987 resultados para virtualizzazione, reti, virtual networking, sistemi operativi


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This paper presents a unique environment whose features are able to satisfy requirements for both virtual maintenance and virtual manufacturing through the conception of original virtual reality (VR) architecture. Virtual Reality for the Maintainability and Assemblability Tests (VR_MATE) encompasses VR hardware and software and a simulation manager which allows customisation of the architecture itself as well as interfacing with a wide range of devices employed in the simulations. Two case studies are presented to illustrate VR_MATE's unique ability to allow for both maintainability tests and assembly analysis of an aircraft carriage and a railway coach cooling system respectively. The key impact of this research is the demonstration of the potentialities of using VR techniques in industry and its multiple applications despite the subjective character within the simulation. VR_MATE has been presented as a framework to support the strategic and operative objectives of companies to reduce product development time and costs whilst maintaining product quality for applications which would be too expensive to simulate and evaluate in the real world.

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The recent drive towards timely multiple product realizations has caused most Manufacturing Enterprises (MEs) to develop more flexible assembly lines supported by better manufacturing design and planning. The aim of this work is to develop a methodology which will support feasibility analyses of assembly tasks, in order to simulate either a manufacturing process or a single work-cell in which digital human models act. The methodology has been applied in a case study relating to a railway industry. Simulations were applied to help standardize the methodology and suggest new solutions for realizing ergonomic and efficient assembly processes in the railway industry.

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Research in the field of sports performance is constantly developing new technology to help extract meaningful data to aid in understanding in a multitude of areas such as improving technical or motor performance. Video playback has previously been extensively used for exploring anticipatory behaviour. However, when using such systems, perception is not active. This loses key information that only emerges from the dynamics of the action unfolding over time and the active perception of the observer. Virtual reality (VR) may be used to overcome such issues. This paper presents the architecture and initial implementation of a novel VR cricket simulator, utilising state of the art motion capture technology (21 Vicon cameras capturing kinematic profile of elite bowlers) and emerging VR technology (Intersense IS-900 tracking combined with Qualisys Motion capture cameras with visual display via Sony Head Mounted Display HMZ-T1), applied in a cricket scenario to examine varying components of decision and action for cricket batters. This provided an experience with a high level of presence allowing for a real-time egocentric view-point to be presented to participants. Cyclical user-testing was carried out, utilisng both qualitative and quantitative approaches, with users reporting a positive experience in use of the system.

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A evolução do fluxo de informação e os potenciais da comunicação entre pessoas têm-se revelado deveras importante para o sucesso de diferentes organizações. A escola, enquanto organização social, apresenta uma complexidade natural própria a que se juntam todas as valências de ordem educativa, curricular e pedagógica. Tanto no âmbito educativo como organizacional, as Tecnologias de Informação e Comunicação (TIC) têm vindo a assumir um papel cada vez mais influente e imprescindível. Baseado numa metodologia de trabalho participativo e colaborativo, a construção de “palcos virtuais” resulta de uma análise de requisitos funcionais. Deste modo elabora-se um diagnóstico das necessidades de informação pela replicação das práticas diárias que podem ser quer suportadas, quer melhoradas por esta nova solução, fazendo-se um aproveitamento dos recursos físicos e humanos existentes nas escolas. A partir da iniciativa individual de um professor do grupo de informática da ESEN (Escola Secundária de Emídio Navarro – Viseu), teve início em 1999 o projecto ESEN-Net, como uma proposta de metodologia genérica para a construção de soluções baseadas em intranets para a gestão pedagógica de escolas do ensino secundário. O objectivo central deste trabalho é estudar uma comunidade que desenvolve um projecto de integração das TIC numa escola secundária, no sentido de proporcionar elementos que possam servir como contributos para melhorar a sua organização e, eventualmente, como referência para o desenvolvimento de projectos idênticos noutras escolas. A recolha de dados demonstra que a integração da TIC e o palco virtual ESEN-net veio transformar as práticas diárias na comunidade educativa através da utilização das redes telemáticas como instrumentos de ensino-aprendizagem. As TIC e o palco virtual ESEN-net vieram trazer benefícios à comunidade escolar, facilitando assim a criação e partilha de informação e contribuindo para a criação e desenvolvimento de uma comunidade virtual, onde a construção do saber pode ser feita de uma forma activa e partilhada.

