Spelling suggestions: "subject:"virtualreality"" "subject:"virtualrealities""
471 |
Geração de modelos virtuais cartográficos urbanosLívio Neves da Costa Carneiro, Eduilson January 2003 (has links)
Made available in DSpace on 2014-06-12T15:59:01Z (GMT). No. of bitstreams: 2
arquivo4816_1.pdf: 2799351 bytes, checksum: e24cd48b5d81ce6555331ed417d56fe2 (MD5)
license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5)
Previous issue date: 2003 / As interfaces gráficas, através da utilização da tecnologia de realidade virtual,
possibilitam uma interação eficiente, agradável e produtiva entre o usuário e modelos
cartográficos digitais. Este trabalho versa sobre a criação de modelos cartográficos digitais
tridimensionais, que terão como base na entrada de dados, arquivos no formato DXF
(Drawing Interchange File), formato padrão para aplicativos da área da cartografia, e
produzirá arquivos da tecnologia VRML (Virtual Reality Modeling Language), tecnologia
criada para Web de domínio público, sem plataforma definida e de fácil utilização.
O objetivo desta proposta é criar modelos que consigam representar as informações
com um grau de realismo satisfatório para o usuário e que ainda permitam uma performance
agradável no descarregamento e na navegação
|
472 |
Manipulação de objetos em ambiente virtual utilizando uma garra antropomorfica acoplada a um robo industrial / Virtual environment object manipulation, using and anthropomorphical gripper with an industrial robotUribe Quevedo, Alvaro Joffre 12 January 2008 (has links)
Orientador: João Mauricio Rosario / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecanica / Made available in DSpace on 2018-08-12T18:21:44Z (GMT). No. of bitstreams: 1
UribeQuevedo_AlvaroJoffre_M.pdf: 10325503 bytes, checksum: 4c78efbe37a0b1ab3339d528f2b09291 (MD5)
Previous issue date: 2008 / Resumo: Nesta dissertação de mestrado, são utilizados conceitos de Realidade Virtual para desenvolver um aplicativo de baixo custo e modular, que permita planejar e executar a preensão de objetos num ambiente virtual através do uso de um dispositivo mecatrônico de tipo mão antropomórfica que é a ferramenta de um dispositivo robótico industrial, constituindo assim uma célula robótica cooperativo para o planejamento e realização de tarefas de pick-and-place. A metodologia proposta para o desenvolvimento desta dissertação é fundamentada nos componentes de um sistema de realidade virtual, enfatizando na interface de usuário e na informação de entrada e saída. A realimentação para o usuário está composta por objetos em três dimensões que representam o dispositivo antropomórfico virtual e a execução da forma de preensão selecionada pelo usuário, e por um arquivo contendo essas informações permitindo assim sua interpretação pelo dispositivo real que realizará a tarefa de preensão desejada através da interação com o robô industrial em uma trajetória planejada para agarrar e liberar objetos baseados nas características antropométricas do dispositivo virtualizado / Abstract: Virtual Reality concepts are used in this Master's dissertation in order to develop a lowcost and modular application, for planning and executing a desired grasp over some defined objects through a virtual environment with a hand based anthropomorphic mechatronic device attached to an industrial robot as a tool, the integration of the previous components conforms a robotics workcell for picking and placing tasks. The proposed methodology for developing this dissertation is based upon the components of a virtual reality system, such as the graphics user interface, input and output parameters. The feedback obtained from the developed application is divided in its 3D environmental feed with a virtual device representing the real one performing the chosen grasp, and a file containing that particular information formatted to be executed within a planned trajectory for grabbing and releasing some objects based on the anthropometric characteristics virtualized mechanical hand / Mestrado / Mecanica dos Sólidos e Projeto Mecanico / Mestre em Engenharia Mecânica
|
473 |
O efeito do treinamento no ambiente virtual e no ambiente fisico sobre a motivação e o desempenho motor de pacientes com deficits em membro superior apos AVC / The effect of a virtual environment and a physical environment on motivation and motor performance in stroke patient with upper limb deficitsLourenço, Christiane Boaventura 14 August 2018 (has links)
Orientador: Donizeti Cesar Honorato / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Ciencias Medicas / Made available in DSpace on 2018-08-14T03:38:38Z (GMT). No. of bitstreams: 1
Lourenco_ChristianeBoaventura_M.pdf: 3533599 bytes, checksum: 6e875a946ae914fbdc10e65ba2b91d7b (MD5)
