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Stereo-based hand gesture tracking and recognition in immersive stereoscopic displays /Abi-Rached, Habib. January 2006 (has links)
Thesis (Ph. D.)--University of Washington, 2006. / Vita. Includes bibliographical references (p.126-132).
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Gender, computer-mediated leadership, and the utilization of disciplinary measures breaking the unequal distribution of power and social stereotypes that invade face-to-face communication /Barrett, Ashley K. Schlueter, David W. January 2009 (has links)
Thesis (M.A.)--Baylor University, 2009. / Includes bibliographical references (p. 69-83).
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Dimensions of sound in virtual online immersive environments : a theoretical exploration /Franklin, Janice Lynn, January 2008 (has links)
Thesis (Ph.D.)--University of Texas at Dallas, 2008. / Includes vita. Accompanied audiodisc contains files for a variety of sounds. Includes bibliographical references (leaves 161-176)
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Platforma pro výzkum prostorové orientace ve virtuální realitě / Platform for spatial navigation research in virtual realityGalajda, Martin January 2018 (has links)
The Department of Neurophysiology of the Memory of the Academy of Sciences of the Czech Republic (UAV) has for several years been researching experiments to monitor the impact of various stages of Alzheimer's disease on patients' cognitive abilities. For this purpose, SpaNav was developed almost 9 years ago in cooperation of the UAV with the MFF UK. The system currently hits its technical limits given by possibilities of the time when it was created. The aim of this work is to introduce a new system that will remove the limits of the original system and allow research to continue. Powered by TCPDF (www.tcpdf.org)
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Immersive ideals/critical distances : a study of the affinity between artistic ideologies based in virtual reality and previous immersive idiomsNechvatal, Jospeh January 1999 (has links)
My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which are relevant to a better understanding of the human being. This understanding was achieved through a broad inquiry into the histories of Virtual Reality, philosophy, and the visual arts and has lead to the formulation of an aesthetic theory of immersive consciousness indicative of immersive culture. The primary subject of this discourse is immersion then: an experience which will be identified within the dissertation as the indispensable characteristic of Virtual Reality. The understanding of immersion arrived at here will be used to fashion a synchronous theory of art particularly informed by encounters and concepts of immersion into virtuality. To sufficiently address this subject in a scholarly fashion, I have researched, found and accumulated aesthetic and philosophic examples of immersive tendencies, as found within the histories of art and philosophy, which subsequently contributed towards the articulation of what I have come to call immersive consciousness. As a result of formulating such an immersive consciousness, a good deal of the basis for the questioning of the Western ontological tradition has been found in the Western tradition itself when we look with new eyes and ask new uncertain questions. Moreover, this immersive consciousness will be used to propose some abstract questions encircling today's electronic-based culture. Through the structuring of the argument within the thesis - and overtly within the conclusion -1 have articulated a non-teleological creative strategy which provides the basis for an unconstraining integration of noologies (ways of semblancing the thinking process). This strategy provides a means of exemplifying - and for honoring - various methods of thinking. This structuring strategy is consistent with the 'hacker ethic' as defined by Steven Levy, as a demand that access to computers - and anything which might teach us something about the way the world works - should be unlimited and total. To follow this strategy, this dissertation has set out to understand how topical conceptions of virtual immersion connect to pre-existing systems of thought as revealed in art as they have extended out of antecedent ontological self-understands, historical human self-understands which have evidenced themselves in the elaboration of technological objectives. To do this I have forged a certain rhizomatic paternity/maternity for Virtual Reality within this dissertation by joining choice immersive examples of simulacra technology into mental connections with the relevant examples culled from the histories of art, architecture, information-technology, sex, myth, space, consciousness and philosophy.
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The Biological, Psychological, and Social Properties Children and Adults Attribute to Virtual AgentsAguiar, Naomi 21 November 2016 (has links)
For children, high quality friendships are associated with adaptive social, emotional and academic functioning. There is also evidence that children experience real and imaginary friendships in similar ways, and that imagined relationships could have an impact on development. However, less is known about the relationships made possible by virtual agents in digital media. This dissertation research was designed to provide preliminary data about children’s concepts of virtual agents, and the social opportunities they attribute to such entities.
In Studies 1 and 2 (combined N = 48), preschool aged children differentiated the social affordances of a stuffed dog and a virtual dog. Participants played a game in which they guessed whether a child in a video was referring to a stuffed dog or a virtual dog in a series of statements. Items designed to assess high quality friendships, such as comfort, protection and love, were attributed more to the stuffed dog than the virtual dog.