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A difusão das tecnologias da informação e comunicação fomenta mudanças qualitativas nas práticas pedagógicas, proporcionando a criação de comunidades de aprendizagem entre aprendentes de diferentes pontos do mundo. Tendo como referência a pedagogia crítica para a emancipação (Freire, 1997; Giroux, 1997), este estudo analisou de que forma aprendentes de diferentes proveniências linguístico-culturais desenvolvem a sua consciência cultural crítica (Byram, 1997), quando colocados em situação de trabalho colaborativo on-line, formando uma comunidade de aprendizagem, através do recurso a uma plataforma especialmente concebida para o efeito, a 2ndschool.eu, na qual foram levados a desenvolver um trabalho de natureza interdisciplinar. Pretendíamos que esta plataforma fomentasse questionamentos por parte dos seus membros. Como tal, integrámos diferentes instrumentos de comunicação eletrónica (chat, fóruns e e-mail), através dos quais se promoveu a interação entre os participantes no projeto, alunos e professores (de diversas áreas disciplinares) do Ensino Secundário belga, búlgaro, grego, polaco, português e sueco, com vista à realização de uma tarefa comum: a edição de um trabalho de projeto de análise crítica de reportagens, artigos de opinião e fotos de jornais acerca de tópicos da atualidade nacional e/ou internacional. Tivemos em conta uma metodologia de investigação mais orientada para o estudo de caso e análise do discurso. Para tal, recorremos a dois tipos de instrumentos de recolha de dados: as impressões das discussões estabelecidas através de chat, fóruns, blogs e wikis e os resultados de três questionários sobre o perfil sociolinguístico e cultural dos participantes, a avaliação da plataforma virtual e o inventário de estratégias mais eficazes na negociação de saberes estabelecida. Concluímos que os alunos (re)constroem saberes, pois revelam representações que têm acerca de situações-problema, refletem acerca das mesmas e, posteriormente, disseminam ativamente pontos de vista críticos através de ferramentas Web 2.0, como forma de as resolver. Enquanto verdadeiros pronetários, foram capazes de recorrer a estratégias de comunicação que fomentam a busca de entendimento com o Outro, num caminho oscilante entre o concordar e o discordar, entre o ajudar e o solicitar ajuda, entre o opinar e o escutar, entre o avaliar e o ser avaliado e entre o corrigir e o ser corrigido. Identificámos como principais limitações do nosso estudo a dificuldade de análise das práticas interdisciplinares dos interlocutores internacionais, a desmotivação de alguns aprendentes nas tarefas e ainda o reduzido recurso ao videochat, pelo desconforto no seu uso. Por isso, consideramos que futuras investigações deverão debruçar-se nestas questões.

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Esta tese analisa o papel desempenhado pelos geoparques e pelo geoturismo para a sustentabilidade socio-económica e sociocultural das áreas rurais e de que forma estes contribuem para o turismo sustentável. Para esse efeito, o estudo é baseado numa extensa revisão da literatura sobre geoparques, geoturismo e turismo sustentável, bem como a atividade em rede e inovação aplicada aos geoparques registados na Rede Global de Geoparques. Com base na revisão da literatura, uma série de hipóteses são formuladas para serem depois testadas na parte empírica da tese. A população estudada constou dos geoparques registados na Rede Global de Geoparques (N = 64), em 2009, a nível internacional. O primeiro questionário investigou o papel dos geoparques no desenvolvimento rural e O segundo questionário analisou a atividade em rede entre geoparques e avaliar a taxa de conectividade da Rede Global de Geoparques e da Rede Europeia de Geoparques. A realização de entrevistas a nível local permitiram revelar os efeitos significativos e tangíveis da criação de geoparques no desenvolvimento local. Assim, foi selecionado o Qeshm Geopark (Irão) como estudo de caso, e as comunidades locais que vivem nas aldeias vizinhas do geoparque foram entrevistados. Os dados foram analisados através de softwares de apoio à análise quantitativa, qualitativa e de redes, tais como o SPSS, NVivo e Pajek, respetivamente. Este último foi utilizado para produzir uma imagem da rede de relacionamento social entre os geoparques entrevistados. Com base nesses resultados uma série de implicações são sugeridas, bem como algumas recomendações para futuras pesquisas. Para além disso, a fim de investigar o papel do estabelecimento do Qeshm Geopark para o desenvolvimento rural, o trabalho de campo envolveu ainda entrevistas face a face com as comunidades locais e três matrizes SWOT foram projetadas para uma melhor gestão dos geoparques. Utilizando ambas as abordagens qualitativa e quantitativa, esta tese visa contribuir para uma melhor compreensão do novo nicho de mercado que constitui o geoturismo, bem como dos novos destinos desenvolvidos em torno dos geoparque.

