990 resultados para Virtual elements


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Virtual Reality it's present in our personal and professional daily life. Currently it comes been tested in many parameters. An example is, as an intervention mode related to healthy and rehabilitation field ( since phobias to physical problems ) due to dynamic interactive between human being and virtual reality, was able to be designed by a hardware and software integrated system. His appearance was in 1950s, through NASA's flight simulators in order to train astronauts in epoch (TORI et al.,2006).Subsequently, this began to expand to entertainment industry, where due to consumerism, only increasing his capacity to become so much more realist and reliable with the real environment. Because of this, beyond of your capacity be accessible which is low-cost, was used in scientific researches (motor area, physical aptitudes, cognitive, health, among others). The projected interactivity in this system type, in general, seek act according to people answers about the elements of virtual reality. Using the capacity that the reality is able to act of integrated way for human being. Following these concepts about virtual reality, the present study of literature revision, it comes as an purpose see humanity development. Since its birth, going on that point until your actuation and direct and indirect interplay in today's society from maturational form. Taking the concept of researchers' theory like Piaget. Following this line, the study will analyse how virtual reality might come to modify and act in social construction of society nowadays

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Network virtualization is a promising technique for building the Internet of the future since it enables the low cost introduction of new features into network elements. An open issue in such virtualization is how to effect an efficient mapping of virtual network elements onto those of the existing physical network, also called the substrate network. Mapping is an NP-hard problem and existing solutions ignore various real network characteristics in order to solve the problem in a reasonable time frame. This paper introduces new algorithms to solve this problem based on 0–1 integer linear programming, algorithms based on a whole new set of network parameters not taken into account by previous proposals. Approximative algorithms proposed here allow the mapping of virtual networks on large network substrates. Simulation experiments give evidence of the efficiency of the proposed algorithms.

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The door-closing process can reinforce the impression of a solid, rock-proof, car body or of a rather cheap, flimsy vehicle. As there are no real prototypes during rubber profile bidding-out stages, engineers need to carry out non-linear numerical simulations that involve complex phenomena as well as static and dynamic loads for several profile candidates. This paper presents a structured virtual design tool based on FEM, including constitutive laws and incompressibility constraints allowing to predict more realistically the final closing forces and even to estimate sealing overpressure as an additional guarantee of noise insulation. Comparisons with results of physical tests are performed.

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At the present time almost all map libraries on the Internet are image collections generated by the digitization of early maps. This type of graphics files provides researchers with the possibility of accessing and visualizing historical cartographic information keeping in mind that this information has a degree of quality that depends upon elements such as the accuracy of the digitization process and proprietary constraints (e.g. visualization, resolution downloading options, copyright, use constraints). In most cases, access to these map libraries is useful only as a first approach and it is not possible to use those maps for scientific work due to the sparse tools available to measure, match, analyze and/or combine those resources with different kinds of cartography. This paper presents a method to enrich virtual map rooms and provide historians and other professional with a tool that let them to make the most of libraries in the digital era.

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This work presents a navigation system for UGVs in large outdoor environments; virtual obstacles are added to the system in order to avoid zones that may present risks to the UGV or the elements in its surroundings. The platform, software architecture and the modifications necessary to handle the virtual obstacles are explained in detail. Several tests have been performed and their results show that the system proposed is capable of performing safe navigation in complex environments.

