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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.
61

How can levels of stylized game-character details contribute to creating representation and relatability in female player characters?

Aho Lind, Hanna January 2020 (has links)
This thesis´ aim is to discuss how different levels of details can contribute to creating perceived levels of representation and relatability. This was firstly done through a pilot study, which was made to gather more intel about female opinions on set player characters in games. Then through the creation of six stylized 3D busts, and finally through a main study, serving to find trends in female informants’ opinions about the levels of details, representation and relatability in said busts. Earlier research is presented and discussed, and notable connections between the earlier research and this thesis´s findings are presented. / Denna uppsats syftar till att presentera nya data och intressanta trender inom den aktuella debatten kring kvinnlig media-representation i spel. Detta genomfördes genom skapandet av en pilotstudie, gjord för att samla mer information om kvinnors åsikter om förbestämda spelkaraktärer, sedan genom skapandet av stiliserade 3D-byster, och slutligen genom utförandet av en huvudstudie, som tjänade till att hitta trender i kvinnliga informanters åsikter kring nivåerna av detaljer, representation och relatabilitet dem tidigare nämnda bysterna. Tidigare forskning redovisas och diskuteras, och anmärkningsvärda samband mellan den tidigare forskningen och uppsatsens resultat presenteras.
62

The Effect of 3D Virtual Environments on Consumer Perceptions and Purchase Intent

Boostrom, Jr., Robert E. 01 December 2010 (has links)
Internet commerce has risen steadily for over a decade. During this period, innovations have occurred to make using the Internet easier and more engaging as a consumer online shopping experience. An innovation with increasing availability is the three-dimensional (3D) representation of an area where the user has an agent, called an "avatar," to navigate in a computer-generated environment. As technical options become available to view standard web pages through this innovation, virtual reality envionments may change the overall look of a website and may potentially change the way a consumer perceives a website and shape the consumer's purchase intent. In this study, an experimental design was used in which student subjects were asked to view a set of products derived from a search of a retail webpage. Some subjects saw the webpage in a normal two-dimensional (2D) format, while others were shown the same page through a program called ExitReality that converts 2D webpages into 3D environments. Tests were first done to compare the results of some common constructs, as found in the Marketing literature on websites, between 2D and 3D online retail shopping to identify the differences in a set of variables. Second, the variables were combined into a path model to compare between 3 groups: A group trained in 2D and untrained in 3D who shopped in a 2D environment; a group trained in 3D who shopped in a 2D environment; and a group trained in 3D who shopped in a 3D environment. The perceptions used in the study centered on Attitude toward the Site (AST) and constructs that were related to AST in various other studies. The path model was defined through the use of partial least squares (PLS) path modeling techniques, based on previous research, to align the use of the new 3D environments with existing theory. One key potential consequence considered was the purchase intent as compared to the three groups studied. This study is important for two major reasons. First, it is an important step toward understanding the possible effects from presenting consumer online retail shopping experiences that more feasibly imitate physical-world shopping experiences. As technology advances and virtual spaces become easier to create, companies may be able to apply the lessons learned through this study to better understand the potential benefits of converting online retail websites into 3D virtual spaces. Second, this study fits into the research conducted to improve the understanding of how website-related constructs work. For example, the extant literature has shown some contention regarding the best measurement AST and whether AST has an impact on purchase intent. This study provides useful evidence in that debate.
63

Perceived gender and its effect on attributions toward avatars in the video game Spore

Sweeney, Victoria Marie 01 May 2011 (has links)
In this study, 174 undergraduates from the University of Central Florida were asked to rate individual human and animal avatar features from the video game Spore on their level of femininity, masculinity, likability, and how well the feature represented them on a 7 point Likert scale of agreeability. Avatar features were presented on a neutral gray, quadruped body in two different views. It was expected that participants would show higher likability for avatar features that they perceived as corresponding to their Personal Attribute Questionnaire (PAQ) gender. Males liked feminine features approximately the same as females, however, in many categories females liked the most masculine features more than the most feminine features. Males liked the most masculine body detail feature more than females, and females liked the most masculine body detail more than males. It also was anticipated that avatar features rated as having both low femininity and low masculinity would be the features rated lowest in likability overall. These features did not have the lowest likability, but were somewhat close to neutral in likability. These results have implications for likable avatar creation for businesses, the military, and education.
64

