997 resultados para virtual testing
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Dijet production at the Tevatron including effects of virtual exchanges of spin-2 Kaluza-Klein modes in theories with large extra dimensions is considered. The experimental dijet mass and angular distribution are exploited to obtain stringent limits (> 1.2TeV) on the effective string scale M s.
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Este simulador é formado pela junção de técnicas de Realidade Virtual com modelos de propagação, desenvolvidos através dos estudos de rádio enlace, que descrevem a perda que o sinal transmitido sofre ao longo do percurso no ambiente. O simulador possui dois módulos. O primeiro permite a criação do ambiente virtual com o posicionamento, sobre um terreno, de prédios, árvores, carros, antenas e outras primitivas que permitem a construção de um ambiente tridimensional customizável. O segundo módulo permite a configuração dos parâmetros relacionados a propagação de sinal de antenas como a potência, a frequência, o ganho, etc., e também selecionar o modelo de propagação para a execução da simulação. Dentro deste segundo módulo, existe um submódulo responsável pelo estudo do planejamento da área de cobertura composta pelas antenas, em outras palavras, este submódulo simula a distância que cada antena no cenário consegue atingir e gera a respectiva área de cobertura. Para demonstrar a eficiência do simulador foram criados dois ambientes virtuais para testes. Um cenário representando um ambiente urbano onde empregou-se um modelo de propagação clássico, Okumura-Hata para cidades pequenas e médias, e um ambiente tridimensional arborizado utilizando um modelo especifico para simulação de propagação para regiões densamente arborizadas, desenvolvido na Universidade Federal do Pará chamado de Lyra-Castro-UFPA.
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Pós-graduação em Agronomia (Energia na Agricultura) - FCA
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This article presents some results of a study investigating the use of the simulator VLAB, developed by Carnegie Mellon University, to increase the capacity of graduate students in Chemistry in the preparation of experimental procedures. The activity was conducted in two stages, first the students were asked a manuscript describing in detail the procedure and equipment used in the technique of dissolution and delivering it to the teacher. Later in the computer lab, each student performed the same procedure using the simulator. The activity has been proposed to determine if there could be accuracy gains of the description of the process when performed by the simulator. One of the main positive aspects obtained using the simulator students was the recognition of error, important in that the great majority recognized omitted or confused any process step. This reflection showed the students that in addition to testing a procedure using the simulator facilitates the organization of thought and helps arrange it logically. With the use of simulators, students are encouraged to take risks, to explore, to experience a new way, and a real lab usually offers much less room for risk, exploitation and failure.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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[EN] This paper describes VPL, a Virtual Programming Lab module for Moodle, developed at the University of Las Palmas of Gran Canaria (ULPGC) and released for free uses under GNU/GPL license. For the students, it is a simple development environment with auto evaluation capabilities. For the instructors, it is a students' work management system, with features to facilitate the preparation of assignments, manage the submissions, check for plagiarism, and do assessments with the aid of powerful and flexible assessment tools based on program testing, all of that being independent of the programming language used for the assignments and taken into account critical security issues.
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Surgical navigation systems visualize the positions and orientations of surgical instruments and implants as graphical overlays onto a medical image of the operated anatomy on a computer monitor. The orthopaedic surgical navigation systems could be categorized according to the image modalities that are used for the visualization of surgical action. In the so-called CT-based systems or 'surgeon-defined anatomy' based systems, where a 3D volume or surface representation of the operated anatomy could be constructed from the preoperatively acquired tomographic data or through intraoperatively digitized anatomy landmarks, a photorealistic rendering of the surgical action has been identified to greatly improve usability of these navigation systems. However, this may not hold true when the virtual representation of surgical instruments and implants is superimposed onto 2D projection images in a fluoroscopy-based navigation system due to the so-called image occlusion problem. Image occlusion occurs when the field of view of the fluoroscopic image is occupied by the virtual representation of surgical implants or instruments. In these situations, the surgeon may miss part of the image details, even if transparency and/or wire-frame rendering is used. In this paper, we propose to use non-photorealistic rendering to overcome this difficulty. Laboratory testing results on foamed plastic bones during various computer-assisted fluoroscopybased surgical procedures including total hip arthroplasty and long bone fracture reduction and osteosynthesis are shown.