Studies 3 and 4 examined adult and child concepts of a virtual child, and how concepts of this entity might differ from a real child, a child on a video chat program (e.g., Skype™) and an inanimate doll. Adults and children attributed a range of properties to each child agent, including biological, psychological and social properties, as well as opportunities for relationships. In Study 3 (N = 144), adults did not differentiate between the virtual child and the doll on the social property; however, they favored the doll on opportunities for unilateral relationships. In Study 4 (N = 30), five to eight-year-old children indicated an overall preference for the doll on the social property, as well as on opportunities for reciprocal relationships. Children also favored the doll on opportunities for love, companionship, and intimate disclosure.
Altogether, these findings suggest that virtual agents afford more limited social opportunities than inanimate artifacts, and they are less likely to be loved by children and adults alike. These results raise important questions about the design goals for virtual agents, and the functions they are intended to serve in our everyday lives.
This dissertation includes both previously published and co-authored material.
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Moral cognition : an interdisciplinary investigation of judgment versus actionFrancis, Kathryn Barbara January 2017 (has links)
In the past, experiments on human morality have predominantly utilised theoretical moral dilemmas to shed light on the nature of moral judgment. However, little attention has been given to determining how these judgments might translate into moral actions. In this thesis, I utilised novel and state-of-the-art Virtual Reality environments and combined approaches from social psychology, experimental philosophy, computer science, robotics, and speculative design. Over the course of six experiments with more than 200 participants, simulated moral actions made in Virtual Reality were found to be dissociated from moral judgments made in conventional paradigms. The results suggest that moral judgment and action may be driven by distinct mechanisms. The association between personality traits and moral judgments versus actions, was also investigated. In two experiments, psychopathic and associated traits predicted moral actions and the power with which these were simulated, but failed to predict moral judgments. With research suggesting a mediating role for empathy in this relationship, two further experiments examined empathic and affective processing in moral judgment versus action. In the first of these, alcohol consumption successfully lowered affective empathy and arousal in virtual dilemmas, but moral judgment and action remained unaffected. In the second, an investigation of professionally trained paramedics and fire service incident commanders, revealed distinct differences in empathic and related personality traits, reduced emotional arousal, and less regret following moral action. Taken together, this research suggests that novel virtual technologies can provide insights into self-referent actions, which sit in contrast to judgments motivated by social norms. Ethically, incorporating Virtual Reality in investigations of morality of harm offers a balanced approach; protecting participant wellbeing while increasing the ecological validity of moral investigations. The roles of personality traits and associated emotional processes in moral judgment and action remain multifaceted and as such, I outline the necessity of considering both the characteristics of the decision-maker and the context in which the decision is undertaken, within an interactionist model of morality.
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Techniques de production, d'exploration et d'analyse d'environnements archéologiques virtuels / Production, exploration and analysis techniques of virtual archaeological environmentsBarreau, Jean-Baptiste 10 July 2017 (has links)
Si les possibilités de numérisation 3D de la présente réalité d'un site archéologique par le biais des dernières techniques d'acquisition 3D (photogrammétrie/scan laser) aident à la compréhension de son fonctionnement, elles peuvent aussi permettre de véritables hypothèses de reconstitutions de celui-ci tel qu'il a pu l'être à une époque donnée. Les besoins de la communauté archéologique concernant ces restitutions de structures ou d'environnements sont en effet considérables car, au-delà d'un intérêt évident en termes de valorisation du patrimoine, celles-ci permettent de véritablement mieux appréhender leurs fonctionnements et les sociétés qui les ont occupés. C'est partant de ce contexte que le premier objectif de cette thèse a été d'opérer, traiter et analyser différents niveaux de production d'environnements archéologiques 3D pour la recherche archéologique. Le second objectif