Previous issue date: 2009 / Resumo: O objetivo do presente estudo foi verificar os efeitos dos diferentes ambientes de treinamento sobre a recuperação motora e a motivação extrínseca e intrínseca de pacientes com déficits em membro superior após Acidente Vascular Cerebral (AVC). Participaram do estudo 16 pacientes, os quais foram divididos aleatoriamente em dois grupos: Grupo I (G1): treinamento no ambiente físico e Grupo II (G2): treinamento no ambiente virtual. Os sujeitos foram avaliados quanto a cinemática, a função motora do Membro Superior (Fulg-Meyer e Chedoke McMaster Braço e Mão), as compensações no movimento de alcance (Reaching Performance Scale), espasticidade (Composite Spasticity Index), nível de Motivação (Intrisec Motivation Inventory) e nível da auto-eficácia (Escala de Auto-Eficácia). As avaliações foram realizadas nos períodos pré-tratamento (préavaliação) e logo após as 12 sessões do tratamento (pós-avaliação). A pesquisa resultou em uma melhora significativa apenas para a extensão do cotovelo observada na escala de compensação (RPS) no G1. Não houve diferença significativa para as demais variáveis clínicas e cinemáticas, nível de motivação e nível de auto-eficácia em ambos os grupos. Contudo, ao observar a porcentagem de mudança entre a pré-avaliação e a pós-avaliação, houve uma melhora predominante nas variáveis cinemáticas em relação as variáveis clínica, principalmente para o G1. Quando correlacionado as subescalas do Intrinsec Motivation Inventory pode-se observar correlações significativas entre Interesse/Aproveitamento e Valor/Utilidade da tarefa em ambos os grupos [G1 (r=.98, p< 0.001) e G2 (r=.98, p<0.001)], entre Interesse/Aproveitamento e Percepção da competência [G1 (r=.83, p< 0,05) e G2 (r=.87, p< 0,05)],e entre Interesse/Aproveitamento e Esforço/Importância apenas para G1 (r=.91, p<0,005). As conclusões que podem ser tiradas de uma amostra pequena são limitadas, porém o fato de ambos os grupos apresentarem melhoras cinemáticas e clínicas, e considerarem ambos os ambientes com o mesmo nível de motivação, pode sugerir que o método de oferecimento da terapia não seja o ponto mais crucial para obter uma recuperação funcional, mas sim a intensidade e a repetitividade da prática; a forma e a intensidade que o feedback é oferecido e a motivação interna do próprio indivíduo para buscar o resultado desejado. / Abstract: The objective of the study was to verify the effect of different training environments on motor recovery and intrinsic and extrinsic motivation of stroke subjects with upper limb deficits. Sixteen stroke subjects participated in the study and were randomly divided into two groups: Group I (G1): training in physical environment and Group II (G2): training in
virtual environment. They were submitted to kinematic and clinical evaluations (Chedoke arm and hand, Fugl_Meyer, Reaching Performance Scale and Composite Spasticity Index) (pre-evaluation) and after the training (post-evaluation). After the training they filled questionnaires about the level of motivation (Intrinsic Motivation Inventory) and the level of self-efficacy (Self-Efficacy Scale). The study showed only significant improvement in elbow extension for G1 (p<0.05) evaluated by the reaching performance scale (RPS). There was no significant difference for the others clinical variables and for kinematic variables for both groups. On the other hand, there was a predominately improvement in kinematic variables in G1 compared to G2 and in clinical variables for both groups when the percentage of change between pre and post evaluations were observed. When the subscales of the Intrinsic Motivation Inventory were
correlated, there were significant correlations for both groups between Interest/Enjoyment and Value/Usefulness [G1 (r=.98, p< 0.001) e G2 (r=.98, p<0.001)] and between Interest/Enjoyment and Perceived Competence [G1 (r=.83, p< 0,05) e G2 (r=.87, p< 0,05)]. There was only significant correlation between Interest/Enjoyment and Effort/Importance for G1 (r=.91, p<0,005). The conclusions that can be drawn from such a small sample are limited, on the other hand, the fact that both groups had shown clinical and kinematics improvements, and consider the level of motivation similar in both environments suggests that the method of
delivery is not the crucial issue, but the intensity and repetitivity of the practice, the way and intensity the feedback is delivered and finally the intrinsic motivation of the subject to reach for the attainable goal. / Mestrado / Ciencias Biomedicas / Mestre em Ciências Médicas
|
474 |
GeraÃÃo de prole virtual por reproduÃÃo simulada aplicada ao problema de pessoas desaparecidas / Generation of offspring by reproduction simulated virtual applied to the problem of missing personsMartha Isabel CÃrdenas Esguerra 25 February 2011 (has links)
nÃo hà / A realidade virtual tem aplicaÃÃes em diferentes Ãreas do conhecimento como Engenharia,
CiÃncias, Artes, Entretenimento e EducaÃÃo. Neste trabalho, a realidade virtual à usada como
apoio no problema de busca de pessoas desaparecidas. A metodologia proposta utiliza a geraÃÃo
de personagens virtuais simulando o processo de reproduÃÃo de seres diplÃides, modelando
cuidadosamente as caracterÃsticas dos pais da pessoa desaparecida. Os modelos paternos sÃo
gerados na idade do filho no momento do desaparecimento e suas caracterÃsticas genÃticas, sÃo
armazenadas em suas estruturas de dados genÃmicas, que serÃo usadas para construir os bancos
de gametas masculino e feminino para ser usado em uma fecundaÃÃo simulada.
