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Artigos de revistas sobre o assunto "Augmented Testing":

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Kaylor, Jennifer, Vallire Hooper, Angela Wilson, Randy Burkert, Marlena Lyda, Kirstie Fletcher e Emily Bowers. "Reliability Testing of Augmented Reality Glasses Technology". Journal of Wound, Ostomy and Continence Nursing 46, n.º 6 (2019): 485–90. http://dx.doi.org/10.1097/won.0000000000000585.

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Guarese, Renan, Pererik Andreasson, Emil Nilsson e Anderson Maciel. "Augmented situated visualization methods towards electromagnetic compatibility testing". Computers & Graphics 94 (fevereiro de 2021): 1–10. http://dx.doi.org/10.1016/j.cag.2020.10.001.

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Saran, V., J. Lin e A. Zakhor. "AUGMENTED ANNOTATIONS: INDOOR DATASET GENERATION WITH AUGMENTED REALITY". ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W13 (5 de junho de 2019): 873–79. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w13-873-2019.

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<p><strong>Abstract.</strong> The proliferation of machine learning applied to 3D computer vision tasks such as object detection has heightened the need for large, high-quality datasets of labeled 3D scans for training and testing purposes. Current methods of producing these datasets require first scanning the environment, then transferring the resulting point cloud or mesh to a separate tool for it to be annotated with semantic information, both of which are time consuming processes. In this paper, we introduce <i>Augmented Annotations</i>, a novel approach to bounding box data annotation that solves the scanning and annotation processes of an environment in parallel. Leveraging knowledge of the user’s position in 3D space during scanning, we use augmented reality (AR) to place persistent digital annotations directly on top of indoor real world objects. We test our system with seven human subjects, and demonstrate that this approach can produce annotated 3D data faster than the state-of-the-art. Additionally, we show that Augmented Annotations can also be adapted to automatically produce 2D labeled image data from many viewpoints, a much needed augmentation technique for 2D object detection and recognition. Finally, we release our work to the public as an open-source iPad application designed for efficient 3D data collection.</p>
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Wang, Rui, e Stephen W. Lagakos. "Augmented Cross-Sectional Prevalence Testing for Estimating HIV Incidence". Biometrics 66, n.º 3 (13 de novembro de 2009): 864–74. http://dx.doi.org/10.1111/j.1541-0420.2009.01356.x.

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Fuller, R. L., J. R. Kitzmiller e M. W. Ingram. "Design and testing of a 0.60 caliber, augmented railgun". IEEE Transactions on Magnetics 27, n.º 1 (janeiro de 1991): 45–49. http://dx.doi.org/10.1109/20.100991.

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KATO, Yusuke, Ryuichi UEDA e Yuki NAKAGAWA. "Testing System for Sensors on Robot with Augmented Reality". Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2018 (2018): 2P2—I13. http://dx.doi.org/10.1299/jsmermd.2018.2p2-i13.

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Corradi, Valentina, e Norman R. Swanson. "Testing for structural stability of factor augmented forecasting models". Journal of Econometrics 182, n.º 1 (setembro de 2014): 100–118. http://dx.doi.org/10.1016/j.jeconom.2014.04.011.

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Setiawan, Alexander, Silvia Rostianingsih e Timotitus Reinaldo Widodo. "Application of Compound Bonding Based On Augmented Reality". MATEC Web of Conferences 248 (2018): 05007. http://dx.doi.org/10.1051/matecconf/201824805007.

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Augmented reality technology is very important in visualizing real objects or concepts. The advancement of computing equipment enables 3D modelling to be performed virtually with relatively easy processes. The appearance of 3D models in virtual is very interesting because it can be combined with interactive multimedia applications so that users can control the course of the application as needed. This augmented reality application has been through process testing, system testing on different mobile devices, and marker testing. The results of process testing indicate that every process on the application goes according to existing model design. Test results show that applications created using the library vuforia and Unity can run well. High school students show that as many as 84.6% who agree with using this application is more interesting than the usual method of learning so as to be able to recognize compound bonding using this application well.
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Syahrir, Syahrir, Kurniati Naim e Reski Kamil. "Implementasi Augmented Reality pada Museum La Galigo". INTEK: Jurnal Penelitian 5, n.º 2 (23 de novembro de 2018): 80. http://dx.doi.org/10.31963/intek.v5i2.575.

