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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.
551

Development of Shared Situation Awareness Guidelines and Metrics as Developmental and Analytical Tools for Augmented and Virtual Reality User Interface Design in Human-Machine Teams

Van Dam, Jared Martindale Mccolskey 21 August 2023 (has links)
As the frontiers and futures of work evolve, humans and machines will begin to share a more cooperative working space where collaboration occurs freely amongst the constituent members. To this end, it is then necessary to determine how information should flow amongst team members to allow for the efficient sharing and accurate interpretation of information between humans and machines. Shared situation awareness (SSA), the degree to which individuals can access and interpret information from sources other than themselves, is a useful framework from which to build design guidelines for the aforementioned information exchange. In this work, we present initial Augmented/virtual reality (AR/VR) design principles for shared situation awareness that can help designers both (1) design efficacious interfaces based on these fundamental principles, and (2) evaluate the effectiveness of candidate interface designs based on measurement tools we created via a scoping literature review. This work achieves these goals with focused studies that 1) show the importance of SSA in augmented reality-supported tasks, 2) describe design guidelines and measurement tools necessary to support SSA, and 3) validate the guidelines and measurement tools with a targeted user study that employs an SSA-derived AR interface to confirm the guidelines distilled from the literature review. / Doctor of Philosophy / As the way in which humans work and play changes, people and machines will need to work together in shared spaces where team members rely on one another to complete goals. To make this interaction happen in ways that benefit both humans and machines, we will need to figure out the best way for information to flow between team members, including both humans and machines. Shared situation awareness (SSA) is a helpful concept that allows us to understand how people can get and understand information from sources other than themselves. In this research, we present some basic ideas for designing augmented reality (AR) tools that help people work together in better ways using SSA as a guiding framework. These ideas can help designers (1) create AR tools that work well based on these basic ideas and (2) test how well different interface designs work using specially developed tools we made. We completed user studies to (1) show how important SSA is when using AR to help with tasks, (2) explain the design ideas and tools needed to support SSA, and (3) test these ideas and tools with a study that uses an AR tool, based on SSA, to make sure the guidelines we got from reading other research are correct.
552

Setting the future of digital and social media marketing research: Perspectives and research propositions

Dwivedi, Y.K., Ismagilova, Elvira, Hughes, D.L., Carlson, J., Filieri, R., Jacobson, J., Jain, V., Karjaluoto, H., Kefi, H., Krishen, A.S., Kumar, V., Rahman, M.M., Raman, R., Rauschnabel, P.A., Rowley, J., Salo, J., Tran, G.A., Wang, Y. 16 September 2020 (has links)
Yes / The use of the internet and social media have changed consumer behavior and the ways in which companies conduct their business. Social and digital marketing offers significant opportunities to organizations through lower costs, improved brand awareness and increased sales. However, significant challenges exist from negative electronic word-of-mouth as well as intrusive and irritating online brand presence. This article brings together the collective insight from several leading experts on issues relating to digital and social media marketing. The experts’ perspectives offer a detailed narrative on key aspects of this important topic as well as perspectives on more specific issues including artificial intelligence, augmented reality marketing, digital content management, mobile marketing and advertising, B2B marketing, electronic word of mouth and ethical issues therein. This research offers a significant and timely contribution to both researchers and practitioners in the form of challenges and opportunities where we highlight the limitations within the current research, outline the research gaps and develop the questions and propositions that can help advance knowledge within the domain of digital and social marketing.
553

From ‘touch’ to a ‘multisensory’ experience: The impact of technology interface and product type on consumer responses

Mishra, A., Shukla, A., Rana, Nripendra P., Dwivedi, Y.K. 13 November 2020 (has links)
Yes / Online retailers are increasingly using augmented reality (AR) and virtual reality (VR) technologies to solve mental and physical intangibility issues in a product evaluation. Moreover, the technologies are easily available and accessible to consumers via their smartphones. The authors conducted three experiments to examine consumer responses to technology interfaces (AR/VR and mobile apps) for hedonic and utilitarian products. The results show that AR is easier to use (vs. app), and users find AR more responsive when buying a hedonic (vs. utilitarian) product. Touch interface users are likely to have a more satisfying experience and greater recommendation intentions, as compared to AR, for buying utilitarian products. In contrast, a multisensory environment (AR) results in a better user experience for purchasing a hedonic product. Moreover, multisensory technologies lead to higher visual appeal, emotional appeal, and purchase intentions. The research contributes to the literature on computer-mediated interactions in a multisensory environment and proposes actionable recommendations to online marketers.
554

