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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.
181

Loudspeaker-Room Correction of Conference Rooms / Högtalar- och rumskorrigering av konferensrum

Edmark, Marcus January 2023 (has links)
In this Thesis a study on the subject on how to improve the overall sound quality within a room using signal processing, played back using a loudspeaker, was conducted. This is a subject that has gained attention during the recent years, with more and more consumer and professional products including it. The objective was to find techniques that offered perceptually good audio quality covering most of the room, while being robust and stable. The solution was to design a correction system which fulfilled these requirements and took advantage of today’s computing technology. This problem and its solution, as included in this Thesis, expose the reader to an introduction to loudspeaker system design and reproduction, room acoustics, psychoacoustics (how humans perceive sound), signal extraction (pre-processing) and filter design as well as design considerations for all of these components. Different ways that this system can be developed further were also discussed. This thesis was mainly based on the theory explained in Immersive Audio Signal Processing av S. Bharitkar and C. Kyriakakis [1]. The results of experiments show that a well-performing room correction system can be realized using a microphone with a known response and a computer. In most cases the improvement in both audible and measurable audio quality is considerable, with only a few cases where an improvement was not made. Using multiple measurement positions, positions of the microphone, led to a further improvement. On the other hand, it was also shown that having two well-positioned microphones was shown to be close to as performant as covering the whole room, even if a combination measurements over the whole listening area was the best performing approach. / I den här examensuppsatsen utfördes en studie på hur man kan förbättra ljudupplevelsen i ett rum, när ljud spelas upp på en högtalare, genom att använda signalbehanlindning. Detta är ett ämne som blivit mer relevant, med mer och mer avancerade och prisvärda ljudsystem på marknaden. Målet för projektet var att hitta tekniker som gav en förbättring av ljudupplevelsen som både var robust och täckte en större yta av rummet. Lösningen var att designa ett korrektionssystem som uppfyllde kraven och tog vara på de stora beräkningsresurserna som dagens datorer erbjuder. Problemet och dess lösning förklaras tillsammans med en introduktion av varje ämne som påverkar ljuduppspelningen samt vad man kan göra för att motverka de oönskade sidoeffekterna. Det inkluderar områden såsom högtalarsystemkonstruktion, rumsaksustik, signalbearbetning och filterdesign, samt exempel och en diskussion på vidare utvecklingar av projektet. Projektet baserades till stor del på boken Immersive Audio Signal Processing av S. Bharitkar and C. Kyriakakis [1] som beskriver hur man skapar en inneslutande ljudupplevelse via rumskorrigering. Slutresultaten visade att det går att med några få steg bygga ett högtalar- och rumskorrigeringssystem som uppfyller de satta villkoren med mycket god ljudkvalitet. Även de enklare systemen, som bara använder en enstaka mätpunkt, kan korrigera för uppspelningen i ett helt rum med goda resultat. Genom att gå vidare med att undersöka att kombinera flera mätpunkter visades det att bara två välplacerade punkter kan prestera likvärdigt med att mäta över hela lyssningsytan. Däremot visas det att en kombination av mätningar över lyssningytan alltid presterar bäst.
182

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>
183

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.
184

Анализ потенциала цифровых технологий при продвижении территории : магистерская диссертация / Analysis of the potential of digital technologies in the promotion of the territory

Христолюбов, О. И., Xristolubov, O. I. January 2022 (has links)
Научная новизна исследования состоит в выявлении потенциала иммерсивных цифровых технологий и их прикладного использования в продвижении территории. Практическая значимость исследования заключается в разработке путей повышения эффективности применения цифровых технологий, в том числе и иммерсивных, в продвижении территории. Эффективность исследования — предложенные автором разработки позволят рациональнее применять цифровые технологии в продвижении города Екатеринбург, внедрить их в существующие решения, а также учитывать тенденции развития цифровых технологий при реализации дальнейших шагов в продвижении территории. / The scientific novelty of the study is to identify the potential of immersive digital technologies and their applied use in the promotion of the territory. The practical significance of the research lies in the development of ways to increase the effectiveness of the use of digital technologies, including immersive ones, in the promotion of the territory. The effectiveness of the research — the developments proposed by the author will make it possible to use digital technologies more efficiently in the promotion of the city of Yekaterinburg, introduce them into existing solutions, and also take into account the trends in the development of digital technologies when implementing further steps in the promotion of the territory.
185

