837 resultados para 3D multi-user virtual environments


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A educação na arte e pela arte confere a todos os seus intervenientes a estimulação da sua criatividade e da sua consciência cultural, proporcionando meios para se exprimirem e participarem ativamente no mundo que nos rodeia. A integração das tecnologias de informação e comunicação no processo de ensino-aprendizagem veio alargar o papel que a arte pode desempenhar neste processo, promovendo novas formas de aprender, de ensinar e de pensar. Assim, a utilização de ambientes virtuais em contexto educativo tem revelado um enorme potencial, sobretudo ao nível da comunicação e da interação entre alunos e obras de arte. Neste sentido, considerou-se importante desenvolver um estudo de caso em contexto de sala de aula da Educação Visual, promovendo uma aprendizagem baseada na articulação entre a observação, interpretação e análise da obra de arte e o museu virtual. Assim o principal objetivo deste estudo foi avaliar as potencialidades do Google Art Project, enquanto objeto de aprendizagem, na promoção da aprendizagem na área da literacia em artes. Para além disso, procurámos ainda avaliar se a utilização de ferramentas multimédia como o referido Google Art Project e o Quadro Interativo, constituem fatores de motivação na aprendizagem da disciplina de Educação Visual. Do ponto de vista metodológico desenvolvemos uma estratégia baseada na investigação-ação. Procurámos, por um lado, descobrir e compreender o significado de uma realidade vivida por um grupo de alunos e, por outro lado, refletir sobre a prática educativa com o intuito de a melhorar e transformar. Este estudo envolveu cinco turmas do sexto ano do ensino público. Para a recolha de dados utilizámos técnicas baseadas na conversação e na observação, no questionário e nas notas de campo. Os resultados deste estudo revelam que as ferramentas tecnológicas utilizadas podem efetivamente contribuir para a promoção da aprendizagem dos alunos na área da Educação Visual, mais concretamente ao nível do domínio da literacia artística, da representação e da interpretação visual.

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Introduction: Knowledge transfer in pediatric rehabilitation is challenging and requires active, multifaceted strategies. The use of knowledge brokers (KBs) is one such strategy noted to promote clinician behavior change. The success of using KBs to transfer knowledge relies on their ability to adapt to ever-changing clinical contexts. In addition, with the rapid growth of online platforms as knowledge transfer forums, KBs must become effective in virtual environments. Although the role of KBs has been studied in various clinical contexts, their emerging role in specific online environments designed to support evidence-based behavior change has not yet been described. Our objective is to describe the roles of, and strategies used by, four KBs involved in a virtual community of practice to guide and inform future online KB interventions. Methods: A descriptive design guided this study and a thematic content analysis process was used to analyze online KB postings. The Promoting Action on Research in Health Sciences knowledge transfer framework and online andragogical learning theories assisted in the coding. A thematic map was created illustrating the links between KBs' strategies and emerging roles in the virtual environment. Results: We analyzed 95 posts and identified three roles: 1) context architect: promoting a respectful learning environment, 2) knowledge sharing promoter: building capacity, and 3) linkage creator: connecting research-to-practice. Strategies used by KBs reflected invitational, constructivism, and connectivism approaches, with roles and strategies changing over time. Discussion: This study increases our understanding of the actions of KBs in virtual contexts to foster uptake of research evidence in pediatric physiotherapy. Our results provide valuable information about the knowledge and skills required by individuals to fulfill this role in virtual environments.

