749 resultados para Virtual Reality,Cloud Gaming,Cloud Computing,Client-Server,Android,Unity,Multiutenza
Resumo:
With the increase in e-commerce and the digitisation of design data and information,the construction sector has become reliant upon IT infrastructure and systems. The design and production process is more complex, more interconnected, and reliant upon greater information mobility, with seamless exchange of data and information in real time. Construction small and medium-sized enterprises (CSMEs), in particular,the speciality contractors, can effectively utilise cost-effective collaboration-enabling technologies, such as cloud computing, to help in the effective transfer of information and data to improve productivity. The system dynamics (SD) approach offers a perspective and tools to enable a better understanding of the dynamics of complex systems. This research focuses upon system dynamics methodology as a modelling and analysis tool in order to understand and identify the key drivers in the absorption of cloud computing for CSMEs. The aim of this paper is to determine how the use of system dynamics (SD) can improve the management of information flow through collaborative technologies leading to improved productivity. The data supporting the use of system dynamics was obtained through a pilot study consisting of questionnaires and interviews from five CSMEs in the UK house-building sector.
Resumo:
This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schön’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within the CAVE, activities accounting for, or exploring alternatives within the design for the use and users of the space, and more strategic interactions around how to best represent the design and model to the client within the CAVE setting. The analysis also reveals some unique aspects of design work in this environment. Perhaps most significantly, rather than enhancing or adding to an existing understanding of design through paper based or non-immersive digital representations, it is often acting to challenge or surprise the participants as they experience the immersive, full scale version of their own design.
Resumo:
Användning av molntjänster har gjort forensiska undersökningar mer komplicerade. Däremot finns det goda förutsättningar om molnleverantörerna skapar tjänster för att få ut all information. Det skulle göra det enklare och mer tillförlitligt. Informationen som ska tas ut från molntjänsterna är svår att få ut på ett korrekt sätt. Undersökningen görs inte på en skrivskyddad kopia, utan i en miljö som riskerar att förändras. Det är då möjligt att ändringar görs under tiden datan hämtas ut, vilket inte alltid syns. Det går heller inte att jämföra skillnaderna genom att ta hashsummor på filerna som görs vid forensiska undersökningar av datorer. Därför är det viktigt att dokumentera hur informationen har tagits ut, helst genom att filma datorskärmen under tiden informationen tas ut. Informationen finns sparad på flera platser då molntjänsterna Office 365 och Google Apps används, både i molnet och på den eller de datorer som har använts för att ansluta till molntjänsten. Webbläsare sparar mycket information om vad som har gjorts. Därför är det viktigt att det går att ta reda på vilka datorer som har använts för att ansluta sig till molntjänsten, vilket idag inte möjligt. Om det är möjligt att undersöka de datorer som använts kan bevis som inte finns kvar i molnet hittas. Det bästa ur forensisk synvinkel skulle vara om leverantörerna av molntjänster erbjöd en tjänst som hämtar ut all data som rör en användare, inklusive alla relevanta loggar. Då skulle det ske på ett mycket säkrare sätt, då det inte skulle gå att ändra informationen under tiden den hämtas ut.
Resumo:
Cloud computing innebär att datorkraft och IT-resurser i form av servrar, lagring och lokala nätverk görs tillgängliga via internet, cloud computing har ökat snabbt i användning de senaste åren. Möjligheterna med molntjänster har lett till nya utmaningar avseende tillit till molntjänster genom att öppna för helt nya förhållanden mellan leverantör och kund. I dagsläget så är tillit till molntjänsterna ett stort problem för kunder såsom mikroföretag samt små och medelstora företag. Vårt examensarbete syftar till att beskriva mikroföretags samt små och medelstora företags tillit och misstro till molntjänster, samt identifiera vilka kriterier som bidrar till detta. Resultatet visar att det är svårt att tydligt definiera tillit och misstro hos företag, då deras situationer och verksamheter skiljer sig. Tack vare vår litteraturstudie i kombination med våra intervjuer har vi skapat oss en bra bild av vilka kriterier som bidrar med tillit och misstro till molntjänster. Baserat på vårt arbete har vi sammanställt en konceptuell modell som beskriver tillit och misstro till molntjänster.
Resumo:
Molntjänster har blivit ett intressant fenomen i IT-världen. Molntjänster har skapat möjligheter för företag och individer att effektivisera sin verksamhet för en minimal avgift istället för att driftsätta egna servrar. Detta blir möjligt genom att erbjuda flera olika tjänster på varierande distributionsmodeller. Till följd av detta fenomen förekommer serviceförfrågningar av molntjänster kontinuerligt bland svenska privata företag och myndigheter. De privata företagen har ingen skyldighet att följa lagar som begränsar dem från att använda molntjänster, i motsats till krisberedskapsmyndigheterna och deras utvecklings- och testverksamhet. Detta examensarbete kommer fokusera på att analysera de möjligheter som finns för svenska krisberedskapsmyndigheters och deras utvecklings- och testverksamheter att använda molntjänster Examensarbetet genomfördes som en kvalitativ studie med hjälp av intervjuer och litteraturstudier som datainsamlingsmetoder. Intervjuerna genomfördes på anställda i en krisberedskapsmyndighet för att ge en bild av hur dessa anställda med varierande befattningar tolkar molntjänster samt dess för- och nackdelar. Litteraturstudien användes för att spegla andra nationers synpunkter på molntjänster i myndigheter, samt vilka svenska lagar och regelverk som kan förhindra molntjänster i en krisberedskapsmyndighet. Resultatet av examensarbetet visade att det existerar möjligheter för användning av molntjänster i en krisberedskapsmyndighet. Detta görs möjligt genom att analysera informationen som skall distribueras på en molntjänst.