Osynliga platser : Augmented Reality och graffiti ur ett place-making perspektiv

Wanaraja, Kanchana January 2023 (has links)
Teknisk utveckling ger oss nya sätt att skapa möjligheter att uppleva staden på fler sätt. Graffiti och street art är omdiskuterade ämnen i relation till stadsbyggnad och urbana rum, hur kan de bidra till stadsrummet på nya sätt genom att använda dessa nya tekniker och hur skulle det kunna se ut. Denna uppsats tar upp frågan om graffitis platsskapande egenskaper i en virtuell mijö.Genom litteraturstudier och praktikbaserad forskning samlar den information och forskning för att skapa en diskussion kring detta. Resultatet tyder på att det fortfarande är en relativt kompliceradprocess och därför inte tillgänglig för alla att skapa samt att de platsskapande egenskapergraffitimålande har inte går att jämföra med att konstruera AR. Som upplevelse är dock AR jämförbart med en graffitimålning, och har kanske än mer möjlighet för platsskapande.
555

Next-generation High-performance Virtual Reality and Augmented Reality Light Engines

Yang, Zhiyong 01 January 2024 (has links) (PDF)
The immersive virtual reality (VR) and the optical see-through augmented reality (AR) are expected to revolutionize human lives in work, education, entertainment, healthcare, spatial computing, and digital twins, just to name a few. Next-generation VR/AR devices should exhibit a wide field-of-view (FoV), crisp image without screen-door effect, high dynamic range, compact form factor and lightweight, and low power consumption. Such demanding requirements pose a significant challenge to traditional direct-view display panels. To address these technical challenges, novel approaches need to be proposed. This dissertation is devoted to developing next-generation high-performance display light engines toward high resolution density, high optical efficiency, wide color gamut, and small form factor. These emerging solutions will fuel the growth and accelerate the widespread applications of VR/AR devices. In Chapter 2, we propose practical measurement methods to characterize the halo artifacts of miniature light-emitting diode (mini-LED) backlit liquid crystal displays (LCDs). After measuring and characterizing a high dynamic range (HDR) light engine, we propose and develop field sequential color (FSC) LCDs for high-end virtual reality (VR) devices in Chapter 3. Such an FSC LCD can triple the resolution density and optical efficiency via eliminating color filters. To further mitigate the color breakup (CBU), we also propose to combine mini-LEDs with FSC LCDs to enable progressive emission and achieve a higher frame rate (~ 600 Hz). To quantitatively compare the CBUs corresponding to simultaneous emission, progressive emission, and stencil algorithm, we adopt the CIEDE2000 color difference as a metric. Quantitative simulation results of the CBU indicate that a 600-Hz subframe rate can help mitigate the CBU dramatically. Micro organic light-emitting diode (micro-OLED) exhibiting high-resolution density and high contrast ratio is another type of display for high-end VR devices. More specifically, white micro-OLED is currently employed because it helps ease the manufacturing difficulty. In Chapter 4, we optimize the layer thicknesses to achieve a maximum efficiency while keeping a decent color gamut. We also push the limit of color gamut toward ~ 95% Rec. 2020. Lastly, liquid-crystal-on-silicon (LCoS) offers great potential for achieving high-efficiency and high-resolution waveguide-based AR displays. In Chapter 5, several strategies are proposed and developed to improve the performance of LCoS microdisplays and enable a small pixel size. In Chapter 6, we briefly summarize our major accomplishments.
556

SLAM-as-a-Service : An explorative study for outdoor AR applications

Ström, Felix, Fallberg, Filip January 2024 (has links)
This study investigates the feasibility and performance of SLAM (Simultaneous Localization and Mapping) as a service (SLAM-as-a-Service) for outdoor augmented reality (AR) applications. Given the rapid advancements in AR technology, integrating lightweight AR glasses with real-time SLAM capabilities poses significant challenges, particularly due to the computational demands of SLAM algorithms and the limited hardware capacity of AR devices. This study proposes a scalable SLAM-as-a-Service framework that offloads intensive computational tasks to remote servers, leveraging cloud and edge computing resources. The ORB-SLAM3 algorithm, known for its robustness and real-time processing capabilities, was adapted and implemented in a service-oriented architecture. The framework was evaluated using the EuRoC dataset to benchmark processing speed, accuracy, and round trip time. The results indicate that while the proposed SLAM-as-a-Service model shows promise in handling high computational loads, several obstacles need to be addressed to achieve minimal round trip time and ensure a seamless AR experience. This thesis contributes to the development of scalable and efficient AR solutions by addressing the limitations of on device processing and highlighting the potential of cloud-based services in enhancing the performance and feasibility of AR applications in dynamic outdoor environments.
557

