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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.
241

Exploring a chromakeyed augmented virtual environment for viability as an embedded training system for military helicopters

Lennerton, Mark J. 06 1900 (has links)
Approved for public release, distribution is unlimited / Once the military helicopter pilot deploys aboard a naval vessel he leaves behind all training platforms, short of the actual aircraft, that present enough fidelity for him to maintain the highest levels of readiness. To that end, this thesis takes a preliminary step in creating a trainer that places the pilot in an immersive and familiar environment to exercise myriad piloting tasks as faithfully and as rigorously as in actual flight. The focus of this thesis it to assess the viability of an chromakeyed augmented virtual environment (ChrAVE) trainer embedded into a helicopter for use in maintaining certain perishable skills. Specifically this thesis will address the task of helicopter low-level land navigation. The ChrAVE was developed to substantiate the viability of having embedded trainers in helicopters. The ChrAVE is comprised of commercial off the shelf (COTS) equipment on a transportable cart. In determining whether a system such as the ChrAVE is viable as a laboratory for continued training in virtual environment, the opinion of actual pilots that were tasked with realistic workloads was used. Additionally, empirical data was collected and evaluated according to the subject pool's thresholds for acceptable low-level navigation performance. / Captain, United States Marine Corps
242

[en] PROPAGATION OF SOUND IN TWO-DIMENSIONAL VIRTUAL ACOUSTIC ENVIRONMENTS. / [pt] PROPAGAÇÃO DE SOM EM AMBIENTES ACÚSTICOS VIRTUAIS BIDIMENSIONAIS

SERGIO ALVARES R SOUZA MAFFRA 16 July 2003 (has links)
[pt] Durante muito tempo, a simulação computacional de fenômenos acústicos tem sido utilizada principalmente no projeto e estudo da acústica de ambientes. Recentemente, no entanto, podemos ver um maior interesse na utilização dessas simulações como forma de aumentar a sensação de imersão em ambientes virtuais. De forma geral, podemos dizer que um ambiente acústico virtual deve ser capaz de realizar duas tarefas: simular a propagação do som em um ambiente e ser capaz de reproduzi-lo com seu conteúdo espacial, isto é, reproduzi-lo de forma a permitir o reconhecimento da direção de propagação do som. Esta dissertação trata desses dois assuntos. São revistos os algoritmos mais comuns para o cálculo da propagação do som e, brevemente, as formas utilizadas para reproduzir áudio com conteúdo espacial. Também é apresentada a implementação de um ambiente acústico virtual, baseado nos algoritmos de beam tracing, que simula a propagação do som em ambientes bidimensionais. Como grande parte do cálculo de propagação é realizada em uma etapa de pré-processamento, o ambiente acústico virtual implementado trata apenas de fontes fixas no espaço. Os caminhos de propagação calculados são compostos de reflexões especulares e difrações do som. / [en] For a long time, computational simulation of acoustic phenomena has been used mainly in the design and study of the acoustic properties of concert and lecture halls. Recently, however, there is a growing interest in the use of such simulations in virtual environments in order to enhance users` immersion experience. Generally, we can say that a virtual acoustic environment must be able to accomplish two tasks: simulating the propagation of sound in an environment and reproducing audio with spatial content, that is, in a way that it allows the recognition of the direction of sound propagation. These tasks are the topic of the present dissertation. We begin with a revision of the most common algorithms for the simulation of sound propagation and, briefly, of the reproduction of audio with spatial content. We then present the implementation of a virtual acoustic environment, based on beam tracing algorithms, which simulates the propagation of sound waves in two-dimensional environments. As most of the computation is made in a pre-processing stage, the virtual acoustic environment implemented is appropriate only for spatially fixed sound sources. The propagation paths computed are made of specular reflections and of diffractions.
243