a concerné la conception et la mise en place de méthodes d'interactions et de simulations immersives pour que les archéologues puissent démontrer certaines hypothèses, notamment en travaillant sur la perception d'indices visuels pertinents. / The possibilities of 3D digitisations of an archaeological site's current reality help to understand how it works, but they can also enable hypothesis about the reconstitutions of the site as it should have been in the past. Indeed the needs of archaeologists in the reproductions of those structures or environments are significant because, beyond an obvious advantage in terms of valuation of the heritage, they make it possible to understand better their organisation and the people that lived there. It is from this context that the first objective of this thesis was to operate, process and analyze different levels of 3D archaeological environments production for archaeological research. The second objective has concerned the design and implementation of immersive interaction and simulation methods so that archaeologists could demonstrate certain hypotheses, in particular by working on the perception of relevant visual cues / Se le possibilità di digitalizzazione 3D della situazione presente di un sito archeologico tramite le ultime tecniche di acquisizione 3D ( fotogrammetria, scan laser) aiutano alla comprensione del suo funzionamento, possono permettere anche delle veritiere ipotesi di ricostituzione di come esso potesse essere ad una determinata epoca. I bisogni della comunità archeologica riguardo a queste restituzioni di strutture o ambienti sono in effetti considerevoli poiché, al di là di un evidente interesse in termini di valorizzazione di patrimonio, permettono di comprendere al meglio i loro funzionamenti e le società che li hanno occupati. E' a partire da questo contesto, che il primo obbiettivo di questa tesi è stato quello di operare, trattare e analizzare diversi livelli di produzione di ambienti archeologici 3D per la ricerca archeologica. Il secondo obbiettivo riguarda la concezione e la realizzazione di metodi di interazione e di simulazione immersivi affinchè gli archeologi possano mostrare certe ipotesi, in particolar modo lavorando sulla percezione di indici visuali pertinenti. / Se as possibilidades de digitalização 3D da realidade actual de um sítio arqueológico através das mais recentes técnicas de aquisição 3D (fotogrametria / laser scanning) ajudam à compreensão do funcionamento do mesmo, elas possibilitam, também, hipóteses de reconstituição do sítio tal como este seria no passado. As necessidades da comunidade arqueológica no que concerne a reproduções de estruturas ou de ambientes são, sem dúvida, consideráveis, uma vez que, para além do claro interesse em termos de valorização do património, estas permitem uma melhor apreensão dos seus funcionamentos e das sociedades que os ocuparam. Neste contexto, o primeiro objectivo da presente dissertação foi o de criar, processar e analisar diferentes níveis de produção de ambientes arqueológicos 3D destinados à investigação arqueológica. O segundo objectivo visou a concepção e a implementação de métodos de interacção e simulação imersivas para que os arqueólogos pudessem demonstrar determinadas hipóteses, em particular incidindo na percepção de índices visuais pertinentes. / 最新の3次元データー収集技術(写真計測・レーザースキャン)による遺跡の現状の3次元デジタル化により、遺跡の仕組みの理解が容易となり、過去の様子を再現し仮説を立てることも可能となる。遺構や古環境の復元は、埋蔵文化財の活用を支えるという明白な寄与だけでなく、遺跡の様々な利用や古文化の理解を深める役割を果たすため、考古学界にとって非常に重要である。そういう事情で、本論文の目的は第一に、考古学的研究のために多様レベルの3d考古学環境を操作し、処理、分析する事であった。第二の目的は、没入型インタラクションとシミュレーション手法の構想と実装であり、特に適切な視覚的手がかりの知覚を用いて、考古学者の特定の仮説を支えることであった。 / Si las posibilidades de digitalización 3D de la realidad presente de un sitio arqueológico a través de las últimas técnicas de adquisición 3D (fotogrametría / escaneo láser) ayudan a entender su funcionamiento, también permiten auténticas hipótesis de reconstrucción de éste tal y como pudo ser en cierta época. Las necesidades de la comunidad arqueológica cuanto a estas restituciones de estructuras o de entornos son de hecho considerables pues, además del interés evidente en términos de valorización del patrimonio, estas permiten de concebir realmente mejor tanto sus funciones como las sociedades que los han ocupado. Es partiendo de este contexto que el primer objetivo de esta tesis ha sido el de realizar, tratar y analizar diferentes niveles de producción de entornos arqueológicos 3D para la investigación arqueológica. El segundo objetivo ha abarcado la concepción y el establecimiento de métodos de interacciones y de simulaciones inmersivos para que los arqueólogos puedan demostrar ciertas hipótesis, especialmente trabajando sobre la percepción de indicios visuales pertinentes. / Die 3D-Digitalisierung biete die Möglichkeit die aktuelle Realität einer archäologischen Stätte abzubilden und damit zu versehen wie diese funktioniert. Zudem können sie auch