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In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.
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Virtual worlds have moved from being a geek topic to one of mainstream academic interest. This transition is contingent not only on the augmented economic, societal and cultural value of these virtual realities and their effect upon real life but also on their convenience as fields for experimentation, for testing models and paradigms. User creation is however not something that has been transplanted from the real to the virtual world but a phenomenon and a dynamic process that happens from within and is defined through complex relationships between commercial and non-commercial, commodified and not commodified, individual and of the community, amateur and professional, art and not art. Accounting for this complex environment, the present paper explores user created content in virtual worlds, its dimensions and value and above all, its constraints by code and law. It puts forward suggestions for better understanding and harnessing this creativity.
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OBJECTIVE The aim of this study was to directly compare metal artifact reduction (MAR) of virtual monoenergetic extrapolations (VMEs) from dual-energy computed tomography (CT) with iterative MAR (iMAR) from single energy in pelvic CT with hip prostheses. MATERIALS AND METHODS A human pelvis phantom with unilateral or bilateral metal inserts of different material (steel and titanium) was scanned with third-generation dual-source CT using single (120 kVp) and dual-energy (100/150 kVp) at similar radiation dose (CT dose index, 7.15 mGy). Three image series for each phantom configuration were reconstructed: uncorrected, VME, and iMAR. Two independent, blinded radiologists assessed image quality quantitatively (noise and attenuation) and subjectively (5-point Likert scale). Intraclass correlation coefficients (ICCs) and Cohen κ were calculated to evaluate interreader agreements. Repeated measures analysis of variance and Friedman test were used to compare quantitative and qualitative image quality. Post hoc testing was performed using a corrected (Bonferroni) P < 0.017. RESULTS Agreements between readers were high for noise (all, ICC ≥ 0.975) and attenuation (all, ICC ≥ 0.986); agreements for qualitative assessment were good to perfect (all, κ ≥ 0.678). Compared with uncorrected images, VME showed significant noise reduction in the phantom with titanium only (P < 0.017), and iMAR showed significantly lower noise in all regions and phantom configurations (all, P < 0.017). In all phantom configurations, deviations of attenuation were smallest in images reconstructed with iMAR. For VME, there was a tendency toward higher subjective image quality in phantoms with titanium compared with uncorrected images, however, without reaching statistical significance (P > 0.017). Subjective image quality was rated significantly higher for images reconstructed with iMAR than for uncorrected images in all phantom configurations (all, P < 0.017). CONCLUSIONS Iterative MAR showed better MAR capabilities than VME in settings with bilateral hip prosthesis or unilateral steel prosthesis. In settings with unilateral hip prosthesis made of titanium, VME and iMAR performed similarly well.
