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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.
1

Návrh a implementace způsobu pohybu v mobilní aplikaci pro virtuální realitu

Jaroš, Petr January 2017 (has links)
The diploma thesis focuses on the issue of movement and interaction in virtual reality and then shows the design and concrete example of the application.
2

Acompanhamento remoto para a terapia do espelho utilizando smartphone e realidade aumentada / Remote Assistance for Mirror Therapy using smartphone and augmented reality

Magagnatto, Yuri Nehase Zuliani Goulart 12 April 2018 (has links)
Soluções computacionais desenvolvidas para dispositivos móveis são cada vez mais comuns. A popularização de aplicativos móveis possibilitou o desenvolvimento de soluções para diversas áreas de grande potencial, como a área da saúde, entre ela a Terapia Ocupacional. Entre essas soluções, trabalhos apresentaram diversos métodos computacionais para o apoio a Terapia do Espelho. A terapia do espelho é um método que consiste na execução de exercícios com um membro saudável refletido em um espelho de modo que a visualização auxilie na redução da dor e na reabilitação do membro afetado. Essa terapia tem apresentado resultados, entre outros, na reabilitação para indivíduos que reportam dor do membro fantasma ou em recuperação pós-Acidente Vascular Cerebral (AVC). A literatura apresenta soluções computacionais para, entre outros, permitir a visualização do membro saudável a partir de tecnologias de realidade aumentada e de dispositivos vestíveis. Essas soluções muitas vezes são de difícil acesso e economicamente inviáveis. Um trabalho anterior, realizado em colaboração com equipe multidisciplinar, resultou na definição de um modelo de acompanhamento remoto que emprega dispositivos móveis para permitir o monitoramento de pacientes em tratamento por meio da terapia do espelho. Uma das limitações encontradas naquele trabalho foi o fato do terapeuta não conseguir acompanhar de maneira automática se o paciente está executando a terapia de maneira correta. Explorando essas contribuições e limitações, este trabalho teve como objetivo propor um modelo que permita o acompanhamento remoto da terapia do espelho com apoio de recursos de realidade aumentada. Como apoio computacional ao modelo, foi desenvolvida a aplicação para smartphones TEIRA (Terapia do Espelho Interativa com Realidade Aumentada) que, utilizada em conjunto com a tecnologia Google Cardboard, permite a execução da terapia do espelho com realidade aumentada. Além disso, com a integração do sistema TEIRA com o sistema de planejamento de intervenções ESPIM (Experience Sampling and Programmed Intervention Method), foi possível proporcionar um método de acompanhamento remoto com coleta de dados e vídeo. Consulta a especialistas indica que a solução apresenta benefícios potenciais para o monitoramento do paciente durante o acompanhamento remoto, que ajudem o paciente a executar a terapia de maneira correta. / Computational solutions developed for mobile devices are increasingly common. The popularization of mobile applications enabled the development of solutions for several areas of great potential, such as the health area, including Occupational Therapy. Among these solutions, papers presented several computational methods to support Mirror Therapy. Mirror therapy is a method that involves performing exercises with a healthy limb reflected in a mirror so that visualization helps in reducing pain and in rehabilitating the affected limb. This therapy has shown results, among others, in rehabilitation for individuals who report phantom limb pain or in post-stroke recovery. The literature presents computational solutions to, among others, allow visualization of the healthy limb from technologies of augmented reality and wearable devices. These solutions are often difficult to access and economically unfeasible. Previous work, conducted in collaboration with a multidisciplinary team, resulted in the definition of a remote monitoring model that uses mobile devices to allow the monitoring of patients being treated by means of mirror therapy. One of the limitations found in this work was that the therapist was unable to automatically follow up if the patient was performing the therapy correctly. Exploring these contributions and limitations, this work aimed to propose a model that allows remote monitoring of mirror therapy with the support of augmented reality resources. As a computational support to the model, the application was developed for TEIRA (Interactive Mirror Therapy with Augmented Reality) which, used in conjunction with the Google Cardboard technology, allows the execution of mirror therapy with reality increased. In addition, with the integration of the TEIRA system with the ESPIM (Experience Sampling and Programmed Intervention Method) intervention system, it was possible to provide a remote monitoring method with data and video collection. Expert consultation indicates that the solution has potential benefits for patient monitoring during remote monitoring, which will help the patient perform the therapy correctly.
3

Acompanhamento remoto para a terapia do espelho utilizando smartphone e realidade aumentada / Remote Assistance for Mirror Therapy using smartphone and augmented reality

