• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 97
  • 34
  • 13
  • 11
  • 10
  • 4
  • 3
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 222
  • 101
  • 88
  • 41
  • 41
  • 39
  • 36
  • 34
  • 28
  • 27
  • 24
  • 24
  • 24
  • 23
  • 23
  • 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

Hierarchical Procedural Decoration of Game Environments

Lidberg, Ola, Borgshammar, Daniel January 2020 (has links)
Immersive environments are a big part of videogames. With hardware being more capable thanever of displaying millions of triangles at once boththe capability and demand of more content in anenvironment increases. This puts more strain onlevel designers who have to spend more time perscene to make everything meet the constantly increasingvisual standards. Being able to procedurallydecorate any environment in such a fashionthat it follows the hand-made hero scenes of thegame becomes an important way to save time andmoney better spent elsewhere in the project.This thesis investigates a hierarchical method ofprocedurally generating objects inside an environment.This was accomplished by creating an artifactto analyze the feasibility of efficiently hierarchicallydecorating environments at run-time ofa video game. Though focusing on furniture anddecorative objects of rooms the system can also beused to procedurally place game related content.
82

Immersion, Make and Break the Game - a Study on the Impact of Immersion

Andersson, Tom, Strömsholm, Hampus January 2018 (has links)
Att en spelare lever sig in i ett spel kan ses som en av de viktigaste delarna av ett bra spel och spelare vill ständigt ha spel där dom känner mer och mer inlevelse. Tidigare forskning visar på att inlevelse i digitala spel inte är ett enkelt område och för att kunna forska på det så krävs det att man delar upp det i mindre, mer hanterbara, delområden som kan undersökas både som enskilda områden och i relation till andra. Denna uppsats bryter ut tre delområden som alla bidrar till inlevelse i spel för att utforska, testa och utvärdera. De valda delområdena används för att skapa en artefakt i form av ett spel där delområdena är implementerade och kan testas. De resultat som presenteras i detta arbete visar på att olika delområden inom inlevelse påverkar inlevelsen i ett spel olika mycket. Vidare visar även denna uppsats på hur vissa av dessa delområden relaterar till varandra och hur de tillsammans påverkar inlevelsen i ett spel som helhet. / Immersion can be considered as an essential part in digital games and developers are constantly challenged when trying to create immersive game experiences to an ever growing demand. However, as previous work suggests, immersion is not an easy concept to grasp and the area must be divided into smaller sub-areas. The sub-areas can then be investigated both individually and in relation to one another. This thesis breaks out three sub-areas (immersive features), that contribute to the overall feeling of immersion, to explore and test. The immersive features are used to create an artifact in the form of a game where all features can be tested. The data presented in this thesis shows that the three features have different amounts of impact on immersion. Furthermore, this thesis shows how the selected features relate to each other and how they together affect the overall game.
83

Emotional intelligence and empathy of nursing students in an immersive capstone clinical course

Finch, Michelle L 01 January 2016 (has links)
Background. Today’s baccalaureate nursing students need to be prepared to care for patients in an ever-changing, high acuity environment. Many programs offer a capstone immersive clinical experience. However, the benefits of this experience have not been fully explored, and the effect on patient care is unknown. Purpose. The purpose of the study was to determine if there was a change in levels of Emotional Intelligence (EI) and empathy in senior students who completed a capstone immersive clinical experience in the final semester of a baccalaureate nursing program. Theoretical Framework. The theoretical framework for this study was the Mayer and Salovey’s (1997) four-branch model of EI which evaluated EI and empathy of the senior nursing student. Methods. This quasi-experimental study was conducted at a baccalaureate degree program in the Mid-South. A convenience sample was utilized to examine the means of EI and empathy before and after a capstone immersive clinical experience. Results. Significance was found in students’ EI levels after the immersive experience. No significance was found in students’ empathy levels. Significance was not found in students’ EI or empathy with regards to gender and prior health care experience. In students with prior health care experience, empathy declined with increased exposure to clinical experience. Conclusions. EI and empathy along with caring and compassion need to be recognized as important concepts in nursing education. Implementation of EI and empathy in educational activities and evaluation of their effectiveness in nursing curricula will improve students’ preparedness as they complete their education and enter practice.
84

