59 resultados para Virtual Reality

em Instituto Politécnico do Porto, Portugal


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Virtual Reality (VR) has grown to become state-of-theart technology in many business- and consumer oriented E-Commerce applications. One of the major design challenges of VR environments is the placement of the rendering process. The rendering process converts the abstract description of a scene as contained in an object database to an image. This process is usually done at the client side like in VRML [1] a technology that requires the clients computational power for smooth rendering. The vision of VR is also strongly connected to the issue of Quality of Service (QoS) as the perceived realism is subject to an interactive frame rate ranging from 10 to 30 frames-per-second (fps), real-time feedback mechanisms and realistic image quality. These requirements overwhelm traditional home computers or even high sophisticated graphical workstations over their limits. Our work therefore introduces an approach for a distributed rendering architecture that gracefully balances the workload between the client and a clusterbased server. We believe that a distributed rendering approach as described in this paper has three major benefits: It reduces the clients workload, it decreases the network traffic and it allows to re-use already rendered scenes.

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O objectivo da Realidade Virtual simples de entender mas muito difcil de implementar: criar ambientes completamente indiferenciveis do mundo real com os quais se possa interagir de um modo natural. Desde a criao do Sensorama por Morton Heiling em 1962, passando pela difuso do conceito pelo pblico geral na dcada de 90 at os dias de hoje, a evoluo da Realidade Virtual tem sido constante. Este conjunto de tecnologias tem estado envolvido por uma certa descrena por parte da sociedade, motivada pelas grandes expectativas que lhe foram atribudas e pelo estado de desenvolvimento do hardware aquando do seu auge. No entanto, actualmente assiste-se a um ressurgimento do seu interesse no pblico geral com a introduo de imagem estereoscpica no cinema ou o sucesso dos controladores da consola Nintendo Wii. Hoje em dia as suas aplicaes so muito variadas: desde o treino de pilotos de avio ao tratamento de fobias, passando pela industria do entretenimento e a visita virtual de locais com interesse histrico ou turstico. O objectivo desta tese de mestrado explorar uma rea que ainda no tem sido muito abrangida pela Realidade Virtual e que cobre tambm aspectos educacionais e ldicos de modo a ser um factor de atraco para os estudantes do ensino secundrio: a simulao de instrumentos musicais. Para tal foi implementado um sistema capaz de simular instrumentos musicais de percusso (uma bateria) utilizando imagem estereoscpica, som posicional e interfaces com o utilizador realistas. Os resultados obtidos nas sesses de avaliao efectuadas por alunos recentemente ingressados no ensino superior demonstram que o sistema desenvolvido, bem como a inovao em interfaces do utilizador com os dispositivos electrnicos de uma forma geral, constituem um meio efectivo na sua motivao para a escolha de um curso na rea da engenharia.

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Not just with the emergence but also with the growing of the electronic market, that is, the growth of online suppliers of services and products and Internet users (potential consumers), the necessary conditions to the affirmation of the agile/virtual enterprises (A/VE) as a present and future enterprise organizational model are created. In this context, it is our understanding that the broker may have an important role in its development, namely, if the broker performs functions for the A/VE with better efficacy and efficiency. In this article, we will present first a revision of the brokers models in a structured form. We present a taxonomy of possible brokers functions for the brokers actuation near the A/VE and then the classification of the literature brokers models. This classification will permit an analysis of a brokers model and establish a mainframe for our brokers model according to the BM_Virtual Enterprise Architecture Reference Model (BM_VEARM).

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A forma como aprendemos depende do contexto tecnolgico e sociocultural que nos rodeia, actualmente a incluso de tecnologia recente na sala de aula no mais considerada opcional, mas sim uma necessidade pois a forma como o aluno aprende est em constante evoluo. Tendo em ateno esta necessidade, foi desenvolvido no decorrer desta tese um simulador em realidade virtual que utiliza comandos/interfaces hpticos. O objectivo deste simulador ensinar conceitos de fsica de forma interactiva. Os dispositivos hpticos permitem adicionar o sentido tctil ou de toque interaco entre homem e mquina, permitindo assim aceder a novas sensaes relativas ao seu uso nomeadamente com objectivos de aprendizagem. O simulador desenvolvido designado por Forces of Physics aborda trs tipos de foras da fsica: foras de atrito, foras gravitacionais e foras aerodinmicas. Cada tipo de fora corresponde a um mdulo do simulador contendo uma simulao individual em que so explicados conceitos especficos dessa fora num ambiente visual estimulante e com uma interaco mais realista devido incluso do dispositivo hptico Novint Falcon. O simulador foi apresentado a vrios utilizadores bem como comunidade cientfica atravs de apresentaes em conferncias. A avaliao foi realizada com recurso a um questionrio com dez perguntas, cinco de sobre aprendizagem e cinco sobre a utilizao, tendo sido preenchido por 14 utilizadores. O simulador obteve uma boa recepo por parte dos utilizadores, tendo vrios utilizadores expressado as suas opinies sobre estado actual do simulador, do futuro do mesmo e da respectiva validade para uso na sala de aula.

