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1

Halje, Gustav, e Pontus Mansfeld. "Utvärdering av trackingsystemen i ARKit och ARCore : En experimentell studie". Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-41238.

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Abstract (sommario):
Syfte – För att konstruera lyckade mobila Augmented Reality-lösningar som får virtuella objekt att se ut att samexistera med verkligheten krävs robusta trackingsystem som klarar av att spåra position och orientering med hög precision. Således var studiens syfte att undersöka precisionen i trackingsystemen i ARKit och ARCore för att erhålla underlag om hur väl virtuella objekt kan förankras på en fysisk position. Både ARKit och ARCore använder konceptet förankringspunkter för att uppnå ökad precision i trackingen av virtuella objekt. Därav undersöktes hur pålitliga dessa förankringspunkter är för respektive ramverk och huruvida de förbättrar precisionen eller inte. Metod – I studien genomfördes egenutformade experiment där en app för respektive ramverk skapades med uppgiften att placera ut ett virtuellt objekt med eller utan förankringspunkt framför enheten. Med hjälp av fasta fysiska positioner som användes som referenspunkter kunde förskjutningar av virtuella objekt beräknas när enheten förflyttades i två olika scener. Resultat – Medelförskjutningen av förankringspunkterna i ARKit var 15,2 cm och 27 cm i respektive scen. För ARCore blev medelförskjutningen av förankringspunkterna 7,8 cm och 4,7 cm. Trackingen av virtuella objekt förbättrades i ARCore i båda scenerna när förankringspunkter användes. Däremot fick ARKit blandade resultat där trackingen förbättrades avsevärt när tillräckligt med textur fanns, men försämrades när det inte fanns. Implikationer – Studien visar att ARCore klarar trackingen av virtuella objekt bättre än ARKit. Vidare bekräftar studien att förankringspunkter bör användas för att förbättra precisionen i trackingen i ARCore, medan det i ARKit endast förbättras när tillräckligt med textur finns i omgivningen. Begränsningar – Endast en smartphone för respektive ramverk användes i experimenten. Scenerna var statiska och experimenten genomfördes i så ljusa förhållanden som möjligt. Studien testade enbart en förankringspunkt och säger således inget om hur pålitligheten och precisionen förändras när multipla förankringspunkter används.
Purpose – To construct successful mobile Augmented Reality solutions that make virtual objects coexist with reality, robust tracking systems capable of tracking position and orientation with high precision is required. The study's purpose was therefore to investigate the precision of the tracking systems in ARKit and ARCore to receive material regarding how well virtual objects can be anchored on a physical position. Both ARKit and ARCore utilize a concept called anchors to achieve heightened precision in the tracking of virtual objects. How reliable these anchors are in each framework and whether they improve precision was thus examined. Method – Experiments were designed and performed in the study, where one app for each framework was created with the purpose of placing a virtual object with or without an anchor in front of the device. Fixed physical positions were used as references to calculate how much the virtual object were drifting when the device was moved around in two different scenes. Findings – The average drift of the anchors were 15,2 cm and 27 cm with ARKit in each scene. The anchors with ARCore had an average drift of 7,8 cm and 4,7 cm. The study found that the tracking of virtual objects improved in ARCore when anchors were used, while ARKit gave mixed results where clear improvements could be seen only when there was enough texture in the scene. Implications – The study shows that ARCore handles the tracking of virtual objects better than ARKit. The study also confirms that anchors should be utilized to improve the precision of the tracking in ARCore, while in ARKit it is only improved when there are a sufficient amount of texture in the surroundings. Limitations – Only one smartphone for each framework were used in the experiments. The scenes were static and the experiments were performed in as bright conditions as possible. The study only tested one anchor and says nothing regarding changes in the reliability and precision when multiple anchors are used.
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2

Mammadli, Vagif. "Förbättrat stridsvärde med Förstärkt verklighet". Thesis, KTH, Hälsoinformatik och logistik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-296576.

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Abstract (sommario):
En skyttegrupp är en grupp av soldater inom Försvarsmakten vars huvuduppgift är att strida mot fienden på marken. Skyttegruppen leds av en gruppchef som bestämmer inbrytningspunkter, skjutgränser, markerar fientliga soldater och dirigerar hur skyttegruppen agerar i stridsförhållanden. I stridens hetta ökas ljudnivån, gruppchefens manövrerbarhet begränsas och skyttegruppen sätts under hög stress. Detta leder oftast till brist på kommunikation som sänker gruppens stridsvärde. Augmented Reality innebär att förstärka verkligheten med hjälp av teknik. Idag finns flera olika utvecklingsmiljöer som låter utvecklare på ett enkelt sätt bygga applikationer där användare kan förstärka verkligheten, till exempel genom att placera virtuella objekt över den verkliga världen. Dessa virtuella objekt bibehåller sin position när användaren förflyttar sig runt omgivningen. De virtuella objekten kan synkroniseras mellan olika enheter, vilket tillåter flera olika användare att se samma virtuella objekt. Detta examensarbete gick ut på att undersöka ifall användning av förstärkt verklighet förbättrade kommunikationen i skyttegruppen. Tre prototyper implementerades med hjälp av ARCore (ett utvecklingspaket för förstärkt verklighet): en för gruppchefen vilket möjliggjorde markering av olika mål, en prototyp för skyttesoldaterna som visualiserade dessa mål genom att placera virtuella objekt på platsen som gruppchefen markerade och en server som hanterade kommunikation mellan de första två. Detta medförde att gruppchefen kunde markera objekt i realtid under strid och skyttesoldaterna kunde se dessa objekt genom VR-glasögon. Prototyperna testades i stridsmiljöer och resultaten visade att kommunikationstiden förbättrades med 7.5 sekunder på öppet fält, 13.5 sekunder i tätskog och 0.2 sekunder i stadsmiljö.
An infantry squad is a group of soldiers in the Armed Forces of Sweden whose main task is to combat the enemy on the ground. The infantry squad is led by a squad leader who determines breaking points, firing limits, marks enemy soldiers and directs how the squad acts in combat conditions. In the heat of battle, the noise level is increased, the group leader's maneuverability is limited, and the shooting group isput under a lot of stress. This usually leads to a lack of communication which lowers the group's combat value. Augmented Reality means augmenting reality with the help of technology. Today,there are several different development environments that allow developers to easilybuild applications where users can augment reality, for example by placing virtual objects over the real world. These virtual objects maintain their position as the user moves around the environment. Virtual objects can be synchronized between different devices, allowing several different users to see the same virtual object. This thesis aimed to investigate whether the use of Augmented Reality improved communication in the infantry squad. Three prototypes were implemented with the help of ARCore (a software development kit for Augmented Reality): one for the squad leader which enabled the marking of different targets, one prototype for the infantryman which visualized these targets by placing virtual objects in the place marked by the group leader and a server prototype which handled communication between the first two. This meant that the squad leader could mark objects through a smartphone in real time during combat and the infantrymen could see these objects through VR goggles. The prototypes were tested in combat environments andthe results showed that the time for communication were improved by 7.5 seconds in open fields, 13.5 seconds in dense forests and 0.2 seconds in urban environment.
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3

Hübsch, Jacob, e Magnus Persson. "Förstärkt verklighet med ARCore : Utveckling av en förstärkt verklighetsapplikation i Android med Kotlin och Azure". Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72384.

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Abstract (sommario):
The technology of “augmented reality” has existed in an experimental stage since the early 1990s, but it is not until around year 2010 that commercial use in the form of both hardware and software became available, for example, when Pokémon GO and Google Glass were announced. The aim of this thesis is to develop a mobile application that utilizes the technique of augmented reality to gain an insight into the technique’s potential, as well as the various tools available in this type of development. The project resulted in an augmented reality application, written in the program language Kotlin for the mobile operating system Android. The main use of the application includes group activities such as tourism, as the main functionality is to visualize other users' location via the mobile camera using the tools ARCore and Azure’s database Cosmos DB. Even though the technology is relatively new, the work has progressed without major difficulties, and even with basic programming knowledge it is possible to do software development in this area.
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4

Lundqvist, Sebastian, e Oliver Ekstrand. "Evaluating an ARCore application to get an image of the state of AR technology today". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166756.

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Abstract (sommario):
Augmented reality is an old technology that is still far away from being perfect. It is also quickly being improved upon and the state of AR today has come a long way from AR just a couple of years ago. New big players have recently introduced their tools and have made it easier than ever to develop AR applications. In this study we look at what established methods (if any) there are for AR evaluation, develop AR evaluation methods that fit our needs, carry out the evaluation and analyze the collected data. We also note some important things to think about when working with AR to increase tracking and recognition stability. The recommendations are: try to have reference images with high scores, have reference objects that are distinct enough from one another to not be mixed up and make sure that the visual for the reference image matches the visual for the reference object in its intended viewing environment.
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5

Nyqvist, Ida. "Visualisering av vägdata i en AR-app". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285059.

Testo completo
Abstract (sommario):
I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt.Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too.In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects.The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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6

Capucci, Mattia. "Estensione di un'infrastruttura per ambienti cooperativi di mixed reality: integrazione del framework Google ARCore e tecnologie mobile avanzate". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18437/.

