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Low Cost Open Source Modal Virtual Environment Interfaces Using Full Body Motion Tracking and Hand Gesture RecognitionMarangoni, Matthew J. 25 May 2013 (has links)
No description available.
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Autonom drönare tar sig förbi rörliga hinderGustafsson, Philip January 2022 (has links)
Det här projektet optimerar ett system som använder den statiska sökalgoritmen A* för att fåen autonom drönare att kunna undvika rörliga och målsökande hinder på sin färd emot enangiven måldestination. Optimeringen bygger på tidigare arbeten där bland annat ModelPredictive Control (MPC) har en stor påverkan på det implementerade systemet.Resultatet av projektet visar att det är möjligt att optimera ett system som använder sig av enstatisk planeringsalgoritm genom lokal planering inom det område drönaren har kunskap om.Ett högt planeringstempo där drönaren enbart följer första delen i den genererade planen,möjliggör att drönaren hela tiden kan anpassa sig till förändringar i omgivningen och undvikakollision. / This project optimizes a system that uses the static search algorithm A* to enable anautonomous drone to avoid moving and target-seeking obstacles on its way to a specifieddestination. The optimization is based on previous work where Model Predictive Control(MPC) has a major impact on the implemented system.The result of the project shows that it is possible to optimize a system using a static planningalgorithm through local planning in the area of which the drone has knowledge. A highplanning pace enables the drone to follow the first part of the generated plan, which meansthat the drone can constantly adapt to changes in the surroundings and avoid collisions.
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The Development of a Virtual Reality Learning Environment for Firefighters. / Utvecklingen av en lärmiljö i virtuell verklighet för brandkårspersonalPlanken, Jerome, Wendt, Henrik January 2022 (has links)
This thesis investigates the possibility of creating a Virtual Reality learning environment prototype designed for firefighters. There are a lot of complications with the current training setup for firefighters, such as the environmental impact and that it is very timeconsuming. Another issue is that the firefighters are always training at the same location, which makes it very difficult to practice navigation with a thermal camera since they know the location by heart. A prototype has been designed and developed in cooperation with firefighters in Östergötland. The prototype was created to emulate a search and rescue mission where smoke diving is required. The main task of the mission is to navigate with a thermal camera in an unfamiliar apartment where training of the decision making process is in focus. The learning environment was tested and evaluated both by staff at Combitech as well as with the public at an exhibit. Moreover, it was also tested and evaluated by actual firefighters. The evaluation of the prototype concluded that it had a lot of potential to be used as a VR learning environment for firefighters. Some firefighters suggested that the prototype could already be used as a learning tool today, while others meant that it needed some improvements such as more tasks and multiple environments in order to be used to its full potential. The test results did also provide positive feedback on the usability of the VR learning environment. With some work, the VR learning environment can help the firefighters in their training.
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[pt] BATALHAS EPISTÊMICAS EM AMBIENTE POLARIZADO DE UMA PLATAFORMA DIGITAL / [en] EPISTEMIC BATTLES IN A POLARIZED ENVIRONMENT OF A DIGITAL PLATFORMCAROLINA VALENTE DE OLIVEIRA 19 August 2021 (has links)
[pt] Atualmente, diferenças de visões de mundo, especialmente as de natureza ideológica e política, vêm promovendo um clima de polarização, seja no ambiente off-line ou online. Uma das munições utilizadas na guerra do nós contra eles é o conhecimento. Discussões acaloradas são sustentadas por uma disputa de quem tem razão, quem está certo ao defender determinada posição. À luz de uma abordagem que integra a teoria do conhecimento aos estudos sobre postura epistêmica, na perspectiva da Análise da Conversa Etnometodológica, este trabalho tem por objetivo examinar como são construídas as batalhas epistêmicas na seção de comentários de um jornal digital, hospedado no YouTube, que posta vídeos de operações policiais avaliadas como abusivas. Os resultados demonstram que os participantes buscam derrotar o oponente invocando um desiquilíbrio epistêmico entre as partes. Para tanto, mobilizam diferentes recursos linguísticos para reivindicar uma postura epistêmica de mais conhecimento e deslegitimam posições que não são sustentadas por conhecimentos fundamentados e confiáveis. Os resultados revelam também que, em termos de efeitos argumentativos, as batalhas epistêmicas são um jogo sem vencedores. Elas não contribuem para modificar crenças enganosas, informações falsas e preconceitos. Elas servem apenas para reforçar a construção de identidades totalizantes, dificultando qualquer possibilidade de entendimento mútuo, ainda que não haja acordo. / [en] Currently, differences in worldviews, especially those of ideological and political nature, are promoting a