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1

Kotziampasis, Ioannis. "Seamlessly integrated distributed shared virtual environments." Thesis, University of Bristol, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396710.

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2

Godfrey, Andrew. "Distributed shared memory for virtual environments." Master's thesis, University of Cape Town, 1997. http://hdl.handle.net/11427/9516.

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Bibliography: leaves 71-77.<br>This work investigated making virtual environments easier to program, by designing a suitable distributed shared memory system. To be usable, the system must keep latency to a minimum, as virtual environments are very sensitive to it. The resulting design is push-based and non-consistent. Another requirement is that the system should be scaleable, over large distances and over large numbers of participants. The latter is hard to achieve with current network protocols, and a proposal was made for a more scaleable multicast addressing system than is used in the Int
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3

Hamza-Lup, Felix George. "DYNAMIC SHARED STATE MAINTENANCE IN DISTRIBUTED VIRTUAL ENVIRONMENTS." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4407.

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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic
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4

Walch, Jamie Peter. "Interaction management in large-scale shared virtual environments." Thesis, University of Cambridge, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616211.

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5

Sankaranarayanan, Ganesh. "Virtual coupling schemes for position coherency in networked haptic virtual environments /." Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/5929.

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6

Wolff, Robin. "Supporting closely coupled collaboration around shared objects in immersive virtual environments." Thesis, University of Salford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492406.

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Tele-collaboration technology, such as video-conferencing and shared desktop systems, is commonly used to enable communication and data sharing across a group of people in distant locations. This thesis argues that, as of today, linking immersive Virtual Reality (VR) interfaces over a Collaborative Virtual Environment (CVE) provides the closest resemblance of co-location, as remote people and shared objects are brought together within a shared spatial and social context.
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7

Lin, Jeng-Weei James. "Enhancement of user-experiences in immersive virtual environments that employ wide-field displays /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/10680.

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8

Kim, Young Jun. "An integrated approach to combine computer-based training (CBT) and immersive training (ImT) for mechanical assembly." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Dissertations/Spring2007/y_kim_050207.pdf.

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9

Feliciano, Clayton Mendonça. "Ambientes de realidade virtual: novas possibilidades." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21116.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-06T12:06:38Z No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5)<br>Made available in DSpace on 2018-06-06T12:06:38Z (GMT). No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5) Previous issue date: 2018-03-21<br>Virtual reality (VR) and the forms of interactions with this environment have evolved and advanced a great deal in recent decades. Parallel to the advance of the creation and modeling of three
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10

Chang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics technique
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11

Mandla, Siyabulela. "Second life: a support teaching methodology for entrepreneurship." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1019728.

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The constant evolution of technology and the prevalent demands of the 21st century continue to put pressure on both the business and education sector. Business is ever looking for competent workers to meet these progressive demands, while the education sector continues to struggle to produce such competent workers to meet the heightened needs of the business sector. Universities and business schools have a greater role and responsibility in ensuring that these competent employees are produced. The use of virtual platforms like Second Life has gained significant popularity in the education sect
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12

Rysavy, Wayne Erik. "Virtually there : social structure over time and space /." [Boise, Idaho] : Boise State University, 2009. http://scholarworks.boisestate.edu/td/62/.

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13

Ganskop, Dean. "Psychological benefits and educational potential of physically immersive artificial environment pedagogy /." Online version of thesis, 2010. http://hdl.handle.net/1850/12250.

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14

Rodrigues, Felipe Antunes de Oliveira. "Áudio, imersão e presença em jogos digitais." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21669.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-12-04T11:46:19Z No. of bitstreams: 1 Felipe Antunes de Oliveira Rodrigues.pdf: 2502573 bytes, checksum: b9be7ad020151fc8cbad343711414219 (MD5)<br>Made available in DSpace on 2018-12-04T11:46:19Z (GMT). No. of bitstreams: 1 Felipe Antunes de Oliveira Rodrigues.pdf: 2502573 bytes, checksum: b9be7ad020151fc8cbad343711414219 (MD5) Previous issue date: 2018-09-24<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This dissertation has the objective of analyzing the experience of immersive audio in digital games,
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15

Nguyen, Thi Thuong Huyen. "Proposition of new metaphors and techniques for 3D interaction and navigation preserving immersion and facilitating collaboration between distant users." Thesis, Rennes, INSA, 2014. http://www.theses.fr/2014ISAR0031/document.

