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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.
91

Using virtual reality to monitor and control an industrial robot via the Internet

Vermeulen, Heinrich January 2001 (has links)
Manufacturing processes may be modeled in various ways, including 3D modeling. There is a need to visualise, control and monitor manufacturing processes remotely via the Internet. Virtual Reality (VR) can be described as the science of integrating man with information. It is based on three distinct environments: three-dimensional, interactive and computer-generated. VR has come to the Internet in the form of VR modeling. The evolution of Web technologies in recent years has enabled the use of VR modeling for visualisation of manufacturing processes. The VR modeling language (VRML), which has become the standard for transmitting 3D virtual worlds across the Internet, can be used to control and monitor manufacturing processes visually. A 3D model of a manufacturing process, specifically an industrial robot arm, was created for this project. This model was successfully linked to the industrial robot that it represents in order to control and monitor the robot’s actions remotely via the Internet using Web technologies. This dissertation proves the viablity of using Virtual Reality to effectively visualise, monitor and control an industrial robot via the Internet. It also describes the methodology that was followed in modeling the industrial robot arm in VRML as well as linking the model to the real world application.
92

Integrated haptic interface : tactile and force feedback for improved realism in VR and telepresence applications

Tsagarakis, N. G. January 2000 (has links)
Virtual Reality is a powerful tool for training, simulation, and computer aided design. The sensation of being in a real environment, while interacting with VR simulation is usually referred as sense of presence or sense of immersion. In most of the current applications the focus has been in providing a good visual and sound feedback to the user. However, the lack of mechanoreception/touch and proprioception/force feedback, or in other words, the impossibility of really touching the virtual objects makes the interaction unreal and more difficult. The rapid advances in VR and the development of techniques such as virtual medicine, virtual training and virtual prototyping have highlighted the lack of an effective input/feedback interface in these technologies and this led to research activity in all aspects of input and feedback technology related to touch/force sensation and reflection. This work presents the development of a generic integrated haptic (touch/force) feedback interface for use in VR and telepresence applications. The interface presented here consists of a 7 DOF input control/force feedback exoskeleton and a multi-functional input control/touch feedback glove interface. The arm exoskeleton monitors the motions of the human arm and feed back force sensations using ultra light weight pneumatic Muscle Actuators (pMA) to obtain high power weight outputs in a light comfortable and inherently safe structure. The glove interface monitors the motions of the hand and feed back touch sensations such as contact pressure, surface texture and temperature. These hardware systems have been integrated together and have been interfaced with a virtual reality system to permit exploration and testing of interactions with virtual environments. It is believed that the use of the system in VR, particularly, in all design and rapid prototyping applications will provide enhanced performance and will augment the design-production process.
93

Parallel implementation of a virtual reality system on a transputer architecture

Bangay, Shaun Douglas 11 October 2012 (has links)
A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. / KMBT_223
94

Virtual Reality as a Clinical Modality for Retraining Balance and Mobility.

McEwen, Daniel January 2017 (has links)
Physical rehabilitation of individuals who are experiencing a disabling illness or have survived a traumatic injury (i.e. stroke) must seek to train the body’s structures and functions to reduce disability (activity limitations, participation restrictions) (Stucki, 2005). Figure 1 represents a modified version of the International Classification of Functioning (ICF), Disability and Health (World Health Organization, 2002). This figure illustrates how, for example, a stroke impacts the body structures and functions (e.g. muscle recruitment) which influences the ability to complete activities (e.g. gait) ultimately restricting participation in all areas of life (e.g. employment). The ICF model presents a framework for clinical practice and rehabilitation research studies. Although it has been shown to be strongly correlated (Schmid, Van Puymbroeck, et al., 2013) the concept of function cannot always be directly correlated with the concept of quality of life (Stucki, 2005) as the individual may not perceive, for example, impaired balance and mobility as detrimental to their quality of life. However, reduced function does put an individual at further risk of complications including falls and injuries from compensatory mechanisms and therefore must be addressed. The focus of this thesis is the study of the potential benefits of an exercise modality (virtual reality) to encourage restoration of the body’s structures and functions for individuals post-stroke. As the individuals engage in physical rehabilitation through exercise, there may be improvements on the individual’s abilities as seen through measurements of the control of posture and walking. The thesis comprises four studies, two of which have been published in peer reviewed journals. The progression of studies attempts to characterize outcomes following the use of virtual reality training in clinical populations (dementia and stroke) to address impairments to the body structures and functions (e.g. mobility) as measured by both clinical measures of activity and laboratory based measures of balance and to elucidate a possible mechanism (focus of attention) that makes training in a virtual environment effective.
95

The Invasion: Applying the Aesthetics of Horror in a Virtual Reality Gaming Environment