Os descendentes sÃo gerados com a mesma idade da pessoa desaparecida no momento do
desaparecimento. AtravÃs de um processo interativo, um modelo plausÃvel da pessoa desaparecida
à selecionado entre os descendentes gerados e sua estrutura de dados genÃmica à salva.
Os modelos paternos e suas estruturas de dados correspondentes sÃo atualizados atà alcanÃar a
idade objetivo (idade na qual se quer projetar a pessoa desaparecida). Em seguida, a estrutura
de dados genÃmica da pessoa desaparecida à atualizada com as informaÃÃes contidas nas estruturas
de dados paternas jà atualizadas, e um modelo atualizado da pessoa desaparecida à gerado.
Este modelo atualizado à um modelo plausÃvel, em que podem ser aplicadas perturbaÃÃes para
gerar diversas possibilididades. Os estudos de caso que sÃo apresentados demonstram as potencialidades
da metodologia proposta / Virtual reality has applications in different fields of knowledge such as Engineering, Science,
Arts, Entertainment and Education. In this work, virtual reality is used to help solving the
problem of missing persons. The proposed methodology uses simulated diploid reproduction
of virtual characters carefully modeled taking into account the traits of the missing personâs
parents. The parents models are generated in the age of son at the moment of disappearance and
genetic characteristics of both parents are stored into their genomic data structure, which will be
used to construct pools of male and female gametes to be used in a simulated fecundation. The
descendants are generated with the same age of the missing person at the time of disappearance.
Through an interactive process, a plausible model of the missing person is selected among
the generated descendants and its genomic data structure is saved. The parentsâ models and
corresponding data structures are updated to reflect the age of the missing person at search
time. Next, the genomic data structure of the missing person is updated with the information
contained in the updated data structure of the parents, and an updated model of the missing
person is generated. This updated model is a plausible model, upon which perturbations can be
applied to generate several plausible variants. Case studies are presented that demonstrate the
potentials of the proposed methodology
|
475 |
Simulations in 3D research : Can Unity3D be used to simulate a 3D display system?Andersson, Oskar January 2016 (has links)
Mid Sweden University is currently researching how to capture more of a scene with a camera and how to create 3D images that does not require extra equipment for the viewer. In the process of this research they have started looking into simulating some of the tests that they wish to conduct. The goal of this project is to research whether the 3D graphics engine Unity3D could be used to simulate these tests, and to what degree. To test this a simulation was designed and implemented. The simulation used a split display system where each camera is directly connected to a part of the screen and using the position of the viewer the correct part of the camera feed is shown. Some literary studies were also done into how current 3D technology works. The simulation was successfully implemented and shows that simple simulation can be done in Unity3D, however, some problems were encountered in the process. The conclusion of the project show that there is much work left before simulation is viable but that there is potential in the technology and that the research team should continue to investigate it.
|
476 |
Virtual Reality inom bygg- och fastighetsmarknadenCarlson, Andreas, Wallentheim, Jesper January 2018 (has links)
Virtual Reality in the construction business is a relatively new topic. Companies and urban construction offices started evaluating this technique just a few years ago and now a part of them uses it on a daily basis. This paper investigates: The degree of implementation on the market today. We’ve tried to enlighten why not a bigger part of the market uses this innovative technique and why the use differs between cities in the country. By executing an inquiry distributed among the biggest cities in Sweden we map up the answers to these questions and backs and broadens the theories with interviews with experienced people on different levels of the construction industry. Results shows that the use is a lot more spread among the bigger cities in the country, but some results implies that smaller cities generally implements virtual reality on a deeper level. They also shows a generally positive view on virtual reality and our respondents sees lots of advantages and think that this will be a given feature in all construction projects of some complexity in the future.