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Abstract (sommario):
La grande rivoluzione tecnologica che è avvenuta negli ultimi anni ha portato la realtà aumentata a essere uno degli argomenti di studio di maggior interesse. La convinzione di poter eseguire operazioni quotidiane coadiuvate da un insieme di elementi virtuali e digitali si è concretizzata nello sviluppo e rilascio di dispositivi fisici - quali visori - e kit di sviluppo software. Quest'ultimi, in particolare, hanno recentemente raggiunto una maturità tale da permettere a device di tutti i giorni, quali smartphone e tablet, di poter sfruttare tecniche avanzate di analisi delle immagini, consentendo di essere anch'essi il veicolo per esperienze di augmented e mixed reality. Ci stiamo avvicinando a una realtà in cui elementi digitali coesistono nel mondo reale e le persone sono in grado di percepirli e interagire con essi, in modo condiviso. In questo contesto emergente, la ricerca è indirizzata nello studio di un modello e/o infrastruttura, che permetta di sfruttare le potenzialità delle tecnologie oggi disponibili e possa essere un punto di riferimento nello sviluppo di sistemi di augmented e mixed reality. Su questo fronte, spicca il modello di augmented worlds, punto di partenza del lavoro di questa tesi. Infatti, dall'analisi di detto modello e dell'infrastruttura a esso associata, si propone una possibile estensione che permetta a un qualsiasi utente, dotato di smartphone o tablet, di accedere a esperienze cooperative di mixed reality, incapsulando le funzionalità di comprensione dell'ambiente e motion tracking, che sono tipiche nelle tecnologie software mobili odierne.
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7

Eklind, Anna, e Love Stark. "An exploratory research of ARCore's feature detection". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254357.

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Abstract (sommario):
Augmented reality has been on the rise for some time now and begun making its way onto the mobile market for both IOS and Android. In 2017 Apple released ARKit for IOS which is a software development kit for developing augmented reality applications. To counter this, Google released their own variant called ARCore on the 1st of march 2018. ARCore is also a software development kit for developing augmented reality applications but made for the Android, Unity and Unreal platforms instead. Since ARCore is released recently it is still unknown what particular limitations may exist for it. The purpose of this paper is give an indication to companies and developers about ARCore’s potential limitations. The goal with this paper and work is to map how well ARCore works during different circumstances, and in particular, how its feature detection works and behaves. A quantitative research was done with the usage of the case study method. Various tests were performed with a modified test-application supplied by Google. The tests included testing how ARCore’s feature detection, the process that analyzes the environment presented to the application. This which enables the user of an application to place a virtual object on the physical environment. The tests were done to see how ARCore works during different light levels, different types of surfaces, different angles and the difference between having the device stationary or moving. From the testing that were done some conclusions could be drawn about the light levels, surfaces and differences between a moving and stationary device. More research and testing following these principles need to be done to draw even more conclusions of the system and its limitations. How these should be done is presented and discussed.
Forstarkt verklighet (augmented reality) har stigit under en tid och börjat ta sig in på mobilmarknaden for både IOS och Android. År 2017 släppte Apple ARKit för IOS vilket är en utvecklingsplattform för att utveckla applikationer inom förstärkt verklighet. Som svar på detta så slappte Google sin egna utvecklingsplattform vid namn ARCore, som släpptes den 1 mars 2018. ARCore är också en utvecklingsplattform för utvecklandet av applikationer inom förstarkt verklighet men istället inom Android, Unity och Unreal. Sedan ARCore släpptes nyligen är det fortfarande okant vilka särskilda begränsningar som kan finnas för det. Syftet med denna avhandling är att ge företag och utvecklare en indikation om ARCores potentiella begränsningar. Målet med denna avhandling och arbete är att kartlägga hur väl ARCore fungerar under olika omstandigheter, och i synnerhet hur dess struktursdetektor fungerar och beter sig. En kvantitativ forskning gjordes med användning av fallstudie metoden. Olika tester utfördes med en modifierad test-applikation från Google. Testerna inkluderade testning av hur ARCores struktursdetektor, processen som analyserar miljön runt om sig, fungerar. Denna teknik möjliggor att användaren av en applikation kan placera ett virtuellt objekt på den fysiska miljön. Testen innebar att se hur ARCore arbetar under olika ljusnivåer, olika typer av ytor, olika vinklar och skillnaden mellan att ha enheten stationär eller rör på sig. Från testningen som gjordes kan man dra några slutsatser om ljusnivåer, ytor och skillnader mellan en rörlig och stationar enhet. Mer forskning och testning enligt dessa principer måste göras för att dra ännu mer slutsatser av systemet och dess begränsningar. Hur dessa ska göras presenteras och diskuteras.
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8

Andruccioli, Matteo. "Studio e applicazione della piattaforma ARCore per lo sviluppo di sistemi di realtà aumentata: Rocca delle Caminate come caso di studio". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16972/.

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Abstract (sommario):
La tesi si pone come obiettivo quello di indagare l'ambito della mixed reality per dispositivi mobili Android, concentrandosi sull'sdk fornito da Google ARCore per Unity come esempio di software che abilita allo sviluppo di applicazioni di mixed reality sfruttando il sistema di tracking SLAM. La tesi si è articolata in due fasi principali. La prima parte è stata dedicata al lato teorico: inizialmente mi sono informato sulle differenze tra AR, VR, MR, e sui dispositivi che abilitano all'utilizzo di tali tecnologie. Successivamente sono passato allo studio delle tecniche che consentono il tracciamento degli elementi fisici e la registrazione di quelli virtuali in un contesto di mixed reality. Ho quindi deciso di approfondire Google ARCore, che sfrutta la tecnica SLAM per ottenere il mapping dell'ambiente fisico in tempo reale, ovvero contestualmente all'esplorazione dell'ambiente. Completato lo studio teorico, ho poi messo in pratica quanto appreso cimentandomi nello sviluppo di una applicazione di mixed reality che si va ad inserire in un contesto di valorizzazione del patrimonio culturale del territorio.
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9

Strandberg, Li, e Ida Nyqvist. "Visualisering av vägdata i en AR-app". Thesis, KTH, Hälsoinformatik och logistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284227.

Testo completo
Abstract (sommario):
I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran. 2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt. Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too. In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects. The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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10

Marchi, Davide. "Sviluppo di una libreria Android per la creazione di esperienze in Realtà Aumentata legate a Punti di Interesse". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17292/.

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Abstract (sommario):
Questa tesi nasce per proporre una soluzione per migliorare la UX degli utenti nell’utilizzo dei propri device, in particolare lavoreremo su due fattori chiave: i punti di interesse, intesi come luoghi fisici nel mondo, e la loro persistenza nel tempo. Analizzeremo quali sono le tecnologie presenti sul mercato che si propongono di risolvere questa problematica generale e cercheremo di capire quali sono i vantaggi e gli svantaggi di ogni soluzione. Terminate le analisi, metteremo al centro della soluzione che implementeremo la Realtà Aumentata: tecnologia sempre più popolare e diffusa nella vita quotidiana delle persone grazie alla capacità di arricchire la percezione sensoriale umana tramite la sovrapposizione di informazioni e contenuti virtuali al mondo reale, capacità che sfrutteremo per cercare di migliorare l’esperienza degli utenti. Il prodotto principale della tesi che andremo a sviluppare sarà una libreria Android che sfrutti proprio la Realtà Aumentata per la creazione di esperienze legate a punti di interesse che chiameremo AR POI Experiences. I capitoli saranno articolati nel seguente modo: inizialmente andremo ad esporre tutte le analisi sulla Realtà Aumentata e sul problema preso in esame, successivamente passeremo alla progettazione ed allo sviluppo della soluzione proposta ed infine mostreremo un prototipo che implementerà proprio questa soluzione, grazie al quale dimostreremo quali sono le sue funzionalità e potenzialità.
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11

Харабар, Владислав Володимирович. "Підсистема визначення позиції в просторі для мобільного додатку навігації з використанням доповненої реальності". Master's thesis, КПІ ім. Ігоря Сікорського, 2019. https://ela.kpi.ua/handle/123456789/31883.

