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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

A study of the notions of immersive experience in museum based exhibitions.

Lorentz, Diana. January 2006 (has links)
University of Technology, Sydney. Faculty of Design, Architecture & Building. / The thesis explores the notions of immersive experience in museum exhibitions, and examines whether the communication of the exhibition content can be transmitted more effectively to visitors through the creation of an immersive environment. The study reviews the origins and changing interpretations of the term 'immersive experience', and draws upon the work of researchers including Heim (1998) and Bitgood (1990) to examine immersive experience in the context of museum exhibitions. The role of narrative in enhancing immersive experience in exhibitions is explored through the work of researchers including Hooper-Greenhill (2000) and the ideas of Joseph Campbell on myth, story telling, and the concept of 'hero'. Theories of effective communication and learning in the museum context are examined, as well as formal strategies that can be undertaken by museums to inform and facilitate communication and learning for the experience of the visitor. The author employs the methodology of 'participant observation', using her experience as Senior Designer at the Powerhouse Museum in Sydney to reflect on the aspects of multi-sensory stimulation required for the communication process in an exhibition, and on what is achieved by the implementation of new technology into museum exhibition spaces. A number of exhibitions designed at the Powerhouse Museum by the author are used as case studies. The major outcome of the study is a theoretical framework on immersive experience that may be applied by museum designers and curators to enhance communication experience for visitors to exhibitions, or may be used by educators to enhance learning experiences for groups who use museums as learning environments. The thesis concludes with some ideas for further research in the area of immersive experience in the museum, including the development of a methodology for evaluating the effectiveness of immersive experiences created by museum designers.
2

A Lightweight, Cross-Platform System for an Immersive Experience in Virtual Exploration of Remote Environments

Al Hassanat, Fahed 16 January 2014 (has links)
In this thesis, we present a tool that is an extension of the NAVIRE Framework and used in remote environment exploration and navigation. It is available for end users on everyday devices such as desktops and mobile devices. The tool offers the characteristic of being cross-platform and easy to use and manipulate. Cubic panoramas that are generated by the NAVIRE Framework are loaded in the tool and rendered in 3D space on the user’s device. The 3D panoramas are interactive by allowing the user to view the scene in all direction, move from one scene to another or through interaction with augmented objects. The tool is geared to be interactive in the most natural and intuitive fashion using the inputs available in the different devices of the end-user.
3

A Lightweight, Cross-Platform System for an Immersive Experience in Virtual Exploration of Remote Environments

Al Hassanat, Fahed January 2014 (has links)
In this thesis, we present a tool that is an extension of the NAVIRE Framework and used in remote environment exploration and navigation. It is available for end users on everyday devices such as desktops and mobile devices. The tool offers the characteristic of being cross-platform and easy to use and manipulate. Cubic panoramas that are generated by the NAVIRE Framework are loaded in the tool and rendered in 3D space on the user’s device. The 3D panoramas are interactive by allowing the user to view the scene in all direction, move from one scene to another or through interaction with augmented objects. The tool is geared to be interactive in the most natural and intuitive fashion using the inputs available in the different devices of the end-user.
4

EXPLORING THE POTENTIAL OF PERCEPTUAL LIGHT ART TO ENHANCE EXPERIENTIAL RETAIL ENVIRONMENTS

Narayanan, Janani January 2023 (has links)
The surge in online shopping has resulted in decreased customer presence in brick-and-mortar stores. To attract customers, retailers need to enhance the experiential value of their environments. Lighting plays a crucial role in creating appealing spaces and guiding customers.  Through a  comparative analysis of "Normal" and "Rituals" stores, this study examines how lighting differentiates retail environments, focusing on parameters like color temperature and intensity differences. In addition, a case study is conducted on "The Crystal Chandelier," a dynamic light art installation at Westfield Mall of Scandinavia, to analyze how it enhances the experiential value in retail highlighting the importance of dynamic visuals and color variations in creating immersive experiences. Specifically, the study investigates "Outside Insight," a skyspace created by James Turrell in Stockholm, using a mixed-methods approach. The research examines the lighting qualities of Skyspace and its potential to create an immersive retail environment. The findings suggest that strategic use of color transitions, illumination, and correlated color temperature variations can, enhance visual stimulation, and evoke energy and excitement. Moments of color stability promote comfort and deeper engagement with displayed items. These insights demonstrate the potential of perceptual light art in designing retail environments, particularly in the personal care retail sector.
5

