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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.
411

Investigating the Implementation of Augmented Reality in Logistics

Thomas, Telbin, Alex, Jestin January 2020 (has links)
The rise of the new industrial era has brought about the need for adopting new technologies, digitization, automation, and improving the industrial internet of things. With the introduction of Industry 4.0, there have been a lot of changes that transformed the way of understanding how technologies have evolved and helped to improve productivity in various sectors. Through this thesis, we try to discuss how Augmented Reality (AR), which is one the main pillar of Industry 4.0 plays a vital role in industrial innovation and development. It is important to simplify the execution of logistics operations and make them more reliable where human resources are involved to decrease the error rate and decision-making time. The report provides information about the technologies that are currently used in the logistic industries such as barcode and RFID. A brief description of AR components, barriers, and its applications are discussed in the theoretical background. It follows a case study to understand common problem areas in the production system and find out how AR can improve these conditions by comparing them with data gathered from literature and interviews conducted. The thesis was performed in collaboration with one of the main logistic firms particularly focusing on the topic “Investigating the Implementation of Augmented Reality in Logistics”. This report will help to find out the critical problems that are present in the current processes and how augmented reality can help the industries to improve their system.
412

Prerequisites for Automatically Creating Work Instructions in Augmented Reality for Assembly of Gripen E : a case study at Saab Aeronautics

Kamran, Skander, Mäkelä, Alexander January 2020 (has links)
This thesis work has been carried out at the company Saab AB Aeronautics, which manufactures the military aircraft Gripen E. Today, the company uses 3D work instructions for assembly of Gripen E, which is displayed on a computer screen for the shop floor workers. The company has an interest in investigating whether today's work instructions can be visualized in an Augmented Reality interface by reusing available data. This work has been limited to studying wire harness assembly, which is a main part of the final assembly. The methodology case study in combination with the method Requirements Engineering has been used to analyze the company's possibilities. Data collection has been conducted with internal interviews, studying internal materials and internal courses. The result chapter contains two parts, where the first part presents a situation analysis of how today's work instructions are created in the software DELMIA and what data that is needed. The second part presents a requirements specification for an Augmented Reality Work Instruction for assembly of Gripen E. In the discussion, the situation analysis is compared with the requirements to answer which data that could be reused for creating Augmented Reality Work Instructions and what challenges that may arise. This study shows that the company has prerequisites for creating work instructions in Augmented Reality, as there is available data containing 3D models structured according to an assembly sequence with associated descriptive information.
413

Contribution to the study of the use of brain-computer interfaces in virtual and augmented reality / Contribution à l'étude de l'utilisation des interfaces cerveau-ordinateur en réalité virtuelle ou augmentée