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Abstract (sommario):
Метою роботи є створення підсистеми визначення позиції для мобільного додатку навігації з використанням доповненої реальності. Об’єктом дослідження є системи внутрішньої навігації на основі комп’ютерного зору. Було виконано огляд підходів та технік визначення позиції мобільного пристрою в приміщеннях та зроблені висновки щодо їх переваг та недоліків. Створено модуль позиціонування в складі мобільного додатку для смартфонів, що базується на поєднанні SLAM та маркерів ArUco. Продукт можна використовувати для потреб внутрішньої навігації. Було подано тези на щорічну студентську конференцію «Сучасні проблеми наукового забезпечення енергетики».
Relevance of the topic Nowadays navigation services have become an integral part of our lives. The vast majority of mobile devices support global GPS positioning. However, it is not possible to use it inside buildings. In these cases, specific technologies that often require modified mobile devices have to be developed. On the IPIN market, the main approach now is to use BLE beacons and signals from existing Wi-Fi access points. However, both methods require considerable investment of money and time. Today's smartphones have reached a level of performance that supports real-time camera image stream processing and determining the relative movement of the device. The combination of these factors makes the development of optical positioning systems for mobile devices extremely relevant. The purpose of research is the creation of a positioning subsystem for the mobile indoor navigation application, which helps users to find away to the points of interest and accompanies to them by providing interactive instructions using augmented reality. To achieve this goal, we need to complete the following research objectives: — to consider, analyze and compare methods of indoor position determination; — to develop an indoor positioning service based on the chosen approach; — integrate the subsystem with other components of the software product. Object of study: Indoor positioning methods based on computer vision. Subject of study: A visual-inertial indoor positioning system for navigation using smartphones. Research methods: To solve the problem, we use software architecture design methods, theory of data flows modeling, object-oriented analysis of the domain. Scientific novelty: Internal positioning system has been improved by combining visual-inertial odometry with synthetic markers, which has led to the possibility of developing a localization system without deploying expensive devices for receiving or transmitting signals. Practical meaning is that the developed application can be used for the purposes of finding rooms in educational buildings, as well as for object annotation. The functionality of the application allows you to replace the map of the facility to reuse in other fields. Approbation. The results of the research were discussed at the 17th Scientific and Practical Conference of Young Scientists and Students "Modern Problems of Scientific Support for Energy" held in Kyiv, April 23-26, 2019.Structure and volume of the thesis The master's thesis consists of an introduction, five sections and conclusions, a list of references with 46 sources; includes 25 figures, 25 tables and 2 appendices. The full amount of work is 112 pages, 5 of them — references list and appendices — 13 pages. The introduction substantiates the need to develop new approaches to navigation, sets a research goal, and defines the task of development. The first section describes the concept of navigation. It describes the practical importance of internal positioning systems and their potential applications. Determines place of the subsystem in the resulting application and its data flow. The second section explores the basic techniques and technologies for indoor navigation positioning. Attention is especially focused on the SLAM method. Existing software systems, their advantages and disadvantages are analyzed. An approach combining SLAM and synthetic markers is proposed. Justified the choice of ArUco markers. The third section is devoted to the software implementation of the subsystem. We describe used development tools, structure and configuration of the developed product. The fourth section provides instructions on how to deploy, install, and use the software product — mobile application. The fifth section provides an analysis of possibilities to implement the product as a startup project. We identified development and marketing strategies, conducted a SWOT-and financial analysis and described risk and opportunity factors. The conclusions set out the results of the work and provide recommendations for further research on the topic. The appendices contain the program code of the developed subsystem and the abstracts for the conference where the dissertation materials were discussed.
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12

Mandoloni, Tommaso. "Studio della realtà aumentata e del suo impiego nel campo dell'industrial design". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Abstract (sommario):
Le aziende che intendono vendere i propri prodotti sul mercato stanno cercando metodi e strumenti sempre più moderni e innovativi per cercare di portare al successo un proprio progetto. Per raggiungere tale scopo, le industrie provano a far breccia nell’interesse del cliente cercando di coinvolgerlo emotivamente e fisicamente nei loro progetti utilizzando tecnologie avanzate e all’avanguardia. Una tecnologia di questo tipo, di cui negli ultimi anni si è tanto sentito parlare, è senza dubbio la realtà aumentata: attraverso di essa l’utente viene calato in un contesto fuori dalla realtà vera e propria, ma continua ad interagire con essa attraverso i suoi sensi. L’obiettivo di questo progetto di tesi è quello di creare un’applicazione per dispositivi mobile che permetta ad un’eventuale azienda, che si occupa di vendita di piastrelle per pavimenti, di mostrare al cliente un pavimento virtuale direttamente sul pavimento di casa sua. Lo scopo di un’applicazione di questo genere è sia facilitare il lavoro del venditore sia facilitare quello del cliente. Mentre da un lato, chi vende, ha bisogno di far vedere il risultato di un progetto nella maniera più precisa possibile al cliente, dall’altro, il cliente ha la necessità di capire se ciò che sta acquistando soddisferà o meno le sue aspettative, e lo vuole capire subito, ancor prima di decidere se comprerà il prodotto. Per il cliente che deve cambiare le piastrelle al suo pavimento, è essenziale vedere come sarebbe il risultato concretizzato nel contesto specifico della propria abitazione, e, utilizzando semplicemente l’applicazione mobile descritta in questo volume di tesi che sfrutta la camera dello smartphone e la realtà aumentata, il venditore può accontentarlo. In questo documento verranno analizzate le funzionalità, le scelte progettuali e le interfacce che hanno reso possibile la realizzazione di un’applicazione di questo tipo.
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13

Poláček, Matěj. "Integrace systému rozšířené reality do testbedu Průmysl 4.0". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-413199.

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The diploma thesis is concerned with the research of integration of augmented reality into the testbed Industry 4.0. Testbed is presenting automated robotic barman intended for practical demonstration and verification of concepts such as Industry 4.0 or a digital factory. The integration of augmented reality is realized via an Android application and creates the AR information system of the testbed. The theoretical part of the thesis is about Industry 4.0, the construction of the testbed and technologies of augmented reality used during implementation of the application. The practical part deals with the implementation and testing of the application. The conclusion includes an evaluation of the goals of the thesis.
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14

Lindqvist, Johan. "Edge Computing for Mixed Reality". Thesis, Linköpings universitet, Programvara och system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-162133.

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Mixed reality, or augmented reality, where the real and the virtual worlds are combined, has seen an increase in interest in recent years with the release of tools like Google ARCore and Apple ARkit. Edge computing, where the distributed computing resources are located near the end device at the edge of the network, is a paradigm that enables offloading of computing tasks with latency requirements to dedicated servers. This thesis studies how edge computing can be used to bring mixed reality capabilities to mobile end devices that lack native support for that. It presents a working prototype for delivering mixed reality, evaluates the different technologies in it in relation to stability, responsiveness and resource usage, and studies the requirements on the end and edge devices. The experimental evaluation revealed that transmission time is the most significant chunk of end-to-end latency for the developed application. Reducing that delay will have a significant impact on future deployments of such systems. The thesis also presents other bottlenecks and best practices found during the prototype’s development, and how to proceed from here.
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15

Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

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In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer. This thesis has examined design guidelines for AR in a literature study, along with general principles for user experience (UX). Based on the findings from the literature study, a prototype for a webshop with integrated VTO, targeting IFE, has been build in an iterative design process. Furthermore, a small application has been built using Google’s AR-framework ARCore for Android, where users can try different virtual glasses. The literature study, along with usability testing in each design iteration, showed that there are no guidelines which can cover everything when designing for AR; however, the design guidelines presented by Google and Apple are a great place to start. Furthermore, the usability testing showed that people have certain expectations of a webshop, which indicates that VTO should be integrated seamlessly into the application without interfering with the layout. The application development showed that ARCore certainly is a potent tool when it comes to AR-development. However, ARCore is not open source,which could make it less appealing for companies in need of highly flexible solutions.
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16

Karásek, Miroslav. "Aplikace rozšířené reality: Měření rozměrů objektů". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399167.

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The goal of this diploma thesis is design and implementation of an application for automated measurement of objects in augmented reality. It focuses on automating the entire process, so that the user carries out the fewest number of manual actions. The proposed interface divides the measurement into several steps in which it gives the user instructions to progress to the next stage. The result is an Android application with ARCore technology. Is capable of determining the minimal bounding box of an object of a general shape lying on a horizontal surface. Measure error depends on ambient conditions and is in units of percent.
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17

Зарицький, Віталій Петрович. "Проеціювання траекторії руху на об’єкти реального світу для мобільного додатку навігації з використанням доповненої реальності". Master's thesis, КПІ ім. Ігоря Сікорського, 2019. https://ela.kpi.ua/handle/123456789/31994.

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Структура і обсяг дипломної роботи Магістрська дисертація складається зі вступу, шести розділів і висновку. Робота містить в собі 30джерел за переліком посилань, 39ілюстрацій, 23таблиць. Крім того, в кінці розміщено 1 додаток. Основна частина роботи викладена на 92сторінках. Актуальність теми Досить часто, перебуваючи у якійсь будівлі, особливо вперше, ми зіштовхуємося з проблемою: потрібно дістатися певного місця, при цьому не завжди зрозуміло, як це робити. Іноді біля входу може бути розміщений план поверху, який допоможе; також на стінах іноді розташовані вказівники з надписом аудиторії, показуючи, куди йти. Проте, звісно, такий варіант не є зручним. Саме тому існує необхідність створення додатку навігації для мобільних телефонів. Така програма дозволить швидко знайти необхідне місце в будівлі, що зекономить час, наприклад, першокурсникам, шо вперше шукають якусь аудиторію. AR — аugmented reality — доповнена реальність — це доповнення фізичного світу додатковими даними (цифровими) з використанням пристроїв (наприклад, смартфонів) і програм. Простіше кажучи, доповнена реальність —це поєднання цифрового світу з фізичним і, таким чином, збільшення досвіду від реального світу. Саме тому її використання для подібного додатку, наприклад, для відображення попередньо знайденого оптимального шляху до пункту призначення, разом з user-friendly інтерфейсом зробить продукт не тільки більш інтерактивним, зручним і практичним, а ще і цікавим для користувача. Метою дослідження є створення підсистеми для системи навігації для мобільних телефонів, що буде знаходити шлях до точки призначення і показувати його користувачеві за допомогою доповненої реальності. Для досягнення поставленої мети потрібно виконати наступні задачі дослідження: — проаналізувати існуючий процес навігації, в тому числі і в корпусі ТЕФ; — розглянути схожі існуючі системи та порівняти їх з розроблюваною системою; — розглянути варіанти використання доповненої реальності та обрати один найкращий; — обрати раціональний метод або інструмент, що відповідатиме за пошук шляху (навігацію); — на основі рішень попередніх задач реалізувати програмну компоненту. Об’єкт дослідження: Засоби проеціювання траекторії руху в системах навігації. Предмет дослідження: Засоби інтерактивної взаємодії користувача в процесі пошуку шляху в системах навігації. Методи дослідження: Методи використання доповненої реальності в системах навігації, методи побудови архітектури програмних систем. Наукова новизна: Набуло подальшого розвитку використання доповненої реальності для відображення траекторії руху користувача в системах навігації, а особливо методу з фіксованою відносно користувача стрілкою, що своїм поворотом вказує шлях. За рахунок розробленого додатку навігації удосконалено процес навігації в корпусі ТЕФ. Практичне значення полягає в тому, що розроблений додаток, як передбачається, буде використовуватися студентами ТЕФ, в тому числі і в режимі камери з доповненою реальністю, що допоможе більш швидко, зручно та ефективно знаходити шлях до бажаної аудиторії.
Occasionally a floor plan may be placed at the entrance that may help; sometimes there are also pointers on the walls that tell us where we should go. However, of course, this option is not convenient. That is why there is a need to create a navigation application for mobile phones. Such a program will quickly find the right place in the building. This will save time, for example, for first-year student for the first time seeking a certain room. AR - Augmented reality — is the augmentation of the physical world with additional data (digital) using devices (such as smartphones) and applications. Simply, augmented reality is a combination of the digital world with the physical, and thus an increase in experience from the real world. That is why using it for a similar application, for example, to display the previously found optimal path to the destination, together with the user-friendly interface will make the product not only more interactive, convenient and practical, but also interesting for the user. The aim of the study is a creation of a subsystem of navigation system for smartphones that will find the way to destination and show it to the user with augmented reality. To achieve this goal, there is a need to complete the following research objectives: — analyze the existing navigation process, including the TEF department; — examine similar existing systems and compare them with the system under development; — consider methods of using augmented reality and choose the best one; — choose a rational method or tool that will be responsible for finding the path (navigation) —create the software component, basing on the solutions of the previous problems. Object of study: Means of projection of motion trajectory in navigation systems. Subject of study: Means of user interaction in the process of finding the way in navigation systems. Research Methods: Methods of using augmented reality in navigation systems, methods of constructing software systems architecture. Scientific novelty: The use of augmented reality for displaying the trajectory of the user's movement in navigation systems has further evolved, and in particular the method with a fixed relative to the user arrow that indicates direction with its rotation. Due to the developed navigation application, the navigation process in the TEF department has been improved. The practical significance is that the developed application is expected to be used by TEF students, including in augmented reality camera mode, which will help find the desired room more quickly, conveniently and effectively.
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18

