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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.
101

The Application of CFD to Building Analysis and Design: A Combined Approach of an Immersive Case Study and Wind Tunnel Testing

Kim, Daeung 23 January 2014 (has links)
Computational Fluid Dynamics (CFD) can play an important role in building design. For all aspects and stages of building design, CFD can be used to provide more accurate and rapid predictions of building performance with regard to air flow, pressure, temperature, and similar parameters. Generally, the process involved in conducting CFD analyses is relatively complex and requires a good understanding of how best to utilize computational numerical methods. Moreover, the level of skill required to perform an accurate CFD analysis remains a challenge for many professionals particularly architects. In addition, the user needs to input a number of different items of information and parameters into the CFD program in order to obtain a successful and credible solution. This research seeks to improve the general understanding of how CFD can best be used as a design assistance tool. While there have been a number of quantitative studies suggesting CFD may be a useful tool for building related airflow assessment, few researchers have explored the more qualitative aspects of CFD, in particular developing a better understanding of the procedures required for the proper application of CFD to whole building analysis. This study therefore adopted a combined qualitative and quantitative methodology, with the researcher immersing himself into a case study approach and defining several lessons-learned that are documented and shared. This research will assist practicing architects and architecture students to better understand the application of CFD to building analysis and design. / Ph. D.
102

Embodied Data Exploration in Immersive Environments: Application in Geophysical Data Analysis

Sardana, Disha 05 June 2023 (has links)
Immersive analytics is an emerging field of data exploration and analysis in immersive environments. It is an active research area that explores human-centric approaches to data exploration and analysis based on the spatial arrangement and visualization of data elements in immersive 3D environments. The availability of immersive extended reality systems has increased tremendously recently, but it is still not as widely used as conventional 2D displays. In this dissertation, we described an immersive analysis system for spatiotemporal data and performed several user studies to measure the user performance in the developed system, and laid out design guidelines for an immersive analytics environment. In our first study, we compared the performance of users based on specific visual analytics tasks in an immersive environment and on a conventional 2D display. The approach was realized based on the coordinated multiple-views paradigm. We also designed an embodied interaction for the exploration of spatial time series data. The findings from the first user study showed that the developed system is more efficient in a real immersive environment than using it on a conventional 2D display. One of the important challenges we realized while designing an immersive analytics environment was to find the optimal placement and identification of various visual elements. In our second study, we explored the iterative design of the placement of visual elements and interaction with them based on frames of reference. Our iterative designs explored the impact of the visualization scale for three frames of reference and used the collected user feedback to compare the advantages and limitations of these three frames of reference. In our third study, we described an experiment that quantitatively and qualitatively investigated the use of sonification, i.e., conveying information through nonspeech audio, in an immersive environment that utilized empirical datasets obtained from a multi-dimensional geophysical system. We discovered that using event-based sonification in addition to the visual channel was extremely effective in identifying patterns and relationships in large, complex datasets. Our findings also imply that the inclusion of audio in an immersive analytics system may increase users’ level of confidence when performing analytics tasks like pattern recognition. We outlined the sound design principles for an immersive analytics environment using real-world geospace science datasets and assessed the benefits and drawbacks of using sonification in an immersive analytics setting. / Doctor of Philosophy / When it comes to exploring data, visualization is the norm. We make line charts, scatter plots, bar graphs, or heat maps to look for patterns in data using traditional desktop-based approaches. However, biologically humans are optimized to observe the world in three dimensions. This research is motivated by the idea that representing data in immersive 3D environments can provide a new perspective that may lead to the discovery of previously undetected data patterns. Experiencing the data in three dimensions, engaging multiple senses like sound and sight, and leveraging human embodiment, interaction capabilities, and sense of presence may lead to a unique understanding of the data that is not feasible using traditional visual analytics. In this research, we first compared the data analysis process in a mixed reality system, where real and virtual worlds co-exist, versus doing the same analytical tasks in a desktop-based environment. In our second study, we studied where different charts and data visualizations should be placed based on the scale of the environment, such as table-top versus room-sized. We studied the strengths and limitations of different scales based on the visual and interaction design of the developed system. In our third study, we used a real-world space science dataset to test the liabilities and advantages of using the immersive approach. We also used audio and explored what kinds of audio work for which analytical tasks and laid out design guidelines based on audio. Through this research, we studied how to do data analytics in emerging mixed reality environments and presented results and design guidelines for future developers, designers, and researchers in this field.
103

