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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.
1

Experiência, processos de subjetivação e formação humana na Rede Coque Vive

Peixoto, Maria do Socorro Liberal 31 January 2012 (has links)
Submitted by Amanda Silva (amanda.osilva2@ufpe.br) on 2015-04-10T14:14:46Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) DISSERTACAO MARIA SOCORRO PEIXOTO DEPOSITO DEFINITIVO.pdf: 2471140 bytes, checksum: 27e81c80b26016324a05a4ff6f9259c7 (MD5) / Made available in DSpace on 2015-04-10T14:14:46Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) DISSERTACAO MARIA SOCORRO PEIXOTO DEPOSITO DEFINITIVO.pdf: 2471140 bytes, checksum: 27e81c80b26016324a05a4ff6f9259c7 (MD5) Previous issue date: 2012 / Essa pesquisa abordou uma experiência formativa denominada Rede Coque Vive, uma articulação sinérgica formada por três atores coletivos: o NEIMFA (Núcleo Educacional Irmãos Menores de Francisco de Assis), associação que atua há 25 anos na comunidade do Coque - área central de Recife/PE; o MABI (Movimento Arrebentando Barreiras Invisíveis), grupo de jovens moradores da comunidade que busca através da música quebrar os estigmas que aprisionam sua comunidade; e o projeto de extensão Coque Vive realizado com jovens universitários do curso de Comunicação Social da Universidade Federal de Pernambuco (UFPE). O foco mais estrito dessa experiência consiste em abrir um diálogo na cidade em torno da estigmatização dos sujeitos e dos espaços periféricos, problematizando, por um lado, o modo como a mídia produz e socializa olhares estereotipados, e, por outro, analisando o potencial da comunicação comunitária na construção de outras formas de olhar a vida dos sujeitos dos espaços periféricos. Nesse contexto, a finalidade mais ampla desse trabalho consistiu em apreender traços da dinâmica formativa vivenciada pelos sujeitos integrantes da Rede Coque Vive. Mais especificamente, a ideia era identificar indícios dos processos de subjetivação experienciados pelos formadores dessa Rede; processos apreendidos a partir da estética da existência delineada no pensamento tardio de Michel Foucault e materializada, nesse estudo, através da construção de narrativas de si. Assim, o dispositivo teórico-metodológico construído não procurou recompor o passado vivido pelos sujeitos da Rede Coque Vive, mas ressaltar as possíveis relações entre narração de si e a experiência formativa desencadeada. Os resultados mais amplos indicaram que os processos de subjetivação, desencadeados a partir da participação na Rede Coque Vive, são incitados fundamentalmente pelo fato de se atuar em grupo; grupo esse constituído por atores que se encontram apesar de ocuparem diferentes lugares e papeis sociais. O elemento chave do processo parece ser uma experiência radical do encontro. Fato que pôde ser observado quando no ato mesmo de narrar as histórias vividas, as identidades dos atores parecem se desprender; como se aquilo que é contado/narrado permitisse uma troca das lentes, alterando não apenas o modo como se olha para os espaços periféricos, mas sobretudo como se olha para si mesmo. A análise das narrativas dos atores entrevistados desvelou que, por alguns instantes, as histórias vividas adquirem um caráter de universalidade, ou seja, tornam-se capazes de gerar identificação mesmo entre aqueles que não participam diretamente da experiência, mas se veem sensibilizados, afetados com as ações produzidas e desencadeadas. Foi justamente no ato de narrar, em primeira pessoa, essa descoberta que observamos os efeitos e os deslocamentos formativos impulsionados pela Rede Coque Vive, o que nos permite concluir que os atores se envolvem de forma tão intensa com suas ações e com os produtos construídos, nesse âmbito, que passam, na verdade, a produzirem a si mesmos nesse processo. Desse modo, as intervenções ético-estéticas da Rede podem repercutir ativamente tanto no campo da política quanto no campo das reflexões pedagógicas.
2

Discurso sobre espaços populares na Web: investigação de estigmas sobre a comunidade do Coque