Augmented and Virtual Reality Systems Engineering: Konzeption und Implementierung von erweiterten und virtuellen Arbeitswelten

Vogel, Jannis 12 January 2022 (has links)
Augmented Reality (dt.: erweiterte Realität) und Virtual Reality (dt.: virtuelle Realität) ermöglichen die Erweiterung der Realität durch das Einblenden von visuellen Informationen in das Sichtfeld des Nutzenden bzw. den Ausschluss der Realität und das Eintauchen des Nutzenden in computergenerierte Simulationen mithilfe von Datenbrillen. Bestehende Arbeitswelten können durch diese Technologien nutzenstiftend erweitert werden oder vollständig neue Arbeitswelten abbilden. Damit eröffnen diese Technologien eine Vielzahl an Anwendungsfällen und diverse Nutzenpotenziale. Verschiedenste Barrieren hindern jedoch die Einführung der Technologien im unternehmerischen Bereich. Zur Entfaltung der Nutzenpotenziale und zur Minimierung der Adoptions- und Diffusionsbarrieren verfolgt die Dissertation einen gestaltungsorientierten Forschungsansatz der Wirtschaftsinformatik. Dabei wurden folgende Ergebnisse erzielt: (1) die Konzeption und Implementierung eines modellgetriebenen Softwareentwicklungsansatzes für erweiterte Arbeitswelten, (2) die Herleitung von Gestaltungsempfehlungen für erweiterte Arbeitswelten, (3) die Gestaltung von multiuserfähigen virtuellen Arbeitswelten als Prototyping- und Kreativitätsmedium sowie (4) die Entwicklung eines wirtschaftlichen Ökosystemmodells erweiterter und virtueller Arbeitswelten. Die im Forschungsprozess entwickelten IT-Artefakte wie Modelle, Methoden und Prototypen sowie das hergeleitete Gestaltungswissen leisten einen wesentlichen Beitrag zur Diffusion der Technologien, um nutzerseitig akzeptierte sowie im betrieblichen Umfeld nutzenstiftende erweiterte und virtuelle Arbeitswelten zu erzielen.
85

Design and Development of an Immersive Simulation for Social Determinants of Health Training

Surapaneni, Lahari January 2019 (has links)
No description available.
86

Spelarkaraktärsdöden och dess påverkan inom ludonarratologi : Hur spelmekaniken och spelnarrativet påverkar spelarkaraktärsdöden / Player character death and its affect on ludonarratology : How game mechanics and game narrative affect the player character death

Rietz, Kim January 2023 (has links)
Spelarkaraktärsdöd har många olika karaktäriseringar inom spelmekanik och spelnarrativ som påverkar olika element av spelupplevelsen. På spelmekanikens sida av det hela hanterar straff och misslyckande stora delar kring hur spelarkaraktärsdöd blir presenterat. Att bestraffa spelaren för att de misslyckas med sitt givna mål kan ses som en lärdomsrik process som utmanar spelarskickligheten, men beroende på vilka andra element spelet använder kan denna process störa gameplay. Ett spel som är berättelsedrivet skapar en temporär narrativ immersion för spelarna, dock om spelarkaraktären dör på grund av att spelet straffar dem kan det skapa ludonarrativ dissonans. Genom att avbryta berättelsen spelet skapat kan detta bidra till att spelaren ser dödsmekaniken mer som ett störande moment än en hjälpfull och användbar indikator att spelaren har misslyckats med sitt givna mål. Genom en litteraturstudie skapades ett verktyg, en typologimodell, som formades utefter att hjälpa spelutvecklare under produktionsfasen med sina spel för att enklare kunna balansera mekaniska och narrativa effekter spelarkaraktärsdödens karakäriseringar bidrar med till spel.
87