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Amid the remarkable growth of innovative technologies, particularly immersive technologies like Extended Reality (XR) (comprising of Virtual Reality (VR), Augmented Reality (AR) & Mixed Reality (MR)), a transformation is unfolding in the way we collaborate and interact. The current research takes the initiative to explore XR’s potential for co-creation activities and proposes XR as a future co-creation platform. It strives to develop a XR-based co-creation system, actively engage stakeholders in the co-creation process, with the goal of enhancing their creative businesses. The research leverages XR tools to investigate how they can enhance digital co-creation methods and determine if the system facilitates efficient and effective value creation during XR-based co-creation sessions. In specific terms, the research probes into whether the XR-based co-creation method and environment enhances the quality and novelty of ideas, reduce communication challenges by providing better understanding of the product, problem or process and optimize the process in terms of reduction in time and costs. The research introduces a multi-user, multi-sensory collaborative and interactive XR platform that adapts to various use-case scenarios. This thesis also presents the user testing performed to collect both qualitative and quantitative data, which serves to substantiate the hypothesis. What sets this XR system apart is its incorporation of fully functional prototypes into a mixed reality environment, providing users with a unique dimension within an immersive digital landscape. The outcomes derived from the experimental studies demonstrate that XR-based co-creation surpasses conventional desktop co-creation methods and remarkably, the results are even comparable to a full mock-up test. In conclusion, the research underscores that the utilization of XR as a tool for co-creation generates substantial value. It serves as a method that enhances the process, an environment that fosters interaction and collaboration, and a platform that equips stakeholders with the means to engage effectively.

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The study of the user scheduling problem in a Low Earth Orbit (LEO) Multi-User MIMO system is the objective of this thesis. With the application of cutting-edge digital beamforming algorithms, a LEO satellite with an antenna array and a large number of antenna elements can provide service to many user terminals (UTs) in full frequency reuse (FFR) schemes. Since the number of UTs on-ground are many more than the transmit antennas on the satellite, user scheduling is necessary. Scheduling can be accomplished by grouping users into different clusters: users within the same cluster are multiplexed and served together via Space Division Multiple Access (SDMA), i.e., digital beamforming or Multi-User MIMO techniques; the different clusters of users are then served on different time slots via Time Division Multiple Access (TDMA). The design of an optimal user grouping strategy is known to be an NP-complete problem which can be solved only through exhaustive search. In this thesis, we provide a graph-based user scheduling and feed space beamforming architecture for the downlink with the aim of reducing user inter-beam interference. The main idea is based on clustering users whose pairwise great-circle distance is as large as possible. First, we create a graph where the users represent the vertices, whereas an edge in the graph between 2 users exists if their great-circle distance is above a certain threshold. In the second step, we develop a low complex greedy user clustering technique and we iteratively search for the maximum clique in the graph, i.e., the largest fully connected subgraph in the graph. Finally, by using the 3 aforementioned power normalization techniques, a Minimum Mean Square Error (MMSE) beamforming matrix is deployed on a cluster basis. The suggested scheduling system is compared with a position-based scheduler, which generates a beam lattice on the ground and randomly selects one user per beam to form a cluster.

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Novas ferramentas de Tecnologias Assistivas (TAs) têm aparecido ultimamente. Um exemplo são os Ambientes Virtuais (AVs), os quais são importantes para o desenvolvimento de novas TAs, que podem ser direcionadas para promoverem uma melhor qualidade de vida de pessoas com mobilidade reduzida permanente ou promover a reabilitação de pessoas com deficiência motora temporária. Outras ferramentas, que surgiram há algumas décadas com o desenvolvimento dos computadores, também ajudam no tratamento de pessoas com deficiência motora, que são as Interfaces Humano-Máquina (IHM). Utilizando em conjunto com equipamentos que capturam sinais biológicos, como equipamentos de Eletromiografia (EMG) e Eletroencefalografia (EEG), essas ferramentas se configuram como canais de comunicações entre o ser humano e os computadores, diferentemente das comumente utilizadas. Isso abre uma gama de possibilidades para sua utilização no tratamento e na assistência de pessoas com deficiência motora, onde sinais EMG podem ser utilizados para controlar próteses robóticas; e sinais EEG, quando capturados da região do córtex motor, podem ser utilizados em neuroreabilitação. Por outro lado, quando capturados na região occipital, os sinais de EEG podem ser utilizados para gerar comandos e outras finalidades. Este trabalho apresenta o desenvolvimento de novas ferramentas para auxiliar em pesquisas de TAs envolvendo sinais biológicos. Três diferentes AVs foram desenvolvidos para auxiliar nesse tipo de pesquisa. Além deles, um equipamento EEG comercial foi adaptado para ser utilizado com uma IHM, o qual utiliza dois desses três AVs desenvolvidos. Como resultados, temos a utilização bem sucedida do equipamento EEG obtido com sua utilização com SSVEP e Imaginação motora, além da implementação com sucesso dos três AVs desenvolvidos, que estão disponíveis para download gratuito, e que podem ser utilizados em demais pesquisas envolvendo TAs.