SILVA, Igor Frederick Cabral Ferreira da 31 January 2011 (has links)
Made available in DSpace on 2014-06-12T16:28:28Z (GMT). No. of bitstreams: 2 arquivo2984_1.pdf: 1464255 bytes, checksum: 5dfb7253f9bbd9b90ec62cf7067f4754 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2011 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta pesquisa propõe-se a investigar de que formas os discursos sobre o Coque, uma comunidade de 12.000 habitantes localizada no espaço central do Recife e historicamente estigmatizada nos veículos de comunicação tradicionais, circulam na web. O estudo toma como ponto de partida e referência a atuação da Rede Coque Vive, que reúne um conjunto de atores sociais (universidade, associação comunitárias, coletivos jovens) empenhado, entre outras coisas, em transformar as representações midiáticas do bairro dentro e fora da comunidade. Assumindo como pressuposto o princípio da livre circulação de discursos nos meios digitais, que os alçou à condição de contraponto à hegemonia das mídias tradicionais, investigamos de que maneira os enunciados produzidos nesse ambiente são também determinados pelos processos sociodiscursivos das grandes mídias, verificando se reproduzem as mesmas abordagens dadas a espaços populares, como o Coque, ou se, de fato, produzem outras representações. A partir do recorte de três posicionamentos discursivos (da comunidade, da Rede Coque Vive e da grande mídia), ancorados em lugares de fala distintos, e observando de que maneira eles interagem e se diferenciam dentro dos ambientes do Orkut e do Youtube, verificamos entre os posicionamentos discursivos da comunidade e da grande mídia um alto grau de continuidade temática (resumida especificamente nos temas da violência, da erotização, e das celebridades), ainda que com uma valoração distinta (e por vezes até inversa). Por sua vez, os temas propostos pela Rede Coque Vive (como o pertencimento comunitário e a disputa pela terra) apresentam dificuldade de circulação. A observação dessas continuidades nos leva a inferir que a mera disponibilidade de acesso não implica a apropriação das mídias digitais. Esse estudo de caso também nos permite afirmar que a superação das lacunas de participação advindas das desigualdades de acesso (que dizem respeito às experiências, habilidades e conhecimentos prévios necessários ao uso competente) só se dá a partir do engajamento em relações que permitam expandir a capacidade de expressão, o entendimento do mundo (saber se inserir nas práticas sociais) e uma melhor compreensão dos processos de regulação das mídias (práticas discursivas). É a partir daí que advogamos a necessidade de vinculação desses sujeitos na rede virtual (web) a redes sociais concretas, capazes de estimular a ação coletiva, o envolvimento comunitário e o pensamento crítico
3

Står monstret bakom mig? : En kvalitativ undersökning av skräck i Virtual Reality / Is the Monster Standing Behind Me? : A Qualitative Study of Horror in Virtual Reality

