691 resultados para Mannermaa, Mika


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Työssä tutkitaan pelialan ohjelmistohankintoja ja niiden erityispiirteitä, sekä seikkoja joihin pelialan ohjelmistohankinnat perustuvat.

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Questions concerning perception are as old as the field of philosophy itself. Using the first-person perspective as a starting point and philosophical documents, the study examines the relationship between knowledge and perception. The problem is that of how one knows what one immediately perceives. The everyday belief that an object of perception is known to be a material object on grounds of perception is demonstrated as unreliable. It is possible that directly perceived sensible particulars are mind-internal images, shapes, sounds, touches, tastes and smells. According to the appearance/reality distinction, the world of perception is the apparent realm, not the real external world. However, the distinction does not necessarily refute the existence of the external world. We have a causal connection with the external world via mind-internal particulars, and therefore we have indirect knowledge about the external world through perceptual experience. The research especially concerns the reasons for George Berkeley’s claim that material things are mind-dependent ideas that really are perceived. The necessity of a perceiver’s own qualities for perceptual experience, such as mind, consciousness, and the brain, supports the causal theory of perception. Finally, it is asked why mind-internal entities are present when perceiving an object. Perception would not directly discern material objects without the presupposition of extra entities located between a perceiver and the external world. Nevertheless, the results show that perception is not sufficient to know what a perceptual object is, and that the existence of appearances is necessary to know that the external world is being perceived. However, the impossibility of matter does not follow from Berkeley’s theory. The main result of the research is that singular knowledge claims about the external world never refer directly and immediately to the objects of the external world. A perceiver’s own qualities affect how perceptual objects appear in a perceptual situation.

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Aineeton pääoma nähdään organisaation keskeisenä kilpailutekijänä ja voimavarana. Se voi kuitenkin joissain tilanteissa olla organisaatiolle myös rasite tai jopa menestymistä heikentävä tekijä. Tutkimuksen tavoitteena oli laatia biopankin riskienhallinnalle malli, joka huomioi toimintaan vaikuttavat aineettomat riskitekijät ja toimii strategisena johtamisen ja toiminnan kehittämisen työvälineenä. Tutkimus toteutettiin tapaustutkimuksena, jossa käytettiin konstruktiivista tutkimusotetta. Biopankille luotiin konstruktio, riskienhallintamalli, jolla pyrittiin ratkaisemaan reaalimaailman ongelma ja samalla luomaan kontribuutiota tieteenalalle. Biopankki on uudentyyppinen organisaatio, joka kerää, hallinnoi ja säilyttää biologisia ihmisperäisiä näytteitä ja niihin liittyviä tietoja tulevaa tutkimusta varten. Toiminnan riskien taustasyyt ovat usein aineettomia, kuten toimintakulttuuri, asenne, osaaminen tai motivaatio. Tutkimuksessa löydettiin uusia biopankin toimintaan kytkeytyviä aineettomia riskejä koko aineettoman pääoman alueelta ja määriteltiin riskitasoihin perustuva lähestymistapa riskien hallintaan. Konstruktio aineettomien riskien hallintamalliksi sai selkeää vahvistusta tutkimuksen aineistosta, ja se voi toimia organisaation kehittämisen pohjana. Riskikartan luominen ja riskien arviointi ovat tekohetken poikkileikkauksia tilanteesta. Organisaation toiminta ja siihen kohdistuvat riskit ja mahdollisuudet muuttuvat ja kehittyvät. Riskien tunnistaminen lisää tietoa organisaatiosta ja sen toimintaympäristöstä, mikä luo puitteet myös uusien mahdollisuuksien tunnistamiselle. Sopivan riskienhallintamallin avulla voidaan löytää kilpailuetua suhteessa muihin organisaatioihin. Kilpailuetuna voi toimia myös muita parempi riskinkantokyky esimerkiksi toiminnan joustavuuden kautta.

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This literature review aims to clarify what is known about map matching by using inertial sensors and what are the requirements for map matching, inertial sensors, placement and possible complementary position technology. The target is to develop a wearable location system that can position itself within a complex construction environment automatically with the aid of an accurate building model. The wearable location system should work on a tablet computer which is running an augmented reality (AR) solution and is capable of track and visualize 3D-CAD models in real environment. The wearable location system is needed to support the system in initialization of the accurate camera pose calculation and automatically finding the right location in the 3D-CAD model. One type of sensor which does seem applicable to people tracking is inertial measurement unit (IMU). The IMU sensors in aerospace applications, based on laser based gyroscopes, are big but provide a very accurate position estimation with a limited drift. Small and light units such as those based on Micro-Electro-Mechanical (MEMS) sensors are becoming very popular, but they have a significant bias and therefore suffer from large drifts and require method for calibration like map matching. The system requires very little fixed infrastructure, the monetary cost is proportional to the number of users, rather than to the coverage area as is the case for traditional absolute indoor location systems.

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