Quantifying the Benefits of Immersion for Procedural Training

Sowndararajan, Ajith 04 August 2008 (has links)
Training is one of the most important and widely-used applications of immersive Virtual Reality (VR). Research has shown that Immersive Virtual Environments (IVEs) are beneficial for training motor activities and spatial activities, but it is unclear whether immersive VEs are beneficial for purely mental activities, such as memorizing a procedure. In this thesis, we present two experiments to identify benefits of immersion for a procedural training process. The first experiment is a between-subjects experiment comparing two levels of immersion in a procedural training task. For the higher level of immersion, we used a large L-shaped projection display. We used a typical laptop display for the lower level of immersion. We asked participants to memorize two procedures: one simple and the other complex. We found that the higher level of immersion resulted in significantly faster task performance and reduced error for the complex procedure. As result of the first experiment we performed a controlled second experiment. We compared two within-subjects variables namely environment and location under various treatments formed by combination of three between-subject variables namely Software Field Of View (SFOV), Physical FOV, Field Of Regard (FOR). We found that SFOV is the most essential component for learning a procedure efficiently using IVEs. We hypothesize that the higher level of immersion helped users to memorize the complex procedure by providing enhanced spatial cues, leading to the development of an accurate mental map that could be used as a memory aid. / Master of Science
104

Forbidden City: An Immersive Virtual Reality World Using the HTC VIVE to explore the real imperial palace of China

Liu, Fang 07 June 2017 (has links)
Forbidden City is a 3D virtual tour of an ancient Chinese architectural masterpiece, first of the world's top five palaces -The Imperial Palace in Beijing, China. This travel guide is designed to give you useful information that will greatly enhance your experience, and it will bring you into an immersive virtual world by using the device of the HTC VIVE rather than static texts and images. This 3D guide integrates cultural and historical information, which is practical and informative. You can get a comprehensive understanding of the palace history, architectural characteristics and Chinese culture through interaction within the immersive experience. Forbidden City travel guide 3D virtual tour provides all the necessary functions and information for planning a visit to the Forbidden Cty palace in the capital of Beijing, China. With the tour guide character "Doctor Guider" within this experience/game, your tour to this Forbidden City will be purposeful and fun. / Master of Fine Arts
105

Be the Data: Embodied Visual Analytics

Chen, Xin 22 August 2016 (has links)
With the rise of big data, it is becoming increasingly important to educate students about data analytics. In particular, students without a strong mathematical background usually have an unenthusiastic attitude towards high-dimensional data and find it challenging to understand relevant complex analytical methods, such as dimension reduction. In this thesis, we present an embodied approach for visual analytics designed to teach students exploring alternative 2D projections of high dimensional data points using weighted multidimensional scaling. We proposed a novel application, <i>Be the Data</i>, to explore the possibilities of using human's embodied resources to learn from high dimensional data. In our system, each student embodies a data point and the position of students in a physical space represents a 2D projection of the high-dimensional data. Students physically moves in a room with respect to others to interact with alternative projections and receive visual feedback. We conducted educational workshops with students inexperienced in relevant data analytical methods. Our findings indicate that the students were able to learn about high-dimensional data and data analysis process despite their low level of knowledge about the complex analytical methods. We also applied the same techniques into social meetings to explain social gatherings and facilitate interactions. / Master of Science
106

Towards Immersive Virtual Environments using 360 Cameras for Human Building Interaction Studies

