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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.
31

Avatar identification and its effects on MMORPG game play

Sutton, April G. 06 October 2015 (has links)
No description available.
32

Lika barn leka bäst? : Hur påverkas engagemang av att motparten inte är en människa utan en dator?

Nordbeck, Lars January 2016 (has links)
Frågan som denna rapport ställer sig är hur en användares engagemang i en aktivitet påverkas av vetskapen att motparten är en datorstyrd, dels jämfört med om motparten är en människostyrd Agent jämfört med en människostyrd Avatar och dels beroende på om den datorstyrda Agenten uppvisar ett mer mänskligt beteende, till motsats till ett mer maskin-likt. I syfte att besvara denna fråga har en utförlig litteraturstudie gjorts, som dels utforskat konceptet Engagemang, men även utforskat andra koncept, såsom Social närvaro, Ethopoeia och Simulering av mänskligt beteende. Dessa teorier har sedan använts för att utveckla ett webbaserat experiment, vars mål har varit att samla empiriska data. Experimentet gick ut på att lösa en serie enklare matematiska uppgifter, vissa mot datorn och andra med en mänsklig administratör som deltog på distans, och det som mättes var s.k. Dwell time, d.v.s. hur länge användaren var engagerad nog att ha fokus på aktiviteten. Resultatet visade att det fanns klara indikationer på att engagemanget i aktiviteten är lägre om motparten styrs av en dator, jämfört med om den styrs av en människa. Den andra ”delfrågan” var svårare att definitivt svara på, men författaren anser att det går att tolka resultatet som att engagemanget blir högre. / The question that this essay posed was how the user’s engagement is affected by the fact that the other party is a computer controlled Agent, both compared to if the other party was a human-controlled Avatar, but also depending on whether the Agent displays a more human-like behavior, as opposed to a more machine-like one. To answer this question an extensive litterature study was performed, both to develop the concept of Engagement, but also to explore other concepts, such as Social presence, Ethopoeia and Simulation of human behaviour. These theories were then used to design a web based experiment, with the purpose of collecting empirical data. The experiment consisted of solving simple math tasks, some against the computer, but others involving a human administrator, who participated from a remote location. The measured metric was Dwell time, i.e. the actual time the user was engaged enough to focus on the activity. The result showed that there is a definite indication that the level of engagement in activities is lower if the other party is controlled by a computer, as opposed to it being controlled by a human. The second part of the question was not as clearly answered by the result, but the author believes the result can be interpreted as showing an increase of engagement.
33

Impact du point de vue et de la fidélité des avatars sur les sentiments de présence et d'incarnation en environnement virtuel immersif. / Impact of viewpoint and of avatar fidelity on the senses of presence and embodiment in immersive virtual environment.

Gorisse, Geoffrey 24 January 2019 (has links)
Les travaux entrepris dans le cadre de cette thèse de doctorat portent sur l'impact de différentes modalités perceptives et graphiques pouvant affecter l'expérience utilisateur en environnement virtuel immersif. Le positionnement de nos recherches s'inscrit dans un contexte où une majorité d’applications de réalité virtuelle reposent sur une reconduction de la vision à la première personne induisant un transfert naturel de nos mécanismes perceptifs. Cependant, il est fréquent que ces applications recourent à une représentation partielle, voire omettent l'intégration d'entités visuelles figurant la présence de l'utilisateur et limitant dès lors l'induction d'un sentiment d'incarnation au sein de l'environnement virtuel.Dans ce contexte, notre étude contribue à étendre les connaissances concernant l'influence du point de vue et de la fidélité visuelle des avatars sur l'expérience utilisateur. Sur un plan théorique, nos travaux proposent une articulation des notions de présence et d'incarnation au travers d'un méta-modèle reposant sur des intrications identifiées entre ces concepts lors de notre revue de littérature. Sur un plan expérimental, les trois études menées dans le cadre de nos recherches permettent d'identifier plusieurs facteurs impactant les sentiments de présence et d'incarnation, le comportement des utilisateurs ainsi que les performances en ce qui concerne la navigation et les interactions. Notre première expérimentation démontre la possibilité d'avoir recours au point de vue à la troisième personne en réalité virtuelle tout en conservant un sentiment d'incarnation élevé. Nos résultats permettent également d'identifier les potentialités octroyées par les points de vue à la première et à la troisième personne en matière de perception, de navigation et d'interaction. Nous avons conduit par la suite des études portant sur la fidélité visuelle qui démontrent l'impact positif de la similarité entre l'apparence des utilisateurs et celle de leur avatar sur l'évaluation de l'attractivité des modèles et sur le processus de sélection de personnages. Enfin, les résultats de notre troisième expérimentation démontrent l'impact positif de la véracité des avatars sur le sentiment d'incarnation, ainsi que son effet sur l'expérience subjective et le comportement des utilisateurs en environnement virtuel immersif. / The work undertaken in this doctoral thesis focuses on the impact of different perceptual and graphical modalities that can affect user experience in immersive virtual environment. Our research takes position in a context where a majority of virtual reality applications are based on a first-person perspective leading to a natural transfer of our perceptual mechanisms. However, these applications often use partial representation or even omit the integration of visual entities representing the presence of the user and thus limiting the induction of a sense of embodiment within the virtual environment.In this context, our study contributes to expanding the knowledge concerning the influence of perspective and avatar visual fidelity on user experience. On a theoretical level, our work proposes an articulation of the notions of presence and embodiment through a meta-model based on intrications identified between these concepts during our literature review. On an experimental level, the three studies conducted as part of our research make it possible to identify several factors impacting the sense of presence and embodiment, user behavior and performance in terms of navigation and interaction. Our first experiment demonstrates the possibility of using a third-person perspective in virtual reality while maintaining a high sense of embodiment. Our results also make it possible to identify the potentialities enabled by first- and third-person in terms of perception, navigation and interaction. Afterward, we conducted studies on visual fidelity that demonstrate the positive impact of the similarity between users' appearance and that of their avatar on the evaluation of models' attractiveness and on the character selection process. Finally, the results of our third experiment demonstrate the positive impact of avatars' truthfulness on the sense of embodiment, as well as its effect on the subjective experience and behavior of users in immersive virtual environment.
34