Project Aphatar : An Experiment and Implementation

Teodoro, Gregory January 2013 (has links)
Aphasia is an acquired communication disorder that affects the ability of a person to speak and understand spoken language. The purpose of the Aphatar project is to create a virtual clinician that will help suffers of aphasia improve their speech in common scenarios. The project will gauge the interaction and quality of this virtual clinician against those of a real clinician. Aphatar will be created using three major systems: (1) KINECT for audio and visual recording, audio input, and future work in reading the client's emotional state using the KINECT 3D Camera system, (2) The Olympus Speech Recognition System, provided by Carnegie-Mellon University which will accept the audio input of the user and translate it from speech to text then provide spoken feedback to the user, and (3) the Avatar display system, which will provide the graphical interface for the former, allowing the user to see the avatar and interact with it. / Computer and Information Science
65

Introduction of Metaverse in business

Mishra, U., Jayawardena, Nirma S. January 2024 (has links)
Yes / It has become obvious to companies that the metaverse may help maximize profits. The purpose of this chapter is to describe the uses and possibilities of metaverse-based virtual and augmented reality technologies in the future. Brands can now engage with customers at a completely new level of interaction through Metaverse, which cannot be achieved within current marketing channels. Immersive XR environments may require decision makers to reexamine customer journeys, demographic characteristics, and customer personas. The main purpose of this chapter is to present an overview of metaverse applications. Further this section reveals the ways in which the business and education industry can benefit through metaverse applications. Additionally, this section reveals the real-world applications of technology in metaverse for avatar, gaming, and prospects. Finally, this chapter sheds light on the academics and practitioners by showing how metaverse elements can contribute for business processes.
66

Individual-, System-, and Application-Related Factors Influencing the Perception of Virtual Humans in Virtual Environments / Einflussfaktoren auf die Wahrnehmung virtueller Menschen in virtuellen Umgebungen: Individuelle, systembezogene und anwendungsbezogene Aspekte

