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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.
11

Propuesta de una guía técnica para la experiencia interactiva del cliente final en la fase de preventa de un proyecto inmobiliario en lima con el uso de la tecnología mediante BIM, realidad virtual (VR) y aumentada (AR) como una estrategia en tiempos de COVID-19 / Proposal of a technical guide for the interactive experience of the final client in the pre-sale phase of a real estate project in lima using technology through bim, virtual reality (vr) and augmented (ar) as a strategy in times of covid-19

Quispe Navarro, Luis Fernando, Retamozo Lassler, Alisson Stephania 12 October 2021 (has links)
El mundo, como lo conocemos, está transformándose ante nuestros ojos, debido a la emergencia sanitaria llevada a cabo en el presente año por la enfermedad respiratoria Covid-19. Esto obliga a la población a pensar en soluciones inmediatas para las industrias que se están viendo afectadas a nivel global y el sector de la construcción no es ajeno a ello; sobre todo para la fase de preventa, que es una de las fases más importantes para la rentabilidad de un proyecto. Debido a ello, es momento de un cambio para dar una mejor performance y un periodo clave para la transformación digital y el uso de las herramientas tecnológicas como métodos de venta con modelos BIM y VDC. En este sentido, la investigación propone una guía técnica basada en herramientas tecnológicas para la obtención de un sistema inmersivo que le brinde al cliente final la posibilidad de obtener un panorama realista del proyecto a ejecutar y una experiencia interactiva. Dicha guía está presentada como pasos a seguir por la persona que ejecuta el proyecto y, posteriormente, por el cliente final para vivir la experiencia deseada. La salida de este sistema se valida, en primera instancia, con un juicio de expertos para abordar los requerimientos por el cliente final y, después de ello, con un caso de estudio del cual se ejecutarán los modelados. Los pasos de los modelos desarrollados y sus explicaciones de empleo de funcionalidades se analizan con más detalle a lo largo del documento. / The world, as we know it, is transforming in front of our eyes, due to the health emergency presented this year by the respiratory disease Covid-19. This forces the population to think of immediate solutions for the industries that are being affected globally and the construction sector is also involved; especially for the pre-sale phase, which is one of the most important phases for the profitability of a project. Due to this, it is time for a change, to give a better performance, and a key period for digital transformation and the use of technological tools as sales methods with BIM and VDC models. In this sense, the research proposes a technical guide based on technological tools to obtain an immersive system that gives the final client the possibility of obtaining a realistic panorama of the project, which will be executed, and an interactive experience. This guide is presented as steps to be followed by the person who executes the project and, subsequently, by the final client to live the desired experience. The output of this system is validated, in the first instance, with an expert judgment to address the requirements by the final client and, after that, with a case study from which the modeling will be executed. The steps of the developed models and their explanations of the use of functionalities are analyzed in more detail throughout the document. / Tesis
12

月老文化之數位化互動體驗形式探究 / The Research of Digitizing Interactive Experience in the Matchmaker Culture

賴建成, Lai, Jian Cheng Unknown Date (has links)
隨著文化創意產業的興起,傳統的宗教信仰如何結合數位互動科技,以輔助參與者加深對宗教信仰文化的理解與體驗,是數位內容產業值得研究的議題。月下老人是華人傳統信仰中的姻緣之神。本研究因此將針對月老文化內容,設計一多人互動體驗情境,以探究月老文化內容以傳統和數位化的形式呈現,對參與者體驗感受的影響程度。 在設計研究方法上,包括創作概念發想以及互動裝置雛型實作兩部分。首先透過文獻探討,歸納出互動體驗設計原則,接著針對月老文化進行數位化設計與互動體驗流程設計,並以Unity 3D遊戲引擎結合Kinect體感科技與Android系統平台,實作一數位化月老文化互動體驗情境,以兩大體驗主題:數位化月老之參拜體驗與體感互動之繡球牽線等情境,以呈現月老文化創意設計概念。 針對參與者對月老文化內容的理解程度與體驗感受,進行問卷與訪談分析後發現,本研究設計之互動體驗情境能有效提昇參與者對文化內容起源與意義的理解。再以Schmitt 提出之策略體驗模組(Strategic Experiential Modules, SEMs)進行分析,發現此體驗情境皆有助於提昇參與者於感官、情感、思考、行動、關聯體驗的感受程度與認同感,進而創造深刻的互動體驗感受。最後,期望此互動體驗情境的設計過程與雛形的實作經驗,能轉移到同性質的文化體驗情境設計的應用上,並提供建議給後續研究做參考。 / With the advent of the cultural and creative industry, it is worth to investigate the integration of traditional religious culture with the interactive technology to improve the participants' understanding of culture. The Matchmaker, the old man of the moonlight, is the god of marriage and love in Chinese traditional religious culture. In the thesis, the design of a multiplayer interactive experiential environment for the integration of the Matchmaker culture with the interactive technology is investigated and developed to improve the participants’ experience. For the design methodology, the creative concept design is performed and the interactive device prototyping is implemented. We draw out the related interaction design principles and used Unity 3D game engine along with the Kinect somatosensory Technology and Android platform to implement the Matchmaker interactive environment. Two themes of the developed environment are the digital prayer experience of the Matchmaker and the interactive embroidered ball throwing. To evaluation the user experience of the developed environment, the questionnaire analysis and interviews are performed based on the Schmitt’s strategic experiential modules. The result showed that the developed environment can enhance the participants' understanding of the culture of the Matchmaker and improve participants’ perception and recognition towards the experience of sensing, feeling, thinking, acting and relating.
13

Codeinskij : Art and programming as part of young children’s creative exploration / Codeinskij - Art and programming as part of young children’s creative exploration : Exploring and developing tangible interactions for children to explore simple concepts of computer science, geometry and digital art in a fun an playful way.

Paolo, Camerin January 2021 (has links)
This is a project that explores the realm of programming and art education for young children, trying to bring these two disciplines together in a fun and playful way. The aim is to allow children to express themselves creatively and at the same time explore and understand basic concepts of coding and programming. From the idea of creating a tool for education, this project has evolved, throughout the iterative design process of prototyping and testing, into a toolbox for personal exploration and discovery of Art and technology. This toolbox not only aims to give children the opportunity to grow and develop their understanding of digital media but also aims to help them create stronger bonds with people around them, by sharing and participating together in the activities that they will create. Prototyping is here used as an explorative tool to not only develop the final design but to also investigate children, their interests and aspirations. The different iterations have helped getting a deeper understanding of the user and the concepts revolving around the topic of art and programming to which this project try to talk to. The outcome is a physical modular interface that allows children to build, piece by piece, a digital and interactive art experience that they can eventually share and play with family and friends.

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