• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1078
  • 289
  • 132
  • 128
  • 75
  • 66
  • 45
  • 24
  • 22
  • 22
  • 15
  • 13
  • 13
  • 9
  • 7
  • Tagged with
  • 2237
  • 2237
  • 656
  • 300
  • 297
  • 282
  • 276
  • 241
  • 240
  • 216
  • 213
  • 205
  • 181
  • 169
  • 166
  • 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.

Comparative assessment of human observation in virtual and physical reality

Larif, Oumaima 09 August 2019 (has links)
Virtual Reality (VR) is a computer-generated simulation of an environment that can be interacted with a seemingly real or physical way by a person using special electronic equipment. VR techniques have the potential to reduce design cycle times and reduce or eliminate physical prototyping costs if the human performance in VR is truly comparable to physical reality. In this research, human oversight of an assembly process in virtual reality (VR) and physical reality is compared for the ability to detect deviations (errors) in parts. This is relevant to verifying the use of VR to assess the vulnerability of cyber-physical systems with human observation.

Defining and exploring virtual reality : a Burkeian and heuristic analysis

Carney, Ryan E. January 2010 (has links)
Virtual reality has existed for many years, dating back to the 1940s but becoming popular on a larger scale in the late 1980s and early 1990s. It has been largely regarded as something of a plaything or hobby and, in general, as something that is on a lower echelon when compared to physical reality. In recent years, however, as our society becomes more interconnected via the Internet and as highly interactive web services, such as Facebook, Second Life, and Twitter, play a larger role in individualsʼ lives, a reexamination of the status of virtual reality becomes necessary. ! This study employs the work of a major twentieth century critic, Kenneth Burke, and from his conception of dramatism to demonstrate that 1) virtual reality, for many, is a significant reality that can often lead to the formation of meaningful relationships between individuals and 2) the significance of this reality is born out of users dramatizing their online experiences. Through heuristics and dramatistic analysis, I examine how the users of Facebook dramatize their actions and collectively contribute to the formation of a controlling narrative that can be seen across all of virtual reality. Further, the findings of this thesis provide a heuristic foundation for future research into virtual reality. / The problem -- Literature review -- Method -- The controlling drama of Facebook as a virtual reality -- Conclusions, limitations and heuristic propositions. / Department of Telecommunications

Integrating behavioural design into the virtual environment development process

Willans, James Stephen January 2001 (has links)
No description available.

An integrated system for virtual simulation and visualization of rapidprototyping

Chan, Mei-mei, Amy, 陳美美 January 2002 (has links)
published_or_final_version / abstract / toc / Industrial and Manufacturing Systems Engineering / Master / Master of Philosophy

The properties of mixed reality boundaries

Koleva, Boriana January 2001 (has links)
No description available.

Three dimensional modelling of Scottish early medieval sculpted stones

Jeffrey, Stuart January 2003 (has links)
No description available.

A real-time rope model suitable for game engine usage

Garrido, Randy A. 09 1900 (has links)
Approved for public release; distribution is unlimited / This thesis attempts to lay a foundation for producing a real-time rope model suitable for game engine usage. The model presented here is only one of the many possible approaches in modeling a rope. The basic premise used was derived from Erkin Tunca's source code. The concept is then attempted on the Open Dynamics Engine (ODE) built by Russell Smith. This work shows promise but much still needs to be done. This thesis only scratches the surface on the subject. In addition, ODE is primarily designed for (articulated) rigid bodies. Therefore, the next step is to create a deformable body (the rope) in ODE. / Major, United States Army

The Forward Observer Personal Computer Simulator (FOPCSim) 2

Strom, Mark W. 09 1900 (has links)
Due to declining budgets and decreases in ammunition allowances, the opportunity to conduct live fire artillery training has been greatly reduced. The available simulation trainers are either outdated, require specialize contractor support, or are not deployable. FOPCSim was developed at no cost, is freely available, takes advantages of modern 3D graphics, eliminates costly contractor support, and will run on laptops in support of deploying units. The simulator provides users with real-time performance feedback based on the Marine Corps Training and Readiness standards and was designed according to a cognitive task analysis of the call for fire procedures. To evaluate how well FOPCSim trains the call for fire procedures, an experiment was conducted at The Basic School in Quantico, Virginia. FOPCSim was used in place of the current simulation: Training Set, Fire Observation (TSFO) to evaluate its training effectiveness. By eliminating the overhead associated with most simulators, FOPCSim allows users to perform the call for fire procedures with a high degree of repetitiveness which is needed to train this type of task.

Design and operational aspects of autonomous Unmanned Combat Aerial Vehicles

Baggesen, Arne 09 1900 (has links)
A family of advanced weapon systems that deserves special attention comprises aerial autonomous weapons called Unmanned Combat Aerial Vehicles (UCAVs), which are characterized by the ability to loiter in the target area, sense the targets, acquire the targets, and then engage them. Modeling this combination of capabilities in a specific operational setting is necessary for addressing design and operational issues of this weapon. This work focuses on the development of an analytic probability model that captures key aspects of the autonomous weapon systems' engagement process. Special attention is given to simultaneous attack occurrences, imperfect battle damage assessment, and attack coordination properties. The model is a continuous-time Markov Chain and for its implementation a state generator and an algorithm that computes the transition and limiting probabilities has been developed and programmed in Java based software. The Markovmodel derives values for several measures of effectiveness (MOEs), and the average engagement time. Different operational scenarios and design configurations are examined in a sample analysis to demonstrate the model's capabilities. Tradeoffs among sensing, data processing capabilities, vulnerability and lethality of UCAVs are explicitly represented with respect to selected MOEs.

Spatial orientation and familiarity in a small-scale real environment using PC-based virtual environment technology

Molmer, Matthew. 09 1900 (has links)
Conducting training in a new or unfamiliar environment requires a certain amount of time to acquire the necessary spatial orientation and familiarity to that environment's physical layout. This thesis explores the effects of exposing individuals to a PC-based virtual replication of a small-scale real world training environment to determine if such exposure has any effect on an individual's ability to acquire the necessary spatial orientation and familiarity of the real world environment. In this thesis individual spatial orientation and familiarity to the layout of the real world environment will be measured using a set of retrieval tasks conducted in the real environment and by development of a sketched map of that environment. Establishing a link between an individual's ability to gain an acceptable level of spatial orientation and familiarity with a real world environment by first exposing them to a PC-based virtual replication of that environment is vital to the future of video game development and virtual simulation technologies used for training in the military.

Page generated in 0.0542 seconds