Controle inteligente do caminhar de robôs móveis simulados

Heinen, Milton Roberto 10 January 2007 (has links)
Made available in DSpace on 2015-03-05T13:58:27Z (GMT). No. of bitstreams: 0 Previous issue date: 10 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / O objetivo desta dissertação é propor, testar e avaliar o uso de técnicas de Aprendizado de Máquina (ML) na configuração automática do controle do caminhar de robôs com pernas. Para que este objetivo fosse atingido, um extensa pesquisa de técnicas do estado da arte foi realizada e descrita neste trabalho. Esta pesquisa permitiu a elaboração do modelo proposto, chamado de LegGen, que foi implementado em um protótipo. O protótipo modelo em questão permite a utilização de vários tipos de robôs, compostos de quatro, seis ou mais patas, e além disto permite a evolução da morfologia dos robôs. Utilizando o protótipo, é possível a realização de experimentos com robôs autônomos dotados de pernas, em um ambiente virtual tridimensional realístico, através de simulações baseadas em física. Foi utilizada a biblioteca ODE (Open Dynamics Engine) para a simulação de corpos rígidos e articulações, permitindo assim simular forças agindo nas articulações (atuadores), gravidade e colisões, entre outras propriedades físicas dos / The main goal of this dissertation is to propose, to test and to evaluate the use of Machine Learning (ML) techniques in the automatic con_guration of the gait control in legged robots. In order to achieve this goal, an extensive research about state-of-the-art techniques was accomplished and they are described in this work. This research allowed the development of the proposed model, called LegGen, which was implemented in a prototype. The proposed model allows the use of several different robot models with four, six or more paws. Besides that, the prototype allows also to study the robot's morphology evolution. The implemented prototype allows to accomplish experiments with autonomous legged robots, in a realistic three-dimensional virtual environment, through physics based simulations. The ODE (Open Dynamics Engine) software library was used in the physical simulation of rigid bodies and articulations, allowing to simulate forces acting in the articulations (actuators), gravity and collisions, among other
244

Tecnologias; educação e seus sentidos: o movimento de um grupo de pesquisa sobre interdisciplinaridade - GEPI

Miranda, Raquel Gianolla 19 March 2008 (has links)
Made available in DSpace on 2016-04-27T14:32:10Z (GMT). No. of bitstreams: 1 Raquel Gianolla Miranda .pdf: 1360643 bytes, checksum: 07a30852f2a67d2363310382824019bf (MD5) Previous issue date: 2008-03-19 / This research involves the analysis of the process of appropriation of the usage of virtual environments based on the Internet by the Interdisciplinarity research group GEPI, coordinated by Ivani Catarina Arantes Fazenda, P.H.D. It deals with the investigation of the movement which this group pursued to establish its communication, the socialization of materials and registers, the study and the dialogue with distant colleagues and the possibility of establishing a virtual reflective environment on the theme Interdisciplinarity. An analysis based on the principles of an interdisciplinary education. In order to do so, we searched for an insight into the theory which firstly, has taken us to rescue the meaning of words as education, long distance education, technology, studying and dialogue among others, showing in such a manner, an educational context which this Interdisciplinarity insight demands. We concluded that the exercise of appropriation of virtual environments in an interdisciplinary perspective navigates slowly but solidly in communicative terms. At the same time and paradoxically, the quick productive moments after the use of virtual Internet resources were remarkable. We could also observe that the amplitude that the word Education possesses makes it difficult for us to establish the limits between long distance education and traditional classroom teaching. Finally, we concluded that the Interdisciplinarity insight into this problem has led us not to dismiss our built conceptions acquired by experience in the name of virtual environments, but rather to aggregate the specific considerations of each educational virtual environment within the already built frame of experience / Este trabalho de pesquisa envolve a análise do processo de apropriação do uso de ambientes virtuais baseados na Internet por um grupo de pesquisa e estudos sobre interdisciplinaridade GEPI, coordenado pela Profa. Ivani Fazenda. Trata-se de investigar o movimento que este grupo percorreu ao estabelecer sua comunicação, a socialização de materiais e registros, o estudo e o diálogo com colegas distantes e a possibilidade de estabelecer um ambiente de reflexão à distância sobre o tema interdisciplinaridade - uma análise baseada nos princípios de uma educação interdisciplinar. Para tanto, buscamos um olhar a partir desta teoria o que nos moveu, num primeiro momento, a resgatar o sentido de termos como educação, educação a distancia, tecnologia, estudo e diálogo, entre outros, apresentando, assim, um contexto de educação que este olhar interdisciplinar exige. Pudemos concluir que o exercício de apropriação de ambientes virtuais numa perspectiva interdisciplinar deste grupo navega em movimentos lentos, porém, sólidos de comunicação. Ao mesmo tempo e, paradoxalmente, a velocidade propulsora de fomento produtivo do grupo foi marcante depois da utilização de recursos virtuais da Internet. Pudemos também observar que a amplitude que o termo educação concebe dificulta-nos estabelecer limites no que se entende por presencial e a distancia que vivenciamos. Finalmente, pudemos concluir que o olhar interdisciplinar sobre a questão nos leva a pensar em não nos demitirmos de nossas concepções construídas ao longo de um tempo de experiências e vivencias para utilização destes ambientes virtuais, mas sim, introduzirmos as considerações específicas de cada ambiente educativo dentro da experiência adquirida
245

