• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 526
  • 107
  • 87
  • 38
  • 37
  • 36
  • 19
  • 15
  • 7
  • 6
  • 6
  • 4
  • 4
  • 4
  • 3
  • Tagged with
  • 1020
  • 1020
  • 295
  • 204
  • 186
  • 155
  • 152
  • 140
  • 128
  • 126
  • 117
  • 100
  • 100
  • 96
  • 94
  • 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.
851

Modèle et expériences pour la visite des musées en réalité augmentée sonore / Model and experience for audio augmented museums visit

Azough, Fatima-Zahra 16 May 2014 (has links)
Cette thèse consiste à explorer l’usage de la réalité augmenté sonore pour la visite de musées. Notre objectif est de proposer un audioguide permettant d’immerger le visiteur dans une scène sonore constituée de sons ambiants et de commentaires associés aux objets exposés, et de minimiser ses efforts pour découvrir ces objets et interagir avec cet environnement sonore. La première contribution de cette thèse concerne la mise en place d’une preuve de concept de SARIM (Sound Augmented Reality Interface for visiting Museum). Cette preuvede concept a été développée en utilisant des capteurs de position et d’orientation filaire et non filaire. La deuxième contribution concerne la modélisation de la visite augmentée par la dimension sonore. Après une étude des modèles existants, l’objectif est de concevoir un modèle comprenant une représentation du visiteur,du paysage sonore et de la navigation et offrant une grande flexibilité pour créer l’environnement sonore. Ce modèle a comme finalité de faciliter la conception de différents types de scénarios de visite sur la base de la notion de zone d’audibilité. La troisième contribution de cette thèse est le travail d’évaluation mené dans un environnement réel qu’est le musée des arts et métiers de Paris, et qui a permis de confirmer l’utilisabilité, ainsi que l’apport didactique et ludique que procure la réalité augmentée sonore en général et le système SARIM en particulier pour prolonger et enrichir la visite de musées. / The goal of this thesis is to explore the use of sound to enhance the museum visit. We aim to provide anaudioguide to immerse the visitor in a soundstage consisting of ambient sounds and comments associated withthe exhibits, and minimize its efforts to discover these objects and interact with the sound environment. Thefirst contribution of this thesis is the implementation of a proof of concept of SARIM (Sound AugmentedReality Interface for visiting Museum). This proof of concept was developed using position sensors andguidance wired and wirelessly. The second contribution concerns the modeling of the augmented visit by thesound dimension. After a review of existing models, the objective is to design a model that includes arepresentation of the visitor, the soundscape and navigation, offering the flexibility to create the soundenvironment. This model has the purpose of facilitating the design of different types of scenarios based on theconcept of audibility area. The Third contribution of this thesis is the evaluation conducted in a realenvironment what the Museum of Arts and Crafts in Paris, which confirmed the usability, as well as providingeducational and ludic impact of the audio augmented reality in general and the SARIM in particular to extendand enrich the museum visits.
852

Driving in Virtual Reality : Investigations in Effects of Latency and Level of Virtuality

Blissing, Björn January 2016 (has links)
When developing new active safety systems or improving existing systems, conducting performance evaluations is necessary. By performing these evaluations during early development stages, potential problems can be identified and mitigated before the system moves into the production phase. Testing active safety systems can be difficult since the characteristic scenarios may have complex interactions. Using real vehicles for performing these types of scenarios is difficult, expensive, and potentially dangerous. Alternative methods, such as using inflatable targets, scale models, computer simulations or driving simulators, also suffer from drawbacks. Consequently, using virtual reality as an alternative to the traditional methods has been proposed. In this case, a real vehicle is driven while wearing a head-mounted display that presents the scenario to the driver. This research aims to investigate the potential of such technology. Specifically, this work investigates how the chosen technology affects the driver. This investigation has been conducted through a literature review. A test platform was constructed, and two user studies using normal drivers were performed. The first study focused on the effects of visual time delays on driver behavior. This study revealed that lateral behavior changes with added time delays, whereas longitudinal behavior appears unaffected. The second study investigated how driver behavior is affected by different modes of virtuality. This study demonstrated that drivers perceived mixed reality as more difficult than virtual reality. The main contribution of this work is the detailed understanding of how time delays and different modes of virtuality affect drivers. This is important knowledge for selecting which scenarios are suitable for evaluation using virtual reality. / <p>The series name <em>Linköping Studies in Science and Technology Licentiate Thesis</em> is incorrect. The correct series name is <em>Linköping Studies in Science and Technology Thesis</em>.</p>
853