Mercier, Jonathan 12 October 2015 (has links)
L’objectif de cette thèse est d’étudier l’utilisation d’Interfaces Cerveau-Ordinateur (ICOs) au sein de la Réalité Virtuelle (RV) et de la Réalité Augmentée (RA). Notre but est d’évaluer la compatibilité entre les systèmes basés sur une ICO et la RV/RA, de concevoir de nouveaux outils pour la visualisation de l’activité cérébrale basée sur la RV/RA, et finalement de proposer de nouveaux usages pour les ICOs, plus particulièrement en combinaison avec des vêtements intelligents. Afin de réaliser ces objectifs, nous avons tout d’abord réalisé une étude de faisabilité concernant l’association entre une ICO et la RV. Notre objectif était d’étudier l’influence de l’activité motrice sur une ICO. Nous avons conçu un système similaire à un jeu vidéo, servant comme support à une étude utilisateur montrant que l’ICO peut être utilisée avec succès, même lorsque les participants exécutent une activité musculaire exigeante. Dans un second temps, nous avons également proposé des outils de visualisation de l’activité cérébrale basés sur la RV/RA. Notre premier système nommé «Mind-Mirror» superpose un cerveau virtuel représentant l’activité cérébrale d’un utilisateur à l’image de celui-ci dans un miroir. Une étude utilisateur a montré qu’aucune perte significative de performance de l’ICO n’a été constatée, même avec une complexité additionnelle due à l’affichage basé sur la RA. Notre seconde contribution se nomme «Mind-Window» et étend les possibilités du Mind-Mirror en permettant plusieurs points de vue sur un même enregistrement d’activité cérébrale en utilisant des tablettes. Notre dernière contribution se nomme «Mind-Inside» et permet aux utilisateurs de visualiser en RV leur activité cérébrale en temps réel tout en étant immergés dans un cerveau virtuel. Enfin, nous avons étudié comment les ICOs et la RV/RA peuvent être appliquées au domaine des vêtements intelligents. Nous avons mis en place une plateforme d’expérimentation consistant en une cabine d’essayage virtuelle intégrant une ICO et permettant aux utilisateurs de porter des vêtements intelligents virtuels en RA. Poursuivant ces travaux, nous avons également conçu une «cape d’invisibilité» inspirée par l’univers de Harry Potter. Cette cape virtuelle permet aux utilisateurs de se camoufler en RA en utilisant leur état mental. Une étude utilisateur sur le contrôle de l’effet a mis en avant l’amélioration de l’expérience utilisateur et «l’impression d’avoir un superpouvoir». / The objective of this PhD thesis is to study the use of Brain- Computer Interfaces (BCIs) within Virtual Reality (VR) and Augmented Reality (AR). Our goal is to evaluate the compatibility between systems based on a BCI and VR/AR, to design new tools for the visualization of the brain activity based on VR/AR, and finally to propose new uses for the BCIs, and especially in combination with smart clothes. In order to fulfil these objectives, we have first designed and performed a feasibility study concerning the combination of a BCI and VR. Our objective was to study the influence of motor activity on a BCI. We have designed a system similar to a video game, serving as a base for a user study showing that this BCI can be successfully used, even when participants are performing a demanding muscular activity. We have also proposed three visualization tools for the brain activity based on VR/AR. Our first system called the «Mind- Mirror» which enables the visualization of our own brain activity «inside our own head» by superimposition. A user study has shown that no significant drop in BCI performance occurred, even with the additional complexity due to our AR-based display. Our second contribution is called «Mind- Window» and extends the Mind-Mirror’s possibilities by enabling one or multiple users to visualize the brain activity of another person as if her skull was transparent. Our last contribution is called «Mind-Inside» and allows users to visualize their brain activity in real-time while being immersed in a virtual brain. Finally, we have studied how BCIs and the VR/AR can be applied to smart clothes. We have designed an experimental platform comprising a dressing room integrating a BCI. Following this work, we proposed an «invisibility cloak» inspired by the Harry Potter universe. This virtual cloak allows users to camouflage themselves in AR using their mental state. Results from a preliminary study based on a simple videogame inspired by the Harry Potter universe could notably show that, compared to a standard control made with a keyboard, controlling the optical camouflage directly with the BCI could enhance the user experience and the feeling of «having a super-power».
414

Electronic market research and the impact of consumerization

Alt, Rainer 21 October 2019 (has links)
No description available.
415

Image Retrieval within Augmented Reality

Manja, Philip 24 May 2017 (has links)
Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden für beide Forschungsbereiche dargelegt und genutzt, um Designziele für Konzepte zu entwerfen. Eine Taxonomie für Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen für Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen für Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte für Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsätzlich positiv aufgenommen wurde und bietet Erkenntnisse über unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der Durchführung von Image Retrieval in der erweiterten Realität.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 Definition of Image Retrieval 2.1.2 Classification of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 Definition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query Specification 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query Specification 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further Work / The present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identified for both fields of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 Definition of Image Retrieval 2.1.2 Classification of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 Definition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query Specification 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query Specification 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further Work
416