Framtidens produktionspersonal i den Smarta fabriken / The production staff of the future within the smart factory

Nilsson, Amanda, Lindqvist, Hanna January 2016 (has links)
The project has explored the topic Smart factory with main focus on the future production staff. The project aims to investigate how the production staff is affected by Volvo Cars Skövde Engine Plant (SkEP) becoming a Smart factory, in the era of Industry 4.0. The definition of the Smart factory is a demand of Mobile- and wireless technologies, Human-oriented, pursue a Flexible production with Sustainable manufacturing, as well as utilization of CPS (Cyber-Physical Systems), IoT (Internet-of-Things) and Cloud storage. The current situation and the future five to twenty years were examined in order to define the future production staff. This by conducting an observational study and several interviews. The studies’ results were that SkEP cannot be regarded as smart since several demands are inadequate by definition. Five years are considered too short of a time for the plant to fulfill the demands. However, according to the interviews and literature, SkEP are expected to become smart in twenty years after time refinement of existing technologies and implementation of new ones. The authors estimate Leadership, Information, IT and Production lay-out to be the areas that require the most effort. The future production staff are expected to be flexible with workplace, working hours and able to manage multiple variants. They should be included in self-supporting teams where every individual possesses an expertise, are motivated and participating. Production staff should perform complex, varied jobs with more responsibility by endorsement of decision support systems. The staffs’ competence should consist of technical education, high basic and lay-out knowledge and the ability to contribute to the collection of information and analyses. Interaction with technology is expected to expand and the personnel must therefore have a well-established comprehension of technology. The concept Smart factory is extensive and relatively new, which means that it is constantly evolving. Thus it is important for SkEP to be updated and adjust to the impact from the outside world.
558

Understanding user engagement in immersive and interactive stories

Dow, Steven P. 23 September 2008 (has links)
Popular science fiction often proffers the Holodeck vision for future immersive media: a seamless and transparent interface connecting users to a virtual world where they transform into a story character and influence unfolding events. In my dissertation, I offer empirical observations on a discussion that has been largely theoretical to this point. I explore the psychological concept of user engagement through an immersive and interactive story experience called AR Façade. In the experience, the "player" interfaces with an animated married couple through an augmented reality (AR) interface that allows for unconstrained body movement and speech communication. The player finds herself in the middle of a marital conflict and can influence how the social scenario plays out through her actions and statements. I have studied the AR Façade experience from the user perspective by conducting mixed-method investigations in two instantiations: our proof of concept lab demo at Georgia Tech and an eleven-week gallery installation at the Beall Center for Art and Technology in Irvine, CA. My thesis challenges the assumptions ingrained in the Holodeck vision by offering empirical evidence that immersive display technology both supports and counteracts the experiential pleasures sought by proponents of the Holodeck medium. Focusing on the experiential aspects of the human-computer interface, I examine how a media experience changes when going from traditional desktop interaction to immersive augmented reality. While the goal of many presence researchers is to strive for an "illusion of non-mediation", I conclude that explicit mediation may be required for reaching embodied narrative engagement. An immersive interface should be mediated to provide clear mechanics to support player agency (the feeling of empowerment over events) and allow the player to manage their distance from the designated character role. In the process of presenting evidence for my claim, I clarify the terminology across the stakeholder disciplines and present an empirical case study that spans media theory, design practice, and computer science.
559