Journey to Machu Picchu: Where History, Culture, and Imagination Intertwine

Edwards, Sarah Grace 24 July 2023 (has links)
This thesis began as an exploration of how to create an immersive design through an immersive design experience. The project I used to study this inquiry was the design of a new country pavilion at Epcot in Walt Disney World based on Peru. This project revealed that in architecture, the design process is integral to the outcome; they are interwoven and cannot be separated. Weaving has emerged throughout every level of this investigation, from the intertwining of the overarching ideas to the physical and metaphysical weaving within the project. The method in which I worked became a weaving of the study of artifacts with the use of traditional architectural techniques and the exploration of emerging design technologies. Traditional architectural design processes must be iterated on and adapted to better address more specialized sectors of the industry. For a themed entertainment project specifically, the design process must be catered to understanding and enhancing the user experience. I argue that a more immersive, multimedia design process is necessary to appropriately address these issues. / Master of Architecture / This thesis began as an exploration of how to create an immersive design through an immersive design experience. The project I used to study this inquiry was the design of a new country pavilion at Epcot in Walt Disney World based on Peru. This project revealed that in architecture, the design process is integral to the outcome; they are interwoven and cannot be separated. Weaving has emerged throughout every level of this investigation, from the intertwining of the overarching ideas to the physical and metaphysical weaving within the project. The method in which I worked became a weaving of the study of artifacts with the use of traditional architectural techniques and the exploration of emerging design technologies. Traditional architectural design processes must be iterated on and adapted to better address more specialized sectors of the industry. For a themed entertainment project specifically, the design process must be catered to understanding and enhancing the user experience. I argue that a more immersive, multimedia design process is necessary to appropriately address these issues.
88

Elderly Co-Watching 360-films – learnings and implications for sessions and design

Ghebremikael, Sharon January 2019 (has links)
With an ageing population, there is a need for elderly to be involved in the technology changes and be involved in finding ways for it to fit them and their needs. Virtual reality is one example of new technology that can be used to engage and help elderly. This, in combination with devising an experience with co-watching and co-location, there is potential to have something where watching creates value for the user. The aim of this thesis was to look at how co-located and co-watched 360-degree films in a head mounted device was experienced by elderly and which implications could be drawn in terms of arranging and executing 360-film sessions. The data was collected through non-participant observation and semi-structured interviews. Drawing from a thematic analysis two main themes emerged:Enriching the everyday life through new and reminiscing experiencesTogetherness while co-watching depends on external social factors From there, the results are discussed and summarized into six key implications; the role of the administrator, the group composition, value of watching, enhancing the cowatching experience, decrease weight of head mounted devices and the importance of content, to consider in future work. / I en värld med en åldrande befolkning, finns det ett behov av att inkludera äldre människor i hur tekniken förändras och hitta lösningar för tekniken att passa dem och deras behov. Virtual reality är ett exempel på ny teknik som kan användas för att engagera och hjälpa äldre, och detta i kombination med utformningen av en upplevelse med samtittning och samlokalisering finns det potential för att själva tittandet skapar värde för användaren. Syftet med denna uppsats var att se hur samtittande och samlokalisering i en head mounted device vid tittandet av 360-graders filmer upplevdes av äldre människor och vilka slutsatser som kunde dras beträffande arrangemanget och verkställandet av 360films sessioner. All data samlades in via icke-deltagande observation och semistrukturerade intervjuer. Genom att tematiskt analysera all data kunde två huvudteman fastställas:Berika vardagen genom nya och andra minnesvärda upplevelserGemenskapen under samtittande beror på yttre sociala faktorer Därifrån är resultatet av studien diskuterat och sammanfattat i sex viktiga slutsatser att ta hänsyn till i framtiden; rollen som sessionsledare, gruppsammansättningen, värdet i att titta, förbättra upplevelsen av samtittandet, minska vikten på head mounted devices och betydelsen av innehållet i filmerna.
89

Light art in Contemporary Architectural Lighting Design

Nikolic, Bojana January 2017 (has links)
This research focuses on understanding the relationship betweenlight art and architectural lighting design and determining towhat extent can aspects of light art be used when designingfunctional lighting for architecture.The first part of this paper looks into the historical applicationof light as a material. Light has been an important element inart even prior to the introduction of artificial light sources, butthe exploration of light as an independent material throughinstallation art only developed in the last century. Similarly inarchitecture, the impact of light on creating and shaping spaceshas been recognized since ancient times, yet it was much longerbefore the development of lighting design as an autonomousdiscipline.In recent years there is an increased need for creative expressionfrom lighting designers who are pushing the boundaries ofcommunication through light. In order to understand the extentto which successful innovative lighting schemes can drawinspiration from artwork, this research further analyses keyvisual and emotional properties of light art, as well as potentialconstraints of functional spaces. Distinction of roles of the artistand designer as well as the conditions in which they work withthe medium of light pose a challenge in relating these twodisciplines.Findings from first two parts of this research are further used toanalyse an example of an architectural lighting project, to drawconclusions about light art’s applicability to functional lighting.
90

