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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.
21

Virtual Reality's Effect on Engagement in Educational Games

Rödström, Herman, Fredriksson, Pontus January 2017 (has links)
This thesis explores how virtual reality solutions affect children in their learning through educational games. The goal is to improve educational games in terms of how engaging they are. Therefore, a game was developed for both desktop monitors and VR, some children played both versions and were then interviewed. The collected data indicates that VR engages the pupils more, however it does not seem to necessarily make them learn more. This may be in part because of VR’s novelty, only gaining a mainstream status in the recent years. / Denna uppsats undersöker hur virtuell verklighet (VR) påverkar barns lärande genom utbildningsspel. Målet är att förbättra utbildningsspel för att öka elevernas engagemang. Därför utvecklades ett spel för både datorskärmar och VR-glasögon, några barn fick spela båda versionerna och blev därefter intervjuade. Resultatet av undersökningen indikerar att VR ökar elevernas engagemang, men inte nödvändigtvis att de lär sig mer. Detta kan delvis bero på att VR är relativt nytt och endast börjat bli allmänt förekommande under de senaste åren.
22

Zařízení pro interakci v rozšířené realitě / Interaction Device for Augmented Reality

Pavlenko, Peter January 2017 (has links)
This master thesis explores interactive augmented reality. The aim is to design, create andtest device, which allows interaction between user and augmented reality. First analyzesaugmented reality, devices for its displaying and necessary calibration methods. Then, onthe basis of acquired knowledge, shows design and construction of few prototypes of devicelike this. Finally it shows experiments to test correctness of the concept.
23

Akční hra pro GearVR / Action Game for GearVR

Mladý, Jakub January 2019 (has links)
This thesis deals with the study of technologies and techniques for creating virtual reality for mobile devices.  It includes a description of the design and implementation of an action game, using Unity Game Engine, which demonstrates Gear VR's capabilities well. The thesis describes the obstacles that arise in the creation of games for virtual reality as well as their possible solutions. Graphic elements of the game were developed based on the results of continuous user testing. Particular attention was paid to exploring the impact of visual effects and game elements used in games on a user in virtual reality.
24

MULTI-USER REDIRECTED WALKING AND RESETTING UTILIZING ARTIFICIAL POTENTIAL FIELDS

Hoffbauer, Cole 09 July 2018 (has links)
No description available.
25

Systém pro pokročilou vizuální teleprezenci / Advanced Visual Telepresence System

Davídek, Daniel January 2015 (has links)
The introduction of this document presents some basic principles of visual telepresence with analysis of important aspects of the design. Afterwards there is a brief ovrewview of some of the applications of telepresence systems. Subsequently there is a description of the basic parameters and functions of the human visual perception system including the head motion parameters. This document examines the creation of telepresence apparatus through which is the user able to percieve visual stimuli accross distance. The device consist of camera with wide FOV positioned on the last link of the servo-motor chain with 3 DOF. Camera view is projected into scene in position read from actual motor posture. The scene is perceived through the HMD Oculus Rift (DK1, DK2) where the actual head-orientation read from the HMD inertial sensors is the entered end value for the rotation angles of the servomotors. A \csharp (WPF) program was developed for the controling and setting of motors which handles the byte communication through RS485-USB converter and also configures and starts the telepresence mode. The telepresence scene is drawn with help of SharpDX and SharpOVR - the \csharp wrappers of DirectX and LibOVR.
26

Envisioning 3D learning environments in environmental education: an exploration of the Konza Prairie

Webb, Natalie January 1900 (has links)
Master of Landscape Architecture / Landscape Architecture/Regional and Community Planning / Howard D. Hahn / “There is an alarming gap between awareness and action on [environmental issues]” (Sheppard, 2005). Public awareness of how to cope and change with these issues is lacking (Sheppard, 2004; Nicholson-Cole, 2005; Dockerty et al., 2005), but new visualization technologies can begin to bridge the gap through environmental education. Environmental education focuses on the user exploring an environment, environmental issues, problem solving and ways to mitigate these issues. While the younger generations (middle to high school students) are much more aware of current and future environmental issues than older generations, the solutions to these problems may not be so apparent. By combining the need to educate young adults about climate change, regional ecosystem climate mitigation, and ecological management for technologically driven youth, middle and high school students can better understand their environment’s impact on climate-change regulation. Through literature synthesis, documentation of existing visualization exhibits and technologies, and preliminary technology exploration, a production process, criteria, framework, and technology recommendations were established. These components informed the final storyboards, which visually organized a proposal to build a 3D learning environment focused on the Konza Prairie and its ecological management practices.
27