ARCC - Ett förslag för kilskriftens digitala framtid

Lesniak, Tim, Strandberg, Alexander January 2018 (has links)
För att vi ska ha en förståelse av det förflutna måste arkeologer ha möjlighet att tolka arkeologiska fynd (Why Is Archaeology Important?, 2018). En typ av fynd är kilskrift. För att säkerställa bevaringen av denna typ av fynd har etiska principer etablerats som exempelvis inte låter någon utsätta fynden för fara ("Principles of Archaeological Ethics", 2018), till exempel i form av förvittring genom beröring. På grund av detta har digitala arbetssätt börjat etableras vid exempelvis rekonstruktionsarbete av kilskrift så att arbetet kan utföras utan direkt beröring (Fisseler, Müller & Weichert, 2017). Problemet är att denna typ av arbete upplevs som frustrerande av arkeologerna då det nya digitala arbetssättet skiljer sig från deras tidigare analoga arbetssätt (Woolley et al., 2017). För att lösa denna problematik har en konceptdriven metod använts i uppsatsen. Det har skapats ett digitalt koncept kallat ARCC som kan låta arkeologer arbeta på liknande vis som det analoga naturliga arbetssättet utan att beröra kilskriften. Konceptet ARCC är en kombination av teknologierna: augmented reality, magnetic tracking systems och 3D-printing. Detta koncept är ett exempel på möjligheterna som existerar angående ett praktiskt och etiskt arbetssätt i förhållande till rekonstruktionsarbete av kilskrift. ARCC kan vidareutvecklas för att stärka konceptet, samt också agera indikator på att fler möjligheter inom detta område existerar. / In order to have an understanding of the past archaeologists need to be able to interpret archaeological finds (Why Is Archaeology Important?, 2018). One type of find is cuneiform. Ethical principles has been established to secure the conservation of this kind of find by prohibiting handling that could cause weathering ("Principles of Archaeological Ethics", 2018). Because of this, digital work methods has been established in conjunction with reconstruction of cuneiform in order to eliminate the risk of weathering through touch (Fisseler, Müller & Weichert, 2017). The problem is that this kind of work is found to be frustrating by the archaeologists since this way of work differs from their usual analog work method (Woolley et al., 2017). To solve this problem we have used a concept driven method. The digital concept ARCC has been developed which allows archaeologists to use their usual work method without touching the cuneiform. The concept ARCC is a combination of the technologies: augmented reality, magnetic tracking systems and 3D-printing. This concept is an example of the possibilities that exist regarding a practical and ethical work method regarding reconstruction of cunaiform. ARCC can be further developed to improve the concept, it could also act as an indicator of further possibilities within this area
560

Augmented reality och dess pedagogiska implikationer : en analys baserad på ett sociokulturellt perspektiv / Augmented Reality and its pedagogical implications : An analysis based on a sociocultural perspective

Revenhorn, Karin, Jansén, Pontus January 2018 (has links)
The purpose of this study has been to partly investigate what the application of Augmented Reality tools could look like within the context of formal classroom didactics and partly to discover how these pedagogical tools can be supported from a sociocultural perspective. The study shows that AR (Augmented reality) can provide an increased production of knowledge and motivation, and also develop a significantly more positive attitude towards the learning process and the teaching material. The technology enhances students’ learning within the Proximal Zone of Development (ZDP) and can act as a scaffolding structure in the learning process. Due to the interactive nature that Augmented reality provides, students are provided with the opportunity to participate actively in their own learning and development / Syftet med denna litteraturstudie har dels varit att undersöka hur arbetet med AR-tekniska verktyg kan se ut inom den formella skoldidaktiska kontexten. Dels att analysera hur tekniken som ett pedagogiskt verktyg kan understödjas av ett sociokulturellt perspektiv. Studiens resultat visar på att AR-tekniken kan bidra till en ökad kunskapsproduktion och motivation samt att elever får en positivare attityd till både lärandeaktiviteten och undervisningsinnehållet. Tekniken främjar elevers utveckling inom den proximala utvecklingszonen och kan fungera som stödstrukturer för elevers lärande. På grund av den interaktiva lärandemiljö som AR-verktygen erbjuder får eleverna en mer aktiv roll i deras egna kunskapsutveckling. De konkreta upplevelser som ett sådant visuellt verktyg möjliggör ger elever goda förutsättningar att utveckla både abstrakt och konkret kunskap enligt praxismodellen, som Arevik & Hartzell (2014). Trots detta visar resultatet även på att implementeringen av ett sådant verktyg kan innebära vissa utmaningar för både lärare och elever. Dessa orsakas vanligtvis på grund av tidsbrist, att programmen saknar en pedagogiskt grund eller att den positiva motivationseffekten, som AR-tekniken bidragit med, riskerar att avta när tekniken blivit ett etablerat undervisningsverktyg

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