129 resultados para Augmented-Reality


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Reports on primary mental health care reform in Australia 1991-2001 and the involvement of general practioners as the key providers. Investigates the degree to which the vision of policy makers and key stakeholders for a more integrated and effective system had been achieved. Findings suggested there is a considerable mismatch between the policy vision and the implementation reality and that the current system falls short of providing the support and systemic changes necessary for GPs to provide effective mental health care.

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This project consists of an exegesis and a series of hand embroidered textile works. It investigates ontological issues associated with life inside the digital age, and thereby locates the renewal of interest in the handmade, as being a direct "felt" response to the processes of de-realisation inherent in digital society.

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Concentrates on reducing the processing time to enhance the visual component of the experience in virtual reality. Investigates the use of two co-processing cards, each with their own microprocessor providing parallel processing to the host computer. Concludes that the frame rates of a single computer running the virtual reality system could be improved by up to 35% by the use of parallel processing.

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To examine personal and interpersonal reality monitoring, 240 participants wrote accounts of invented or self-experienced autobiographical events. Half the participants wrote about a distant event that happened before the age of 15 and half wrote about a recent event that happened after the age of 15. Using a yoked design, participants rated the qualitative details of their own accounts and the details of other participants’ accounts. Consistent with previous research, we found that self-experienced accounts contained more qualitative details than invented accounts, and that accounts of recent events contained more qualitative details than accounts of distant events. Participants rated their own accounts as more qualitatively detailed than other participants’ accounts, which suggests that they did not base their self-ratings solely on the written details. We discuss the practical and theoretical importance of our findings. Copyright # 2006 John Wiley & Sons, Ltd.

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Product assembly is one of the most studied processes in modern manufacturing. In recent years a number of computer-based virtual reality systems have been proposed, developed and adopted by the manufacturing industries. Such systems have major advantages over conventional training practices for product assembly. Significant cost savings can be realized due to shorter training-scenario development times and reuse of existing engineering math models. In addition, the time span from the product design to full production can be shortened due to non-reliance on actual components and subsystems for training. Such training systems are effective if the knowledge required to be transferred is just process sequence such as assembly sequence. However, knowledge transfer for procedural and cognitive learning as well as skills development is very limited, due to the lack of user interactivity and immersion.

This talk will focus on a research technology platform where haptics and virtual reality are integrated to create an effective environment for production assembly operators’ training. In this system virtual reality provides the grounds for realistic visualization, as well as immersion, whereas haptics enforces physical constraints within the virtual world generating the feelings of realistic interaction, making it accessible for formal learning and better understanding during task performance.

The developed research technology platform imitates real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world. Through the utilization of a haptics device, providing realistic force feedback, users are able to engage in product assembly training with a stronger sense of ‘reality’.

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In this paper a factor-augmented vector autoregressive (FAVAR) model is estimated to characterize the dynamic effects of shocks in the personal income tax rate in the United States on United States and Canadian economies. The representation and the estimate of the FAVAR model is based on Stock and Watson (2005) and the shocks are recovered applying the identification scheme proposed by Bernanke et al. (2005); this method allows impulse response functions to be generated for all the variables in the dataset and provides a description of the domestic and international transmission mechanisms of United States movements in the personal income tax rate. A distinguishing feature of our model is the disaggregation of traded goods sector where imports and exports are disaggregated into 12 and 13 industries, respectively. This provides extra information on the domestic and international transmission mechanism across the two countries. The results show that the FAVAR approach generates a reasonable characterisation of the effects of United States movements in the US personal income tax rate on the United States economy and its transmission to the Canadian economy.

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This thesis examines the paradox thai the popularity of 'reality TV' lies more in its construction and the pleasure of its reception as entertainment, than ils 'reality'. Through the integration of theoretical perspectives, and industry and viewer interviews, 'reality TV' is explored as an amoebic, amorphous genre, of multiple narratives, interpretations and pleasures.

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The current incarnation of ‘reality TV’ in Australia has a strong focus on the portrayal of everyday life. Although based on ‘real’ situations or people, there is a clear tension between ideas of authenticity and performance.  As a global phenomenon, ‘reality’ formats are produced for local audiences by highlighting aspects of the national culture and identity, with format popularity directly linked to identification and affirmation of the spectacle of ‘reality’. This paper will analyse the use of popular Australian myth in ‘reality’ formats by charting narrative and character construction as an ‘illusory everyday’, with reference to Bondi Rescue (Cordell Jigsaw). The paper will examine the representation of Australian identity through both myth and construction in ‘reality TV’ as the perpetuation of a cultural simulation. Implications for research on the genre and the industry are also discussed.

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This paper reports on the third phase of a study of Australian Teaching and Learning Centres to identify factors that contribute to the effective strategic leadership of Centres. Focus groups at 10 Australian universities included 66 respondents, providing a diverse range of perspectives, from students to members of the university executive. Analysis of participant contributions extended findings from prior project phases and the wider literature. They also contributed to the final construction of the strategic leadership Teaching and Learning Centre maturity framework presented here. Centres remain in a state of flux, enduring regular reconfiguration. For most Centres, their level of interaction with students is low and increased engagement with students would be of benefit. Perceptions of Centres vary widely, reinforcing the importance of a strategic partnership between the University’s Senior Executive, the Centre and faculties as a prerequisite for implementing identified high-impact strategies for improvement in teaching and learning.

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