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LUGAR, N O LUGAR E REALIDADE VIRTUAL NO TURISMO GLOBALIZADO  [cached]
Adyr Balastreri Rodrigues
Revista do Departamento de Geografia , 1996, DOI: 10.7154/rdg.v0i10.198
Abstract: LUGAR, N O LUGAR E REALIDADE VIRTUAL NO TURISMO GLOBALIZADO
El programa “Regla y compás”. Una experiencia utilizando un software gratuito para generar ambientes de aprendizaje en matemática  [cached]
Zuleyka Suárez Valdes-Ayala,Paulo García Delgado
Revista Electrónica Educare , 2004,
Abstract: Resumen. El programa “Regla y Compás”, sirve para apoyar los procesos de ense anza y aprendizaje de la matemática en el área de geometría, mediante el uso de la computadora. Una de las ventajas de éste es que puede ser adquirido de forma gratuita en Internet. Se analizará, cómo el uso de este tipo de programas permiten fomentar el trabajo cooperativo e interdisciplinario. Para esto se abordarán las experiencias obtenidas en el desarrollo del trabajo de investigación “Ense anza de la matemática en la educación secundaria con apoyo de software libre tomado de Internet: el caso Regla y Compás”; el cual permitió la elaboración de tres manuales, a saber: “Manual del usuario”, “Manual de las y los estudiantes” y “Manual de el y la docente”. Lo anterior con el fin de facilitar la ense anza de la Geometría por medio de 32 sesiones de práctica y aprendizaje. Abstract. The program “Regla y Compás” (“Ruler and Compasses”) is useful to support the teaching of Math processes in geometry by means of a computer. One of the advantages it offers is that it may be obtained gratuitously in the internet. The way in which this type of programs allows for corporative and interdisciplinary work will by analyzed. For this purpose, the experiences obtained during the research project “Teaching high school mathematics whit free online software: The Ruler and Compasses case” will be discussed. The latter enabled the elaboration of tree manuals: “User's manual”, “Student's manual” and Teacher`s manual”. The objective is to facilitate the teaching of geometry through 32 practice and learning sessions.
Simulation Software: Then, Now and Virtual Observatory  [PDF]
Peter Teuben
Physics , 2002,
Abstract: Like hardware, evolution of software has had a major impact on the field of particle simulations. This paper illustrates how simulation software has evolved, and where it can go. In addition, with the various ongoing Virtual Observatory efforts, producers of theory data should think more about sharing their data! Some examples are given of what we can do with our data and how to share it with our colleagues and observers. In the Appendix we summarize the findings of an informal data and software usage survey that we took during this conference.
Software Packages to Support Electrical Engineering Virtual Lab  [cached]
Manuel Travassos Valdez,Carlos Machado Ferreira,Fernando Pires Maciel Barbosa
International Journal of Online Engineering (iJOE) , 2012, DOI: 10.3991/ijoe.v8is2.1917
Abstract: The use of Virtual Reality Systems (VRS), as a learning aid, encourages the creation of tools that allow users/students to simulate educational environments on a computer. This article presents a way of building a VRS system with Software Packages to support Electrical Engineering Virtual Laboratories to be used in a near future in the teaching of the curriculum unit of Circuit Theory. The steps required for the construction of a project are presented in this paper. The simulation is still under construction and intends to use a three-dimensional virtual environment laboratory electric measurement, which will allow users/students to experiment and test the modeled equipment. Therefore, there are still no links available for further examination. The result may demonstrate the future potential of applications of Virtual Reality Systems as an efficient and cost-effective learning system.
Airborne software tests on a fully virtual platform  [PDF]
Famantanantsoa Randimbivololona,Abderrahmane Brahmi,Philippe Le Meur
Computer Science , 2012,
Abstract: This paper presents the early deployment of a fully virtual platform to perform the tests of certified airborne software. This is an alternative to the current approach based on the use of dedicated hardware platforms.
Software Agents Interaction Algorithms in Virtual Learning Environment  [PDF]
Zahi A. M. Abu Sarhan
Computer Science , 2014,
Abstract: This paper highlights the multi-agent learning virtual environment and agents communication algorithms. The researcher proposed three algorithms required software agents interaction in virtual learning information system environment. The first proposed algorithm is agents interaction localization algorithm, the second one is the dynamic agents distribution algorithm (load distribution algorithm), and the third model is Agent communication algorithm based on using agents intermediaries. The main objectives of these algorithms are to reduce the response time for any agents changes in virtual learning environment (VLE) by increasing the information exchange intensity between software agents and reduce the overall network load, and to improve the communication between mobile agents in distributed information system to support effectiveness. Finally the paper describe the algorithms of information exchange between mobile agents in VLE based on the expansion of the address structure and the use of an agent, intermediary agents, matchmaking agents, brokers and their entrepreneurial functions
Developing Trust In Virtual Software Development Teams
Casey,Valentine;
Journal of theoretical and applied electronic commerce research , 2010, DOI: 10.4067/S0718-18762010000200004
Abstract: today globally distributed software development has become the norm for many organizations and the popularity of implementing such an approach continues to increase. in these circumstances a strategy often employed is the use of virtual software development teams. due to the collaborative nature of software development this has proved a difficult and complex endeavor. research has identified distance in its various forms as an important factor which negatively impacts on global software development and on virtual software team operation in particular. in this context, the aspects of distance have been defined as temporal, geographical, cultural and linguistic. a key element for the success of any team based project is the development of trust and cooperation. each aspect of distance can negatively impact on the development of trust and hamper cooperation particularly in the virtual team environment. an additional factor which this research identified is the importance and negative impact fear plays. the serious implications of these factors are due to the need for dependence on asynchronous and online communication which is inherent to global software development and the operation of virtual software teams in particular. the findings presented here are the results from four independent studies undertaken over a twelve year period which consider each of these issues. having identified the problems associated with trust and communication, how these issues were successfully addressed and managed on a multimillion dollar project which was heading for failure is outlined.