HIGH-DEFINITION WIRELESS PERSONAL AREA TRACKING USING AC MAGNETIC FIELD

Mohit Singh (7301198) 31 January 2022 (has links)
<div>Over the past few decades, the focus of wireless communication technology has been shrinking in terms of coverage area. It started with WMAN (Wireless Metropolitan Area Network), moved to WLAN (Wireless Local Area Network) and WPAN (Wireless Personal Area Network), and is soon expected to move to WBAN (Wireless Body Area Network). Wireless positioning/location services present a perfect analogy to wireless communication services. It started with the use of GPS (Global Positioning System), is moving to Local Area Positioning System (LPS) and will be soon moving to Personal and Body Area Positioning Systems (BPS) in the future.</div><div><br></div>This thesis presents the development of a high-speed and high-accuracy wireless magnetic positioning system which can locate the position and orientation of the sensor in real-time with a sub-mm level accuracy in body area. The system consists of an antenna (transmitter) and one or multiple sensors (receivers). The sensor module consists of a tri-axis AC magnetic field sensor, an orientation sensor, a micro-controller and a communication unit. The system is robust to multi-path, low-power, low-cost and provides complete location privacy to its users. Possible implementations of this technology could be in the field of gaming, media entertainment, security, robotics, bio medical, motion-capture and home-automation. The ultra-low latency of the system and its ability to track the sensor anywhere around the antenna without occlusion makes it a perfect candidate to be used as a Virtual/Augment Reality (VR/AR) input device.
854

Zobrazení bodů na přímky a jiné parametrizace přímek nejen pro Houghovu transformaci / Point to Line Mappings and Other Line Parameterizations not only for Hough Transform

Havel, Jiří January 2012 (has links)
Tato práce se zabývá Houghovou transformací (HT). HT je nejčastěji používána pro detekci přímek nebo křivek, ale byla zobecněna i pro detekci libovolných tvarů. Hlavní téma této práce jsou parametrizace přímek, speciálně PTLM - zobrazení bodů na přímky. Tyto parametrizace mají tu vlastnost, že bodům v obrázku odpovídají přímky v parametrickém prostoru. Tato práce poskytuje důkazy některých vlastností PTLM. Za zmínku stojí existence páru PTLM vhodného pro detekci a efekt konvoluce v obrázku na obsah parametrického prostoru. V práci jsou prezentovány dvě implementace HT. Obě využívají k akceleraci grafický hardware. Jedna využívá GPGPU API CUDA a druhá zobrazovací API OpenGL. Jako aplikace detekce přímek je uvedena část detekce šachovnicových markerů použitelných pro rozšířenou realitu.
855

FICTION CENCRETE / FICTION CENCRETE

Tajovský, Jakub January 2017 (has links)
In my master thesis I realize the set of pictures and painterly objects, which should imitate principles of augmented reality by analogial form. From technical standpoint Im interested in question of bidirectional remediation of new media and painting and how its evolution supports ilussion and imagination. In ontologiacal way im looking for mystical nature of picture. Final exhibition is an metaphor composed in hybryd picture based on technological and theoretical experiences in Painting. The result is little synthetic reality.
856

Consumer’s extending self via Augmented Reality makeup service

Moon, Yujin Chung January 2018 (has links)
No description available.
857

WEARABLE COMPUTING TECHNOLOGIES FOR DISTRIBUTED LEARNING

Jiang, Haotian 02 June 2020 (has links)
No description available.
858

Transcending Memories Beyond Borders: Carrying Memorabilia from Home to Abroad. : Transferring Personal Memorabilia for a Meaningful Cross-Country Experience. / : Identifying Meaningful Methods to Preserve and Transfer Personal Memorabilia Across Diverse Geographical Contexts: An Explorative Case Study Based on First generation Sri Lankan Migrants.