Resumo:
A evolução constante da tecnologia está impulsionando a educação para novos rumos, enfatizando a utilização de novas ferramentas, propiciando uma evolução no processo de ensino/aprendizagem. A Realidade Virtual terá e já está tendo um papel definitivo nessa evolução. A presente dissertação visa contribuir para o entendimento das percepções dos estudantes da cidade de Curitiba sobre o uso dos computadores na educação. Para investigar e interpretar tais percepções foram consideradas as principais características das Geração Boomer e Geração Y e os alicerces básicos necessários para a utilização dos conceitos de Realidade Virtual, Educação a Distância, Era Digital, seus efeitos e sua possível aplicação na educação, de modo a permitir que o estudante descubra, explore e construa o seu próprio conhecimento. Buscou-se ainda identificar se as interpretações sobre a tecnologia de Realidade Virtual são convergentes ou divergentes entre os estudantes. Para atingir os objetivos propostos, a coleta de dados se deu a partir da aplicação de questionários estruturados a estudantes do ensino fundamental, médio e superior, matriculados no ano letivo de 2009. A análise dos dados revelou haver uma convergência unânime entre as respostas dos entrevistados e os objetivos da pesquisa.
Resumo:
In the recovering process of oil, rock heterogeneity has a huge impact on how fluids move in the field, defining how much oil can be recovered. In order to study this variability, percolation theory, which describes phenomena involving geometry and connectivity are the bases, is a very useful model. Result of percolation is tridimensional data and have no physical meaning until visualized in form of images or animations. Although a lot of powerful and sophisticated visualization tools have been developed, they focus on generation of planar 2D images. In order to interpret data as they would be in the real world, virtual reality techniques using stereo images could be used. In this work we propose an interactive and helpful tool, named ZSweepVR, based on virtual reality techniques that allows a better comprehension of volumetric data generated by simulation of dynamic percolation. The developed system has the ability to render images using two different techniques: surface rendering and volume rendering. Surface rendering is accomplished by OpenGL directives and volume rendering is accomplished by the Zsweep direct volume rendering engine. In the case of volumetric rendering, we implemented an algorithm to generate stereo images. We also propose enhancements in the original percolation algorithm in order to get a better performance. We applied our developed tools to a mature field database, obtaining satisfactory results. The use of stereoscopic and volumetric images brought valuable contributions for the interpretation and clustering formation analysis in percolation, what certainly could lead to better decisions about the exploration and recovery process in oil fields
Resumo:
Currently there is still a high demand for quality control in manufacturing processes of mechanical parts. This keeps alive the need for the inspection activity of final products ranging from dimensional analysis to chemical composition of products. Usually this task may be done through various nondestructive and destructive methods that ensure the integrity of the parts. The result generated by these modern inspection tools ends up not being able to geometrically define the real damage and, therefore, cannot be properly displayed on a computing environment screen. Virtual 3D visualization may help identify damage that would hardly be detected by any other methods. One may find some commercial softwares that seek to address the stages of a design and simulation of mechanical parts in order to predict possible damages trying to diminish potential undesirable events. However, the challenge of developing softwares capable of integrating the various design activities, product inspection, results of non-destructive testing as well as the simulation of damage still needs the attention of researchers. This was the motivation to conduct a methodological study for implementation of a versatile CAD/CAE computer kernel capable of helping programmers in developing softwares applied to the activities of design and simulation of mechanics parts under stress. In this research it is presented interesting results obtained from the use of the developed kernel showing that it was successfully applied to case studies of design including parts presenting specific geometries, namely: mechanical prostheses, heat exchangers and piping of oil and gas. Finally, the conclusions regarding the experience of merging CAD and CAE theories to develop the kernel, so as to result in a tool adaptable to various applications of the metalworking industry are presented
Desempenho motor de pacientes com acidente vascular cerebral em um jogo baseado em realidade virtual
Resumo:
The Cerebral Vascular Accident (CVA) is the leading cause of motor disability in adults and elderly and that is why it still needs effective interventions that contribute to motor recovery. Objective: This study was aimed to evaluate the performance of stroke patients in chronic stage using a virtual reality game. Method: 20 patients (10 with injury to the left and 10 to the right side), right-handed, average age 50.6 ± 9.2 years, and 20 healthy subjects with average age of 50.9 ± 8.8, also right-handed participated. The patients had a motor (Fugl-Meyer) and muscle tone assessment (Ashworth). All participants made a kinematic evaluation of the drinking water activity and then underwent training with the table tennis game on XBOX 360 Kinect®, 2 sets of 10 attempts for 45 seconds, 15 minutes rest between sets, giving a total of 30 minutes session. After training the subjects underwent another kinematic evaluation. The patients trained with the right and left hemiparect upper limb