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Augmented Reality (AR) is known as an interactivetechnology capable of projecting virtual objects into real objectsin real time. The development of AR technology today hascontributed a lot of various fields. One of AR implementation ineducation and entertainment is AR utilization in museum. ARapplication that tested in this research is AR Mobile. Testing isdone by conducting application studies and user studies. Visitorsare required to use some of the AR applications provided. Then avisitor's reaction is observed to determine the user's needs. Somemethods of this research is the method of tracking the object withthe number of markers and the method of tracking objectswithout markers. This study also discusses other studies oncontent type, visitors' impression when using AR application.From the results of application testing obtained 93% ofrespondents stated that this application is very good and simplifyand help visitors. Testing the questionnaire to 30 respondents onthe aspect of the Application Process on the Catalog with a VeryGood rating 83.35% and on marker less very good with about49.95%.
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Satrio, Bambang, Agus Suryanto, Anggraini Mulwinda e Khoirudin Fathoni. "Implementasi Virtual Business Card Berbasis Android Menggunakan Augmented Reality". Jurnal Teknologi Informasi dan Ilmu Komputer 8, n.º 4 (22 de julho de 2021): 693. http://dx.doi.org/10.25126/jtiik.2021842690.

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<p>Kartu bisnis masih sering digunakan pada saat ini, namun ada beberapa kekurangan yang membuatnya terasa tertinggal dan akhirnya akan tergantikan. Kartu bisnis memiliki keterbatasan dalam menampilkan informasi dan terkesan monoton sehingga tidak menarik. Teknologi Augmented Reality dapat membuat kartu bisnis konvensional menjadi kartu bisnis digital (Virtual Business Card). Virtual Business Card dapat menampilkan banyak informasi yang sebelumnya tidak dapat ditampilkan pada kartu bisnis konvensional, dan lebih interaktif dalam menampilkan informasi sehingga dapat menarik minat pengguna. Metode pengembangan yang digunakan dalam pembuatan aplikasi Virtual Business Card adalah Agile Development. Langkah-langkah penelitian ini adalah Planning, Design, Coding, dan Testing. Pada pengujian aplikasi ini, dilakukan dengan pengujian alpha berupa functional testing (uji black box) dan pengujian beta berupa usability testing (uji ahli media dan uji pengguna aplikasi). Penelitian ini menghasilkan aplikasi Virtual Business Card yang berisi data informasi digital yang dapat digunakan untuk keperluan pribadi. Dari hasil pengujian yang dilakukan, aplikasi dapat dikategorikan “Sangat Baik” sehingga aplikasi dapat dinyatakan layak untuk digunakan sebagai informasi digital pribadi. Berikut ini hasil dari masing-masing pengujian. Hasil pengujian alpha berupa functional testing, yaitu black box mendapatkan persentase 100%. Hasil pengujian beta berupa usability testing, yaitu uji ahli media mendapatkan persentase 89,88% dan uji pengguna mendapatkan persentase 84%.</p><p> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"><em>Business cards are still often used today, but some functions can still be optimized to cover the shortcomings of business cards, so they are not left behind and replaced. Business cards have limitations in displaying information and are not interactive, making them less attractive to use. Augmented Reality (AR) technology can make conventional business cards into digital business cards (Virtual Business Cards). Virtual Business Cards can display much information that previously could not be displayed on conventional business cards and is more interactive in displaying information so that it can attract the user's interest. The development method used in making Virtual Business Card applications is the Extreme Programming type of Agile Development. The steps of this research are Planning, Design, Coding, and Testing. In testing this application, alpha testing is done in the form of functional testing (black box test) and beta testing in the form of usability testing (media expert test and application user test). This research resulted in a Virtual Business Card application that contains digital information data that can be used for personal use. From the results of tests conducted, the application can be categorized as "Very Good" so that the application can be declared eligible for use as personal digital information. The following are the results of each test. Alpha test results in the form of functional testing, namely, the black box test get a percentage of 100%. The results of beta testing are in the form of usability testing, i.e., media expert tests get a percentage of 89.88%, and user tests get a percentage of 84%</em><em>.</em></p>

