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  • 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.
101

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 workshops

Andersson, 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.
102

Storyscape, a new medium of media

Blumenthal, 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.
103

Developing a methodical approach for the systematic identification of innovative technological applications, based on mixed reality in manual order picking

Ehmann, 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.
104

Measurement and Analysis of Wavefront Deviations and Distortions by Freeform Optical See-through Head Mounted Displays

Kuhn, 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.
105

Toward the Implementation of Augmented Reality Training

Mayberry, Charles Randall 01 January 2013 (has links)
The United States Air Force (USAF) trains C-130H Loadmaster students at Little Rock Air Force Base (AFB) through a civilian contract. The Aircrew Training System (ATS) contractor utilizes a Fuselage Trainer (FuT) to provide scenarios for the Loadmaster students to practice loading and unloading a simulated aircraft. The problem was the USAF does not have enough training devices and these devices are not at a high enough fidelity to accomplish many of the aircraft functions to meet the training objectives before flying on the actual aircraft. The ATS has moved the pilot's initial training into the Weapon System Trainer (WST). The WST has nearly eliminated all the aircraft flights for pilot initial instrument training because the simulator is life-like enough to accomplish the training tasks to qualify the students in the device. The Loadmaster student flights are scheduled based upon the pilot's flight training, thus forcing the Loadmaster students to utilize some other type of simulator device for their initial training. The goal was to investigate an efficient and effective AR training system to instruct Loadmaster skills before they train on the aircraft. The investigation examined the use of a prototype Helmet Mounted Display (HMD) AR device attached to the Loadmaster's helmet. Three scenarios provided a basis to evaluate the different aspects of hardware and software needed to utilize an HMD as a Loadmaster training tool. The scenarios tested how the AR device may improve the C-130H Loadmaster training capabilities to learn normal and emergency procedures to students in the FuT. The results show a way to save the government thousands of dollars in fuel cost savings and open the eyes of the training contractor to a new way of training students using AR.
106

Utveckling inom Augmented Reality med Unity / Development in Augmented Reality with Unity

Björnander, 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.
107

Ego- and Exocentric interaction methods formobile AR conferencing

Bleeker, Timo January 2013 (has links)
Augmented Reality is technology that superimposes virtual content on the real world, typically shown through a see-through head mounted display (HMD) or handheld device. AR has successfully been used for many applications and provides new opportunities for remote collaboration and communication. With the growing availability of commercial HMDs such as Google Glass and the Oculus Rift, more possibilities in the field of AR have opened up. However, interaction with AR content shown on HMDs is still not very well explored. This master's thesis investigates the possibilities of a combined use of head mounted and hand held displays (HHD) for interaction in AR conferencing experiences. Prior research in communication, AR collaboration and HMD-HHD interaction is reviewed before presenting new interaction methods. Two different HHD interfaces and cuing methods were created to support file sharing in an AR conferencing application. A formal evaluation compared four different combinations of the interfaces and cuing methods. The results showed a significant difference between the different conditions where in particular one condition performed better than the others. The results were used to create a set of basic design guidelines for future research and application development.
108

MR IMAGE OVERLAY: AN AUGMENTED REALITY SYSTEM FOR NEEDLE GUIDANCE

U-Thainual, Paweena 02 October 2013 (has links)
MRI-guided percutaneous needle-based surgery has become part of routine clinical practice. There are millions of these procedures performed in Canada. The conventional MRI-guided needle intervention is usually performed with the primary goal of navigating a needle to a target while sparing healthy and/or critical structures. Potential limitations of conventional unassisted free-hand needle placement include the physician's ability to align and maintain the correct trajectory and angle toward a target, especially in case of deep targets. In contemporary practice, images are displayed on the operator's 2D console only outside the treatment room, where the physician plans the intervention. Then the physician enters the room, mentally registers the images with the anatomy of the actual patient, and uses hand-eye coordination to execute the planned intervention. Previous concept has been shown and preliminary results discussed from demonstrated MRI-guided needle intervention using an augmented reality 2D image overlay system in a closed configuration 1.5T MRI scanner. However, the limited availability of interventional MR imaging systems and the length of time of MR-guided interventions have been limiting factors in the past. This dissertation addresses topics related to evaluating and developing the 2D augmented reality system, the assistance device for MRI-guided needle interventions. This research effort has primarily focused on developing a new adjustable 2D MR image overlay system and validating the previous 2D image overlay system in the clinical environment. The adjustable system requirement is to overcome the oblique insertions, difficulties inherent to MR-guided procedures, and to promise safe and reliable needle placement inside closed high-field MRI scanners. This thesis describes development of the image overlay system including requirements, mechanism design and evaluation of MR compatibility. Additionally, a standalone realization of an MR image overlay system, named “The Perk Station” was developed, implemented and evaluated. The system was deployed in the laboratory as a training/teaching tool with non-bio-hazardous specimens. This laboratory version of the system allows for evaluation of trial interventions. The system also supports recording of the complete intervention trajectory for operator performance, technical efficacy, and accuracy studies of insertion techniques. / Thesis (Ph.D, Mechanical and Materials Engineering) -- Queen's University, 2013-09-30 22:21:51.469
109

3D augmented reality with integral imaging display

Shen, 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.
110

När verkligheten är en del av spelet : En kvalitativ studie om spelet Pokémon Go's framgång

Åström, 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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