Wolf, Erik January 2024 (has links) (PDF)
Mixed, augmented, and virtual reality, collectively known as extended reality (XR), allows users to immerse themselves in virtual environments and engage in experiences surpassing reality's boundaries. Virtual humans are ubiquitous in such virtual environments and can be utilized for myriad purposes, offering the potential to greatly impact daily life. Through the embodiment of virtual humans, XR offers the opportunity to influence how we see ourselves and others. In this function, virtual humans serve as a predefined stimulus whose perception is elementary for researchers, application designers, and developers to understand. This dissertation aims to investigate the influence of individual-, system-, and application-related factors on the perception of virtual humans in virtual environments, focusing on their potential use as stimuli in the domain of body perception. Individual-related factors encompass influences based on the user's characteristics, such as appearance, attitudes, and concerns. System-related factors relate to the technical properties of the system that implements the virtual environment, such as the level of immersion. Application-related factors refer to design choices and specific implementations of virtual humans within virtual environments, such as their rendering or animation style. This dissertation provides a contextual framework and reviews the relevant literature on factors influencing the perception of virtual humans. To address identified research gaps, it reports on five empirical studies analyzing quantitative and qualitative data from a total of 165 participants. The studies utilized a custom-developed XR system, enabling users to embody rapidly generated, photorealistically personalized virtual humans that can be realistically altered in body weight and observed using different immersive XR displays. The dissertation's findings showed, for example, that embodiment and personalization of virtual humans serve as self-related cues and moderate the perception of their body weight based on the user's body weight. They also revealed a display bias that significantly influences the perception of virtual humans, with disparities in body weight perception of up to nine percent between different immersive XR displays. Based on all findings, implications for application design were derived, including recommendations regarding reconstruction, animation, body weight modification, and body weight estimation methods for virtual humans, but also for the general user experience. By revealing influences on the perception of virtual humans, this dissertation contributes to understanding the intricate relationship between users and virtual humans. The findings and implications presented have the potential to enhance the design and development of virtual humans, leading to improved user experiences and broader applications beyond the domain of body perception. / Mixed-, Augmented- und Virtual Reality, welche im allgemeinen auch als Extended Reality (XR) bezeichent werden, ermöglichen es Nutzern, sich in virtuelle Umgebungen zu begeben und Erlebnisse jenseits der Grenzen der Realität zu erfahren. Virtuelle Menschen sind in solchen virtuellen Umgebungen allgegenwärtig, können für zahlreiche Zwecke genutzt werden und haben das Potenzial das tägliche Leben erheblich zu beeinflussen. Durch die Verkörperung virtueller Menschen bietet XR die Möglichkeit, die Sichtweise auf uns selbst und andere zu beeinflussen. In dieser Funktion dienen virtuelle Menschen als ein Stimulus, dessen Wahrnehmung für Forscher, Anwendungsdesigner und Entwickler grundlegend ist. Diese Dissertation untersucht den Einfluss individueller, systembezogener und anwendungsbezogener Faktoren auf die Wahrnehmung virtueller Menschen in virtuellen Umgebungen, wobei der Fokus auf der potenziellen Nutzung als Stimuli im Bereich der Körperwahrnehmung liegt. Individiuelle Faktoren umfassen Einflüsse, die auf Merkmalen des Nutzers basieren, wie dessen Erscheinungsbild, Einstellungen und Bedenken zum eigenen Körper. Systembezogene Faktoren beziehen sich auf die technischen Eigenschaften des Systems, das die virtuelle Umgebung implementiert, wie beispielsweise den Grad der Immersion. Anwendungsbezogene Faktoren beziehen sich auf Designentscheidungen und spezifische Implementierungen virtueller Menschen innerhalb virtueller Umgebungen, wie deren Darstellungs- oder Animationsstil. Diese Dissertation präsentiert einen kontextuellen Rahmen und einen Überblick über die relevante Literatur zu den genannten Faktoren. Um bestehende Forschungslücken zu adressieren, beinhaltet sie fünf empirische Studien, die quantitative und qualitative Daten von insgesamt 165 Teilnehmern analysieren. Die Studien nutzten ein eigens entwickeltes XR-System, das es Nutzern ermöglicht, schnell generierte, fotorealistisch personalisierte virtuelle Menschen zu verkörpern, deren Körpergewicht realistisch verändert und mit verschiedenen immersiven XR-Displays beobachtet werden kann. Die Ergebnisse der Dissertation zeigten, unter anderem, dass die Verkörperung und Personalisierung virtueller Menschen als selbstbezogene Faktoren dienen, welche die Wahrnehmung des Körpergewichts virtueller Menschen je nach Körpergewicht des Nutzers moderieren. Sie zeigten auch ein Display-Bias, welches die Wahrnehmung virtueller Menschen erheblich beeinflusst. Beispielsweise lagen die Unterschiede in der Körpergewichtswahrnehmung zwischen den verschiedenen XR-Displays bei bis zu neun Prozent. Basierend auf den Ergebnissen der Arbeiten wurden Implikationen für das Anwendungsdesign abgeleitet, welche Empfehlungen zur Rekonstruktion, Animation, Körpergewichtsanpassung und Methoden zur Schätzung des Körpergewichts virtueller Menschen enthalten, aber auch die allgemeine Benutzererfahrung adressieren. Durch die Untersuchung der Einflussfaktoren auf die Wahrnehmung virtueller Menschen trägt diese Dissertation zum Verständnis der komplexen Beziehung zwischen Nutzern und virtuellen Menschen bei. Die präsentierten Ergebnisse und Implikationen haben das Potenzial, das Design und die Entwicklung virtueller Menschen zu verbessern und skalieren ebenfalls auf Anwendungen jenseits des Bereichs der Körperwahrnehmung.
67

Monde virtuel et avatar : de la mise en scène de soi à l'addiction

Gaetan, Sophie 26 October 2012 (has links)
Le jeu vidéo est une activité de loisir particulièrement répandue auprès des adolescents. Néanmoins, pour certains, une conduite addictive peut se mettre en place, remplissant une fonction précise et nécessaire à l'équilibre du sujet. L'objectif de ce travail de thèse est d'amorcer la construction d'un modèle explicatif de ce processus addictif. L'opérationnalisation de cette recherche repose sur une méthodologie quantitative permettant de mesurer le poids et l'implication de variables psychopathologiques, cognitivo-émotionnelles et de personnalité dans la mise en place de cette conduite addictive. Le monde virtuel et l'avatar sont les deux constituants majeurs de tout jeu vidéo. Ils permettent au sujet de mettre en scène et médiatiser son Soi Emotionnel. Le processus addictif résulte d'une cristallisation de cette dynamique, ne permettant pas au sujet de se réapproprier son expérience émotionnelle. Par ailleurs, ce travail a permis de mettre en avant l'existence d'une utilisation addictive des jeux vidéo en ligne et hors ligne. Ces deux formats se différencient dans la mise en scène d'aspects du Soi Identitaire qu'ils impliquent. Pour finir, ce travail nous amène à questionner la frontière entre une utilisation régulière et addictive/pathogène des jeux vidéo. / Video games cover preferential activity of adolescents. But for some, the practice becomes an addictive behavior, playing an important role in psychological functioning of adolescents. The global aim is to establish a comprehensive model of this addictive process. This research is based on a quantitative methodology in order to assess the weight and the involvement of psychopathological, emotional and personality variables in this addictive process. Avatar and virtual world are the two essential components of any video game. They allow subject to mediatize and enact his Emotional Self. The addiction process is the result of crystallization of this dynamic which does not allow the subject to reappropriate his emotional experience. Furthermore, the research puts the light on two different types of addictive processes with on line or outline video games. These two formats differ in the enacting of aspects of the Self Identity they imply. Finally, this work leads us to question the boundary between regular and addictive / pathogen use of video games.
68