結合互動裝置之實境遊戲創作 / Incorporating Interactive Devices in the Design of Reality Games

蔡雯琪, Tsai, Wen Chi Unknown Date (has links)
隨著資訊科技的蓬勃發展,為生活與休閒娛樂帶來許多變革與創新,以真人實境闖關遊戲來說,單純應用實體道具的互動體驗已經無法滿足參加者。因此,遊戲設計者逐漸開始研發各種裝置,以尋求更新奇有趣的效果,使得這類體驗性質的實境遊戲蘊含大量的實驗與創新元素。 本研究首先歸納現有實境遊戲案例的重點特徵,將之概念化並進行編碼,在文獻回顧的部分,進一步探討沉浸體驗的定義、特色與價值。接著規劃並實作一個「結合互動裝置的實境遊戲」,在遊戲中加入數位技術、互動裝置及感測器,提供參加者別於日常生活的感受,讓他們完成遊戲後,就像親身經歷過一場有趣的冒險。 本創作共招募二十七位參加者進行遊戲體驗,透過問卷與訪談蒐集反饋。在創作的過程中發現,有意義的互動發生在故事內容、實體物件及互動觸發三者緊密扣合的當下,而加入數位整合實體的互動裝置,帶來相當程度的沉浸與投入效果,雖然在若干細節方面,仍有改進的空間,但我們相信此創作提供了互動科技應用的新方向,作為後續研究可參考的實際案例,進一步發展更多元的實境遊戲體驗。 / With recent advances in digital technology, more and more innovations in entertainment are occurring. In reality games, the installation of simple physical devices is no longer able to satisfy the participants. To make the games more interesting and playful, game designers are developing novel content and interaction by incorporating latest technological elements. In this thesis, we summarize the key concepts in the design of existing reality games and organize these cases into different codes, which are later employed to guide the design of our reality game. In the literature review, we select flow theory as the primary related work. We clarify the definition, features and value of this theory, as well as its connection to our design philosophy. We then plan and implement the ‘Revenge of the BEAR’ project: a reality game that incorporates digital technology, interactive devices and sensors. This reality game aims to provide the participants with astounding experiences distant from their daily life. Upon completion of the missions outlined in the game, the player will feel that they have just engaged in an interesting adventure. Twenty-seven participants were recruited to take part in this reality game. Through questionnaires and interviews, we obtain constructive feedbacks that help us understand the attractions and limitations of this game. The results indicate that meaningful interaction occurs while the story, the interactive objects and the trigger are cohesively linked. Besides, new digital technologies help to improve immersive experiences. Although there are some design details that remain to be attended to, we believe that this study provides a new direction for the applications of interactive technology in the design of future reality games.
6

L’hybridation du dispositif de formation d’Airbus Helicopters face aux technologies immersives : des enjeux d’apprentissage individuel et organisationnel / Hybridization of the Airbus Helicopters training system : individual and organizational learning stakes

Barroy, Willy 07 September 2018 (has links)
L’objet de cette recherche porte sur l’évolution des dispositifs de formation avec l’introduction de technologies de réalité virtuelle dans des contextes industrialisés. Cette thèse Cifre s’appuie sur une intégration au sein du département « training » d’Airbus Helicopters. La démarche de recherche-action mise en œuvre permet d’observer et de participer à l’élaboration d’une technologie immersive pour la formation de pilotes. Cet outil est mis en situation avec des clients en formation et plusieurs démonstrations sont faites auprès d’acteurs de différents métiers. Nous mettons en avant des configurations hybrides dans le sens ou les situations de formation révèlent des aspects de la pratique et de la théorie telles qu’elles sont pensées dans la « langue de l’organisation ». Nous montrons alors que la mise en œuvre de telles technologies pourrait remettre en question les modèles rationalisés dans l’organisation. Ces éléments nous permettent d’envisager qu’une « approche par l’hybridation des dispositifs » amène l’organisation à interroger à chaque étape du projet ses propres modèles (objets structurés de partage d’information, organigramme, compétences et métiers des acteurs). C’est alors une remise en question en « profondeur » du projet de l’organisation apprenante qui est rendue possible, à partir de l’expérience des sujets. / The purpose of this research is to better understand how training devices evolve, with the introduction of virtual reality technology, in industrialized training situations. This work I based on an immersion in the "training" department of Airbus Helicopters. The research-action approach allows us to observe and participate in the emergence of a technology of reality for pilot’s training. The tool is put in situation with customers as part of their training and several demonstrations are made to actors of different trades around the training. We identify hybrid configurations in the sense that training situations are both practical and at the same time theoretical in the language of the organization. Then we show that the implementation of these technologies requires to rethink a traditional rationalization. These elements allow to suggest an "approach by the hybridization of systems" gives the organization the ability to reconsider its own project (structured objects of information, organization chart, skills and trades of actors). It is a depth questioning of the learning organization that is possible, from the experience of subjects.
7

