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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.
301

Espacio público virtual en el Perú: una encuesta a los jóvenes universitarios

Universidad Peruana de Ciencias Aplicadas (UPC), Freundt-Thurne, Úrsula, Barredo Ibáñez, Daniel, de la Garza Montemayor, Daniel Javier 01 December 2017 (has links)
Proyecto de investigación 2017-2019, financiado por la Universidad Peruana de Ciencias Aplicadas (UPC).
302

A Unified Multi-touch Gesture based Approach for Efficient Short-, Medium-, and Long-Distance Travel in VR

Yan, Zhixin 27 April 2016 (has links)
As one of the main topics in Virtual Reality (VR), travel interfaces have been studied by many researchers in the past decades. However, it is still a challenging topic today. One of the design problems is the tradeoff between speed and precision. Some tasks (e.g., driving) require a user to travel long distances with less concern about precise movement, while other tasks (e.g., walking) require users to approach nearby objects in a more precise way, and to care less about the speed. Between these two extremes there are scenarios when both speed and precision become equally important. In the real world, we often seamlessly balance these requirements. However, most VR systems only support a single travel mode, which may be good for one range of travel, but not others. We propose and evaluate a new VR travel framework which supports three separate multi-touch travel techniques for different distance ranges, that all use the same input device with a unifying metaphor of the user’s fingers becoming their legs. We investigate the usability and user acceptance for the fingers-as-legs metaphor, as well as the efficiency, naturalness, and impact on spatial awareness such an interface has.
303

The Palace of Monarch

Xiong, Jing 26 April 2018 (has links)
Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places—this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience.
304

The Palace of Monarch

Zhu, Bolin 26 April 2018 (has links)
Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places€”this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience.
305

Desenvolvimento de ambiente virtual para reabilitação de crianças com paralisia cerebral / Virtual environmental development for children rehabilitation with cerebral palsy (Inglês)

Oliveira, Juliana Martins de 18 December 2015 (has links)
Made available in DSpace on 2019-03-30T00:02:25Z (GMT). No. of bitstreams: 0 Previous issue date: 2015-12-18 / Cerebral palsy is a caused lesion in most cases due to lack of oxygenation of brain cells, occurring during the period of gestation, at birth or after birth, still in the child's brain maturation process (up to 3 years) directly affecting their motor skills. Many conventional treatments are considered in rehabilitation of these patients, oftentimes tiresome and onerous, causing disinterest in continuing the same. Order to make the more playful treatment, it is proposed in this paper the development of a game within a virtual environment, based on functions play, based on activities carried out in the Reabilitação Neuropsicomotora do Núcleo de Terapia Ocupacional program of the NAMI/UNIFOR. The integration between the child and the virtual environment occurs through hand motion sensor leap motion, and a sensor brainwave mindwave, optional, responsible for measuring the level of attention during the carrying out of an activity. To validate the proposed environment, eight specialists were subjected to application of a questionnaire considering that the alternative environment is extremely and / or very likely to be a promising tool for cognitive and motor rehabilitation and unlikely to cause risks and / or negatively influence on the development of the patient. Thus, it can be concluded that the model is an alternative tool, promising for the treatment rehabilitation children with cerebral palsy. Keywords: Virtual Reality. Cerebral palsy. Rehab. Motor limitations. Brain stimulation. Cognitive stimulation. Motor stimulation. Functional activities. / Paralisia cerebral é uma lesão provocada, na maioria dos casos, pela falta de oxigenação das células cerebrais, ocorrendo no período da gestação, no momento do parto ou após o nascimento, ainda no processo de amadurecimento do cérebro da criança (até 3 anos), afetando diretamente a sua parte motora. Diversos tratamentos convencionais são considerados na reabilitação destes pacientes, muitas vezes cansativos e onerosos, causando o desinteresse na continuidade do mesmo. Para tornar o tratamento mais lúdico, é proposto neste trabalho o desenvolvimento de um jogo em um ambiente virtual, baseado em brincadeiras funcionas, fundamentadas em atividades realizadas no programa Reabilitação Neuropsicomotora do Núcleo de Terapia Ocupacional do NAMI/UNIFOR. A integração entre a criança e o ambiente virtual ocorre através do sensor de movimento da mão leap motion, e um sensor de ondas cerebrais mindwave, opcional, responsável por mensurar o nível de atenção do durante realização de uma atividade. Para validar o ambiente proposto, oito especialistas foram submetidos a aplicação de um questionário, considerando que o ambiente alternativo é extremamente e/ou muito provável ser um ferramenta promissora para reabilitação cognitiva e motora, sendo pouco provável causar riscos e/ou influenciar negativamente no desenvolvimento do paciente. Desta forma, é possível concluir que o modelo proposto é uma ferramenta alternativa, bastante promissora, para o tratamento de reabilitação de crianças com Paralisia Cerebral. Palavras-chave: Realidade virtual. Paralisia cerebral. Reabilitação. Limitações motoras. Estimulação cerebral. Estimulação cognitiva. Estimulação motora. Atividades funcionais.
306