Yuri Nehase Zuliani Goulart Magagnatto 12 April 2018 (has links)
Soluções computacionais desenvolvidas para dispositivos móveis são cada vez mais comuns. A popularização de aplicativos móveis possibilitou o desenvolvimento de soluções para diversas áreas de grande potencial, como a área da saúde, entre ela a Terapia Ocupacional. Entre essas soluções, trabalhos apresentaram diversos métodos computacionais para o apoio a Terapia do Espelho. A terapia do espelho é um método que consiste na execução de exercícios com um membro saudável refletido em um espelho de modo que a visualização auxilie na redução da dor e na reabilitação do membro afetado. Essa terapia tem apresentado resultados, entre outros, na reabilitação para indivíduos que reportam dor do membro fantasma ou em recuperação pós-Acidente Vascular Cerebral (AVC). A literatura apresenta soluções computacionais para, entre outros, permitir a visualização do membro saudável a partir de tecnologias de realidade aumentada e de dispositivos vestíveis. Essas soluções muitas vezes são de difícil acesso e economicamente inviáveis. Um trabalho anterior, realizado em colaboração com equipe multidisciplinar, resultou na definição de um modelo de acompanhamento remoto que emprega dispositivos móveis para permitir o monitoramento de pacientes em tratamento por meio da terapia do espelho. Uma das limitações encontradas naquele trabalho foi o fato do terapeuta não conseguir acompanhar de maneira automática se o paciente está executando a terapia de maneira correta. Explorando essas contribuições e limitações, este trabalho teve como objetivo propor um modelo que permita o acompanhamento remoto da terapia do espelho com apoio de recursos de realidade aumentada. Como apoio computacional ao modelo, foi desenvolvida a aplicação para smartphones TEIRA (Terapia do Espelho Interativa com Realidade Aumentada) que, utilizada em conjunto com a tecnologia Google Cardboard, permite a execução da terapia do espelho com realidade aumentada. Além disso, com a integração do sistema TEIRA com o sistema de planejamento de intervenções ESPIM (Experience Sampling and Programmed Intervention Method), foi possível proporcionar um método de acompanhamento remoto com coleta de dados e vídeo. Consulta a especialistas indica que a solução apresenta benefícios potenciais para o monitoramento do paciente durante o acompanhamento remoto, que ajudem o paciente a executar a terapia de maneira correta. / Computational solutions developed for mobile devices are increasingly common. The popularization of mobile applications enabled the development of solutions for several areas of great potential, such as the health area, including Occupational Therapy. Among these solutions, papers presented several computational methods to support Mirror Therapy. Mirror therapy is a method that involves performing exercises with a healthy limb reflected in a mirror so that visualization helps in reducing pain and in rehabilitating the affected limb. This therapy has shown results, among others, in rehabilitation for individuals who report phantom limb pain or in post-stroke recovery. The literature presents computational solutions to, among others, allow visualization of the healthy limb from technologies of augmented reality and wearable devices. These solutions are often difficult to access and economically unfeasible. Previous work, conducted in collaboration with a multidisciplinary team, resulted in the definition of a remote monitoring model that uses mobile devices to allow the monitoring of patients being treated by means of mirror therapy. One of the limitations found in this work was that the therapist was unable to automatically follow up if the patient was performing the therapy correctly. Exploring these contributions and limitations, this work aimed to propose a model that allows remote monitoring of mirror therapy with the support of augmented reality resources. As a computational support to the model, the application was developed for TEIRA (Interactive Mirror Therapy with Augmented Reality) which, used in conjunction with the Google Cardboard technology, allows the execution of mirror therapy with reality increased. In addition, with the integration of the TEIRA system with the ESPIM (Experience Sampling and Programmed Intervention Method) intervention system, it was possible to provide a remote monitoring method with data and video collection. Expert consultation indicates that the solution has potential benefits for patient monitoring during remote monitoring, which will help the patient perform the therapy correctly.
4

Utiliza??o de ferramenta de realidade aumentada para ajudar em tarefas psicopedag?gicas com crian?as pertencentes ao transtorno do espectro autista