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Network virtualisation is seen as a promising approach to overcome the so-called “Internet impasse” and bring innovation back into the Internet, by allowing easier migration towards novel networking approaches as well as the coexistence of complementary network architectures on a shared infrastructure in a commercial context. Recently, the interest from the operators and mainstream industry in network virtualisation has grown quite significantly, as the potential benefits of virtualisation became clearer, both from an economical and an operational point of view. In the beginning, the concept has been mainly a research topic and has been materialized in small-scale testbeds and research network environments. This PhD Thesis aims to provide the network operator with a set of mechanisms and algorithms capable of managing and controlling virtual networks. To this end, we propose a framework that aims to allocate, monitor and control virtual resources in a centralized and efficient manner. In order to analyse the performance of the framework, we performed the implementation and evaluation on a small-scale testbed. To enable the operator to make an efficient allocation, in real-time, and on-demand, of virtual networks onto the substrate network, it is proposed a heuristic algorithm to perform the virtual network mapping. For the network operator to obtain the highest profit of the physical network, it is also proposed a mathematical formulation that aims to maximize the number of allocated virtual networks onto the physical network. Since the power consumption of the physical network is very significant in the operating costs, it is important to make the allocation of virtual networks in fewer physical resources and onto physical resources already active. To address this challenge, we propose a mathematical formulation that aims to minimize the energy consumption of the physical network without affecting the efficiency of the allocation of virtual networks. To minimize fragmentation of the physical network while increasing the revenue of the operator, it is extended the initial formulation to contemplate the re-optimization of previously mapped virtual networks, so that the operator has a better use of its physical infrastructure. It is also necessary to address the migration of virtual networks, either for reasons of load balancing or for reasons of imminent failure of physical resources, without affecting the proper functioning of the virtual network. To this end, we propose a method based on cloning techniques to perform the migration of virtual networks across the physical infrastructure, transparently, and without affecting the virtual network. In order to assess the resilience of virtual networks to physical network failures, while obtaining the optimal solution for the migration of virtual networks in case of imminent failure of physical resources, the mathematical formulation is extended to minimize the number of nodes migrated and the relocation of virtual links. In comparison with our optimization proposals, we found out that existing heuristics for mapping virtual networks have a poor performance. We also found that it is possible to minimize the energy consumption without penalizing the efficient allocation. By applying the re-optimization on the virtual networks, it has been shown that it is possible to obtain more free resources as well as having the physical resources better balanced. Finally, it was shown that virtual networks are quite resilient to failures on the physical network.

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Historical time and chronological sequence are usually conveyed to pupils via the presentation of semantic information on printed worksheets, events being rote-memorised according to date. We explored the use of virtual environments in which successive historical events were depicted as “places” in time–space, encountered sequentially in a fly-through. Testing was via “Which came first, X or Y?” questions and picture-ordering. University undergraduates experiencing the history of an imaginary planet performed better after a VE than after viewing a “washing line” of sequential images, or captions alone, especially for items in intermediate list positions. However, secondary children 11–14 years remembered no more about successive events in feudal England when they were presented virtually compared with either paper picture or 2-D computer graphic conditions. Primary children 7–9 years learned more about historical sequence after studying a series of paper images, compared with either VE or computer graphic conditions, remembering more in early/intermediate list positions. Reasons for the discrepant results are discussed and future possible uses of VEs in the teaching of chronology assessed. Keywords: timeline, chronographics

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Studies examined the potential use of Virtual Environments (VEs) in teaching historical chronology to 127 children of primary school age (8–9 years). The use of passive fly-through VEs had been found, in an earlier study, to be disadvantageous with this age group when tested for their subsequent ability to place displayed sequential events in correct chronological order. All VEs in the present studies included active challenge, previously shown to enhance learning in older participants. Primary school children in the UK (all frequent computer users) were tested using UK historical materials, but no significant effect was found between three conditions (Paper, PowerPoint and VE) with minimal pre-training. However, excellent (error free) learning occurred when children were allowed greater exploration prior to training in the VE. In Ukraine, with children having much less computer familiarity, training in a VE (depicting Ukrainian history) produced better learning compared to PowerPoint, but no better than in a Paper condition. The results confirmed the benefit of using challenge in a VE with primary age children, but only with adequate prior familiarisation with the medium. Familiarity may reduce working memory load and increase children’s spatial memory capacity for acquiring sequential temporal-spatial information from virtual displays. Keywords: timeline, chronographics

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Semi-autonomous avatars should be both realistic and believable. The goal is to learn from and reproduce the behaviours of the user-controlled input to enable semi-autonomous avatars to plausibly interact with their human-controlled counterparts. A powerful tool for embedding autonomous behaviour is learning by imitation. Hence, in this paper an ensemble of fuzzy inference systems cluster the user input data to identify natural groupings within the data to describe the users movement and actions in a more abstract way. Multiple clustering algorithms are investigated along with a neuro-fuzzy classifier; and an ensemble of fuzzy systems are evaluated.

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Just as readers feel immersed when the story line adheres to their experiences, users will more easily feel immersed in a virtual environment if the behavior of the characters in that environment adheres to their expectations, based on their lifelong observations in the real world. This paper introduces a framework that allows authors to establish natural, human-like behavior, physical interaction and emotional engagement of characters living in a virtual environment. Represented by realistic virtual characters, this framework allows people to feel immersed in an Internet based virtual world in which they can meet and share experiences in a natural way as they can meet and share experiences in real life. Rather than just being visualized in a 3D space, the virtual characters (autonomous agents as well as avatars representing users) in the immersive environment facilitate social interaction and multi-party collaboration, mixing virtual with real.