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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.
311

Orientering i 2,5D-side-scrollingspel för Virtual Reality / Orientation in 2.5D Side-scrolling Games for Virtual Reality

Hellberg, Oscar January 2016 (has links)
Virtual Reality är ett media med gamla rötter, men samtidigt en ny teknologi för allmänheten. Ett av problemen med VR är att det kan frammana visst obehag då det brukas, så kallad simulatorsjuka (Kennedy m.fl., 1993), vilket forskare studerar i syftet att förstå hur det undviks. I denna undersökning har en artefakt tagits fram i form av en spelprototyp, av slaget 2,5D-side-scrollingspel till VR, och använts för att studera uppkomsten av simulatorsjuka. Artefakten använder en head-mounted display för att uppnå VR. Tre testpersoner deltog i undersökningen, och för att mäta symptomen användes ett beprövat frågeformulär samt kvalitativa intervjuer. Data visar på att en tidigare hypotes om intryckskonflikt (Kolasinski, 1995, s.7) är inkorrekt, samt att konventionella orienteringsmekaniker har vissa fördelar. För framtida studier bör simulatorsjuka undersökas från fler vinklar och/eller med ett större urval av testpersoner.
312

An investigation into web-based panoramic video virtual reality with reference to the virtual zoo

Chen, Wu-Hsiung January 2010 (has links)
Panoramic image Virtual Reality (VR) is a 360 degree image which has been interpreted as a kind of VR that allows users to navigate, view, hear and have remote access to a virtual environment. Panoramic Video VR builds on this, where filming is done in the real world to create a highly dynamic and immersive environment. This is proving to be a very attractive technology and has introduced many possible applications but still present a number of challenges, considered in this research. An initial literature survey identified limitations in panoramic video to date: these were the technology (e.g. filming and stitching) and the design of effective navigation methods. In particular, there is a tendency for users to become disoriented during way-finding. In addition, an effective interface design to embed contextual information is required. The research identified the need to have a controllable test environment in order to evaluate the production of the video and the optimal way of presenting and navigating within the scene. Computer Graphics (CG) simulation scenes were developed to establish a method of capturing, editing and stitching the video under controlled conditions. In addition, a novel navigation method, named the “image channel” was proposed and integrated within this environment. This replaced hotspots: the traditional navigational jumps between locations. Initial user testing indicated that the production was appropriate and did significantly improve user perception of position and orientation over jump-based navigation. The interface design combined with the environment view alone was sufficient for users to understand their location without the need to augment the view with an on screen map. After obtaining optimal methods in building and improving the technology, the research looked for a natural, complex, and dynamic real environment for testing. The web-based virtual zoo (World Association of Zoos and Aquariums) was selected as an ideal production: It had the purpose to allow people to get close to animals in their natural habitat and created particular interest to develop a system for knowledge delivery, raising protection concerns, and entertaining visitors: all key roles of a zoo. The design method established from CG was then used to develop a film rig and production unit for filming a real animal habitat: the Formosan rock monkey in Taiwan. A web-based panoramic video of this was built and tested though user experience testing and expert interviews. The results of this were essentially identical to the testing done in the prototype environment, and validated the production. Also was successfully attracting users to the site repeatedly. The research has contributed to new knowledge in improvement to the production process, improvement to presentation and navigating within panoramic videos through the proposed Image Channel method, and has demonstrated that web-based virtual zoo can be improved to help address considerable pressure on animal extinction and animal habitat degradation that affect humans by using this technology. Further studies were addressed. The research was sponsored by Taiwan’s Government and Twycross Zoo UK was a collaborator.
313

The development and applications of serious games in the public services : defence and health

Paraskevopoulos, Ioannis January 2014 (has links)
The latest advances of Virtual Reality technologies and three-dimensional graphics, as well as the developments in Gaming Technologies in the recent years, have stemmed the proliferation of Serious Games in a broader spectrum of research applications. Among the most popular areas of application are public services such as Defence and Health, where digital technologies realise new challenges and opportunities for research and development of Serious Games and for a variety of contexts. As with all games, the user engagement is elevated and apart from the entertaining aspect, Serious Games serve as a novel and promising alternative experience to knowledge transfer. Furthermore, Serious Games bring to the end user and the overall society a series of attractive benefits. These benefits include safety, cost-effectiveness, increased motivation and personalisation. Hence, this Thesis aims to investigate novel approaches of developing Serious Games that utilise the recent advances of Virtual Reality and Gaming Technology and facilitate the aforementioned benefits. The process of design and development of the novel tools and applications follow an iterative manner and are driven by the review of the available literature as well as end-user feedback.
314

