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Využití prostředků rozšířené reality v oblasti vzdělávání / Use of Augmented Reality in EducationJeřábek, Tomáš January 2014 (has links)
This thesis deals with phenomena of augmented reality in context of didactics. The thesis aims to define augmented reality in conceptual and content area and focuses on augmented reality in the structure of educational tools and identification of its functions and use from the didactical standpoint. The thesis characterizes augmented reality as a specific technological-perceptual concept and establishes a system of perceptual, technological and resulting aspects that reflect important parameters of augmented reality. The thesis also examines the didactic specifics of augmented reality, defines the main possible didactic intentions for its use and establishes a structure of augmented reality systems in terms of teaching forms. Thesis defines didactic qualities and specifics of augmented reality as a technical educational tool with the support of empirical research. The concept of the thesis represents a comprehensive study of augmented reality from different perspectives and standpoints related to education and it can be understood as a base for other more specific research projects related to the issue of the use of augmented reality in education. Powered by TCPDF (www.tcpdf.org)
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Användarbehov och kontextuella krav för val av mobil interaktionsteknik : Behovs- och användarundersökning i Scanias verkstäder / User needs and contextual requirements for choice of mobile interactive technology : A study of needs and users in Scania workshopsAndersson, Matilda January 2016 (has links)
Mobil informationsteknik har på senaste tiden fått mer uppmärksamhet inom industriella applikationer, inte minst inom underhåll och reparation där teknisk dokumentation förekommer i stor utsträckning. Scania har tagit fram ett nytt koncept för interaktion med teknisk dokumentation i verkstaden där en viktig del av konceptet är mobilitet. Scanias förhoppningar är att en ökad möjlighet till mobilitet ska kunna förbättra användarupplevelsen. I detta arbete har en observationsstudie genomförts för att identifiera användarnas behov av mobilitet vid reparation och underhållsarbete samt de kontextuella faktorer som påverkar val av mobil interaktionsteknik. Fyra olika behov av mobilitet kunde identifieras efter analysen och till dessa kunde olika krav knytas för att skapa ett underlag för bedömning av olika teknikers potential att uppfylla de aktuella behoven.
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Storyscape, a new medium of mediaBlumenthal, Henry (Hank) 27 May 2016 (has links)
A storyscape is the new medium of storytelling. It originates in the model of transmedia storytelling defined by Henry Jenkins (2006a) in Convergence Culture and applied to The Matrix franchise. The storyscape medium is conceptualized from the author/designer perspective as four gestalts that create a whole from stand-alone parts. The four gestalts are mythopoeia, character, canon, and genre. This approach frames the authoring of this story-centric model in opposition to the design approaches of world-building or storyworlds. The four gestalts also provide an academic approach that unites theory and practice with a unified design vocabulary and an orientation toward the creation of a cultural and creative product that is defined as the storyscape medium.
Storyscapes, such as The Star Wars franchise or the Marvel Universe, consume the lion’s share of our cultural capital (Johnson 2014). Therefore, the development of a consistent vocabulary, a design approach, and an understanding of how they create meaning and define worldviews is critical to our understanding and practice of a new medium (Dena 2009). Starting with the frame of storytelling as a practice and previous aesthetic models such as The Poetics, this research charts the evolution of the storyscape medium across topics of academic transmedia approaches, principles, affordances, and the connecting or conceptualizing principles that act as gestalts.
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Developing a methodical approach for the systematic identification of innovative technological applications, based on mixed reality in manual order pickingEhmann, Markus Friedrich January 2014 (has links)
The need to be economically successful is the key driver for companies to be innovative and implement new technologies with increasing efficiency and effectiveness. Uncertainty about whether to use new technologies and missing knowledge about their advantages lead to staggering and withholding from fast diffusion of innovations. Focusing on the industry of logistics and the technology Mixed Reality, this research project developed a methodical approach for evaluating the fitness of an innovative technology and a specific process of application. A mixed methods approach was derived, based on interviews and experiments. The main methodologies used, were semi-structured interviews with decision makers in logistics companies to elaborate triggering criteria in the investment process and laboratory experiments for the evaluation of competing technologies. These methods were framed by an initial field experiment and feedback interviews after the analysis for the validation of the approach. The research proved the competitively viable applicability of Mixed Reality and its specific strengths and weaknesses in manual order picking. This set the foundation for possible further development and implementation of the technology. The developed methodological approach proved to be a valid and reliable assessment of the intersection between a technology and specified process of application. This can greatly enhance the speed of implementing new innovations and gaining competitive advantages for companies.