Bellodi, Daniele Manfrim. "Influência da inclinação do garfo de mordida do arco facial na montagem do modelo superior em articulador semi-ajustável do tipo arcon e não-arcon". Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/58/58131/tde-29102008-180252/.

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Durante o processo ensino/aprendizagem em Odontologia, é comum a ocorrência de inclinações do garfo de mordida em relação ao plano oclusal maxilar dos pacientes durante a tomada do arco facial realizada por alunos. Este trabalho avaliou a influência das inclinações do garfo de mordida para anterior e para posterior em relação ao plano oclusal na montagem do modelo maxilar em articuladores semi-ajustáveis do tipo arcon e não-arcon. Foram obtidos vinte modelos do arco maxilar de vinte pacientes, nos quais dois pontos foram marcados: um na aresta vestibular do canino direito e outro na aresta vestibular da cúspide mésio-vestibular do primeiro molar direito. Os registros no garfo de mordida foram realizados em três posições: garfo de mordida paralelo ao plano oclusal dos modelos, inclinado para anterior e para posterior (ambas 5º). Cada posição foi repetida cinco vezes, sendo o conjunto articulador/arco facial fixado em suporte especial para registro fotográfico. Cada fotografia foi levada ao programa Auto CAD, obtendo-se linhas de referências para a coleta de cinco medidas (uma angular e quatro lineares). Os dados obtidos foram submetidos à análise estatística paramétrica (Análise de Variância). Os resultados indicaram não haver diferença estatisticamente significante para inclinações do garfo de mordida tanto para anterior como para posterior em relação ao plano oclusal do modelo tanto para o articulador semi-ajustável do tipo arcon como para o não-arcon. O trabalho sugere que pequenas inclinações do garfo de mordida não comprometem a tomada do arco facial e sua transferência para articuladores semi-ajustáveis.
During the process teaching/learning in Dentistry, the occurrence of adverse inclinations of the bite fork concerned to maxillary occlusal plane of patients are current during the face-bow taking performed by students. This study evaluated the influence of the inclinations of bite fork to anterior and posterior related to oclusal plane on mounting of the maxillary cast in arcon and nonarcon semiadjustable articulators. Twenty casts of the maxillary arch from twenty patients were obtained, on which two points were marked: one on the vestibular edge of the right canine and another on the vestibular edge of mesiovestibular cusp of the right first molar. The records in the bite fork were made in three positions: the bite fork parallel to the castss plane occlusal, inclined to anterior and to posterior (both 5°). Each position was repeated five times, being the articulator/face-bow set fixed in special support for photographic register. Each photograph was introduced in Auto CAD program, resulting in lines of references for the collection of five measures (one angular and four linear). The data were subjected to statistical analysis parametric (Analysis of Variance). The results showed no significant statistical difference for inclinations of the bite fork to both anterior and to posterior related to the castss occlusal plane for the arcon and nonarcon semiadjustable articulators. The work suggests that small inclinations of bite fork do not compromise the face-bow taking and its transfer for the semiadjustable articulators.
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Kairalla, Silvana Allegrini. "DETERMINAÇÃO DAS FORMAS E DIMENSÕES DOS ARCOS DENTAIS PARA USO DE ARCO CONTÍNUO NA TÉCNICA LINGUAL". Universidade Metodista de São Paulo, 2011. http://tede.metodista.br/jspui/handle/tede/1203.

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Made available in DSpace on 2016-08-03T16:30:58Z (GMT). No. of bitstreams: 1 SILVANA ALLEGRINI KAIRALLA.pdf: 1775688 bytes, checksum: da74346270b39d05d5fd1f47b58700f1 (MD5) Previous issue date: 2011-11-30
This study aims to determine the shapes and dimensions of dental arches to define the shape of a straight wire dental arch that could be used in lingual technique. The sample consisted of 70 white Brazilian individuals with normal occlusion and who had at least four of the six keys to normal occlusion as defined by Andrews. This sample was composed of 40% male and 60% female subjects (28 men and 42 women), with an average age of 16,4. The maxilla and mandible dental arch models were (3D) scanned and the images were analyzed in the Delcam Power SHAPE® 2010 software (Birmingham, U.K.). Points on the lingual surfaces of the teeth were selected and 14 measurements were outlined to determine the sizes and shapes of the dental arches. The Shapiro-Wilk Test enabled the definition of the small arch shape, using the 25th percentile (P25%); the average percentile for the medium arch, and a large one defined through the 75th percentile (P75%). Student t-test verified whether there were differences between male and female sexes and 12 dental arch sizes were found (6 for female sex and 6 for male sex). For all the statistical tests, the significance level used was of 5% (p<0,05). From the results found, it was possible to determine the straight-wire arch shape to be used in the LSW technique (Lingual Straight Wire) - a parabola-shaped arch -, slightly flattened on its anterior portion. And, due to the similarities found among the different dental arch sizes, shown by sexual dimorphism, we were able to create a more simplified diagram chart for dental arches.
Este estudo objetiva encontrar a forma e dimensão de arcos dentais para definir a forma de um arco contínuo que possa ser utilizado na técnica lingual. A amostra foi composta de 70 indivíduos brasileiros, leucodermas, com oclusão normal natural, que apresentaram no mínimo quatro das seis chaves de oclusão de Andrews. Esta amostra possui 40% de indivíduos do sexo masculino (28 homens) e 60% do sexo feminino (42 mulheres) com idade média de 16,4a. Os modelos dos arcos dentais da maxila e mandíbula foram digitalizados (3D) e as imagens exportadas para o software Delcam Power SHAPE® 2010 (Birmingham, U.K.). Foram selecionados pontos nas superfícies linguais dos dentes e traçadas 14 medidas para determinar a forma e a dimensão do arco dental. O teste de Shapiro-Wilk possibilitou definir uma forma de arco pequeno utilizando o percentil 25% (P25%), um arco médio (média) e uma forma de arco grande pelo percentil 75% (P75%). O teste t-student comparou se houve uma diferença entre os sexos, e foram encontrados 12 tamanhos de arcos dentais (6 para o sexo feminino e 6 para o sexo masculino). Em todos os testes estatísticos foi adotado nível de significância de 5% (p<0,05). A partir dos resultados obtidos, foi possível definir uma forma de arco contínuo para ser utilizado na técnica Lingual Straight Wire (LSW) - parábola levemente achatada na região anterior - e, devido à similaridade entre alguns tamanhos de arcos dentais, encontrados pelo dimorfismo sexual, pôde ser elaborado um diagrama de arcos de maneira mais simplificada.
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Svenson, David C. "The Blind Arcade". FIU Digital Commons, 2011. http://digitalcommons.fiu.edu/etd/386.

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THE BLIND ARCADE is a collection of poems chronicling several of the pressing conditions of contemporary American life: poverty and class, sex, violence, hunger, longing and mourning, and the inverse of the latter, requited love and emotional ecstasy. The poems are set in crowded markets, on trains and in apartment bedrooms, city squares and campus quads, dentist chairs, bridges, riverbanks, and kitchens. This contemporary and familiar backdrop dictates the form of most of these poems to be free verse, although terza rima, ekphrastic, haiku, and prose forms are also utilized. The book presents its poems in three sections. As if a series of decorative arches in a blind arcade, they are not broken down into themes. Rather, they are each utilized and are ordered around the weight of their individual topics to demonstrate the capriciousness of life.
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21

Griep, Babette C. "Arcade project (memoire involontaire) /". View thesis, 1996. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20030916.152318/index.html.