climate of polarization, whether in the offline or online environment. One of the ammunitions used in the we versus they war is knowledge. Heated discussions are supported by a dispute of right or wrong, that is, who is right in defending a determined position. In the light of an approach that integrates the theory of knowledge to the studies on epistemic stance, from the perspective of the Conversation Analysis, this paper aims to examine how epistemic changes are constructed in the comments section of a digital newspaper, hosted on YouTube, which posts videos of police operations evaluated as abusive. The results demonstrate that the participants seek to defeat the opponent by invoking an epistemic imbalance between the parties. To this end, they mobilize different linguistic resources to claim an epistemic stance of more knowledge and delegitimize positions that are not supported by reliable and well-founded knowledge. The results also reveal that, in terms of argumentative effects, epistemic battles are a game with no winners. They do not contribute to modifying misleading beliefs, false information, and prejudices. They only serve to reinforce the construction of totalizing identities, hindering any possibility of mutual understanding, even if there is no agreement.
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Metaverse och dess betydelse för virtuellt samarbete i organisationer : En kvalitativ studie om Metaverse och dess potential samt utmaningar för virtuellt samarbete i organisationer / Metaverse and its importance for virtual collaboration in organizations : A qualitative study of Metaverse and its potential as well as challenges for virtual collaboration in organizationsLippe Nilsson, Carl Johan, Eriksson, Rasmus January 2022 (has links)
Begreppet Metaverse har på senare tid uppmärksammats som det allra hetaste området inom IT-branschen, före både kryptovaluta och artificiell intelligens. En stor anledning till detta är att Facebook valt att döpa om sitt varumärke till Meta och tydligt indikerat vad som är deras framtidsvision. Metaverse är ett begrepp som används för att beskriva olika virtuella miljöer och tillsammans med olika teknologier som Virtual Reality och Augmented Reality kan det användas för att berika och transformera virtuell kommunikation. Samarbete med hjälp av virtuell kommunikation har redan prövats när covid-19-pandemin slog hårt mot företag och anställda fick arbeta hemifrån. Med Metaverse intåg på marknaden kommer virtuell kommunikation stå inför en ännu större utmaning vilket kommer ställa ännu högre krav på hur företag väljer att kommunicera. Syftet med studien var därmed att ta reda på hur tekniska medel kopplat till Metaverse kan tillåta nya virtuella arbetssätt och ifall detta kan förbättra samarbete i organisationer, samt vilka utmaningar som detta för med sig och hur dessa kan bemötas. För att uppnå studiens syfte har en kvalitativ ansats tillämpats. Med hjälp av semistrukturerade intervjuer har forskningsområdet undersökts på djupet och för att analysera resultatet har en tematisk analys använts som stöd. Samtliga respondenter som intervjuats har en expertis inom området Metaverse och flera års erfarenhet av arbete inom IT-branschen. Studiens slutsats visar att Metaverse redan har en positiv påverkan på hur organisationer samarbetar och att utvecklingen inom området går med snabba steg framåt. Det finns flera fördelar med att använda sig av Metaverse-teknologier i organisationer, men samtidigt finns det utveckling kvar att göra då det finns en del utmaningar med Metaverse som kräver vidare forskning. / The term Metaverse has recently gained attention as the hottest area in the IT industry before both cryptocurrency and artificial intelligence. A big reason for this is that Facebook has chosen to rename its brand Meta and clearly indicated what their future vision is. Metaverse is a term used to describe different virtual environments and together with different technologies such as Virtual Reality and Augmented Reality it can be used to enrich and transform virtual communication. Cooperation through virtual communication has already been put to the test when the covid-19 pandemic hit companies hard, and employees had to work from home. With Metaverse entering the market, virtual communication will face an even greater challenge, which will place even higher demands on how companies choose to communicate. The purpose of the study was thus to find out how technical means linked to Metaverse can allow new virtual working methods and if this can improve collaboration in organizations, as well as what challenges this entails and how these can be met. To achieve the purpose of the study, a qualitative approach has been applied. With the help of semi-structured interviews, the research area has been investigated in depth and to analyze the results, a thematic analysis has been used as support. All respondents interviewed have expertise in the Metaverse area and several years of experience working in the IT industry. The study's conclusion shows that Metaverse already has a positive impact on how organizations collaborate, and that the development is taking rapid steps forward. There are several benefits to using Metaverse technologies in organizations, but at the same time there is still development to be done as there are some challenges with Metaverse that require further research.