Občanské právo v digitální realitě / Civil law in digital reality

Samek, Martin January 2020 (has links)
Civil law in digital reality Abstract This thesis deals with the issue of some selected institutes of civil law, such as legal proceedings, ownership or the concept of things, in the context of the technologies of the so-called augmented and virtual reality, ie collectively the so-called digital reality. The thesis analyzes in individual institutes and evaluates and predicts their possible application for augmented and virtual reality technologies. It examines how these two worlds, the legal world and the digital world, interact with each other, how they can interact with each other, and finally whether these worlds are compatible with each other. In the seven chapters of the second part of this thesis, the author analyzes selected institutes of civil and copyright law. Specifically, those institutes that are interesting in the context of these technologies, not all new technologies in general. The first chapter is devoted to legal acts in the context of virtual worlds. In the following three chapters, the author discusses things and rights in rem in the context of virtual ownership and an alternative in the form of intellectual property. Attention is paid here to determining what virtual objects are legally: how the law sees them and what protection applies or does not apply to them. In the fifth chapter,...
417

Design of an Augmented Reality Health Activity Platform for Older Adults Living in Long-Term Care

Lefebvre, Patrick 02 March 2021 (has links)
As the Canadian population continues to age efforts have been focussed on finding innovative strategies to promote active aging throughout the aging process and well into long-term care (LTC). The increased use of innovative technologies has been identified as a leading strategy to promote participation in health activities among older adults in LTC. However, technology use by older adults remains a challenge and participatory design (PD) frameworks must be used to design user-centered technologies with favourable acceptance and uptake. Hence, this thesis aimed to identify design requirements for an augmented reality health activity gaming platform for use in LTC. A participatory design framework was used with the objectives of (1) exploring the current attitudes, usage, benefits and challenges regarding the use of technology, (2) gathering preliminary data on the attitudes of older adults and staff in LTC regarding the inclusion of an augmented reality health activity platform and (3) reflecting on the process of employing a PD approach with older adults and other stakeholders in the context of LTC. Focus group data was used to perform qualitative inductive thematic analysis on older adult and staff discussions. The findings of the research included a current understanding of technological needs and uses within LTC, facilitators and barriers to technology uptake as well as the integration process of technology in LTC. In addition, findings included pragmatic design requirements for the augmented reality health activity platform at the selected LTC facility. This thesis research addresses the need to engage in PD activities to create a platform anchored in person-driven design rather than technology-driven design. This research ultimately builds the foundation for which future technology design teams should involve relevant stakeholders in the ideation, prototyping and evaluation of novel technologies for LTC.
418

The Usage of Augmented Reality for an Instructional Task

Kenneth Deangelo Jay Jr (9755459) 14 December 2020 (has links)
<div> <div> <div> <p>Approximately 60% of lean manufacturing systems result in failure (Pearce & Pons, 2019). The failures are attributed to a lack of understanding of lean principles and a lack of commitment by employees (Almanei, Salonitis, & Tsinopoulos, 2018). The study hypothesized that incorporating augmented reality (AR) into the processes, would improve the overall success rate. An AR proof of concept was conducted using the Toshiba dynaEdge AR100 (Dynabook, 2019). The question that guided the proof of concept was, “how did instructional task times compare between AR instruction’s and paper instruction’s?” The literature review provided findings that the incorporation of AR contributing to a 33% decrease in fabrication cycle times (Segovia et al., 2015). The literature review also provided findings that AR incorporation worked best for complex assembly tasks (Capozzi, Lorizzo, Modoni, & Sacco, 2014). The study utilized 20 subjects, which were split evenly into two groups for each set of instructions. The 20 individuals were timed, and the data was analyzed using a two-sample t-test and a Cohen’s d effect size analysis. The AR system’s perceived usability was also analyzed through the use of a system usability scale (SUS). The study’s findings for the t-test and the effect size analysis did not support the previously stated hypothesis. However, the AR system was determined to be useful, based off of the SUS findings. The study provides future researchers a starting point for AR related studies and an understanding of what to avoid. </p> </div> </div> </div>
419

Augmented Reality Contact Lenses: An Investigation of Technology Acceptance Drivers from a Potential User Perspective

