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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

Avalia??o de usabilidade da sinaliza??o de controle de faixas revers?veis utilizando um simulador de dire??o

Queiroz, Jo?o Batista da Silva 31 May 2016 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-12-15T16:07:32Z No. of bitstreams: 1 JoaoBatistaDaSilvaQueiroz_DISSERT.pdf: 8674406 bytes, checksum: 771cabdac93ce24b2d30e8247f7c09da (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2016-12-28T16:59:52Z (GMT) No. of bitstreams: 1 JoaoBatistaDaSilvaQueiroz_DISSERT.pdf: 8674406 bytes, checksum: 771cabdac93ce24b2d30e8247f7c09da (MD5) / Made available in DSpace on 2016-12-28T16:59:53Z (GMT). No. of bitstreams: 1 JoaoBatistaDaSilvaQueiroz_DISSERT.pdf: 8674406 bytes, checksum: 771cabdac93ce24b2d30e8247f7c09da (MD5) Previous issue date: 2016-05-31 / A revers?o do sentido de fluxo em determinadas faixas de tr?fego tem se apresentado como uma solu??o para os congestionamentos registrados nas cidades brasileiras nos hor?rios de pico, no entanto, percebe-se a necessidade de uma sinaliza??o abrangente e uniforme que, na sua regulamenta??o, contemple todas as necessidades de sinaliza??o para que os motoristas sintam confian?a e seguran?a ao interagir com ela. Utilizando um simulador de dire??o de baixo n?vel, desenvolvido especialmente para esta pesquisa, foram realizados testes de usabilidade para medir a efic?cia, a efici?ncia e a satisfa??o, diante da sinaliza??o de controle das faixas revers?veis, conforme regulamenta??es em vigor no Brasil as quais especificam apenas a marca??o horizontal e os sinais luminosos dos sem?foros. As infra??es cometidas pelos participantes durante o percurso por tr?s diferentes pistas, os relatos gravados durantes os testes e os question?rios de satisfa??o aplicados ao final foram tomados como medidas de usabilidade. Os resultados indicam que s?o necess?rias adequa??es na regulamenta??o e correspondente revis?o de pr?ticas para a obten??o da Carteira Nacional de Habilita??o para que os motoristas adquiram familiaridade com o tema faixas revers?veis e os elementos de sinaliza??o sejam suficientemente compreens?veis. / The reversal of the flow direction in certain traffic lanes has been presented as a solution to traffic congestion registered in Brazilian cities at rush hour, however, we see the need for a comprehensive and uniform sign that, in its regulations, contemplate all sign needs for drivers feeling trust and confidence to interact with it. Using a low-level driving simulator, developed especially for this research, usability tests were performed to measure the effectiveness, efficiency and satisfaction at the sign control of reversible lanes according to regulations ruling in Brazil which only specify the horizontal markings and the light signals of the traffic lights. Infractions committed by the participants during the way for three different tracks, reports recorded during the tests and satisfaction questionnaires applied in the end of them were taken as usability measures. The results indicate that are necessary adjustments in the regulations and corresponding revision of practices to obtain the National driver's license for drivers to acquire familiarity with the subject reversible lanes and signaling elements are sufficiently comprehensible.
12

Upplevelsen kring att montera en byggnad i virtuell verklighet / The experience of assembling a building in virtual reality