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The project arises from the need to develop improved teaching methodologies in field of the mechanics of continuous media. The objective is to offer the student a learning process to acquire the necessary theoretical knowledge, cognitive skills and the responsibility and autonomy to professional development in this area. Traditionally the teaching of the concepts of these subjects was performed through lectures and laboratory practice. During these lessons the students attitude was usually passive, and therefore their effectiveness was poor. The proposed methodology has already been successfully employed in universities like University Bochum, Germany, University the South Australia and aims to improve the effectiveness of knowledge acquisition through use by the student of a virtual laboratory. This laboratory allows to adapt the curricula and learning techniques to the European Higher Education and improve current learning processes in the University School of Public Works Engineers -EUITOP- of the Technical University of Madrid -UPM-, due there are not laboratories in this specialization. The virtual space is created using a software platform built on OpenSim, manages 3D virtual worlds, and, language LSL -Linden Scripting Language-, which imprints specific powers to objects. The student or user can access this virtual world through their avatar -your character in the virtual world- and can perform practices within the space created for the purpose, at any time, just with computer with internet access and viewfinder. The virtual laboratory has three partitions. The virtual meeting rooms, where the avatar can interact with peers, solve problems and exchange existing documentation in the virtual library. The interactive game room, where the avatar is has to resolve a number of issues in time. And the video room where students can watch instructional videos and receive group lessons. Each audiovisual interactive element is accompanied by explanations framing it within the area of knowledge and enables students to begin to acquire a vocabulary and practice of the profession for which they are being formed. Plane elasticity concepts are introduced from the tension and compression testing of test pieces of steel and concrete. The behavior of reticulated and articulated structures is reinforced by some interactive games and concepts of tension, compression, local and global buckling will by tests to break articulated structures. Pure bending concepts, simple and composite torsion will be studied by observing a flexible specimen. Earthquake resistant design of buildings will be checked by a laboratory test video.
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Actualmente son una práctica común los procesos de normalización de métodos de ensayo y acreditación de laboratorios, ya que permiten una evaluación de los procedimientos llevados a cabo por profesionales de un sector tecnológico y además permiten asegurar unos mínimos de calidad en los resultados finales. En el caso de los laboratorios de acústica, para conseguir y mantener la acreditación de un laboratorio es necesario participar activamente en ejercicios de intercomparación, utilizados para asegurar la calidad de los métodos empleados. El inconveniente de estos ensayos es el gran coste que suponen para los laboratorios, siendo en ocasiones inasumible por estos teniendo que renunciar a la acreditación. Este Proyecto Fin de Grado se centrará en el desarrollo de un Laboratorio Virtual implementado mediante una herramienta software que servirá para realizar ejercicios de intercomparación no presenciales, ampliando de ese modo el concepto e-comparison y abriendo las bases a que en un futuro este tipo de ejercicios no presenciales puedan llegar a sustituir a los llevados a cabo actualmente. En el informe primero se hará una pequeña introducción, donde se expondrá la evolución y la importancia de los procedimientos de calidad acústica en la sociedad actual. A continuación se comentará las normativas internacionales en las que se soportará el proyecto, la norma ISO 145-5, así como los métodos matemáticos utilizados en su implementación, los métodos estadísticos de propagación de incertidumbres especificados por la JCGM (Joint Committee for Guides in Metrology). Después, se hablará sobre la estructura del proyecto, tanto del tipo de programación utilizada en su desarrollo como la metodología de cálculo utilizada para conseguir que todas las funcionalidades requeridas en este tipo de ensayo estén correctamente implementadas. Posteriormente se llevará a cabo una validación estadística basada en la comparación de unos datos generados por el programa, procesados utilizando la simulación de Montecarlo, y unos cálculos analíticos, que permita comprobar que el programa funciona tal y como se ha previsto en la fase de estudio teórico. También se realizará una prueba del programa, similar a la que efectuaría un técnico de laboratorio, en la que se evaluará la incertidumbre de la medida calculándola mediante el método tradicional, pudiendo comparar los datos obtenidos con los que deberían obtenerse. Por último, se comentarán las conclusiones obtenidas con el desarrollo y pruebas del Laboratorio Virtual, y se propondrán nuevas líneas de investigación futuras relacionadas con el concepto e-comparison y la implementación de mejoras al Laboratorio Virtual. ABSTRACT. Nowadays it is common practise to make procedures to normalise trials methods standards and laboratory accreditations, as they allow for the evaluation of the procedures made by professionals from a particular technological sector in addition to ensuring a minimum quality in the results. In order for an acoustics laboratory to achieve and maintain the accreditation it is necessary to actively participate in the intercomparison exercises, since these are used to assure the quality of the methods used by the technicians. Unfortunately, the high cost of these trials is unaffordable for many laboratories, which then have to renounce to having the accreditation. This Final Project is focused on the development of a Virtual Laboratory implemented by a software tool that it will be used for making non-attendance intercomparison trials, widening the concept of e-comparison and opening the possibility for using this type of non-attendance trials instead of the current ones. First, as a short introduction, I show the evolution and the importance today of acoustic quality procedures. Second, I will discuss the international standards, such as ISO 145-5, as well the mathematic and statistical methods of uncertainty propagation specified by the Joint Committee for Guides in Metrology, that are used in the Project. Third, I speak about the structure of the Project, as well as the programming language structure and the methodology used to get the different features needed in this acoustic trial. Later, a statistical validation will be carried out, based on comparison of data generated by the program, processed using a Montecarlo simulation, and analytical calculations to verify that the program works as planned in the theoretical study. There will also be a test of the program, similar to one that a laboratory technician would carry out, by which the uncertainty in the measurement will be compared to a traditional calculation method so as to compare the results. Finally, the conclusions obtained with the development and testing of the Virtual Laboratory will be discussed, new research paths related to e-comparison definition and the improvements for the Laboratory will be proposed.