Imagens da Terapia Avatar: o processo de construção de avatares para o tratamento da esquizofrenia / Avatar Therapy images: the avatar construction process for the treatment of schizophrenia

Morais, Rodrigo Antunes 24 October 2016 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2016-12-02T12:38:57Z No. of bitstreams: 1 Rodrigo Antunes Morais.pdf: 5151935 bytes, checksum: 42e2414016dd080f5c80b2908e7ab2df (MD5) / Made available in DSpace on 2016-12-02T12:38:57Z (GMT). No. of bitstreams: 1 Rodrigo Antunes Morais.pdf: 5151935 bytes, checksum: 42e2414016dd080f5c80b2908e7ab2df (MD5) Previous issue date: 2016-10-24 / The study presents an analysis of Avatar Therapy, a method of treating auditory hallucinations of schizophrenic patients by means of images that are supposed to represent those persons whose voices the patients are hearing in their states of hallucination. The objective is to understand how the aesthetics of these images succeeds in producing their therapeutic effect. The study conceives of the therapeutic process as one of mediation and intersemiotic translation. It aims at the analysis of the processes of figuration and representation as well as the characteristics of the graphic software. The method of analysis is mainly based on the semiotics of C.S. Peirce / A presente pesquisa apresenta uma análise da Terapia Avatar, um método de tratamento de alucinações auditivas para pacientes com esquizofrenia por meio de imagens que supostamente representam as vozes que os esquizofrênicos ouvem. O objetivo aqui proposto é entender como a estética destas imagens consegue, com sucesso, produzir seu efeito terapêutico. O estudo concebe o processo terapêutico como uma mediação e tradução intersemiótica. Além disso, tem em vista a análise dos processos de figuração e representação, bem como as características do software gráfico. Para tanto, o método de análise baseia-se, principalmente, na semiótica de C. S. Peirce
35

Vídeo-Avatar com detecção de colisão para realidade aumentada e jogos. / Video Avatar with collision detection for augmented reality and games.

Nakamura, Ricardo 03 July 2008 (has links)
A proposta deste trabalho é demonstrar a viabilidade de um sistema para inserção de um vídeo-avatar interativo em um ambiente virtual 3D, utilizando-se somente um computador pessoal e câmeras domésticas. Sua contribuição, em relação a trabalhos similares, consiste em integrar técnicas e algoritmos em uma solução inovadora de baixo custo computacional, voltada principalmente para aplicações de educação e entretenimento. Este trabalho expande as pesquisas realizadas anteriormente no Laboratório de Tecnologias Interativas sobre vídeo-avatares para teleconferência. O vídeo-avatar proposto é posicionado corretamente em relação a outros objetos do ambiente virtual e pode interagir com eles, sem a utilização de técnicas de reconstrução geométrica que apresentam altos custos de processamento. A demonstração da viabilidade da proposta é feita através da implementação de protótipos. / The proposal of this work is to demonstrate the feasibility of a system for the insertion of an interactive video avatar in a 3D virtual environment, using a single personal computer and home-use cameras. Its contribution, relative to similar works, consists in integrating techniques and algorithms in an innovative solution with low computational cost, aimed mainly at educational and entertainment applications. This work extends research previously performed at the Laboratório de Tecnologias Interativas about video avatars for teleconferencing. The proposed video avatar is correctly positioned in relation to other objects in the virtual environment and is capable of interacting with them, without resorting to geometric reconstruction techniques that present high processing costs. The demonstration of the feasibility of the proposal is performed through the implementation of prototypes.
36