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Virtual Reality Menu Structures : How 2D and 3D menus affect the user experience in a virtual game environment.Olsson, Atlas January 2022 (has links)
This thesis explores current guidelines for the development of menu systems in virtual reality with the main focus aimed toward gaming environments. These guidelines were gathered with the help of a literature study and two expert interviews. A game environment was created as a platform to test the systems. A 2D menu system and a 3D menu system were implemented with the help of gathered guidelines. The prototype was tested with participants in an experiment and empirical data was gathered and analyzed. The measured data shows minor differences in inefficiency, error rate, and learnability but a greater difference in immersiveness thus resulting in a subjectively preferred system to be 3D based.
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Physically Based Modeling and Simulation for Virtual Environment based Surgical TrainingNatsupakpong, Suriya January 2010 (has links)
No description available.
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The Role of Peripheral Vision in Configural Spatial Knowledge AcquisitionDouglas, Lisa J. 19 June 2017 (has links)
No description available.
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Apprehending Remote Affordances: Assessing Human Sensor Systems and Their Ability to Understand a Distant EnvironmentMurphy, Taylor Byers 27 September 2013 (has links)
No description available.
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Gamifying Memory Retention : Interactive 3D maze for Facilitating Image Memorization / Spelifiering av minnesbevarande : interaktiv 3D-labyrint för att underlätta bildminnesinlärningFeng, Jesse January 2024 (has links)
The slide presentation format is extensively used in classrooms and serves as the mainstream presentation tool in the educational context, providing a format to organize information into slides for presentation. There are many benefits to the slide presentation format. However several studies have also been dedicated to measuring the effect of the slide format on learning, which has resulted in mixed results. To investigate this problem, this study investigates how gamification combined with virtual environments can create a new format that can be compared and measured against the slide presentation format. Thus, a novel 3D maze format was developed. The developed 3D maze format was evaluated against the slide presentation format in an experiment with 21 participants, using the image memorization score (number of correctly remembered images from the experiment) as the variable for comparison. The results from the experiment showed that the slide presentation format resulted in a slightly higher image memorization score compared to the novel 3D maze format. However, one-third of the participants preferred the new format over the traditional slide presentation format despite it being completely new. / Bildpresentationer används flitigt i klassrummen och är standard för presentationsverktyg i utbildningssammanhang och tillhandahåller ett format för att organisera information i bilder för presentation. Det finns många fördelar med bild-presentationsformatet. Men flera studier har också ägnats åt att mäta effekten av bild-formatet på inlärning, med blandade resultat. Denna studie undersöker hur spelifiering i kombination med virtuella miljöer kan skapa ett nytt format som kan jämföras med bild-presentationsformatet. Därför utvecklades ett nytt 3D-labyrintformat. Det utvecklade 3D-labyrintformatet utvärderades mot bild-presentationsformatet i ett experiment med 21 deltagare, med hjälp av bildminnespoängen (antal korrekt ihågkomna bilder från experimentet) som jämförelsevariabel. Resultaten från experimentet visade att slide-presentationsformatet resulterade i en något högre bildminnespoäng jämfört med det nya 3D-labyrintformatet. En tredjedel av deltagarna föredrog däremot det nya formatet framför det traditionella slide-presentationsformatet trots att det var nytt.
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