|
477 |
Mobile Virtual Reality Environment in Unity 3DSjöö, Patrick January 2014 (has links)
This report is a contribution to an existing research project, which works on supporting motion capture actors by improving their immersion and experiences through an augmented reality setup. The problem definition is that a motion capture studio, up to now, does not provide a large scenery for an actor. A motion capture scene is made almost entirely out of props and actors wearing motion capture (mocap) suits. To set the stage and environment there is usually a director explaining what the props are and what the situation is. The rest lies in the hands of the actors to imagine the scene. This project provided the controls for viewing a virtual environment using a smartphone with an Android operating system. The result was an application containing a virtual world that the user could look and walk around in using the smartphone's gyroscope and accelerometer respectively. This shall help the actor to get a better view of the surrounding world in which he or she is supposed to act in. The phone was connected to a pico projector and both devices were mounted on the user's head to get all needed input such as turning, tilting and physical movements. The phone can also be mounted in several positions which can be changed in real time. Some user testing was made to see how users handled the devices and what they thought of the application.
|
478 |
Détection de collision par lancer de rayon : La quête de la performance / Ray-traced collision detection : Quest for performanceLehericey, François 20 September 2016 (has links)
La détection de collision est une tâche essentielle pour la simulation physique d’environnements virtuels. De nos jours, la détection de collision est l’un des goulets d’étranglement calculatoire dans les applications de réalité virtuelle dû à la complexité des environnements que l’on souhaite simuler et par la contrainte d’interaction en temps-réel. Nous avons concentré nos travaux sur la seconde étape de la détection de collision (narrow-phase) dans laquelle les tests de collisions sont effectués sur des paires d’objets. Contrairement à la première étape, les tests de collisions sont effectués sur des versions détaillées des modèles géométriques et sont donc très sensible au niveau calculatoire à la complexité géométrique de ceux-ci.Cette thèse vise à améliorer les performances de la détection de collision lors de l’utilisation d’objets géométriques complexes (formes représentées par un maillage, éventuellement non-convexe et/ou déformable). Nos méthodes permettent d’accélérer le calcul de la narrow-phase. Les algorithmes proposés peuvent être implémentés sur GPU pour profiter de leur puissance de calcul et ainsi améliorer les performances.Pour réaliser la narrow-phase, nous proposons un pipeline adapté à une implémentation GPU. Celui-ci permet de réaliser la narrow-phase à l’aide d’algorithmes basés lancer de rayon. Notre méthode repose sur un principe commun où tous les tests de collision sont effectués par lancer de rayon à partir des sommets des objets. Cette généricité nous permet de réaliser les tests sur des maillages ayant n’importe quelles propriétés (rigide ou déformable, convexe ou non-convexe). Les algorithmes de lancer de rayon utilisés étant choisis en fonction des propriétés des objets pour optimiser les performances.Nous avons généralisé la méthode de détection de collision utilisée pour supporter, en plus des objets volumiques, des objets surfaciques (tels que des tissus). Cette méthode est compatible avec le pipeline proposé et permet de réaliser des tests de collisions entre n’importe quelle combinaison d’objets.De plus, nous proposons d’exploiter la cohérence temporelle pour améliorer les performances. Le résultat de la détection de collision est généralement très semblable entre deux pas de temps successifs. Suite à cette observation, nous proposons un algorithme de lancer de rayon itératif qui intègre le résultat du pas précédent pour exploiter cette cohérence temporelle. Cet algorithme peut être utilisé conjointement avec des algorithmes de lancer de rayon standard. Il permet de remplacer certains tests unitaires pour mettre à jour de manière incrémentale le résultat de la détection de collision. L’algorithme de lancer de rayon itératif est ajouté au pipeline en tant qu’alternative aux autres algorithmes de lancer de rayon et est utilisé prioritairement dû à son faible coût calculatoire. / Collision detection is an essential task for physical simulation of virtual environments. Nowadays, collision detection is one of the main bottleneck of virtual reality applications. This is due to the complexity of the environments we want to simulate and the real-time interaction constraint. We have concentrated our work on the second phase of collision detection, the narrow-phase, in which collision queries are performed on pairs of objects. Contrary to the first phase of collision detection, collision queries are performed on the full representation of the objects (with all details) and are thus sensible to the geometric complexity of the objects in term of computation time.This thesis is aimed to improve the performances of collision detection when using geometrically complex objects (represented with triangle meshes, potentially non-convex and