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.
Full textMráz, 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.
Full textŽirgulis, 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.
Full textVirtual 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.
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.
Full textEls 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.
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.
Full textEsta 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.
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.
Full textEl 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).
(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.
Full textKommineni, Rishyak Chowdhary. "Virtually Interactive DAAP." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin162317005355842.
Full textNazer, 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.
Full textMancini, 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.
Full textLa 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.
Vitali, Federico. "Virtual Personal Looker: applicazione mobile per la creazione del proprio outfit "virtuale"." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016.
Find full textEchevarria, Troya Fernando. "Virtual instruments for photovoltaic measurements." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/482145.
Full textRoma, i. Casanovas Francesc. "E-xcursionismes 2.0. L'excursionisme català a l'inici del segle XXI. Una visió des de l'antropologia." Doctoral thesis, Universitat Ramon Llull, 2010. http://hdl.handle.net/10803/9231.
Full textL'estudi analitza les principals línies de futur del fet excursionista a Catalunya.
Esta tesis estudia la situación social del excursionismo en la Cataluña de los primeros años del siglo XXI desde la perspectiva de la antropología del deporte. Temáticamente se divide en dos partes claramente diferenciadas. La primera de ellas hace un análisis descriptivo de la situación actual de este hecho social desde aproximaciones cuantitativas y cualitativas. En la segunda parte se estudian las nuevas comunidades virtuales que están surgiendo y que sirven para vehicular la sociabilidad propia de este movimiento.
El estudio analiza las principales líneas de futuro del hecho excursionista en Cataluña.
This thesis examines the social situation of mountainneering in Catalonia in the early years of the 21th century from the perspective of anthropology of sport. Thematically is divided into two clearly differentiated parts. The first part is a descriptive analysis of the current situation of this social fact from quantitative and qualitative approaches. The second part focuses on the new virtual communities that are emerging and which serves to convey sociability characteristic of this movement.
The study shows the main lines of future hikers made in Catalonia.
Apollonio, Pietrofrancesco. "Studio e sviluppo di VDE2 (Virtual Distributed Ethernet) per la realizzazione di testbed virtuali." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amslaurea.unibo.it/2970/.
Full textAvery, Jennifer Laurel. "Becoming the Corporate Native...Virtually: An Ethnography and Corporate Culture Assessment of a Virtual Organization." Scholar Commons, 2012. http://scholarcommons.usf.edu/etd/4281.
Full textKarpichina, Natalija. "Komunikacijos proceso adaptavimas virtualiam projektui." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2009. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20090908_201808-88082.
Full textVirtual project teams are being increasingly established as they allow engaging best professionals available, beyond geographical boundaries, minimizing investments in cost and time. But employing a virtual team involves many challenges that organizations must resolve to get the greatest value of the team. One of the greatest issues in virtual project is communication, as team is distributed in different countries, time zones, speaking different languages. In this paper, communication process in virtual project is analyzed: key events are found, stakeholders identified, communication channels are described. Based on this information, the communication plan template is built, as well as templates of other documents that are needed to maintain communication process. Criteria’s of the project, which could find these results useful, are defined. The communication plan and other results of the work are used in a project, and quality of communication is evaluated before and 3 month after communication plan was installed. The results of these studies show, that quality of communication has increased. The main criteria for that is a fact, that the time of awaiting an answer has decreased, therefore efficiency of the team increased.
Grau, Corral Inmaculada. "La Comunicación en Comunidades Virtuales de Pacientes en un gran Hospital Universitario. El caso de forumclínic." Doctoral thesis, Universitat Oberta de Catalunya, 2011. http://hdl.handle.net/10803/84047.
Full textThe aim of this research is to test the hypothesis that ‘Virtual Communities of patients are a useful support for chronically ill patients, complementing personalised clinical care’. To test that hypothesis a qualitative and quantitative research will be carried out on the Hospital Clinic de Barcelona web, forumclinic.
La tecnologia de la societat xarxa ha afavorit la possibilitat d'ampliar i adaptar models de comunicació i organització a un nou paradigma en què tots poden comunicar-se amb tots. A més, ha millorat l'accés a la informació superant barreres geogràfiques i de disponibilitat temporal. En el procés recíproc de producció i adopció de la tecnologia per la societat, es construeixen nous espais d'interacció. La investigació se centra en un d'aquests espais, els fòrums de pacients. L'objectiu d'aquest anàlisi és contrastar la hipòtesi principal: Les comunitats virtuals són útils en l'acompanyament dels malalts crònics com a complement a l'atenció individualitzada. Per comprovar la hipòtesi es realitzarà una investigació qualitativa i cuantitava sobre el portal de pacients forumclínic de l'Hospital Clínic de Barcelona.
Curi, Vásquez Jenell Vanessa. "Análisis de la plataforma transmedia en la producción original de Netflix: Stranger Things." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653199.
Full textThe arrival of the digital era has brought about major changes in the media, such as the emergence of transmedia narratives, a way of telling stories through multiple platforms where active user participation is required. This article analyzes the transmedia experience of the Stranger Things series (2016) and the impact it has on consumers as an original product of a streaming platform: Netflix. The methodology used is qualitative in nature and is based on interviews and surveys of fans of the series, as well as individual analysis of each of the series' extensions. The results demonstrate that the nostalgia factor used in the series is fundamental for the success of the series and for the emergence of the transmedia narrative within it. In addition, the transmedia narrative allows a closer interaction of the audience with the series, as well as loyalty to these transmedia extensions and, consequently, the creation of different virtual communities where users share and create more content based on their own ideas.
Trabajo de investigación
Puodžiūnas, Matas. "Realios tarptautinės komunikacinės patirties poveikis komunikacijai virtualiame socialiniame tinkle." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2011~D_20140701_165403-83066.