Advanced Real­Time sound techniques for Virtual Reality headsets

Yngman, Johan, Westergren, Emil January 2014 (has links)
Virtual reality headsets, like the Oculus Rift, uses visual tricks to enhance the feeling of immersion in virtual reality applications. This thesis explores the possibilities of creating an immersive sound experience to go along with the visuals. A sound propagation model designed for real-time simulations is presented along with techniques to implement binaural synthesis. The thesis includes an implementation of a 3D cube world written in C# using OpenGL for graphics and FMOD for sound. The implementation is evaluated in the context of realism and possible improvements and optimizations are suggested.
28

Ditt Andra Jag / Your Second Self

Larsén, Philip, Lundström, Joakim January 2014 (has links)
Detta kandidatarbete fokuserar på att undersöka aspekter som kan förstärka en användares upplevelse inom digitala spel. De aspekter som vi valt att fokusera på är användandet av Oculus Rift och Motion Capture då de tar upp viktiga punkter som Virtual Reality, närvaro och inlevelse i spel. Vi valde även att fokusera vår produktion mot skräckgenren då detta är ett område vi båda har stor passion för i diverse media. I vårt arbete har vi fått fram en hypotes om att spel som fokuserar på att lämna karaktären i ett tomt skal (ingen personlighet), lämnar en större chans för inlevelse hos spelaren då användarens egna känslor speglas på karaktären. Användandet av Oculus Rift och realistiska röresler via Motion Capture har en tendens att även stärka detta. / Detta är en reflektionsdel till en digital medieproduktion.
29

Uživatelské rozhraní pro práci s počítačem ve virtuální realitě / User Interface for Work with Computer in Virtual Reality

Pazdera, Michal January 2016 (has links)
This thesis explores various ways of controlling computer in virtual reality. The aim of this thesis is to create a user interface which would allow the user to control computer in virtual reality. First it explores the possibilities of detecting users actions using sensors and its usability for controls and various interaction techniques in virtual reality. Based on the information gathered about the described topics it focuses on various ways of interactions using hands as controllers. This thesis tackles the issue of selecting and manipulating virtual objects. It introduces the design of three interaction techniques, which are then tested and evaluated.
30

Parallel reality : tandem exploration of real and virtual environments

Davies, C. J. January 2016 (has links)
Alternate realities have fascinated mankind since early prehistory and with the advent of the computer and the smartphone we have seen the rise of many different categories of alternate reality that seek to augment, diminish, mix with or ultimately replace our familiar real world in order to expand our capabilities and our understanding. This thesis presents parallel reality as a new category of alternate reality which further addresses the vacancy problem that manifests in many previous alternate reality experiences. Parallel reality describes systems comprising two environments that the user may freely switch between, one real and the other virtual, both complete unto themselves. Parallel reality is framed within the larger ecosystem of previously explored alternate realities through a thorough review of existing categorisation techniques and taxonomies, leading to the introduction of the combined Milgram/Waterworth model and an extended definition of the vacancy problem for better visualising experience in alternate reality systems. Investigation into whether an existing state of the art alternate reality modality (Situated Simulations) could allow for parallel reality investigation via the Virtual Time Windows project was followed by the development of a bespoke parallel reality platform called Mirrorshades, which combined the modern virtual reality hardware of the Oculus Rift with the novel indoor positioning system of IndoorAtlas. Users were thereby granted the ability to walk through their real environment and to at any point switch their view to the equivalent vantage point within an immersive virtual environment. The benefits that such a system provides by granting users the ability to mitigate the effects of the extended vacancy problem and explore parallel real and virtual environments in tandem was experimentally shown through application to a use case within the realm of cultural heritage at a 15th century chapel. Evaluation of these user studies lead to the establishment of a number of best practice recommendations for future parallel reality endeavours.

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