and the healthy ones with the right and left upper limb. Data were analyzed by ANOVA, t Student test and Pearson correlation. Results: There was significant difference in the number of hits between the patients and healthy groups, in which patients had a lower performance in all the attempts (p = 0.008), this performance was related to a higher level of spasticity (r = - 0.44, p = 0.04) and greater motor impairment (r = 0.59, p = 0.001). After training, patients with left hemiparesis had improved shoulder and elbow angles during the activity of drinking water, approaching the pattern of motion of the left arm of healthy subjects (p < 0.05), especially when returning the glass to the table, and patients with right hemiparesis did not obtain improved pattern of movement (p > 0.05). Conclusion: The stroke patients improved their performance over the game attempts, however, only patients with left hemiparesis were able to increase the angle of the shoulder and elbow during the functional activity execution, better responding to virtual reality game, which should be taken into consideration in motor rehabilitation
Resumo:
The association of Virtual Reality (VR) to clinical practice has become common in the recent years, showing to be an additional tool on health care, especially for elderly. Its use has been related to higher therapeutic adhesion levels and well being sensation. Such emotional based aspects are often observed by subjective tools of relative validity. This study analyzed the immediate effects of varied VR contexts balance training over emotional behavior, which was observed under peaks of maximum expression of EEG waves. Methodology: 40 individuals, divided in two groups, both gender, 20 young and 20 elderly, were submitted to a 60 minutes intervention, including balance training under VR. The first 25 minutes referred to initial evaluation, general orientation and cognitive assessment by the use of Mini Mental. The next ten minutes were designated to the avatar creation and tutorial video presentation. Through the following 20 minutes, the individuals from both groups were exposed to the exact same sequence of games under virtual contexts, while submitted to electroencephalography by Emotiv EPOC® focusing Adhesion, Frustration and Meditation states. The virtual interface was provided by the Nintendo® game, Wii Fit Plus, with the scenarios Balance Bubble (1), Penguin (2), Soccer (3), Tight Rope (4) and Table Tilt (5). Finally, a questionnaire of personal impressions was applied on the 5 minutes left. Results: data collected showed 64,7% of individuals from both groups presented higher concentration of adhesion peaks on Balance Bubble game. Both groups also presented similar behavior regarding meditation state, with marks close to 40%, each, on the same game, Table Tilt. There was divergence related to the frustration state, being the maximum concentration for the young group on the Soccer game (29,3%), whilst the elderly group referred highest marks to Tight Rope game (35,2%). Conclusion: Findings suggest virtual contexts can be favorable to adhesion and meditation emotional patterns induction, regardless age and for both sexes, whilst frustration seems to be more related to cognitive motor affordance, likely to be influenced by age. This information is relevant and contributes to the orientation for the best choice of games applied in clinical practice, as for other studies regarding this topic
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In this paper we present the methodological procedures involved in the digital imaging in mesoscale of a block of travertines rock of quaternary age, originating from the city of Acquasanta, located in the Apennines, Italy. This rocky block, called T-Block, was stored in the courtyard of the Laboratório Experimental Petróleo "Kelsen Valente" (LabPetro), of Universidade Estadual de Campinas (UNICAMP), so that from it were performed Scientific studies, mainly for research groups universities and research centers working in brazilian areas of reservoir characterization and 3D digital imaging. The purpose of this work is the development of a Model Solid Digital, from the use of non-invasive techniques of digital 3D imaging of internal and external surfaces of the T-Block. For the imaging of the external surfaces technology has been used LIDAR (Light Detection and Range) and the imaging surface Interior was done using Ground Penetrating Radar (GPR), moreover, profiles were obtained with a Gamma Ray Gamae-spectômetro laptop. The goal of 3D digital imaging involved the identification and parameterization of surface geological and sedimentary facies that could represent heterogeneities depositional mesoscale, based on study of a block rocky with dimensions of approximately 1.60 m x 1.60 m x 2.70 m. The data acquired by means of terrestrial laser scanner made available georeferenced spatial information of the surface of the block (X, Y, Z), and varying the intensity values of the return laser beam and high resolution RGB data (3 mm x 3 mm), total points acquired 28,505,106. This information was used as an aid in the interpretation of radargrams and are ready to be displayed in rooms virtual reality. With the GPR was obtained 15 profiles of 2.3 m and 2 3D grids, each with 24 sections horizontal of 1.3 and 14 m vertical sections of 2.3 m, both the Antenna 900 MHz to about 2600 MHz antenna. Finally, the use of GPR associated with Laser Scanner enabled the identification and 3D mapping of 3 different radarfácies which were correlated with three sedimentary facies as had been defined at the outset. The 6 profiles showed gamma a low amplitude variation in the values of radioactivity. This is likely due to the fact of the sedimentary layers profiled have the same mineralogical composition, being composed by carbonate sediments, with no clay in siliciclastic pellitic layers or other mineral carrier elements radioactive