A interação em mundos digitais virtuais em 3 dimensões : uma investigação sobre a representação do emocionar na aprendizagem

Costa, Rosmeri Ceconi da 29 August 2008 (has links)
Made available in DSpace on 2015-03-04T20:04:55Z (GMT). No. of bitstreams: 0 Previous issue date: 29 / Nenhuma / Esta dissertação, que teve como foco de investigação o Emocionar em mundos digitais virtuais em 3 dimensões – MDV3D, consiste no estudo teórico embasado, principalmente, na Teoria da Biologia do Conhecer de autoria de Humberto Maturana e Francisco Varela, articulada à interação dos adolescentes no Metaverso Second Life. Por um período de 5 semanas, com seis encontros, totalizando 20 horas, adolescentes do PEI – Projeto Esporte Integrado – da Universidade do Vale do Rio dos Sinos – UNISINOS, viveram e conviveram no Second Life com a proposta de conhecer e explorar MDV3D. O objetivo central desta investigação consistiu em compreender como os adolescentes representam o Emocionar, ao interagir nos MDV3D-SL, e como este se constitui enquanto ambiente provocador de aprendizagens, para a partir dessa análise buscar elementos de forma a propiciar o desenvolvimento de práticas pedagógicas inovadoras. A pesquisa é de natureza exploratória qualitativa cuja metodologia adotada, foi a estudo de caso. Os instrumentos / This dissertation, which focuses on Emotions in three-dimensional virtual digital worlds (3DVDW), consists of a theoretical study mainly based on the ideas presented by Humberto Maturana and Francisco Varela, in their Biology of Knowledge, articulated to adolescents’ interactions within the Second Life Metaverse (SL). During a period of 5 weeks, totallizing 6 meetings and 20 hours, adolescents who participate in the ISP - Integrated Sports Project - implemented by Universidade do Vale do Rio dos Sinos - UNISINOS, lived and interacted within Second Life with the aim of getting to know and explore this 3DVDW. The main objective of this investigation was to understand how these adolescents represented Emotions, while interacting in the 3DVDW, and how this world acted as a learning-provoking environment. During such an analysis, elements to develop innovative pedagogic practices were sought. The investigation has a qualitative exploratory nature and consisted of a case-study. Data collection instruments were: que
307

HIMICS : a virtual memory environment for mini-computers, and a description of its level 2 processor

Bentz, Arlan E January 2010 (has links)
Digitized by Kansas Correctional Industries
308

Knowledge sharing in a globally dispersed engineering service company

Van Heerden, Carel Nicolaas 02 February 2011 (has links)
This study confined itself to an exploratory interpretive approach aimed at expanding the understanding of some elements that may affect virtual teams. It highlights the advantage of virtual teams over FTF teams.
309

Performance of a system with multiprogramming virtual machines

Young, Robert Andrew January 2011 (has links)
Digitized by Kansas Correctional Industries
310

Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology

Foxman, Maxwell Henry January 2018 (has links)
This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public. Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate. With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. Their “playbor” colors not only the rhetoric and the focus of meetups, but also the activities, designs, and, most importantly, the financial and personal expenditures they put forth. Ultimately, play shapes the system of production by which adopters of commercial VR are introduced to the technology and, eventually, weave it into their lives. Situating play at the center of this system highlights that the assimilation of digital media is in part an embodied and irrational experience. It also suggests new models by which future innovations will spread to the public.

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