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El presente trabajo describe la construcción de una aplicación que controla a un Non Player Character (NPC), en un mundo virtual. La aplicación desarrollada, que tiene como nombre BotManager, realiza dos tareas fundamentales: 1) conectarse al repositorio de conocimiento, que en esta implementación es una ontología expresada en OWL, para obtener las acciones que debe realizar el NPC dentro del mundo virtual; y 2) ordenar al NPC que realice estas acciones en un mundo virtual creado con la plataforma OpenSimulator. BotManager puede tener variadas aplicaciones, por lo tanto puede ser usada como complemento en mundos virtuales aplicados a la educación, simulación, ocio, etc. Ahora bien, la principal razón que motivó el desarrollo del BotManager fue la de crear un sistema de demostración automática de tareas en un mundo virtual destinado a la educación/ entrenamiento. De esta forma, un Sistema Inteligente de Tutoría integrado con un mundo virtual podría demostrar paso a paso a un estudiante cómo realizar una tarea en el mundo virtual. La ontología que lee el BotManager extiende la ontología propuesta en la tesis “Una propuesta de modelado del estudiante basada en ontologías y diagnóstico pedagógico-cognitivo no monótono” de Julia Parraga en el 2011 (Ontología de Julia). La construcción y las pruebas del BotManager se llevaron a cabo en tres etapas: 1) creación de la Ontología de Acciones del NPC que extiende la Ontología de Julia; 2) diseño e implementación de la aplicación en C# que lee la ontología que contiene el plan de acción del NPC, y ordena al NPC realizar las acciones en el mundo virtual; y 3) pruebas de la aplicación con la práctica “preparación de una taza de cafe”, que es parte de un Laboratorio Virtual de Biotecnología. El BotManager se ha diseñado como una aplicación cliente que se conecta a un servidor de Open- Simulator. Por lo tanto, puede ejecutarse en una máquina distinta a la del servidor. Asimismo, en la implementación del BotManager se ha utilizado una librería gratuita denominada LibOpenMetaverse que permite controlar un NPC de forma remota.---ABSTRACT---This paper describes the construction of an application that controls a Non Player Character (NPC), in a virtual world. The application developed, called BotManager, performs two main tasks: 1) the connection to the repository of knowledge, which in this implementation is an ontology expressed in OWL, and retrieving the actions to be performed by the NPC within the virtual world; and 2) commanding the NPC to perform these actions in a virtual world created with the OpenSimulator platform. BotManager can have diverse applications, therefore it can be used as a complement in virtual worlds applied to education, simulation, entertainment, etc. However, the main reason behind the development of BotManager was to create an automatic demonstration of tasks in a virtual world for education / training. Thus, a virtual world integrated with an Intelligent Tutoring Systems could demonstrate step by step to a student how to perform a task in the virtual world. The ontology used by the BotManager extends ontology proposed in the thesis “A proposal for modeling ontologies based student and not monotonous teaching-cognitive diagnosis” by Julia Parraga in 2011 (Julia’s Ontology). Construction and testing of BotManager were conducted in three stages: 1) creation of the NPC Actions Ontology by extending the Julia’s Ontology; 2) design and implementation of the application in C# that reads the ontology containing the plan of action of the NPC, and commands the NPC to perform the read plan in the virtual world; and 3) testing of the application with the practice “preparing a cup of coffee”, which is part of a Virtual Laboratory of Biotechnology. The BotManager has been designed as a client application that connects to an OpenSimulator server. Therefore, it can run on a different machine to the server. To implement the BotManager we have used a free library called libopenmetaverse that allows us to control a NPC remotely.
