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A Real-time Mediated Reality Platform for Outdoor Navigation on Mobile Devices and Wearable ComputersTran, Eric 07 April 2010 (has links)
Wearable computing systems have been researched and developed for several decades. With the advent of the head-mounted display, augmented and mediated reality systems became an important example of wearable computing. However, due to certain factors such as computational constraints, cost, obtrusiveness, practicality, and social acceptance, mediated reality systems have been leveraged in only very specific application domains and have yet to see
mainstream adoption.
This dissertation describes the research and development of a real-time mediated reality platform developed for modern mobile devices to provide a more reasonable transition in overcoming the mainstream adoption barrier of mediated reality systems. In particular, an outdoor navigational application that provides contextually-relevant information about a user’s surroundings is developed using the platform as a proof-of-concept for evaluation. In addition, the server
infrastructure required to support the application is discussed, as well as the evaluation of a hybrid orientation tracking approach using sensors and computer vision.
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A Real-time Mediated Reality Platform for Outdoor Navigation on Mobile Devices and Wearable ComputersTran, Eric 07 April 2010 (has links)
Wearable computing systems have been researched and developed for several decades. With the advent of the head-mounted display, augmented and mediated reality systems became an important example of wearable computing. However, due to certain factors such as computational constraints, cost, obtrusiveness, practicality, and social acceptance, mediated reality systems have been leveraged in only very specific application domains and have yet to see
mainstream adoption.
This dissertation describes the research and development of a real-time mediated reality platform developed for modern mobile devices to provide a more reasonable transition in overcoming the mainstream adoption barrier of mediated reality systems. In particular, an outdoor navigational application that provides contextually-relevant information about a user’s surroundings is developed using the platform as a proof-of-concept for evaluation. In addition, the server
infrastructure required to support the application is discussed, as well as the evaluation of a hybrid orientation tracking approach using sensors and computer vision.
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[pt] RVER PARA CRER: UMA ANÁLISE DE EXPERIÊNCIAS IMERSIVAS EM REALIDADE VIRTUAL E SEU IMPACTO NA COMPREENSÃO DE INFORMAÇÕES COMPLEXAS / [en] VR TO UNDERSTAND: AN ANALYSIS OF IMMERSIVE EXPERIENCES IN VIRTUAL REALITY AND THEIR IMPACT IN THE UNDERSTANDING OF COMPLEX INFORMATIONRONNIE PASKIN 02 January 2024 (has links)
[pt] Realidade Virtual é uma tecnologia capaz de alterar a percepção do
usuário e o transportar para um ambiente mediado por tecnologia, criado
pelo designer daquela experiência. Esta dissertação analisa o design de experiências imersivas de Realidade Virtual que tem como objetivo informar ou
educar participantes sobre informações complexas. Para tal, fez-se uso de taxonomias de UX e educacionais como base de categorização das experiências.
A seleção de trabalhos para análise foi feita a partir de uma base massiva
de trabalhos publicados sobre realidade virtual. Utilizou-se uma metodologia original, criada para a presente pesquisa e detalhada ao longo da mesma,
baseada em técnicas computacionais de ciência de dados para classificação
dos resultados, facilitando a seleção e minimizando vieses de escolha. Ao fim
desse processo iterativo, os trabalhos escolhidos foram analisados em termos
de aprendizado, engajamento e suas características específicas de UX e educacionais. Tal análise da amostragem de trabalhos selecionada indica que o
potencial educacional de Realidade Virtual é significativo e aplicável em diversas áreas, e que é possível estimular o engajamento dos participantes com
relativa facilidade. Entretanto, a efetividade educacional da experiência é mais
complexa de se alcançar. Sugere-se algumas maneiras com potencial de ajudar a alcançar esse resultado, como: maior foco no design instrucional; maior
colaboratividade; mais participação de instrutores; mais interações que permitam atividades criativas, bem como modos mais criativos de apresentação das
informações. Essas sugestões e recomendações podem ajudar os designers de
experiências em Realidade Virtual (ou de outros tipos de realidades mediadas
por tecnologia) a proporcionarem ou explorarem o potencial de experiências
que podem se mostrar mais efetivas em alcançar os objetivos de educar ou
informar sobre temas complexos. / [en] Virtual Reality is a technology that can alter a user s perception and
transport them into a technology-mediated environment created by the designer of that virtual experience. This research examines the design of immersive Virtual Reality experiences that aim to inform or educate participants
about complex topics. To do so, we use UX and educational taxonomies as a
basis for categorizing the experiences. The selection of publications for analysis
was made from a massive base of published works on virtual reality. An original methodology was used, created for this research and detailed throughout,
based on computational data science techniques to classify the results, facilitating the selection and minimizing biases. At the end of this iterative process,
the chosen works were analyzed in terms of learning, engagement, and their
specific UX and educational characteristics. Such analysis indicates that the
educational potential of Virtual Reality is significant and applicable in a variety of areas, and that it is possible to create engaging experiences with relative
ease. However, the educational effectiveness of the experience is more complex
to achieve. We explore suggestions that may have the potential to achieve this
outcome, such as: more focus on instructional design; more collaboration; more
instructor participation; more interactions that allow for creative activities, as
well as more creative ways of presenting information. These suggestions and
recommendations can help designers of Virtual Reality experiences (or other
types of technology-mediated realities) to provide or explore the potential for
experiences that may prove more effective in achieving the goals of educating
or informing about complex topics.
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