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3996 Uppsatser om Collaborative Virtual Environment - Sida 2 av 267

A Collaborative VolumeViewer

This study has been carried out as a part of the EC funded project, SMARTDOC IST-2000-28137, with the objective of developing application components that provide highly interactive visualization and collaboration functionalities. The low-level components from the graphics library AVS OpenViz 2.0 are used as the development basis. The application components can be inserted into electronic documents that allow embedded controls such as web documents or Microsoft Word or PowerPoint documents. Instead of displaying results as static images, a SMARTDOC component provides the ability to visualize data and interact with it inside the document. Although the principal goal of the SMARTDOC project is to create components in a number of different application domains this study concentrates on developing a medical imaging application component in collaboration with the project partners AETmed and professor Alan Jackson at the University of Manchester.

Projektledning i virtuella teams - Förtroende, gemensam förståelse och groupwares

Virtual teams are teams where team members don?t sit and work in the same place, they canwork in different countries, cities and buildings. It?s not the distance between team members that defines a virtual team, it's the extent to which the team is dependent on information technology to communicate and carry out a task. Virtual teams is becoming more common in organizations, to use virtual teams organizations can reduced time and travel costs and create a larger knowledgebase.A project manager for virtual teams faces many challenges, they have to build trust with and among team members they rarely or never meet, create a common understanding of project objectives and manage the challenges that culture and information technology creates.

Smarta receptförslag : algoritmutvärdering och implementationsförslag

I den här rapporten utvärderas ett antal olika collaborative filtering algoritmer för att ta reda på vilken av dess som lämpar sig bäst för att implementera åt PlanEatSmile i en PHP/MySQL-miljö. Målet är att hitta en algoritm som klarar av att skapa rekommendationer i realtid och med hög precision. Därtill är det viktigt att algoritmen ska kunna skapa rekommendationer åt nya användare (cold-start-problemet) samt att algoritmen ska skala väl när sajten växer.De algoritmer som undersöks är user-based collaborative filtering, item-based collaborative filtering och tendencies collaborative filtering. Samtliga algoritmer undersöks i två versioner. En version som utgår ifrån receptbetyget och en version som omvandlar receptbetygen till  ingrediensbetyg.Algoritmerna testas på data insamlat genom en enkät för att avgöra deras precision.

Collaborative Filtering för att välja spelnivåer

Fler och fler spel öppnas upp för användargenererat innehåll, vilket ofta resulterar i större mängder material än vad en ensam spelare kan utnyttja. Den unika spelare vill ta del av det som passar just dennes smak.Studien genomfördes med designforskning som metodval och med hjälp av denna metod skapades en artefakt. Med hjälp av den utvecklade artefakten, ett plattformspel som är både enkelt att förstå och spela, kunde en datamängd samlas in ifrån olika spelare. Data byggdes upp av att användarna efter varje slutförd nivå, explicit fick lämna sitt betyg på nivån i en skala mellan 1 och 5.Genom att introducera collaborative filtering och där låta användarens tidigare betyg jämföras med övriga användare kan en predicering av kommande betyg ges. Vid jämförelser av olika collaborative filtering-algoritmer kunde den mest lämpliga upptäckas och senare även användas.Resultaten visar att mer precisa uppskattningar av kommande betyg kan göras av collaborative filteringen än genom att använda nivåns medelbetyg och resultaten leder därför till slutsatsen att collaborative filtering kan ge skräddarsydda spelupplevelser för en unik användare och således förhöja dennes spelupplevelse..

Social bokmärkeshantering på webben ? en översikt över webbplatser med användardefinierad taggning

The aim of this thesis is to examine collaborative tagging as a potential asset to libraries by a review of 10 social bookmarking sites and their features, and a discussion of these features? possible use when the environment changes from the web to a library. Previous research on collaborative tagging is presented, as well as overviews of social bookmarking, folksonomies and the concept of Web 2.0 and Library 2.0. The study itself is presented as a walkthrough of common features and how they work, followed by a schematic overview of which sites have which features. Finally each site is presented in a more detailed manner.

SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...

Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..

En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel

In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment.