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El objetivo principal de crear un espacio web para el Museo Histórico de la Informática (MHI) perteneciente a la Escuela Técnica Superior de Ingenieros Informáticos (ETSIINF) de la Universidad Politécnica de Madrid (UPM) es la difusión de la historia de la informática entre el público en general. Si bien es cierto que existe ya una página web de consulta del MHI con algunas imágenes y contenido sobre los objetos que allí se exhiben, es también reseñable que se trata de un espacio obsoleto, lleno de carencias y extremadamente difícil de gestionar y actualizar, por lo que se hacía imprescindible actualizar el diseño del espacio web, los contenidos y el sistema de gestión de los mismos, cosa que es de gran interés para un lugar divulgativo. En la actualidad, existen maneras mucho más amigables para el usuario de navegar por una web; y de la misma manera para un administrador, gestionar el contenido de la misma y mantener a los usuarios bien informados de todo lo que se ofrece en cada momento. Esto es posible gracias a los sistemas de gestión de contenidos o content management system (CMS), de los que se hablará lo largo de todo el documento. Estos sistemas, dan una facilidad mucho mayor a los encargados de llevar al día una página web, sin tener que saber de programación, lenguajes o informática en general, ya que incorporan paneles de control muy intuitivos y fáciles de manejar, que son una ventaja tanto para ellos como para los usuarios. Es por esta razón que, hay páginas web como la de las empresas IKEA, Ubuntu o, en especial para el caso que compete al documento, el museo del Louvre usan gestores de contenidos para sus páginas web. Y es que las ventajas y facilidades que ofrece un CMS son realmente interesantes y se tratará de todas ellas en el documento, de la elección del CMS que mejor se ajusta a los requisitos del museo, las restricciones a la hora del despliegue en el ámbito de la ETSIINF y de cómo mejorará esto la calidad visual y divulgativa del MHI. Este trabajo se desarrolla a lo largo de 11 capítulos, en los que se muestra como construir un sitio web, las posibilidades y la elección final para este caso. En el primer capítulo se hace una pequeña introducción de lo que es el proyecto, se especifican los objetivos, la motivación del mismo y el alcance que tiene. En el segundo capítulo se muestra la información que se ha recopilado en el trabajo de investigación que se hace previo al desarrollo. En él se muestran los distintos tipos de páginas web, que tecnologías y lenguajes se pueden usar para su construcción, una comparativa sobre otras entidades similares al MHI, las limitaciones que presenta el entorno y la elección final que se consideró más adecuada para este caso. En el capítulo tres se empieza a desarrollar la solución a través del diseño. Aquí se puede encontrar el diseño de más bajo nivel que se le presenta al cliente para sentar las bases del trabajo, el diseño de alto nivel con un mayor grado de realidad que el anterior y una preparación de lo que serán los planes de prueba. El capítulo cuatro muestra todo lo que se ha usado en la implementación y la integración de la página web: herramientas, tecnologías, plantillas de diseño y módulos que proporcionan distintas funcionalidades. Llegados al capítulo cinco, se puede ver una detallada documentación de los resultados de las pruebas de usabilidad y accesibilidad realizadas, y las conclusiones que subyacen de estas. Una vez acabada la implementación del sitio web del MHI, en el capítulo seis se intenta hacer una labor de consultoría, mostrando precios y presupuestos de las distintas tareas que se han llevado a cabo para la realización de este proyecto. En el capítulo siete se extraen las conclusiones de todo lo acontecido en los capítulos anteriores y en el ocho unas líneas sobre posibles trabajos futuros que se podrían llevar a cabo en base a lo que ya se tiene en la institución, incluido este trabajo. Para facilitar la comprensión y satisfacer la curiosidad del lector, se ha incluido en el capítulo nueve la bibliografía con toda la documentación consultada y en el diez un glosario de términos para la aclaración de términos y acrónimos más técnicos. Para acabar, en el capítulo once se anexionan tanto el documento que se usó para las pruebas de usabilidad como un manual de administrador para el sitio web, que hace más amigable el entorno para las personas que lo tengan que mantener en un futuro.