Spelling suggestions: "subject:"[een] REALITY"" "subject:"[enn] REALITY""
21 |
Realfabrik Fernsehen: (Serien- )Produkt "Mensch" Analyse von Real-Life-Soap-Formaten und deren Wirkungsweisen /Schwäbe, Nicole Helen. January 2004 (has links)
Tübingen, Universiẗat, Diss., 2003. / Dateien im PDF-Format. - Enth.: Teil 1. Teil 2.
|
22 |
Comparative assessment of human observation in virtual and physical realityLarif, Oumaima 09 August 2019 (has links)
Virtual Reality (VR) is a computer-generated simulation of an environment that can be interacted with a seemingly real or physical way by a person using special electronic equipment. VR techniques have the potential to reduce design cycle times and reduce or eliminate physical prototyping costs if the human performance in VR is truly comparable to physical reality. In this research, human oversight of an assembly process in virtual reality (VR) and physical reality is compared for the ability to detect deviations (errors) in parts. This is relevant to verifying the use of VR to assess the vulnerability of cyber-physical systems with human observation.
|
23 |
Einstein and the Representation of RealityWeinert, Friedel January 2006 (has links)
No
|
24 |
Estimation of traversed distance in a virtual environmentKline, Paul Brian 01 January 1999 (has links)
No description available.
|
25 |
A Program to Display Big DataChantaworakunakorn, Piyarat, Munoz, Michael 10 1900 (has links)
ITC/USA 2015 Conference Proceedings / The Fifty-First Annual International Telemetering Conference and Technical Exhibition / October 26-29, 2015 / Bally's Hotel & Convention Center, Las Vegas, NV / This paper describes a new way to look at telemetry data. Northern Arizona University (NAU) students are researching a new approach to apply virtual reality (VR) to evaluate data from a collection of stored signals. Each signal will have limits attached which we will use to view the parts of the waveform which contain abnormalities. A program to illustrate the technique is being developed by NAU students. Initially, we were working with Vizard 5, using the Python language. However, there is another program, Unity, which will perhaps be more useful for the application we wish to achieve. Additionally, we are examining a technique to accurately access the telemetry data collected. The amount of telemetry data collected has increased over the years resulting in difficulties in identifying the relevant information. We are searching for a better approach to store and access big data and will demonstrate this approach by utilizing Oculus Rift and Microsoft Kinect.
|
26 |
Defining and exploring virtual reality : a Burkeian and heuristic analysisCarney, Ryan E. January 2010 (has links)
Virtual reality has existed for many years, dating back to the 1940s but
becoming popular on a larger scale in the late 1980s and early 1990s. It has been
largely regarded as something of a plaything or hobby and, in general, as
something that is on a lower echelon when compared to physical reality. In recent
years, however, as our society becomes more interconnected via the Internet and
as highly interactive web services, such as Facebook, Second Life, and Twitter,
play a larger role in individualsʼ lives, a reexamination of the status of virtual reality
becomes necessary.
! This study employs the work of a major twentieth century critic, Kenneth
Burke, and from his conception of dramatism to demonstrate that 1) virtual reality,
for many, is a significant reality that can often lead to the formation of meaningful
relationships between individuals and 2) the significance of this reality is born out
of users dramatizing their online experiences. Through heuristics and dramatistic
analysis, I examine how the users of Facebook dramatize their actions and
collectively contribute to the formation of a controlling narrative that can be seen
across all of virtual reality. Further, the findings of this thesis provide a heuristic
foundation for future research into virtual reality. / The problem -- Literature review -- Method -- The controlling drama of Facebook as a virtual reality -- Conclusions, limitations and heuristic propositions. / Department of Telecommunications
|
27 |
The Influence of the Internet upon the individual modeling of reality.Faul, Mark, Carleton University. Dissertation. Sociology and Anthropology. January 1999 (has links)
Thesis (M.A.)--Carleton University, 2000. / Also available in electronic format on the Internet.