Descoberta do desânimo de alunos em ambientes virtuais de ensino e aprendizagem : um modelo a partir da mineração de dados educacionais

Santos, Fabricia Damando January 2016 (has links)
A presente pesquisa aborda uma investigação interdisciplinar (Educação e Computação) sobre estudos que estabeleceram como foco a influência da afetividade na educação e sobre como reconhecer o desânimo do aluno em interação em um ambiente virtual de ensino e aprendizagem (AVEA) utilizando mineração de dados educacionais (MDE). A afetividade pode influenciar na aprendizagem do aluno, principalmente com relação aos aspectos negativos, frustrações, sensações de solidão, desânimo, fazendo com que o aluno possa, inclusive, desistir de um curso, tornando-se uma problemática no ensino. Identificar esses aspectos em cursos à distância torna-se desafiador para o professor devido à distância temporal e assincronicidade desse meio. Nos cursos à distância, essa possibilidade pode ser permitida através das análises dos dados das interações do aluno no ambiente, porém, o volume de dados existentes torna-se muito grande para ser analisado pelo professor, fazendo com que seja mais difícil realizar essa identificação. Na busca por identificar o estado de ânimo desanimado, esta tese apresenta um Modelo de Predição do Desânimo baseado em comportamento observável e autorrelato armazenados em AVEA, utilizando regras de associação. Para desenvolver o Modelo de Predição do aluno, as variáveis comportamentais indicadoras do desânimo foram evidenciadas na pesquisa, bem como a utilização dos fundamentos e instrumento de Scherer para identificação dos estados afetivos, mais precisamente do estado de ânimo desanimado, que duram por longos períodos, possibilitando sua identificação após determinados fatos terem ocorrido no processo de aprendizagem, o que possibilitou ter uma metodologia de acompanhamento do aluno. As regras de associação foram descobertas devido ao potencial da MDE, que, além de propiciar a inferência e predição, pode ser usada para fornecer apoio tanto ao professor, no processo de ensino e acompanhamento do aluno, quanto ao aluno, no processo de aprendizagem. Nesse contexto, a pesquisa é aplicada ao processo de ensino e aprendizagem utilizando como procedimento técnico experimentos para coleta de dados. Foram feitos experimentos com aplicação de técnicas computacionais para apoio à inferência e geração do modelo de predição. Em cada experimento onde se aplicou a MDE, as melhores regras foram escolhidas com base nas medidas de interesse e presença do estado de ânimo desanimado. A partir dessas melhores regras, uma validação foi realizada em um novo experimento propondo o Modelo de Predição do aluno desanimado em interação no AVEA Moodle. Além de apresentar o Modelo de Predição do Aluno Desanimado, este modelo foi implementado e integrado como ferramenta computacional à plataforma Moodle. A pesquisa justifica-se na medida em que apresenta inovação tecnológica para investigar a influência da afetividade na aprendizagem dentro do contexto da Educação a Distância (EAD) e aplica técnicas computacionais desenvolvendo um Modelo de Predição do Aluno Desanimado, que fornece para o professor uma visão geral do modelo e melhor acompanhamento de seus alunos, através de dashboard, contribuindo na sua prática docente. Logo, a tese apresenta como destaque inovador um produto de pesquisa com utilidade na prática docente no ensino superior, principalmente em cursos EAD, para o reconhecimento de aspectos relacionados à afetividade no contexto educacional. Através da ferramenta computacional, um melhor acompanhamento de alunos desanimados em interação em AVEA pode ser feito pelo professor, permitindo a este fomentar uma metodologia de acompanhamento desses alunos, a fim de minimizar futuras evasões, bem como desistências em cursos e disciplinas, beneficiando a comunidade acadêmica. / This research addresses an interdisciplinary research (Education and Computer) on studies that established focus on the influence of affectivity in education and how to recognize the dismay of student interaction in a virtual teaching and learning environment (VTLE) using educational data mining (EDM). Affection can influence student learning, particularly with respect to the negative, frustration, feelings of loneliness, discouragement, causing the student can even give up a course, becoming a problematic teaching. Identify these aspects in distance courses becomes challenging for the teacher due to the temporal distance and asynchronicity that medium. In distance learning courses, this possibility may be permitted by the data analysis of student interactions in the environment, however, the amount of data becomes too large to be analyzed by the teacher, making it more difficult to carry out such identification. In seeking to identify the state of despondent mood, this thesis presents a prediction model of the observable behavior-based Discouragement and self-report stored in VTLE using association rules. To develop the prediction model student, the indicator behavioral variables of discouragement were evident in the research, and the use of the grounds and Scherer tool to identify the affective states, specifically the state of despondent mood that last for long periods, enabling identification after certain events have occurred in the learning process, making it possible to have a follow-up methodology of the student. Association rules were discovered due to the potential of the EAW, which, besides providing the inference and prediction, can be used to provide support to both the teacher in the teaching and monitoring of the student as the student in the learning