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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

Utökad verklighet som ett digitalt verktyg för undervisningen i gymnasieskolan : En kvalitativ utforskande studie om dess styrkor och svagheter / On the implementation of extended realities as a digital aid for high school education

Hay Werner, Tony January 2022 (has links)
Syftet med denna studie är att utforska nyckelintressenters uppfattningar om potentialer och hinder med utökad verklighet (XR) i gymnasieundervisning, speciellt inom matematik- och fysikämnena där det finns flertalet abstrakta moment som elever har svårt för. Ett vidare syfte är att med stöd i studiens resultat utforma riktlinjer som förslag på hur XR kan användas och inte användas i skolan. Denna kvalitativa studie tar sin grund från semistrukturerade intervjuer med nyckelintressenter inom tre olika områden: programmerare med fokus på utveckling av XR, utvecklare av undervisningsmaterial och lärare inom naturvetenskapliga ämnen. Dessa tre grupper av nyckelintressenter har tillsammans en helhetsbild över just det som denna studie ämnar undersöka. Utifrån en kvalitativ ansats utförs en tematisk analys av transkriberade data. Den tematiska analysen har identifierat sju huvudteman från det insamlade materialet. Studiens pedagogiska utgångspunkt är tagen från Dewey (2004) och Lave & Wegner (1991). Dewey menar att praktiskt arbete så som laborationer är essentiellt för barns inlärning. Piaget (2008) menar att när ett barn nekas möjligheten att upptäcka på egen hand har läraren gjort barnet en björntjänst och minskat barnets möjlighet till inlärning. Lave & Wegner (1991) påstår att lärande är situerade, att elever lär sig bättre om de får utföra aktiviteter där kunskapen ska användas i verkligheten. Exempelvis om elever ska lära sig om vattenkraftverk kan det vara lönsamt att besöka ett vattenkraftverk och uppleva det i verkligheten. Resultatet från denna studie visar att XR har stor potential som digitalt hjälpmedel inom skolan. Upplevelsebaserad undervisning är en stor styrka hos XR och detta tillsammans med laborativ verksamhet har stort stöd i tidigare pedagogisk forskning som en bra undervisningsmetod. Dessutom har XR möjlighet att göra abstrakta skolmoment som luftmotstånd eller koordinatsystem mer konkreta, vilket är något som gynnar många elever. Det framkommer dock i studiens resultat att nyckelintressenterna finner en stor begränsning av appar eller program och en för stor prislapp på XR utrustning. Detta har skapat ett moment 22 för införande av XR i skolundervisningen enligt nyckelintressenterna. Enligt nyckelintressenterna kommer inte skolor köpa XR headsets när det inte finns något innehåll. Samtidigt, enligt studiens resultat kommer ingen att skapa något innehåll om det inte finns några användare som vill betala för det. Resultaten visar även att lärare är intresserade av att använda XR i skolan idag men de saknar kunskaper om det. / The purpose of this study is to explore key stakeholders' perceptions of potentials and limitations with XR in high school teaching, especially in math and physics subjects where there are several abstract elements that students have a hard time with. A further purpose is to, with support in the results of the study, formulate guidelines as suggestions on how XR can be used and not used in school This qualitative study is based on semi-structured interviews with key stakeholders in three different areas: programmers with a focus on the development of augmented reality, teaching material developers and teachers in science subjects. Together, these three groups of key stakeholders have an overall picture of what this study intends to examine. Based on a qualitative approach, a thematic analysis of transcribed data is performed. The thematic analysis identified seven main themes from the collected material. The pedagogical starting point of this study is taken from Dewey (2004) and Lave & Wegner (1991). Dewey claims that practical work such as laboratory work is essential for children's learning. Piaget (2008) believes that when a child is denied the opportunity to discover on his own, the teacher has done the child a disservice and reduced the child's opportunity for learning. Lave & Wegner (1991) claim that learning is situated, student learn better if they are to do activities where the knowledge is to be used in real life. For example, if students are going to learn about hydropower plants, it can be beneficial to visit a hydropower plant and experience it in real life. The results from this study show that augmented reality has great potential as a digital aid in schools. Experience-based teaching is a great strength of augmented reality and this together with laboratory activities have great support in previous pedagogical research as a good teaching method. Furthermore, augmented reality can make abstract school elements such as air resistance or coordinate systems more concrete, which is something that benefits many students. It also appears in the results of the study that the key stakeholders find a large limitation of content and an excessive price tag on XR equipment. this has created a catch 22 for the introduction of augmented reality in school education according to the key stakeholders. According to key stakeholders, schools will not buy XR headsets when there is no content. At the same time, according to the results of the study, no one will create any content if there are no users who want to pay for it. The results also show that teachers are interested in using XR in school today, but they lack knowledge about it.
32