|
28 |
Immersive Space to Think: Immersive Analytics for Sensemaking with Non-Quantitative DatasetsLisle, Lorance Richard 09 February 2023 (has links)
Analysts often work with large complex non-quantitative datasets in order to better understand concepts, themes, and other forms of insight contained within them. As defined by Pirolli and Card, this act of sensemaking is cognitively difficult, and is performed iteratively and repetitively through various stages of understanding. Immersive analytics has purported to assist with this process through putting users in virtual environments that allows them to sift through and explore data in three-dimensional interactive settings. Most previous research, however, has focused on quantitative data, where users are interacting with mostly numerical representations of data. We designed Immersive Space to Think, an immersive analytics approach to assist users perform the act of sensemaking with non-quantitative datasets, affording analysts the ability to manipulate data artifacts, annotate them, search through them, and present their findings. We performed several studies to understand and refine our approach and how it affects users sensemaking strategies. An exploratory virtual reality study found that users place documents in 2.5-dimensional structures, where we saw semicircular, environmental, and planar layouts. The environmental layout, in particular, used features of the environment as scaffolding for users' sensemaking process. In a study comparing levels of mixed reality as defined by Milgram-Kishino's Reality-Virtuality Continuum, we found that an augmented virtuality solution best fits users' preferences while still supporting external tools. Lastly, we explored how users deal with varying amounts of space and three-dimensional user interaction techniques in a comparative study comparing small virtual monitors, large virtual monitors, and a seated-version implementation of Immersive Space to Think. Our participants found IST best supported the task of sensemaking, with evidence that users leveraged spatial memory and utilized depth to denote additional meaning in the immersive condition. Overall, Immersive Space to Think affords an effective sensemaking three-dimensional space using 3D user interaction techniques that can leverage embodied cognition and spatial memory which aids the users understanding. / Doctor of Philosophy / Humans are constantly trying to make sense of the world around them. Whether they're a detective trying to understand what happened at a crime scene or a shopper trying to find the best office chair, people are consuming vast quantities of data to assist them with their choices. This process can be difficult, and people are often returning to various pieces of data repeatedly to remember why they are making the choice they decided upon. With the advent of cheap virtual reality products, researchers have pursued the technology as a way for people to better understand large sets of data. However, most mixed reality applications looking into this problem focus on numerical data, whereas a lot of the data people process is multimedia or text-based in nature. We designed and developed a mixed reality approach for analyzing this type of data called Immersive Space to Think. Our approach allows users to look at and move various documents around in a virtual environment, take notes or highlight those documents, search those documents, and create reports that summarize what they've learned. We also performed several studies to investigate and evolve our design. First, we ran a study in virtual reality to understand how users interact with documents using Immersive Space to Think. We found users arranging documents around themselves in a semicircular or flat plane pattern, or using various cues in the virtual environment as a way to organize the document set. Furthermore, we performed a study to understand user preferences with augmented and virtual reality. We found a mix of the two, also known as augmented virtuality, would best support user preferences and ability. Lastly, we ran two comparative studies to understand how three dimensional space and interaction affects user strategies. We ran a small user study looking at how a single student uses a desktop computer with a single display as well as immersive space to think to write essays. We found that they wrote essays with a better understanding of the source data with Immersive Space to Think than the desktop setup. We conducted a larger study where we compared a small virtual monitor simulating a traditional desktop screen, a large virtual monitor simulating a monitor 8 times the size of traditional desktop monitors, and immersive space to think. We found participants engaged with documents more in Immersive Space to Think, and used the space to denote importance for documents. Overall, Immersive Space to Think provides a compelling environment that assists users in understanding sets of documents.
|
29 |
Integrating behavioural design into the virtual environment development processWillans, James Stephen January 2001 (has links)
No description available.
|
30 |
Community involvement in urban developmentShchory, Nili January 2001 (has links)
The research deals with the development of participatory municipal democracy, with inter-communal relations, and with the relations between communities and the urban establishment regarding urban development in towns. The study analyses and examine the processes in which residents, members of a geographical community whose borders overlap the residential units in a town, and who are not elected or appointed by the authorities, can influence decisions relating to the policy, planning, and design of a town's urban space. Part I - Chapter 1 presents an overview of the paper. Chapter 2 positions the context of the research in the space and time in which Israeli society and its urban fabric have developed. Part II - presents the methodology and methods of the research. In Chapter 3, the theoretical framework of the study discusses issues like the geographical community, relation between civil society and the state, and new social, urban, and physical realities in a community. Chapter 4 presents the research objectives, the research questions, and the method of data collection applied in the study, such as the questionnaires administered to 73 heads of local authorities throughout Israel; questionnaires administered to 243 residents; interviews with some 20 experts and 11 players in the case-study analysis of 16 events of communal involvement that took place in 14 different local authorities; text analyses, and an analysis of urban plans. Part ill - presents in Chapter 5 a review of the field and general background of the Issue. Part IV - presents the current social context in Israel. Chapter 6 describes actual changes and events that influenced the issue, while Chapter 7 outlines the characteristics of community involvement. Part V - the case-study of Mevasseret Ziyyon is presented - displaying social action in urban development, with an analysis of community involvement and conflict in city planning. Chapter 8 provides the story of the place and the master-plan in conflict;Chapter 9 presents the context of the conflict. Chapter 10 presents the practical dimensions and dynamic of the conflict. Chapter 11 describes the dimension of human influence, and Chapter 12 shows the symbolic dimension of values, events, and interpretation of the community and establishment. Part VI - sets out the conclusions of the research. Chapter 13 presents the finding of the research, Chapter 14 the discussion while Chapter 15 the contribution of the study. The main fmdings show that, despite the importance attributed by the community and the establishment to communal involvement in urban development, there is a gap between the reality and what is aspired to. There is disparity between the declaration made by the mayors regarding the importance of community involvement, and what they actually do in this context. The civil culture of the community is not sufficiently developed and only a minority of the community residents (15%) is in fact involved. Community involvement takes place in two polar patterns of activity: conflict from 'below' when the community objects to the establishment, and cooperation from 'above' with the establishment. Cooperation was found to be the more successful optiol1.' At the community level, during a conflict about the master-plan of Mevasseret Ziyyon, the members of the elite the residing in the community appear to be at an advantage, due to their ability to recruit knowledge and information, and also because of their understanding of the 'language' of urban planning, in designing and planning space in a manner that accords with their values, beliefs and needs. The study can be seen from two points of view. The first, which relates to the construction of social reality, deals with the development of urban participatory democracy, and addresses issues such as education for democracy and active citizenship, and a fair dialogue with the community in terms of quality of life and the environment. The second relates to the construction of a physical reality, and deals with the design and plarming of the environment. It relates to issues such as learning and understanding interpretations of urban space, the design thereof, how the city will look, who will live in it and how, and what sense of place and quality of life those people will have.
|
Page generated in 0.029 seconds