.
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Fakheri, Ahmad, Wael Abou-Zaid, and Jeries Abou-Hanna. "Virtual Instrumentation and Virtual Experimentation." In ASME 2006 International Mechanical Engineering Congress and Exposition. ASMEDC, 2006. http://dx.doi.org/10.1115/imece2006-14501.

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A Virtual Instrument (VI) that is developed to acquire and analyze data from a physical system can be disconnected from the system and modified into a Virtual Experiment (VE). This can be achieved by replacing the input to the sensors with values that are arrived at by modeling the system. To be able to develop virtual experiments in thermodynamics, fluids or heat transfer, VIs are needed for the determination of thermodynamic and transport properties of different substances. The code REFPROP by NIST is used to develop the needed VIs for determining the thermodynamic and transport properties. The enhancement of the experimentation with virtual experiments is developed for an experimentation course where students perform experiments virtually and then make the transition to the actual lab and conduct experiments that mirror the virtual one.
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Antonishek, Brian, David D. Egts, and Upul R. Obeysekare. "Virtual Assembly Using Two-Handed Interaction Techniques on the Virtual Workbench™." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/cie-5540.

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Abstract Virtually prototyping and verifying products before their manufacture reduces the time to create cost-effective products. This paper describes an environment in which a developer uses two-handed gesture techniques, tracked contact gloves, and the horizontal display of the CTC Virtual Workbench™ to intuitively interact with and verify complex product assemblies. Details are provided for implementation of a virtual assembly application, lessons learned from using it with two assembly scenarios, and suggestions for future enhancements.
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Gárgoles, María. "Aumentando la empatía en entornos virtuales artísticos: la presencia en la imagen esférica desde el avatar invisible." In IV Congreso Internacional de Investigación en Artes Visuales. ANIAV 2019. Imagen [N] Visible. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/aniav.2019.9015.

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La imagen actual es tridimensional e interactiva, ahora el espectador se convierte en usuario y nos sitúa en el centro de una esfera. De este modo un nuevo mundo se hace visible a través de la realidad virtual. En el paradigma de la burbuja, nuestra relación con el entorno ha cambiado, estas imágenes envolventes nos permiten elegir el punto de vista haciendo única la experiencia. Es importante modificar nuestra relación con el entorno tanto en la propia experiencia como posteriormente. Desde la cognición corporal, nuestras relaciones con el entorno virtual nos permiten sentir con mayor intensidad lo que percibimos de ellos. Este trabajo investiga la relación del usuario en estos entornos virtuales y no virtuales así como la acción e interacción en entornos inmersivos artísticos. Para ello, utilizo el entorno creado por Marina Abramovic, dividiendo tres fases diferenciadas de la experiencia y la interacción con el avatar de Abramovic desde la ausencia de nuestro avatar en el mundo virtual, es decir, desde la invisibilidad corporal y ausencia de representación visual en el mundo inmersivo. Utilizando esas tres fases y desde la ausencia de nuestro avatar, es posible aumentar la presencia, la conciencia y la empatía por medio de otros mecanismos sensoriales de la experiencia, los elementos de la imagen y otras virtualidades.
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Siddique, Zahed, and David W. Rosen. "An Approach to Virtual Prototyping for Product Disassembly." In ASME 1996 Design Engineering Technical Conferences and Computers in Engineering Conference. American Society of Mechanical Engineers, 1996. http://dx.doi.org/10.1115/96-detc/cie-1345.

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Abstract An important aspect of Design for the Life Cycle is assessing the disassemblability of products. A product designed for disassembly can be quickly and easily broken down so its components can be recycled or refurbished. The use of virtual prototyping is proposed to aid the assessment of product disassembly by enabling the designer to virtually disassemble the product. A virtual prototype is a model of a product and a process that the product undergoes. Virtual prototyping is defined as the generation of a virtual prototype and its simulation or assessment. Factors involved in generating product disassembly processes include: determining the disassembly sequence of a product, the disassembly paths of components, tool change sequences, etc. In recent years, disassembly processes have been generated either by using interactive or automated approaches, but these have limitations. However, by combining the two approaches, disassembly processes of complex assemblies can be generated without extensive user input. This type of interaction can be facilitated by using virtual prototyping. The purpose of this paper is to illustrate the development of a virtual environment that will support the generation of virtual prototypes for evaluating product disassembly. Issues involved in transformation of CAD models to virtual prototypes for disassembly are also discussed. Application to an automotive center console is illustrated.
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Esteve Turrillas, Francesc A., and Sergio Armenta. "Padlet: el uso de la pizarra colaborativa on-line en estudios de grado." In IN-RED 2018: IV Congreso Nacional de Innovación Educativa y Docencia en Red. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/inred2018.2018.8721.

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En la presente comunicación se muestran dos aplicaciones del empleo de la pizarra virtual padlet para desarrollar competencias tanto específicas como transversales en estudio de Grado en Química y Grado en Ciencia y Tecnología de los Alimentos. El empleo de pizarras virtuales permite el alumno seleccionar y ampliar contenidos relacionados con la asignatura, así como facilitar la divulgación y el comentario de estos en un lugar común a todos los alumnos de la asignatura. Finalmente, se incluyen datos de la utilidad y grado de satisfacción obtenidos a través de una encuesta de opinión. Palabras clave: Padlet, muro virtual, pizarra colaborativa, aprendizaje activo.
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Reports on the topic "VirtualCL"

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Marshak, Ronni. Virtually Being There. Boston, MA: Patricia Seybold Group, September 2006. http://dx.doi.org/10.1571/i9-7-06cc.

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Gardner, S., D. Clague, J. Vandersall, G. Hon, and P. Williams. Virtual PCR. Office of Scientific and Technical Information (OSTI), February 2006. http://dx.doi.org/10.2172/894750.

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Dailey, James F. Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, April 1993. http://dx.doi.org/10.21236/ada278294.

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Land, T., R. Dylla-Spears, and C. Thorsness. Virtual Crystallizer. Office of Scientific and Technical Information (OSTI), August 2006. http://dx.doi.org/10.2172/929174.

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Costa, E., S. Manfio, and S. Tusa. Virtual Reality and Virtual Dives among Sicilian Marble Cargos. Honor Frost Foundation, 2020. http://dx.doi.org/10.33583/utm2020.03.

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Chandramouli, Ramaswamy. Secure Virtual Network Configuration for Virtual Machine (VM) Protection. National Institute of Standards and Technology, March 2016. http://dx.doi.org/10.6028/nist.sp.800-125b.

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Stucky, Susan U., Ben Shaw, and Wendy Ark. Virtual Environments Overview. Fort Belvoir, VA: Defense Technical Information Center, April 2009. http://dx.doi.org/10.21236/ada496980.

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Catalyurek, Umit, Michael D. Beynon, Chialin Chang, Tahsin Kurc, Alan Sussman, and Joel Saltz. The Virtual Microscope. Fort Belvoir, VA: Defense Technical Information Center, January 2005. http://dx.doi.org/10.21236/ada440466.

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Shands, Deborah. Secure Virtual Enclaves. Fort Belvoir, VA: Defense Technical Information Center, March 2002. http://dx.doi.org/10.21236/ada402350.

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Capolungo, Laurent. Virtual characterization: perspectives. Office of Scientific and Technical Information (OSTI), August 2018. http://dx.doi.org/10.2172/1463588.

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