Evaluation of Scheduling Policies for XR Applications / Utvärdering av schemaläggningspolicyer för XR-applikationer

Roy, Neelabhro January 2022 (has links)
Immersion based technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR), together falling under the umbrella of Extended Reality (XR) have taken the world by storm in the recent past. However, with the growing market and the increasing number of applications of XR, multiple challenges have arisen. To maintain acceptable levels of motion-to-photon latency, there is a need to serve the users with ultra low latency and with high reliability. To provide high quality rendering, these solutions have traditionally been deployed with wired connections, but severely inhibiting user mobility. Thus, the need to develop wireless solutions promising ultra low latency and high reliability emerges. Cloud/Edge based solutions promise to provide great dividends in this regard but it still remains crucial to understand how different scheduling policies perform against one another in terms of average throughput, mean system time, the number of UEs which can be serviced simultaneously etc. In this thesis, we explore how online packet scheduling policies such as first-come-first-serve, earliestdeadline-first, maximum weight scheduling etc. compare against other Quality of Experience(QoE)/ packet weight aware online scheduling policies and also against optimal offline schemes such as maximum-weighted-bipartitematching. We perform a detailed analysis of how these policies fare by studying various metrics such as the average-packet system time, competitive ratios, packet drop percentages and weight throughput, amongst others. Finally, we also explore how the introduction of multi-layered video encoding impacts XR service. Amongst the findings of the thesis, we conclude that it is possible to come up with solutions such as EDFα (which is a deadline and weight aware derivative of the earliest deadline first scheduling policy), which can either increase the weight throughput when compared to other baselines while also providing lesser packet drops and lower average system times for the scheduled packets. This algorithm can be further tuned by varying α to accordingly alter the weight throughput, system time and packet drop ratio depending on the precise user application. Additionally, we establish with the help of simulations that the introduction of multi-layered video encoding conclusively helps in reducing the average system time and eventually allows for more users to be accommodated in an XR based system at the cost of worsening video quality. / Immersionsbaserade teknologier som Augmented Reality (AR), Virtual Reality (VR) och Mixed Reality (MR), som tillsammans faller under paraplyet Extended Reality (XR) har tagit världen med storm på senare tid. Men med den växande marknaden och det ökande antalet tillämpningar av XR har flera utmaningar uppstått. För att förhindra åksjuka hos användare och för att upprätthålla acceptabla nivåer av rörelse-till-foton-latens, finns det ett behov av att betjäna användarna med ultralåg latens och med hög tillförlitlighet. För att ge högkvalitativ rendering har dessa lösningar traditionellt implementerats med trådbundna anslutningar, men de hämmar kraftigt användarens rörlighet. Därför uppstår behovet av att utveckla trådlösa lösningar som lovar ultralåg latens och hög tillförlitlighet. Moln/Edge-baserade lösningar lovar att ge stor utdelning i detta avseende, men det är fortfarande viktigt att förstå hur olika schemaläggningspolicyer fungerar mot varandra när det gäller genomsnittlig genomströmning, genomsnittlig systemtid, antalet UE:er som kan betjänas samtidigt etc. I den här avhandlingen undersöker vi hur online-paketschemaläggningspolicyer som round robin, först till kvarnförst-kvarn, tidigast-deadline-först, schemaläggning för maximal vikt etc. jämförs med andra Quality of Experience (QoE)/Viktmedvetna onlineschemaläggningspolicyer och även mot optimala offline-scheman såsom maximalt viktad-bipartite-matchning. Vi utför en detaljerad analys av hur dessa policyer klarar sig genom att studera olika mätvärden, såsom den genomsnittliga paketets systemtid, konkurrensförhållanden, procentsatser för paketnedgång och viktad genomströmning, bland annat. Slutligen undersöker vi också hur introduktionen av flerskiktad videokodning påverkar XRtjänsten. Bland resultaten av avhandlingen drar vi slutsatsen att det är möjligt att komma med lösningar som EDFα (som är en deadline- och viktmedveten derivata av Earliest deadline first scheduling policy), som antingen kan öka den viktade genomströmning jämfört med andra baslinjer samtidigt som det ger mindre paketnedgångar och lägre genomsnittliga systemtider för de schemalagda paketen. Denna algoritm kan ställas in ytterligare genom att variera α för att följaktligen ändra den viktade genomströmningen, systemtiden och paketnedgångshastigheten beroende på den exakta användarapplikationen. Dessutom fastställer vi med hjälp av simuleringar att införandet av flerskiktsvideokodning definitivt hjälper till att minska den genomsnittliga systemtiden och så småningom tillåter fler användare att få plats i ett XR-baserat system.
33