deformable). Our methods are able to reduce computation times. Our proposed algorithms can be implemented on GPU to take advantage of their computational power and thus further improve the performances of our methods.To implements our narrow-phase, we propose a pipeline which is adapted for GPU execution. This pipeline perform collision detection with ray-tracing algorithms. Our methods rely on a shared principle where all collision queries are performed by casting rays from the vertices of the objects. This genericity allow us to perform collision detection on triangle meshes with any properties (rigid or deformable, convex or non-convex). The ray-tracing algorithms used are dynamically selected depending on the properties of the objects to improve the performances.We have generalized the collision detection method we use in our pipeline to handle, in addition to volumetric objects (represented by their surface), surface objects (such as cloth). This method is compatible with our pipeline and allow us to perform collision detection with any combination of volumetric and surface objects.Furthermore, we propose to exploit temporal coherency to improve performances. The result of collision queries (contact points) are generally similar between successive time-step. Starting from this observation, we propose a ray-racing algorithm which use the result of the previous time-step to exploit this temporal coherency. This ray-tracing algorithm can be used in conjunction to standard ray-tracing algorithms. It is used to replace standard ray-tracing algorithms in specific condition to update the result of the previous time-step instead of computing it from scratch. The iterative ray-tracing algorithm is added in our pipeline as an alternative to other ray-tracing algorithms and is used in priority due to his lower computational cost compared to other algorithms.
|
479 |
Insect optomotor experiments in the dark using virtual realityHonkanen, A. (Anna) 27 November 2014 (has links)
Abstract
Vision is capable of providing an animal with a wealth of information very fast. Visually guided behaviours are numerous, ranging from foraging to navigation. Vision can be quite reliable in bright light, but the signals produced by the photoreceptors become progressively more unreliable with falling light intensities.
In this thesis the usefulness of a novel virtual reality-based environment for insect vision research is reviewed, and the low-light vision of the American cockroach, Periplaneta americana, is assessed using the optomotor behavioural paradigm and intracellular photoreceptor recordings. The optomotor reaction is visual behaviour where an animal responds to a rotation of its environment by following the movement of its surroundings with its eyes or - like insects - by rotating its body in the direction of the movement. Placing the cockroach on a trackball in the middle of the virtual reality apparatus and projecting a rotating pattern of vertical stripes around it invariably causes an optomotor reaction if the cockroach is able to see the moving pattern. Presenting the cockroaches with the stimulus pattern at different low light levels and observing their abilities to follow the movement reveal the lowest light intensity at which they are able to use vision in guiding their behaviour. The compound eye photoreceptor signals at this behavioural threshold consist of singlephoton absorption events called ‘bumps’ at the extremely low rate of one bump every ten seconds.
Furthermore, the role of the simple eyes or ocelli in the low-light vision of the cockroach is studied in the virtual reality by covering the compound eyes, the ocelli, or both. The ocelli seem to measure the light intensity and communicate this information to the compound eyes, and also have a direct effect on the general activity level of the cockroach.
|
480 |
The effective use of augmented reality in advertising communicationsJensen, Garnet January 2013 (has links)
Augmented Reality is a relatively new advertising medium, which up until now has only seen limited commercial success. The applications and value thereof, as an effective marketing communications tool has not been understood or quantified in the context of an industry which is currently going through profound changes. To this end, this research attempts to answer some of the critical questions facing practitioners and academics within this field. Using audience engagement as a measure of efficacy, independent test groups were subject to various types of Augmented Reality as well as more traditional, media advertisements. Through the experiments, the impacts of contextual relevance, media integration and message style on Augmented Reality advertising, were tested. The findings strongly support contextual relevance as a key characteristic for a successful Augmented Reality advertising implementation. In addition, it was found that this medium also had a significant impact on the audience’s visual and emotive levels of engagement with the subject matter. It was also found through the testing and analysis that the most receptive population group for Augmented Reality advertising are young female Millennials. / Dissertation (MBA)--University of Pretoria, 2013. / lmgibs2014 / Gordon Institute of Business Science (GIBS) / MBA / Unrestricted
|
Page generated in 0.0649 seconds