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Virtual Reality Interaction Using Mobile DevicesAseeri, Sahar A. 07 1900 (has links)
With the use of an immersive display system such as CAVE system, the user is
able to realize a 3D immersive virtual environment realistically. However, interacting
with virtual worlds in CAVE systems using traditional input devices to perform easy
operations such as manipulation, object selection, and navigation is often difficult.
This difficulty could diminish the immersion and sense of presence when it comes to 3D
virtual environment tasks. Our research aims to implement and evaluate alternative
approaches of interaction with immersive virtual environments on mobile devices for
manipulation and object selection tasks. As many researchers have noted, using a
mobile device as an interaction device has a number of advantages, including built-in
display, built-in control, and touch screen facility. These advantages facilitate simple
tasks within immersive virtual environments. This research proposes new methods
using mobile devices like Smart-phones to perform di↵erent kinds of interactions both
as an input device, (e.g. performing selection and manipulation of objects) and as
an output device (e.g. utilizing the screen as an extra view for a virtual camera
or information display). Moreover, we developed a prototype system to demonstrate
and informally evaluate these methods. The research conclusion suggests using mobile
devices as a 3D-controller. This will be a more intuitive approach to interact within
the virtual environment.
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Prototyping of a mobile, Augmented Reality assisted maintenance toolBoodé, Henrik January 2014 (has links)
The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android. NyARToolkit uses OpenGL to visualize 3D models. The 3D models used isin the metasequoia fileformat. The application that implements the framework gets reasonableperformance on Galaxy Tab 2 and the visualization of 3D model is accomplished. A stabile markerrecognition is not attained.The usability has not been studied thoroughly, but it is designed based on the unofficial standard fordesign on mobile devices and for 3D manipulation on mobile devices. The graphical design is aimingfor an open workspace with as few interrupting objects as possible. Clear descriptions of objects are apart that has resulted from usertesting.Judging by the functionality that the prototype indicates it could be assumed that an application of thistype is possible in the given field, which is worked performed by a service technician. The testingequipment that has been used is not of the latest generation of mobile devices which can mean thatnewer models perform better than the ones used for testing. What seems to be limiting the use of themarker recognition is the quality of the video input. The device’s processing power affects howadvanced the 3D environment can be, which in turn can reduce performance when more complex 3Dmodels are used. Since there are several frameworks for the Android platform there is also severalsolutions to making a prototype with the sane functionality. Since I have only explored oneframework there is a possibility that another framework could have produced a more stabile prototypeThe user testing that has been performed points out that a distinct design is needed. Clearly describingtexts for different objects should be used to make the user less confused. An unofficial user designthat is generally used has to be implemented so that the users fell at home when handling theapplication on mobile devices.
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Navigational training for stressful environments : virtual travel versus map studyPhilbin, David A. 12 1900 (has links)
No description available.
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An analysis of visual depth cues across viewing distancesSurdick, Robert Troy 05 1900 (has links)
No description available.
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Interaction Techniques using Head Mounted Displays and Handheld Devices for Outdoor Augmented RealityBudhiraja, Rahul January 2013 (has links)
Depending upon their nature, Outdoor AR applications can be deployed on head mounted displays (HMD) like Google glass or handheld Displays (HHD) like smartphones. This master’s thesis investigates novel gesture-based interaction techniques and applications for a HMD-HHD hybrid system that account for advantages presented by each platform. Prior research in HMD-HHD hybrid systems and gestures used in VR and surface computing were taken into account while designing the applications and interaction techniques. A prototype system combining a HMD and HHD was developed and four applications were created for the system. For evaluating the gestures, an application that compared four of the proposed gestures for selection tasks was developed. The results showed a significant difference between the different gestures and that the choice of gesture for selection tasks using a hybrid system depended upon application requirements like speed and accuracy.
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Augmented Reality (AR) : En undersökning av hur ett verk i AR upplevsLarsson, Kristian January 2014 (has links)
No description available.
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The life of the mind : psychic explorations in the work of May SinclairForster, Laurel Cevelia January 2000 (has links)
No description available.
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Emotional awareness : using reality television as a tool for popular educationBarnett, Bonnie Maureen. January 2005 (has links)
Despite being dismissed as low brow, nonsensical and a cheap form of entertainment, the present cultural phenomenon of reality television reveals a shared space where people are exposing more personalized, emotional aspects of themselves than typically seen in other genres of television programming or areas of contemporary public life. This recent trend of reality TV is both heightening and challenging many of the long-standing ethical debates over the boundaries between public and private, individual and collective as well as rational and emotional experience and needs to be considered within a pedagogical context. This study will explore reality television's position as a means of popular education, while attending to a broader social context of changing media and corresponding cultural shifts. A McLuhanesque study, this thesis will investigate what socio-cultural changes are occurring in our media environment as a result of our experiences within new media technologies.
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Using a head mounted display to navigate in a 2D information space /Demczuk, Victor. Unknown Date (has links)
Thesis (MApSc(ComputerScience))--University of South Australia, 2001.
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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.
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