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Hawkeye : En titt in i framtidens räddningstjänstutrustning / Hawkeye : A peek into the future of emergency servicesNagy, Bence, Birath, Björn, Bergström, Edvin, Ahlroth, Erik, Sjöqvist, Jakob, Hjort, Jonathan, Tavakoli, Payam, Gunnarsson, Philip January 2020 (has links)
Denna rapport beskriver kandidatprojektet Hawkeye. Projektet har utförts av åtta studenter inom kursen TDDD96 vid Linköpings Universitet. Projektet har handlat om att skapa ett stöd till framtidens räddningstjänst med hjälp av en Microsoft HoloLens 2 som är ämnad att användas av främre befäl. Huvudfunktionerna för Hawkeye var bland annat att strömma video och sensordata till den bakre ledningen samt erbjuda en mixed reality-vy för att visa information om verktyg och patienter ämnad för den för den främre ledningen. Projektets beställare var forskningsgruppen Ubiquitous Computing and Analytics Group vid Institutionen för Datavetenskap på Linköpings universitet. Rapporten beskriver hur Hawkeye har framställts och de metoder som har tillämpats av projektgruppen, exempelvis Scrum. I slutet av rapporten presenteras de individuella bidrag som gruppmedlemmarna har skrivit och som är relaterade till Hawkeye-projektet.
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User Experience and Acceptability of a Mixed Reality System for Rehabilitation : From an Occupational- and Physical Therapy PerspectiveÅström, William, Sahlin, William January 2022 (has links)
The use of Mixed Reality (MR), a technology that attempts to integrate the physical and virtual worlds, is steadily becoming more prevalent in healthcare. To properly integrate new technologies into an organization or workplace, for example in healthcare, a system must first be accepted and used by the individuals for whom it was designed. Acceptability of a new technology is predicated by the individual's perceptions of the User Experience (UX). Therefore, the purpose of this thesis is to explore occupational and physical therapists’ UX and acceptability of a MR rehabilitation system. With the help of a grounded theory methodology, analyzing qualitative data from three different data sources (user tests, interviews, and a heuristic evaluation) we have been able to produce a semantic theoretical model concerning UX and acceptance in regard to a Mixed Reality rehabilitation system. Eight rehabilitation professionals were included in the sample. This research identifies a theoretical model which processes and contains meaningful dimensions on what affects the UX and acceptance and successfully integrates interaction, technical and medical standpoints with a focus on both patient and therapist. The model reveals four themes that affected the UX and acceptability of a MR system used for rehabilitation: “Intention to use”, “Perceived usefulness of MR”, “Information architecture”, and “Interacting in MR”. The aspects identified can be useful for both researchers and industry looking to gain a deeper and broader understanding of the phenomenon studied, and may inform important aspects of development of current and future technology.
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Non Visuals : Material exploration of non-visual interaction designde Cabo Portugal, Sebastian January 2020 (has links)
Design is all about visuals, or that is what I have found out during this thesis, from the process materials to the outcome our main entry point to any problem is how will we solve it visually so it’s understandable for the general user. This aspect is problematic in itself due to the fact that we, as humans, understand the world and the things around using all our senses continuously, even though we can forget as visuals are so overpowering. There is a huge opportunity area in exploring our other senses and bringing them back to technology, and this can be seen in works in the past like Tangible Interactions [1] or Natural User Interfaces [2]. But in this moment in time, where all these new technologies like VR/AR and IoT are about to enter our lives and change them forever, this topic is more important than ever. We have already seen what happens when we turn humans into mere machines with some fingers as interactive inputs, and barely any senses to process all the information given to us. Now that these technologies are still young and malleable, we can direct the future to where we want it instead of being guided by the technology itself. To do this we need to reimagine the design process, not reinvent the wheel, but add experts which we currently leave behind and I argue are key to unlock these technologies, experts not only of the technological side of things but on the human side too, like physiotherapists and dancers. Add also people who we never think about when we think of VR like visually impaired users, which could make these technologies inclusive since early on, instead of as an afterthought like we usually do. Not only people, but we also need to add new materials to understand how we use our senses and explore ways that we can understand and explore them differently; like bodystorming and improv theatre because when things aren’t visual, how do you sketch it? A sketch turns into a video about movement. The end result provides a wide breadth of examples of the types of innovations that can come out of using these new design materials, and to open new frontiers. From a VR game with no visuals whatsoever to an AR location based story game, to a home sized multimodal operating system containing several different apps controlled through physical movement. The examples open up the space instead of closing into a single solution. This is just the tip of the iceberg, a hope that others will be inspired by it and continue with this journey that has just started, to guide the future into one that is more technological and at the same time more human than ever before. What we know is that VR does not equate Visual Reality.