Machine Learning for Spatial Positioning for XR Environments

Alraas, Khaled January 2024 (has links)
This bachelor's thesis explores the integration of machine learning (ML) with sensor fusion techniques to enhance spatial data accuracy in Extended Reality (XR) environments. With XR's revolutionary impact across various sectors, accurate localization in virtual environments becomes imperative. The thesis conducts a comprehensive literature review, highlighting advancements in indoor positioning technologies and the pivotal role of machine learning in refining sensor fusion for precise localization. It underscores the challenges in the XR field, such as signal interference, device heterogeneity, and data processing complexities. Through critical analysis, this study aims to bridge the gap in practical application of ML, offering insights into developing scalable solutions for immersive virtual productions. It offers insights into the practical integration of advanced machine learning techniques in XR applications, thereby providing valuable implications for technology development and user experience in XR. This contribution is not merely theoretical; it showcases practical applications and advancements in real-time processing and adaptability in complex environments, aligning well with existing research and extending it by addressing scalability and practical implementation challenges in XR environments. This study identifies key themes in the integration of ML with sensor fusion for XR, such as the enhancement of spatial data accuracy, challenges in real-time processing, and the need for scalable solutions. It concludes that the fusion of ML and sensor technologies not only enhances the accuracy of XR environments but also paves the way for more immersive and realistic virtual experiences.
34

Composing Holochoric Visual Music: Interdisciplinary Matrices

Rhoades, Michael Jewell 01 February 2021 (has links)
With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive potential and simultaneously with numerous novel challenges. The goal of this study is, through praxis, to instantiate and document an initial exploration into the implementation of holochory toward the creation of visual music compositions. Obviously, engaging holochoric visual music as a means of artistic expression requires an interdisciplinary pipeline. Certainly, this is demonstrated in merging music and visual art into a cohesive form, which is the basis of visual music composition. However, in this study is revealed another form of interdisciplinarity. A major challenge resides with the development of the means to efficiently render the high-resolution stereoscopic images intrinsic to the animation of virtual holograms. Though rendering is a challenge consistent with creating digital animations in general, here the challenge is further exacerbated by the extensive use of multiple reflections and refractions to create complexity from relatively simple geometric objects. This reveals that, with the level of computational technology currently available, the implementation of high-performance computing is the optimal approach. Unifying such diverse areas as music, visual art, and computer science toward a common artistic medium necessitates a methodological approach in which the interdependency between each facet is recognized and engaged. Ultimately, a quadrilateral reciprocative feedback loop, involving the composer's sensibilities in addition to each of the other facets of the compositional process, must be realized in order to facilitate a cohesive methodology leading toward viability. This dissertation provides documentation of methodologies and ideologies undertaken in an initial foray into creating holochoric visual music compositions. Interlaced matrices of contextualization are intended to disseminate the processes involved in deference to composers who will inevitably follow in the wake of this research. Accomplishing such a goal is a quintessential aspect of practice-based research, through which new knowledge is gained during the act of creating. Rather than formulating theoretical perspectives, it is through the praxis of composing holochoric visual music that the constantly arising challenges are recognized, analyzed, and subsequently addressed and resolved in order to ensure progression in the compositional process. Though measuring the success of the resultant compositions is indeed a subjective endeavor, as is the case with all art, the means by which they are achieved is not. The development of such pipelines and processes, and their implementation in practice, are the basic building blocks of further exploration, discovery, and artistic expression. This is the impetus for this document and for my constantly evolving and progressing trajectory as a scholar, artist, composer, and computer scientist. / Doctor of Philosophy / In this paper the author explores the idea that, owing to their shared three-dimensional nature, holophons and holograms are well suited as mediums for visual music composition. This union is ripe with creative opportunity and fraught with challenges in the areas of aesthetics and technical implementation. Squarely situated upon the bleeding edge of phenomenological research and creative practice, this novel medium is nonetheless within reach. Here, one methodological pipeline is delineated that employs the convergence of holography, holophony, and super-computing toward the creation of visual music compositions intended for head mounted displays or large scale 3D/360 projection screens and high-density loudspeaker arrays.
35

Augmented Reality for Immersive Video Conference Presentations : Enhancing Video Presentation Experiences with Visual Aid Through Augmented Reality / Förstärkt verklighet för immersiva videopresentationer : Förbättrade videopresentationer med hjälp av visuella hjälpmedel i förstärkt verklighet