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Les développements récents de la réalité virtuelle font du travail collaboratif assisté par ordinateur un outil prometteur et flexible. Il est en effet aujourd’hui possible, de représenter les données ainsi que les utilisateurs eux-mêmes de manière vivante dans les environnements virtuels collaboratifs (EVC). Les EVC se définissent comme des mondes virtuels distribués, générés par ordinateur, dans lesquels les utilisateurs peuvent se rencontrer, communiquer et interagir entre eux, mais aussi avec des données et des objets 3D. Les utilisateurs peuvent être éloignés physiquement, parler des lang
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16

Schuwerk, Clemens [Verfasser], Eckehard [Akademischer Betreuer] [Gutachter] Steinbach, and Subhasis [Gutachter] Chaudhuri. "Client/Server-Based Shared Haptic Virtual Environments: Perceptual Data Reduction, Communication, and Delay Compensation / Clemens Schuwerk ; Gutachter: Subhasis Chaudhuri, Eckehard Steinbach ; Betreuer: Eckehard Steinbach." München : Universitätsbibliothek der TU München, 2016. http://d-nb.info/1125018208/34.

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17

Perera, Galhenage Indika Udaya Shantha. "An evaluation of user support strategies for managed learning in a multi user virtual environment." Thesis, University of St Andrews, 2013. http://hdl.handle.net/10023/4049.

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The management of online learning environments so that they are effective and efficient presents a significant challenge for institutions and lecturers due to the complexity of requirements in the learning and teaching domain. The use of 3D Multi User Virtual Environments (MUVEs) for education introduces a novel set of management challenges. MUVEs were designed to cater for entertainment and commercial needs and as such do not intrinsically support managed learning. When MUVEs are used for educational purposes, forming 3D Multi User Learning Environments (MULEs), user support for learning mana
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18

Dow, Steven P. "Understanding user engagement in immersive and interactive stories." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26468.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009.<br>Committee Chair: MacIntyre, Blair; Committee Member: Bolter, Jay; Committee Member: Guzdial, Mark; Committee Member: Mateas, Michael; Committee Member: Mynatt, Elizabeth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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19

Roberts, David L. "Computational techniques for reasoning about and shaping player experiences in interactive narratives." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33910.

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Interactive narratives are marked by two characteristics: 1) a space of player interactions, some subset of which are specified as aesthetic goals for the system; and 2) the affordance for players to express self-agency and have meaningful interactions. As a result, players are (often unknowing) participants in the creation of the experience. They cannot be assumed to be cooperative, nor adversarial. Thus, we must provide paradigms to designers that enable them to work with players to co-create experiences without transferring the system's goals (specified by authors) to players and without sy
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20

Oliveira, Neto Célio Pereira. "Trabalho em ambiente virtual: causas, efeitos e conformação." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/20883.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-03-16T12:14:20Z No. of bitstreams: 1 Célio Pereira Oliveira Neto.pdf: 1972237 bytes, checksum: 6b1b44dbd5812a6b4a068c6627f3426a (MD5)<br>Made available in DSpace on 2018-03-16T12:14:20Z (GMT). No. of bitstreams: 1 Célio Pereira Oliveira Neto.pdf: 1972237 bytes, checksum: 6b1b44dbd5812a6b4a068c6627f3426a (MD5) Previous issue date: 2018-02-26<br>The first industrial revolutions shifted the pace of life. Men were taken out of their homes and brought inside factory. Likewise, society revolved around opening hours, as everything was sc
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21

Getchell, Kristoffer M. "Enabling exploratory learning through virtual fieldwork." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/923.

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This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with
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22

Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.