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22

Webber, Emily May. "An Exaggerated Perspective Arcade". Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/33434.

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This thesis is an exaggerated perspective arcade. The exaggerated perspective has a vantage point that is placed across the street from the site and is differentiated from the sidewalk. Therefore, the position at which the arcade is optimally viewed is demarcated. Over its 100 feet in length, the arcade converges and all the elements within the false perspective diminish in size to support the optical illusion. Constructed perspective techniques and anamorphic perspective techniques are utilized to construct this ideal view of the arcade between the two buildings.
Master of Architecture
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23

Dalkhaa, Chantsalmaa. "Study Of Modeling Of Water Saturation In Archie And Non-archie Porous Media". Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606350/index.pdf.

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The aim of this thesis is to study water saturation models available in the literature and to apply a proper one to a real field case. Archie equation is the most well-known water saturation model. However, it is formulated on some assumptions and is applicable to only clean sands. Archie equation cannot be used for shaly formation. There are many shaly water saturation models that account for shale effect for water saturation estimation. In this study, 3 wells, namely Well-01, Well-02 and Well-03 are studied. These wells lie in a fractured carbonate reservoir located in Southeastern part of Turkey. From well log recordings, the production formation is seen almost clean. In other words, the shale amount of the formation is so small that it can be neglected. Thus, to calculate the water saturation in those wells, the well-known Archie water saturation equation is used. Since the formation is fractured carbonate, the cementation factor (m ) and saturation exponent (n ) of conventional value of 2 each cannot be used for the water saturation calculation. Instead, these parameters are obtained from generalized crossplot of log-derived porosity and resistivity technique. Finally, each well is divided into zones using porosity data. Zonation is conducted based on statistical method, ANOVA (analysis of variance). Well-01 and Well-02 are both divided into two zones. On the other hand, the statistical method was initially divided Well-03 into three zones. However, Well-03 is better described as a whole zone, depending on the geological analysis and engineering judgment. After the zonation, the zones are correlated from well to well. The water saturations in significantly correlated zones are examined. Also, using the same statistical method, the water saturation zones are identified. However, these zones do not coincide with the porosity zones. This difference is attributed to pore size distribution and wettability which affect saturation distribution.
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24

Keller, Joe, James Ivey, Antonios Dalakos, Orhan Okan, Ryan Kuchler, Rabon Cooke, Brad Stallings et al. ""SEA ARCHER" Distributed Aviation Platform". Thesis, Monterey, California. Naval Postgraduate School, 2001. http://hdl.handle.net/10945/7277.

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Includes supplemental material.
This report outlines the results of a two quarter Total Ship Systems Engineering (TSSE) Capstone design project undertaken by the students at the Naval Postgraduate School. The project was under the direction of Professors C.N. Calvano and R.Harney.
Currently, no system exists that provides a sea-based distributed aviation platform capability. The emergence of Unmanned Air Vehicles (UAVs) / Unmanned Combat Air Vehicles (UCAVs), the continued U.S. Navy focus on the littorals, the desire for force distribution, the need for operational cost reductions, and the advent of Network Centric Warfare (NCW) all continue to support the requirement to re-evaluate how littoral operations will be conducted in the future. Given this background, a bottom-up design of a ship supporting a primarily UAV/UCAV air wing in a low to medium threat environment is of significant interest. SEA ARCHER meets this interest. This report outlines a design that meets the future needs for distributed aviation with a high-speed, highly automated platform. Large gains in reduced manning through automated systems for both operation and damage control helpmeet the demanding needs for the future of the Navy at reduced operational costs. The report will outline both the Mission Needs Statement (MNS) and Operational Requirements Document (ORD) for the ship that was developed. The analysis of alternatives that was conducted to determine relative size requirements for the ship in presented in the next section. The concept design that resulted as a result of the Total Ship Systems Engineeing process in then presented. Finally, a detailed look at the analysis and trade studies that were conducted in presented in order to show the more detailed analysis that was conducted in designing the ship.
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25

Plata, Soto Cristian Rael Allerick, e Soto Cristian Rael Plata. "La internacionalizacion de las empresas multilatinas: el caso de CEMEX y ARCOR". Tesis de Licenciatura, Universidad Autonoma del Estado de Mexico, 2014. http://hdl.handle.net/20.500.11799/63996.

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El presente trabajo pretende una contribucion valiosa a la literatura economica al realizar un estudio analitico para que se conozcan los procesos de expansion internacional y las tendencias de inversion de las grandes empresas manufactureras multilatinas: CEMEX y ARCOR.
Consejo Nacional de Ciencia y Tecnología, código 177296
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26

Storey, Matthew Jason. "The diary of Isaac Archer, 1641-1700". Thesis, University of Cambridge, 1994. https://www.repository.cam.ac.uk/handle/1810/272763.

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27

Durand, Thomas Renaudin Stéphane. "Les transpositions dentaires en orthopédie dento-faciale". [S.l.] : [s.n.], 2005. http://theses.univ-nantes.fr/thesemed/CDdurandt.pdf.

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28

Ng, Ivan Y. C. "A free electron laser weapon for sea archer". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA401554.

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Thesis (M.S. in Applied Physics) Naval Postgraduate School, Dec. 2001.
Thesis advisor(s): Colson, William B.; Armstead, Robert L. "December 2001." Includes bibliographical references (p. 57-58). Also available in print.
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29

Shih, Anna Margaret. "Hydrodynamics of jumping in archer fish, Toxotes microlepis". Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61794.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2010.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (p. 113-115).
The maneuvering of fish is not only of interest to those wishing to better understand how fish function, but also is a great inspiration for designing underwater vehicles. This thesis provides the first characterization of the behavior of Toxotes microlepis, the archer fish, as it jumps for bait above the water surface. Two separate studies provide information on both the kinematics and hydrodynamics associated with the jump. The kinematic study makes use of high speed backlight videos and image processing, while the hydrodynamic study relies on high speed digital particle image velocimetry (DPIV). The kinematic study is able to successfully break the jumping behavior into three parts: (1) hovering, (2) thrust production and (3) gliding. Hovering is when the fish is beneath the surface of the water and is trying to maintain position. Thrust production occurs when the archer begins to perform tail strokes and exit the water, resulting in a sharp spike in acceleration and a subsequent increase in velocity. Gliding happens after the archer has partially left the water and is no longer flapping its tail, at which point the archer refrains from any motions until after it has captured its bait. Detailed velocity and acceleration plots are presented. The number of times an archer flaps its tail is shown to increase with the height of the bait, as is the maximum velocity it attains. Additionally, an energy balance is explored. For the hydrodynamic study, PIV shows that each time the archer fish performs a tail stroke during the thrust production phase, a jet is formed that provides impulse to enable jumping. Additionally, the anal fin is shown to have a significant impact on the thrust production, as it also produces a jet. Numerical results for the circulation and impulse created by these jets are presented.
by Anna Margaret Shih.
S.M.
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30

Beaton, Helen Elizabeth. "A forgotten Baroque master: Thomas Archer (1668-1743)". Thesis, University of Bristol, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.682237.

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This thesis reestablishes the importance of Thomas Archer as a Baroque architect, after centuries of exclusion from mainstream architectural history. It also strives to rehabilitate Archer into commentary on the wider English Baroque, acknowledging his uniqueness and importance within such a key movement in architectural history. All too often, Archer has been sidelined due to his being classed as a gentlemen architect, with financial independence derived from his Court position as Groom Porter. However, Archer was a skilled designer, who knew and worked alongside the major architectural figures of the period. He produced some of the finest Baroque country houses, churches and garden buildings in this country. The main volume of the thesis takes a fresh look at Archer's major documented works, on a caseby- case, chronological basis. This approach allows each architectural work to be examined within the context of his developing style, which gradually became bolder, and more overtly influenced by the continental Baroque, throughout his lifetime. It also allows the works to be understood within the evolution of Archer's career in Court, which gave him consistent access to some of the most influential members of the gentry in the country; a continuous theme throughout the thesis is a consideration of Archer's patrons, underlining how pivotal his Groomporterage was in securing architectural commissions. Where relevant, the thesis highlights Archer's awareness of designed landscapes, and raises the possibility that he played an active role in advising patrons about the layout of the gardens surrounding his garden buildings and country houses. This is supported by new evidence of Thomas Archer's Grand Tour across Europe, which evidently took in some of the most influential continental gardens of the period. Archer's Grand Tour itinerary also helps elevate his status as an architect, by confirming that he was far better travelled than most of his famous architectural peers, and had seen the Roman Baroque at first hand. The Appendices contain further case studies of some of the most important architectural works that are confidently attributed to Archer, permitting a greater depth of understanding of his style and patronage. A Gazetteer also helps to build up a more detailed chronology of his life and works, and flags up areas for further future research. The Conclusion firmly re-establishes Archer as one of the most important English Baroque Architects, pinpoints the keys to his success, and examines the demise of his career within the context of the Palladian Revival.
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31

Rojas, Callejas Ana Maria. "ARCON in experimental and clinical radiotherapy". Doctoral thesis, Umeå : Univ, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-207.

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32

Gazmuri, Cristián. "Santiago Arcos, un quarante-huitard chilien". Lille 3 : ANRT, 1989. http://catalogue.bnf.fr/ark:/12148/cb37613813v.

