2,127 research outputs found

    Retention of data in heat-damaged SIM cards and potential recovery methods

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    Examination of various SIM cards and smart card devices indicates that data may be retained in SIM card memory structures even after heating to temperatures up to 450oC, which the National Institute of Standards and Technology (NIST) has determined to be approximately the maximum average sustained temperature at desk height in a house fire. However, in many cases, and certainly for temperatures greater than 450oC, the SIM card chip has suffered structural or mechanical damage that renders simple probing or rewiring ineffective. Nevertheless, this has not necessarily affected the data, which is stored as charge in floating gates, and alternative methods for directly accessing the stored charge may be applicable

    Modelo de decisão para a destinação de safras agricolas : a nivel de produtor

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    Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro TecnologicoO presente trabalho visa dar subsídios às decisões de agricultores sobre a destinação de safra de grãos a partir de um modelo de programação matemática implantado em micro- computador. O modelo leva em conta as diversas opções de comercialização, e armazenagem de grãos e, apresenta uma análise de alternativas considerando, entre outras variáveis, o custo de capital, as restrições financeiras, as estimativas de preços e custos de armazenagem. Posteriormente, é feito uma aplicação prática do modelo proposto, objetivando verificar sua aplicabilidade e, identificar suas principais dificuldades e limitações operacionais. Tal aplicação é desenvolvida em duas situações-problemas distintos, confrontando-se os valores ocorridos e os planejados. Os resultados obtidos permitem aprofundar as análises sobre a carência de estoques reguladores da produção agrícola. Nos casos estudados a armazenagem de grãos, por parte dos agricultores, geralmente não é financeiramente rentável, configurando-se uma situação de pouco incentivo à construção de novos armazéns. Finalmente, são apresentadas as sugestões para novos trabalhos obtidas em função do desenvolvimento e da aplicação do modelo proposto

    Do different types of VR influence pedestrian route choice behaviour? A comparison study of Desktop VR and HMD VR

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    Virtual Reality (VR) is a valuable tool for studying pedestrian behaviour in complex and realistic scenarios. However, it has remained unknown how different VR technology would influence pedestrian behaviour. This paper presents VR experiments that were conducted with 70 participants using a desktop VR or a HMD VR to perform four different wayfinding tasks in a multi-story building. Quantitative analysis of pedestrian behaviour data and user experience data were performed in order to investigate the impact of the technological differences between the two VR techniques. It was found that participants had better wayfinding task performance in the desktop group. However, the route and exit choice and user experience were overall similar between the two groups. The findings suggest that one could adopt more ‘simple’ VR technologies for studies featuring ‘simple’ wayfinding tasks.Accepted Author ManuscriptTransport and Plannin

    VR Kepler orbit simulation: VR Astronomy simulation

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    For this project, we developed an educational Virtual Reality (VR) experience that will expose students to an immersive simulation of planetary motion. While there are many Solar System simulations available online, none of them focus on visualizing apparent retrograde motion in an educational setting. This VR experience is intended to fill that gap. The objective of this research project was to develop and implement an efficient and accurate simulation of Kepler orbits in VR for educational settings with a focus on the visualization of apparent retrograde motion. In particular, our main focus is on the ability to view the apparent retrograde motion of planets from the perspective of planets other than Earth. Our VR application is created using Unreal Engine 5, with code written in C++, and is designed to be used with the Meta Quest 2 VR headset. To the best of our knowledge, this is one of the first attempts in post-secondary education at creating an immersive experience for planetary motion in VR with a focus on apparent retrograde motion. Report submission was sponsored by Dr. Shahriar Khosravi, (Computing Science Department) for course CMPT 2367 and was presented at the New Westminster campus on April 12, 2023, for Student Research Days 2023.Not peer reviewe