Eu-Avatar: reflexões acerca do eu mediado / I-Avatar: reflections about the mediated self

Mariano de Araujo Fonseca 15 April 2013 (has links)
O presente trabalho pretende analisar a questão do descentramento do sujeito e da construção da subjetividade na (pós)modernidade a partir do objeto avatar digital e a virtualização para melhor entender de que maneira esse novo objeto se insere e se oferece como uma nova forma de sociabilidade. O mesmo se propõe abordar e desconstruir uma certa noção de indivíduo no que esta contribui para uma concepção de sujeitos como algo dotado de uma essência que enquanto tal negaria ao sujeito a sua dinamicidade e consequentemente a dimensão representacional das relações sociais tal como demonstrada por Goffman. Portanto, o intuito desse trabalho é o de tentar restituir ao objeto avatar digital a sua validade enquanto forma legítima de relação social ao compará-lo as demais formas de relações reais e/ou virtuais. / This dissertation aims to analyze the question of the decentering of the subject and the construction of subjectivity at (post) modernity from the standpoint of the digital avatar object and the virtualization in general to better understand how this new object inserts and offers itself as a new form of sociability. It also intends to approuch and deconstruct a certain notion of individual as something provided with an essence in which as it is would ultimatly deny the dynamicity of the subject and consequently the representational dimension of social interactions such as demonstrated by Erwing Goffman. Therefore, the aim of this work is to try to restitute the validity of the digital avatar object as a genuine form of social interaction by comparing it with other forms of relations, be it real and/or virtual.
37

Eu-Avatar: reflexões acerca do eu mediado / I-Avatar: reflections about the mediated self

Mariano de Araujo Fonseca 15 April 2013 (has links)
O presente trabalho pretende analisar a questão do descentramento do sujeito e da construção da subjetividade na (pós)modernidade a partir do objeto avatar digital e a virtualização para melhor entender de que maneira esse novo objeto se insere e se oferece como uma nova forma de sociabilidade. O mesmo se propõe abordar e desconstruir uma certa noção de indivíduo no que esta contribui para uma concepção de sujeitos como algo dotado de uma essência que enquanto tal negaria ao sujeito a sua dinamicidade e consequentemente a dimensão representacional das relações sociais tal como demonstrada por Goffman. Portanto, o intuito desse trabalho é o de tentar restituir ao objeto avatar digital a sua validade enquanto forma legítima de relação social ao compará-lo as demais formas de relações reais e/ou virtuais. / This dissertation aims to analyze the question of the decentering of the subject and the construction of subjectivity at (post) modernity from the standpoint of the digital avatar object and the virtualization in general to better understand how this new object inserts and offers itself as a new form of sociability. It also intends to approuch and deconstruct a certain notion of individual as something provided with an essence in which as it is would ultimatly deny the dynamicity of the subject and consequently the representational dimension of social interactions such as demonstrated by Erwing Goffman. Therefore, the aim of this work is to try to restitute the validity of the digital avatar object as a genuine form of social interaction by comparing it with other forms of relations, be it real and/or virtual.
38

Vídeo-Avatar com detecção de colisão para realidade aumentada e jogos. / Video Avatar with collision detection for augmented reality and games.

Ricardo Nakamura 03 July 2008 (has links)
A proposta deste trabalho é demonstrar a viabilidade de um sistema para inserção de um vídeo-avatar interativo em um ambiente virtual 3D, utilizando-se somente um computador pessoal e câmeras domésticas. Sua contribuição, em relação a trabalhos similares, consiste em integrar técnicas e algoritmos em uma solução inovadora de baixo custo computacional, voltada principalmente para aplicações de educação e entretenimento. Este trabalho expande as pesquisas realizadas anteriormente no Laboratório de Tecnologias Interativas sobre vídeo-avatares para teleconferência. O vídeo-avatar proposto é posicionado corretamente em relação a outros objetos do ambiente virtual e pode interagir com eles, sem a utilização de técnicas de reconstrução geométrica que apresentam altos custos de processamento. A demonstração da viabilidade da proposta é feita através da implementação de protótipos. / The proposal of this work is to demonstrate the feasibility of a system for the insertion of an interactive video avatar in a 3D virtual environment, using a single personal computer and home-use cameras. Its contribution, relative to similar works, consists in integrating techniques and algorithms in an innovative solution with low computational cost, aimed mainly at educational and entertainment applications. This work extends research previously performed at the Laboratório de Tecnologias Interativas about video avatars for teleconferencing. The proposed video avatar is correctly positioned in relation to other objects in the virtual environment and is capable of interacting with them, without resorting to geometric reconstruction techniques that present high processing costs. The demonstration of the feasibility of the proposal is performed through the implementation of prototypes.
39