Full textThe Master‘s paper work focuses on virtual social networks and active communication processes online. This topic is actual as virtual social networks takes a commanding lead in the context of global communication. In order to achieve basic goals social capital, communication experience and process of socialisation must be integrated into well based online social networking systems. The object of the master‘s paper is virtual social networks as the mean of international communication. The target of the work is to investigate what kind of impact does the real face to face communication has on the communication processes in the virtual social networks. The tasks set: to find out the main aspects of how does virtual social network works; evaluate the connections between real and online social capital; analyze formation processes of social capital in online sphere; see how real communication affects dynamics of virtual online communication; evaluate the impact of social trust while communicating online. Using the analysis of documents, documentary sources, it was determined that the virtual social networks exists in the space where is no feel of any physical boundaries that limits communication processes. Social communication strength is based on major success and popularity of virtual social networks. Also, it was evaluated that user can’t materialise processes that is happening in online world, but he collects big amount of experience, that has a major impact in the real life... [to full text]
Steizel, Sebastián. "La influencia hacia arriba en entornos virtuales de trabajo: Una comparación entre trabajadores presenciales y virtuales." Doctoral thesis, Universitat Oberta de Catalunya, 2016. http://hdl.handle.net/10803/369313.
Full textEl presente trabajo se ha focalizado en analizar de qué manera los trabajadores virtuales adaptan sus comportamientos para influir sobre sus jefes distantes en comparación con los presenciales; y de qué manera utilizan los medios de comunicación para llevar adelante esta tarea. Se realizaron estudios cualitativos y cuantitativos (tablas de contingencia) para analizar el proceso de influencia interpersonal hacia arriba. El estudio cualitativo identificó una nueva táctica de influencia que denominamos intermediación. En el estudio cuantitativo, los resultados mostraron que los trabajadores presenciales comienzan el evento de influencia con una interacción cara a cara, a través de tácticas de razón y amistad, para luego continuar a través del correo electrónico con tácticas más duras. Por su parte los trabajadores virtuales comienzan la influencia con medios asincrónicos con tácticas de razón y amistad, para continuar de forma sincrónica con tácticas que involucran a otros. Se resaltan las contribuciones teóricas al campo de la influencia interpersonal y la Teoría de sucesión de medios (Stephens, 2007).
This work has been focused to discuss how virtual workers adapt their behavior to influence their distant leaders compared with virtual workers; and how they use information technology to carry out this task. Qualitative and quantitative analysis were conducted to analyze the process of interpersonal upward influence. The qualitative study identified a new influence tactic called intermediation. In the quantitative study, results showed that traditional workers begin the event of influence with a face-to-face interaction, through tactics of reason and ingratiation, and then continue through email with hard tactics. On the other side, virtual workers begin the influence process through asynchronous media, with reason and ingratiation tactics; and continue synchronously with tactics that involve third agents. This work contributes to the field of interpersonal influence tactics and to the ICT Succession Theory (Stephens, 2007).
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.
Full textZabulytė, Renata. "Kultūros paveldo statinio virtuali trimatė rekonstrukcija." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2005~D_20050530_132309-11657.
Full textMor, Pera Enric. "Captura i Anàlisi del Comportament dels Estudiants en Entorns Virtuals d'Aprenentatge: El Campus Virtual de la UOC." Doctoral thesis, Universitat Oberta de Catalunya, 2008. http://hdl.handle.net/10803/9118.
Full textThis doctoral thesis makes a contribution to the areas of e-learning and human-computer interaction, related to obtaining information about the users and about how they use interactive systems. To achieve this goal a methodology of analysis has been proposed. This methodology is based on a three level approach that allows covering the goals and motivations of the users in different periods of time. More precisely, the proposed methodology of analysis allows obtaining new and relevant information about the students' navigation in a virtual learning environment, understanding that they visit not only the main areas and services of the virtual campus, but the contents, activities and educational resources of the courses, as well as other courses that are included in their program or formative offer. That is, at different levels in different points of time. This goal is based on the need to know the students' interactions with the virtual environment, to be able to improve the usability of the system and their experience of use, and to collect information to build a user model which allows embedding elements of personalization in the learning process. The obtained results constitute new evidence about the UOC, its virtual learning environment and its users, and provide relevant information for the design of the new virtual campus and to improve and personalize the learning process.
Füller, William, and Oona Heiska. "Born to work virtually? An exploration of digital natives and digital immigrants’ perceptions of organising the virtual workplace." Thesis, Jönköping University, Internationella Handelshögskolan, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48608.
Full textQuispe, Cieza Francisco. "Análisis de una plataforma para aplicaciones web con una arquitectura basada en contenedores para implementar servicios dirigidos a startups." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652122.
Full textWhen a startup goes to market, it focuses on growing exponentially, using an innovative idea and a relatively low budget. This exponential growth is supported by technology, which must handle adequate performance in the hardware resources for services, in accordance with the line of business. The main objective of this work is to carry out an analysis of a platform for web applications with a container-based architecture, which is capable of supporting the exponential growth of users of its Web services. Traditional physical server-based architectures involve high configuration, deployment, and maintenance times and costs. When scaling becomes necessary, it usually takes more hardware and time to complete the necessary configurations. The flexibility that server virtualization provides streamlines escalation procedures and greatly reduces time and cost, compared to hardware-only solutions. However, to meet more demanding requirements, virtualization has a very heavy footprint and still high deployment times. Container technology offers us a lightweight and efficient platform. A container is a very lightweight executable package that isolates a piece of software, including everything needed to be run. It is clear that speed and efficiency are the greatest needs for startups, and Docker, one of the leaders in the software container market, is capable of providing them effectively. While it's true it hasn't replaced virtual machines, Docker's potential is being noticed. That doesn't mean that virtual machines will become obsolete, on the contrary, Docker and virtual machines will coexist side by side, giving startups more options to run their applications in the cloud.
Tesis
Iselli, Gianluca. "Una tastiera virtuale senza fili realizzata mediante dispositivi Android e Arduino." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5077/.
