172 resultados para Virtual World
Resumo:
In the last decade, an important debate has arisen about the characteristics of today"s students due to their intensive experience as users of ICT. The main belief is that frequent use of technologies in everyday life implies that competent users are able to transfer their digital skills to learning activities. However, empirical studies developed in different countries reveal similar results suggesting that the"digital native" label does not provide evidence of a better use of technology to support learning. The debate has to go beyond the characteristics of the new generation and focus on the implications of being a learner in a digitalised world. This paper is based on the hypothesis that the use of technology to support learning is not related to whether a student belongs to the Net Generation, but that it is mainly influenced by the teaching model. The study compares behaviour and preferences towards ICT use in two groups of university students: face-to-face students and online students. A questionnaire was applied to a sample of students from five universities with different characteristics (one offers online education and four offer face-to-face education with LMS teaching support). Findings suggest that although access to and use of ICT is widespread, the influence of teaching methodology is very decisive. For academic purposes, students seem to respond to the requirements of their courses, programmes, and universities. There is a clear relationship between students" perception of usefulness regarding certain ICT resources and their teachers" suggested uses of technologies. The most highly rated technologies correspond with those proposed by teachers. The study shows that the educational model (face-to-face or online) has a stronger influence on students" perception of usefulness regarding ICT support for learning than the fact of being a digital native.
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.
Resumo:
The visual angle that is projected by an object (e.g. a ball) on the retina depends on the object's size and distance. Without further information, however, the visual angle is ambiguous with respect to size and distance, because equal visual angles can be obtained from a big ball at a longer distance and a smaller one at a correspondingly shorter distance. Failure to recover the true 3D structure of the object (e.g. a ball's physical size) causing the ambiguous retinal image can lead to a timing error when catching the ball. Two opposing views are currently prevailing on how people resolve this ambiguity when estimating time to contact. One explanation challenges any inference about what causes the retinal image (i.e. the necessity to recover this 3D structure), and instead favors a direct analysis of optic flow. In contrast, the second view suggests that action timing could be rather based on obtaining an estimate of the 3D structure of the scene. With the latter, systematic errors will be predicted if our inference of the 3D structure fails to reveal the underlying cause of the retinal image. Here we show that hand closure in catching virtual balls is triggered by visual angle, using an assumption of a constant ball size. As a consequence of this assumption, hand closure starts when the ball is at similar distance across trials. From that distance on, the remaining arrival time, therefore, depends on ball's speed. In order to time the catch successfully, closing time was coupled with ball's speed during the motor phase. This strategy led to an increased precision in catching but at the cost of committing systematic errors.
Resumo:
We prove that the fundamental group of any Seifert 3-manifold is conjugacy separable. That is, conjugates may be distinguished infinite quotients or, equivalently, conjugacy classes are closed in the pro-finite topology.
Resumo:
The purpose of this paper is to study the possible differences among countries as CO2 emitters and to examine the underlying causes of these differences. The starting point of the analysis is the Kaya identity, which allows us to break down per capita emissions in four components: an index of carbon intensity, transformation efficiency, energy intensity and social wealth. Through a cluster analysis we have identified five groups of countries with different behavior according to these four factors. One significant finding is that these groups are stable for the period analyzed. This suggests that a study based on these components can characterize quite accurately the polluting behavior of individual countries, that is to say, the classification found in the analysis could be used in other studies which look to study the behavior of countries in terms of CO2 emissions in homogeneous groups. In this sense, it supposes an advance over the traditional regional or rich-poor countries classifications .
Resumo:
We show how to calibrate CES production and utility functions when indirect taxation affecting inputs and consumption is present. These calibrated functions can then be used in computable general equilibrium models. Taxation modifies the standard calibration procedures since any taxed good has two associated prices and a choice of reference value units has to be made. We also provide an example of computer code to solve the calibration of CES utilities under two alternate normalizations. To our knowledge, this paper fills a methodological gap in the CGE literature.
Resumo:
El projecte "Laboratori virtual de sistemes digitals" és un simulador de l'aula de pràctiques de l'assignatura de sistemes digitals, desenvolupat en Java. Integra tots els components que es troben els estudiants de la matèria quan han de realitzar les pràctiques: placa, xips, cables, generador d'ones, oscil·loscopi.... I es permetrà així la implementació i prova de circuits digitals. També pretén ser una eina útil pel funcionament de la part pràctica de l'assignatura, sent un recurs gratuït i accessible gràcies a Internet.