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This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases it was cancelled after a short time. Fans have attempted to salvage the game by producing their own server software and content creation tools. Recently, Cyan released their own source code and development tools to the fan community, giving fans an official channel for creating new content. This work builds off of Pearce's (2009b) study of the culture of Uru players and eme
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23

Claude, Guillaume. "Séquencement d'actions en environnement virtuel collaboratif." Thesis, Rennes, INSA, 2016. http://www.theses.fr/2016ISAR0010/document.

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Nous nous intéressons au problème de la spécification du séquencement des actions dans un environnement virtuel collaboratif. Il s’agit de définir puis de contrôler ce qui peut ou doit se passer au cours de la simulation dans un contexte potentiellement multiutilisateur. Ceci passe, entre autres, par la spécification (puis l’exécution) d’un ensemble de scénarios possibles lors d’une session de simulation ainsi que par la distribution des actions réalisables entre les différents acteurs (réels ou virtuels) intervenant dans la simulation.Nous présentons #SEVEN, un modèle fondé sur les réseaux de
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24

Hornink, Gabriel Gerber. "Cartografando online = caminhos da informática na escola com professores que elaboram conhecimentos em formação contínua." [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/287024.

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Orientador: Maurício Compiani<br>Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Geociências<br>Made available in DSpace on 2018-08-17T09:08:07Z (GMT). No. of bitstreams: 1 Hornink_GabrielGerber_D.pdf: 6691167 bytes, checksum: 9b9586363aa267ee51cd173df2927063 (MD5) Previous issue date: 2010<br>Resumo: Os avanços no desenvolvimento das tecnologias da informação e comunicação (TIC) trazem continuamente novas possibilidades de interações sociais online, incluindo uma grande variedade de ferramentas de mediação da comunicação (sítios, blogs, wikis, webconferência etc). Essas f
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25

Schweizer, Bobby. "Representations of the city in video games." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28251.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2009.<br>Committee Chair: Pearce, Celia; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth; Committee Member: Nitsche, Michael.
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26

Santos, Christiano Lima. "Dmitry: uma arquitetura para gestão ágil de projetos no moodle." Pós-Graduação em Ciência da Computação, 2014. http://ri.ufs.br:8080/xmlui/handle/123456789/3340.

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In recent decades, geographic barriers no longer exist, communication has become faster and affordable and technological tools expanded the power of human information processing, leading to profound economic, social and cultural transformations. Thus, Information and Communication Technologies received critical role in a society that communicates, negotiates and learns "in network", however educational approaches adopted in schools and universities are still lagged. New constructivist teaching techniques such as Project-Based Learning and computational tools like Virtual Learning Environments
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27

Ferrari, Carla Marye Bicas. "Proposta de uma gramática para análise de textos com estrutura OCC-RDD por meio de tradução com semântica de redes de Petri." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20791.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-01-23T11:30:38Z No. of bitstreams: 1 Carla Marye Bicas Ferrari.pdf: 1256058 bytes, checksum: e934053679a57fcb66d337b275093865 (MD5)<br>Made available in DSpace on 2018-01-23T11:30:38Z (GMT). No. of bitstreams: 1 Carla Marye Bicas Ferrari.pdf: 1256058 bytes, checksum: e934053679a57fcb66d337b275093865 (MD5) Previous issue date: 2017-09-14<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The aim of this research is to design a grammar that recognizes an educational text written in the narrative structure OCC
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28

Dionysio, Stephany Zanchi. "Aplicação de escalonadores coexistentes para melhorar o desempenho de rede em máquinas virtuais." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2857.

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Em um ambiente virtualizado, a distribuição de recursos de processamento entre as máquinas virtuais deve ser baseada nos aspectos requeridos pela carga de trabalho executando dentro de cada instância. Entretanto, a imprevisibilidade destas cargas de trabalho, em conjunto com a estratégia de compartilhamento equitativo adotada pelo escalonador no hipervisor, impactam a qualidade de serviço percebida por máquinas virtuais orientadas a eventos de entrada e saída de rede e processamento. Esta dissertação conduz um estudo para estimar a variação da qualidade de serviço percebida por esta classe de
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29

Mendes, Barbosa Álvaro Manuel. "Computer-suported cooperative work for music applications." Doctoral thesis, Universitat Pompeu Fabra, 2006. http://hdl.handle.net/10803/7536.

