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AUGMENTED REALITY SOM DIGITALT VERKTYG I PRODUKTIONSSKEDET / Augmented reality as a digital tool in the production phaseJimenez Parra, Jefferson, Radulovic, Milan January 2018 (has links)
Detta examensarbete utreder augmented reality (AR) som digitalt verktyg i byggproduktionen. Byggproduktionen präglas av kollisionsproblem och bakgrunden till dessa problem ligger ofta i bristande kommunikation och bristande samordning i byggprojekten. Installationsarbeten tar mer än 50% av produktionstiden och kräver mycket kommunikation och samordning. Installationsarbeten utförs ofta på begränsade arbetsytor och med en dålig samordning mellan de inblandade yrkesgrupperna bidrar detta till att det uppstår kollisioner och farliga arbetssituationer. Skanska vill effektivisera deras arbetsproccess genom nya teknologier och har därmed valt att testa Microsoft Hololens som använder teknologin AR i sina byggprojekt. Målet med arbetet är att undersöka genom en fallstudie om AR är lämpligt att användas i byggproduktionen genom att besvara (1) Hur lämplig är AR för informationsöverföringen och hantering i byggproduktionen? (2) Hur noggrann är AR teknologin för att kunna användas i installationsarbeten? (3)Vilka möjlighter har AR att implementeras i Skanskas verksamhet? Studien innefattar en fallstudie med observationer och intervjuer på ett av Skanskas byggprojekt i Göteborg, Tändstickan 3. Arbetarna får använda Microsoft Hololens som ett arbetsverktyg medan författarna observerar deras arbete. Intervjuer utförs före och efter användnigen av Microsoft Hololens. En dokumentanalys och litteraturstudie kommer att utföras för att bekräfta eller motsäga resultatet. Arbetarna som ingår i observationerna intervjuas efter användningen av Microsoft Hololens för att kontrollera om AR är lämpligt för deras arbete. Resultatet från intervjuerna och observationerna visar att AR kan minimera kollisionerna och effektivisera arbetet. Jämförelsen av resultaten från intervjuerna av AR specialister, arbetsledare, installationsledare, platschef och montörer visar att teknologin har potentialen att implementeras i Skanskas verksamhet. Svårigheten ligger i användarvänligheten och om hårdvaran är lämplig att användas på en arbetsplats. Studien utfördes under ett pågående projekt där installationsarbeten var i slutskedet, vilket påverkar studiens resultat. Det arbeten som medför mest svårigheter var redan avklarade vilket minskar resultatens giltighet. Studien utfördes i samarbeten med Skanska vilket gör det svårt att generallisera med mindre företag eftersom de inte har lika mycket resurser.
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Improving AR visualizationwith Kalman filtering andhorizon-based orientation : – To prevent boats to run aground at sea / Förbättring av AR-visualisering med Kalmanfiltrering och horisontbaseradorientering : - för att förhindra båtar att gå pågrundHero-Ek, Pontus January 2018 (has links)
This thesis researched the possibility of improving the compass of smartphones as theearth’s magnetic field is not strong and is easily disturbed, either by the environment ortechnology. The compass is used in Augmented Reality (AR) when the AR visualizationshould correspond to a position on earth. The issue lies in oscillating input values to thecompass that reduces the AR experience.To improve the AR experience without the use of external equipment, this work tried toboth filter the incoming values with a Kalman filter and to know the direction by capturingan image with a horizon that was image processed. The Kalman filter achieved a reductionin incoming disturbances and the horizon was matched against a panorama image thatwas generated from 3D data. The thesis starts off with requirements and contents of ARand goes through the different approaches that begins with a LAS point cloud and ends inmatching horizons with normalized cross-correlation.This thesis furthermore measures performance and battery drainage of the built applicationon three different smartphones that are nearly a year apart each. Drift was alsomeasured as it is a common issue if there is no earthly orientation to correct itself unto,for instance the magnetometer. This showed that these methods can be used on OnePlus2, Samsung Galaxy S7, and Samsung Galaxy S8, there is a steady performance and efficiencyincrease in each generation and that ARCore causes less drift. Furthermore thisthesis shows the difference between a compass and a local orientation with an offset.The application that was made focused to work at sea but it was also tested on buildingswith good results. The application also underwent usability tests that showed that theapplied functionalities improved the AR-experience. The conclusion shows that it is possibleto improve the orientation of smartphones. Albeit it can go wrong sometimes which iswhy this thesis also presents two ways to indicate that the heading is off.