    VR Kepler orbit simulation: VR Astronomy simulation

    No full text
    For this project, we developed an educational Virtual Reality (VR) experience that will expose students to an immersive simulation of planetary motion. While there are many Solar System simulations available online, none of them focus on visualizing apparent retrograde motion in an educational setting. This VR experience is intended to fill that gap. The objective of this research project was to develop and implement an efficient and accurate simulation of Kepler orbits in VR for educational settings with a focus on the visualization of apparent retrograde motion. In particular, our main focus is on the ability to view the apparent retrograde motion of planets from the perspective of planets other than Earth. Our VR application is created using Unreal Engine 5, with code written in C++, and is designed to be used with the Meta Quest 2 VR headset. To the best of our knowledge, this is one of the first attempts in post-secondary education at creating an immersive experience for planetary motion in VR with a focus on apparent retrograde motion. Video submission was sponsored by Dr. Shahriar Khosravi, (Computing Science Department) for course CMPT 2367 and was presented at the New Westminster campus on April 12, 2023, for Student Research Days 2023

    Применение VR-технологий в обучении и развитии персонала

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    Тема исследования: Применение VR-технологий в обучении и развитии персонала. Документ содержит 76 страниц, на которых размещены 16 рисунков и 7 таблиц. Выпускная квалификационная работа включает 4 приложения. В процессе написания ВКР использовались 50 литературных источников. Объект исследования - публичное акционерное общество «Газпром нефть». Предмет исследования - программы обучения и развития персонала с использованием VR-технологий в ПАО «Газпром нефть». Структура ВКР включает в себя введение, три главы основного текста, заключение, список используемых источников и приложения. Во введении сформированы цель и задачи, а также объект, предмет и методы исследования, обоснована актуальность выбранной темы выпускной квалификационной работы. В первой главе «Теоретические основы обучения и развития персонала» описаны сущность, подходы, методологические принципы, цели и методы обучения и развития персонала, а также рассмотрен традиционный корпоративный университет как форма обучения и развития персонала. Вторая глава «Инновационные технологии обучения и развития персонала» посвящена описанию инновационных методов обучения персонала, а также изучению различных методик оценки эффективности программ обучения. В третьей главе «Применение VR-технологий в ПАО «Газпром нефть» описана деятельность компании, проанализирована организационная структура, а также характеристика персонала организации по различных критериям, отражены финансовые показатели компании. На основе данных внутренней документации и анкетирования сотрудников автором были проанализированы внедрённые программы обучения с применением VR-технологий и сформулированы рекомендации по совершенствованию реализуемых VR-курсов. Также в работе были предложены метрики для оценки экономической и социальной эффективности обучения с применением VR-технологий. В заключении работы сформулированы итоги исследования и общие выводы. Цель выпускной квалификационной работы: анализ реализуемых программ обучения с применением VR-технологий в ПАО «Газпром нефть» и разработка рекомендаций по их совершенствованию. Также были поставлены следующие задачи: исследовать дифференциацию понятий «обучение персонала» и «развитие персонала», изучить методы обучения и развития персонала, проанализировать методики оценки эффективности обучения и развития персонала и др. Получены следующие выводы: выявлены высокая эффективность применения VR-технологий в обучении и развитии персонала в ПАО «Газпром нефть», а также возможные зоны развития, для совершенствования которых предложен ряд рекомендаций.Research topic: Application of VR technologies in personnel training and development. The document contains 76 pages containing 16 figures and 7 tables. The final qualifying work includes 4 applications. In the process of writing the work, 50 literary sources were used. The object of the research is the public joint stock company Gazprom Neft. The subject of the research is personnel training and development programs using VR technologies at Gazprom Neft PJSC. The structure of the work includes an introduction, three chapters of the main text, a conclusion, a list of sources and applications. In the introduction, the goal and objectives, as well as the object, subject and methods of research are formed, the relevance of the chosen topic of the final qualifying work is substantiated. The first chapter "Theoretical foundations of personnel training and development" describes the essence, approaches, methodological principles, goals and methods of personnel training and development, and also considers the traditional corporate university as a form of personnel training and development. The second chapter "Innovative technologies for personnel training and development" is devoted to the description of innovative methods of personnel training, as well as to the study of various methods for assessing the effectiveness of training programs. The third chapter, Application of VR technologies at PJSC Gazprom Neft, describes the company's activities, analyzes the organizational structure, as well as the characteristics of the organization's personnel according to various criteria, reflects the company's financial indicators. Based on the data of internal documentation and questionnaires of employees, the author analyzed the implemented training programs using VR technologies and formulated recommendations for improving the implemented VR courses. The work also proposed metrics for assessing the economic and social effectiveness of learning using VR technologies. In the conclusion of the work, the results of the study and general conclusions are formulated. The purpose of the final qualification work: analysis of the training programs being implemented using VR technologies at Gazprom Neft PJSC and the development of recommendations for their improvement. The following tasks were also set: to investigate the differentiation of the concepts of "personnel training" and "personnel development", to study the methods of training and personnel development, to analyze methods for assessing the effectiveness of training and personnel development, etc. The following conclusions were obtained: high efficiency of the use of VR technologies in personnel training and development at Gazprom Neft PJSC was revealed, as well as possible development zones, for the improvement of which a number of recommendations were proposed