Full textLlorens, Acuña Michel Andrés. "Diseño e implementación de framework para Smart Museums." Tesis, Universidad de Chile, 2017. http://repositorio.uchile.cl/handle/2250/148339.
Full textDentro del marco del programa de colaboración entre la Universidad de Chile y la Univer- sidad de Duisburg-Essen (PRASEDEC), se gestó la idea de la realización de museos virtuales para poder acercar a la gente piezas históricas y culturales no sólo del lugar en sí donde se encuentran, sino también de lugares remotos como lo es Armenia. Hasta el momento, el enfoque que se le había dado al problema era la realización de software de escritorio y montar exhibiciones físicas para que la gente pudiera acercarse a ver estos museos virtuales. Ante ello, se buscó la forma de abstraer aún más esta digitali- zación y poder llevar estos museos a Internet, lugar donde se podrían ver las exhibiciones independientemente del lugar físico. La presente memoria consistió en el diseño e implementación de un framework web pa- ra montar toda la estructura que podría necesitar un museo virtual (sin contar hardware) y mostrarlo a público. En ese esquema, se generó tanto un servidor web modular que per- mite el trabajo colaborativo de múltiples equipos de forma simultanea, así como plantillas de front-end de visualización de exhibiciones y manejo de recursos, para poder fácilmente extender el framework a cualquier tipo de recurso de una exhibición. Sin embargo, ya que este proyecto está incluido en el marco de PRASEDEC, el framework por si sólo es funcional y está técnicamente listo para ejecutarse (salvo por temas de credenciales), permitiendo así que la estructura por defecto de un Exhibit sea un museo en tecnología Unity. El trabajo fue validado realizando pruebas de extensibilidad para otros formatos de Exhi- bit, cambio de interfaces visuales (para los visitantes), deployment en un servidor de acceso público y presentado a potenciales usuarios, entre ellos al Smithsonian Institution. Se concluyó que el trabajo realizado no sólo entrega un medio para facilitar la exposición de museos virtuales al público general, sino que a su vez reduce el tiempo necesario en implementación para ir desde la idea a la entrega al público, permitiendo así que tanto grandes como pequeñas entidades (museos por ejemplo) puedan utilizar esta herramienta para dar apoyo digital a sus visitantes, pues el Framework quedó abierto a público de manera Open Source.
Sánchez, Pérez Carmina Angélica. "Los entornos virtuales de enseñanza aprendizaje como comunidades de conocimiento y práctica." Doctoral thesis, Universitat de Barcelona, 2018. http://hdl.handle.net/10803/667014.
Full textThis research aims to systematically study the formation of a virtual community of learning in order to characterize it as a community of knowledge and practice, highlighting the emerging features of the new digital culture that appear in its construction process. The empirical reference is the virtual community called Virtual Rural School (VRS), made up of teachers from 5 Spanish regions (Catalonia, Galicia, Aragon, Canary Islands and Cantabria), which are culturally different. The teachers from the rural schools were convened -from the University of Barcelona- by the international project Rural Wings, whose main objective was to meet the learning needs of rural communities, using satellite communications. The research is based on the methodological strategy named virtual ethnography and the social theory of learning of the communities of knowledge and practice . This strategy, allowed to carry out a qualitative analysis of the data dumped in the virtual spaces used by the VRS (a discussion group, a blog and a learning management system), was supported by a quantitative data analysis which, in turn, allowed the organization and systematization of the hard data of these digital spaces. As for results, the qualitative analysis allowed to report on both anthropological and pedagogical aspects: the general characteristics of the teachers' work space; the different dimensions in the construction of teachers’ identity (cultural, professional and virtual); the features that confer legitimacy to their roles assigned to them in the VRS). The quantitative analysis allowed to know the characteristics of the network, as well as to give an account of teachers’ trajectory in relation to their participation profile (essential participation, leadership and coordination), and determining the distribution and success of the messages. The study is completed with a set of conclusions and recommendations for the institutional action.
Sanz, Martos Sandra. "Comunidades de práctica: fundamentos, caracterización y comportamiento." Doctoral thesis, Universitat Oberta de Catalunya, 2010. http://hdl.handle.net/10803/667131.
Full textEsta tesis tiene un objetivo de doble naturaleza. Por un lado, acotar y definir el concepto de comunidad de práctica, y por otro, identificar aquellos elementos que facilitan el buen funcionamiento de las comunidades de práctica a partir de casos de éxito. Para ello, la tesis se estructura del siguiente modo: en primer lugar, se realiza una aproximación a los antecedentes de las comunidades de práctica, tanto desde el punto de vista de la predisposición natural del hombre a cooperar, como desde las primeras formas de organización basadas en la compartición de experiencias. En segundo lugar, y tras la revisión de la bibliografía especializada, se definen los conceptos comunidad, comunidad virtual y redes sociales virtuales. Posteriormente, se define y caracteriza el término comunidad de práctica. Partiendo de este ejercicio de caracterización se establece una comparativa con otros grupos y equipos y otro tipo de comunidades virtuales. Por último, se evidencian los beneficios que aporta la virtualidad a las comunidades de práctica. En tercer lugar, y tomando como referencia los casos clásicos de comunidades de práctica Xerox y Tramitadores, se extraen los criterios que muestran que las comunidades de práctica funcionan y los factores de éxito que lo hacen posible, para seguidamente adentrarse en el análisis de los casos seleccionados a los que se aplican dichos criterios de evaluación y factores de éxito. Dicha aplicación permite al mismo tiempo poner estos factores a prueba, de tal manera que, finalmente, se propone un modelo de elementos que favorecen el buen funcionamiento de las comunidades de práctica. La tesis concluye apuntando algunas líneas futuras de investigación que hacen referencia a los beneficios tangibles que pueden aportar las comunidades de práctica a las organizaciones.