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33

Teramoto, Lucia. "Diagramas : para arcos dentarios e metalicos". [s.n.], 1990. http://repositorio.unicamp.br/jspui/handle/REPOSIP/288075.

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Orientador: Maria Helena Castro de Almeida
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Odontologia de Piracicaba
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Resumo: Não informado
Abstract: Not informed.
Mestrado
Ortodontia
Mestre em Ciências
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34

Braga, Igor Cézar Silva. "Instabilidade dinâmica de arcos tri-articulados". Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/7722.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Arches are structural elements of curvilinear form transmitting normal efforts of simple compression and with wide applicability in civil engineering, being used in bridges, domes, soccer stadiums and so on. Therefore, studies that involve physical and geometric parameters to analyze the behavior of arches are necessary. This work aims to study the static and dynamic instability of tri-articulated discrete arcs, with axial and rotational rigidities the supports and under the action of a time dependent load. The arche is evaluated is a discrete and continuous system. The discrete system consists of three degrees of freedom that describe the vertical displacement and two horizontal displacements; the continuous system composed of two degrees of freedom, with an axial displacement and another in the direction radial. For the discrete system a parametric analysis was performed by varying the axial stiffness and rotational rigidities in the supports, besides the height of the arch, considering first the post-critical path study, with the influence of the parametric variation in the obtained results and the effect of the symmetry breaking in the instability by point limit or snap through, with the appearance of dynamic jumps. The natural frequency analysis is a function of the height/span ratio and the rigidities in the boundary conditions of the structures. The dynamic analysis was initiated through the instability boundaries, where it is observed how the displacements were established according to the parameters adopted, the obtained answers were proved by time responses, bifurcation diagrams and attraction basins, noting the influence of these factors in the dynamic behavior of the discrete arch. The analysis of the continuous system was established in the variation of the modified slenderness of the flexibility in the supports, observing the interference of the parameters in the post-critical path in general and in the load of the axial compression. With the asymmetry in the flexibility of the supports, the loops coming from the dynamic jumps arise.
Arcos são elementos estruturais de forma curvilínea com função de transmitir esforços normais de compressão simples e com ampla aplicabilidade na engenharia civil, pois têm o artificio estrutural de vencer grandes vãos, sendo usados em pontes, cúpulas, estádios de futebol e etc. Portanto, estudos que envolvam parâmetros físicos e geométricos para análise do comportamento de arcos se fazem necessários. Este trabalho tem como objetivo o estudo da instabilidade estática e dinâmica de arcos discretos tri-articulados, com rigidezes axiais e rigidezes rotacionais nos apoios e sob a ação de uma carga dependente do tempo. O arco é avaliado nos sistemas discreto e contínuo, sendo que o sistema discreto é composto por três graus de liberdade que descrevem um deslocamento vertical e dois deslocamentos horizontais e o sistema contínuo composto por dois graus de liberdade, sendo um deslocamento axial e outro na direção radial. Para o sistema discreto foi feita uma análise paramétrica variando a rigidez axial e as rigidezes rotacionais nos apoios, além da altura do arco, considerando primeiramente o estudo do caminho pós-críticos, com a influência da variação paramétrica nos resultados obtidos e do efeito da quebra de simetria na instabilidade por ponto limite ou snap through, com o aparecimento de saltos dinâmicos. A análise da frequência natural é em função da razão altura/vão e das rigidezes nas condições de contorno das estruturas. A análise dinâmica foi iniciada através das fronteiras de instabilidade, onde se observa como os deslocamentos se estabeleciam de acordo com os parâmetros adotados, as respostas obtidas foram comprovadas por respostas no tempo, diagramas de bifurcação e bacias de atração, constatando a influencia desses fatores no comportamento dinâmico do arco discreto. A análise do sistema contínuo se estabeleceu na variação das esbeltezes modificadas. da flexibilidade nos apoiosobservando a interferência dos parâmetros no caminho pós-crítico de forma geral e na carga de compressão axial. Com a assimetria na flexibilidade dos apoios ocasiona-se o surgimento dos loops vindos dos saltos dinâmicos.
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35

Sherafat, Hassan. "Algoritmos heurísticos de cobertura de arcos". Florianópolis, SC, 2004. http://repositorio.ufsc.br/xmlui/handle/123456789/86744.

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Tese (doutorado) - Universidade Federal de Santa Catarina. Centro Tecnológico. Programa de Pós-Graduação em Engenharia de Produção
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Nos problemas de roteamento o objetivo é determinar um circuito de custo mínimo que cobre um dado conjunto de arcos ou nós de um grafo, sujeito a algumas restrições. Existem duas classes bem conhecidas de tais problemas, denominadas como o Problema de Caixeiro Viajante (PCV), e o Problema do Carteiro Chinês (PCC). Com raras exceções, todos os problemas já formulados nessas duas classes são NP-completos. Portanto, para os problemas de maior porte existem apenas soluções aproximadas. Nessa Tese foi considerado o problema de determinar um circuito de custo mínimo que cobre um dado subconjunto de arcos, de arestas e de nós de um grafo misto, sujeito a algumas restrições nos vértices (restrições que proíbem conversões indesejáveis nos cruzamentos de malhas urbanas). Obviamente, o PCV, PCC e a maior parte de suas variações, como: o Problema do Carteiro Chinês Misto e o Problema do Carteiro Rural são casos particulares deste problema geral. A solução proposta é baseada numa transformação polinomial do grafo que possibilita a solução do problema resultante como um PCV padrão. Resultados computacionais confirmam a eficiência do método na obtenção de soluções próxima a ótimas para problemas razoavelmente grandes.
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36

Gazmuri, Cristián. "Santiago Arcos, un quarante-huitard chilien". Paris 1, 1988. http://www.theses.fr/1988PA010603.

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Chilien par sa naissance mais ayant fait ses études en France, Santiago Arcos peut être considéré à plusieurs titres comme un quarante-huitard. C'est en effet au cours de 1848 qu'il arrive au Chili anime des idéaux du récent mouvement social et politique français, dont il tire l'essentiel de l'inspiration idéologique de la "sociedad de la igualdad", club politique et d'artisans crée par lui-même a l'instar des sociétés républicaines françaises. A conséquence des mesures répressives du gouvernement conservateur chilien, Arcos se verra tôt force de quitter sa terre natale pour regagner, au bout d'un long itinéraire, la France, sa patrie spirituelle. L'influence de son action et de sa pensée est pourtant décisive dans l'apparition au Chili d'une forme moderne de sociabilité politique dont l'importance mérite une nouvelle attention historiographique
Santiago Arcos, who was born in Chile but lived in France since he was 3 years old; returned to his homeland in 1948. He had the ideas and the spirit of "1948". In Chile, arcos organized the "sociedad de la igualdad", a political club of french pattern, that gathered the artisans of santiago. Under pressure ofthe conservative goverment arcos was forced to abandon Chile; but he left a political heritage conformed by a strongliberal ideology, and a modern political sociability pattern. This heritage; important for chilean history, has not been objectibly recognized. We intend to do so
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37

Azari, Leila. "Domain Specific Modeling Support for ArCon". Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102687.

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One important phase in software development process is to create a design model of the system which follows all the architectural rules. Often the architectural rules are defined by the system architect and the system model is designed by the system designer. The architect defines the rules in a text file where no standard or pattern is followed. Therefore, there is always the risk of violating the architectural rules by the designer. So manual reviews on the system model should be done by the architect to ensure the system model is valid.In order to remove this manual checking which can be erroneous and time consuming ArCon (Architecture Conformance Checker) was developed by Combitech AB. ArCon is a tool which lets the architect define the architectural rules in the format of UML (Unified Modeling Language) models where the elements of the model have different meaning than the standard UML. ArCon can read this model and extract architectural rules from it and check the system model against those rules and then print all the rule violations.ArCon is an open source tool i.e. free for everyone to download and use. Currently, it supports Papyrus as the UML modeling tool. Papyrus is integrated to Eclipse platform and is a general purpose modeling tool. It supports users with all types of UML diagrams and elements.The idea for this thesis work was to implement a new feature for ArCon in order to facilitate the design process for system designers. The feature should provide the system designers only those types of elements which they are permitted to add to a specific fraction of the system model. The list of permitted element types should be extracted from the architecture model where all the architectural rules are defined in advance. This new support in ArCon was named Domain Specific Modeling (DSM) support.To evaluate the effect of DSM support on the system designers performance a few test sessions, called usability tests, were performed. The participants in the test sessions were a representative sample of software designers. After analyzing the data collected from the test sessions, the pros and cons of the new support were discovered. Furthermore, a few new ideas for enhancing DSM support were generated.
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Istvan, Laurence Bryce. "Communicating the arcane : a conceptual framework for environmental interpretation /". Thesis, Connect to this title online; UW restricted, 1993. http://hdl.handle.net/1773/5552.

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39

Coleman, Marc Stephen. "The shopping arcade : historic anachronism or modern retail prototype?" Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/65212.

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40

Souf, Nathalie. "Arcice : architecture reflexive d'un comperobot interactif, comprehension des enonces". Caen, 1994. http://www.theses.fr/1994CAEN2029.