Unknown Date (has links)
Many theories exist attempting to explain the allure of horror films to the human psyche. None can fully explain this fascination to the horror genre. However, there are clear visual techniques used routinely in these films to produce fear in audiences. This thesis explores the application of those cinematic techniques used in horror cinema for well over a century into a virtual reality (VR) experience, The Invasion. Using a wide range of examples from classic horror films, The Invasion endeavors to show how the lessons learned from the study of horror cinema’s use of color theory, light, shadow, and sound design, when paired with the virtual reality medium, can provide a richer, more immersive horror vehicle and create new possibilities for fear-based content. / Includes bibliography. / Thesis (MFA)--Florida Atlantic University, 2021. / FAU Electronic Theses and Dissertations Collection
96

Virtual reality utilization in stroke motor neurorehabilitation

Huber, Brandon Michael 21 February 2021 (has links)
The burden of strokes on the healthcare system is tremendous. Strokes are one of the leading causes of long-term morbidity and mortality in the United States. In addition, strokes have a huge economic burden that lasts long after the actual stroke has occurred and has been medically stabilized. Thus, there is a desire to prevent strokes, as well as treat those who have experienced stroke. As technology has and continues to advance, there is the potential for the inclusion of new technologies to become integrated into the healthcare system. One such example is the inclusion of virtual reality in the rehabilitation of patients who have experienced a stroke. The current process of stroke rehabilitation focuses upon returning a patient as close as possible to their baseline level of function. This is generally through the use of repetitive activity to help the brain reroute neuro signaling pathways around damaged areas of the brain. With the inclusion of virtual reality into the process of rehab, it may be possible to better control the environment around a patient and create activities to help better simulate activities of daily life. Through the inclusion of current generation virtual reality into modern rehabilitation regiments it may be possible to better the outcomes of patients who have undergone a stroke with physical deficits. With the current burden of stroke on the medical system it is important to find ways to treat patients as efficiently as possible. By incorporating virtual reality into stroke rehabilitation, there may be better outcomes for patients which will allow them to live better and more capable lives. Much of the research that has been conducted on the matter has shown promise but has lacked large sample sizes and often uses outdated technology. More research must be conducted using more modern technologies and larger sample sizes to show a true benefit in its utilization. The proposed study in this thesis will be a two-armed randomized control trial to assess the efficacy of virtual reality in stroke rehabilitation. The Fugl-Meyer assessment of motor recovery after stroke will be used to evaluate the physical motor benefits of implementation of virtual reality in stroke rehab. The potential benefit of virtual reality into stroke rehab could profoundly impact how we take care of patients who have experienced a stroke. It can create an effective new means to help patients regain their pre-stroke level of function, thus better helping return individuals to their normal lives. This in turn can help decrease costs on the healthcare system by decreasing the number of people living with long term disability.
97

The Effects Of Physical Movement In Virtual Reality With The Use Of Heart Rate Biofeedback Interaction As A Game Mechanic

Pettersson, Sebastian January 2021 (has links)
This thesis explores the use of heart rate as a biofeedback game mechanic control in combination with physical movement in a Virtual reality (VR) environment using either teleportation, or a VR treadmill. A literature review, surveys, expert interviews, semi-structured interviews and a VR prototype were created. The prototype was iterated three times, and tested using the A-B method with 57 participants. The Polar H10 was used for the heart rate monitoring of the participants. The readings of the heart rate values were received via a script in Python in order to extract raw heart rate data from the participant in real time and sent to the prototype in Unity. It includes different interaction functionalities, a teleportation system, and a grabbing system from the SteamVR asset pack, a walk function using the Omnideck from Omnifinity, and includes assets from Unity for the graphics and sound. From the results and analysis of the data from the prototype, it can be interpreted that using some sort of movement in VR enhances the participants engagement and immersiveness in the environment. While heart rate biofeedback control enhances the VR experience, adding physical walking using treadmills improves it even more.
98

The Effects of Virtual Reality (VR) on Consumers’ Reality

Jun, Youjung January 2021 (has links)
In this dissertation, I explore an unintended downside of Virtual Reality (VR) in marketing practice. I find that despite firms’ intention to use VR as a gateway experience to future consumption in reality, the same experience delivered in VR (vs. non-VR) mode lowers consumers’ subsequent desire for similar kinds of experiences because people satisfy their needs in VR that they otherwise would in reality. This effect is consistently observed among consumers with a strong (vs. weak) need to engage with the VR experiences, namely (1) high sensation seekers engaging with stimulating VR content and (2) highly mindful individuals engaging with calm and contemplative VR content. To document the underlying mechanism, I measure users’ physiological reactivity (i.e., Skin Conductance Response) to stimulating VR and find that high sensation seekers engage with stimulating VR content more intensely than low sensation seekers. As a result, high sensation seekers readily satisfy their need for sensation in stimulating VR, reducing their subsequent desire for stimulating consumption in reality. The negative effect is also observed among consumers with high dispositional mindfulness using calm museum VR. I further find evidence for consumers’ need satisfaction in VR by showing that the negative effect diminishes when the real-world consumption experience is dissimilar (vs. similar) to the previous VR experience. Two field studies in a South Korean VR “theme park” and the National Museum of Korea, and three controlled lab experiments consistently reveal VR’s negative effects on consumers’ cognitive, behavioral, and physiological responses. I highlight implications of using VR as a substitute for reality and demonstrate how VR experiences can dissuade, rather than induce, corresponding consumption in reality among target consumers.
99