Resumo:
Virtual Trainer Web Edition proporciona un sistema de gestión, planificación y control de un centro deportivo, ofreciendo interactividad entre técnicos, socios y personal de gerencia y facilitando todo el trabajo de un mantenimiento de información tradicional. A través de cualquier PC con conexión a Internet y sin instalación de software adicional, se accede a una completa aplicación con contenidos multimedia.
Resumo:
Actualment, gràcies a la tecnologia, els usuaris poden accedir als recursos de les biblioteques sense limitacions de temps ni espai. Per tal de satisfer les necessitats dels usuaris no presencials, moltes biblioteques i consorcis bibliotecaris estan ampliant els seus serveis de referència per prestar serveis de referència virtual. Les pautes que s'ofereixen en aquest article pretenen servir d'orientació a les diverses institucions, a l'hora d'implementar i mantenir serveis de referència virtual.
Resumo:
La base de este trabajo se sustenta en que la Sociedad tiene unos requerimientos fisiológicos y psicológicos que satisface con materia y energía. Esta materia y energía, recursos, se hacen escasos en relación a las necesidades y deseos subjetivos de los agentes, que dependen en gran medida de los valores asociados a los mismos. Desde la Economía se trata de buscar la mejor forma de distribuir esos recursos entre aquellos deseos o necesidades y, en su evolución científica, ha desarrollado el análisis de la naturaleza física de los procesos económicos que ha sido, hasta hace relativamente poco tiempo, un objeto escasamente estudiado por los economistas, centrándose éstos en los estudios de las valoraciones monetarias más que en las valoraciones físicas. La aportación de este trabajo, se podría sintetizar en tres ideas. En primer lugar, la introducción de un concepto (creemos que no utilizado aún por la literatura) que hemos denominado “Metabolismo Hídrico”, y la idea derivada de la Contabilidad de los Flujos de Agua, como parte importante del Metabolismo Socioeconómico. En segundo lugar, el trabajo se separa de la línea reduccionista complementando el análisis físico con un análisis monetario para tratar de entender las causas de la escasez de agua. En nuestra opinión, el análisis monetario complementa al físico y no al revés, como más adelante explicaremos. En tercer lugar, el trabajo aporta la idea de la territorialidad, estimando no sólo el volumen de los flujos sino también su procedencia y destino.
Resumo:
Aquest projecte presenta una sol·lució per tal d’incorporar una eina wiki al Campus Virtual de la Universitat Autònoma de Barcelona. Enfront de la metodologia docent clàssica, la wiki oferirà funcionalitats orientades al treball col·laboratiu i fomentarà la participació de l’alumne. L’objectiu final és tenir una eina completament integrada al Campus Virtual, que aprofiti l’aplicatiu existent i s’interrelacioni amb la resta de mòduls presents.
Resumo:
En el siguiente documento podrá encontrar de una forma clara y entendedora, a través de la creación de un sencillo aplicativo, el mecanismo para la creación de una aplicación J2EE basada en el framework de desarrollo Yakarta Struts. En el mismo partirá desde cero, desde el inicio en la captación de requerimientos, pasando por la etapa de análisis y diseño y la posterior implementación.
Resumo:
El presente trabajo describe la planificación y posterior puesta en marcha de distintos mecanismos para la realización de prácticas de simulación con ordenador a modo de asignatura virtual. Los contenidos pertenecen a distintas áreas de conocimiento del plan de estudios relativo a la Ingeniería de Materiales. Primeramente se hace un análisis de las causas que motivaron la realización del mismo, así como de las posibilidades y necesidad de utilización de los Laboratorios Virtuales en la enseñanza contemporánea. Posteriormente se presenta el sistema desarrollado, sus características y posibilidades de utilización. El objetivo del trabajo es doble: por un lado, crear una base de datos interactiva de consulta con la finalidad de que el alumno pueda asentar conceptos clave necesarios para cursar la titulación con éxito; por otro, crear un servidor de prácticas de simulación por computador haciendo uso de la World Wide Web y que permita a los alumnos acceder a las prácticas de forma remota, con las múltiples ventajas, tanto educativas como económicas, que ello supondría.
Resumo:
High Performance Computing is a rapidly evolving area of computer science which attends to solve complicated computational problems with the combination of computational nodes connected through high speed networks. This work concentrates on the networks problems that appear in such networks and specially focuses on the Deadlock problem that can decrease the efficiency of the communication or even destroy the balance and paralyze the network. Goal of this work is the Deadlock avoidance with the use of virtual channels, in the switches of the network where the problem appears. The deadlock avoidance assures that will not be loss of data inside network, having as result the increased latency of the served packets, due to the extra calculation that the switches have to make to apply the policy.