812 resultados para Virtual Reality,Cloud Gaming,Cloud Computing,Client-Server,Android,Unity,Multiutenza


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El trabajo de grado titulado “Propuesta de Computación en la Nube para los Libreros del Sector de San Victorino en Bogotá para el Año 2012. Estudio de Caso”, tiene como objetivo elaborar una propuesta de computación en la nube que sea aplicable a uno de los sectores más dinámicos del centro de Bogotá como es el de los libreros de San Victorino; Este trabajo busca la apropiación de las herramientas que proporcionan las nuevas tecnologías de la información y las comunicaciones en la disciplina de la administración de empresas, como un nuevo escenario de competitividad ajustado a las nuevas condiciones de las organizaciones. La computación en la nube como nueva herramienta tecnológica, permite que diversos usuarios - empresas accedan a la información consolidada, la cual puede ser aportada por ellos mismos, para brindar a los clientes un servicio más eficiente y eficaz, con bajos costos y generando innumerables ventajas que aportan a la competitividad de cada una de las unidades de negocio, las cuales se consolidan como una única organización o clúster. En este sentido se determinó, cómo el sector de San Victorino, en particular el de los libreros, comparten una serie de características y metas similares, que permiten su implantación con los beneficios que se señalan en este trabajo de grado, permitiendo el acceso a información general de productos editoriales e inventarios y la ubicación exacta del librero que lo posee.

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Animation on Green IT Container EdShare to be used to assemble resources developed by team for coursework 2. The metadata will be updated by the group, and description modified when the resource set has been completed. The resource has been set up with an instructional readme file. This will be replaced by each group with a new readme file. Each group needs to update this description. Further instructions in readme.txt

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These slides give the instructuions for completing the COMP1214 team project on cloud and mobile computing

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Las tecnologías de la información han empezado a ser un factor importante a tener en cuenta en cada uno de los procesos que se llevan a cabo en la cadena de suministro. Su implementación y correcto uso otorgan a las empresas ventajas que favorecen el desempeño operacional a lo largo de la cadena. El desarrollo y aplicación de software han contribuido a la integración de los diferentes miembros de la cadena, de tal forma que desde los proveedores hasta el cliente final, perciben beneficios en las variables de desempeño operacional y nivel de satisfacción respectivamente. Por otra parte es importante considerar que su implementación no siempre presenta resultados positivos, por el contrario dicho proceso de implementación puede verse afectado seriamente por barreras que impiden maximizar los beneficios que otorgan las TIC.

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En la segunda d??cada del siglo XXI se asiste a una completa transformaci??n en el proceso de ense??anza-aprendizaje de las lenguas extranjeras en general, y del espa??ol, en particular. En este nuevo contexto, las nuevas tecnolog??as aplicadas al ??mbito educativo juegan un papel muy importante. Este universo es conocido como la Web 2.0. Se presentan las ventajas e inconvenientes de la utilizaci??n de estas tecnolog??as en la clase de idiomas centr??ndose en cuatro herramientas digitales que ofrecen m??s posibilidades para dinamizar las clases de espa??ol: los blogs, los wikis, el podcasting y Google Docs o el cloud computing.

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Esta dissertação surgiu com o intuito de criar uma prova neuropsicológica com todas as características das tradicionais provas de papel e lápis, com o acréscimo de vantagens que as novas tecnologias lhe podem trazer. Desta forma, desenvolveu-se um ambiente virtual com um propósito avaliativo, semelhante ao da prova em papel Trail Making Test e posteriormente ao seu desenvolvimento elaborou-se uma aplicação que foi testada em dois grupos. Compostas por um total de 47 elementos, estas amostras abrangeram população com e sem diagnóstico de problemas de alcoolismo (Síndrome de Dependência Alcoólica), que foram submetidas à execução das provas Cozinha Virtual e Trail Making Test. Os dados daí resultantes comprovam a capacidade desta prova avaliar os défices cognitivos ao nível da flexibilidade cognitiva, da capacidade de sequenciação, de procura visual, velocidade motora e capacidades atencionais e confirmam também a sua correlação com a prova que lhe deu origem.

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This Policy Contribution assesses the broad obstacles hampering ICT-led growth in Europe and identifies the main areas in which policy could unlock the greatest value. We review estimates of the value that could be generated through take-up of various technologies and carry out a broad matching with policy areas. According to the literature survey and the collected estimates, the areas in which the right policies could unlock the greatest ICT-led growth are product and labour market regulations and the European Single Market. These areas should be reformed to make European markets more flexible and competitive. This would promote wider adoption of modern data-driven organisational and management practices thereby helping to close the productivity gap between the United States and the European Union. Gains could also be made in the areas of privacy, data security, intellectual property and liability pertaining to the digital economy, especially cloud computing, and next generation network infrastructure investment. Standardisation and spectrum allocation issues are found to be important, though to a lesser degree. Strong complementarities between the analysed technologies suggest, however, that policymakers need to deal with all of the identified obstacles in order to fully realise the potential of ICT to spur long-term growth beyond the partial gains that we report.