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Aquesta tesi recull la recerca al voltant de les pràctiques musicals mitjançant xarxes d'ordinadors realitzada al Grup de Tecnologia Musical de la Universitat Pompeu Fabra a Barcelona entre l'any 2001 i el 2005. Parteix del treball dut a terme durant la última dècada dins del camp del Treball Cooperatiu amb Ordinadors (Computer-Supported Cooperative Work, CSCW) el qual aporta els mecanismes de col·laboració els quals, des de un punt de vista musical, poden ser estudiats en diversos escenaris: composició, interpretació, improvisació i educació.<br/>La primera contribució d'aquest treball és un
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30

Björnberg, Anton. "Shared Control for Vehicle Teleoperation with a Virtual Environment Interface." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286782.

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Teleoperation has been suggested as a means of overcoming the high uncertainty in automated driving by letting a remote human driver assume control of an automated vehicle when it is unable to proceed on its own. Remote driving, however, suffers from restricted situational awareness and network latency, which can increase the risk for accidents. In most cases though, the automation system will still be functional, which opens the possibility for shared control where the human and machine collaborates to accomplish the task at hand. This thesis develops one such method in which an operator demo
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31

Ekström, Marcus. "Communication tool in virtual reality – A telepresence alternative : An alternative to telepresence – bringing the shared space to a virtual environment in virtual reality." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31450.

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Videoconferencing is one of the most common telepresence methods today and educational videos is rising in popularity among distance learners. Traditional videoconferencing is unable to convey gestures and mutual eye contact between participants. This study aim to propose a Virtual Reality telepresence solution using game engines. A literature study confirmed the effectiveness achieved in VR is comparable to the effectiveness in face-to-face meetings. The suggested solution implements whiteboard functionality from a real-life perspective, confirming it is possible to include new functionality
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32

Hoda, Mohamad. "SHECARE: Shared Haptic Environment on the Cloud for Arm Rehabilitation Exercises." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34247.

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It is well known that home exercise is as good as rehab center. Unfortunately, passive devices such as dumbbells, elastic bands, stress balls and tubing that have been widely used for home-based arm rehabilitation do not provide therapists with the information needed to monitor the patient’s progress, identify any impairment, and suggest treatments. Moreover, the lack of interactivity of these devices turns the rehabilitation exercises into a boring, unpleasant task. In this thesis, we introduce a family of home-based post-stroke rehabilitation systems aimed at solving the aforementioned pr
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33

Kring, Jason P. "Communication Modality and After Action Review Performance in a Distributed Immersive Virtual Environment." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4389.

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Technological innovations in data transfer and communication have given rise to the virtual team where geographically separate individuals interact via one or more technologies to combine efforts on a collective activity. In military, business, and spaceflight settings, virtual teams are increasingly used in training and operational activities; however there are important differences between these virtual collaborations and more traditional face-to-face (FTF) interactions. One concern is the absence of FTF contact may alter team communication and cooperation and subsequently affect overall tea
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34

Gobes-Ryan, Sheila. "Organizational Office Space in the Virtual Age: The Role of Shared Space in Communication." [Tampa, Fla.] : University of South Florida, 2003. http://purl.fcla.edu/fcla/etd/SFE0000048.

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Silva, Leonardo Florencio da. "Produção de material didático para ambientes virtuais de aprendizagem na educação a distância para o ensino superior." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21537.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-11-07T12:23:41Z No. of bitstreams: 1 Leonardo Florêncio da Silva.pdf: 35190693 bytes, checksum: e417a59f537fe58b1978aa8931e59920 (MD5)<br>Made available in DSpace on 2018-11-07T12:23:41Z (GMT). No. of bitstreams: 1 Leonardo Florêncio da Silva.pdf: 35190693 bytes, checksum: e417a59f537fe58b1978aa8931e59920 (MD5) Previous issue date: 2018-09-11<br>The dissertation has no abstract<br>Esta pesquisa visa apresentar o processo de produção de material didático para ambientes virtuais de aprendizagem (AVA), na educação a distância (EaD),
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36

Conte, Simone Ivan. "The Sea of Stuff : a model to manage shared mutable data in a distributed environment." Thesis, University of St Andrews, 2019. http://hdl.handle.net/10023/16827.