Técnica de reconstrução geométrica da superfície do corpo humano baseada em múltiplos sensores de profundidade para aplicação em teleconferência imersiva. / Geometry reconstruction technique of human body surface based on multiple depth sensors for immersive teleconferencing system.

Lemeszenski, Daniel de Andrade 05 April 2013 (has links)
O interesse no uso de técnicas de aquisição de dados 3D em vídeos interativos e sistemas de videoconferência imersiva aumentou significativamente nos últimos anos. A disponibilidade de sensores de profundidade baseados em luz estruturada no varejo apresenta uma série de novas oportunidades em sistemas de teleconferência, entretenimento e e-learning. No entanto, problemas de oclusão frequentemente ocorrem quando é utilizado um único sensor ou técnicas de reconstrução 2,5D. Outras técnicas de interação e aplicações de teleconferências podem exigir uma reconstrução mais completa do usuário. Uma possível solução para isso implica na utilização de múltiplos dispositivos simultaneamente, o que traz novos desafios relacionados ao processo de calibração de câmaras e a aferição do aumento da superfície capturada quando é adicionado um novo sensor. Neste trabalho é apresentada a proposta VMD (Video-avatar from Multiple Depth maps), uma arquitetura de sistema que trata esses dois problemas. Com a finalidade de validar a viabilidade dessa proposta, três experimentos foram feitos resultando em uma análise qualitativa e quantitativa a fim de encontrar uma configuração adequada de múltiplos sensores de profundidade. / The interest in the use of 3D data acquisition techniques in video based interaction and immersive videoconferencing systems has noticeably increased in recent years. The availability of structured light 3D sensors as off-the-shelf hardware presents a series of new opportunities in teleconferences, entertainment and e-learning. However, occlusion issues often occur when it is used a single sensor or 2,5D reconstruction techniques. Other interaction techniques and teleconferencing applications may require a more complete reconstruction of the user. One possible solution to this involves the use of multiple devices simultaneously, which may bring new challenges related to the calibration process of cameras and measurement of the increase in covered area when it is added a new sensor. In this work we present VMD (Video-avatar from Multiple Depth maps), a system architecture that addresses this two issues. In order to validate the feasibility of this proposal, three experiments were performed resulting in a qualitative and quantitative analysis with the purpose of finding a suitable setup with multiple depth sensors.
69

Commande d’humanoïdes robotiques ou avatars à partir d’interface cerveau-ordinateur / Humanoids robots' and virtual avatars' control through brain-computer interface