Wildt, Anna, Lindborg, Nelly January 2017 (has links)
Virtual Reality har existerat i olika former runt 80 år tillbaka, men i dess nuvarande form har den en mer signifikant plats på marknaden. Med detta behövs mer forskning på hur VR fungerar och hur människor påverkas av VR för att kunna utveckla produkter till detta växande medium. Forskningen är idag bristande, så för att bredda förståelsen om VR och framförallt VR som konsol för spel har den här kvalitativa studien undersökt hur skräckelement upplevs i en VR-miljö. Studien undersökte även vad som kan påverka “immersion”, fördjupning i miljön, samt om tidigare erfarenheter kan påverka upplevelser i en VR-miljö. Dessa frågor analyserades utifrån två speltest som gjordes på VR-konsolen HTC Vive. Första speltestet fokuserade på kontroller och “immersion” för att se hur pass lättförstådd och intuitiv konsolen är. Det andra testet undersökte skräckelement i VR och vad för slags element kunde bidra till en mer effektiv och intensiv skräckupplevelse. Totalt deltog 16 personer mellan 19-26 år i speltesterna. Deltagarna var studenter vid Karlstad Universitet eller hade tidigare varit det. Deltagarna blev indelade i olika grupper baserade på tidigare erfarenhet inom spel (första testet) och skräck (andra testet). Med hjälp av observation av videoinspelningar och intervjuer kunde den insamlade datan delas in i teman. De teman som användes för att analysera datan var kontroller, obehag/desorientering, “immersion” och skräckelement. Resultaten visade att HTC Vive har goda förutsättningar för “immersion”. Dock med några problematiska faktorer, utrustning exempelvis, som störde upplevelsen. Trots detta skapade konsolen en stark känsla av “immersion” då deltagarna upplevde sig närvarande i VR-miljön på grund av sådant som bakgrundsljud och naturligt perspektiv på VR-miljön i headsetet. Det som spelade störst roll för “immersion” var att miljön behövde agera verklighetstroget, alltså som spelaren förväntar sig. Den sortens närvaro bidrog positivt till skräckupplevelsen då spelarna tycktes uppleva sig hotade av skräckelementen som att det var riktat mot dem personligen och inte bara en karaktär i ett spel. Gällande skillnader mellan grupperna i erfarenhet fanns det inte många substantiella skillnader. Det kunde märkas lite skillnad i hur kontrollerna hanterades mellan de spelerfarna och icke erfarna. De med tidigare erfarenhet tycktes ha med sig förväntningar om hur kontrollerna skulle fungera. Studien hade, på grund av dess kvalitativa natur, inte möjlighet att få fram generaliserbara resultat. Dock så öppnade den upp för frågor till framtida forskning gällande både VR-spel och dess användare samt om VR-konsoler. / Virtual Reality has existed in different forms since around 80 years ago, but in its current form it has a more significant place on the current market. With this change, more research on how VR works and how humans are affected by it is needed to be able to develop products for this growing medium. The research today is lacking, so to expand the understanding of VR and specifically VR as a console for games, this qualitative study has researched how elements of fear are experienced in a VR-environment. The study also studied what can affect “immersion”, depth in the environment, as well as if previous experience can affect experiences in a VR-environment. These questions were analyzed based on two game tests that were made on the VR-console HTC Vive. The first test focused on controls and “immersion” to see how intuitive and easily understood the console is. The second test examined horror elements in VR and what kinds of elements could contribute to a more effective and intense horror experience. A total of 16 people between the ages of 19-26 participated in the game tests. The participants were students at Karlstad University, or had previously been so. The participants were divided in different kinds of groups depending on previous experiences in digital games (the first test) and horror (the second test). With the help of observation of the video recordings and the interviews the collected data could be divided into themes. The themes used to analyze the data were controls, disorientation/discomfort, “immersion” and horror elements. The results showed that HTC Vive have good qualifications for “immersion”. Though with a few problematic factors, the equipment for example, which disturbed the experience. Despite this, the console created a strong feeling of “immersion” as the participants experienced themselves to be present in the VR-environment because of factors such as background noise and a natural point-of-view of the VR-environment through the headset. The biggest contributor for “immersion” was that the environment needed to have a natural and believable behavior, acting the way the user expects it to. This kind of presence contributed positively to the horror experience as the participants seemed to believe themselves to be threatened by the horror elements as if it was directed at them personally and not just a character in a game.   In the subject of differences between the groups in experience there not a lot of substantial differences. A small difference could be found regarding how the controls were handled between the different groups of game experience. The participants with previous experience seemed to bring expectations about how the controls should work. The study had, because of its qualitative nature, no possibility to receive generalizable results. But the study did open up for questions for future research related to VR-games and their users, as well as VR-consoles.
4

O político na rede coque vive: diversidade, conflitos e confluências na construção da ação coletiva

Vasconcellos, Rafaela de Melo 31 January 2013 (has links)
Submitted by Paula Quirino (paula.quirino@ufpe.br) on 2015-03-10T18:58:09Z No. of bitstreams: 1 Dissertaçao RAFAELA DE MELO VASCONCELLO.pdf: 1960288 bytes, checksum: 6991b831896937b35254e3cd572600bb (MD5) / Made available in DSpace on 2015-03-10T18:58:09Z (GMT). No. of bitstreams: 1 Dissertaçao RAFAELA DE MELO VASCONCELLO.pdf: 1960288 bytes, checksum: 6991b831896937b35254e3cd572600bb (MD5) Previous issue date: 2013 / CAPES / Nosso problema central consiste em entender como se constitui e se sustenta a ação da Rede Coque Vive, ou seja, como as relações entre diferentes agentes e grupos se articulam em torno de uma ação comum. A partir disso, estamos preocupados em entender como a diversidade, os conflitos e as confluências na construção dessa ação coletiva marcam a visão política dos atores envolvidos. Assim, situamos a análise da ação coletiva, tomando como referência Melucci e aspectos centrais do pensamento de Gramsci, no contexto do debate sobre cultura política, política cultural e ações coletivas, à luz de Alvarez, Dagnino e Escobar (2000). Num primeiro momento, tratamos do contexto político e a trajetória dos três grupos que formam a Rede – NEIMFA, MABI e UFPE –, para, em seguida, discutir elementos da sua cultura política. Trata-se de uma pesquisa de análise de conteúdo, com base em entrevistas semiestruturadas, aberta à reflexividade de quem pesquisa e às trocas entre os agentes envolvidos na investigação, uma vez que a pesquisadora é também participante do “objeto” estudado.
5

O que nos dizem os vídeos da Rede Coque Vive?