This PhD thesis presents two main objectives. On the one hand, it aims to delimit and define the concept of community of practice. On the other, by analysing successful cases, it seeks to identify the elements that help communities of practice function properly. The thesis is structured as follows: we will first take a look at the predecessors of communities of practice, attending to humankind¿s natural predisposition towards cooperation, and to earlier forms of organization based on shared experiences. Secondly, after a review of specialized literature, we will proceed to define key concepts, such as community, virtual community and virtual social networks. After that, we will define and characterize the term ¿community of practice¿ and set up a comparative analysis of other groups and teams, along with other kinds of virtual communities. This will lead us to the next section, where we will emphasize the relevant contribution online environments make in communities of practice. Then, by exploring classic case examples of communities of practice (Xerox and the medical insurance claim processors), we will extract criteria that will allow us to show that communities of practice do indeed work, and to define the success factors that make them possible. Finally, we will delve into the analysis of the selected cases, applying these assessment criteria and success factors. This process will give us the opportunity to test these factors and suggest a model of the elements that favour the proper running of communities of practice.
Pendlebury, Matthew. "3D virtual reality reconstruction on the Internet using VRML /." [S.l. : s.n.], 1996. http://www.doc.mmu.ac.uk/RESEARCH/virtual-museum/Menna/report.pdf.
Full textPusvaškienė, Sigita. "Virtualių komandų darbo problematika." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20140623_182457-81079.
Full textVirtual teams had become a common appearance in nowadays. The usage of informational technology made it possible for people around the world to work together without even leaving their own houses. The purpose of this research was to analyze the work problematic in virtual teams. With reference to nonfiction literature analysis, in this research I‘ve analyzed the origination of virtual teams, reasons, why such form of teams were created, their features and main peculiarities of their classification. I’ve also determined that there are six problematic areas that occur while working in virtual environment: cultural (geographical) differences, communication, trust, technical problems, work coordination problems and lack of shared goal. I’ve also created a research model of virtual team’s working based on traditional team’s models. Based on problematic areas, those occur while working in virtual environment, I’ve formulated three hypotheses: H1: leader’s part influences the formation of team’s base in virtual teams, H2: work coordination problems in virtual teams influence the teams being late and not being able to finish their work on time and H3: more frequent communication between team members in virtual environment influence the quality of team’s results. According to the results obtained after the performed research, H1 was confirmed, H2 was confirmed only partly and H3 wasn’t confirmed at all. The results of the research also helped to supplement the problematic areas... [to full text]
Volpe, Alessio. "Virtual Distributed Container." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16748/.
Full textRoa, Trujillo Sonia Herminia. "Estrategias de comunicación y comunidades virtuales. Evaluación y análisis de sitios web de educación medioambiental en Colombia, Costa Rica y Brasil." Doctoral thesis, Universitat Ramon Llull, 2020. http://hdl.handle.net/10803/668754.
Full textEsta investigación se enmarca dentro de un contexto socio-educativo que utiliza la descripción y el análisis de los hechos para la generación de conocimiento y la comprensión de los fenómenos del mundo. Nuestro objeto de estudio son las comunidades virtuales en Internet y sus estrategias de comunicación. Nos interesa profundizar en la capacidad de las comunidades virtuales de incidir en la educación medioambiental y, específicamente, centrado en los portales cuyo objetivo es la conservación de anfibios. El desarrollo de esta investigación ha llevado a una revisión teórica, observacional y documental, así como al análisis de la información obtenida, tanto de naturaleza cualitativa como cuantitativa. Como resultado de la misma se identificaron productos de naturaleza teórica, metodológica y aplicada. Todos estos productos revelan la compleja naturaleza de las Comunidades Virtuales, mucho más si estas emergen de los Portales Web. Similar situación ocurre con Educación para la Conservación, cuyo campo de acción involucra el aporte de diversas disciplinas y áreas de conocimiento, por lo que delimitar su ámbito de actuación resulta complejo y difícil. En síntesis, la hipótesis planteada al comienzo de este estudio “de los Portales Web construidos en Colombia, Costa Rica y Brasil que incluyen entre otros la educación para la conservación de anfibios emergen comunidades virtuales, que constituyen espacios de información y comunicación, que posibilitan la interacción, la organización social, la colaboración y la educación”, ha sido afirmativa, de modo que la misma se encuentra respaldada por los resultados obtenidos, por ejemplo que el 53% de los portales analizados (9 de 17) poseen un énfasis en Información y comunicación (Tipo 2), compartiendo otras tipologías de comunidades virtuales, tipo 1 Entorno Social de Aprendizaje y Tipo 3 Entorno de Interacción y Colaboración; además se evidenció, que los tres países (Brasil, Colombia y Costa Rica), que poseen estos portales web y sus comunidades virtuales, alinean la política ambiental de su país y el mundo, y los utilizan como estrategia de comunicación, información y colaboración. En síntesis, en el desarrollo de esta investigación, se identificaron tres (3) ámbitos de contribución; de naturaleza teórica, metodológica y aplicada, y de resignificación de los aportes de las herramientas de internet a la consolidación de comunidades virtuales especializadas en conservación de anfibios. En conclusión, esta investigación aporta entre otros, a la definición de tipologías de comunidades virtuales en educación para la conservación de anfibios. En términos generales una comunidad virtual responde a una organización social, pero además es una integración de diversos entornos: información y comunicación, colaboración e interacción y de aprendizaje, cuyo porcentaje de representatividad en la comunidad varía de acuerdo con sus intereses, grado de compromiso y motivaciones. En términos porcentuales el valor promedio de representatividad de cada uno debería estar en el 33,3% para cada una de las categorías. Valores inferiores o superiores marcarían el énfasis de la comunidad. Las comunidades virtuales integran funciones de información y comunicación y comparten un territorio electrónico, como lo afirman Moreno & Suárez (2010) de interacción, de colaboración y de aprendizaje, como ha sido expuesto por diversos autores que han permitido aportar un concepto integrado de comunidad virtual. Se puede considerar que los planteamientos realizados en esta investigación han permitido una visión holística de las comunidades virtuales en los portales web, partiendo no solo de una revisión sistemática de la literatura y de acotación semántica que nos enfrentó a una considerable cantidad de definiciónes del término “comunidad” y otras derivadas relacionadas con las comunidades virtuales, lo que indudablemente aporta a la construcción teórica en torno a comunidades virtuales en portales web de educación medio ambiental. En tal sentido, las