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Managing data is one of the main challenges in distributed systems and computer science in general. Data is created, shared, and managed across heterogeneous distributed systems of users, services, applications, and devices without a clear and comprehensive data model. This technological fragmentation and lack of a common data model result in a poor understanding of what data is, how it evolves over time, how it should be managed in a distributed system, and how it should be protected and shared. From a user perspective, for example, backing up data over multiple devices is a hard and error-pr
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37

Vick, Rita Michele. "Development of shared mental models structuring distributed naturalistic decision making in a synchronous computer-mediated work environment /." Thesis, University of Hawaii at Manoa, 2003. http://proquest.umi.com/pqdweb?index=0&did=764748251&SrchMode=1&sid=5&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1233175424&clientId=23440.

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38

Keukelaere, Camille de. "Modes de coordination interindividuelle et régulation du partage en situation dynamique collaborative : application au handball et au théâtre d'improvisation." Thesis, Brest, 2012. http://www.theses.fr/2012BRES0015/document.

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Les études de psychologie des industries et des organisations montrent que la compréhension partagée (CP) conditionne la performance collective. Nous mobilisons le concept de la Team Situation Awareness pour identifier les éléments qui concourent à la CP et à son évolution au cours de l'action. Une analyse en handball nous a permis d'identifier (a) 4 formes typiques d'articulation des activités individuelles, (b) 7 contenus typiques et (c) 6 processus typiques interindividuels. Nos résultats montrent que les formes de partage sont locales et ponctuelles, alternant entre trois modes de coordina
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39

Li, Zongcheng. "Conceptual design of shapes by reusing existing heterogeneous shape data through a multi-layered shape description model and for VR applications." Thesis, Paris, ENSAM, 2015. http://www.theses.fr/2015ENAM0025/document.

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Les récentes avancées en matière de systèmes d'acquisition et de modélisation ont permis la mise à disposition d'une très grande quantité de données numériques (e.g. images, vidéos, modèles 3D) dans différents domaines d'application. En particulier, la création d'Environnements Virtuels (EVs) nécessite l'exploitation de données nu-mériques pour permettre des simulations et des effets proches de la réalité. Malgré ces avancées, la conception d'EVs dédiés à certaines applications requiert encore de nombreuses et parfois laborieuses étapes de modélisation et de traitement qui impliquent plusieurs
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Cunha, Vítor António Gonçalves Ribeiro da. "Service function chaining for NFV in cloud environments." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/21133.

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Mestrado em Engenharia de Computadores e Telemática<br>Service Function Chaining, Virtual Network Functions e Cloud Computing são os conceitos chave para resolver (em “grande plano”) uma necessidade actual dos operadores de telecomunicações: a virtualização dos equipamentos na casa dos consumidores, particularmente o Home Gateway. Dentro deste contexto, o objetivo desta dissertação será providenciar as Funções Virtuais de Rede (tais como um vDHCP, Classificador de Tráfego e Shaper) assim como respectivas APIs necessárias para se atingir essa solução de “grande plano”. A solução utilizar
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41

Li, Yanfang. "Shared control: Active haptic assistance for motor skill training in virtual environments." Thesis, 2008. http://hdl.handle.net/1911/22142.

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Virtual reality has been used widely as a computerized medium for training. In addition to visual and auditory feedback, the addition of haptic feedback to virtual environments envisions promising applications for human motor skill acquisition, such as rehabilitation and training of surgeons. Generally speaking, there exist two kinds of virtual training paradigms, virtual practice and haptic guidance. Compared to virtual practice, haptic guidance conveys more information to the trainee, some of which might not be realizable in the physical world, in order to improve the training efficacy over
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42

Linebarger, John M. "GroupMorph : a group collaboration mode approach to shared virtual environments for product design /." Diss., 2003. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3117164.

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Bartlett, Robert Graham, University of Western Sydney, College of Health and Science, and School of Computing and Mathematics. "Formula interest expression specification and propagation in peer-to-peer distributed virtual environments." 2006. http://handle.uws.edu.au:8081/1959.7/14766.