Oliveira, Vinícius Andrade de 28 March 2013 (has links)
Submitted by Chaylane Marques (chaylane.marques@ufpe.br) on 2015-03-04T19:19:28Z No. of bitstreams: 2 Dissertação Vinícius Andrade.pdf: 1455282 bytes, checksum: 4c7190bd87f6f7cfd256067df1ce4d7b (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Made available in DSpace on 2015-03-04T19:19:28Z (GMT). No. of bitstreams: 2 Dissertação Vinícius Andrade.pdf: 1455282 bytes, checksum: 4c7190bd87f6f7cfd256067df1ce4d7b (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2013-03-28 / O presente trabalho apresenta uma investigação acerca da produção audiovisual da Rede Coque Vive, formada pelo Núcleo Educacional Irmãos Menores de Francisco de Assis (NEIMFA), o Movimento Arrebentando Barreiras Invisíveis (MABI) e estudantes da Universidade Federal de Pernambuco (UFPE). Uma das frentes de ação dessa rede, formada em 2006 com o intuito de problematizar os discursos midiáticos que davam conta de um Coque puramente violento, é a produção de vídeos que versam sobre a vida no bairro, o estigma sofrido por ele, os processos de transformação de seu espaço, entre outros temas. Nossa trajetória de pesquisa analisa como essas questões são abordadas nos vídeos realizados colaborativamente entre esses atores sociais, identificando, em primeiro lugar, as vozes presentes no interior dos filmes para, posteriormente, evidenciar como essas vozes dialogam com vozes culturais outras, sejam aquelas pertencentes aos gêneros audiovisuais, sejam aquelas veiculadas em jornais impressos, propagandas, ou materiais discursivos da própria Rede Coque Vive. O corpus é formado pelos vídeos “Desclassificados” (2008), “A linha, a maré e a terra” (2008), “Centenário do Sul”, (2009) e “.Zip” (2011) e, além do processo de investigação das vozes que compõem os vídeos, a pesquisa procura observar as principais recorrências e descontinuidades dessa produção no intuito de promover uma visão geral a respeito da maneira como o audiovisual tem sido usado pela Rede Coque Vive no debate e entendimento de questões políticas mais amplas.
6

Survey of Virtual and Augmented Reality lmplementations for Development of Prototype for Practical Technician Training

Lindvall, Tobias, Mirtchev, Özgun January 2017 (has links)
Virtuell träning är ett viktigt sätt att utbilda tekniker för att förbereda dem för underhållsarbete i verkligheten. Tekniker som utbildas för att utföra underhållsarbete på JAS 39 Gripen, genomför delar av utbildningen genom programmet Virtual Maintenance Trainer (VMT), som kan återge en detaljerad simulering av flygplanet under drift. Teknikerna kan delta i lektioner med specifika uppgifter som inkluderar att felsöka interna datorer och delar av flygplanet samt utföra underhållsarbete för att åtgärda fel. Programmet är dock skrivbordsbaserat och för att göra utbildningen mer effektiv, finns det en önskan om att utforska möjligheterna i virtual och augmented reality. Denna rapport undersöker alternativen för utbildningsverktyg i virtual reality och augmentedreality genom en teoretisk undersökning. I undersökningen vägs fördelar och nackdelar för nuvarande implementeringar för att tillhandahålla ett optimalt system som kan fungera för att ge tekniker praktisk erfarenhet i en realitisk träningssimulering. Baserat på resultaten från undersökningen och genom att använda spelmotorn Unity, har enprototypsapplikation skapats som kan simulera teknikerutbildning på en modell av JAS 39 Gripen. HTC Vive och Leap Motion användes för att låta användaren kliva in i simuleringsvärlden och för att möjliggöra realistisk interaktion. En tekniker kan lära sig att utföra underhållsåtgärder genom att genomföra olika träningsförfaranden i simuleringen genom att gå runt och interagera med ett fullskaligt Gripen-flygplan. / Virtual training is a vital way of educating technicians to make them prepared for real maintenance work. Technicians that are educated to perform maintenance work on JAS 39 Gripen, complete parts of their training through the application Virtual Maintenance Trainer (VMT), which can provide a detailed simulation of the aircraft during operation. The technicians are able to complete courses and lessons with specific procedures such as debugging internal computers and parts of the aircraft and performing maintenance work to fix errors. However, the application is desktop-based and to make the education even more effective, there is a desire to explore the possibilities in virtual and augmented reality. This report explores the alternatives of education tools in virtual reality and augmented reality through a survey. In the survey, the advantages and disadvantages of current implementations are examined to provide an optimal system which could work to give technicians a realistic practical training simulation experience. Based on the results of the survey and by using the game engine Unity, a prototype application is built which can simulate technician training procedures on a model of JAS 39 Gripen. HTC Vive and Leap Motion were used to immerse the user into the simulation world and to enable realistic interaction. A technician may be able to learn through completing different training procedures in the simulation by walking around and interacting with a full-scaled Gripen aircraft.
7