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Este documento presenta las mejoras y las extensiones introducidas en la herramienta de visualización del modelo predictivo del comportamiento del estudiante o Student Behavior Predictor Viewer (SBPV), implementada en un trabajo anterior. El modelo predictivo del comportamiento del estudiante es parte de un sistema inteligente de tutoría, y se construye a partir de los registros de actividad de los estudiantes en un laboratorio virtual 3D, como el Laboratorio Virtual de Biotecnología Agroforestal, implementado en un trabajo anterior, y cuyos registros de actividad de los estudiantes se han utilizado para validar este trabajo fin de grado. El SBPV es una herramienta para visualizar una representación gráfica 2D del grafo extendido asociado con cualquiera de los clusters del modelo predictivo del estudiante. Además de la visualización del grafo extendido, el SBPV controla la navegación a través del grafo por medio del navegador web. Más concretamente, el SBPV permite al usuario moverse a través del grafo, ampliar o reducir el zoom del gráfico o buscar un determinado estado. Además, el SBPV también permite al usuario modificar el diseño predeterminado del grafo en la pantalla al cambiar la posición de los estados con el ratón. Como parte de este trabajo fin de grado, se han corregido errores existentes en la versión anterior y se han introducido una serie de mejoras en el rendimiento y la usabilidad. En este sentido, se han implementado nuevas funcionalidades, tales como la visualización del modelo de comportamiento de cada estudiante individualmente o la posibilidad de elegir el método de clustering para crear el modelo predictivo del estudiante; así como ha sido necesario rediseñar la interfaz de usuario cambiando el tipo de estructuras gráficas con que se muestran los elementos del modelo y mejorando la visualización del grafo al interaccionar el usuario con él. Todas estas mejoras se explican detenidamente en el presente documento.---ABSTRACT---This document presents the improvements and extensions made to the visualization tool Student Behavior Predictor Viewer (SBPV), implemented in a previous job. The student behavior predictive model is part of an intelligent tutoring system, and is built from the records of students activity in a 3D virtual laboratory, like the “Virtual Laboratory of Agroforestry Biotechnology” implemented in a previous work, and whose records of students activity have been used to validate this final degree work. The SBPV is a tool for visualizing a 2D graphical representation of the extended graph associated with any of the clusters of the student predictive model. Apart from visualizing the extended graph, the SBPV supports the navigation across the graph by means of desktop devices. More precisely, the SBPV allows user to move through the graph, to zoom in/out the graphic or to locate a given state. In addition, the SBPV also allows user to modify the default layout of the graph on the screen by changing the position of the states by means of the mouse. As part of this work, some bugs of the previous version have been fixed and some enhancements have been implemented to improve the performance and the usability. In this sense, we have implemented new features, such as the display of the model behavior of only one student or the possibility of selecting the clustering method to create the student predictive model; as well as it was necessary to redesign the user interface changing the type of graphic structures that show model elements and improving the rendering of the graph when the user interacts with it. All these improvements are explained in detail in the next sections.

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A tese Comunicação & Astronomia, uma união virtual aborda o universo da comunicação virtual, das organizações virtuais, da ciência virtual. Um universo novo e emocionante onde a relação assíncrona espaço-temporal é o fator comum a todos os atores sociais envolvidos. O universo do virtual, das ferramentas de comunicação relacionadas às novas tecnologias, do ciberespaço, da existência concreta de uma organização imaterial. Estes elementos abrem novos horizontes para o conhecimento e compreensão dos processos de comunicação humana e organizacional na era da revolução informacional, proporcionando a oportunidade de estabelecer uma teoria de comunicação organizacional on line. A pesquisa bibliográfica apoiou-se em três bases teóricas de referência: a comunicação mediada por computador, comunicação virtual e comunicação organizacional, estas bases tiveram ainda o suporte de um estudo de caso que constituiu o corpus da pesquisa. Pudemos então compreender como ocorre a comunicação em uma organização virtual, seus processos, ferramentas e pontos cruciais que podem ser resumidos no fator motivacional necessário ao estímulo à interação virtual cooperativa, necessidade de construção e manutenção de imagem institucional forte que delimite a organização no ciberespaço e definição clara dos códigos de conduta da organização virtual.(AU)

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A tese Comunicação & Astronomia, uma união virtual aborda o universo da comunicação virtual, das organizações virtuais, da ciência virtual. Um universo novo e emocionante onde a relação assíncrona espaço-temporal é o fator comum a todos os atores sociais envolvidos. O universo do virtual, das ferramentas de comunicação relacionadas às novas tecnologias, do ciberespaço, da existência concreta de uma organização imaterial. Estes elementos abrem novos horizontes para o conhecimento e compreensão dos processos de comunicação humana e organizacional na era da revolução informacional, proporcionando a oportunidade de estabelecer uma teoria de comunicação organizacional on line. A pesquisa bibliográfica apoiou-se em três bases teóricas de referência: a comunicação mediada por computador, comunicação virtual e comunicação organizacional, estas bases tiveram ainda o suporte de um estudo de caso que constituiu o corpus da pesquisa. Pudemos então compreender como ocorre a comunicação em uma organização virtual, seus processos, ferramentas e pontos cruciais que podem ser resumidos no fator motivacional necessário ao estímulo à interação virtual cooperativa, necessidade de construção e manutenção de imagem institucional forte que delimite a organização no ciberespaço e definição clara dos códigos de conduta da organização virtual.(AU)

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DNA sequences of neutral nuclear autosomal loci, compared across diverse human populations, provide a previously untapped perspective into the mode and tempo of the emergence of modern humans and a critical comparison with published clonally inherited mitochondrial DNA and Y chromosome measurements of human diversity. We obtained over 55 kilobases of sequence from three autosomal loci encompassing Alu repeats for representatives of diverse human populations as well as orthologous sequences for other hominoid species at one of these loci. Nucleotide diversity was exceedingly low. Most individuals and populations were identical. Only a single nucleotide difference distinguished presumed ancestral alleles from descendants. These results differ from those expected if alleles from divergent archaic populations were maintained through multiregional continuity. The observed virtual lack of sequence polymorphism is the signature of a recent single origin for modern humans, with general replacement of archaic populations.