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This thesis explores the utility of interest management in peer-to-peer environments. Specifically, it proposes: a model for formulaic specification of interest criteria that is implementation neutral in terms of underlying interest operators (the functions that determine the satisfaction of interest); and, an interest management propagation model that ensures the specifications (termed formula interest expressions) are only sent to those DVE components that are likely to be able to satisfy the interest criteria. This selective propagation model uses a distributed index of supported interest o
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44

Sousa, Catarina Carneiro de. "Virtual Corporeality and Shared Creativity - Embodying Avatars in the Metaverse." Doctoral thesis, 2017. http://hdl.handle.net/10316/32182.

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Tese de doutoramento em Arte Contemporânea, apresentada ao Colégio das Artes da Universidade de Coimbra<br>O objetivo desta investigação é compreender como é que um processo criativo partilhado de construção de uma corporeidade virtual em ambientes virtuais colaborativos se pode tornar numa experiência estética. Este estudo está dividido em dois temas principais, mas correlacionados: corporeidade virtual e criatividade partilhada. O meu propósito é encontrar a relação entre a constituição de uma corporeidade virtual e os novos processos de criação e de partilha criativa em ambientes virtuais c
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45

Bartlett, Robert Graham. "Formula interest expression specification and propagation in peer-to-peer distributed virtual environments." Thesis, 2006. http://handle.uws.edu.au:8081/1959.7/14766.

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This thesis explores the utility of interest management in peer-to-peer environments. Specifically, it proposes: a model for formulaic specification of interest criteria that is implementation neutral in terms of underlying interest operators (the functions that determine the satisfaction of interest); and, an interest management propagation model that ensures the specifications (termed formula interest expressions) are only sent to those DVE components that are likely to be able to satisfy the interest criteria. This selective propagation model uses a distributed index of supported interest o
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46

"A dynamic, distributive and heterogeneous authorization policy management framework." Thesis, 2007. http://library.cuhk.edu.hk/record=b6074374.

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Grid computing enables computers on different networks to share their resources in an organized way. Authorized users can deploy the resources as if they were in the same organization. This resource sharing environment is called a Virtual Organization (VOs). To enable an open Grid to support resource sharing between multiple heterogeneous VOs, an authorization policy management framework is required to support authorization for VOs using heterogeneous authorization systems. The challenges include dynamic Grid memberships, VO trust relationships, and heterogeneous authorization systems.<br>To s
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47

Lamotte, W., Rae A. Earnshaw, Reeth F. Van, E. Flerackers, and de Matos J. Mena. "VISINET: Collaborative 3D Visualization and Virtual Reality over Trans-European ATM Networks." 1997. http://hdl.handle.net/10454/7078.

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No<br>Visinet is a trans-European 3D collaborative design project that brings together computer scientists, application developers, design specialists, and users in the context of shared environments supported by ATM networks. Experiments and trials have been conducted for the key application domains of architectural and industrial design. Different types of virtual representation and computer-supported collaborative work are applied to real-life projects between partners at different locations in Europe. Measurements of network requirements have enabled cost/benefits to be quantified. Measure
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48

Hauber, Jörg. "Understanding remote collaboration in video collaborative virtual environments : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in the University of Canterbury /." 2008. http://library.canterbury.ac.nz/etd/adt-NZCU20080528.114155.

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49

Oda, Ohan. "Supporting Multi-User Interaction in Co-Located and Remote Augmented Reality by Improving Reference Performance and Decreasing Physical Interference." Thesis, 2016. https://doi.org/10.7916/D8BC3ZCK.

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One of the most fundamental components of our daily lives is social interaction, ranging from simple activities, such as purchasing a donut in a bakery on the way to work, to complex ones, such as instructing a remote colleague how to repair a broken automobile. While we interact with others, various challenges may arise, such as miscommunication or physical interference. In a bakery, a clerk may misunderstand the donut at which a customer was pointing due to the uncertainty of their finger direction. In a repair task, a technician may remove the wrong bolt and accidentally hit another user wh
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50

(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment
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