Rosenberg, Gabriel January 2023 (has links)
As 3D models are increasingly used in a variety of contexts, both for entertainment in games and movies, as well as professional visualization and CAD models, there is an increased demand for collaborative tools which can be used to show these virtual artifacts efficiently. Interaction with digital 3D artifacts has long since been enabled through the use of specialized software, like CAD modeling applications and 3D rendering software; which often are extensive and require time to master and use efficiently. This thesis investigates how natural interaction through augmented reality can be used to interact with 3D artifacts in video conferencing scenarios and how it could enrich presentation experiences. Different approaches were evaluated to enable natural interactions before creating a prototype solution. Research was carried out with a design approach by creating a prototype solution, which was evaluated in a user study with a mixed research method. Data were collected through a semistructured interview as well as quantitative methods, which consisted of the NASA Task Load Index and a performance evaluation form filled out by the participants. The interview data were processed with a reflexive thematic analysis, and insight was gained as important themes emerged from the data. The results indicate an increased physical demand, but also less frustration with the prototype solution compared to screen sharing of Windows 3D Viewer. The responses of the study participants highlight key factors to consider in future development. / Eftersom 3D-modeller i allt högre grad används i en mängd olika sammanhang, både för underhållning i spel och filmer samt för professionell visualisering, finns det en ökad efterfrågan på samarbetsverktyg som kan användas för att visa dessa virtuella artefakter effektivt. Interaktion med digitala 3D-modeller har för länge sedan möjliggjorts genom användning av specialiserad programvara, som CAD-modelleringsapplikationer och 3D-renderingsprogram; som ofta är omfattande och kräver tid att bemästra och använda effektivt. Denna avhandling undersöker hur naturlig interaktion genom förstärkt verklighet kan användas för att interagera med 3D-artefakter i videokonferensscenarier och hur det kan berika presentationsupplevelser. Ämnet undersöktes genom att skapa en prototyplösning, som utvärderades i en användarstudie med en blandad forskningsmetod. Data samlades in genom en semistrukturerad intervju samt kvantitativa metoder, som bestod av NASA Task Load Index och ett prestationsutvärderingsformulär som fyllts i av deltagarna. Intervjudata bearbetades med en reflexiv tematisk analys, och insikt framkom genom att studera datan. Resultaten indikerar en ökad fysisk ansträngning, men också mindre frustration med prototyplösningen jämfört med skärmdelning av Windows 3D Viewer. Svaren från studiedeltagarna belyser nyckelfaktorer att ta hänsyn till i framtida utveckling.
36

Holographic Communications Technologies : A qualitative study on the ethical and\or legal challenges based on the stakeholders' perspectives

Giogiou, Natalia January 2022 (has links)
Holographic communications technologies are a new digital technology being currently  developed by companies to be available to the public in the near future. Through holographic  communications technologies, the image of one user located in one place can be captured with  special equipment from different angles, so that its three-dimensional depiction is created  realistically. The 3D depiction is then transmitted in high-quality to another user located in some  other remote place, creating a whole new experience of unconventional data communication. This  new digital technology is planned to be deployed in several fields, such as marketing, education,  medicine, business and entertainment. However, like any new technological tool that is  introduced, also in the case of holographic communication technologies there are ethical and/or  legal challenges that could emerge from its misuse and set in danger fundamental human rights.  Hence, research was conducted as an interpretive qualitative study to explore the potential ethical  and/or legal challenges of holographic communications technologies by considering the  knowledge, opinions, experiences, and perspectives of legal experts, as well as experts on ethical  issues. The empirical data was collected through individual semi-structured interviews from the  selected participants, and from the review of mainly confidential documents, before being  subjected to a thematic analysis. The analysis of the data gave prominence to five themes which  were reviewed in the context of the research question and the proposed theoretical framework  with the help of Ethical Technology Assessment (ETA). The discussion of the findings revealed  that the most prominent challenges that could arise from the use of holographic communications  technologies are privacy and data protection issues. It was further shown that existing digital  technologies with similar features and the ethical and/or legal challenges confronted in the past  about them can be of help to approach the ones regarding holographic communications  technologies. The research indicated that the designing phase of a new digital technology, and  accordingly holographic communication technologies, is important as decisions are being made  about the technical features of it, as well as the capabilities it will offer to the end users. Hence, it  plays a vital role to whether the use of the digital technology will be according to ethics and laws  later on. It was also shown that the participation of end users in this phase is important to reflect  their concerns and desires with the creators before the new digital technology is introduced, but  it is still a challenge to decide who will be included and on what criteria they will be selected.   The research showed that existing ethical and legal frameworks are important to form a  corresponding framework for holographic communications technologies and can be built upon.  However, this is also a challenge, as, according to the research, any new framework that will be  constructed with regard to holographic communications technologies cannot possibly be  unanimous as different norms and societal beliefs apply to different territories or domains, but  should rather be “personalized” according to the targeted audience.

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