Immersiva konstupplevelser i VR för äldre : en pilotstudie med fokus på kommunanställdas perspektiv / Immersive art experiences in VR for the elderly : a pilot study focusing on the perspective of municipal employees

Ahlqvist, Linnéa, Anderson, Maria January 2023 (has links)
Tidigare forskning påvisar att individer som lever ett rikt liv fyllt av upplevelser, skattar sitt upplevda välmående högre. Individer som av olika orsaker blir isolerade på boenden som äldre, går miste om upplevelser de tidigare berikat sina liv med. Ett sätt att tillgodose att dessa isolerade individer kan fortsätta uppleva nya saker, så som konst, är genom att erbjuda immersiva upplevelser i VR. Pilotprojektet anses till stor del lyckats med att uppfylla syftet att finna gemensamma faktorer att bygga ett eventuellt samarbete på mellan Kommunens (pseudonym) olika förvaltningar. Detta med målsättning att kunna skapa något påminnande om ett projekt som genomförts i Halmstad. Pilotprojektet har även lyckats fånga upp vad som i dagsläget görs för att aktivera äldre, vilka nuvarande planer som finns, och visioner om hur immersiv VR skulle kunna användas i framtiden. Slutligen har också projektet lyckats ringa in några av de utmaningar och eventuella svårigheter som implementerandet av ett liknande projekt skulle kunna påverkas av. För att göra detta har intervjuer genomförts ett flertal nyckelpersoner inom kommunens olika förvaltningar för att undersöka intresse, möjligheter, förutsättningar och eventuella uppfattade begränsningar. Svaren har sedan tematiserats och analyserats för att kunna utröna resultatet. Den tydligast framträdande utmaningen med en sådan implementering, uttryckte samtliga förvaltningar vara begränsade resurser vad gäller ekonomi, personal samt tid. Slutsatsen pekar dock mot att det finns både vilja och goda möjligheter till samarbete mellan de olika förvaltningarna inom Kommunen för att skapa immersiva upplevelser i VR. / Previous research shows that individuals who live a rich life filled with experiences rate their perceived well-being higher. Individuals who, for various reasons, become isolated in care homes as elderly, miss out on experiences they previously enriched their lives with. One way to ensure that these isolated individuals can continue to experience new things, such as art, is by offering immersive experiences in VR.  This pilot project is considered to have largely succeeded in fulfilling its purpose of finding common factors on which to build a possible collaboration between the different administrations of Kommunen (pseudonym). This with the aim of being able to create something reminiscent of a project carried out in Halmstad. The pilot project has also managed to capture what is currently being done to activate older people, which the current plans are, and what visions of how immersive VR could be used in the future exists. Finally, the project has also managed to identify some of the challenges and possible difficulties that the implementation of a similar project could be affected by. To do this, a number of key people within Kommunen's various operations have been interviewed to examine interests, opportunities, conditions and perceived limitations. The responses have then been thematized and analyzed in order to ascertain the results. The most obvious challenge with such an implementation was expressed by all administrations to be limited resources in terms of finances, personnel and time. However, the conclusion indicates that there is both willingness and good opportunities for collaboration between the various administrations within Kommunen to create immersive experiences in VR.
186

Lifesigns: Successful Storytelling in Open-World Games

Perkins, Kyle Eric 03 December 2010 (has links)
No description available.
187

Darśan - Dance for Kriśna

Pilania, Harshal 25 June 2024 (has links)
Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings. By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage. / Master of Fine Arts / Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings. By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage.
188