process. In this context, the research is applied to the teaching and learning process using as a technical procedure experiments to collect data. experiments were made with application of computational techniques to support the inference and generation of the prediction model. In each experiment where we applied the MED, the best rules were chosen based on measures of interest and presence in the state of despondent mood. From these best rules, a validation was performed on a new experiment proposing the Prediction Model discouraged student interaction in VTLE Moodle. In addition to presenting the Prediction Model of Student Discouraged, this model was implemented and integrated as a computational tool to the Moodle platform. The research is justified in that it presents technological innovation to investigate the influence of affect on learning within the education context Distance Learning and applies computational techniques developing a prediction model Discouraged Student, which provides for the teacher a view general model and better monitoring of their students through dashboard, contributing to their teaching practice. Therefore, the thesis shows how innovative highlight a research product to use in teaching practice in higher education, especially in distance education courses, for the recognition of aspects related to affectivity in the educational context. Through computational tool for better monitoring of disheartened students interacting in VTLE it can be done by the teacher, allowing him to promote a follow-up methodology of these students in order to minimize future evasions and dropouts courses and disciplines, benefiting the community academic. / Esta investigación se ocupa de una investigación interdisciplinaria (Educación e Informática) en los que se estableció el enfoque sobre la influencia de la afectividad en la educación y cómo reconocer la consternación de la interacción del estudiante en un entorno virtual de enseñanza aprendizaje (AVEA) utilizando la minería de datos educativa (MDE). El afecto puede influir en el aprendizaje del estudiante, en particular con respecto a la negativa, frustración, sentimientos de soledad, desánimo, haciendo que el estudiante puede incluso renunciar a un curso, convirtiéndose en una enseñanza problemática. Identificar estos aspectos en los cursos a distancia se convierte en un reto para el maestro debido a la distancia temporal y asincronía ese medio. En los cursos de enseñanza a distancia, esta posibilidad puede ser permitido por el análisis de los datos de las interacciones de los estudiantes en el ambiente, sin embargo, la cantidad de datos es demasiado grande para ser analizados por el profesor, lo que hace más difícil llevar a cabo dicha identificación. Al tratar de identificar el estado de ánimo deprimido, esta tesis presenta un modelo de predicción del desaliento observables basada en el comportamiento y auto-informe almacenado en AVEA las reglas de asociación. Para desarrollar el estudiante modelo de predicción, las variables de comportamiento del indicador de desaliento eran evidentes en la investigación, y el uso de los terrenos y Scherer herramienta para identificar los estados afectivos, específicamente el estado de ánimo deprimido que duran por largos períodos de tiempo, que permite la identificación después de ciertos acontecimientos se han producido en el proceso de aprendizaje, por lo que es posible tener una metodología de seguimiento del estudiante. Reglas de asociación fueron descubiertos debido al potencial de la orden de detención europea, que, además de proporcionar la inferencia y la predicción, se puede utilizar para proporcionar apoyo tanto a la maestra en la enseñanza y el seguimiento del alumno como estudiante en el proceso de aprendizaje. En este contexto, la investigación se aplica al proceso de enseñanza y aprendizaje mediante experimentos como un procedimiento técnico para recopilar datos. experimentos se hicieron con la aplicación de técnicas computacionales para apoyar la inferencia y la generación del modelo de predicción. En cada experimento en el que se aplicó el MDE, las mejores reglas fueron elegidos en base a medidas de interés y presencia en el estado de ánimo deprimido. A partir de estas mejores reglas, una validación se realizó en un nuevo experimento que propone la interacción de los estudiantes desalentado modelo de predicción de AVEA Moodle. Además de presentar el Modelo de Predicción del Estudiante Desalentado, este modelo fue implementado e integrado como una herramienta computacional para la plataforma Moodle. La investigación se justifica porque presenta la innovación tecnológica para investigar la influencia del efecto sobre el aprendizaje en el contexto de la educación a distancia (EAD) y aplica técnicas computacionales en desarrollo un modelo de predicción de Estudiantes Desalentado, que prevé el profesor una vista modelo general y un mejor seguimiento de sus estudiantes a través de tablero de instrumentos, contribuyendo a su práctica docente. Por lo tanto, la tesis muestra cómo destacado innovador de un producto de investigación a utilizar en la práctica docente en la enseñanza superior, sobre todo en los cursos de educación a distancia, para el reconocimiento de los aspectos relacionados con la afectividad en el contexto educativo. A través de la herramienta computacional para un mejor seguimiento de los estudiantes desanimados que interactúan en AVEA se puede hacer por el profesor, lo que le permite promover una metodología de seguimiento de estos estudiantes con el fin de reducir al mínimo las evasivas y abandonos futuros cursos y disciplinas, en beneficio de la comunidad académica.
246