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Measurement and Analysis of Wavefront Deviations and Distortions by Freeform Optical See-through Head Mounted DisplaysKuhn, Jason William January 2016 (has links)
A head-mounted-display with an optical combiner may introduce significant amount of distortion to the real world scene. The ability to accurately model the effects of both 2-dimensional and 3-dimensional distortion introduced by thick optical elements has many uses in the development of head-mounted display systems and applications. For instance, the computer rendering system must be able to accurately model this distortion and provide accurate compensation in the virtual path in order to provide a seamless overlay between the virtual and real world scenes. In this paper, we present a ray tracing method that determines the ray shifts and deviations introduced by a thick optical element giving us the ability to generate correct computation models for rendering a virtual object in 3D space with the appropriate amount of distortion. We also demonstrate how a Hartmann wavefront sensor approach can be used to evaluate the manufacturing errors in a freeform optical element to better predict wavefront distortion. A classic Hartmann mask is used as an inexpensive and easily manufacturable solution for accurate wavefront measurements. This paper further suggests two techniques; by scanning the Hartmann mask laterally to obtain dense sampling and by increasing the view screen distance to the testing aperture, for improving the slope measurement accuracy and resolution. The paper quantifies the improvements of these techniques on measuring both the high and low sloped wavefronts often seen in freeform optical-see-through head-mounted displays. By comparing the measured wavefront to theoretical wavefronts constructed with ray tracing software, we determine the sources of error within the freeform prism. We also present a testing setup capable of measuring off-axis viewing angles to replicate how the system would perform when worn by its user.
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Utveckling inom Augmented Reality med Unity / Development in Augmented Reality with UnityBjörnander, Daniel, Gezelius, Måns, Gustafsson, Emil, Leow, Raymond, Lidstedt, Joakim, Noring, Ludvig, Petersson, Nils, Pålsson, Jonatan, Ångman, Mikael January 2016 (has links)
Syftet med den här rapporten är att behandla frågeställningar utifrån projektet, vars mål är att utveckla ett Augmented Reality-ramverk för att skapa värde för en kund, BioOptico. Punkter som programmeringsmiljön Unitys lämplighet vid utveckling av mobila AR-applikationer, hur BioVision kan implementeras så att det ger värde för BioOptico, vilka erfarenheter som kan dokumenteras efter arbetet med projektet och vilket stöd SEMAT Kernel ALPHA ger för det här projektet behandlas i den här rapporten. För att besvara dessa frågor används verktygen Unity och SEMAT Kernel ALPHA state cards under utvecklingen av BioVision. Genom agil utveckling och framtagning av tidiga prototyper undersöks vilka implementationssätt som ger värde för BioOptico och vilken dokumentation av erfarenheter som kan vara intressant för framtida projekt. Som resultat dokumenteras de områden där Unity lämpar sig väl för utveckling av mobila AR-applikationer, vilka de viktigaste beståndsdelarna var för hur BioVision implementerades så att det ger värde för BioOptico och vilka erfarenheter och vilket stöd som ges av utveckling av BioVision respektive användning av SEMAT Kernel ALPHA:s. Som slutsats ses Unity som en lämplig utvecklingsmiljö för utveckling av AR-applikationer, medan SEMAT Kernel ALPHA kan vara användbart, dock överflödigt, vid utveckling av BioVision. De viktigaste lärdomarna att ta med sig från projektet är att planera, utveckla och dokumentera i god tid. Slutligen dras slutsatsen om att strukturen på projektet och inte bara produkten som skapas spelar en stor roll för hur applikationen kan ge värde för BioOptico.
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3D augmented reality with integral imaging displayShen, Xin, Hua, Hong, Javidi, Bahram 01 June 2016 (has links)
In this paper, a three-dimensional (3D) integral imaging display for augmented reality is presented. By implementing the pseudoscopic-to-orthoscopic conversion method, elemental image arrays with different capturing parameters can be transferred into the identical format for 3D display. With the proposed merging algorithm, a new set of elemental images for augmented reality display is generated. The newly generated elemental images contain both the virtual objects and real world scene with desired depth information and transparency parameters. The experimental results indicate the feasibility of the proposed 3D augmented reality with integral imaging.