    Social virtual reality (VR) applications and user experiences

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    Virtual reality (VR) is the experience in a simulated interactive virtual space. It provides synthetic sensory feedback to users' actions that can physically and mentally immerse the users. Social VR is one type of VR system that allows multiple users to join a collaborative virtual environment and communicate with each other, usually by means of visual and audio cues. The virtual space can be a computer-generated 3D scene or a 360° scene captured by an omnidirectional camera. Each user is represented as a computer-generated avatar or using a virtual representation based on live capture. Social VR has shown to be a promising solution to enrich remote communication experiences in the face of increasing pressures to reduce travel and work remotely. In this chapter, we will showcase the design, implementation, and real-world deployment of a series of social VR applications, which are developed for immersive interactive communication and collaboration for multiple domains (e.g., healthcare, cultural heritage). Moreover, we discuss the experimental protocols for evaluating user experiences in this new medium.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Multimedia Computin

    Wayfinding behaviour in a multi-level building: A comparative study of HMD VR and Desktop VR

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    Virtual Reality (VR) provides the possibility to study pedestrian wayfinding behaviour in multi-level buildings. Although VR has been applied increasingly to study pedestrian behaviour, it has remained unclear how different VR technology would affect behavioural outcomes in a multi-level building. The study compares the adoption of different VR technologies for pedestrian wayfinding studies, via investigating the difference in pedestrian wayfinding behaviour and user experience. Wayfinding experiments with two groups of participants were conducted using either HMD VR or Desktop VR. Pedestrian movement trajectory data were collected via the VR system and user experience data were recorded via a questionnaire. These data allow for direct comparison and detailed analysis of pedestrian behaviour and user experience between the adoption of two VR technologies. The results showed that technological differences have a significant impact on wayfinding task performance and head rotation change. However, the route choice, exit choice and user experience were overall similar between the two groups. These results provide empirical evidence supporting researchers to choose between immersive and non-immersive VR when study pedestrian wayfinding behaviour.Transport and PlanningTransport and Plannin

    Author Co-Citation Analysis (ACA): a powerful tool for representing implicit knowledge of scholar knowledge workers

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    In the last decade, knowledge has emerged as one of the most important and valuable organizational assets. Gradually this importance caused to emergence of new discipline entitled ―knowledge management‖. However one of the major challenges of knowledge management is conversion implicit or tacit knowledge to explicit knowledge. Thus Making knowledge visible so that it can be better accessed, discussed, valued or generally managed is a long-standing objective in knowledge management. Accordingly in this paper author co- citation analysis (ACA) will be proposed as an efficient technique of knowledge visualization in academia (Scholar knowledge workers)

    Assessment of Today’s Mobile Banking Applications from the View of Customer Requirements

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    Mobile banking is a subset of electronic banking which underlies not only the determinants of the banking business but also the special conditions of mobile commerce. This paper analyzes customer needs and expectations from the mobile applications’ view and from the banking view in order to derive a defined set of requirements. Based on these results, existing mobile banking applications are assessed. Their major shortcomings are explained, opportunities for their improvement are shown and the impact of upcoming new technology is discussed. The outcome of the paper is a defined set of customer requirements to mobile banking applications, the identification and assessment of four standard types of current mobile banking applications and an explanation of major failure reasons along with opportunities for their improvement.
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