Teses / dissertações sobre o assunto "Augmented Testing":

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Karlsson, Stefan. "Towards Augmented Exploratory Testing". Licentiate thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-54269.

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Software systems have an increasing presence in our society. With our infrastructure, such as food and water supply, controlled by complex software systems, it is essential to keep failures to a minimum. Exploratory testing has shown to be a good method of finding bugs that require more complex interactions, as well as to gain insights into how the system under test behaves. However, tool support in this area is lacking. Supporting exploratory testing with automation tools has the potential of freeing humans to spend their time where it is of the highest yield and also aid in covering the vast state space of testing a complex software system in a meaningful way. To be able to engineer such tools, targeting interaction models of contemporary systems, deeper knowledge is needed of the possibilities and limitations of applying available software testing methods.  In this thesis we propose and evaluate several approaches that can be used to automatically perform black-box system-level testing, potentially augmenting humans in exploratory testing. We base these approaches on random-based methods, such as property-based testing, and present the results of evaluations on several industry-grade systems. Our results show that the proposed and evaluated methods automatically can find faults in real-world software systems. In addition to fault finding, our methods can also find insights such as deviations between the specification of the system under test and the actual behavior. The work in this thesis is a first step towards augmenting developers and testers in exploratory testing.
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Amundberg, Joel, e Martin Moberg. "System Agnostic GUI Testing : Analysis of Augmented Image Recognition Testing". Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21441.

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Mittal, Sanchit. "Exploring benefits of using augmented reality for usability testing". Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/53431.

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This study explores if augmented reality can be used to get a better feedback for usability testing. Augmented reality is being used in various fields like entertainment, medicine, etc., but this technology’s use for product development has been very limited. This study specifically explores if it could be used for product usability testing. For this study, a product that is already in the market will be used. First, the usability of the product was tested using traditional method, i.e., asking user to accomplish a specific task using that product and then gaining feedback using a questionnaire asking them about their opinions. Then the same product was modeled for augmented reality environment and then a different set of users were asked to accomplish the same task in AR environment. Same questionnaire was provided to these users for feedback. After that, the feedback received using the two methods was compared. The hypothesis presented in this thesis says that using augmented reality can help get a better or similar usability feedback as compared to traditional usability testing. This method might help reduce the cost of usability testing conducted on a large scale by reducing the need to have a fully developed product for testing. It will help in identifying usability issues before a product has been fully developed and thus, reducing the development cost.
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Black, Brian C. "Design, fabrication, and testing of a scalable series augmented railgun research platform". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Mar%5FBlack.pdf.

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Thesis (M.S. in Mechanical Engineering)--Naval Postgraduate School, March 2006.
"March 2006." Thesis Advisor(s): William B. Maier II, Terry R. McNelley. Includes bibliographical references (p. 115-116). Also available online.
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Fong, Terrence W. "Design and testing of a Stewart Platform Augmented Manipulator for space applications". Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/43002.

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Capatina, Allen A. C. "AXISYMMETRIC BI-PROPELLANT AIR AUGMENTED ROCKET TESTING WITH ANNULAR CAVITY MIXING ENHANCEMENT". DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1493.