Gmeinwieser, Korbinian, Schock, Nikolas January 2020 (has links)
Background: Augmented Reality (AR) could be the next revolutionary technology after the personal computer, the internet and the mobile era. While AR Smart Glasses are already on the market, AR Contact Lenses (ARCL) are still in the stage of research and development, but likely to replace the smartphone in the near future. Purpose: The purpose of this thesis is the identification of key factors influencing the acceptance of ARCL from a potential user perspective to gather early-stage pre-market knowledge and extend the Technology Acceptance Model (TAM) literature to this novel wearable technology. Method: An explanatory online survey was conducted to test the hypotheses in an extended TAM. Data from 250 respondents up to an age of 34 years, representing the potential target group was collected. Partial Least Squares Structural Equation Modeling (PLS-SEM) was used to assess the measurement model in terms of validity and reliability and the structural model in terms of hypotheses testing and strength of relationships between proposed variables. In addition, a multigroup analysis was examined to identify significant differences among groups. Conclusion: The results show that the attitude, which is strongly influenced by perceived usefulness, is the major key determinant affecting potential users’ behavioral intention to adopt ARCL in the future, followed by subjective norms. Furthermore, a strong influence of personal innovativeness on both antecedents of attitude, perceived usefulness and perceived ease of use was identified. Moreover, moderating effects of educational background, knowledge of ARCL and usage of contact lenses were discovered.
420

Analysis of Design Artifacts in Platform-Based Markets

Vandith Pamuru Subramanya Rama (9180506) 31 July 2020 (has links)
<div>Digitization has led to emergence of many platforms-based markets. In this dissertation I focus on three different design problems in these markets. The first essay relates to augmented-reality platforms. Pok\'emon Go, an augmented-reality technology-based game, garnered tremendous public interest upon release with an average of 20 million active daily users. The game combines geo-spatial elements with gamification practices to incentivize user movement in the physical world. This work examines the potential externalities that such incentives may have on associated businesses. Particularly, we study the impact of Pok\'emon Go on local restaurants using online reviews as a proxy for consumer engagement and perception. We treat the release of Pok\'emon Go as a natural experiment and study the post-release impact on the associated restaurants. We find that restaurants located near an in-game artifact do indeed observe a higher level of consumer engagement and a more positive consumer perception as compared with those that have no in-game artifacts nearby. In addition, we find that the heterogeneous characteristics of the restaurants moderate the effect significantly. To the best of our knowledge, this study is the first to examine the economic implications of augmented-reality applications. Thereby, our research lays the foundations for how augmented-reality games affect consumer economic behavior. This work also builds insights into the potential value of such associations for business owners and policymakers. </div><div><br></div><div>The second essay focuses on the platform design problem in sponsored seaerch ad-market.Recent advances in technology have reduced frictions in various markets. In this research, we specifically investigate the role of frictions in determining the efficiency and bidding behavior in a generalized second price auction (GSP) -- the most preferred mechanism for sponsored search advertisements. First, we simulate computational agents in the GSP setting and obtain predictions for the metrics of interest. Second, we test these predictions by conducting a human-subject experiment. We find that, contrary to the theoretical prediction, the lower-valued advertisers (who do not win the auction) substantially overbid. Moreover, we find that the presence of market frictions moderates this phenomenon and results in higher allocative efficiency. These results have implications for policymakers and auction platform managers in designing incentives for more efficient auctions.</div><div><br></div><div>The third essay is about user-generated content platforms. These platform utilize various gamification strategies to incentivize user contributions. One of the most popular strategy is to provide platform sponsorships like a special status. Previous literature has extensively studied the impact of having these sponsorships user contributions. We specifically focus on the impact of losing such elite status. Once their contributions to the platform reduce in volume, elite users lose status. Using a unique empirical strategy we show that users continue to contribute high quality reviews, even though they lose their status. We utilize NLP to extract various review characteristics including sentiment and topics. Using an empirical strategy, we find that losing status does not modify the topic of the reviews written by the users, on average. </div><div><br></div>

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