VIRTUAL REALITY IN ART EDUCATION

Yoon, Sohhyoun 21 January 2010 (has links)
This thesis project presents possible uses of Virtual Reality for art education. To understand VR, this thesis reviews the history of using technology in educational environments and explores the concepts, definitions, and characteristics of VR in general. Then, it shows diverse purposes of VR for education and art educational environments. For an art class, the units present the use of Teen Second Life, which is a free on-line virtual world. The units demonstrate how art educators may use Teen Second life for high school art classes to build students’ understandings of their identities by creating their avatars, clothing, objects and artwork and by displaying the artwork in a virtual community. The purpose of this thesis project is to suggest possible uses of VR for art educational environments.
315

Sex and Virtual Reality: Posture and Motion Sickness

Flanagan, Moira 10 August 2005 (has links)
It is well established that exposure to virtual motion environments (VME) can elicit postural instability (PI) in addition to motion sickness (MS). While research has found sex differences in motion sickness, the results of experimental studies are equivocal regarding these differences, and previous studies utilizing VME have failed to address the factor of sex differences in terms of hormonal fluctuations, which may also be instrumental in behavioral responses to VME, such as PI. The intent of this investigation was to determine whether exposure to VME, during various phases of the menstrual cycle (premenstrual, permenstrual, ovulation) would reveal sex differences in MS and PI during some phases, but not others. The first experiment involved men and women completing Daily Living Logs for a period of 40 days to provide a baseline for any sex differences (and for women, menstrual phase differences) in motion related activity and symptomatology. The second experiment involved 24 participants (6 men) viewing a rotating Archimedes spiral for a period of twenty minutes. Exposures were timed to place each woman in three phases of her menstrual cycle; men were exposed by yoking their exposure time to a female counterpart. Multiple measures of PI and MS were recorded before, after and during exposure. Results of the first experiment found no significant effects of sex or phase upon symptomatology, revealing no support for the theory of a reporting bias as influencing sex differences in MS or PI elicited in the laboratory. The second experiment found no significant effect of sex of phase upon any of the PI measures, but found significant interaction effects of sequence and phase, as well as sequence and sex, upon reported magnitude ratings of illusory self-motion perception. There were also significant effects of sex found upon measures of MS, with women reporting more discomfort to exposure to motion stimulation, as compared to men. There were no significant effects of phase upon any of the MS measures. While these findings show no support for a reporting bias influencing the sex differences found experimentally induced MS, it yields no evidence to support a hormonal influence on these differences.
316

Designing Coherent Interactions for Virtual Reality

Yu, Run 26 August 2019 (has links)
Coherence describes the validity of the internal rules that drive the behaviors of a virtual environment (VE) in presenting a credible scenario. A VR system with a high level of coherence could lead to strong plausibility illusion, which is a key component of the sense of presence. There are few existing studies centered around coherence, and they tend to put the user in a passive role when experiencing the VE without emphasizing on their active participation in the interaction. This dissertation makes up this gap by connecting the concept of coherence with fundamental 3D user interface design that focuses on the algorithms that map the user's actions to the VE's behaviors. Specifically, we inspect the design of coherent interactions for two complicated tasks, namely travel and object manipulation. For travel, we propose a family of redirected walking techniques called "narrative driven cell-based redirection", which lets the user traverse a VE that's much larger than the physical space without breaking the coherence of the scenario. For object manipulation, we propose the novel concept of physics coherence to capture whether an interface conforms to the rules of physics and design several novel techniques that try to balance between physics coherence and usability. Together, we provide some useful tools for designing coherent interactions and discuss how coherence affects user experience in VR interaction. / Doctor of Philosophy / To create a virtual reality (VR) experience that feels plausible, it’s important to consider the validity of the internal rules that drive the behaviors of the virtual environment (VE), which we call “coherence” of a VR system. We discuss how to support coherence in two types of fundamental VR interaction. The first one is travel, which concerns moving the viewpoint around following the user’s intention. For this task, we propose a family of novel interaction techniques called “narrative driven cell-based redirection”, which lets the user traverse a VE that’s much larger than the physical space without breaking the coherence of the scenario. The second one is object manipulation, which is about controlling a virtual object using hand input. For this task, we propose the novel concept of physics coherence to capture whether the interaction conforms to the rules of physics and design several novel techniques that try to balance between physics coherence and controllability. Together, we provide some useful tools for designing coherent interactions and discuss how coherence affects user experience in VR interaction.
317