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Performance characterization was undertaken for an air augmented rocket mixing duct with annular cavity configurations intended to produce thrust augmentation. Three mixing duct geometries and a fully annular cavity at the exit of the nozzle were tested to enable thrust comparisons. The rocket engine used liquid ethanol and gaseous oxygen, and was instrumented with sensors to output total thrust, mixing duct thrust, combustion chamber pressure, and propellant differential pressures across Venturi flow measurement tubes. The rocket engine was tested to thrust maximum, with three different mixing ducts, three major combustion pressure sets, and a nozzle exit plane annular cavity (a grooved ring). The combustion pressures tested were , , and allowing for a nozzle pressure ratio range of relative to ambient pressure. The mixture ratio was fuel rich throughout all tests. The engine operated very consistently throughout all the tests performed; however, pressure losses in the feed system prevented higher combustion pressures from being tested. Three mixing ducts of the same outer diameter were tested. The short and diverging ducts were the same length and the long duct was long. The short and long ducts created positive mixing duct thrust and the diverging duct created negative mixing duct thrust. The long duct case did show better performance than the no duct case when the total thrust was divided by combustion pressure and nozzle throat area. The long duct always created several times more mixing duct thrust than either the short or diverging ducts, but none of the mixing ducts created positive overall thrust augmentation in the over expanded cases tested. The mixing duct thrusts ranged between and . As the combustion pressures were increased, getting closer the nozzle’s optimal expansion, the mixing duct thrusts started converging indicating a difference between nozzle operation at over expanded and under expanded. The annular cavity had a noticeable effect on the thrust of the engine and the appearance of the plume. The total thrust of the system was decreased by a maximum of and the plume was more sharply defined when the annular cavity was attached. Better mixing between the primary (engine exhaust) flow and the secondary (ambient air) flow was promoted by the annular cavity because it increased the shear layer’s turbulence and the increased turbulence reduced thrust. The greater mixing also allowed for secondary combustion which made the plumes more sharply defined. The annular cavity was also seen to enhance the mixing duct thrusts for all three mixing ducts.
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Wall, Nathan Lane. "Augmented testing and effects on item and proficiency estimates in different calibration designs". Diss., University of Iowa, 2011. https://ir.uiowa.edu/etd/1100.

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Broadening the term augmented testing to include a combination of multiple measures to assess examinee performance on a single construct, the issues of IRT item parameter and proficiency estimates were investigated. The intent of this dissertation is to determine if different IRT calibration designs result in differences to item and proficiency parameter estimates and to understand the nature of those differences. Examinees were sampled from a testing program in which each examinee was administered three mathematics assessments measuring a broad mathematics domain at the high school level. This sample of examinees was used to perform a real data analysis to investigate the item and proficiency estimates. A simulation study was also conducted based upon the real data. The factors investigated for the real data study included three IRT calibration designs and two IRT models. The calibration designs included: separately calibrating each assessment, calibrating all assessments in one joint calibration, and separately calibrating items in three distinct content areas. Joint calibration refers to the use of IRT methodology to calibrate two or more tests, which have been administered to a single group, together so as to place all of the items on a common scale. The two IRT models were the one- and three-parameter logistic model. Also investigated were five proficiency estimators: maximum likelihood estimates, expected a posteriori, maximum a posteriori, summed-score EAP, and test characteristic curve estimates. The simulation study included the same calibration designs and IRT models but the data were simulated with varying levels of correlations among the proficiencies to determine the affect upon the item parameter estimates. The main findings indicate that item parameter and proficiency estimates are affected by the IRT calibration design. The discrimination parameter estimates of the three-parameter model were larger when calibrated under the joint calibration design for one assessment but not for the other two. Noting that equal item discrimination is an assumption of the 1-PL model, this finding raises questions as to the degree of model fit when the 1-PL model is used. Items on a second assessment had lower difficulty parameters in the joint calibration design while the item parameter estimates of the other two assessments were higher. Differences in proficiency estimates between calibration designs were also discovered, which were found to result in examinees being inconsistently classified into performance categories. Differences were observed in regards to the choice of IRT model. Finally, as the level of correlation among proficiencies increased in the simulation data, the differences observed in the item parameter estimates were decreased. Based upon the findings, IRT item parameter estimates resulting from differing calibrations designs should not be used interchangeably. Practitioners who use item pools should base the pool refreshment calibration design upon the one used to originally create the pool. Limitations to this study include the use of a single dataset consisting of high school examinees in only one subject area, thus the degree of generalization regarding research findings to other content areas of grade levels should be made with caution.
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Acharya, Vineeth Vadiraj. "Branch Guided Metrics for Functional and Gate-level Testing". Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51661.