Virtuella vävnadsobjekt för medicinska träningsapplikationer

This Master thesis discusses the development of a virtual human soft tissue object for use in exercise applications of various medical procedures.The soft tissue object to be developed shall look like, feel like and behave as living human tissue. It shall give the user a realistic feeling of weight, softness and roughness, and shall behave in a correct way for exercise purposes. The soft tissue model is to be used in a three dimensional stereo graphic environment with haptic feedback. A prototype for practicing the procedure of inserting a catheter is built. The prototype is used to evaluate the potential of the virtual environment for medical exercise applications, and to assess the realism and usability of the soft tissue object.

Metodik för utmattningsberäkning av svets i vibrationsmiljö

In this work, a method was developed and evaluated for calculating the life of welds under the influence of fatigue loads from a vibration environment. Typically, a shaker table is used for testing a component against vibration loads. The shaker table creates a vibration environment that is defined in the frequency domain by a power spectrum.Similarly, a virtual vibration table can be used to calculate the same type of load environment, which can then be used to calculate the expected lifetime. The benefit of this method is that it can be used in design, as well as in simulation of tests before physical verification tests are carried out.Today there are methods for calculating fatigue life of non-welded base material, but since many components contain welded joints, there is a need to apply this method to those types as well. To achieve this, the thesis combines two different areas, which together provide a method for fatigue assessment of welds using a virtual shaker table.The methodology is carried out by modeling the component, and its welded joints, in a finite element program.

Skrivsamarbete och produktion av elektroniska dokument i studiesammanhang

This thesis paper presents experiences and views on collaborative writing from interviews with university students. Analysis of these interviews, focusing on problems with coordination and technological tools,  shows that problems to some extent can be avoided with knowledge of the tools used and knowledge of coordination..

Avatarens många skepnader : En digital representation för bättre självkänsla

Avatarer är vanligt förekommande i datorspel och används för nöjes skull men avatarer används även i seriösa spel. Rapporten undersöker hur en persons självkänsla och body image kan stärkas med hjälp av en avatar och vilka egenskaper avataren behöver ha. Undersökningen genomförs som en litteraturstudie. Slutsatsen är att det troligen går att skapa en avatar för detta ändamål, men att det är många aspekter att ta hänsyn till och att det inte är helt självklart vilka val som behöver göras. Viktigt verkar dock att användaren själv får välja sin avatar, att till exempel typen av klädsel påverkar liksom avatarens längd.

Working with spontaneous communication : A workplace study on the use of technical tools and social praxis in the collaborative work at two smaller design-companies.

This paper presents the results of a workplace study of two smaller companies in the design industry. The core issue has been to investigate the companies use of technical tools and to what extent social praxis influence the daily work. The methods used are based on a qualitative analysis of interviews and observations. Various kind of work procedures, such as verbal and computerized, have been identified, but the most important occurrence was how spontaneous conversations between employees required certain flexibility, since the actors repeatedly were required to change focus and quickly perceive different information. For that reason, a thesis has been defined regarding how the use of spontaneous communication put an indirect need of a flexible working environment and also how this lead to more significant participation and exchange of information, as well as more awareness at the companies..

Implementering av ISOBUS Virtual Terminal på fordonsdatorn CCP XS

Modern agriculture equipment are more computer based today, and many equipments use a terminal in the tractor where the driver have the opportunity to make adjustments to the equipment. This is the reason why ISO developed a new standard called ISOBUS. It is a communication standard based on CAN specially adapted for griculture equipments. The purpose of the standard is that it should be ossible to equip a tractor with a standard terminal called Virtual Terminal that can be used to control the equipment. The use of the terminal should be independent of the manufacturer of the tractor as well as of the equipment.The purpose of this report is to ?nd a solution of how to use CC Systems on-board computer, CCP XS, as a Virtual Terminal.

En färgglad studie om spelarbeteenden

This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected..

Kommunikationen mellan barn och bibliotekarie ? jämförelse mellan referenssamtal på fysiska och virtuella bibliotek.

The aim with this thesis is to investigate how librarians experience communication with children in reference interviews. In today?s interactive community it is meaningful to study how children communicate with the librarian in virtual reference interview as well as in ordinary reference interviews in physical libraries. Focus has been on finding out what children ask about and how they are asking in virtual reference interviews and in ordinary reference interviews, what type of information needs the children have. The study also focuses on which barriers there can be in reference interviews.

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