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This paper investigates the use of really simple syndication (RSS) to dynamically change virtual environments. The case study presented here uses meteorological data downloaded from the Internet in the form of an RSS feed, this data is used to simulate current weather patterns in a virtual environment. The downloaded data is aggregated and interpreted in conjunction with a configuration file, used to associate relevant weather information to the rendering engine. The engine is able to animate a wide range of basic weather patterns. Virtual reality is a way of immersing a user into a different environment, the amount of immersion the user experiences is important. Collaborative virtual reality will benefit from this work by gaining a simple way to incorporate up-to-date RSS feed data into any environment scenario. Instead of simulating weather conditions in training scenarios, actual weather conditions can be incorporated, improving the scenario and immersion.

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This paper addresses the crucial problem of wayfinding assistance in the Virtual Environments (VEs). A number of navigation aids such as maps, agents, trails and acoustic landmarks are available to support the user for navigation in VEs, however it is evident that most of the aids are visually dominated. This work-in-progress describes a sound based approach that intends to assist the task of 'route decision' during navigation in a VE using music. Furthermore, with use of musical sounds it aims to reduce the cognitive load associated with other visually as well as physically dominated tasks. To achieve these goals, the approach exploits the benefits provided by music to ease and enhance the task of wayfinding, whilst making the user experience in the VE smooth and enjoyable.

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As Virtual Reality pushes the boundaries of the human computer interface new ways of interaction are emerging. One such technology is the integration of haptic interfaces (force-feedback devices) into virtual environments. This modality offers an improved sense of immersion to that achieved when relying only on audio and visual modalities. The paper introduces some of the technical obstacles such as latency and network traffic that need to be overcome for maintaining a high degree of immersion during haptic tasks. The paper describes the advantages of integrating haptic feedback into systems, and presents some of the technical issues inherent in a networked haptic virtual environment. A generic control interface has been developed to seamlessly mesh with existing networked VR development libraries.

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Virtual Reality (VR) has been used in a variety of forms to assist in the treatment of a wide range of psychological illness. VR can also fulfil the need that psychologists have for safe environments in which to conduct experiments. Currently the main barrier against using this technology is the complexity in developing applications. This paper presents two different co-operative psychological applications which have been developed using a single framework. These applications require different levels of co-operation between the users and clients, ranging from full psychologist involvement to their minimal intervention. This paper will also discuss our approach to developing these different environments and our experiences to date in utilising these environments.

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It is reported in the literature that distances from the observer are underestimated more in virtual environments (VEs) than in physical world conditions. On the other hand estimation of size in VEs is quite accurate and follows a size-constancy law when rich cues are present. This study investigates how estimation of distance in a CAVETM environment is affected by poor and rich cue conditions, subject experience, and environmental learning when the position of the objects is estimated using an experimental paradigm that exploits size constancy. A group of 18 healthy participants was asked to move a virtual sphere controlled using the wand joystick to the position where they thought a previously-displayed virtual cube (stimulus) had appeared. Real-size physical models of the virtual objects were also presented to the participants as a reference of real physical distance during the trials. An accurate estimation of distance implied that the participants assessed the relative size of sphere and cube correctly. The cube appeared at depths between 0.6 m and 3 m, measured along the depth direction of the CAVE. The task was carried out in two environments: a poor cue one with limited background cues, and a rich cue one with textured background surfaces. It was found that distances were underestimated in both poor and rich cue conditions, with greater underestimation in the poor cue environment. The analysis also indicated that factors such as subject experience and environmental learning were not influential. However, least square fitting of Stevens’ power law indicated a high degree of accuracy during the estimation of object locations. This accuracy was higher than in other studies which were not based on a size-estimation paradigm. Thus as indirect result, this study appears to show that accuracy when estimating egocentric distances may be increased using an experimental method that provides information on the relative size of the objects used.

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Retinal blurring resulting from the human eye's depth of focus has been shown to assist visual perception. Infinite focal depth within stereoscopically displayed virtual environments may cause undesirable effects, for instance, objects positioned at a distance in front of or behind the observer's fixation point will be perceived in sharp focus with large disparities thereby causing diplopia. Although published research on incorporation of synthetically generated Depth of Field (DoF) suggests that this might act as an enhancement to perceived image quality, no quantitative testimonies of perceptional performance gains exist. This may be due to the difficulty of dynamic generation of synthetic DoF where focal distance is actively linked to fixation distance. In this paper, such a system is described. A desktop stereographic display is used to project a virtual scene in which synthetically generated DoF is actively controlled from vergence-derived distance. A performance evaluation experiment on this system which involved subjects carrying out observations in a spatially complex virtual environment was undertaken. The virtual environment consisted of components interconnected by pipes on a distractive background. The subject was tasked with making an observation based on the connectivity of the components. The effects of focal depth variation in static and actively controlled focal distance conditions were investigated. The results and analysis are presented which show that performance gains may be achieved by addition of synthetic DoF. The merits of the application of synthetic DoF are discussed.