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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.
1

Development of a Virtual Reality Excavator Simulator: a Mathematical Model of Excavator Digging and a Calculation Methodology

Park, Borinara 20 December 2002 (has links)
Virtual Reality (VR) simulators have become popular because of two distinctive merits. One is the capability to transfer data and information to users in an intuitive way by means of 3-D high-quality graphics output and real input devices. The other is the capability to represent physical systems in mathematical models so that meaningful responses of the systems can be predicted. Previous efforts in VR excavating machine simulator development, however, showed a lack of balance between the fidelity of the model of the physics and the visual representation of the simulated equipment. In order to ensure that a VR construction excavator simulator provides convincing operating results to users, the focus of simulator development needs to be shifted to interaction of physically valid soil and the excavator machine. This research aims to contribute to the development of a VR construction excavator simulator system by proposing a mathematical model of excavator digging and a calculation methodology. The mathematical model of excavator digging provides physically meaningful soil-bucket interaction information to a simulator. The calculation methodology provides systematic and efficient computation methods to ensure the seamless integration of the excavator digging model with a VR simulator system as well as adequate system speed. As a result, the simulator is realized as an engineering process tool equipped with real-time interactivity. / Ph. D.
2

Safety shortcomings within a sawmill facility : How can Virtual Reality Simulators and RFID potentially decrease the most common identified causes?

Torudd, Johan, Olsson, Marcus January 2019 (has links)
In a changing and globalized world, companies are faced with an ever-increased competition. This rapid change has made a big impact, where automation, complex production and customization are common requirements in order to stay competitive. Due to more complex production, companies need to prioritize safety aspects simultaneously as they develop internal processes. The addressed problem in this thesis have been centralized to the department Massamagasinet at Södra Cell in Mönsterås, mainly due to their experienced safety problems regarding forklifts and heavy vehicles. Due to the chosen context, a case study has been conducted in order to create an in-depth understanding of Södra’s witnessed safety issues. The executed thesis has been characterized by three theoretical perspectives: Multi Causational Theory, Unified Theory of Acceptance and Use of New Technology as well as Virtual Reality. Thanks to the theories, an identification of safety shortcomings as well as user requirements was made possible. The context and theoretical perspectives have consistently been linked to chosen technologies, Virtual Reality simulators and RFID. Furthermore, interviews with users as well as software-developers have provided a broader perspective, regarding the situation and techniques mentioned above. Results generated, includes both technical possibilities and limitations based on the thesis initial perspective. Moreover, it has been shown that a potential reduction of identified shortcomings is possible, by using a Virtual Reality simulator and RFID system. However, it’s worth mentioning that such implementations and the advantages they potentially might generate, are feasible first when prevailing requirements regarding the techniques are carefully considered. Investments of similar character require both human and financial resources, where maximum value can be achieved first if the employees stands positively against such implementation. Thanks to the theory Unified Theory of Acceptance and Use of New Technology, this thesis has been enriched with an additional perspective which aimed to investigate how Södra in general, and Massamagasinet in particular, stands towards new techniques.
3

Key Factors Considered When Purchasing a VR Hobby Skill Training Simulator : A Consumer Perspective / Nyckelfaktorer som tas hänsyn till vid köp av en VR Hobby Skill Training Simulator : Ett konsumentperspektiv

Lindmark, Ada, Nilsson Kinberg, Kajsa January 2022 (has links)
In recent years, VR and VR devices have become more popular due to advances intechnology and lower costs, making the technology more accessible to the general public. One application within VR that is expected to grow is VR hobby skill training simulators (VR HSTS), which are now accessible not only for education and companies but also to consumers. In contrast to games which are mainly played for entertainment purposes, and unlike simulators used in educational or professional settings not purchased by the practitioners themselves, VR HSTS add complexity. This is characterized by a systematic pursuit of activities meaningful for the practitioner and a social world that is formed by involved participants sharing a common interest in a specific hobby. This raises questions about the customers of VR HSTS and their purchasing behavior, where the literature has not yet covered this new and fast-developing area. As companies strive to meet customer needs and create desirable value propositions, it is crucial to understand the customers and their behavior. Through semi-structured interviews with customers of a VR HSTS, this study investigates their consumer behavior with the purpose of understanding what drives consumers to purchase a VR HSTS. By analyzing the results using thematic analysis and a theoretical framework adapted from the theory of planned behavior, the factors seen as important in the decision-making process are identified. This study concludes that the key factors considered when purchasing a VR HSTS are perceived quality of VR, perceived quality of the specific VR HSTS, what other people, who practice the same hobby but who the customers do not know, think about the VR HSTS, what people who they do know think about the product or purchase, money, ease of purchase and use. This study finds the research area of consumer behavior within VR HSTS to be of great importance in order to understand customers in a fast-developing field, where our study contributes with new insights and factors important for the customers whenmaking a VR HSTS purchase. / VR och VR-enheter har under de senaste åren ökat i popularitet till följd av utvecklingen av teknologin och lägre kostnader vilket gjort tekniken mer tillgänglig till allmänheten. Ett användningsområde inom VR som väntas växa är VR hobby skill training simulators (VR HSTS) som nu inte bara är tillgängliga för utbildning och företag, utan också konsumenter. Till skillnad från spel som främst spelas i underhållningssyfte och simulatorer som används i utbildning och professionella kontexter där användaren själv inte köpt produkten, ökar komplexiteten med VR HSTS. Här karaktäriseras användandet med en systematisk sysselsättning av aktiviteter som skapar en större mening för utövaren likväl som en social värld som formas av involverade människor som delar ett intresse i en specifik hobby. Detta väcker frågor om kunderna till VR HSTS och deras köpbeteende där litteraturen inte än har täckt detta nya och snabbt utvecklande område. Eftersom företag strävar efter att möta kundernas behov och skapa åtråvärdavärde erbjudanden är det avgörande att förstå kunderna och deras beteende. Genom semistrukturerade intervjuer med kunder som köpt en VR HSTS undersöker denna studie deras beteende med syftet att förstå vad som driver dem till att köpa en VR HSTS. Genom att analysera resultaten med hjälp av tematisk analys och ett anpassat teoretiskt ramverk baserat på theory of planned behavior kartläggs faktorerna som ses som viktigast i beslutsprocessen. Denna studie sammanfattar att nyckelfaktorerna som tas hänsyn tillvid köpet av en VR HSTS är uppfattad kvalitet på VR och den specifika VR HSTS, vad andra människor, som utövar samma hobby men som kunderna inte känner, tycker om VR HSTS, vad personer som de känner tycker om produkten eller köpet, pengar och enkelt köp och användning. Denna studie anser att forskningsområdet om konsumentbeteende inom VR HSTS är viktigt för att förstå kunder inom ett snabbtutvecklande område, där vår studie bidrar med nya insikter och faktorer som är viktiga för kunderna när de gör ett köp av VR HSTS.

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