---ABSTRACT---The main goal of creating a website for the Informatics Historical Museum (“Museo Histórico de la Informática” or MHI) located in the Higher Technical School of Informatics Engineers (“Escuela Técnica Superior de Ingenieros Informáticos” or ETSIINF) of the Polytechnic University of Madrid (“Universidad Politécnica de Madrid” UPM), is to promote the aforementioned museum as to increase its reach to the public. While it is true that there already is a consulting website with some pictures and information about the items which are displayed in the building, it is outdated and the data is scarce. Moreover, it is extremely complicated to manage and to regularly update the web page, which is very important for informative/broadcasting media. Currently, there are easier ways for the users of a website to consult whatever information they want, as well as it is now easy for a website manager to display new content and to keep the users informed about what is been offered at every moment. This is possible because of content management systems (CMS), which will be discussed throughout the entire paper. These systems make it easier to use for the administrator of a website to keep it up to date without the necessity for them of having any knowledge or skills in programming, languages or computing, because the systems have an intuitive control panel that is easy to use, which is an advantage for both managers and users. Because of all these reasons, there are lots of companies that use this kind of systems, such as IKEA, Ubuntu or, especially, the Louvre Museum, to which we direct our attention all throughout this report. It is easy to notice that these systems have an important and very interesting number of perks and benefits. In the next chapters of the document we will explain the benefits of the program as well as the choice on the kind of CMS that best suits the requirements of the museum and, finally, the restrictions of the school for the deployment and of how all of this will improve the visual and informational qualities of the MHI. This work is developed over 11 chapters, shown how to build up a website, the possibilities and the final choice for this case. In the first chapter a brief introduction of the project, goals, motivation and scope thereof having specified are done. Before the development of the website, the second chapter shows de information of the researching work. It discusses the different types of websites, technologies and languages that can be used for build-up, a comparison of similar entities to MHI, the limitations of the environment and the final choice was considered more appropriate for this case. Chapter three begins to develop the design of the solution. Here there are the lowest level design that presents the customer to fix any problem, the high level design with a higher degree of reality than the last and the test plans. Chapter four shows everything that has been used in the implementation and integration of the website: tools, technologies, design templates and modules that provide different functionalities. Reaching the fifth chapter, you can see a detailed documentation of the results of the usability and accessibility tests made to some users and the conclusions of it. Once the implementation of MHI website is done, in chapter six there is a consultancy work, showing prices and budgets of the different tasks which were carried out for this project. In chapter seven there are the conclusions of what happened in the previous chapters and eight chapter shows possible future works that could be carried out based on what the institution already have, including this work. To make easier to the reader understand this paper and satisfy his curiosity, the chapter nine includes the bibliography consulted with all the documentation and chapter ten has a glossary of terms and an explanation of technical terms and acronyms. Finally, in chapter eleven there are attached both the document that was used for usability testing as a manual administrator for the website, making the environment friendlier for people who have to maintain it in the future.