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With the increasing complexity of modern day processors and system-on-a-chip (SOCs), designers invest a lot of time and resources into testing and validating these designs. To reduce the time-to-market and cost, the techniques used to validate these designs have to constantly improve. Since most of the design activity has moved to the register transfer level (RTL), test methodologies at the RTL have been gaining momentum. We present a novel functional test generation framework for functional test generation at RTL. A popular software-based metric for measuring the effectiveness of an RTL test suite is branch coverage. But exercising hard-to-reach branches is still a challenge and requires good understanding of the design semantics. The proposed framework uses static analysis to extract certain semantics of the circuit and uses several data structures to model these semantics. Using these data structures, we assist the branch-guided search to exercise these hard-to-reach branches. Since the correlation between high branch coverage and detecting defects and bugs is not clear, we present a new metric at the RTL which augments the RTL branch coverage with state values. Vectors which have higher scores on the new metric achieve higher branch and state coverages, and therefore can be applied at different levels of abstraction such as post-silicon validation. Experimental results show that use of the new metric in our test generation framework can achieve a high level of branch and fault coverage for several benchmark circuits, while reducing the length of the vector sequence. This work was supported in part by the NSF grant 1016675.
Master of Science
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Johansson, Evegård Kristin, e Westman Gabriella. "Augmented Reality Navigation Interfaces Designed for People with Mild Dementia". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232083.

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Navigation can prove a real challenge for a person suffering from dementia, even in well known environments. In order to relieve some of this burden, companies around the world are developing assistive technologies. However, getting accustomed to such technologies could still be challenging since people with dementia often perceive new technologies as difficult to use. Among the new technologies though, Augmented Reality (AR) technology has been reported as both intuitive and easily adopted. Therefore, this study aims to investigate how this particular technology could be implemented, i.e. how the AR interface could be designed, in a mobile navigation application so people with mild dementia can use the application without assistance. This qualitative study is based on a pilot study followed by two usability tests, where people diagnosed with mild dementia tested a mobile navigation application and a navigation mockup, both implementing augmented reality technology but with two different interface designs: i) one included an animated figure and ii) one used arrows with a filter that could be turned on or off. Five persons participated in each usability test. The collected interview and observational data was analyzed using a phenomenological hermeneutical method. Overall the participants found the suggested AR technology to be usable while navigating. The results also showed that the respondents were rather neutral to which of the two AR interfaces were used. The majority expressed that it was easier to navigate with the navigation mockup when the filter was off. Finally, the study presents five design implication suggestions to be considered while developing this type of assistive technologies for people with mild dementia. The AR interface should: use an unfiltered camera view, be intuitive, be adapted to outdoor conditions, not prevent the user from focusing on the surrounding environment, be precise and trustworthy.
Navigering kan innebära en stor utmaning för personer som lider av en demenssjukdom, även i för dem bekanta miljöer. Företag runtom i världen utvecklar idag assisterande hjälpmedel för denna målgrupp. Men att ta hjälp av och bli bekväm med att använda den här typen av teknologier kan fortfarande upplevas som problematiskt, då personer med demens vanligen kan uppleva ny teknologi som svår att använda. Bland dessa nya teknologier finns dock en teknologi som har skrivits om som både intuitiv och lätt att ta till sig, nämligen Augmented Reality (AR). Därför ämnar denna studie att undersöka hur denna specifika teknologi skulle kunna implementeras, med andra ord, hur ett AR-gränssnitt skulle kunna designas för en mobilnavigeringsapplikation så att personer med mild demens kan använda den självständigt. Denna kvalitativa studie baseras på en pilotstudie följt av två användbarhetstester, där personer som diagnostiserats med mild demens fått testa en navigeringsapplikation och en navigationsmockup för smartphone. Båda implementerar AR-teknik men med två olika gränssnittsdesigner: i) en som innehåller en animerad figur och ii) en som använder pilar samt ett filter som kan sättas på och av. Fem personer deltog i varje användbarhetstest. Den insamlade datan från intervjuerna och observationerna analyserades sedan med hjälp av en fenomenologisk–hermeneutisk metod. Överlag så tyckte deltagarna att AR-tekniken var användbar vid navigeringen. Resultatet visade också att respondenterna var relativt neutrala till vilken av AR-gränssnitten som användes. Majoriteten uttryckte att det var enklare att navigera med navigationsmockupen när filtret var av. Slutligen så presenterar denna studie fem designimplikationsförslag att ha med sig vid utvecklandet av den här typen av assisterande tekniska hjälpmedel för personer med mild demens. AR-gränssnittet bör: använda en ofiltrerad kameravy, vara intuitivt, vara anpassat till utomhusmiljöer, inte hindra användaren från att fokusera på omgivningen, vara precist och trovärdigt.
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Sundström, Emil. "Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability". Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75952.