Real Time Cross Platform Collaboration Between Virtual Reality & Mixed Reality

January 2017 (has links)
abstract: Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR to collaborate in real time. The study of developing a real-time cross-platform collaboration system between VR and MR takes into consideration a scenario in which multiple device users are connected to a multiplayer network where they are guided to perform various tasks concurrently. Usability testing was conducted to evaluate participant perceptions of the system. Users were required to assemble a chair in alternating turns; thereafter users were required to fill a survey and give an audio interview. Results collected from the participants showed positive feedback towards using VR and MR for collaboration. However, there are several limitations with the current generation of devices that hinder mass adoption. Devices with better performance factors will lead to wider adoption. / Dissertation/Thesis / Final Output / Keynote / Thesis Demo / Masters Thesis Computer Science 2017
8

Evaluation of PC-Based Virtual Reality as a Tool to Analyze Pedestrian Behavior at Midblock Crossings

Mai, Kristina Lynn 01 June 2017 (has links) (PDF)
The aim of this research was to analyze if current generation PC-driven virtual reality simulations can be used to accurately mimic and therefore, observe behavior at a crosswalk. Toward that goal, the following research tasks were carried out: a) Designing a 3D virtual crosswalk and recruiting volunteers to wear the HTC Vive headset and to walk across the street, b) Setting up cameras near the midblock crosswalk on University Drive at California Polytechnic State University, San Luis Obispo to observe pedestrians, and c) Comparing pedestrian behavior data from both the virtual and real midblock crosswalk. The comparison was based on the following criteria: a) Pedestrian walking speed, b) Observation patterns prior to crossing the road, characterized by glancing left and right to detect cars, and c) Pedestrians’ decisions as to where to cross, defined by if they chose to walk directly on or outside of the midblock crosswalk. Walking speed and the number of pedestrians who looked left and right before crossing were significantly different in both the virtual and real environments. On the other hand, the proportion of people who chose to walk on the crosswalk was similar in both environments. This result indicates that there is a future potential in using virtual reality to analyze pedestrian behavior at roundabouts. Although this study showed that PC-driven virtual reality is not effective in replicating pedestrian walking speeds or pedestrian observation patterns at a midblock crosswalk, researchers may expect PC-driven virtual reality to have greater applications within the transportation discipline once the technology improves over the years. Potential improvements in technology that would help include being wireless, allowing users to walk in a non-confining space, and making the equipment more affordable, allowing the technology to become more mainstream.
9

Training novice robot operators to complete simple industrial tasks by using a VR training program

Yu, Haisheng January 2020 (has links)
This paper studies a Virtual Reality (VR) training program for novice industrial robot operators. The VR training program is constructed using Unity and HTC Vive. The paper presents the result of comparative experiments allowing novices to learn and operate virtual and physical robots to complete simple industrial production tasks. The results include their time to complete the task, the pass rate of the task, and the results of the questionnaire survey as evidence of their learning efficiency and user satisfaction. Finally, through data analysis, we compare the impact the two methods have on novices. The two approaches are the VR training program and the conventional physical robot training method. The experiment results show that novices who use the VR training program at first show a high degree of user satisfaction, and they can more quickly and efficiently master the knowledge of manipulating industrial robots and apply it to practice. The findings of this article also show that the use of VR technology in industrial production improves y and is a feasible and reliable method which still has room‌‌‌ or improvement. / Den här uppsatsen undersöker ett Virtual Reality-träningsprogram för industriella robot operatörer som är nybörjare. VR-träningsprogrammet är skapat i Unity för HTC Vive. Uppsatsen presenterar resultaten av en jämförande studie där nybörjare fick lära sig att använda en VR och en fysisk robot för att slutföra enkla industriella produktionsuppgifter. Resultatet inkluderar deltagarnas tid att slutföra uppgifterna, andel lyckade försök samt resultaten av ett frågeformulär som bevis på deltagarnas inlärnings effektivitet samt användartillfredsställelse. Genom en dataanalys jämfördes de effekter ett VR- träningsprogram och en konventionell metod på fysiska robotar hade på nybörjare. Studiens resultat visar att nybörjare som använder VR-träningsprogrammet visar en högre grad av användartillfredsställelse och att dem är snabbare och effektivare när dem bemästrar kunskapen som behövs för att manipulera industrirobotar, samt att tillämpa detta i verkligheten. Resultaten visar också att användningen av VR i industriell produktion förbättrar effektiviteten och är en rimlig och trovärdig metod, men som fortfarande har rum för förbättringar.
10