Avatares em rede: comunicação, mobilidade e transformação

Bressan, Renato Teixeira 18 August 2011 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-09-13T17:43:43Z No. of bitstreams: 1 renatoteixeirabressan.pdf: 4752814 bytes, checksum: ebce6318551aa24990255fec1fca1de4 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-10-04T13:07:15Z (GMT) No. of bitstreams: 1 renatoteixeirabressan.pdf: 4752814 bytes, checksum: ebce6318551aa24990255fec1fca1de4 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-10-04T13:07:36Z (GMT) No. of bitstreams: 1 renatoteixeirabressan.pdf: 4752814 bytes, checksum: ebce6318551aa24990255fec1fca1de4 (MD5) / Made available in DSpace on 2016-10-04T13:07:36Z (GMT). No. of bitstreams: 1 renatoteixeirabressan.pdf: 4752814 bytes, checksum: ebce6318551aa24990255fec1fca1de4 (MD5) Previous issue date: 2011-08-18 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Pesquisa sobre a noção de avatar, seus contextos, suportes, funções e processos correlatos, desde a emergência do termo no hinduísmo (± 500 A.C.) até sua apropriação pelas ciências da computação (a partir de 1970). Apreciação crítica dos conceitos de avatar mais usados em áreas como Cibercultura, Game Studies, New Media e Software Studies. Apresentação e análise dos tipos de avatares disponíveis na plataforma 3D Second Life (Linden Lab, 2003), suas competências e dinâmicas mais frequentemente mobilizadas. Pesquisa empírica dos processos recorrentes durante a interação entre usuários, avatares e procedimentos peculiares à plataforma Second Life. Considerações sobre a presença do avatar na tecnocultura contemporânea, em diálogo com a Transformática, teoria da comunicação proposta pela Nova Psicanálise nos anos 1980. Finalmente, o avatar entendido em termos de escala, como parte de uma rede complexa de difícil mapeamento, e com funcionamento capaz de fazer emergir processos que envolvem comunicação, mobilidade e transformação. / Research on the avatar: notions, contexts, media, functions and its correlated processes, from Hinduism (± 500 BC) to Computer Science (since 1970). Critical reasoning about the main conceptualizations of avatar in fields as Cyberculture, Game Studies, New Media and Software Studies. Introduction and analysis on the type of avatars, its proprieties and dynamics most commonly used in 3D platform Second Life (Linden Lab, 2003). Empirical research on the main processes involved during interactions between users, avatars and Second Life platform‘s events. Considerations on the presence of avatar in Contemporary Technoculture, according to New Psychoanalysis‘s communication theory emerged in the 1980s, called Transformatic. Finally, the avatar understood in scalability terms, as part of a hardly measurable complex network, and with a functioning that can make the emergence of processes of communication, mobility and transformation.
40

A construção de avatares no Second Life

Wenzel, Camila Pinto 01 September 2010 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-10-03T12:43:02Z No. of bitstreams: 1 camilapintowenzel.pdf: 18031245 bytes, checksum: 3a36a475d4ccb75116555c2f0235a55d (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-10-04T15:57:28Z (GMT) No. of bitstreams: 1 camilapintowenzel.pdf: 18031245 bytes, checksum: 3a36a475d4ccb75116555c2f0235a55d (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-10-04T15:57:44Z (GMT) No. of bitstreams: 1 camilapintowenzel.pdf: 18031245 bytes, checksum: 3a36a475d4ccb75116555c2f0235a55d (MD5) / Made available in DSpace on 2016-10-04T15:57:44Z (GMT). No. of bitstreams: 1 camilapintowenzel.pdf: 18031245 bytes, checksum: 3a36a475d4ccb75116555c2f0235a55d (MD5) Previous issue date: 2010-09-01 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / O presente trabalho pretende investigar como os usuários brasileiros do ambiente virtual Second Life estão utilizando os recursos da plataforma para construção de seus avatares e como isso influenciará na sociabilidade e na possível mudança de hábitos comunicacionais. Pretendemos, ainda, desenvolver as questões relacionadas ao avatar e a interface gráfica dos ambientes virtuais e propor uma categoriazação para compreenção dos tipos de avatares encontrados no Second Life. Para isso, usaremos como método a entrevista qualitativa e para a análise a semiótica peirceana. / The present work aims to investigate how the Brazilian users of the virtual environment Second Life is using the resources of the platform for building their avatars and how it will influence the sociability and the possible change in communication habits. It also aims to develop the issues related to the avatar and the graphical interface of virtual environments and propose a categorization for understanding the types of avatars in Second Life Found. For this, we use the qualitative interview as a method for analyzing and Peircean semiotics.

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