Immersive Virtual Reality Training to Enhance Procedural Knowledge Retention

Jun Zhang (6866033) 16 August 2019 (has links)
Immersive virtual reality (VR) technology has brought many new opportunities for training researchers and students. In the traditional training environment, trainees usually follow verbal instructions (lecture) or visual instructions (video tutorial, job manual) as certain training methods. For this research study, we not only tested how much procedural knowledge the trainees could learn from the VR training compared with traditional media training (video plus instruction manual), we also specifically focused on how well the knowledge could retain in a certain amount of time. The finding of this study shows that VR training can help trainees learn procedural knowledge, and also shows that VR training can help enhance procedural knowledge retention in terms of recall error. However, we did not find any significant difference in recall time between VR training group and traditional media training group.
318

VRMol - um ambiente virtual distribuído para visualização e análise de moléculas de proteínas. / VRMol - a distributed virtual enviroment to visualize and analyze molecules of proteins.

Rodello, Ildeberto Aparecido 12 February 2003 (has links)
Este trabalho utiliza conceitos de Realidade Virtual e Sistemas Distribuídos para desenvolver um Ambiente Virtual Distribuído para visualização e análise de moléculas de proteínas, denominado VRMol. O sistema foi implementado com a linguagem Java, incluindo as APls Java 3D e Java RMI, visando permitir que pesquisadores geograficamente dispersos troquem informações de uma maneira rápida e eficiente, acelerando a pesquisa e discussão remotas. Assim, foram desenvolvidos uma interface gráfica com Java 3D e um conjunto de métodos para troca de mensagens de acordo com o modelo de comunicação cliente/servidor, com Java RMI. Além disso, o sistema também permite a utilização de alguns dispositivos de entrada não convencionais como joystick e luvas. / This work use the Virtual Reality and the Distributed Systems concepts to develop a Distributed Virtual Environment to visualize and analyze molecules of proteins, called VRMol. The system was implemented with the Java programming language, including the Java 3D and Java RMI APIs, aiming to allow geographically disperse researches exchange information in a quick and efficient way, speeding up the remote research and discussion. Thus, was developed a graphical interface with Java 3D and a set of methods to exchange messages according to a client/server communication model with Java RMI. Furthermore, the system also allows the use of some non-conventional input devices as joysticks and gloves.
319

Research into Virtual Reality and the Benefits it may have on Construction Safety Education

Bryan T Kline (6632255) 11 June 2019 (has links)
<p>The purpose of this study is to determine if Virtual Reality safety training is more effective at teaching fall protection safety than traditional methods of instruction. A literature review of previous research was conducted and a theoretical framework and methodology was developed to test the two groups for this study. The research design is a difference-in-differences method comparing the pre-test and post-test scores of the participants of each group. There will be other small pieces of analysis that will be done to further understand the results of the data collection. The data will be analyzed and interpreted to better understand how the research question was answered in comparison to previous work and the theoretical framework. Finally, other questions that arose during the process will be addressed and future areas for more research will be defined.</p>
320

Uma arquitetura de comunicação escalável para sistemas de visualização imersivos. / A scalable communication architecture for immersive visualization systems.