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Arcice a pour objet la comprehension d'enonces d'enfants, donnes en langue naturelle, dans une interaction finalisee. Il se situe dans comperobot, recherche interdisciplinaire (psychologie, linguistique et informatique) fondee sur le projet psychologique suivant: l'etude developpementale de dialogues dans des situations d'explications de consignes. Deux types d'exigences sont prises en compte dans le modele d'analyse des enonces propose: utiliser et faire cooperer des le debut de l'analyse les connaissances syntaxiques et les connaissances semantico-pragmatiques liees au discours des enfants, concevoir un systeme explicite, modulaire et auto-organise. L'analyse d'un enonce est un processus dynamique qui, partant d'une chaine de caracteres, associe une representation des sens possibles de cet enonce dans le contexte. L'analyse se developpe dans un espace structure a trois dimensions: temps, langue et univers du discours. Cet espace est un lieu de partage entre les informations de natures chronologiques, syntaxiques et semantico-pragmatiques. Le systeme permet une comprehension partielle des enonces pour aider la machine a construire un dialogue cooperatif. L'architecture retenue est de la famille des tableaux noirs. Elle fait cooperer un ensemble de specialistes independants les uns des autres et permet un controle explicite integrant des heuristiques. L'espace tridimensionnel recoit les representations de l'analyse. Le controle est mis en uvre grace a un tableau noir. L'argumentation liee au controle est privilegiee puisqu'il s'agit a la fois de limiter la combinatoire de l'analyse, de mener celle-ci de facon opportuniste et de faire emerger des connaissances de controle. Les actions de controle possibles sont evaluees par des meta-regles de controle explicites. En considerant les sources de connaissances instanciees comme des hypotheses pour le controle, le systeme acquiert des representations homogenes, la reflexivite lui permet de s'organiser de la meme maniere et dans le meme temps qu'il organise le systeme qu'il controle
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41

Shagam, Matthew. "The Internet Arcade: Walter Benjamin and the Social Internet". ScholarWorks @ UVM, 2008. http://scholarworks.uvm.edu/graddis/214.

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In this thesis, the work of Walter Benjamin is examined for relationships to developments in internet culture and societies. Beginning with Benjamin's use of allegories in illuminating the growth of bourgeois culture in 19th century Paris, particularly the flaneur, the feuilletonist, and the sandwichboardman, this thesis then moves to discuss the relationship between Benjamin's method and how they can show structures in the formation and attraction of social aggregator websites (also known as social bookmarking) and social networking. The first part of the thesis discusses social aggregators, in particular the websites reddit, Digg, and MetaFilter. This section examines the history and development of these sites, how they work, and what the community response to them has so far been, before moving into a discussion of how these structures affect the individual user. The individual user on these sites is seen as analogous to the flaneur, who in strolling through the crowds served an economic purpose of making their consumption public. In this manner, the user turns "slack" (as the site reddit puts it) into economic work. The transformation of this slack into economic benefit is seen as belonging to an economic cycle first developed by Benjamin to explain the work of the feuilletonist and the decline of the visual aspect of this cycle from the extravagant flaneur to the destitute sandwichboardman. The second part of the thesis explores the history and technology of social networking, in particular the websites LiveJournal, MySpace, and Facebook. Here the sites are discussed in light of Benjamin's elucidation of the development of the bourgeois individual, particularly in the aspects of the bourgeois collector and the evolution of the private interior. In particular, the arcades of 19th century Paris are seen as being instructional as to how to be a modern, urban individual; the social networking site is seen as serving an analogous purpose for training individuals how to be modern, digital citizens. Finally, Benjamin's technique of the allegory, while useful in highlighing certain trends in social networking is seen as being pushed to its limits in addressing the rhetoric of a dominant ideology in digital life, that of technolibertarianism/transhumanism.
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42

González, D. Andrés. "Arco para escuelas de tiro con arco en Chile". Tesis, Universidad de Chile, 2007. http://www.repositorio.uchile.cl/handle/2250/113592.

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Diseñador Industrial
El siguiente proyecto, busca hacer un aporte a la difusión del deporte en nuestro país, específicamente al deporte y disciplina olímpica del tiro con arco, a la cual debo muy gratos momentos como deportista y profesor de Arquería. El tiro con arco ha acompañado a la humanidad desde que existe memoria, la trascendencia de esta actividad va mas allá de la utilización de un artefacto que en una época proporciono el alimento para las familias, las muchas batallas en las que participó, o las medallas que permitió ganar. El tiro con arco es una actividad que es inherente al ser humano, de una u otra manera, explícita o implícitamente.
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43

De, Giuseppe Dante, Leandro Federici, Sofía Fekonja e Agustín Fernández. "Responsabilidad social empresaria". Bachelor's thesis, Universidad Nacional de Cuyo. Facultad de Ciencias Económicas, 2019. http://bdigital.uncu.edu.ar/14793.

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En el actual trabajo se presenta un tema general que no es nuevo como es la “Responsabilidad Social Empresaria" pero que con el transcurso del tiempo ha tomado un papel preponderante en los diversos actores de la sociedad en la que vivimos. Nosotros como parte de ella, hemos querido ir más allá de lo que conocemos, de lo que hemos estudiado y aprendido, sino que buscamos aplicarlo a un tema que creemos importante en la sociedad como es la inclusión laboral de personas con capacidades diferentes en una distribuidora de Arcor. El objetivo propuesto es determinar los costos laborales y beneficios, tanto económicos como sociales a través de programas de inserción laboral que ofrece el gobierno de Mendoza, de incorporar en la distribuidora personas con discapacidad. Algunos conceptos en los que se ahondará a continuación son: el propio de “Responsabilidad Social Empresaria", Stakeholders, “Empresa B", también se mencionan diferentes herramientas de investigación como es el análisis FODA, marginal, las 5 fuerzas de Porter que nos permitieron conocer el ámbito de aplicación de la distribuidora tanto interno como externo, los costos implicados en la aplicación de la inclusión laboral, sus beneficios, etc. Para finalizar, esta práctica aplicada a la distribuidora no sólo presenta beneficios para ella misma sino permita a estas personas con capacidades diferentes afrontar diversos desafíos en sus vidas que los hagan sentir en igualdad de condiciones al resto. Y a su vez, pueda ser empleado también por otras empresas pero no sólo por los beneficios que se pueden obtener sino para poder aplicar correctamente el concepto de “Responsabilidad Social Empresaria" de manera inclusiva.
Fil: De Giuseppe, Dante. Universidad Nacional de Cuyo. Facultad de Ciencias Económicas.
Fil: Federici, Leandro. Universidad Nacional de Cuyo. Facultad de Ciencias Económicas.
Fil: Fekonja, Sofía. Universidad Nacional de Cuyo. Facultad de Ciencias Económicas.
Fil: Fernández, Agustín. Universidad Nacional de Cuyo. Facultad de Ciencias Económicas.
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44

Brandt, Carlos Henrique. "Simulação e busca automatizada de arcos gravitacionais". Laboratório Nacional de computação científica, 2012. https://tede.lncc.br/handle/tede/146.

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Conselho Nacional de Desenvolvimento Cientifico e Tecnologico
Gravitational arcs provide important tools for cosmology and astrophysics, and have been used to constrain cosmological parameters and the structure of galaxies and galaxy clusters. However, these objects are rare and challenging to detect. Wide field imaging surveys with good imaging quality, such as the Dark Energy Survey (DES), will increase the current number of known arc systems by about an order of magnitude. Algorithms for automated detection (arc-finders) are absolutely necessary since currently available data volumes are already beyond human capabilities. Besides, it is necessary to have objective methods capable of generating reproducible results. Furthermore, it is essential to perform realistic arc simulations to test the analysis tools, both arc-finders as well as those aimed to extract physical information from these objects. The main contribution of this work was the development of a gravitational arc simulator for the DES project, named AddArcs. The simulator generates arcs based on N-body simulations and parameters derived from observational data. Observational effects can be added according to the properties of the instrument. Regarding the automated detection of arcs, we review an algorithm from the literature and apply it to a set of images, tuning its parameters for each set. Some image processing methods often used for the identification of astronomical objects were also reviewed. Both the methods for simulation and image processing were integrated into a library of tools for astronomical data processing named SLtools. The AddArcs simulator enabled the inclusion of fairly realistic gravitational arcs on the DES simulated images and catalogs. It also lead to an estimate of the abundance of arcs expected to be observed by DES.
Arcos gravitacionais são sistemas de grande importância para a cosmologia e astrofísica, sendo utilizados para restringir parâmetros cosmológicos e obter informações sobre a estrutura de galáxias e aglomerados de galáxias. No entanto estes objetos são raros e de difícil detecção. Levantamentos fotométricos de grande área e com boa qualidade de imagem, como o Dark Energy Survey (DES), aumentarão em cerca de uma ordem de grandeza o número de sistemas com arcos. Algoritmos para a detecção automatizada de arcos (buscadores de arcos) são absolutamente necessários, uma vez que o volume de dados trabalhados já ultrapassa a capacidade humana. Além disso são necessários métodos objetivos que gerem resultados reprodutíveis. É fundamental, também, a realização de simulações realistas de arcos de modo a testar ferramentas de análise, tanto os buscadores de arcos quanto as que extraem informações físicas a partir destes objetos. A principal contribuição deste trabalho foi o desenvolvimento de um simulador de arcos gravitacionais para a inclusão destes nas simulações realizadas pelo projeto DES denominado AddArcs. O simulador busca reproduzir arcos utilizando-se de dados de simulações cosmológicas de N-corpos e parâmetros de dados reais. Efeitos observacionais podem ser adicionados de acordo com propriedades da instrumentação que pretendemos simular. Com relação à detecção automatizada de arcos, realizou-se a revisão de um algoritmo conhecido da literatura, com o ajuste de parâmetros e teste em diferentes tipos de imagens. Alguns métodos de processamento de imagens utilizados no processo de identificação de objetos em dados astronômicos foram também revisados como parte deste estudo. Tanto os métodos de simulação quanto os de processamento de imagens foram integrados em uma biblioteca de ferramentas para processamento de dados astronômicos denominada SLtools. Com o simulador de arcos gravitacionais fomos capazes de reproduzir arcos com considerável grau de realismo e incluí-los nas imagens e catálogos produzidos nos ciclos de simulação do DES. A partir dos resultados do simulador, pudemos também estimar a abundância de arcos que o Dark Energy Survey deverá observar.
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45

Gruionu, Gabriel. "Structural adaptation of arcade arteries to changes in blood flow". Diss., The University of Arizona, 2004. http://hdl.handle.net/10150/280607.