Amezquita Radillo, Esteban 11 May 2022 (has links)
Virtual Reality has been growing in popularity and demand as technology has been substantially improved and become more readily available to the general public in the recent years. Similarly, the Architecture, Engineering and Construction industries have benefited from these advances and extensive research has been performed to adopt and streamline its utilization. An example of this adoption has been the use of Immersive Virtual Environments (IVE) as a representation of the built environment for different purposes such as building design and occupant behavior studies in the post construction stage – i.e., Human Building Interaction. This research has investigated a workflow for different alternatives of reality-capturing-based technologies that have been tested to generate a more realistic representation of the built environment regarding HBI. One of these alternatives considered was 360-image based IVEs. This alternative in particular was tested and compared by the means of a preliminary user study in order to evaluate whether it is an adequate representation of the built environment regarding HBI, and how it is compared to commonly used benchmarked Graphical based IVEs. Ultimately, participants of this user study reported a strong feeling of immersion and presence in the 360-image based IVE and showed a better performance in cognitive tasks such as reading speed and comprehension. In contrast, participants showed a better performance in object identification and finding in the Graphical based IVE. The results of our preliminary user study indicate that 360-image based IVEs could potentially be an adequate representation in the study of Human Building Interaction based on these metrics. Further research with a larger sample size should be done in performed in order to generalize any findings. / Master of Science / Virtual Reality has been growing in popularity and demand as technology has substantially improved and become more available to the general public in the recent years. Similarly, the Architecture, Engineering and Construction industries have benefited from these advances and extensive research has been performed to utilize this technology. An example of this adoption has been the use of Immersive Virtual Environments (IVE) as a representation of a building for different purposes such as design and understanding of the way occupants interact with a building. IVEs rely on using special digital goggles (called head mounted displays or HMDs) that help users immerse in a virtual environment and experience it. For this reason, our research has sought to explore different alternatives to possibly generate a more realistic immersive virtual environment that relies on immersive image-based technologies to test how humans behave, respond, and interact with a building. One of these alternatives considered was 360-degree cameras and their associated images. We sought to study whether these technologies provide an improved experience for users compared to the environments that are created through computer graphics. This thesis explains the processes that were investigated to understand the creation of an IVE, and the different alternatives available in the market to generate a 360-degree image based IVE. Then, one of these alternatives was tested and compared to a classic IVE through an experiment in order to evaluate whether 360-degree image based IVEs can be an adequate representation for building occupant interaction studies.
107

Exploring and Evaluating Task Sequences for System Control Interfaces in Immersive Virtual Environments

McMahan, Ryan Patrick 17 June 2007 (has links)
System control—the issuing of commands—is a critical, but largely unexplored task in 3D user interfaces (3DUIs) for immersive virtual environments (IVEs). System control techniques are normally encompassed by complex interfaces that define how these interaction techniques fit together, which we call system control interfaces (SCIs). Creating a testbed to evaluate these SCIs would be beneficial to researchers and would lead to guidelines for choosing a SCI for particular application scenarios. Unfortunately, a major problem in creating such a testbed is the lack of a standard task sequence—the order of operations in a system control task. In this research, we identify various task sequences, such as the Action-Object and Object- Action task sequences, and evaluate the effects that these sequences have on usability, in hopes of establishing a standard task sequence. Two studies were used to estimate the cognitive effort induced by task sequences and, hence, the effects that these sequences have on user performance. We found that sequences similar to the Object-Action task sequence induce less cognitive time than sequences similar to the Action-Object task sequence. A longitudinal study was then used to analyze user preferences for task sequences as novices became experienced users with using an interior design application. We found that novices and experienced users alike prefer sequences like the Object-Action over sequences like the Action-Object task sequence. / Master of Science
108

Imaginative Immersion: Developing a Theatre of the Mind Pedagogy for an Ever-Changing Educational Landscape