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A low cost one-camera optical tracking system for indoor wide-area augmented and virtual reality environments / Sistema de rastreamento ótico monocular de baixo custo para ambientes internos amplos de realidade virtual e aumentadaBuaes, Alexandre Greff January 2006 (has links)
O número de aplicações industriais para ambientes de “Realidade Aumentada” (AR) e “Realidade Virtual” (VR) tem crescido de forma significativa nos últimos anos. Sistemas óticos de rastreamento (optical tracking systems) constituem um importante componente dos ambientes de AR/VR. Este trabalho propõe um sistema ótico de rastreamento de baixo custo e com características adequadas para uso profissional. O sistema opera na região espectral do infravermelho para trabalhar com ruído ótico reduzido. Uma câmera de alta velocidade, equipada com filtro para bloqueio da luz visível e com flash infravermelho, transfere imagens de escala de cinza não comprimidas para um PC usual, onde um software de pré-processamento de imagens e o algoritmo PTrack de rastreamento reconhecem um conjunto de marcadores retrorefletivos e extraem a sua posição e orientação em 3D. É feita neste trabalho uma pesquisa abrangente sobre algoritmos de pré-processamento de imagens e de rastreamento. Uma bancada de testes foi construída para a realização de testes de acurácia e precisão. Os resultados mostram que o sistema atinge níveis de exatidão levemente piores, mas ainda comparáveis aos de sistemas profissionais. Devido à sua modularidade, o sistema pode ser expandido através do uso de vários módulos monoculares de rastreamento interligados por um algoritmo de fusão de sensores, de modo a atingir um maior alcance operacional. Uma configuração com dois módulos foi montada e testada, tendo alcançado um desempenho semelhante à configuração de um só módulo. / In the last years the number of industrial applications for Augmented Reality (AR) and Virtual Reality (VR) environments has significantly increased. Optical tracking systems are an important component of AR/VR environments. In this work, a low cost optical tracking system with adequate attributes for professional use is proposed. The system works in infrared spectral region to reduce optical noise. A highspeed camera, equipped with daylight blocking filter and infrared flash strobes, transfers uncompressed grayscale images to a regular PC, where image pre-processing software and the PTrack tracking algorithm recognize a set of retro-reflective markers and extract its 3D position and orientation. Included in this work is a comprehensive research on image pre-processing and tracking algorithms. A testbed was built to perform accuracy and precision tests. Results show that the system reaches accuracy and precision levels slightly worse than but still comparable to professional systems. Due to its modularity, the system can be expanded by using several one-camera tracking modules linked by a sensor fusion algorithm, in order to obtain a larger working range. A setup with two modules was built and tested, resulting in performance similar to the stand-alone configuration.
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Sistema Diálogos : por uma experiência museológica dialógica em realidade aumentadaSilveira, Andre Luis Marques da January 2011 (has links)
Esta tese envolve o desenvolvimento de um sistema informatizado para ser utilizado em atividades dialógicas na arte (em consonância com os Parâmetros Curriculares Nacionais de Artes de 1998, a Política Nacional dos Museus e o Art. 29 da Subseção II da Lei nº 11.904). A partir do estudo da teoria de Mikhail Bakhtin, o sistema foi pensado como possuidor de uma Pragmática Comunicacional que se alicerça em conceitos trabalhados pelo autor. Esses conceitos foram incorporados ao Modelo Semântico/Formal do Sistema e compreendem o locutor e o interlocutor, os enunciados proferidos, a alternância entre vozes, dentre outros. A partir deles, registramos o percurso discursivo do público de Museus, Centro Culturais, Institutos Culturais, Galerias de Arte, Memoriais Artísticas e Culturais, dentre outros espaços expositivo, durante o ato de se expressar sobre obras de arte (produção de sentidos na arte). Mediante a formulação de enunciados verbais, imagéticos e sonoros - como efeitos da interação entre os interlocutores - buscou-se dar visibilidade a pontos de vista múltiplos, que envolvem o conteúdo do ato, seu processo e sua valoração. Cabe ressaltar que o objetivo do sistema é fomentar uma ação de diálogo entre todos os sujeitos envolvidos, na medida em que concebe meios tecnológicos para o registro e a exposição de enunciados acerca de obras de arte, a partir da adoção de tecnologia de Realidade Aumentada, no próprio espaço expositivo. Para avaliar a eficácia do sistema, realizamos uma série de atividades que envolveram Museus de Arte e Instituições de Ensino. Após, analisamos os enunciados proferidos durante as atividades, tendo em vista o locutor e o interlocutor, as vozes proferidas, a compenetração e o acabamento de sentido. Durante essa etapa, buscamos detectar elementos de linguagem, presentes nos registros dos participantes, que sinalizassem a produção de sentidos na arte. / This thesis involves the development of a computerized system for use in dialogical activities in Art (according to