comunidades virtuales comparten un conjunto de características con las comunidades tradicionales, como lo son el propósito y la identidad entre otros, pero difieren significativamente de las virtuales, y de las virtuales en portales web entre otros aspectos por la presencia en internet, y las redes sociales valorables y medibles a través de las herramientas de web server. A pesar de estas y otras diferencias el termino “comunidad virtual” se reafirma también con los resultados de esta investigación, y con un número importante de publicaciones e investigaciones que se constituyeron en el piso y punto de arranque de este estudio. Hoy sus resultados se constituyen en un importante aporte y motivación para continuar trabajando en la identificación de comunidades virtuales en portales web y orientar la construcción de estos sitios web con propósitos específicos en un campo de conocimiento que hoy por hoy requiere de mayor sensibilización de los seres humanos sobre la problemática medio ambiental y la gran oportunidad que nos brinda la red internet para sensibilizar y educar a las poblaciones, máxime en los países que aún guardan una gran riqueza de especies necesarias para el mantenimiento y la salud de los diversos ecosistemas. El hecho de poder llevar a cabo acciones educativas, sean formales o no formales, aporta valor a la formación de los individuos, independientemente de su edad, condición social, contexto. Como posibles nuevas investigaciones, ésta podría ampliarse al resto de países de Latinoamérica y otras fronteras los cuales hacen parte de la megadiversidad que aún queda en el mundo. Igualmente, en el contexto de la educación formal y como punto final de reflexión, podría estudiarse las comunidades virtuales en portales web, como transversal a los diversos tipos de asignaturas en general planes de estudios especialmente de programas académicos cuyo campo de conocimiento está relacionado con las ciencias de la educación y ciencias biológicas, o afines; sin embargo, estos resultados no excluyen otros programas como ingenierías, comunicación, entre otros.
This research is framed within a socio-educational context that uses the description and analysis of facts to generate knowledge and understanding of world phenomena. Our subject of study is virtual communities on the Internet and their communication strategies. We are interested in deepening the capacity of virtual communities to influence environmental education and specifically, focused on portals whose objective is the conservation of amphibians. The development of this research has led to a theoretical, observation and documentary review, as well as the analysis of the information obtained both qualitative and quantitative in nature. As a result, products of a theoretical, methodological and applied nature were identified. All these products reveal the complex nature of virtual communities, especially if they emerge from Web Portals. A similar situation occurs with Education for Conservation, whose field of action involves the contribution of various disciplines and areas of knowledge, so delimiting its scope of action results complex and difficult. In synthesis, the hypothesis raised at the beginning of this study "of the Web Portals built in Colombia, Costa Rica and Brazil that include, among others, education for the conservation of amphibians, virtual communities emerge, which constitute spaces of information and communication that make interaction, social organization, collaboration and education possible", has been affirmative, so that it is supported by the results obtained, for example that 53% of the portals analysed (9 of 17) have an emphasis on Information and Communication (Type 2), sharing other typologies of virtual communities, Type 1 Social Learning Environment and Type 3 Interaction and Collaboration Environment; It was also evidenced that the three countries (Brazil, Colombia and Costa Rica), which have these web portals and their virtual communities, align the environmental policy of their country and the world, and use them as a communication, information and collaboration strategy. Summarizing, in the development of this research, three (3) areas of contribution were identified: of theoretical, methodological and applied nature and of resignification of the contributions of Internet tools to the consolidation of virtual communities specialized in amphibian conservation. In conclusion, this research contributes, among others, to the definition of typologies of virtual communities in education for the conservation of amphibians. In general terms, a virtual community corresponds to a social organization, but it is also an integration of diverse environments: information and communication, collaboration and interaction and learning, whose percentage of representation in the community varies according to their interests, degree of commitment and motivations. In percentage terms, the average value of representativeness of each should be 33.3% for each of the categories. Lower or higher values would indicate the emphasis of the community. Virtual communities integrate information and communication functions and share an electronic territory, as stated by Moreno & Suárez (2010) of interaction, collaboration and learning, as has been presented by various authors who have contributed an integrated concept of virtual community. It can be considered that the approaches carried out in this research have allowed a holistic vision of virtual communities in web portals, starting not only from a systematic review of the literature and semantic delimitation that confronted us with a considerable number of definitions of the term "community" and other derivatives related to virtual communities, which undoubtedly contributes to the theoretical construction around virtual communities in web portals of environmental education. In this sense, virtual communities share a set of characteristics with traditional communities, such as purpose and identity among others, but differ significantly from virtual, and virtual in web portals among other aspects by the presence on the Internet, and social networks valuable and measurable through web server tools. In spite of these and other differences, the term "virtual community" is also reaffirmed with the results of this research, and with an important number of publications and researches that were constituted in the floor and starting point of this study. Today its results constitute an important contribution and motivation to continue working in the identification of virtual communities in web portals and to guide the construction of these web sites with specific purposes in a field of knowledge that today requires greater awareness of human beings on environmental issues and the great opportunity that the Internet offers to raise awareness and educate populations, especially in countries that still keep a wealth of species necessary for the maintenance and health of diverse ecosystems. The fact of being able to carry out educational actions, whether formal or non-formal, adds value to the education of individuals, regardless of their age, social condition and context. As possible new research, this could be extended to the rest of Latin American countries and other borders which are part of the megadiversity that remains in the world. Likewise, in the context of formal education and as a final point of reflection, virtual communities could be studied in web portals, as a transversal to the diverse types of subjects in general, curriculum especially of academic programs whose field of knowledge is related to education sciences and biological sciences, or related. However, these results do not exclude other programs such as engineering and communication, among others.