Soares, Kerolayne Paiva 19 October 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2018-02-21T21:29:06Z No. of bitstreams: 1 KerolaynePaivaSoares_TESE.pdf: 14474619 bytes, checksum: c7fe8c3bad13343debb34f5675472ff3 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2018-02-22T23:29:20Z (GMT) No. of bitstreams: 1 KerolaynePaivaSoares_TESE.pdf: 14474619 bytes, checksum: c7fe8c3bad13343debb34f5675472ff3 (MD5) / Made available in DSpace on 2018-02-22T23:29:21Z (GMT). No. of bitstreams: 1 KerolaynePaivaSoares_TESE.pdf: 14474619 bytes, checksum: c7fe8c3bad13343debb34f5675472ff3 (MD5) Previous issue date: 2017-10-19 / A presente tese tem como objetivo mostrar o desenvolvimento e aplica??o de uma ferramenta em Realidade Aumentada para ajudar crian?as afetadas com Transtorno do Espectro Autista (TEA). Tal ferramenta consiste na exibi??o de cenas caricaturadas da vida real, atrav?s dos ?culos de Realidade Virtual Google Cardboard, que foram utilizadas em tarefas e testes psicopedag?gicos, realizados com essas crian?as. Analisamos os relacionamentos sobre a poss?vel melhoria nas fun??es executivas quando essas t?m seu processamento facial suavizado usando o sistema proposto e vendo o mundo real como um desenho animado. Este estudo inicial fornece evid?ncias para verificar que tais crian?as t?m um interesse particular em desenho animado a despeito de faces humanas. Os resultados alcan?ados sugerem que o ambiente proposto ajuda a aumentar o desempenho das crian?as em tarefas psicopedag?gicas e que pode ser uma ferramenta ?til para ajudar os profissionais em educa??o a proporcionar um melhor suporte a essas crian?as, principalmente no que diz respeito ao desenvolvimento de suas fun??es executivas. / The present thesis aims to show the development and application of an Augmented Reality tool to helps children affected with Autistic Spectrum Disorder (ASD).This tool consists of the display of real-life caricatured scenes, visualized through the Google Cardboard Virtual Reality glasses, which were used in tasks and psychopedagogical tests performed with these children. We analyzed the relationships about the possible increase in executive functions when they have their facial processing smoothed using the proposed system and seeing the real world as a cartoon. This initial study provides evidences to verify that such children have a particular interest in cartoon in spite of human faces. The results suggest that the proposed environment helps to increase children?s performance in psychopedagogical tasks and that it can be a useful tool to help professionals in education in their work to provide better support to these children, especially with regard to development of executive functions of them.
5

In pursuit of consumer-accessible augmented virtuality / En strävan efter konsumenttillgänglig augmented virtuality

Berggrén, Rasmus January 2017 (has links)
This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those AV concepts using only a monocular RGB camera as sensor: monocular visual SLAM (mvSLAM) and Structure from Motion (SfM). Two lists of requirements were constructed, formalising the notions of AV and consumer-accessibility. A search process was then conducted, where existing software packages were evaluated for their suitability to be included in a piece of software fulfilling all requirements. The evaluations of SfM systems were made in combination with Multi-View Stereo (MVS) systems – a necessary complement for achieving visible shape reconstruction using a system that outputs point clouds. After thoroughly evaluating a variety of software, it was concluded that consumer-accessible AV can not currently be achieved by combining existing packages, due to several issues. While future hardware performance increases and new software implementations would solve complexity and availability issues, some inaccuracy and usability issues are inherent to the limitation of using a monocular camera. / Detta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
6

Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen / Virtuell verklighet i turismen. Möjlighet eller fallgrop? : En explorativ fallstudie om en platsbaserade virtuell verklighet upplevelse av Mariebergsskogen

Kubitzek, Barbara January 2021 (has links)
To what extent can virtual reality be used to induce real-life tourism? This question becomes even more relevant in these covid-19 times. However, research on virtual reality concerning tourism has not engaged substantively with this question yet and thus this study seeks to address this question. This thesis is an explorative case study of the development of the prototype of a place-based virtual reality experience of Mariebergsskogen in Karlstad, Sweden. The purpose of this study is to investigate and show how a place-based virtual reality experience can add value to the experience and promotion of Mariebergsskogen. This thesis goes beyond ocularcentrism highlighting the involvement of senses, the whole body and emotions in experiencing a destination. How can a deeper emotional connection to a destination be evoked through virtual reality revealing the characteristics, uniqueness and rootedness of the place? A geomedia approach is taken that combines a sensitivity to place with media to arrive at a multi-dimensional view of Mariebergsskogen considering place representations, engagements and its roots to history. Place is conceptualized by recourse to Lefebvre’s (2011) spatial triad: lived, perceived and imagined that are in a dialectic relationship. The methodological model created has been informed by the project on place-based digital experiences (PDU) at the University of Karlstad in Sweden. Tourists are considered active agents in creating tourism destinations and this study emphasizes their engagement as co-creators in the prototype development process. A methodological model is proposed that combines a place analysis with workshops consisting of a user study and a co-creation workshop supplemented with insights from interviews with virtual reality developers and stakeholders from Region Värmland and Karlstad Municipality.

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