99 research outputs found
Gölge Yönetici Programı: turizm sektörü için geleceğin yöneticilerini yetiştiren kuluçka programı
The hospitality industry needs qualified work-ready graduates with skills but unfortunately tourism students are changing their career paths outside tourism and/or cannot obtain a managerial perspective. The Management Shadowing Program joins up the dots between academia, graduates and
practitioners with real-life experiences from the management perspective, which opens a new window of opportunity for tourism graduates in a preference towards a career in tourism. This program enables theoretical in-class learning and summer internship practical experience at a anagerial level, leading to the utilization of data within practical contexts. The holistic multiple explanatory case study method utilized in this study reveals how industry-academia cooperation can effectively produce prospective managers of hospitality. Semi-structured interviews, focus group, weekly report content analysis, participant observations and questionnaires were used for the triangulation of data collection and analysis. The aim of this study is to propose a model for a Management Shadowing Program that can be used as an incubator for prospective
graduates with the clear target of developing their managerial skills via experiential learning and creating a talent pool for the industry, as well as assurance of curriculum for academia and to evaluate the outcomes of
the program from the perspectives of both alumni and the sector.Konaklama endüstrisi, yetenekli, işe hazır ve nitelikli mezunlara ihtiyaç duyarken maalesef, turizm öğrencileri kariyerlerini turizm dışındaki sektörlere yöneltiyorlar ve/veya eğitimleri sırasında yönetimsel bakış açısı elde edemiyor. Gölge Yönetici Programı, turizm mezunları için turizm alanında kariyer yapmayı tercih etmeleri için yeni bir fırsat penceresi açmaya yöneliktir ve mezunlar, akademisyenler ve uygulayıcılar arasındaki noktaları yönetim perspektifinden gerçek hayat deneyimleriyle birleştirmektedir. Program, yönetsel düzeyde sınıf içi öğrenme ve yaz stajı pratik tecrübelerini birleştirmeyi sağlayarak gerçek hayatta yöneticilik deneyimleri edinilmesine olanak sağlar. Bu çalışmada kullanılan bütünsel çoklu açıklayıcı vaka çalışması yöntemi, sektör-akademi işbirliği ile potansiyel yöneticilerini nasıl etkili bir şekilde üretebileceğini ortaya koymaktadır. Veri toplama ve analizlerinin çeşitlendirilmesinde yarı yapılandırılmış görüşmeler, odak grup çalışması, haftalık rapor içerik analizi, katılımcı gözlemleri ve anketler kullanılmaktadır. Bu çalışma, Gölge Yönetici Programının amacı sektör için yetenek havuzu yaratmak, akademi için müfredatın sektörün ihtiyaçlarına uyumunu sağlamaya yönelik bir model önerisi geliştirmeyi ve mezunların yönetsel beceriler geliştirmek için fırsat sunan bir yönetici kuluçka programnı hem müstakbel mezunlar hem sector gözünden programın başarısının değerlendirilmesidir.No sponso
3D mesh animation system targeted for multi-touch environments
Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2009.Thesis (Master's) -- Bilkent University, 2009.Includes bibliographical references leaves 74-78.Fast developments in computer technology have given rise to different application
areas such as multimedia, computer games, and Virtual Reality. All these
application areas are based on animation of 3D models of real world objects. For
this purpose, many tools have been developed to enable computer modeling and
animation. Yet, most of these tools require a certain amount of experience about
geometric modeling and animation principles, which creates a handicap for inexperienced
users. This thesis introduces a solution to this problem by presenting
a mesh animation system targeted specially for novice users. The main approach
is based on one of the fundamental model representation concepts, Laplacian
framework, which is successfully used in model editing applications. The solution
presented perceives a model as a combination of smaller salient parts and uses
the Laplacian framework to allow these parts to be manipulated simultaneously
to produce a sense of movement. The interaction techniques developed enable
users to carry manipulation and global transformation actions at the same time to
create more pleasing results. Furthermore, the approach utilizes the multi-touch
screen technology and direct manipulation principles to increase the usability of
the system. The methods described are experimented by creating simple animations
with several 3D models; which demonstrates the advantages of the proposed
solution.Ceylan, DuyguM.S
Motion Guided Deep Dynamic 3D Garments
Realistic dynamic garments on animated characters have many AR/VR
applications. While authoring such dynamic garment geometry is still a
challenging task, data-driven simulation provides an attractive alternative,
especially if it can be controlled simply using the motion of the underlying
character. In this work, we focus on motion guided dynamic 3D garments,
especially for loose garments. In a data-driven setup, we first learn a
generative space of plausible garment geometries. Then, we learn a mapping to
this space to capture the motion dependent dynamic deformations, conditioned on
the previous state of the garment as well as its relative position with respect
to the underlying body. Technically, we model garment dynamics, driven using
the input character motion, by predicting per-frame local displacements in a
canonical state of the garment that is enriched with frame-dependent skinning
weights to bring the garment to the global space. We resolve any remaining
per-frame collisions by predicting residual local displacements. The resultant
garment geometry is used as history to enable iterative rollout prediction. We
demonstrate plausible generalization to unseen body shapes and motion inputs,
and show improvements over multiple state-of-the-art alternatives.Comment: 11 page
Neural Image-based Avatars: Generalizable Radiance Fields for Human Avatar Modeling
We present a method that enables synthesizing novel views and novel poses of
arbitrary human performers from sparse multi-view images. A key ingredient of
our method is a hybrid appearance blending module that combines the advantages
of the implicit body NeRF representation and image-based rendering. Existing
generalizable human NeRF methods that are conditioned on the body model have
shown robustness against the geometric variation of arbitrary human performers.
Yet they often exhibit blurry results when generalized onto unseen identities.
Meanwhile, image-based rendering shows high-quality results when sufficient
observations are available, whereas it suffers artifacts in sparse-view
settings. We propose Neural Image-based Avatars (NIA) that exploits the best of
those two methods: to maintain robustness under new articulations and
self-occlusions while directly leveraging the available (sparse) source view
colors to preserve appearance details of new subject identities. Our hybrid
design outperforms recent methods on both in-domain identity generalization as
well as challenging cross-dataset generalization settings. Also, in terms of
the pose generalization, our method outperforms even the per-subject optimized
animatable NeRF methods. The video results are available at
https://youngjoongunc.github.io/ni
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