the National Arts Curricular Parameters of 1998, the National political Museum and Art. 29 of Subsection II of Law nº 11,904). Based on the study of Bakhtin's theory, the system was developed as a means of Pragmatic Communication which is based on concepts of the author. These concepts were incorporated into the Conceptual Model of the system and involves the speaker and interlocutor, the statements given, the alternation of voices, among others. From them, we registered the speech of the visitors to the Museum, Cultural centers, Cultural Institutes, Art Galleries, Cultural and Artistic Memorials, among other exhibition spaces, when interacting with works of art. The registration of the verbal statements, images and sound and also the effects of the interaction that occurred between the interlocutors presenting multiple viewpoints, involving the contents of the act, its process and its evaluation. The aim of the system is to promote a dialogue among all actors involved, by designing technologies which register and make it visible the statements about the works on display in the museum. Augmented Reality technology is used in the exhibition space. We have evaluated the efficiency of the system through a range of activities, involving art museums and educational institutions. We also analyzed the statements made during the activities, considering the speaker and interlocutor, the voices, the comprehension and the sense of completion. At this stage, we focused on the detecting language elements present in the statements of participants that indicate the production of senses in art. These records were exposed by the Augmented Reality technology in the museum space. At this moment, we understand that a new dialogue was initiated by the public, who had access to the system from tablet computers. From the analysis of these statements and impressions of the statements of participants of the dialogue, we believe that the system provides a means, which when used correctly, contributes to the production of meanings in art.
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Exibição de Propaganda Personalizada com o uso de Realidade Aumentada / Showing Personalized Advertisement with the use of Augmented RealityRafael Brandão Taveira 23 September 2013 (has links)
É apresentado como problema atual na área de Publicidade e Propaganda a exibição de conteúdo personalizado para nichos específicos. A propaganda acaba se concentrando nos produtos de maior sucesso, tendo como foco alguns públicos-alvo previamente determinados. Assim, o estudo pretende avaliar um novo canal para exibição de propaganda em nível individual, através das perspectivas da Cauda Longa e da Realidade Aumentada (R.A.). O ponto principal desse trabalho é, portanto, mostrar a quantidade de nichos existentes e sugerir uma personalização da propaganda a um nível praticamente individual, como uma ligação direta entre produto e consumidor, usando como suporte tecnológico a R.A. A partir da análise de trabalhos de Romero Tori, Paul Milgram, Ronald Azuma, Cláudio Kirner, Robson Siscouto, Lúcia Santaella, entre outros autores, foi feita uma avaliação dos principais pontos de interesse da tecnologia de Realidade Aumentada para profissionais da área do Design. Discorrendo não só sobre suas características como também identificando problemas e questionamentos atuais, tanto para esses profissionais como para o consumidor final. A tese se enquadra na linha de pesquisa de Design e Tecnologia ao passo que os profissionais desta área de conhecimento são responsáveis diretos por pensar as formas de interação de modo que sejam mais orgânicas e intuitivas para os usuários. Existe muito trabalho a ser realizado, no tocante à Ergonomia e Usabilidade, nas soluções que usam a Realidade Aumentada, principalmente na forma como se dá a sobreposição da informação digital ao ambiente real capturado pela câmera e sua manipulação pelo indivíduo. / Show custom content for specific market segments is a current problem in the Advertising industry. The advertisement ends up prioritizing the most successful products, with the focus on some predetermined audiences. With that in mind, this study evaluates a new channel for advertising on an individual level, through the perspectives of the Long Tail and Augmented Reality (AR). For that reason, the main point of this work is demonstrate the amount of existing niches and suggest customized ads to an individual level, as a direct link between product and consumer, using as technological support AR. From the analysis of the authors Romero Tori, Paul Milgram, Ronald Azuma, Claudio Kirner, Robson Siscouto, Lucia Santaella, among others, an assessment was made about the main points of interest in AR to the field of professional designers. Reflecting not only about their characteristics as well as identifying current problems and questions , both for these professionals and to the final consumer. The work fits the Design and Technology area because their professionals are directly responsible for thinking ways of interaction in order to be more intuitive for users. There is much more work to be done with regards to Ergonomics and Usability in the solutions that use Augmented Reality, especially in the way the digital information overlays the environment captured by the camera and its manipulation by the individual.