Comparing of radial and tangencial geometric for cylindric panorama

Amjadi, Faezeh 11 1900 (has links)
Cameras generally have a field of view only large enough to capture a portion of their surroundings. The goal of immersion is to replace many of your senses with virtual ones, so that the virtual environment will feel as real as possible. Panoramic cameras are used to capture the entire 360°view, also known as panoramic images.Virtual reality makes use of these panoramic images to provide a more immersive experience compared to seeing images on a 2D screen. This thesis, which is in the field of Computer vision, focuses on establishing a multi-camera geometry to generate a cylindrical panorama image and successfully implementing it with the cheapest cameras possible. The specific goal of this project is to propose the cameras geometry which will decrease artifact problems related to parallax in the panorama image. We present a new approach of cylindrical panoramic images from multiple cameras which its setup has cameras placed evenly around a circle. Instead of looking outward, which is the traditional ”radial” configuration, we propose to make the optical axes tangent to the camera circle, a ”tangential” configuration. Beside an analysis and comparison of radial and tangential geometries, we provide an experimental setup with real panoramas obtained in realistic conditions / Les caméras ont généralement un champ de vision à peine assez grand pour capturer partie de leur environnement. L’objectif de l’immersion est de remplacer virtuellement un grand nombre de sens, de sorte que l’environnement virtuel soit perçu comme le plus réel possible. Une caméra panoramique est utilisée pour capturer l’ensemble d’une vue 360°, également connue sous le nom d’image panoramique. La réalité virtuelle fait usage de ces images panoramiques pour fournir une expérience plus immersive par rapport aux images sur un écran 2D. Cette thèse, qui est dans le domaine de la vision par ordinateur, s’intéresse à la création d’une géométrie multi-caméras pour générer une image cylindrique panoramique et vise une mise en œuvre avec les caméras moins chères possibles. L’objectif spécifique de ce projet est de proposer une géométrie de caméra qui va diminuer au maximum les problèmes d’artefacts liés au parallaxe présent dans l’image panoramique. Nous présentons une nouvelle approche de capture des images panoramiques cylindriques à partir de plusieurs caméras disposées uniformément autour d’un cercle. Au lieu de regarder vers l’extérieur, ce qui est la configuration traditionnelle ”radiale”, nous proposons de rendre les axes optiques tangents au cercle des caméras, une configuration ”tangentielle”. Outre une analyse et la comparaison des géométries radiales et tangentielles, nous fournissons un montage expérimental avec de vrais panoramas obtenus dans des conditions réalistes
189

Theseus : a 3D virtual reality orientation game with real-time guidance system for cognitive training