Virtuella möten i skogen : Ett verktyg för att underlätta Gällö skogs möten i skogen genom 3D-konferens

Sandström, Anton January 2018 (has links)
Within Gällö skog there is an increasing need for meetings in the forest at a distance. This is because many landowners do not live at or close to their forest property. The aim of this work was therefore to find a 3D conference solution for Gällö skog. The work has been carried out using the design process and Pugh's relative decision matrix. First, a requirement specification was made for both hardware and software selection. Then the Facebook Spaces, Rumii and AltSpaceVR software were investigated against this. When none of the aforementioned software was sufficiently satisfactory for this work, it was decided to develop a software. The developed software is based on a website and was developed by modifying an existing project from github.com. Through the modification made in the project, all requirements in the specification could ultimately be achieved. However, with some restrictions. The software works best in the Mozilla Firefox browser, and is not compatible with the iPhone. The user friendliness of Gällö skog also has development potential. The hardware in this work was chosen by comparing the VR glasses HTC Vive and Oculus Rift against each other and the developed requirement specification. As a result, HTC Vive was bought for the project. This because it fulfilled most of the work requirements, and that it had other features that enabled the headset to be used in future work. Finally, The conclusion of this work was that until this technology has come further, this solution may be insufficient. The idea is good, the solution is good, but the technology needs to come further for fully satisfactory results. When the VR technololgy have advanced further, a solution like this could be something that could be useful to companies. This because the inertaction of a 3D conference is improved compared to today's video chat. / Inom Gällö skog finns ett ökande behov av att hålla möten i skogen på distans. Detta eftersom många markägare inte bor på, eller vid sin skogsfastighet. Målet med detta arbete var därför att hitta en 3D-konferenslösning åt Gällö skog. Arbetet har genomförts med hjälp av designprocessen samt Pughs relativa beslutsmatris. Först togs en kravspecifikation fram både för val av hårdvara och mjukvara. Efter det undersöktes mjukvarorna Facebook Spaces, Rumii och AltSpaceVR mot denna. När ingen av de nämnda mjukvarorna var tillräckligt tillfredsställande för detta arbete så valdes att ta fram en egen mjukvara. Den framtagna mjukvaran baseras på en webbplats och togs fram genom att modifiera ett befintligt projekt från github.com. Genom den modifikation som gjordes i projektet så kunde alla krav i kravspecifikationen till slut uppnås. Dock med vissa restriktioner. Mjukvaran fungerar bäst i webbläsaren Mozilla Firefox, och är ej kompatibel med Iphone. Även användarvänligheten för Gällö skog har utvecklingspotential. Hårdvaran i detta arbete togs fram genom att jämföra VR-glasögonen HTC Vive och Oculus Rift mot varandra och den framtagna kravspecifikationen. Resultatet av detta blev att HTC Vive köptes in till projektet. Detta för att de uppfyllde flest av arbetets krav, samt att de hade övriga funktioner som gjorde att de kan användas även i framtida arbeten. Slutsatsen av detta arbete blev till slut att tills dess att tekniken kring detta har hunnit längre så blir denna lösning möjligtvis otillräcklig. Tanken är god, lösningen bra, men tekniken behöver komma längre för fullt tillfredsställande resultat. När VR-tekniken kommit längre skulle en lösning likt denna kunna vara något som kan bli användbart för fler företag. Detta eftersom interaktionen i en 3D-konferens förbättras jämfört med dagens videochattar.

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