Search results for "virtu"

showing 10 items of 1987 documents

Multicenter Consistency Assessment of Valvular Flow Quantification With Automated Valve Tracking in 4D Flow CMR

2021

OBJECTIVES This study determined: 1) the interobserver agreement; 2) valvular flow variation; and 3) which variables independently predicted the variation of valvular flow quantification from 4-dimensional (4D) flow cardiac magnetic resonance (CMR) with automated retrospective valve tracking at multiple sites. BACKGROUND Automated retrospective valve tracking in 4D flow CMR allows consistent assessment of valvular flow through all intracardiac valves. However, due to the variance of CMR scanners and protocols, it remains uncertain if the published consistency holds for other clinical centers. METHODS Seven sites each retrospectively or prospectively selected 20 subjects who underwent whole …

automated retrospective valve trackingNetwork Functions VirtualizationMagnetic Resonance SpectroscopyIntraclass correlationRegurgitation (circulation)030204 cardiovascular system & hematologyIntracardiac injectionvalvular flow assessment regurgitation030218 nuclear medicine & medical imaging03 medical and health sciences0302 clinical medicineConsistency (statistics)Predictive Value of Tests3automated retrospective valve trackingHealthy volunteersMedicineHumansRadiology Nuclear Medicine and imagingcardiovascular diseaseswhole heart 4D flow CMRRetrospective Studiesbusiness.industryFlow quantificationcardiovascular systemCardiology and Cardiovascular MedicineCardiac magnetic resonanceNuclear medicinebusiness
researchProduct

The use of virtual reality to promote the practice of physical activity

2020

La práctica de la actividad física (AF) tiene indudables beneficios para la salud física y mental de las personas. Sin embargo, una gran parte de la población no cumple con los mínimos recomendados. Existen diferentes barreras hacia la práctica de la AF, entre las que se encuentran las interpersonales y la existencia de recursos prácticos y materiales como el tiempo y los recursos económicos. Además, existen otras barreras relacionadas con el yo (por ejemplo, la falta de confianza en las propias habilidades, los sentimientos de incomodidad durante la AF, la falta de motivación y la conciencia de sí mismo sobre el cuerpo y la apariencia física). La realidad virtual (RV) ha demostrado ser úti…

avatars:PSICOLOGÍA [UNESCO]physical activityvirtual realitypsychologyUNESCO::PSICOLOGÍA
researchProduct

Arm security alternatives

2019

Many real-world scenarios such as protecting DRM, online payments and usage in NFC payments in embedded devices require a trustworthy “trusted execution environment” (TEE) platform. The TEE should run on the ARM architecture. That is popular in embedded devices. Furthermore, past experience has proved that such TEE platform should be available in source code form. Without the source code 3rd parties and user cannot be conducted code review audit. Lack of review put doubt on the system as a trustworthy environment. The popular Android OS supports various TEE implementations. Each TEE OS implementation has its own unique way of deploying trusted applications(trustlets) and its own distinct fe…

avoin lähdekoodiverkkomaksaminenvirtualisointitrusted computingARM architectureTrustZonekyberturvallisuusvirtualization
researchProduct

Java virtuālās mašīnas vizualizācija

2018

Java virtuālā mašīna ir abstrakta skaitļošanas mašīna, kura ļauj palaist Java programmēšanas valodā rakstītas programmas jebkurā datorā. Bakalaura darba ietvaros uzmanība ir pievērsta Java virtuālās mašīnas vizualizācijai, t.i., tajā notiekošo procesu atspoguļošanai. Lai ilustrētu Java virtuālās mašīnas sastāvdaļas un to savstarpējo saistību, teorētiskā daļā ir apskatīta Java virtuālās mašīnas arhitektūra. Praktiskajā daļā autore deva ieskatu esošajās pieejās – kā pārbaudīt, atkļūdot un saprast kompilācijas rezultātā izveidoto baitkodu, kā arī sniedza veidu, kā vizualizēt drazu savācēja darbības Java programmas darbības laikā.

baitkodsDatorzinātnevizualizācijaJava virtuālā mašīnaJava
researchProduct

Cluny: de la gestion de données à la réalité augmentée

2007

Cluny III was the greatest abbey of the Christendom until the construction of Saint-Peters of Roma in the 17th century. Unfortunately, the Order of Cluny was broke up with the French revolution, and the church became a stone pit carry. Until 2010, for the commemoration of the Cluny foundation, a great restoration yard has begun. It is composed of two parts: Hézelon which is the restoration and development program for the patrimony of Cluny; and Gunzo, which is a research assembly on new image technologies, for knowledge and valorisation of the site. To facilitate the comprehension of this patrimony, and to allow the public to access its past, augmented reality features had been developed.

base de données[ SHS.HIST ] Humanities and Social Sciences/Historyrestitution numérique[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]maquette virtuelle[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]digital restorationdigitalization[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]augmented realityréalité virtuelle[SHS.HIST] Humanities and Social Sciences/Historyvirtual mock-upvirtual realityréalité augmentée[SHS.HIST]Humanities and Social Sciences/HistorydatabaseClunynumérisation
researchProduct

Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

2021

This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…

bepress|Arts and Humanities|Film and Media Studiesbepress|Arts and Humanities|Art and Design|Interdisciplinary Arts and Mediavideopelitbepress|Arts and Humanities|PhilosophyAmong Usbepress|Social and Behavioral Sciences|Communicationbepress|Social and Behavioral Sciences|Anthropology|Other Anthropologypelikulttuuribig-team sciencebepress|Arts and Humanities|Digital Humanitiesdigitaalinen kulttuuritutkimusmenetelmätCyberpunk 2077anthropologybepress|Social and Behavioral Sciences|Science and Technology Studiestutkimusryhmätvirtuaalimaailmabepress|Social and Behavioral Sciences|Anthropologybepress|Social and Behavioral Sciences|Other Social and Behavioral Sciencesetnografiabepress|Arts and Humanities|Art and Designbepress|Arts and Humanities|Other Languages Societies and Culturesmetodologiamethodologybepress|Social and Behavioral Sciences|Anthropology|Social and Cultural AnthropologyComputer Graphics and Computer-Aided DesignComputer Science ApplicationsHuman-Computer Interactionbepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studiesbepress|Arts and Humanities|Art and Design|Game Designbepress|Social and Behavioral Sciencesbepress|Arts and Humanitiesdigital culturequalitative research
researchProduct

A quantitative assessment of intraspecific morphological variation in Gahagan bifaces from the southern Caddo area and central Texas

2019

This investigation aggregates intact or reconstructed Gahagan bifaces from the southern Caddo area and central Texas to test the hypothesis that Gahagan biface morphology differs between the regions. The Gahagan bifaces (n = 102) were scanned, then analysed using a novel landmarking protocol and the tools of geometric morphometrics. Results provide a preview of the significant differences in Gahagan biface morphology expressed between the southern Caddo area and central Texas regions. The size discrepancy represents an inversion of current theoretical constructs that posit a decrease in tool size thought to articulate with an increase in distance from the raw material source. It is posited …

bepress|Social and Behavioral Sciences|Anthropology010506 paleontologyArcheologyVirtual archaeology060102 archaeologyMorphological variationSocArXiv|Social and Behavioral Sciences|AnthropologyMorphology (biology)06 humanities and the arts01 natural sciencesArchaeologyIntraspecific competitionSocArXiv|Social and Behavioral Sciences|Anthropology|Archaeological AnthropologyGeographyComputational archaeologybepress|Social and Behavioral Sciencesbepress|Social and Behavioral Sciences|Anthropology|Archaeological AnthropologyQuantitative assessment0601 history and archaeologySocArXiv|Social and Behavioral Sciences0105 earth and related environmental sciencesSoutheastern Archaeology
researchProduct

Sieci społecznościowe w ukraińskiej edukacji: blaski i cienie

2018

W artykule przedstawiono koncepcyjne podstawy bezpieczeństwa w zakresie korzystania z sieci społecznościowych w edukacji na Ukrainie. Potwierdzono stanowisko, że tylko z wystarczającym stopniem kształcenia w tym wymiarze, edukacja nabywa nieprzerwanej formy i może skutecznie pełnić funkcję rozwoju aktualnych wartości dla narodu ukraińskiego i innych nacji. Podkreślono ideę potencjalnego wpływu sieci społecznych jako innowacyjnego narzędzia edukacyjnego wpływającego bezpośrednio lub pośrednio na bezpieczeństwo humanitarne państwa ukraińskiego. Wykazano, że wpływ ten jest spowodowany szybkim i dyskretnym rozpowszechnianiem informacji za pośrednictwem sieci społecznościowych, realizowanym zaró…

bezpieczeństwo informacyjneinformation spheresocial networkseducationinformation securityvirtual realitysfera informacyjnaportale społecznościowerzeczywistość wirtualnaZeszyty Naukowe Politechniki Śląskiej. Organizacja i Zarządzanie
researchProduct

Serveur Calliope : bibliothèque virtuelle

1996

Rapport d'expertise; Evaluation par inspection et test utilisateur d'une bibliothèque virtuelle. Ce travail a été réalisé lors d'observations pratiquées sur le serveur CALLIOPE à partir du mois de juin 1996. Il s'agit d'une évaluation de type «évaluation experte» qui consiste à comparer les performances d'un système aux recommandations ou standards existants. Nous avons utilisé les «critères ergonomiques» de Bastien J.M.C. & Scapin D.L. (INRIA) . Nous avons également vérifié auprès de différents types d'utilisateurs qui n'avaient jamais utilisé Calliope la facilité d'utilisation de certaines fonctions. Nous avons choisi pour ce faire 4 utilisateurs à qui nous avons demandé de consulter la b…

bibliothèque virtuellecentre de documentation et rechercheévaluation par inspection[SCCO.COMP] Cognitive science/Computer science[SHS.INFO]Humanities and Social Sciences/Library and information sciences[ SCCO.COMP ] Cognitive science/Computer sciencetest utilisateur[ SHS.INFO ] Humanities and Social Sciences/Library and information sciences[SCCO.COMP]Cognitive science/Computer science[SHS.INFO] Humanities and Social Sciences/Library and information sciences
researchProduct

Kultūras satura pārnese digitālā vidē: bibliotēku izstādes

2015

Maģistra darbā pētīti jautājumi, kas saistīti ar kultūras mantojuma pārnesi digitālā vidē, savukārt gadījuma analīzei pētījumā izmantota izstāde “1514. Grāmata. 2014”. Pētījuma mērķis ir virtuālās izstādes “1514. Grāmata. 2014” koncepcijas izstrāde (problēmu grupas izstādes veidošanā un vizuālā noformējuma prototips). Kā pētījuma metateorija izvēlēts empīrisms, teorētiskajā daļā apskatot Mijiedarbības trīs komponentu modeli un Lietotājorientēta dizaina pazīmes. Metodoloģijā izmantota vispārīgā dokumentu analīze, kontentanalīze un intervija. Pētījuma rezultāti liecina, ka virtuālās izstādes izstrādē ir jāievēro Lietotājorientēta dizaina pazīmes, un virtuālās izstādes konceptuālo struktūru ie…

bibliotēku virtuālās izstādeskultūras satursdigitāls objektsvirtuālā izstādeKomunikācijas zinātne
researchProduct