Jha, Manish Kumar 10 1900 (has links)
Des études soutiennent que l’entraînement cognitif est une méthode efficace pour ralentirle déclin cognitif chez les personnes âgées. Les jeux sérieux basés sur la réalité virtuelle(RV) ont trouvé une application dans ce domaine en raison du haut niveau d’immersionet d’interactivité offert par les environnements virtuels (EV). Ce projet implémente unjeu d’orientation 3D en réalité virtuelle entièrement immersif avec un système pour guiderl’utilisateur en temps réel. Le jeu d’orientation 3D est utilisé comme exercice pour entraînerles capacités cognitives des utilisateurs. Les effets immédiats du jeu d’orientation sur lescapacités de mémoire et d’attention ont été étudiés sur quinze personnes âgées présentant undéclin cognitif subjectif (DCS). Il a été observé que bien qu’il n’y ait pas eu d’améliorationsignificative des résultats pour les exercices d’attention, les participants ont obtenu demeilleurs résultats aux exercices de mémoire spécifiques après avoir joué au jeu d’orientation. Le manque de succès dans la réalisation de l’objectif requis peut parfois augmenter lesémotions négatives chez les êtres humains, et plus particulièrement chez les personnes quisouffrent de déclin cognitif. C’est pourquoi le jeu a été équipé d’un système de guidageavec indices de localisation en temps réel pour contrôler les émotions négatives et aiderles participants à accomplir leurs tâches. Le système de guidage est basé sur des règleslogiques; chaque indice est délivré si une condition spécifique est remplie. Le changement desémotions des participants a montré que les indices sont efficaces pour réduire la frustration,étant donné qu’ils sont facilement compréhensibles et conçus pour donner un retour positif. La dernière partie du projet se concentre sur le système de guidage et met en oeuvre unmoyen pour l’activer entièrement selon les émotions d’une personne. Le problème consisteà identifier l’état des émotions qui devraient déclencher l’activation du système de guidage.Ce problème prend la forme d’un processus de décision markovien (PDM), qui peut êtrerésolu via l’apprentissage par renforcement (AR). Le réseau profond Q (RPQ) avec relectured’expérience (ER), qui est l’un des algorithmes d’apprentissage par renforcement les plusavancés pour la prédiction d’actions dans un espace d’action discret, a été utilisé dans cecontexte. L’algorithme a été formé sur des données d’émotions simulées, et testé sur les données de quinze personnes âgées acquises lors d’expériences menées dans la première partiedu projet. On observe que la méthode basée sur l’AR est plus performante que la méthodebasée sur les règles pour identifier l’état mental d’une personne afin de lui fournir des indices. / Studies support cognitive training as an efficient method to slow the cognitive declinein older adults. Virtual reality (VR) based serious games have found application in thisfield due to the high level of immersion and interactivity offered by virtual environments(VE). This project implements a fully immersive 3D virtual reality orientation game with areal-time guidance system to be used as an exercise for cognitive training. The immediateaftereffects of playing the orientation game on memory and attention abilities were studiedon fifteen older adults with subjective cognitive decline (SCD). It was observed that whilethere was no significant improvement in attention exercises, the participants performedbetter in specific memory exercises after playing the orientation game. Sometimes lack of success in achieving the required objective may increase the negativeemotions in humans and more so in people who suffer from cognitive decline. Hence, thegame was equipped with a real-time guidance system with location hints to control negativeemotions and help participants to complete the tasks. The guidance system is based onlogical rules; each hint is delivered if a specific condition is met. Change in emotions ofparticipants showed that hints are effective in reducing frustration, given that the hints areeasily comprehensible and designed to give positive feedback. The final part of the project focuses on the guidance system and implements a way toactivate it entirely based on a person’s emotions. The problem calls for identifying the stateof the emotions that should trigger the guidance system’s activation. This problem takes theform of a Markov decision process (MDP), which can be solved by setting it in a reinforcementlearning framework. Deep Q-Learning network (DQN) with experience replay (ER),which is one of the state-of-the-art reinforcement learning algorithms for predicting actionsin discrete action space, was used in this context. The algorithm was trained on simulateddata of emotions and tested on the data of fifteen older adults acquired in experimentsconducted in the first part of the project. It is observed that the RL based method performsbetter than the rule-based method in identifying the mental state of a person to provide hints.
190

Spatial Analytic Interfaces

Ens, Barrett January 2016 (has links)
We propose the concept of spatial analytic interfaces (SAIs) as a tool for performing in-situ, everyday analytic tasks. Mobile computing is now ubiquitous and provides access to information at nearly any time or place. However, current mobile interfaces do not easily enable the type of sophisticated analytic tasks that are now well-supported by desktop computers. Conversely, desktop computers, with large available screen space to view multiple data visualizations, are not always available at the ideal time and place for a particular task. Spatial user interfaces, leveraging state-of-the-art miniature and wearable technologies, can potentially provide intuitive computer interfaces to deal with the complexity needed to support everyday analytic tasks. These interfaces can be implemented with versatile form factors that provide mobility for doing such taskwork in-situ, that is, at the ideal time and place. We explore the design of spatial analytic interfaces for in-situ analytic tasks, that leverage the benefits of an upcoming generation of light-weight, see-through, head-worn displays. We propose how such a platform can meet the five primary design requirements for personal visual analytics: mobility, integration, interpretation, multiple views and interactivity. We begin with a design framework for spatial analytic interfaces based on a survey of existing designs of spatial user interfaces. We then explore how to best meet these requirements through a series of design concepts, user studies and prototype implementations. Our result is a holistic exploration of the spatial analytic concept on a head-worn display platform. / October 2016

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