Simulation, Erfassung und Analyse direkter Objektmanipulationen in Virtuellen Umgebungen / Simulation, Recording and Analysis of Direct Object Manipulations in Virtual Environments

Heumer, Guido 08 July 2011 (has links) (PDF)
Mit der Interaktionstechnik der "direkten Objektmanipulation" für virtuelle Umgebungen wird angestrebt, virtuelle Objekte genauso realistisch und flexibel handhaben zu können, wie das bei realen Objekten der Fall ist. Das bedeutet, virtuelle Objekte können mittels eines Handmodells direkt berührt, ergriffen, getragen, gedrückt und gezogen werden. Diese Interaktionstechnik findet vor allem dort Anwendung, wo Objektmanipulationen möglichst realistisch simuliert und erfasst werden sollen, z.B. bei Ergonomieuntersuchungen, virtuellem Prototyping, Trainingssimulationen usw. Neben einigen Ansätzen zur technischen Umsetzung von direkten Objektmanipulationen werden in dieser Arbeit vor allem Konzepte und Verfahren entwickelt und vorgestellt, die eine Erfassung und Analyse von Benutzerinteraktionen unter Verwendung dieser Interaktionstechnik ermöglichen. Eine wichtige Rolle spielt dabei die Untersuchung von Greifvorgängen, insbesondere die automatische Erkennung von Greifarten. Dazu wurden mehrere ausführliche empirische Studien mit einer neuartigen systematischen Methodik durchgeführt, woraus sich Empfehlungen für die Wahl von Klassifikationsverfahren und die Zusammensetzung der Merkmale ergeben. Ein weiteres Ergebnis ist eine neue Taxonomie von Greifarten, die speziell auf den Einsatz in virtueller Realität zugeschnitten ist und sich durch die Integration nicht-prehensiler Greifarten auszeichnet. Als weiterer wesentlicher Beitrag wird ein Analyseverfahren vorgestellt, mit dem der kontinuierliche Strom von Bewegungs- und Interaktionsdaten in Sequenzen von diskreten sinntragenden Basisinteraktionen zerlegt werden kann. Diese Sequenzen können anschließend manuell ausgewertet oder im Rahmen des "Action Capture"-Verfahrens in eine abstrakte Aktionsrepräsentation überführt und durch unterschiedliche virtuelle Figuren wiedergegeben werden.
247

