• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 88
  • 15
  • 10
  • 4
  • 3
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 165
  • 165
  • 60
  • 58
  • 54
  • 33
  • 29
  • 29
  • 28
  • 28
  • 20
  • 16
  • 14
  • 13
  • 13
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Erstellungsprozess neuartiger technischer Dokumentationen

Stock, Ingo January 2007 (has links)
Zugl.: Ulm, Univ., Diss., 2007 / Hergestellt on demand
2

Characterization of a 6 DOF Haptic Device for Mixed-Reality Temporal Bone Surgery Simulation

Khazraee, Milad 01 October 2012 (has links)
The temporal bone is a complicated bone in which diseases can necessitate surgery. Current surgery training methods in this area include human cadaver, physical and virtual models. The objective of this research is to modify a haptic system as a part of a Mixed Reality (MR) temporal bone surgery simulator. The simulator employs a haptic model of soft tissue, which is sufficiently simple not to alter the performance characteristics of the haptic system, overlaid on a physical model of the bone to include advantages of both. A gripper has been developed to retrofit a haptic device with a surgical drill. Device characteristics are explored and modified to compensate for gravity effects of the gripper on the system and to transmit the haptic interaction point to the drill tip, where the soft tissue model’s forces should be felt. This developed system should contribute in providing a more realistic surgery simulation.
3

Characterization of a 6 DOF Haptic Device for Mixed-Reality Temporal Bone Surgery Simulation

Khazraee, Milad 01 October 2012 (has links)
The temporal bone is a complicated bone in which diseases can necessitate surgery. Current surgery training methods in this area include human cadaver, physical and virtual models. The objective of this research is to modify a haptic system as a part of a Mixed Reality (MR) temporal bone surgery simulator. The simulator employs a haptic model of soft tissue, which is sufficiently simple not to alter the performance characteristics of the haptic system, overlaid on a physical model of the bone to include advantages of both. A gripper has been developed to retrofit a haptic device with a surgical drill. Device characteristics are explored and modified to compensate for gravity effects of the gripper on the system and to transmit the haptic interaction point to the drill tip, where the soft tissue model’s forces should be felt. This developed system should contribute in providing a more realistic surgery simulation.
4

Motion Capture mit optisch-magnetischem Trackingsystemen in VR-Applikationen

Steger, Daniel, January 2004 (has links)
Chemnitz, Techn. Univ., Diplomarb., 2004.
5

Ästhetisch-informatische Medienbildung durch Gestaltungsprozesse mit Kindern und Jugendlichen in Mixed-Reality-Lernräumen didaktisch-methodische Empfehlungen für ein neues Feld der Kunst- und Medienpädagogik /

Reimann, Daniela. Unknown Date (has links) (PDF)
Universiẗat, Diss., 2004--Kiel.
6

Mixed-reality-Modelle im Industrial-Design-Prozess, Konzept zur Integration virtueller und realer Modelle für wahrnehmungsgerechte Präsentationen

Pohl, Christian January 2009 (has links)
Zugl.: Darmstadt, Techn. Univ., Diss., 2009
7

How do AR visualizations impact users' collective interactions in mixed reality experiences?

Andersson, Moa January 2016 (has links)
This study examines how Augmented Reality (AR) visualizations can impact the collective interaction of users. This research will focus on a multiphase experience with a buildup of different levels of Virtual Reality through the use of panoramas and 3D models. The experience was created using a participatory method with multiple tests and iterations to better create an evaluable product. The result if this experiment shows that the impact AR has on users is extensive. A properly framed character can even change a pair of two users into a group of three.
8

A framework for awareness driven video quality service in collaborative virtual environments

Reynard, Gail Teresa January 1999 (has links)
No description available.
9

A mixed reality framework for surgical navigation: approach and preliminary results

Murlidaran, Shravan 23 April 2019 (has links)
The overarching purpose of this research is to understand whether Mixed Reality can enhance a surgeon’s manipulations skills during minimally invasive procedures. Minimally-invasive surgery (MIS) utilizes small cuts in the skin - or sometimes natural orifices - to deploy instruments inside a patient’s body, while a live video feed of the surgical site is provided by an endoscopic camera and displayed on a screen. MIS is associated with many benefits: small scars, less pain and shorter hospitalization time as compared to traditional open surgery. However, these benefits come at a cost: because surgeons have to work by looking at a monitor, and not down on their own hands, MIS disrupts their eye-hand coordination and makes even simple surgical maneuvers challenging to perform. In this study, we wish to use Mixed Reality technology to superimpose anatomical models over the surgical site and explore if it can be used to mitigate this problem.
10

Generating Light Estimation for Mixed-reality Devices through Collaborative Visual Sensing

January 2018 (has links)
abstract: Mixed reality mobile platforms co-locate virtual objects with physical spaces, creating immersive user experiences. To create visual harmony between virtual and physical spaces, the virtual scene must be accurately illuminated with realistic physical lighting. To this end, a system was designed that Generates Light Estimation Across Mixed-reality (GLEAM) devices to continually sense realistic lighting of a physical scene in all directions. GLEAM optionally operate across multiple mobile mixed-reality devices to leverage collaborative multi-viewpoint sensing for improved estimation. The system implements policies that prioritize resolution, coverage, or update interval of the illumination estimation depending on the situational needs of the virtual scene and physical environment. To evaluate the runtime performance and perceptual efficacy of the system, GLEAM was implemented on the Unity 3D Game Engine. The implementation was deployed on Android and iOS devices. On these implementations, GLEAM can prioritize dynamic estimation with update intervals as low as 15 ms or prioritize high spatial quality with update intervals of 200 ms. User studies across 99 participants and 26 scene comparisons reported a preference towards GLEAM over other lighting techniques in 66.67% of the presented augmented scenes and indifference in 12.57% of the scenes. A controlled lighting user study on 18 participants revealed a general preference for policies that strike a balance between resolution and update rate. / Dissertation/Thesis / Masters Thesis Computer Science 2018

Page generated in 0.0508 seconds