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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.
81

Active Shooter Mitigation for Open-Air Venues

Braiden M Frantz (8072417) 04 August 2021 (has links)
<p>This dissertation examines the impact of active shooters upon patrons attending large outdoor events. There has been a spike in shooters targeting densely populated spaces in recent years, to include open-air venues. The 2019 Gilroy Garlic Festival was selected for modeling replication using AnyLogic software to test various experiments designed to reduce casualties in the event of an active shooter situation. Through achievement of validation to produce identical outcomes of the real-world Gilroy Garlic Festival shooting, the researcher established a reliable foundational model for experimental purposes. This active shooter research project identifies the need for rapid response efforts to neutralize the shooter(s) as quickly as possible to minimize casualties. Key findings include the importance of armed officers patrolling event grounds to reduce response time, the need for adequate exits during emergency evacuations, incorporation of modern technology to identify the shooter’s location, and applicability of a 1:548 police to patron ratio.</p>
82

Enhancing Creative, Learning and Collaborative Experiences through Augmented Reality-compatible Internet-of-Things Devices

Pashin Farsak Raja (15348238) 29 April 2023 (has links)
<p>The "Maker Movement" is a cultural phenomena rooted in DIY culture, which stresses making devices and creations on your own rather than purchasing it ready-made. At the core of the Maker Movement, is the "Maker Mindset"; a collection of attitudes, beliefs and behaviors that emphasize the importance of creativity, experimentation and innovation in the learning process. Since the Maker Mindset embodies constructionist principles at its core that push makers to experiment and problem-solve by collaborating with fellow makers through hands-on activities, it can be said that these activities comprise of Creative, Learning and Collaborative experiences. While Internet-of-Things devices have long been used to enhance these activities, research pertaining to using Augmented Reality in tandem with IoT for the purpose of enhancing experiences core to the Maker Mindset is relatively unexplored. Three different systems were developed with the goal of addressing this -- MicrokARts, ShARed IoT and MechARspace. Each system focuses on enhancing one of the three core experiences through AR-compatible IoT devices, whilst ensuring that they do not require prerequisite knowledge in order to author AR experiences. These systems were evaluated through user studies and testing over a variety of age-groups, with each system successfully enhancing one core experience each through the use of AR-IoT interactions.</p>
83

Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization

Jordan M McGraw (8803076) 07 May 2020 (has links)
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>

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