The Omnidirectional Acquisition of Stereoscopic Images of Dynamic Scenes

Gurrieri, Luis E. 16 April 2014 (has links)
This thesis analyzes the problem of acquiring stereoscopic images in all gazing directions around a reference viewpoint in space with the purpose of creating stereoscopic panoramas of non-static scenes. The generation of immersive stereoscopic imagery suitable to stimulate human stereopsis requires images from two distinct viewpoints with horizontal parallax in all gazing directions, or to be able to simulate this situation in the generated imagery. The available techniques to produce omnistereoscopic imagery for human viewing are not suitable to capture dynamic scenes stereoscopically. This is a not trivial problem when considering acquiring the entire scene at once while avoiding self-occlusion between multiple cameras. In this thesis, the term omnidirectional refers to all possible gazing directions in azimuth and a limited set of directions in elevation. The acquisition of dynamic scenes restricts the problem to those techniques suitable for collecting in one simultaneous exposure all the necessary visual information to recreate stereoscopic imagery in arbitrary gazing directions. The analysis of the problem starts by defining an omnistereoscopic viewing model for the physical magnitude to be measured by a panoramic image sensor intended to produce stereoscopic imagery for human viewing. Based on this model, a novel acquisition model is proposed, which is suitable to describe the omnistereoscopic techniques based on horizontal stereo. From this acquisition model, an acquisition method based on multiple cameras combined with the rendering by mosaicking of partially overlapped stereoscopic images is identified as a good candidate to produce omnistereoscopic imagery of dynamic scenes. Experimental acquisition and rendering tests were performed for different multiple-camera configurations. Furthermore, a mosaicking criterion between partially overlapped stereoscopic images based on the continuity of the perceived depth and the prediction of the location and magnitude of unwanted vertical disparities in the final stereoscopic panorama are two main contributions of this thesis. In addition, two novel omnistereoscopic acquisition and rendering techniques were introduced. The main contributions to this field are to propose a general model for the acquisition of omnistereoscopic imagery, to devise novel methods to produce omnistereoscopic imagery, and more importantly, to contribute to the awareness of the problem of acquiring dynamic scenes within the scope of omnistereoscopic research.
248

Understanding user engagement in immersive and interactive stories

Dow, Steven P. 23 September 2008 (has links)
Popular science fiction often proffers the Holodeck vision for future immersive media: a seamless and transparent interface connecting users to a virtual world where they transform into a story character and influence unfolding events. In my dissertation, I offer empirical observations on a discussion that has been largely theoretical to this point. I explore the psychological concept of user engagement through an immersive and interactive story experience called AR Façade. In the experience, the "player" interfaces with an animated married couple through an augmented reality (AR) interface that allows for unconstrained body movement and speech communication. The player finds herself in the middle of a marital conflict and can influence how the social scenario plays out through her actions and statements. I have studied the AR Façade experience from the user perspective by conducting mixed-method investigations in two instantiations: our proof of concept lab demo at Georgia Tech and an eleven-week gallery installation at the Beall Center for Art and Technology in Irvine, CA. My thesis challenges the assumptions ingrained in the Holodeck vision by offering empirical evidence that immersive display technology both supports and counteracts the experiential pleasures sought by proponents of the Holodeck medium. Focusing on the experiential aspects of the human-computer interface, I examine how a media experience changes when going from traditional desktop interaction to immersive augmented reality. While the goal of many presence researchers is to strive for an "illusion of non-mediation", I conclude that explicit mediation may be required for reaching embodied narrative engagement. An immersive interface should be mediated to provide clear mechanics to support player agency (the feeling of empowerment over events) and allow the player to manage their distance from the designated character role. In the process of presenting evidence for my claim, I clarify the terminology across the stakeholder disciplines and present an empirical case study that spans media theory, design practice, and computer science.
249

Prospective control effect of exploratory-task-generated-motion on adaptation in real and virtual environments /

Littman, Eric Marshall. January 2009 (has links)
Thesis (M.A.)--Miami University, Dept. of Psychology, 2009. / Title from first page of PDF document. Includes bibliographical references (p. 43-47).
250

A 3D Virtual Environment Development Platform for ASD Therapy Tools

Chamberlain, Morne Edward 12 1900 (has links)
Thesis (MSc (Computer Science))--University of Stellenbosch, 2009. / ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school. / AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.

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