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Taxonomía de aplicaciones y videojuegos de realidad mixta / Taxonomy of applications and video games of mixed realitySánchez Requejo, Luis Felipe, Ramirez Reyes, Jam Carlo 22 September 2020 (has links)
La realidad mixta, unificación de la realidad virtual y la realidad aumentada, posee muchas expectativas debido a las grandes tendencias que han surgido desde su creación y la forma en que ha fusionado casi en su totalidad a nuestro mundo real con el mundo digital, con la proyección de objetos digitales que estimulan los sentidos, logrando obtener una percepción similar a los objetos del entorno real y llevando su uso a múltiples posibilidades.
En la investigación se identificó la problemática que aborda la necesidad de profundizar sobre las propiedades de la realidad mixta y los objetivos a trazar para cubrir con dicha necesidad. Durante el proyecto se logró recolectar información y crear un catálogo sobre los distintos tipos de aplicaciones, dispositivos y soluciones tecnológicas implementadas referente a la tecnología.
Se investigó acerca de la parte teórica de la realidad mixta en base a las distintas definiciones del autor seminal y de expertos en la materia, además de las definiciones sobre las tecnologías con funcionalidades similares. Además, se procesó la información obtenida, identificando los rubros de negocio en donde se desempeña la realidad Mixta.
Finalmente, se logró crear una taxonomía de realidad mixta y un gráfico estadístico de la participación de cada rubro de negocio en el mercado, con el fin de poder tener un panorama claro de la adopción y el valor comercial de cada rubro en donde se ejerce dicha tecnología y que pueda ser utilizado como referencia para la creación de proyectos de tecnología. / Mixed reality, the union of virtual reality and augmented reality, has high expectations due to the biggest trends that have emerged since its inception and the way in which it has almost entirely merged the real world with the digital world with the projection of digital objects that stimulate the senses, achieving a perception similar to the objects in the real environment and taking their use to multiple possibilities.
The research identified the problem that addresses the need to delve into the properties of mixed reality and the objectives to be set in order to meet this need. During the project, information was collected in order to create a catalog on the different types of applications, devices and technological solutions implemented regarding that technology.
The theoretical part of mixed reality was researched based on the different definitions given by authors and experts in the field, in addition to the definitions of technologies with similar functionalities. Moreover, the information obtained was processed, identifying the business areas where the mixed reality operates.
Finally, it was possible to create a mixed reality taxonomy and a statistical graph of the participation of each business area in the market, for the purpose of being able to have a clear overview of the adoption and commercial value of each area where said technology is used and that can be employed as a reference for the creation of future technology projects. / Tesis
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Interaction Design Meets Marine Sustainability – Mixed Reality Tour Near the Oresund BridgeUstinova, Valentina January 2020 (has links)
This study investigates an Interaction Design approach as a tool to unfold complex topics. By making a bridge between IxD and AR/MR, it addresses a field of Marine Sustainability to find a way how IxD can contribute to it while coinciding with its values and goals. The design process results with the development of Mixed Reality tour where following the narrative, users move across three locations investigating past, present and possible futures of the Oresund strait. The final concept contributes to the discussion about the role of IxD in addressing experiential qualities of AR/MR and demonstrates how Interaction Design can contribute to Marine Sustainability in a way that is different from a technology-driven approach.