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A evoluo tecnolgica tem sido de tal ordem que a realidade virtual deixou de ser um mero conceito que apenas possvel de implementar recorrendo a mquinas com um poder de processamento muito elevado. Tendo em conta o potencial da realidade virtual e a no existncia de boas prticas na criao da interface de um sistema que use este conceito, pretende-se, nesta dissertao, fazer um estudo sobre como pode ser analisada e estruturada a componente de interao atravs da estratificao de nveis de interao para as diferentes operaes do sistema pretendido. Por forma a ser possvel, posteriormente, comparar cada um dos sistemas relativamente interao, foram estipulados um conjunto de aes/operaes que teriam de ser passveis de executar em cada um, bem como, um tema base, uma aplicao de realidade virtual de simulao de espao aplicada ao sector mobilirio. Depois de implementados os sistemas, estes foram apresentados a um conjunto de pessoas que foram inquiridas sobre os mesmos, por forma a avaliar a interao com cada um. Atravs dos resultados obtidos da avaliao dos inquritos entregues, foi possvel concluir que, para uma grande parte das operaes implementadas, existe uma preferncia para que a realizao da operao seja o mais similar sua execuo num contexto real.

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BACKGROUND: Examining changes in brain activation linked with emotion-inducing stimuli is essential to the study of emotions. Due to the ecological potential of techniques such as virtual reality (VR), inspection of whether brain activation in response to emotional stimuli can be modulated by the three-dimensional (3D) properties of the images is important. OBJECTIVE: The current study sought to test whether the activation of brain areas involved in the emotional processing of scenarios of different valences can be modulated by 3D. Therefore, the focus was made on the interaction effect between emotion-inducing stimuli of different emotional valences (pleasant, unpleasant and neutral valences) and visualization types (2D, 3D). However, main effects were also analyzed.METHODS: The effect of emotional valence and visualization types and their interaction were analyzed through a 3x2 repeated measures ANOVA. Post-hoc t-tests were performed under a ROI-analysis approach. RESULTS: The results show increased brain activation for the 3D affective-inducing stimuli in comparison with the same stimuli in 2D scenarios, mostly in cortical and subcortical regions that are related to emotional processing, in addition to visual processing regions. CONCLUSIONS: This study has the potential of clarify brain mechanisms involved in the processing of emotional stimuli (scenarios valence) and their interaction with three-dimensionality.

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Studying changes in brain activation according to the valence of emotion-inducing stimuli is essential in the research on emotions. Due to the ecological potential of virtual reality, it is also important to examine whether brain activation in response to emotional stimuli can be modulated by the three-dimensional (3D) properties of the images. This study uses functional Magnetic Resonance Imaging to compare differences between 3D and standard (2D) visual stimuli in the activation of emotion-related brain areas. The stimuli were organized in three virtual-reality scenarios, each with a different emotional valence (pleasant, unpleasant and neutral). The scenarios were presented in a pseudo-randomized order in the two visualization modes to twelve healthy males. Data were analyzed through a GLM-based fixed effects procedure. Unpleasant and neutral stimuli activated the right amygdala more strongly when presented in 3D than in 2D. These results suggest that 3D stimuli, when used as building blocks for virtual environments, can induce increased emotional loading, as shown here through neuroimaging.

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Electricity Markets are not only a new reality but an evolving one as the involved players and rules change at a relatively high rate. Multi-agent simulation combined with Artificial Intelligence techniques may result in sophisticated tools very helpful under this context. Some simulation tools have already been developed, some of them very interesting. However, at the present state it is important to go a step forward in Electricity Markets simulators as this is crucial for facing changes in Power Systems. This paper explains the context and needs of electricity market simulation, describing the most important characteristics of available simulators. We present our work concerning MASCEM simulator, presenting its features as well as the improvements being made to accomplish the change and challenging reality of Electricity Markets.