Fuks, Niklas January 2018 (has links)
This thesis treats the users experience about assembling a building in virtual reality and the implementation of an application for the purpose. The work studies how users experience that after they have assembled a building in virtual reality understand how a building should be assembled. To be able to study this an application was implemented where it is possible to build a simple garage in virtual reality. The application is build with moments in mind where a moment in a part of a building for example wall parts and trusses. The participants assemblies every moment separately and a moment is finished when all the moments parts is places and nailed. The application supports feedback as audio instructions and vibration in the controllers, this is crucial for easier learning. The result shows that most of the participants in the study experience that they have learned how a building should be assembled. The assembeling order of a building is that the users experience that they have learned most of. Tough that the participants doesn't feel that they would dare to assembly a building in real world after virtual reality. The virtual reality still feels like a game and is not sufficiently reliable. In the study it appears that see and do is better than the traditional see and learn. This adds a reason that it is possible to learn through virtual reality even still as today doens't feels safe enough. / Denna studie behandlar användarens upplevelse kring att montera en byggsats i virtuell verklighet och utveckladet av en applikation för ändamålet. Examensarbetet efterforskar hur användarna efter att ha fått montera en byggnad i virtuell verklighet upplever att de förstått hur en byggnad ska monteras. För att kunna efterforska detta utvecklades en applikation där det det är möjligt att bygga ett enklare garage i virtuell verklighet. Applikationen är byggd med moment i åtanke där ett moment är en del av en byggnad exempelvis syll, väggblock och takstolar. Deltagarna monterar varje moment för sig och ett moment är avklarat när momentets delar är utlagda och korrekt fästa. I applikationen kan användaren få återkoppling i form av ljudinstruktioner och vibrationer i kontrollerna vilket är avgörande för att lära sig lättare. Resultatet visar att flera deltagare anser att de i applikationen har lärt sig att bygga en byggsats i virtuell verklighet. Ordningen som delarna i en byggsats ska monteras i är det som användarna anser de lärt sig mest om. De anser dock inte att de förstått tillräckligt utifrån applikationen för att våga montera byggnaden i verkligheten. Virtuell verklighet upplevs fortfarande som ett spel och inte är nog tillförlitligt. Det framkommer i studien att det är bättre att se och göra istället för det traditionella se och lära. Detta lägger en grund till att det går att lära sig genom virtuell verklighet trots att det idag uppleves inte vara säkert nog.
13

Interactive Mobile Augmented Reality For Fitness Activities

Koech, Irene January 2020 (has links)
Augmented reality (AR) has revolutionized the way people view the real world, AR has been used across a range of sectors. Recently, researchers examined the possibilities for improving user experience with augmented reality. However, there are few studies on adoption of AR users' interactions with online data resources. The aim of this study is proposing a mobile augmented reality interface for users to interact and engage with online data. The prototype is based on the framework of a PEAR (Public Engagement Augmented Reality) initiative for further AR development. PEAR framework provides an AR extension and enables users to engage with online information through AR representation [1]. This prototype was developed and implemented using Unity game engines C# and Vuforia SDK on the front-end, both NodeJS servers with MongoDB were used on the back-end. The prototype was tested and then used in a 2-week user study to analyse and validate the framework.
14

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.
15

Bezdotykové ovládání interaktivních výukových aplikací s využitím technologie Leap Motion / Contactless control of interactive training applications using Leap Motion technology

SVATEK, Tomáš January 2015 (has links)
In its theoretical part, this thesis treats possibilities of using no-touch technology Leap Motion in elementary school lessons for operating interactive applications focused on physics education. The thesis investigates the ways in which it is possible to operate already published applications which are not programmed specifically for a no-touch technology and which are, however, intended for work with an interactive whiteboard or for a standard computer work. Their advantages and disadvantages are discussed as well. The thesis deals, among other things, with the availability of relevant applications and offers a summary of information about Leap Motion technology and of opportunities for replacing interactive whiteboards. The thesis also includes a description of the technology and of the potential for developing your own applications. The aim of the practical part is to create a new didactic application which will be tested in lessons. This part also includes a poll which will find out what is the interest in Leap Motion technology among teachers.
16

Multiplatform Game Development Using the Unity Engine / Multiplatform Game Development Using the Unity Engine

Jašek, Roman January 2014 (has links)
Tato práce se zabývá možnostmi herního vývoje pro víceré platformy pomocí enginu Unity 3D. Rozebírá různé aspekty multiplatformního vývoje na počítačích i mobilních zařízeních. Důraz je kladen na analýzu tvorby her současně pro více platforem a problémy spojené s tímhle přístupem. Práce poskytuje možnosti řešení problémů, které vyvstanou při použití tohohle postupu, pomocí nástrojů, které poskytuje Unity 3D. Analýza se zabývá zejména na zvyšování výkonu her za použití metod dostupných na všech platformách vybraných pro testování. Tyhle vylepšení zahrnují způsoby jak snížit práci ve scéně a naopak zvýšit počet vykreslení za sekundu při zachování stejné vizuální kvality. Práce také nabízí pohled do minulosti tohoto odvětví a předpoklady o jeho příštím směrování.
17

Neeuklidovské vykreslování ve VR / Non-Euclidean Rendering in VR

Bobuľa, Matej January 2021 (has links)
The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.

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