Belloc, Olavo da Rosa 21 November 2016 (has links)
A complexidade dos sistemas de visualização imersivos pode variar tremendamente conforme a sua aplicação. Algumas ferramentas mais simples fazem uso de um único óculos de Realidade Virtual como infraestrutura de visualização. No entanto, aplicações mais complexas, como simuladores e outras ferramentas de treinamento, podem necessitar de uma infraestrutura distribuída, contendo diversos computadores e telas. Alguns simuladores e outras aplicações de treinamento fazem uso frequente de periféricos sofisticados de interação, que reproduzem de maneira fiel os elementos encontrados no cenário real. Além disto, o espaço de treinamento pode ser compartilhado por dois ou mais usuários. Estes requisitos acabam por impor o uso de sistemas de visualização complexos e distribuídos, que visam cobrir de maneira quase completa o campo de vis~ao destes usuários. Por causa das características deste tipo de sistema, as aplicações desenvolvidas nestes cenários são inerentemente complexas, pois frequentemente consideram aspectos específicos da infraestrutura para realizar a distribuição e o sincronismo da cena virtual. Esta complexidade dificulta o desenvolvimento, a manutenção e a interoperabilidade destas ferramentas. Este trabalho apresenta uma arquitetura de comunicação para promover o uso de sistemas imersivos de forma simples e transparente para as aplicações, viabilizando o uso de infraestruturas complexas e distribuídas. A arquitetura proposta utiliza o mecanismo de substituição do driver OpenGL para obter, de forma automática, a distribuição do aspecto gráfico das aplicações. Apesar deste conceito já ter sido discutido na literatura, esta proposta apresenta um conjunto de técnicas para contornar as limitações inerentes desta abordagem e obter ganhos de desempenho significativos, com resultados consistentes em um amplo conjunto de infraestruturas. As técnicas apresentadas neste trabalho sugerem, entre outras coisas, o uso de recursos modernos do padrão OpenGL para reduzir o volume de comunicação entre CPU e GPU. Um dos recursos avaliados foi o uso de mecanismos de renderização indireta, onde a aplicação armazena os comandos de renderização na memória da placa gráfica. Juntamente com esta técnica, o trabalho também investigou o uso de um algoritmo de culling na própria GPU, o que permitiu que esta otimização fosse utilizada mesmo em sistemas com arranjos mais complexos de tela. Os resultados obtidos mostram que a aplicação pode exibir o seu conteúdo em um conjunto amplo de sistemas imersivos, contendo mais resolução e mais geometria visível, sem deteriorar o seu desempenho. Os testes foram conduzidos em diferentes infraestruturas e com cenas de tamanhos variáveis. Nos casos mais complexos, as técnicas propostas podem reduzir em 86% o tempo médio de renderização, quando comparadas com as abordagens tradicionais. / The complexity of immersive visualization systems can vary tremendously depending on their application. Some simple tools might only require a conventional virtual reality goggle as a visualization infrastructure. However, more complex applications, such as simulators and other training tools, might require a distributed infrastructure, containing several computers and screens. Some training applications and simulators invariably make use of physical peripherals for interaction, which are designed to faithfully reproduce the elements found in real scenarios. Furthermore, the training area may be shared by two or more users. These requirements usually impose the use of complex and distributed imaging systems, which are intended to cover almost the entire field of view of the users involved. Because of the characteristics of this type of system, the applications developed for these infrastructures are inherently complex. They are required to consider specific aspects of the infrastructure itself to carry out the distribution and synchronization of the virtual scene. This complexity hampers the development, maintenance and interoperability of these tools. This work presents a communication architecture to promote the use of immersive systems by allowing applications to use complex and distributed infrastructures in a simple and transparent way. The proposed architecture uses the approach of replacing the OpenGL driver to transparently achieve graphics distribution. Although this has already been discussed in the literature, this document presents a set of techniques to overcome the inherent limitations of this approach and ultimately achieve significant performance gains, with consistent results across a broad range of infrastructures. The techniques presented here suggest, among other things, the use of modern features of the OpenGL standard to reduce the communication overhead between CPU and GPU. One of the features evaluated was the usage of indirect rendering, where the application stores all the rendering commands in the graphics card dedicated memory. Along with this feature, the work also investigated the use of a culling algorithm on the GPU itself, which allowed this optimization to be used even on systems containing screens with a more complex layout. The results show that the application can render its content in a wide range of immersive systems, with higher resolution and more visible geometry, without degrading its performance. The tests were conducted at different infrastructures and scenes with variable sizes. In the more complex use cases, the proposed techniques can reduce by up to 86% the average rendering time, when compared to the traditional approaches.

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