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This paper presents a collaborative virtual learning environment, which includes technologies such as 3D virtual representations, learning and content management systems, remote experiments, and collaborative learning spaces, among others. It intends to facilitate the construction, management and sharing of knowledge among teachers and students, in a global perspective. The environment proposes the use of 3D social representations for accessing learning materials in a dynamic and interactive form, which is regarded to be closer to the physical reality experienced by teachers and students in a learning context. A first implementation of the proposed extended immersive learning environment, in the area of solid mechanics, is also described, including the access to theoretical contents and a remote experiment to determine the elastic modulus of a given object.These instructions give you basic guidelines for preparing camera-ready papers for conference proceedings. Use this document as a template if you are using Microsoft Word 6.0 or later. Otherwise, use this document as an instruction set. The electronic file of your paper will be formatted further. Define all symbols used in the abstract. Do not cite references in the abstract.

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Electricity Markets are not only a new reality but an evolving one as the involved players and rules change at a relatively high rate. Multi-agent simulation combined with Artificial Intelligence techniques may result in very helpful sophisticated tools. This paper presents a new methodology for the management of coalitions in electricity markets. This approach is tested using the multi-agent market simulator MASCEM (Multi-Agent Simulator of Competitive Electricity Markets), taking advantage of its ability to provide the means to model and simulate Virtual Power Players (VPP). VPPs are represented as coalitions of agents, with the capability of negotiating both in the market and internally, with their members in order to combine and manage their individual specific characteristics and goals, with the strategy and objectives of the VPP itself. A case study using real data from the Iberian Electricity Market is performed to validate and illustrate the proposed approach.

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Communities of Practice are places which provide a sound basis for organizational learning, enabling knowledge creation and acquisition thus improving organizational performance, leveraging innovation and consequently increasing competitively. Virtual Communities of Practice (VCoPs) can perform a central role in promoting communication and collaboration between members who are dispersed in both time and space. The ongoing case study, described here, aims to identify both the motivations and the constraints that members of an organization experience when taking part in the knowledge creating processes of the VCoPs to which they belong. Based on a literature review, we have identified several factors that influence such processes; they will be used to analyse the results of interviews carried out with the leaders of VCoPs in four multinationals. As future work, a questionnaire will be developed and administered to the other members of these VCoPs

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With accelerated market volatility, faster response times and increased globalization, business environments are going through a major transformation and firms have intensified their search for strategies which can give them competitive advantage. This requires that companies continuously innovate, to think of new ideas that can be transformed or implemented as products, processes or services, generating value for the firm. Innovative solutions and processes are usually developed by a group of people, working together. A grouping of people that share and create new knowledge can be considered as a Community of Practice (CoP). CoPs are places which provide a sound basis for organizational learning and encourage knowledge creation and acquisition. Virtual Communities of Practice (VCoP's) can perform a central role in promoting communication and collaboration between members who are dispersed in both time and space. Nevertheless, it is known that not all CoP's and VCoP's share the same levels of performance or produce the same results. This means that there are factors that enable or constrain the process of knowledge creation. With this in mind, we developed a case study in order to identify both the motivations and the constraints that members of an organization experience when taking part in the knowledge creating processes of VCoP's. Results show that organizational culture and professional and personal development play an important role in these processes. No interviewee referred to direct financial rewards as a motivation factor for participation in VCoPs. Most identified the difficulty in aligning objectives established by the management with justification for the time spent in the VCoP. The interviewees also said that technology is not a constraint.

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Paper accepted for the OKLC 2009 - International Conference on Organizational Learning, Knowledge and Capabilities (26-28th, April 2009, Amsterdam, the Netherlands).

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All over the world Distributed Generation is seen as a valuable help to get cleaner and more efficient electricity. Under this context distributed generators, owned by different decentralized players can provide a significant amount of the electricity generation. To get negotiation power and advantages of scale economy, these players can be aggregated giving place to a new concept: the Virtual Power Producer. Virtual Power Producers are multi-technology and multi-site heterogeneous entities. Virtual Power Producers should adopt organization and management methodologies so that they can make Distributed Generation a really profitable activity, able to participate in the market. In this paper we address the integration of Virtual Power Producers into an electricity market simulator MASCEM as a coalition of distributed producers.

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Power systems have been suffering huge changes mainly due to the substantial increase of distributed generation and to the operation in competitive environments. Virtual power players can aggregate a diversity of players, namely generators and consumers, and a diversity of energy resources, including electricity generation based on several technologies, storage and demand response. Resource management gains an increasing relevance in this competitive context, while demand side active role provides managers with increased demand elasticity. This makes demand response use more interesting and flexible, giving rise to a wide range of new opportunities.This paper proposes a methodology for managing demand response programs in the scope of virtual power players. The proposed method is based on the calculation of locational marginal prices (LMP). The evaluation of the impact of using demand response specific programs on the LMP value supports the manager decision concerning demand response use. The proposed method has been computationally implemented and its application is illustrated in this paper using a 32 bus network with intensive use of distributed generation.