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Arcades are blood vessels that form direct connections between two arteries or arterioles. Because they are supplied with blood from two sources, arcades can function as alternative flow pathways following obstruction of arteries or arterioles, as in coronary and peripheral vascular disease and stroke. In response to changes in blood flow or metabolic conditions, vascular networks undergo structural adaptation or remodeling, which includes structural changes of the existing vessels and growth of new vessels. Following obstruction of a blood supply, arcade vessels may adjust their internal diameters chronically to convert the alternative pathways into main blood distribution vessels. The overall goal of this dissertation was to examine structural changes in the internal diameter of a single arcade artery and the arterioles of an arcade network following changes in blood flow, using experimental and theoretical approaches. Diameter changes of the mouse gracilis arcade artery were observed up to 56 days following resection of one of its two blood supplies. Overall, diameters increased to a maximum around day 21 and then declined. The diameter changes were spatially non-uniform, being largest towards the point of resection, providing transiently increased perfusion to the most affected regions. Observed diameter changes were compared with predictions of a theoretical model, in which diameter varies in response to stimuli derived from local metabolic and hemodynamic conditions. Good agreement was found when effects of a time-delayed growth stimulus in regions of reduced perfusion were included, with a delay of about 7 days. The effectiveness of arcades in maintaining perfusion both immediately following obstruction and after structural adaptation in the arteriolar arcade network between two feed artery branches of the pig triceps brachii muscle was examined. Morphometric data from vascular casting and published data were used to develop a computational model for the hemodynamics and structural adaptation of the network in response to local stimuli. The results show that the arcades provide alternative flow pathways to the region initially supplied by the obstructed branch and that structural adaptation can lead to improved flow restoration following interruption of blood flow.
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46

Burns, Sean. "Vernacular strut : the intellectual and activist legacy of Archie Green /". Diss., Digital Dissertations Database. Restricted to UC campuses, 2008. http://uclibs.org/PID/11984.

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47

Dalmasso, Cécile. "Approches physiologiques et génomiques d'une archée thermo-piézophile Thermococcus piezophilus". Thesis, Brest, 2016. http://www.theses.fr/2016BRES0107.

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Suite à la découverte récente des sources hydrothermales les plus profondes de la planète au niveau de laFosse des Caïmans, des échantillons hydrothermaux y ont été prélevés en vue de cultiver des microorganismes de ce site encore peu documenté. Des cultures d’enrichissement ont été réalisées à partir de ces échantillons en vue d’isoler de nouveaux taxons microbiens ayant des métabolismes clés des cycles biogéochimiques du soufre et du carbone ou une physiologie particulière (piézophilie). Parmi les isolats obtenus, il y avait notamment une nouvelle archée hyperthermophile anaérobie sulfo-réductrice, désignée comme CDGST, qui provenait du champ hydrothermal Beebe, à 4964 m de profondeur. Cette souche, affiliée au genre Thermococcus, présentait une certaine plasticité physiologique et se démarquait de ses plus proches parents du point de vue de sa physiologie.Elle a été caractérisée en détails aux niveaux métabolique, physiologique et génomique. Cette souche estpiézophile et possède la plus large gamme de pression de croissance jamais décrite pour un organisme. Elle se développe de manière optimale à 75°C, pH 6,0 et sous une pression hydrostatique de 50 MPa, la pression in situ de son habitat naturel. Elle appartient à une nouvelle espèce qui a été appelée Thermococcus piezophilus sp.nov. Son génome a été séquencé et annoté.La croissance de ce nouvel isolat est efficace de pression atmosphérique jusqu’à au moins 120 MPa, et la souche croît avec plus de difficultés jusqu'à 130 MPa. Aucun autre microorganisme, qu’il soit psychrophile, mésophile ou hyperthermophile ne possède une telle gamme de pression de croissance. Pour cette raison, les mécanismes d’adaptation de cette souche à la pression ont été étudiés par une approche de transcriptomique.Cette souche s’adapte aux variations de pression notamment en modulant sa production et sa conversion d’énergie (transporteurs, hydrogénases, etc.) en fonction de la pression
Following the recent discovery of the world’s deepest hydrothermal vents at the Cayman Trough, hydrothermal samples were taken for culturing microorganisms of this site still poorly documented. Enrichment cultures were performed using these samples to isolate new microbial taxa having key metabolisms of biogeochemical cycles of carbon and sulfur or a particular physiology (piezophily). Among the isolates, there was a new hyperthermophilic and anaerobic sulfur-reducing archaea, designated as CDGST, originating from the hydrothermal field Beebe, at 4964 m depth. This strain belonged to the Thermococcus genus. It exhibited some physiological plasticity and was distinguishable from its closest relatives from the point of view of its physiology. It has been characterized in great details at metabolic, physiological and genomics levels. This strain is piezophilic and has the broadest range pressure for growth ever described for an organism. It grows optimally at 75°C, pH 6.0 and under a hydrostatic pressure of 50 MPa, the in situ pressure of its natural habitat. It belongs to a new species that was called Thermococcus piezophilus sp. nov. Its genome has been sequenced and annotated.The growth of this new isolate is effective from atmospheric pressure to at least 120 MPa, and the strain grows with more difficulties up to 130 MPa. No other organism, whether psychrophilic, mesophilic or hyperthermophilic has such a range of growth pressure. For this reason, the adaptation mechanisms to pressure of the strain were studied by a transcriptomic approach. This strain adapts to pressure variations, by modulating notably its energy production and energy conversion (carriers, hydrogenases, etc.) depending on the pressure
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48

Barboza, Elisa Maria Rodrigues. "Música, audiovisual e interatividade: um estudo sobre videoclipe interativo a partir da banda Arcade Fire". Universidade Federal de Juiz de Fora, 2015. https://repositorio.ufjf.br/jspui/handle/ufjf/190.

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Inicialmente tido como um produto audiovisual principalmente televisivo, o videoclipe, nos últimos anos, tem se expandido e ganhado força no ambiente virtual. Abarcando as transformações tecnológicas, principalmente no âmbito da interatividade na web, culmina com a aparição dos videoclipes interativos. Que, por sua vez, combinam aspectos de diversos meios, como, por exemplo, da televisão, do cinema e da arte digital, para criar narrativas nas quais os espectadores podem modificar os resultados através da sua intervenção em um meio digital. Uma das bandas que se destaca nessa vertente é o Arcade Fire, que teve, ao longo de seu trajeto, quatro projetos audiovisuais interativos realizados por dois diretores, Vincent Morisset e Chris Milk e, em alguns casos, em parceria com a Google. Os videoclipes em questão são: Neon Bible (Vincent Morisset, 2007), Sprawl II (Moutains beyond mountains) (Vincent Morisset, 2010), The Wilderness Dowtown (Chris Milk, 2010) e Just a Reflektor (Vincent Morisset, 2013). Através da investigação do que é o videoclipe (inicialmente em seu formato não interativo), do ambiente no qual florescem as experiências interativas desse formato, da sua conexão com as narrativas digitais, bem como do aprofundamento acerca dos elementos envolvidos na produção dos clipes interativos feitos para o Arcade Fire, será produzida uma análise sobre os trabalhos realizados para a banda.
Initially had as an audiovisual product turned primarily to the television, the music video, in recent years, has expanded and gained strength in the virtual environment. Embracing the technological changes, particularly in the context of interactivity on the web, it culminates with the appearance of the interactive video clips. Those, in turn, combine aspects of various media such as television, film and digital art to create narratives in which the viewers can modify the results through their intervention in a digital environment. One of the bands that stands out in this aspect is Arcade Fire, who had, along its path, four interactive audiovisual projects carried out by two directors, Vincent Morisset and Chris Milk and, in some cases, in partnership with Google. Their music videos are: Neon Bible (Vincent Morisset, 2007), Sprawl II (Moutains beyond mountains) (Vincent Morisset, 2010), The Wilderness Dowtown (Chris Milk, 2010) and Just a Reflektor (Vincent Morisset, 2013). We propose an analysis of the interactive music videos produced for Arcade Fire, through the investigation of the music video (initially in its non-interactive format), the environment in which the experience of this interactive format flourished, its connection with the digital narratives, as well as a focus on the elements involved in the production of the band’s interactive videos.
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Pangritz, Andreas. "Dietrich Bonhoeffers Forderung einer Arkandisziplin : eine unerledigte Anfrage an Kirche und Theologie /". Köln : Pahl-Rugenstein, 1988. http://catalogue.bnf.fr/ark:/12148/cb377158632.

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50

Carriazo, Rubio Juan Luis. "La Casa de Arcos entre Sevilla y la frontera de Granada : 1374-1474 /". Sevilla : Universidad de Sevilla, 2003. http://catalogue.bnf.fr/ark:/12148/cb399873381.

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