Barrow, Cory Kennedy 01 January 2024 (has links) (PDF)
The suspension of disbelief is integral to the performing arts. We ask our actors to see couches made of three chairs, designers to create cities in empty spaces, and most of all; we ask audiences to believe the stories and relationships that are figurative and often abstract. This level of critical and creative engagement is assumed to develop in spaces of higher education. However, with an ever-changing world and increasing conversions and integrations of Artificial Intelligence (AI) in spaces of higher education, it has become even more apparent that students need to develop their creative and critical thinking skills earlier on in their development. By recontextualizing learning through imaginative immersive game systems, such as Dungeons & Dragons and similar tabletop role-playing games (TTRPGs), I have found that students experience categories of significant learning synergistically through experiential gameplay. This immersive storytelling relies entirely on the player-performers to spend their disbelief and immerse themselves in their imagination, termed theatre of the mind. The gamification of role-play acts as a means of challenging students to activate their development of collaborative improv, storytelling/playwriting, and dramaturgy skills. Through research and play testing, I have developed a gamified drama-focused role-play educational tool utilizing many of the core gameplay mechanics in the world's most popular TTRPGs. In this thesis, I present the game structure and reflect upon my experiences implementing this work. Additionally, I explore the cross sections between game design and immersive theatre practice and consider how this intersection is utilized in gamified performance and pedagogy. Finally, I consider how a theatre-of-the-mind-based pedagogy can be utilized in subjects outside of the theatre classroom.
109

Dull Points : Surrounding Space as Wearables Through Digital Technology and Reused Lace

Kruse Demitz-Helin, Sofie January 2024 (has links)
The presented project utilises immersive digital technology to materialise the surrounding space of the human body for the development of sculptural wearables in fashion design. By considering Grosz’s framework on the individual’s personal surrounding space as the theoretical foundation for interpreting body-space interactions, the experimental practices in this project use the designer’s body across the digital and physical realms to transform the surrounding space into spatial bodies. These spatial bodies become wearable constructions in tangible materials, i.e., reused lace, as extensions of the self, showcasing one’s surrounding space.
110

Immersive Dynamic Scenes for Virtual Reality from a Single RGB-D Camera

Lai, Po Kong 26 September 2019 (has links)
In this thesis we explore the concepts and components which can be used as individual building blocks for producing immersive virtual reality (VR) content from a single RGB-D sensor. We identify the properties of immersive VR videos and propose a system composed of a foreground/background separator, a dynamic scene re-constructor and a shape completer. We initially explore the foreground/background separator component in the context of video summarization. More specifically, we examined how to extract trajectories of moving objects from video sequences captured with a static camera. We then present a new approach for video summarization via minimization of the spatial-temporal projections of the extracted object trajectories. New evaluation criterion are also presented for video summarization. These concepts of foreground/background separation can then be applied towards VR scene creation by extracting relative objects of interest. We present an approach for the dynamic scene re-constructor component using a single moving RGB-D sensor. By tracking the foreground objects and removing them from the input RGB-D frames we can feed the background only data into existing RGB-D SLAM systems. The result is a static 3D background model where the foreground frames are then super-imposed to produce a coherent scene with dynamic moving foreground objects. We also present a specific method for extracting moving foreground objects from a moving RGB-D camera along with an evaluation dataset with benchmarks. Lastly, the shape completer component takes in a single view depth map of an object as input and "fills in" the occluded portions to produce a complete 3D shape. We present an approach that utilizes a new data minimal representation, the additive depth map, which allows traditional 2D convolutional neural networks to accomplish the task. The additive depth map represents the amount of depth required to transform the input into the "back depth map" which would exist if there was a sensor exactly opposite of the input. We train and benchmark our approach using existing synthetic datasets and also show that it can perform shape completion on real world data without fine-tuning. Our experiments show that our data minimal representation can achieve comparable results to existing state-of-the-art 3D networks while also being able to produce higher resolution outputs.

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