Žąsytis, Žygimantas. "Virtualizavimo infrastruktūros parinkimas ir taikymas mažose ir vidutinio dydžio įmonėse." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2009. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2009~D_20090831_153947-24680.
Full textDue to the flexibility of virtualization there is a good chance that there is a virtual design or system to meet the most demanding needs and because of this virtualization is merely duplicating the revolution in open systems by supplying a wide variety of solutions and meet any IT needs.
Gaučė, Kristina. "Virtualaus ir fizinio gyventojų mobilumo sąveika, jos įtakos miestų plėtrai tyrimas." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2009~D_20100303_142122-95502.
Full textMobility is often understood as an indicator of communication, thus it is one of the main factors influencing cities structure. Limitation of physical mobility possibilities raises up other types of mobility as local or virtual ones and thus changes in cities and its planning. That‘s why it is important as never before to define the correlation between development of settled urban models and virtual mobility and its impact on citizens travelling habits and ways to meet their needs. In the summary of doctoral dissertation results of research made by Lithuanian and foreign scientists and presumptions related to physical and virtual mobility, mobility management and its integration into planning system based on SD principles have been presented. The theoretical model for a virtual mobility research was created and presented as well as the estimation of the amount of virtual mobility in Lithuania. Based on the obtained results the main assumptions have been formulated allowing to more effectively plan the land-tenure of transport and social infrastructure and to optimize new construction.
Soler, Domínguez José Luis. "Influencia del diseño de interacción sobre la experiencia de usuario en entornos de aprendizaje en Realidad Virtual: un estudio centrado en las metáforas de navegación." Doctoral thesis, Universitat Politècnica de València, 2020. http://hdl.handle.net/10251/149393.
Full text[EN] Virtual Reality (VR) has been showing itself as an emerging and transgressive medium for decades. Although currently continues its calm but unstoppable rise, it still does not constitute a massive platform, contrary to what happens with other devices such as consoles or mobile phones. In any case, its enormous potential to generate emotions in users through a more intense and profound sensory exposure, has been exploited especially in some sectors, such as education and training or health, among others. Once the technological advances have allowed the development of Virtual Reality devices with high visual quality and at an affordable price, we are faced with a propitious scenario for its mass diffusion. Currently, with more than six million Virtual Reality headsets, (Head Mounted Display) sold throughout the world, the main challenge lies in content creation. As has happened with other communication technologies, such as film or television, from this moment on, creativity and design should be the ones that enhance the consolidation of the RV. The review of the state of the art shows that they are factors such as presence (the feeling of being "really there", within the virtual environment) or comfort (not suffering from cybersickness while using an RV device) which make a VR experience based on HMD more or less satisfactory. Similarly, extrapolating to specific areas, such as education, they are also shown as determining factors when it comes to creating deeper and more persistent learning. This research aims to study how different decisions related to interaction design can influence the experience that users have within the virtual environment, increasing or decreasing their comfort, their sense of presence, etc ... To do this, focusing on one of the most relevant interactions, navigation, the implications of two different metaphors are evaluated for the first time through the three dimensions of presence: subjective, behavioral and physiological. Additionally, both a workflow and two software tools designed to collect, process and visualize user interaction data within a Virtual Reality environment are detailed. The main novelty lies in the use of a Geographic Information System for the visualization section, which provided unprecedented flexibility to analyze behaviors and behaviors. Finally, a brief guide to the design of gamified learning environments in VR based on the theory of embodied cognition is presented, with the aim of helping designers and developers in building the learning experiences of the future.
[CA] La Realitat Virtual (RV) s'ha vingut mostrant com un mitjà emergent i transgressor des de fa dècades. Encara que actualment continua el seu calmat però imparable ascens, segueix sense constituir una plataforma massiva, al contrari del que ocorre amb uns altres dispositius com les consoles o els telèfons mòbils. En qualsevol cas, el seu enorme potencial per a generar emocions en els usuaris a través d'una exposició sensorial més intensa i profunda, s'ha explotat especialment en alguns sectors, com el de l'educació i la formació o el de la salut, entre altres. Una vegada que els avanços tecnològics han permés el desenvolupament de dispositius de Realitat Virtual amb una alta qualitat visual i a un preu assequible, ens trobem enfront d'un escenari propici per a la seua difusió massiva. Actualment, amb més de sis milions de cascos de Realitat Virtual (HMD de les seues sigles en anglés, Head Mounted Display) venuts al llarg del món, el desafiament principal resideix en la creació de continguts. Igual que ha succeït amb altres tecnologies comunicatives, com el cinema o la televisió, a partir d'aquest moment hauran de ser la creativitat i el disseny les que potencien la consolidació de la RV. La revisió de l'estat de l'art mostra que són factors com la presència (la sensació d'estar "realment ací", dins de l'entorn virtual) o la comoditat (el no patir cibermaretjos, o "cybersickness" seguint la terminologia anglesa, mentre s'usa un dispositiu de RV) els que fan que una experiència de RV basada en HMD siga més o menys satisfactòria. De la mateixa manera, extrapolant a àmbits específics, com l'educatiu, també es mostren com a determinants a l'hora d'originar aprenentatges més profunds i persistents. Aquesta investigació té com a objectius estudiar com a diferents decisions relatives al disseny d'interacció poden influir en l'experiència que els usuaris tinguen dins de l'entorn virtual, augmentant o disminuint la seua comoditat, la seua sensació de presència, etc... Per a això, posant el focus en una de les interaccions més rellevants, la navegació, s'avalua per primera vegada les implicacions de dues metàfores diferents a través de les tres dimensions de la presència: la subjetiva, la conductual i la fisiològica. Addicionalment, es detallen tant un flux de treball com dues eines programari destinades a recollir, tractar i visualitzar les dades d'interacció d'un usuari dins d'un entorn de Realitat Virtual. La principal novetat recau en la utilització d'un Sistema d'Informació Geogràfic per a l'apartat de visualització, el qual proporcionada una flexibilitat sense precedents per a analitzar comportaments i conductes. Finalment, es presenta una breu guia de disseny d'entorns ludificats d'aprenentatge en RV basats en la teoria de la cognició corporitzada, amb l'objectiu d'ajudar a dissenyadors i desenvolupadors a l'hora de construir les experiències d'aprenentatge del futur.