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The purpose of this study has been to investigate if the Pervasive GameFlow Model is suitable for evaluating Player Experience in Augmented Reality games. The work has described a definition of Augmented Reality, how it generally operates and reviewed common challenges when developing Augmented Reality applications. A prototype game has been developed, based on a previous concept of merging board games with computer games using Augmented Reality. After development, the game has been tested with a method based on the Pervasive GameFlow Model. Results showed the model to be suitable for future tests and evaluations, but did not produce data for evolving the game design. Generating such data would require execution of additional testing methods.
Syftet med denna studie har varit att undersöka om Pervasive GameFlow Modellen är lämplig för att utvärdera spelarupplevelse i Augmented Reality-spel. Arbetet har beskrivit en definition av Augmented Reality, hur det generellt fungerar och granskat vanliga utmaningar vid utveckling av Augmented Reality-applikationer. Ett prototypspel har utvecklats, baserat på ett tidigare koncept för att slå samman brädspel med datorspel med hjälp av Augmented Reality. Efter utveckling har spelet testats med en metod baserad på Pervasive GameFlow Modellen. Resultat visade att modellen var lämplig för framtida tester och utvärderingar, men producerade inte data för att utveckla speldesignen. Generering av sådan data skulle kräva utförande av ytterligare testmetoder.

Livros sobre o assunto "Augmented Testing":

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Canning, David. Testing the augmented Solow and endogenous growth models. [Belfast]: Accounting and Finance Division, School of Finance and Information, Queen's University of Belfast, 1995.

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Canning, David. Testing the augmented solow and endogenous growth models. Belfast: Queen's University of Belfast, 1994.

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H, Le Jeanette, e Dryden Flight Research Facility, eds. The role of the Remotely Augmented Vehicle (RAV) laboratory in flight research. Edwards, Calif: National Aeronautics and Space Administration, Dryden Flight Research Facility, 1991.

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W, Burcham Frank, e Dryden Flight Research Facility, eds. Augmentor performance of an F100 engine model derivative engine in an F-15 airplane. Edwards, Calif: National Aeronautics and Space Administration, Ames Research Center, Dryden Flight Research Facility, 1988.

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W, Burcham Frank, e Dryden Flight Research Facility, eds. Augmentor performance of an F100 engine model derivative engine in an F-15 airplane. Edwards, Calif: National Aeronautics and Space Administration, Ames Research Center, Dryden Flight Research Facility, 1988.

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Capítulos de livros sobre o assunto "Augmented Testing":

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Schur, Amir, e Mike Williams. "Augmented System Verification Using Automated Testing". In Advances in Intelligent Systems and Computing, 64–70. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60366-7_7.