Comparing the Technical and Business Effects of Working with Immersive Virtual Reality Instead of, or in Addition to LayCAD in the Factory Design Process

Parthasarathy, Sukesh Rohith January 2018 (has links)
Scania needs to reconfigure their factories quickly to meet the future demands of the market. The process of reconfiguring factories starts with the factory layouts. Factory design is a complicated detail-oriented process, and if major physical changes on the factory floor and installations fail, it affects the entire production flow. It is an expensive and time consuming process to rectify these errors. Hence, it is extremely important that the installations are both quick and accurate. So, Scania wants to investigate how Immersive Virtual Reality could be used in the Factory layout design process. This thesis addresses how to utilize VR with existing technologies at Scania, by mapping the capabilities of VR to the needs of Scania. A function of interest to Scania is the possibility to import data, such as Point Clouds, CAD Objects and Factory Layouts, to create a coordinated VR platform. After understanding the VR technology, it was proved possible to import and visualize all of these data, after exporting it to a format that was readable by the VR system. Once the VR platform was setup, based on the imported models, the next step was to evaluate the aspects of working with VR, as compared to working with Scania’s Factory CAD system –“LayCAD”. It was assessed that the Immersive VR system offers better visualization, evaluation and realization of layout changes, compared to the LayCAD system. But the use of VR requires additional skills, time and cost to setup the VR platform. Based on the degree of maturity of the VR technology and the current state of Scania, it was concluded that VR cannot yet serve as a standalone solution for layouts within Scania. For an efficient factory development process, it is more appropriate to work with both systems in combination, where Immersive VR is used as an additional visualization or verification tool for presenting and evaluating conceptual layouts. / Scania behöver omkonfigurera sina fabriker snabbt för att möta marknadens framtida krav. Processen med omkonfigurering av fabriker börjar med fabrikslayouterna. Fabriksdesign är en komplicerad detaljorienterad process, och om stora fysiska förändringar på fabrikens golv och installationer misslyckas påverkar det hela produktionsflödet. Det är en dyr och tidskrävande process att rätta till dessa fel. Därför är det extremt viktigt att installationerna är både snabba och korrekta. Så, Scania vill undersöka hur Immersive Virtual Reality (VR) kan användas i fabrikslayoutdesignprocessen. Denna avhandling beskriver hur man kan använda VR med befintlig teknik i Scania genom att kartlägga VR: s förmåga att möta Scanias behov. En funktion av intresse för Scania är möjligheten att importera data, såsom Point Clouds, CAD Objects och Factory Layouts, för att skapa en samordnad VR-plattform. Efter att ha förstått VR-tekniken visade det sig vara möjligt att importera och visualisera alla dessa data efter att ha exporterat dem till ett format som var läsbart av VR-systemet. När VR-plattformen var inställd, baserad på de importerade modellerna, var nästa steg att utvärdera aspekterna av att arbeta med VR, jämfört med att arbeta med Scanias Factory CAD-system - "LayCAD". Det bedömdes att systemet för Immersive VR ger bättre visualisering, utvärdering och realisering av layoutändringar jämfört med LayCAD-systemet. Men användningen av VR kräver ytterligare färdigheter, tid och kostnad för att installera VR-plattformen. Baserat på mognadsgraden av VR-tekniken och Scanias nuvarande IT-användning, drogs slutsatsen att VR ännu inte kan fungera som en fristående lösning för layouter inom Scania. För en effektiv fabriksutvecklingsprocess är det mer lämpligt att arbeta med båda systemen i kombination, där Immersive VR används som ett extra visualiserings- eller verifieringsverktyg för att presentera och utvärdera konceptuella layouter.

Page generated in 0.0395 seconds