Soler Domínguez, JL. (2020). Influencia del diseño de interacción sobre la experiencia de usuario en entornos de aprendizaje en Realidad Virtual: un estudio centrado en las metáforas de navegación [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/149393
TESIS
Kappers, Michael. "VIRTUALLY ABSTRACT." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4011.
Full textM.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
Lindberg, Magnus, and Anders Nilsson. "Virtually@Home." Thesis, KTH, Kommunikationssystem, CoS, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91480.
Full textMed dagens snabba utveckling av teknik och informationsteknologiska system har krav ställts på säkerhet och tillgänglighet hos både företag och privatpersoner. Fler och fler vill ha tillgång till sina privata filer och tjänster även när de inte är hemma. Geografiska begränsningar kan vara ett problem, och har medvetet lagts till på ett flertal nya tjänster på internet. såsom IPTV och andra mediaprodukter. Idag är det varken säkert eller lämpligt att skicka känslig information över publika anslutningar, såsom Internet. På grund av detta har ett flertal lösningar såsom IPsec, SSL/TLS, med flera andra tekniker utvecklas och implementerats. Med hjälp av dessa kan man skapa krypterade anslutningar mellan två ändpunkter genom att använda TCP/IP protokollet. Detta går sedan i sin tur att utnyttja för att komma åt filer och tjänster som man skulle gjort om man faktiskt varit hemma – du är Virtually@home. Rapporten visar hur man skapar en lösning till detta problem på ett enkelt, kostnadseffektivt och säkert sätt med hjälp av en proxy och ett VPN. Vi går igenom hur olika tekniker fungerar och varför vi anser att denna lösning är optimal för vårt syfte.
Ödlund, Erika. "Virtual instrumentation: Introduction of virtual." Thesis, Linköping University, Department of Electrical Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8316.
Full textThe Large Hadron Collider (LHC) is the next large particle accelerator developed at CERN, constructed to enable studies of particles. The acceleration of the particles is carried out using magnets operating at about 1.9 K, a temperature achieved by regulating flow of superfluid helium. For economical reasons, control of the helium flow is based on feedback of virtual flow meter (VFT) estimates instead of real instrumentation.
The main purpose of this work is to develop a virtual flow meter with the possibility to estimate the flow by means of two different flow estimation methods; the Samson method that has previously been tested for the LHC, and the Sereg- Schlumberger method that has never before been implemented in this environment.
The virtual flow meters are implemented on PLCs using temperature and pressure measurements as input data, and a tool for generating the virtual flow meters and connect them to the appropriate physical instrumentation has also been developed.
The flow through a valve depends, among others, on some pressure and temperature dependent physical properties that are to be estimated with high accuracy. In this project, this is done by bilinear interpolation in twodimensional tables containing physical data, an approach that turned out to be more accurate than the previously used method with polynomial interpolation.
The flow measurement methods have been compared. Since they both derive from empirical studies rather than physical relations it is quite futile to find theoretical correspondencies, but the simulations of the mass flows can be compared. For low pressures, the results are fairly equal but they differ more for higher pressures. The methods have not been validated against true flow rates since there were no real measurements available before the end of this project.
Le Grand Collisionneur de Hadrons (Large Hadron Collider, LHC) est le prochain grand accélérateur de particules du CERN, construit pour permettre l’étude des particules. L’accélération des particules sera réalisée en utilisant des aimants supraconducteurs qui fonctionneront à 1.9 K et la température sera régulée en contrôlant le débit d’hélium superfluide. Pour des raisons économiques, la régulation du débit d’hélium sera basée sur les réponses des estimations des débitmètres
virtuels (Virtual flow meters, VFT) au lieu d’instrumentation réelle.
Le but principal de ce projet est de développer un débitmètre virtuel qui estimera le débit avec deux méthodes différentes ; la méthode Samson qui a déjà été mise en oeuvre pour le LHC, et la méthode Sereg-Schlumberger qui n’a pas encore été implémentée dans cet environnement.
Les débitmètres virtuels seront implémentés sur des PLCs avec des mesures de température et de pression comme données d’entrée. De plus, un outil pour générer les débitmètres et les relier avec l’instrumentation physique adéquat a été développé.
Le débit à travers d’une vanne dépend entre autres des propriétés physiques qui dépendent à leur tour de la température et de la pression. Ces propriétés devront être estimées avec une grande précision. Dans ce projet, cela est fait en appliquant une interpolation bilinéaire dans des tableaux de deux dimensions. Cette méthode s’est montrée plus précise qu’avec une méthode d’interpolation polynomiale.
Les deux méthodes de mesures de débit ont été comparées. Elles dérivent toutes les deux des études empiriques et non physiques, alors les similarités théoriques sont donc peu pertinentes, mais les résultats des simulations des débits peuvent être comparés. Pour des pressions basses, les méthodes sont quasiment équivalentes, mais les différences sont plus importantes pour les pressions plus hautes. Étant donné qu’il n’y avait pas de mesures disponibles avant la fin de ce projet, les méthodes n’ont pas été validées avec des débits réels.
Warfield, Andrew Kent. "Virtual devices for virtual machines." Thesis, University of Cambridge, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.614024.
Full textAlmansa, Fernández Jesús Tomás, and Maqueda Juan Pablo Vargas. "Virtual commissioning with virtual reality." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18574.
Full textMarciniak, Renata. "Autoevaluación de programas de educación universitaria virtual." Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/400023.