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Kundu, Sudipta, Malay K. Ganai e Chao Wang. "Contessa: Concurrency Testing Augmented with Symbolic Analysis". In Computer Aided Verification, 127–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14295-6_13.

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O’Hare, John, Allen J. Fairchild, Robin Wolff e David J. Roberts. "Telethrone Reconstructed; Ongoing Testing Toward a More Natural Situated Display". In Augmented Reality and Virtual Reality, 323–37. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_22.

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Arias, Carlos, Andoni Arregi, Fabian Schriever e David Martinez Oliveira. "Simplifying Electronic Testing Environment with SLAM Based Handheld Augmented Reality System". In Augmented Reality and Virtual Reality, 387–99. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1_31.

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Trunfio, Mariapina, Timothy Jung e Salvatore Campana. "Testing Mixed Reality Experiences and Visitor’s Behaviours in a Heritage Museum". In Augmented Reality and Virtual Reality, 67–76. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2_6.

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Schumann, Marco, Michael Schenk e Eberhard Bluemel. "Numerically Controlled Virtual Models for Commissioning, Testing and Training". In Virtual Reality & Augmented Reality in Industry, 163–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-17376-9_10.

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Choudhury, Apratim, Tomasz Maszczyk, Chetan B. Math, Hong Li e Justin Dauwels. "A Comprehensive Simulation Environment for Testing the Applications of a V2X Infrastructure". In Augmented Intelligence Toward Smart Vehicular Applications, 97–122. First edition. | Boca Raton : CRC Press, 2021.: CRC Press, 2020. http://dx.doi.org/10.1201/9781003006817-8.

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Gausemeier, Jürgen, Jan Berssenbrügge, Michael Grafe, Sascha Kahl e Helene Wassmann. "Design and VR/AR-based Testing of Advanced Mechatronic Systems". In Virtual Reality & Augmented Reality in Industry, 1–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-17376-9_1.

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LaBarre, E. D., M. T. Shanaman, J. E. Tiffany, J. A. Thomas, X. Calderon-Colon, M. Morris, E. D. Wetzel, A. C. Merkle e M. M. Trexler. "Multi-scale Testing Techniques for Carbon Nanotube Augmented Kevlar". In Dynamic Behavior of Materials, Volume 1, 59–68. Cham: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-00771-7_7.

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Hald, Kasper, Matthias Rehm e Thomas B. Moeslund. "Testing Augmented Reality Systems for Spotting Sub-Surface Impurities". In Human Work Interaction Design. Designing Engaging Automation, 103–12. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-05297-3_7.

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Trabalhos de conferências sobre o assunto "Augmented Testing":

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Gany, A., A. Shemer, A. Gofer e D. Har-Lev. "Testing Air-Augmented Waterjet Propulsion". In Waterjet Propulsion 5. RINA, 2008. http://dx.doi.org/10.3940/rina.wp.2008.11.

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Ryan, Keyanna, Bassam Bahhur, Mark Jeiran e Bryan I. Vogel. "Evaluation of augmented training datasets". In Infrared Imaging Systems: Design, Analysis, Modeling, and Testing XXXII, editado por Gerald C. Holst e David P. Haefner. SPIE, 2021. http://dx.doi.org/10.1117/12.2587177.

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Nass, Michel, Emil Alegroth e Robert Feldt. "Augmented Testing: Industry Feedback To Shape a New Testing Technology". In 2019 IEEE International Conference on Software Testing, Verification and Validation Workshops (ICSTW). IEEE, 2019. http://dx.doi.org/10.1109/icstw.2019.00048.

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Foster, Trevor, David Gist e Dianne DeTurris. "Methane/GOX Air Augmented Rocket Plume Testing". In 47th AIAA Aerospace Sciences Meeting including The New Horizons Forum and Aerospace Exposition. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2009. http://dx.doi.org/10.2514/6.2009-1378.