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Integrated augmented reality and product lifecycle management framework for operator support optimization and improvement of reporting during the manufacturing operationMercan, Hasan Mert January 2018 (has links)
Nowadays, production environment became more and more competitive due to innovative improvements and applications in industrial systems. Manufacturers aim to implement technological solutions into their production systems from the design phase until the product’s end of life. This approach provides several benefits to manufacturers such as; reduced cost, increased productivity, reduced time-to-market etc. Augmented Reality (AR) is one of the most popular technologies which provides innovative solution to manufacturers. There is a variety of use of AR applications in manufacturing world such as; assemble, training, maintenance, recycling etc. On the other hand, the product data andits traceability became more and more important within supply chain. In order to improve their competitiveness on the market, manufacturers started to search for solutions which helps to improve production practices in terms of cost and time. PLM solutions have provided a better understanding to use of product data and improved the production systems. This project aims to develop a framework which integrates the AR and PLM context with the purpose of optimization of the support given to the operator and reporting of the manufacturing operations. An AR –PLM Framework has been developed and a demonstrator has been implemented as a proof of the concept in this project.
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On mobile augmented reality applications based on geolocation / Vers des applications de réalité augmentée utilisant la géolocalisationMichel, Thibaud 10 November 2017 (has links)
Les applications de réalité augmentée peuvent être conçues de différentes manières, mais encore très peu tirent partie de la géolocalisation.Pourtant, aujourd'hui, avec la multitude de capteurs embarqués dans nos smartphones et nos tablettes, l’utilisation de la géolocalisation dans le contexte de la RA (RA Geo) semble très prometteuse.Dans ce travail de thèse, nous avons contribué sur plusieurs aspects fondamentaux de la RA Geo: l'estimation de la position du dispositif, l'estimation de son orientation, ainsi que sur l'impact de ces estimations sur le rendu des informations virtuelles.Dans un premier temps, nous avons étudié l'estimation de l’orientation du téléphone.Nous avons réalisé le premier benchmark dans un motion lab afin de comparer et d'évaluer les différents filtres de la littérature sur une base commune.Celui-ci a permis de produire la première analyse comparative approfondie des différentes approches.Nous avons aussi proposé un nouveau filtre dont le but est de minimiser l’effet des perturbations magnétiques omniprésentes en intérieur et avons quantifié son apport par rapport aux techniques existantes.Dans un deuxième temps, nous avons étudié l'estimation de la position du téléphone lorsqu’il est porté par un piéton.Il existe de nombreux travaux sur les technologies de localisation mais il est difficile de trouver un benchmark qui évalue les différentes technologies dans le cas d’un smartphone grand public. Ainsi, à nouveau nous avons produit le premier benchmark pour analyser de façon comparative les différentes techniques de localisation qui peuvent être utilisées avec un smartphone.Dans un troisième temps, nous avons proposé une méthode pour caractériser l'impact des estimations d'orientation et de positionnement sur le rendu des informations virtuelles.Ceci a permis d'identifier des critères permettant de comprendre plus précisément les limites de faisabilité de différent cas d'utilisation de la RA Geo.Enfin, nous avons proposé un nouveau framework pour faciliter la conception d’applications de la RA Geo.Nous montrons comment les données de cartographie peuvent être utilisées et enrichies à l’aide d’une nouvelle sémantique utilisant OpenStreetMap.Nous avons créé un visualiseur permettant d'afficher des éléments virtuels sur le flux de la caméra.Ce framework intègre différents modules pour la localisation, l’orientation, la gestion des points d'intérêts, le geofencing, l’audio spatialisé, et le rendu 2D ou RA.Finalement, trois exemples d'applications d'AR Géo ont été réalisés à partir de ce framework.TyrAr est une application pour visualiser des informations sur les sommets et les villes environnantes.AmiAr permet de contrôler de certains objets de domotique dans un appartement connecté.Venturi Y3 est une visite guidée de la ville de Grenoble avec des expériences de RA avec de l'audio. / Applications for augmented reality can be designed in various ways, but few take advantage of geolocation.However, nowadays, with the many cheap sensors embedded in smartphones and tablets, using geolocation for augmented reality (Geo AR) seems to be very promising.In this work, we have contributed on several aspects of Geo AR: estimation of device positioning and attitude, and the impact of these estimations on the rendering of virtual information.In a first step, we focused on smartphone attitude estimation.We proposed the first benchmark using a motion lab with a high precision for the purpose of comparing and evaluating filters from the literature on a common basis.This allowed us to provide the first in-depth comparative analysis in this context.In particular, we focused on typical motions of smartphones when carried by pedestrians.Furthermore, we proposed a new technique for limiting the impact of magnetic perturbations with any attitude estimation algorithm used in this context.We showed how our technique compares and improves over previous works.In a second step, we studied the estimation of the smartphone's position when the device is held by a pedestrian.Altough many earlier works focused on evaluation of localisation systems, it remains very difficult to find a benchmark to compare technologies in the setting of a commodity smartphone. Once again, we proposed a novel benchmark to analyse localisation technologies including WiFi fingerprinting, WiFi trilateration, SHS (Step and Heading System) and map-matching.In a third step, we proposed a method for characterizing the impact of attitude and position estimations on the rendering of virtual features.This made it possible to identify criteria to better understand the limits of Geo AR for different use cases.We finally proposed a framework to facilitate the design of Geo AR applications.We show how geodata can be used for AR applications.We proposed a new semantics that extends the data structures of OpenStreetMap.We built a viewer to display virtual elements over the camera livestream.The framework integrates modules for geolocation, attitude estimation, POIs management, geofencing, spatialized audio, 2.5D rendering and AR.Three Geo AR applications have been implemented using this framework.TyrAr is an application to display information on mountain summits and cities around the user.AmiAr allows one to monitor lights, shutters, tv in a smart appartment.Venturi Y3 is an AR-Tour of Grenoble with audio description and experiences.