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The potential of integrating multiagent systems and virtual environments has not been exploited to its whole extent. This paper proposes a model based on grammars, called Minerva, to construct complex virtual environments that integrate the features of agents. A virtual world is described as a set of dynamic and static elements. The static part is represented by a sequence of primitives and transformations and the dynamic elements by a series of agents. Agent activation and communication is achieved using events, created by the so-called event generators. The grammar defines a descriptive language with a simple syntax and a semantics, defined by functions. The semantics functions allow the scene to be displayed in a graphics device, and the description of the activities of the agents, including artificial intelligence algorithms and reactions to physical phenomena. To illustrate the use of Minerva, a practical example is presented: a simple robot simulator that considers the basic features of a typical robot. The result is a functional simple simulator. Minerva is a reusable, integral, and generic system, which can be easily scaled, adapted, and improved. The description of the virtual scene is independent from its representation and the elements that it interacts with.

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The use of 3D imaging techniques has been early adopted in the footwear industry. In particular, 3D imaging could be used to aid commerce and improve the quality and sales of shoes. Footwear customization is an added value aimed not only to improve product quality, but also consumer comfort. Moreover, customisation implies a new business model that avoids the competition of mass production coming from new manufacturers settled mainly in Asian countries. However, footwear customisation implies a significant effort at different levels. In manufacturing, rapid and virtual prototyping is required; indeed the prototype is intended to become the final product. The whole design procedure must be validated using exclusively virtual techniques to ensure the feasibility of this process, since physical prototypes should be avoided. With regard to commerce, it would be desirable for the consumer to choose any model of shoes from a large 3D database and be able to try them on looking at a magic mirror. This would probably reduce costs and increase sales, since shops would not require storing every shoe model and the process of trying several models on would be easier and faster for the consumer. In this paper, new advances in 3D techniques coming from experience in cinema, TV and games are successfully applied to footwear. Firstly, the characteristics of a high-quality stereoscopic vision system for footwear are presented. Secondly, a system for the interaction with virtual footwear models based on 3D gloves is detailed. Finally, an augmented reality system (magic mirror) is presented, which is implemented with low-cost computational elements that allow a hypothetical customer to check in real time the goodness of a given virtual footwear model from an aesthetical point of view.

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A tese Comunicação & Astronomia, uma união virtual aborda o universo da comunicação virtual, das organizações virtuais, da ciência virtual. Um universo novo e emocionante onde a relação assíncrona espaço-temporal é o fator comum a todos os atores sociais envolvidos. O universo do virtual, das ferramentas de comunicação relacionadas às novas tecnologias, do ciberespaço, da existência concreta de uma organização imaterial. Estes elementos abrem novos horizontes para o conhecimento e compreensão dos processos de comunicação humana e organizacional na era da revolução informacional, proporcionando a oportunidade de estabelecer uma teoria de comunicação organizacional on line. A pesquisa bibliográfica apoiou-se em três bases teóricas de referência: a comunicação mediada por computador, comunicação virtual e comunicação organizacional, estas bases tiveram ainda o suporte de um estudo de caso que constituiu o corpus da pesquisa. Pudemos então compreender como ocorre a comunicação em uma organização virtual, seus processos, ferramentas e pontos cruciais que podem ser resumidos no fator motivacional necessário ao estímulo à interação virtual cooperativa, necessidade de construção e manutenção de imagem institucional forte que delimite a organização no ciberespaço e definição clara dos códigos de conduta da organização virtual.(AU)

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Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world's technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance performance. The goal of this research is to test the hypothesis that a virtual world learning environment provides better support for group-oriented collaborative e-learning than other learning environments, because it facilitates the emergence of group presence. To achieve this, a quasi-experimental study was conducted and data was gathered through the use of various survey instruments and a set of collaborative tasks assigned to the participants. Data was gathered on the dependent variables: Engagement, Group Presence, Individual Presence, Perceived Individual Presence, Perceived Group Presence and Performance. The data was analyzed using the statistical procedures of Factor Analysis, Path Analysis, Analysis of Variance (ANOVA) and Multivariate Analysis of Variance (MANOVA). The study provides support for the hypothesis. The results also show that virtual world learning environments are better than other learning environments in supporting the development of all the dependent variables. It also shows that while only Individual Presence has a significant direct effect on Performance; it is highly correlated with both Engagement and Group Presence. This suggests that these are also important in regards to performance. Developers of e-learning endeavors and educators should incorporate virtual world technologies in their efforts in order to take advantage of the benefit they provide for e-learning group collaboration.

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El propósito de esta ponencia es analizar las potencialidades del uso de los elementos que nos proporciona una aula virtual para mejorar los distintos métodos utilizados en el desarrollo de una aula tradicional.

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Part 9: Innovation Networks