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COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITYGeorge, Lenard January 2018 (has links)
No description available.
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From TeachLivE™ to the Classroom: Building Preservice Special Educators’ Proficiency with Essential Teaching SkillsDawson, Melanie Rees 01 May 2016 (has links)
Preservice special education teachers need to develop essential teaching skills to competently address student academics and behavior in the classroom. TeachLivETM is a sophisticated virtual simulation that has recently emerged in teacher preparation programs to supplement traditional didactic instruction and field experiences. Teacher educators can engineer scenarios in TeachLivETM to cumulatively build in complexity, allowing preservice teachers to incrementally interleave target skills in increasingly difficult situations.
The purpose of this study was to investigate the effectiveness of TeachLivETM on preservice special education teachers’ delivery of error correction, specific praise, and praise around in the virtual environment and in authentic classroom settings. Four preservice special educators who were teaching on provisional licenses in upper elementary language arts classrooms participated in this multiple baseline study across target skills. Participants attended weekly TeachLivETM sessions as a group, where they engaged in three short teaching turns followed by structured feedback. Participants’ proficiency with the target skills was analyzed on three weekly assessments. First, participants’ mastery of current and previous target skills was measured during their third teaching turn of the intervention session (i.e., TeachLivETM training assessment). Next, participants’ proficiency with all skills, including those that had not been targeted yet in intervention, were measured immediately following intervention sessions (i.e., TeachLivETM comprehensive assessment). Finally, teachers submitted a weekly video recording of a lesson in their real classroom (i.e. classroom generalization assessment).
Repeated practice and feedback in TeachLivETM promoted participants’ mastery of essential target skills. Specifically, all participants demonstrated proficiency with error correction, specific praise, and praise around on both the TeachLivETM training assessment and the more complex TeachLivETM comprehensive assessment, with a strong pattern of generalized performance to authentic classroom settings. Participants maintained proficiency with the majority of the target skills in both environments when assessed approximately one month after intervention was discontinued. Implications of the study are discussed, including the power of interleaved practice in TeachLivETM and how generalization and maintenance may be impacted by the degree of alignment between virtual and real teaching scenarios.
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IIoT based Augmented Reality for Factory Data Collection and VisualizationRosales Vizuete, Jonathan P. 15 June 2020 (has links)
No description available.
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HUMAN POINT-TO-POINT REACHING AND SWARM-TEAMING PERFORMANCE IN MIXED REALITYZhao, Chen 22 January 2021 (has links)
No description available.
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Mixed Reality for Gripen Flight SimulatorsOlsson, Tobias, Ullberg, Oscar January 2021 (has links)
This thesis aims to evaluate how different mixed reality solutions can be built and whetheror not it could be used for flight simulators. A simulator prototype was implemented usingUnreal Engine 4 with Varjo’s Unreal Engine plugin giving the foundation for the evaluations done through user studies. Three user studies were performed to test subjectivelatency with Varjo XR-1 in a mixed reality environment, test hand-eye coordination withVarjo XR-1 in a video see-through environment, and test the sense of immersion betweenan IR depth sensor and chroma key flight simulator prototype. The evaluation was seenfrom several perspectives, consisting of: an evaluation from a latency perspective on howa mixed reality solution would compare to an existing dome projector solution, how wellthe masking could be done when using either chroma keying or IR depth sensors, andlastly, which of the two evaluated mixed reality techniques are preferred to use in a senseof immersion and usability.The investigation conducted during the thesis showed that while using a mixed realityenvironment had a minimal impact on system latency compared to using a monitor setup.However, the precision in hand-eye coordination while using VST-mode was evaluated tohave a decreased interaction accuracy while conducting tasks. The comparison betweenthe two mixed reality techniques presented in which areas the techniques excel and wherethey are lacking, therefore, a decision needs to be made to what is more important for eachindividual use case while developing a mixed reality simulator.
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