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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

Immersive technology applications in the museum environment : Challenges and opportunities

Husidic, Nadina January 2022 (has links)
Due to digitalization and digital transformation, service-based organizations are looking into how to apply innovative digital technology in their models and processes. In the cultural heritage sector, immersive technology is often adopted to enable the digitalization of the museum experience. Applying immersive technology comes with new challenges and opportunities for museums, and it is, therefore, a strategic decision. Current literature focuses on the impact of immersive museum experiences on visitors, leaving a knowledge gap concerning the internal and external strategic stakeholders’ perspectives. The present work presents an explorative qualitative study of the perceived challenges and opportunities by strategic stakeholders of the Swedish cultural heritage sector. The main outcome of this study is a thematization of the challenges and opportunities. The findings on the challenges of immersive technology application are thematized based on innovation management, design value, and organizational model. The identified themes related to the opportunities regard operational efficiency, social sustainability, and experience design. The outcomes of this study can inform the work of researchers and industry professionals with epistemic, experiential, economic, social, and cultural implications.
2

A Framework for Incorporating Virtual Reality into the Early Stages of the Design Process and Massing Studies

Saghafi Moghaddam, Sara 10 September 2024 (has links)
This dissertation studies the integration of Virtual Reality (VR) into the early stages of the architectural design process, particularly during massing studies. The research proposes a framework identifying the necessary knowledge domains and technologies to facilitate this integration. Traditional design tools often restrict architects' ability to fully explore spatial qualities and contextualize their ideas within the project site, limiting their understanding of spatial relationships, scale, and proportions. By merging VR technologies into the early design stages, architects can better visualize their proposals within the site context, iterate more rapidly among massing design alternatives, and enhance decision-making. The research, based on a literature review, class observations, user studies, immersive case studies, and the Delphi method, examines how VR can support the exploration of design alternatives at a 1:1 scale, enabling real-time feedback and iterative processes. The findings highlight the opportunities and challenges within the design workflow, demonstrating that VR can significantly improve design feedback, expand the thinking space and user engagement, and enrich spatial understanding. The proposed framework identifies key decision nodes and knowledge domains essential for effective VR integration in architectural practice. Additionally, the study suggests a suitable interface for VR-integrated tools and proposes a communication model between architects and VR developers. / Doctor of Philosophy / The design process consists of different stages, and the decisions made during the early phases, including massing—the study of a project's shape, form, size, and envelope configuration within its site—can significantly impact the project's overall performance and cost throughout its life cycle. As the project evolves, making changes becomes more time-consuming and expensive. This dissertation focuses on how architects can use Virtual Reality (VR) to enhance massing studies in the early design stages. For each architectural project, architects need to examine how it will fit into its location, its impact on the context, and how it will interact with site features such as sunlight, land shape, directionality, adjacent buildings, and greenery. Traditionally, tools like computer software, 3D models, sketches, and prototyping help visualize these elements, but they can sometimes be limiting, making changes difficult once a plan is set. This research investigates how integrating VR into early design decisions allows architects to "step into" their designs, better explore alternatives, and improve decision-making. By using VR, architects can more effectively visualize their designs within the actual site context, quickly test different massing options, and refine their decision-making process. Based on a literature review, classroom observations, user studies, and immersive case studies, the research proposes a framework that identifies key knowledge areas, technologies, and themes essential for integrating VR with the design process and understanding spatial relationships.
3

Shared Situation Awareness in Student Group Work When Using Immersive Technology

Bröring, Tabea January 2023 (has links)
Situation awareness (SA) describes how well a person perceives and understands their environment and the situation that they are in. When working in groups, shared SA describes how similarly the team members view and interpret the situation in a given environment. Immersive technology comprises technology that integrates virtual objects into the user’s reality of a physical world. It holds great potential for the application in educational contexts and collaborative settings like group projects. Immersive technology can increase engagement, make complex concepts more tangible, and increase media fluency. When immersive technology is introduced into a real-world setting, it creates a mixed reality with virtual and physical elements. In mixed reality collaborations, the complexity of elements in the environment can negatively affect the shared SA of the group members. The research problem of this thesis is that the intersection between shared SA and student group work that involves immersive technology is under-researched to this date. The research question is ”How is shared situation awareness in student group work formed when using immersive technology?”. A case study of a student group containing a participatory observation of several of their work sessions was carried out, and the obtained material was analyzed using sequential analysis. It was found that the students do not prioritize shared SA but work individually, dividing smaller subtasks among themselves and focusing on their own tasks first and foremost. Communication is used sparsely to stay updated about the other students’ work status, which helps to build shared SA. Communication also plays a crucial role in building shared SA when using immersive technology. It was also observed that the students prefer to use immersive technology in a way that allows more than one person to see the same virtual environment, as it is the case when two virtual reality (VR) headsets are connected to the same application.
4

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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