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Bulman, Melvin, Donald Messitt, Todd Neill e Stanley Borowski. "Continued LOX Augmented Nuclear Thermal Rocket Testing". In 38th AIAA/ASME/SAE/ASEE Joint Propulsion Conference & Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2002. http://dx.doi.org/10.2514/6.2002-3650.

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Scheibmeir, Jim, e Yashwant K. Malaiya. "Quality Model for Testing Augmented Reality Applications". In 2019 IEEE 10th Annual Ubiquitous Computing, Electronics & Mobile Communication Conference (UEMCON). IEEE, 2019. http://dx.doi.org/10.1109/uemcon47517.2019.8992974.

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Pranoto, Hady, Cuk Tho, Harco Leslie Hendric Spits Warnars, Edi Abdurachman, Ford Lumban Gaol e Benfano Soewito. "Usability testing method in augmented reality application". In 2017 International Conference on Information Management and Technology (ICIMTech). IEEE, 2017. http://dx.doi.org/10.1109/icimtech.2017.8273534.

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Billinghurst, Mark. "Usability testing of augmented/mixed reality systems". In ACM SIGGRAPH ASIA 2008 courses. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1508044.1508050.

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CRAWFORD, R., J. CHAPMAN e R. RHODES. "Performance potential and technology issues of MHD augmented hypersonic simulation facilities". In 16th Aerodynamic Ground Testing Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1990. http://dx.doi.org/10.2514/6.1990-1380.

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Andrade, Stevão A., Fatima L. S. Nunes e Márcio E. Delamaro. "A fault-based testing approach to VR applications". In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8450.

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Resumo:
Technologies such as Virtual Reality (VR) have emerged, allowing the development of three-dimensional environments with real-time interaction. VR systems lack similarities between traditional programs, which makes it ineffective to apply traditional software test-ing criteria on then. Considering this motivation and the acceptance between researchers and engineers that quality is an essential factor in software development, in this paper we examine software testing practices available for the VR domain and present the possibilities for improvement to provide an automated software testing approach that can contribute to the quality assurance of VR applications.

Relatórios de organizações sobre o assunto "Augmented Testing":

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Black, Alan, Georges Chahine, David Wayne Raymond, Oliver Matthews, James W. Grossman, Ken Bertagnolli e Michael Vail. Development and testing of a Mudjet-augmented PDC bit. Office of Scientific and Technical Information (OSTI), janeiro de 2006. http://dx.doi.org/10.2172/883493.

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Heath, Dianne. One-third octave band augmented speech discrimination testing for cochlear impaired listeners. Portland State University Library, janeiro de 2000. http://dx.doi.org/10.15760/etd.3300.

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Bowen, Nancy. One-third octave band augmented speech discrimination testing for normal hearing listeners. Portland State University Library, janeiro de 2000. http://dx.doi.org/10.15760/etd.3145.

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Martino, C., W. King e E. Ketusky. ACTUAL-WASTE TESTING OF ULTRAVIOLET LIGHT TO AUGMENT THE ENHANCED CHEMICAL CLEANING OF SRS SLUDGE. Office of Scientific and Technical Information (OSTI), julho de 2012. http://dx.doi.org/10.2172/1046813.

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Montgomery, Doug, Mark Carson, Timothy Winters, Michayla Newcombe e Timothy Carlin. NIST IPv6 Profile. National Institute of Standards and Technology, novembro de 2020. http://dx.doi.org/10.6028/nist.sp.500-267ar1.

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Resumo:
This profile establishes a basic taxonomy of IPv6 capabilities, defined in terms of IETF specifications, resulting in specific capability labels for common network functions and usage scenarios. The profile maps each such labeled capability to one or more specific technical specifications, or parts of specifications. Each labeled capability adopts by reference the normative requirements of the cited specifications. In rare cases the profile may augment or modify the normative requirements of a base specification. The defined capability labels effectively form a vocabulary for expressing IPv6 requirements for, and documenting the IPv6 capabilities of, specific products. It is expected that, when combined with specific acquisition and product testing programs, this profile can facilitate the efficient adoption of IPv6 technologies in many industry sectors.

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