Gergondet, Pierre 19 December 2014 (has links)
Cette thèse s'inscrit dans le cadre du projet Européen intégré VERE (Virtual Embodiement and Robotics re-Embodiement). Il s'agit de proposer une architecture logicielle intégrant un ensemble de stratégies de contrôle et de retours informationnels basés sur la "fonction tâche" pour incorporer (embodiment) un opérateur humain dans un humanoïde robotique ou un avatar notamment par la pensée. Les problèmes sous-jacents peuvent se révéler par le démonstrateur suivant (auquel on souhaite aboutir à l'issue de cette thèse). Imaginons un opérateur doté d'une interface cerveau-ordinateur ; le but est d'arriver à extraire de ces signaux la pensée de l'opérateur humain, de la traduire en commandes robotique et de faire un retour sensoriel afin que l'opérateur s'approprie le "corps" robotique ou virtuel de son "avatar". Une illustration cinématographique de cet objectif est le film récent "Avatar" ou encore "Surrogates". Dans cette thèse, on s'intéressera tout d'abord à certains problèmes que l'on a rencontré en travaillant sur l'utilisation des interfaces cerveau-ordinateur pour le contrôle de robots ou d'avatars, par exemple, la nécessité de multiplier les comportements ou les particularités liées aux retours sensoriels du robot. Dans un second temps, nous aborderons le cœur de notre contribution en introduisant le concept d'interface cerveau-ordinateur orienté objet pour le contrôle de robots humanoïdes. Nous présenterons ensuite les résultats d'une étude concernant le rôle du son dans le processus d'embodiment. Enfin, nous montrerons les premières expériences concernant le contrôle d'un robot humanoïde en interface cerveau-ordinateur utilisant l'électrocorticographie, une technologie d'acquisition des signaux cérébraux implantée dans la boîte crânienne. / This thesis is part of the European project VERE (Virtual Embodiment and Robotics re-Embodiment). The goal is to propose a software framework integrating a set of control strategies and information feedback based on the "task function" in order to embody a human operator within a humanoid robot or a virtual avatar using his thoughts. The underlying problems can be shown by considering the following demonstrator. Let us imagine an operator equipped with a brain-computer interface; the goal is to extract the though of the human operator from these signals, then translate it into robotic commands and finally to give an appropriate sensory feedback to the operator so that he can appropriate the "body", robotic or virtual, of his avatar. A cinematographic illustration of this objective can be seen in recent movies such as "Avatar" or "Surrogates". In this thesis, we start by discussing specific problems that we encountered while using a brain-computer interface for the control of robots or avatars, e.g. the arising need for multiple behaviours or the specific problems induced by the sensory feedback provided by the robot. We will then introduce our main contribution which is the concept of object-oriented brain-computer interface for the control of humanoid robot. We will then present the results of a study regarding the role of sound in the embodiment process. Finally, we show some preliminary experiments where we used electrocorticography (ECoG)~--~a technology used to acquire signals from the brain that is implanted within the cranium~--~to control a humanoid robot.
70

Entre o On e o Off: personalidades que se criam, a interação entre pessoas nas redes sociais

Picchia, Pedro da Cunha Del 24 May 2013 (has links)
Made available in DSpace on 2016-04-26T18:13:15Z (GMT). No. of bitstreams: 1 Pedro da Cunha Del Picchia.pdf: 1973312 bytes, checksum: c5d2c263dccd15795c0b3253c4aa4a57 (MD5) Previous issue date: 2013-05-24 / This research aims to further the understanding of the relationship between on and offline personalities in digital social networks. It focuses on the behavior of users from the online social network Twitter. This network was specifically chosen because it provides not only comunicational relevance but also three distinguishing characteristics. The first is an unique freedom to create an avatar. The second is a high speed in the exchange of messages, which is significant because of the premisse that relevant users are those that interact frequently with the network. And, finally, an also unique following/follower structure, which promotes the emergence of leaders and subgroups. The theoretical framework is based on the concepts of digital-glocal environments proposed by Trivinho Dal Bello (2009), digital avatars as defined by Cavalheiro in his master's dissertation (2008), Lazarsfeld's (1995) theory of two-step-flow of information and also in a context analysis of the freudian theory presented in Mass Psychology (1921). The hypothesis is that the creation of an avatar personality follows influence and leadership patterns. The methodology is based on an analysis of widely shared posts from several users and interviews with three study participants who have popular avatars in Twitter / A presente pesquisa tem como objetivo a compreensão, dentro das redes sociais digitais, da relação de uma personalidade on-line com a personalidade off-line. O seu objeto de estudo é o comportamento dos usuários da Rede Social na Internet Twitter, já que esta, além da sua relevância comunicacional, possui três aspectos que lhe distinguem: a liberdade singular na criação do avatar; a velocidade na troca de mensagens, uma vez que parto da proposta de que o usuário, para ter relevância, deve interagir com frequência em sua rede; e a estrutura proposta de seguidor-seguido, que é única e promove a formação de lideranças e subgrupos. A fundamentação teórica apoia-se no enquadramento de construção do ambiente digital-glocal proposto por Trivinho e Dal Bello (2009), no conceito de avatar digital apresentado por Cavalheiro em sua dissertação de mestrado (2008), em uma análise de contexto sob a ótica de Freud em seu texto Psicologia de Grupo (1921), bem como do fluxo de informação em two-step flow proposto por Lazarsfeld (1955). A hipótese é a de que a própria criação desta personalidade-avatarizada segue por padrões de influência e liderança. A metodologia se desenvolve por meio da análise de publicações de diversos usuários que se destacaram a partir do número de republicações e entrevistas com três personagens, cujos avatares têm grande exposição dentro do Twitter

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