Implementación de realidad virtual (RV) y realidad aumentada (RA) en preventa de proyectos multifamiliares como una experiencia inmersiva en tiempos de la nueva normalidad / Implementation of Virtual Reality (VR) and Augmented Reality (AR) in pre-sale of multi-family projects as an immersive experience in times of the new normality

Quispe Navarro, Luis Fernando, Retamozo Lassler, Alisson Stephania 08 December 2020 (has links)
Una nueva normalidad se está presentando este año, dada a la pandemia vivida por la enfermedad del coronavirus; forzando a la sociedad a lidiar con medidas de respuesta para reactivar aquellos rubros impactados negativamente por el virus, donde el sector construcción se ve involucrado; afectando directamente a una de sus fases más importantes, la preventa inmobiliaria, debido a la rentabilidad que aporta al proyecto. Por lo tanto, es hora de una transformación para contemplar un mejor escenario, siendo un momento clave para la revolución digital y el empleo de herramientas tecnológicas como medios de venta. Por consiguiente; el presente artículo elabora una guía técnica implementando herramientas tecnológicas para la creación de una experiencia inmersiva que permita al cliente final conocer el proyecto a ejecutar de una manera más realista e interactiva. Esta guía se contempla en pasos para el responsable a modelar la experiencia y pasos para el cliente final que desee sumergirse en la experiencia. Finalmente; la validación del aporte se da, previamente, con un juicio de expertos resaltando las necesidades del cliente final para, con ello, contemplar los parámetros de ejecución de los modelos y sus funcionalidades de interacción. / A new normality is emerging this year, due to the current pandemic due to the coronavirus disease; forcing society to take response measures to reactivate those areas negatively impacted by the virus, where the construction sector is involved; directly affecting one of its most important phases, the real estate pre-sale, due to the profitability it brings to the project. Therefore, it is time for a transformation to contemplate a better stage, being a key moment for the digital revolution and the use of technological tools as means of sale. Therefore, this article prepares a technical guide implementing technological tools for the creation of an immersive experience that allows the final client to know the project to be executed in a more realistic and interactive way. This guide is considered in steps for the person responsible to model the experience and steps for the final client who wishes to immerse themselves in the experience. Finally, the validation of the contribution is given, previously, with an expert judgment highlighting the needs of the final client to contemplate the execution parameters of the models and their interaction functionalities. / Trabajo de investigación
8

Developing Immersive Experience in Virtual Tour Applications on Mobile Devices

Wang, Dong January 2021 (has links)
As a cutting-edge technology, VR is applied to all aspects of life. Especially when the pandemic is spreading, the immersive experience of VR provides another possibility for people's virtual tours and online exhibitions. Limited by the high price of professional VR equipment, VR technology still exists in specific professional fields. This project mainly studies some of the challenges of immersive experience on mobile phones and improves the immersive experience to make the virtual tour convenient and straightforward on mobile phones. Through research, it is found that interactive 360-video may be a potential solution. Users can explore freely in 360-video and interact with people or things in the environment. The most important thing is that interactive 360-video can rely on mobile phones as a medium so that everyone can afford it, and it allows users to explore and discover anytime, anywhere. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
9

Art Value Experience : An Immersive Procedural Content Generation Tool for Personal Visualization of Meaningful Numbers

Zhang, Yufei January 2022 (has links)
We present a Research through Design project that explores design opportunities and challenges of a personal visualization tool in artistic settings. The research process includes technical material exploration, an approach where state-of-the-art enabling techniques are examined to inspire artistic design decision-making. We propose three experiential qualities of such a tool: uniqueness, memorability, and aesthetics. They also serve as the heuristics throughout the design and evaluation process, aiming for meaningful user experience of personal visualization. Furthermore, we present how proceduralism democratizes user-generated content creation, how immersiveness improves the overall virtual experience, and how various computer graphics techniques are combined to improve the accessibility, learnability, and usability of the tool. / Vi presenterar en forskning genom ett designprojekt som utforskar möjligheter och utmaningar för ett personligt visualiseringsverktyg i konstnärliga scenarier. Forskningsprocessen inkluderar teknisk materialutforskning, ett tillvägagångssätt där state-of-the-art möjliggörande tekniker undersöks för att inspirera till beslutsfattande i konstnärlig design. Vi föreslår tre upplevelsemässiga egenskaper hos ett sådant verktyg: unikhet, minnesbarhet och estetik. Dessa egenskaper agerar även som heuristiken genom hela design- och utvärderingsprocessen, som syftar till en meningsfull användarupplevelse av personlig visualisering. Dessutom presenterar vi hur proceduralism demokratiserar användargenererat innehållsskapande, hur uppslukande förbättrar den övergripande virtuella upplevelsen och hur olika datorgrafiktekniker kan kombineras för att förbättra tillgängligheten, lärbarheten samt användbarheten av verktyget.

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