Hypothesen über die Wiederherstellung der Stätte ermöglichen, so wie diese in der Vergangenheit hätte aussehen sollen. In der Tat sind die Erkenntnisse der Archäologen bei der Reproduktion dieser Strukturen oder deren Umgebungen bedeutsam, da sie einen offensichtlichen Vorteil hinsichtlich der Bewertung und des Verständnisses über die Herkunft, die Organisation und die Menschen, die dort lebten, ermöglichen. Vor diesem Hintergrund war das erste Ziel dieser Arbeit, verschiedene Ebenen der 3D-Archäologie für die archäologische Forschung zu bearbeiten, zu prozessieren und anschließend zu analysieren. Das zweite Ziel dieser Arbeit befasste sich mit dem Entwurf und der Implementierung von Interaktions- und Simulationsmethoden. mit denen die Archäologen, dann bestimmte Hypothesen demonstrieren könnten. Insbesondere durch die Verarbeitung der Wahrnehmung von relevanten visuellen Hinweisen. / Möjligheten att 3D-digitalisera ett arkeologiskt områdes nuvarande tillstånd underlättar förståelsen av området, och kan generera hypoteser kring hur området kan ha sett ut tidigare. Arkeologers behov av att återskapa strukturer och miljöer är betydande, eftersom det inte bara förenklar värderingen av fynden, utan för att det också gör det möjligt att bättre förstå hur miljön var organiserad och fösta människorna som levde där. Utifrån denna kontext är det första syftet med denna avhandling att styra, bearbeta och analysera olika nivåer av produktion av arkeologiska 3D-modeller för arkeologisk forskning. Det andra syftet rör design och implementering av immersiva interaktions- och simuleringsmetoder för att arkeologer ska kunna visa specifika hypoteser, särskilt genom varseblivning av relevanta visuella signaler.
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A utilização da arquitetura CORBA na construção de ambientes virtuais distribuídos. / The use of CORBA architecture in the construction of distributed virtual environments.Antonio Carlos Sementille 17 September 1999 (has links)
As aplicações de Realidade Virtual imergem o usuário em um ambiente virtual simulado, denominado Ambiente Virtual. A simulação de Ambientes Virtuais é um processo intensivo, o qual pode ser drasticamente limitado se for restrito a apenas um computador. É possível, através da distribuição, aumentar-se o tamanho e a abrangência destes sistemas, permitindo que múltiplos usuários interajam entre si e com o ambiente. Estes ambientes virtuais são conhecidos como Ambientes Virtuais Distribuídos. A construção de Ambientes Virtuais Distribuídos é uma tarefa complexa, principalmente quando são levados em consideração, aspectos como a estruturação da comunicação ao nível de processo, a escalabilidade, a interoperabilidade e o reuso de seus componentes. Tais aspectos são, também, enfatizados, através da Tecnologia de Objetos Distribuídos, cujo maior representante atual é a Arquitetura CORBA (Common Object Kequest Broker Architecture). Assim, neste contexto, este trabalho apresenta um estudo e uma metodologia para a construção de Ambientes Virtuais Distribuídos que utilizem a Arquitetura CORBA como infra-estrutura de alto nível para a comunicação e sincronização entre seus objetos. Buscou-se, também, apresentar os elementos teóricos e práticos desta abordagem, através da implantação de três protótipos, os quais formaram uma base comparativa para o estudo da viabilidade das idéias usadas. / Virtual Reality applications immerge the user in a simulated virtual environment entitled Virtual Environment that is an intensive process which can be drastically limited if restricted to a single computer. It is possible to enlarge the size and reach of these systems through distribution to allow multiple users to Interact among themselves and with the environment. These virtual environments are known as Distributed Virtual Environments. Their construction is a complex task, mainly when aspects such as communication structuring at the process level, scalability, interoperability and reuse of their components are taken into consideration. Such aspects are also emphasized through Distributed Objects Technology, being CORBA (Common Object Request Broker Architecture) currently the biggest representative. Thus, in this context, this thesis presents a study and methodology for the construction of Distributed Virtual Environments which utilize CORBA architecture as a high-level structure for the communication and synchronization among their objects. Last but not least, the aim of this thesis was also to present theoretical and practical elements of this approach, by implementing three prototypes, which formed a comparative basis to study the viability of the ideas hereby used.
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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.Ildeberto Aparecido Rodello 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.
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