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A low cost one-camera optical tracking system for indoor wide-area augmented and virtual reality environments / Sistema de rastreamento ótico monocular de baixo custo para ambientes internos amplos de realidade virtual e aumentadaBuaes, Alexandre Greff January 2006 (has links)
O número de aplicações industriais para ambientes de “Realidade Aumentada” (AR) e “Realidade Virtual” (VR) tem crescido de forma significativa nos últimos anos. Sistemas óticos de rastreamento (optical tracking systems) constituem um importante componente dos ambientes de AR/VR. Este trabalho propõe um sistema ótico de rastreamento de baixo custo e com características adequadas para uso profissional. O sistema opera na região espectral do infravermelho para trabalhar com ruído ótico reduzido. Uma câmera de alta velocidade, equipada com filtro para bloqueio da luz visível e com flash infravermelho, transfere imagens de escala de cinza não comprimidas para um PC usual, onde um software de pré-processamento de imagens e o algoritmo PTrack de rastreamento reconhecem um conjunto de marcadores retrorefletivos e extraem a sua posição e orientação em 3D. É feita neste trabalho uma pesquisa abrangente sobre algoritmos de pré-processamento de imagens e de rastreamento. Uma bancada de testes foi construída para a realização de testes de acurácia e precisão. Os resultados mostram que o sistema atinge níveis de exatidão levemente piores, mas ainda comparáveis aos de sistemas profissionais. Devido à sua modularidade, o sistema pode ser expandido através do uso de vários módulos monoculares de rastreamento interligados por um algoritmo de fusão de sensores, de modo a atingir um maior alcance operacional. Uma configuração com dois módulos foi montada e testada, tendo alcançado um desempenho semelhante à configuração de um só módulo. / In the last years the number of industrial applications for Augmented Reality (AR) and Virtual Reality (VR) environments has significantly increased. Optical tracking systems are an important component of AR/VR environments. In this work, a low cost optical tracking system with adequate attributes for professional use is proposed. The system works in infrared spectral region to reduce optical noise. A highspeed camera, equipped with daylight blocking filter and infrared flash strobes, transfers uncompressed grayscale images to a regular PC, where image pre-processing software and the PTrack tracking algorithm recognize a set of retro-reflective markers and extract its 3D position and orientation. Included in this work is a comprehensive research on image pre-processing and tracking algorithms. A testbed was built to perform accuracy and precision tests. Results show that the system reaches accuracy and precision levels slightly worse than but still comparable to professional systems. Due to its modularity, the system can be expanded by using several one-camera tracking modules linked by a sensor fusion algorithm, in order to obtain a larger working range. A setup with two modules was built and tested, resulting in performance similar to the stand-alone configuration.
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User experience guidelines for mobile natural user interfaces: a case study of physically disabled usersJacobs, Gershwin January 2017 (has links)
Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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Real Time Cross Platform Collaboration Between Virtual Reality & Mixed RealityJanuary 2017 (has links)
abstract: Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR to collaborate in real time.
The study of developing a real-time cross-platform collaboration system between VR and MR takes into consideration a scenario in which multiple device users are connected to a multiplayer network where they are guided to perform various tasks concurrently.
Usability testing was conducted to evaluate participant perceptions of the system. Users were required to assemble a chair in alternating turns; thereafter users were required to fill a survey and give an audio interview. Results collected from the participants showed positive feedback towards using VR and MR for collaboration. However, there are several limitations with the current generation of devices that hinder mass adoption. Devices with better performance factors will lead to wider adoption. / Dissertation/Thesis / Final Output / Keynote / Thesis Demo / Masters Thesis Computer Science 2017
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