Managing Distributed Software Development in the Virtual Astronomical Observatory  [PDF]
Janet D. Evans,Raymond L. Plante,Nina Bonaventura,Ivo Busko,Mark Cresitello-Dittmar,Raffaele D'Abrusco,Stephen Doe,Rick Ebert,Omar Laurino,Olga Pevunova,Brian Refsdal,Brian Thomas
Physics , 2012, DOI: 10.1117/12.927371
Abstract: The U.S. Virtual Astronomical Observatory (VAO) is a product-driven organization that provides new scientific research capabilities to the astronomical community. Software development for the VAO follows a lightweight framework that guides development of science applications and infrastructure. Challenges to be overcome include distributed development teams, part-time efforts, and highly constrained schedules. We describe the process we followed to conquer these challenges while developing Iris, the VAO application for analysis of 1-D astronomical spectral energy distributions (SEDs). Iris was successfully built and released in less than a year with a team distributed across four institutions. The project followed existing International Virtual Observatory Alliance inter-operability standards for spectral data and contributed a SED library as a by-product of the project. We emphasize lessons learned that will be folded into future development efforts. In our experience, a well-defined process that provides guidelines to ensure the project is cohesive and stays on track is key to success. Internal product deliveries with a planned test and feedback loop are critical. Release candidates are measured against use cases established early in the process, and provide the opportunity to assess priorities and make course corrections during development. Also key is the participation of a stakeholder such as a lead scientist who manages the technical questions, advises on priorities, and is actively involved as a lead tester. Finally, frequent scheduled communications (for example a bi-weekly tele-conference) assure issues are resolved quickly and the team is working toward a common vision
The Contribution of Virtual Reality Software to Design in Teaching Physical Education
Esther Zaretsky
Journal of Systemics, Cybernetics and Informatics , 2011,
Abstract: Up to date research shows that training with virtual software develops the design of virtual simulations by physical education pre service teachers. The design of virtual simulations improved spatial skills, especially visualization of the body
Oferta turística virtual: Un estudio de metaverso Tourism Online: a Metaverse Offers Study  [cached]
Danielle Arruda Gomes,Marília Castelo Branco Araújo
Estudios y perspectivas en turismo , 2012,
Abstract: El principal propósito de este estudio fue analizar el turismo virtual en el metaverso, mundo virtual tridimensional y, de modo secundario, identificar y describir la producción de las ofertas turísticas en este ambiente. El estudio se apoyó en las construcciones teóricas de Beni (2002), Moesch (2002), Book (2003; 2004) y Prideaux (2005). Para realizar la investigación se optó por un abordaje cualitativo, de naturaleza exploratoria y método etnográfico a través de la inserción por medio de un avatar, representación virtual del usuario, en Second Life. Los resultados permitieron constatar que existen prácticas de turismo en el mundo virtual investigado, identificando bienes turísticos, materiales e inmateriales, muebles e inmuebles, duraderos y perecederos, de consumo y de capital, así como servicios turísticos de receptivos, de alimentación, de transporte, públicos, de recreación y entretenimiento, vinculados a las atracciones turísticas. Esto significa decir que la plataforma virtual de Second Life posee todos los elementos que componen la actividad turística propiamente dicha. El panorama actual del turismo apunta a una nueva forma de adquirir experiencias a través de viajes sin que para eso sea necesario el desplazamiento físico, sin embargo eso no significa que sea coherente decretar el fin del turismo tradicional. Lo que se puede observar fue el uso del turismo virtual ora como sustituto de algunos tipos de viajes, ora como complemento de los viajes tradicionales. The main purpose of this study was to analyze tourism in the three-dimensional virtual world and, secondarily, to identify and describe tourism online offers in this environment. The study has relied on theoretical constructs of Beni (2002), Moesch (2002), Book (2003; 2004) and Prideaux (2005). To accomplish these objectives, a qualitative exploratory approach research was carried out. Netnography was the method used to capture data thought avatar activity in second life. The results suggest that there are tourism practices in the virtual world and identified tangible and intangible, movable and immovable, durable and perishable, consumption and capital tourism assets as well as receptive tourism services as food, transportation, recreation and entertainment linked to tourist attractions. This means that the virtual platform of Second Life has all the elements that make up the tourism industry itself. The current situation of tourism points to a new way to gain experience through travel without a physical displacement however, it does not mean the end of traditional tourism. Result pointe
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