Untersuchung mehrerer Flugsimulationen in der virtuellen Realität, mit Schwerpunkt auf Cybersickness und Benutzeroberfläche

Rittig, Sascha 28 March 2022 (has links)
In dieser Abschlussarbeit geht es um die Untersuchung von etablierten Bewegungs- und Hilfsmethoden zur Flugsteuerung in der virtuellen Realität. Hierbei wird zum einen untersucht, welche Methoden als intuitiv wahrgenommen werden und zum anderen, welche Auswirkungen die Methode auf die Entwicklung von Cybersickness während der VR-Erfahrung hat. Zusätzlich wird untersucht, wie sich eine Veränderung in der Landschaft auf den Orientierungssinn auswirkt. Dafür werden eine veränderbare procedurale virtuelle Landschaft als Versuchsumgebung und die zu untersuchenden Bewegungsmethoden implementiert. Es folgt eine Studie, in der die Probanden die verschiedenen Bewegungsmethoden testen und in einem Fragebogen ihre Erfahrungen beschreiben. Abschließend werden die Testergebnisse der Probanden evaluiert und bewertet.:Kurzfassung Abkürzungsverzeichnis 1 Einleitung 1.1 Motivation 1.2 Ziel und Methodik der Arbeit 1.3 Aufbau der Arbeit 2 Virtual Reality 2.1 Theoretische Grundlagen 2.1.1 Die virtuelle Realität 2.1.2 Immersion bzw. Wahrnehmung 2.1.3 Geschichte der VR-Brille 2.1.4 Aktueller Technikstand 2.1.4.1 Trackingverfahren 2.1.5 Anwendungsgebiete 2.1.6 Herausforderungen/Probleme 2.2 Motion Sickness 2.2.1 Theorien zu Motion Sickness außerhalb von VR-Anwendungen 2.2.1.1 Die Vergiftungs-Erkennungs Theorie 2.2.1.2 Die Gleichgewichts-Herzkreislauf-Effekt Theorie 2.2.2 Theorien zu Motion Sickness in VR-Anwendungen 2.2.2.1 Die Sensor-Konflikt Theorie 2.2.2.2 Die Theorie der Lageinstabilität 2.2.3 Aspekte und Ausschlaggebende Faktoren für Motion Sickness in VRAnwendungen 2.2.4 Maßnahmen gegen Motion Sickness 2.2.4.1 Technische Mittel 2.2.4.2 Pharmazeutische Mittel 2.2.4.3 Individuelle Maßnahmen 2.3 Navigation in Virtuellen Welten 2.3.1 Point & Teleport 2.3.2 Reoriented World 2.3.3 Artificial Locomotion 2.3.4 Surrogate Vehicle 2.3.5 Motion Triggered 2.3.6 Redirected Walking 3 Fliegen in Computerspielen 4 Design und Implementierung 4.1 Grundstruktur 4.2 Implementierung der Bewegung und Hilfsmethoden 4.2.1 Artificial Locomotion (Künstliche Fortbewegung) + Surrogate Vehicle 4.2.2 Motion Triggered (Superman flying) 4.2.3 Point & Teleport 4.3 Proceduale Welt 4.3.1 Höhenkarte 4.3.2 Shader 4.4 Geometrische Strukturen 4.5 Pfad-Generierung 4.6 Start-Szene 4.7 Menü Interface 5 Studie 5.1 Fragestellung 5.2 Methodik 5.3 Beschreibung des Experiments 5.4 Ergebnisse 5.5 Diskussion und Auswertung 6 Fazit 7 Ausblick Abbildungsverzeichnis Tabellenverzeichnis Quelltextverzeichnis Literaturverzeichnis Anhang A.1 Tabellen A.2 Quelltexte A.3 Fragebogen
100

Expressive textures : synthetic and video avatars

Fei, Kar Yin Kenny 05 October 2005 (has links)
Please read the abstract in the section 00front of this document / Dissertation (MSc (Computer Science))--University of Pretoria, 2002. / Computer Science / unrestricted

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