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Nowadays, with the use of technology and the Internet, education is undergoing significant changes, contemplating new ways of teaching and learning. One of the widely methods of teaching used to promote knowledge, consists in the use of virtual environments available in various formats, taking as example the teaching-learning platforms, which are available online. The Internet access and use of Laptops have created the technological conditions for teachers and students can benefit from the diversity of online information, communication, collaboration and sharing with others. The integration of Internet services in the teaching practices can provide thematic, social and digital enrichment for the agents involved. In this paper we will talk about the advantages of LMS (Learning Management Systems) such as Moodle, to support the presential lectures in higher education. We also will analyse its implications for student support and online interaction, leading educational agents to a mixing of different learning environments, where they can combine face-to-face instruction with computer-mediated instruction, blended-learning, and increases the options for better quality and quantity of human interaction in a learning environment. We also will present some tools traditionally used in online assessment and that are part of the functionalities of Moodle. These tools can provide interesting alternatives to promote a more significant learning and contribute to the development of flexible and customized models of an evaluation which we want to be more efficient.

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Trabalho de Final de Mestrado para obtenção do grau de Mestre em Engenharia Informática e de Computadores

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Software as a service (SaaS) is a service model in which the applications are accessible from various client devices through internet. Several studies report possible factors driving the adoption of SaaS but none have considered the perception of the SaaS features and the pressures existing in the organization’s environment. We propose an integrated research model that combines the process virtualization theory (PVT) and the institutional theory (INT). PVT seeks to explain whether SaaS processes are suitable for migration into virtual environments via an information technology-based mechanism. INT seeks to explain the effects of the institutionalized environment on the structure and actions of the organization. The research makes three contributions. First, it addresses a gap in the SaaS adoption literature by studying the internal perception of the technical features of SaaS and external coercive, normative, and mimetic pressures faced by an organization. Second, it empirically tests many of the propositions of PVT and INT in the SaaS context, thereby helping to determine how the theory operates in practice. Third, the integration of PVT and INT contributes to the information system (IS) discipline, deepening the applicability and strengths of these theories.

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Dissertação de mestrado integrado em Engenharia Civil

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Aquest projecte consisteix en realitzar el disseny, la implementació i el desenvolupament d’una aplicació que permeti la gestió administrativa d’una oficina de borsa de treball per a un centre universitari. Per a poder realitzar aquesta tasca cal que ofereixi les eines necessàries per a poder introduir, mantenir i explotar les dades relacionades amb estudiants, empreses, convenis, ofertes i reconeixements, que són els elements bàsics que composen les tasques administratives de la borsa de treball. L’aplicació resultant ha de ser multiusuari, dissenyada segons el model client-servidor i s’ha d’integrar com un mòdul nou dins d’una altra aplicació ja existent.

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Desenvolupament d'una aplicació web per a la recollida i classificació d'informació en entorns virtuals d'interacció síncrona: xat + classificació automàtica de les converses generades + les seves pròpies interaccions en funció d'unes categories existents + fitxers log.

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Proyecto final de carrera sobre aplicaciones web para trabajo colaborativo, enfocado en una aplicación web para la gestión de incidencias en entornos virtuales como la UOC.

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Aquest projecte ha representat la implementació d'un entorn de treball en col·laboració inspirat en el BSCW però amb una nova arquitectura, basada en miniaplicacions de servidor (

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En aquest PFC s'estudia la possibilitat d'estendre LaCOLLA dotant-la d'abstracció de processament: es tracta d?oferir a les aplicacions la possibilitat d'utilitzar els recursos del grup per a executar processos de la manera més eficient i segura possible, sense que les aplicacions s'hagin de preocupar d'on i quan s'executen aquests processos.

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Aquest projecte vol dissenyar i implementar una aplicació web que permeti omplir els informes d'autoavaluació als estudiants de les assignatures amb pràctiques amb grup de la UOC. Una de les solucions és treballar mitjançant un entorn virtual, com és el Basic Support for Collaborative Work (BSCW), en el qual cada grup té el seu lloc privat on només poden accedir ells i els seus consultors.