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När verkligheten är en del av spelet : En kvalitativ studie om spelet Pokémon Go's framgångÅström, Isabelle January 2017 (has links)
I juni 2016 var det svårt att undgå den trendvåg som passerade. Spelet Pokémon Go laddades ned så pass många gånger att det skulle kunna motsvara 1,3 procent av jordens befolkning. Olika åldrar tycktes intressera sig för spelet som kan beskrivas som ett fenomen. Till grund för denna studie ligger därför frågeställningen; Vad har spelet Pokémon Go som tilltalar användarna i så hög utsträckning? Studien är genomförd med nio enskilda djupintervjuer gjorda med respondenter i åldrarna 17-60 år där man med hjälp av teorier analyserat de svar man fått in om fenomenet. Urvalet har skett genom ett snöbollsurval där gemensamt för respondenterna är att alla spelar eller har spelat Pokémon Go. De teorier och begrepp som använts i studien är: Augmented reality, Immersion, A theory of Fun av Raph Koster och termen Nostalgi i medier. Som resultat har man kommit fram till att kombinationen gammalt möter nytt tycks tilltala. Spelet i sig inte är inte nytt för användarna då det påminner om andra Pokémonspel och även TV-serien Pokémon. Spelet blir på detta sätt lättare att ta till sig eftersom man vet vad det går ut på. Man där emot blir positivt överraskad av spelets nya och unika teknik. Spelet har hög immersion (uppslukande effekt) delvis på grund av att det är uppbyggt på verkligheten. I samband med att man kan spela med sina vänner skapar spelet tillfälle att jämföra och tävla med sina vänner. Något man gör även när man inte spelar, vilket talar för att man aldrig riktigt släpper spelet. Spelet skapar en känsla av att man gjort någonting bra genom att man rört sig och stöttat ett spel som är bra för stillasittande och barn. Med hjälp av tidigare forskning och spelteori kan man se att Pokémon Go är ett spel med noga uträknade komponenter som alla bidrar till en tämligen ultimat spelupplevelse hos användaren. En upplevelse som beskrivits meditativ och som blivit en del av vardagen hos användaren. Jag hoppas med denna studie kunna ge en större förståelse kring spelets enorma framgång men också kunna öppna upp för nya intressanta vägar att studera spelet på.
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A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes Visuais / A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes VisuaisSacashima, Rosemery Emika 06 October 2011 (has links)
A investigação desta dissertação consiste em definir os conceitos de Realidade Aumentada, seus desafios técnicos e tecnológicos, mapear as várias áreas de sua aplicação e quais as suas contribuições na criação das poéticas visuais. Para essa finalidade, tornou-se necessário o entendimento do processo histórico da Realidade Virtual do qual faz parte como uma linha de pesquisa, com seus desafios e aspectos específicos. Podemos perceber, ao longo da pesquisa, que a área dos jogos eletrônicos, com seus interesses mercadológicos, estimula o desenvolvimento tecnológico do sistema de Realidade Aumentada. E que alguns recursos dos sistemas de Realidade Aumentada têm sido utilizados por artistas visuais nas suas criações poéticas, integrando o observador em suas obras e estimulando novas implicações às tecnologias. / The investigation of this thesis sought to define the concepts of Augmented Reality, its technological and technical challenges, to map its various fields of application and reveal its contribution to the creation of visual poetry. To achieve that, it was necessary to understand the historical process of Virtual Reality, to which it belongs as a line of research with its challenges and specific features. We could realize along the research that the area of electronic games with its increasing interest in the market fosters the technological development of the Augmented Reality system. Moreover, some resources of the Augmented Reality systems have been used by Visual artists in their poetic creations, integrating the observer to their works and encouraging new approaches towards technology.
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ABY Interactive: A Business Plan for an Interactive Media CompanyBen Yahia, Abdelaziz 26 April 2018 (has links)
Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to make it happen. In this context I find myself in the perfect position for this kind of adventure as I both love games and I like to play the role of the entrepreneur/problem solver. As a Fulbright scholar I feel my self-obligated to help my country back with all the knowledge and the opportunities I got offered by coming here and learning from U.S professionals in the industry This brings us to the core of this thesis, by doing a Co-op job in Petricore, shadowing its CEO and surrounding myself by a huge community of professionals from the industry, researching the best way to start my own startup €œABY€� in the same industry in Tunisia. I will also using auto ethnography and interviews to collect relevant data in an ultimate goal of building a lightweight business plan to guide me in starting this adventure in my home country.
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