Full textsaid programmes require, apart from their own point of view, external assessments carried out by professionals not belonging to the university in order for them to provide their own vision of the programme, its strengths, weaknesses and improvement opportunities. This focus makes it possible to self-assess the programmes as the first step of the process of its continuous improvement. Carrying out the self-assessment of a virtual education programme implies applying an assessment model specific to this type of programmes. The purpose of this thesis is to design a model to be applied in the assessment of virtual education programmes, which includes assessment of the quality of the program itself, as well as its continuous assessment. This way the model is expected to become an useful tool in order to evaluate and improve all the elements of virtual education programmes in all the three phases of their existence, that is, the initial phase, the development phase and the final phase. The starting point of the design was a bibliographical-documental analysis of the elements of virtual education programmes and indications regarding assessment methods of the said programmes, as well as a specific bibliographical study of the standards, models and tools created in order to evaluate the quality of virtual educations which can be applied in the selfassessment of the said programmes. Based on the results of the said analysis, a model for the self-assessment of virtual education programmes was created, composed of two variables, fourteen dimensions and one hundred eleven indicators. In order to facilitate its application and specify the utility of the proposed indicators a description sheet was created for each indicators, containing all elements indicated by norm UNE 66175, that it, the name, purpose, description, calculation formula and requested evidence for each indicator in order to evaluate the degree of its fulfillment. Before creating the definitive model, two drafts were created and subject to the validation by international virtual education experts, as well as applied in the self-assessment of four virtual programmes offered by Universidad Abierta y a Distancia de México and discussed in two discussion groups: one composed of Virtual System experts at the Universidad Virtual de la Universidad de Guadalajara (México) and the other one composed of five virtual education users (students). Nevertheless, in order to verify the utility of the designed model it should be applied in the self-assessment of different virtual programmes, its application in the self-assessment of four virtual programmes allowed to verify its potential while assessing the quality of the said programmes through the detection of their strengths and weaknesses in order to design an action plan for their improvement. It, in turn, made it possible to present different proposals in order to facilitate the implementation of the model. Among the said proposals, we encounter different strategies in order to implement and monitor the model, strategies to overcome obstacles while implementing the model, proposal of an online protocol to self-assess virtual education programmes, proposal for an opinion questionnaire among the students regarding virtual education programme in its development stage and proposal for a lecture on the proposed Model of Self-assessment of virtual education programmes.
Pranckutė, Danutė. "Virtualaus mokymo aplinkos pritaikymas informatikos studijoms." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110615_120556-65212.
Full textThe nowadays students think of distance or blended learning studies very positively, so the lecturers are forced to prepare their teaching material in virtual learning environments (VLE). The aim of the study is to adapt virtual learning environment for studies of Informatics. The objectives of the study are to analyze the needs of lecturers; to examine the needs’ realization by standard Moodle tools and additional modules; to formulate experimental VLE Moodle with installed additional tools; to create the typical group subject prototypes for VLE Moodle. The study analyses the problem: VLE with standard functions does not fulfil the real, specific needs of lecturers. In order to find the problem solution, 2 surveys of lecturers were performed, survey results were analyzed and summarized. Based on the surveys’ results, the list of necessary functions was created and additional VLE Moodle tools were analyzed, chosen and installed. The instructions of tools installation and usage are described; lists of advantages and disadvantages of each additional tool are created. Some of the functions have more than one alternative suggested. The study is finalized with concrete conclusions. Based on this study, the existing VDU IF Moodle (VLE of the Informatics faculty, Vytautas Magnus University) will be suggested to be updated in order to fulfil the existing needs of Informatics faculty lecturers.
López, de Anda María Magdalena. "Estudio de prácticas de comunicación en Second Life." Doctoral thesis, Universitat Oberta de Catalunya, 2016. http://hdl.handle.net/10803/363911.
Full textInvestigamos prácticas de comunicación en el mundo virtual Second Life con el propósito de comprender desde un enfoque sociocultural las estrategias situadas de intercambio simbólico que realizan los participantes, la lectura que hacen de las condiciones estructurales y la agencia con que intervienen las mismas. Realizamos una aproximación etnográfica de 2006 a 2009 que incluyó observación participativa, entrevistas, observación de usuarios desde fuera de la pantalla y análisis de productos secundarios.
We investigated communication practices in the virtual world Second Life, in order to understand through a sociocultural approach the situated strategies of symbolic exchange performing, the way of participants understood their structural conditions and the agency involved with them. We conducted an ethnographic study between 2006-2009 that included participant observation, interviews, off line observation of users and their on line activities, and analysis of secondary products.
Yoginath, Srikanth B. "Virtual time-aware virtual machine systems." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52321.
Full textAl-Biqami, Nasser Monahi. "Virtual procurement system for virtual enterprises." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364654.
Full textNilsson, Jesper. "Virtual Characters for a Virtual Classroom." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-45447.
Full textThe project had its background in the desire to provide a virtual training environment for teachers in which they can exercise their non-verbal communication (e.g. gestures and orientation) with students. Prior to this project, the development of the training environment had led up to a visualisation system for a 3D virtual classroom with virtual students and a motion recognition system for capturing and recognising the user's movements. For such a training environment to be useful however, the virtual students need to express believable human behaviour. This report covers the implementation of human behaviour in the agents embodied in the visualisation system using the BDI-based Jason multi-agent simulation platform with further inspiration taken from the OCEAN personality theory, the OCC theory of emotions and the PMFserv cognitive architecture. It also covers the results of an experiment that was conducted to evaluate the system. During this experiment, 16 test persons were introduced to two different teaching scenarios and were asked to fill in a questionnaire about their experience after each scenario.
Tamkus, Gediminas. "Technikos paveldo objektų 3-matės rekonstrukcijos virtualus modeliavimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20050522_102900-35210.
Full textAtti, Alberto. "Analisi simulativa dei processi produttivi Lamborghini." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textPizzonia, Gianluca. "Simulazioni HIL (Human In the Loop) per la valutazione di fattori umani in ambiente di realtà virtuale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22980/.
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