Abeywickrama, Ruby January 2023 (has links)
Collecting memorabilia has been a longstanding practice as it evolved around cultures and societies. Despite existing research about preserving memorabilia, meaningful preservation methods remain unclear due to the individual and idiosyncratic nature of practices [18,22,40,43,47,59]. Migrants who collect memorabilia face challenges in preserving them due to unavoidable circumstances such as lack of transportation, physical measurements and weight of memorabilia. In 2020, 281 million people migrated globally, accounting for 3.6% of the world's population, and as this issue continues to grow, finding practical solu tions is crucial [36,38]. The aim of this study is to explore ways to digitally preserve memorabilia to maintain their material qualities and meaning across diverse geographical contexts (RQ1). The study also focused on understanding what objects migrants regard as worth preserving (RQ2) and how digital memorabilia can be designed to serve as memory tokens (RQ3). The research employed an exploratory case study approach, focusing on first-generation Sri Lankan migrants [11,30]. Qualitative data was collected through interviews and the use of 3D printing and augmented reality was evaluated through prototype testing using a research-through-design approach [29,58]. Results revealed that souvenirs encapsulates sentimental, economic and aesthetic values that provides a symbolic meaning to its’ owner and contributes to constructing their identity. Migrants were willing to try new technologies and augmented reality was recognised as a satisfying experience. To transfer memorabilia meaningfully among different geographical context, a holistic solution for memorabilia preservation was expected by migrants where physical protection of memorabilia is emphasized. Further research in this study involves utilizing photogrammetry scanning and 3D modeling to closely replicate real-life memorabilia and further evaluating mixed-reality user interactions such as augmented reality.
859

Peripheral visual cues and their effect on the perception of egocentric depth in virtual and augmented environments

Jones, James Adam 09 December 2011 (has links)
The underestimation of depth in virtual environments at mediumield distances is a well studied phenomenon. However, the degree by which underestimation occurs varies widely from one study to the next, with some studies reporting as much as 68% underestimation in distance and others with as little as 6% (Thompson et al. [38] and Jones et al. [14]). In particular, the study detailed in Jones et al. [14] found a surprisingly small underestimation effect in a virtual environment (VE) and no effect in an augmented environment (AE). These are highly unusual results when compared to the large body of existing work in virtual and augmented distance judgments [16, 31, 36–38, 40–43]. The series of experiments described in this document attempted to determine the cause of these unusual results. Specifically, Experiment I aimed to determine if the experimental design was a factor and also to determine if participants were improving their performance throughout the course of the experiment. Experiment II analyzed two possible sources of implicit feedback in the experimental procedures and identified visual information available in the lower periphery as a key source of feedback. Experiment III analyzed distance estimation when all peripheral visual information was eliminated. Experiment IV then illustrated that optical flow in a participant’s periphery is a key factor in facilitating improved depth judgments in both virtual and augmented environments. Experiment V attempted to further reduce cues in the periphery by removing a strongly contrasting white surveyor’s tape from the center of the hallway, and found that participants continued to significantly adapt even when given very sparse peripheral cues. The final experiment, Experiment VI, found that when participants’ views are restricted to the field-of-view of the screen area on the return walk, adaptation still occurs in both virtual and augmented environments.
860

[pt] EFEITOS DO USO DA REALIDADE AUMENTADA SOBRE A EXPERIÊNCIA DO CONSUMIDOR NO VAREJO E A SUA INTENÇÃO DE COMPRA / [en] THE IMPLICATIONS OF USING AUGMENTED REALITY ON THE RETAIL CONSUMER EXPERIENCE AND THE PURCHASE INTENTION ASSOCIATED

ANDREA RIBEIRO CARVALHO DE CASTRO 26 May 2020 (has links)
[pt] Este estudo propõe fazer uma análise sobre o impacto da experiência de Realidade Aumentada (RA) aplicada no varejo online utilizando dispositivo móvel. Após a revisão de literatura feita sobre este tema, foi elaborado um modelo e foram formuladas hipóteses que permitissem investigar a relação entre a Experiência de Realidade Aumentada e a Intenção de Compra, sendo esta relação mediada por avaliações do consumidor, tais como, Certeza na Escolha, Satisfação do Usuário e a Emoção Positiva. Para testar o modelo, foi feito uma pesquisa com 201 consumidores. Os dados coletados foram analisados pelo método de modelagem de equações estruturais (SEM) e confirmaram a maioria das hipóteses formuladas, apresentando relações significativas dos construtos mediadores que ficam entre a Experiência de Realidade Aumentada e a Intenção de Compra. Os resultados indicam a importância da avaliação feita pelo consumidor sobre a Certeza na Escolha ao utilizar uma Experiência de Realidade Aumentada antes da Intenção de Compra. É oportuno mencionar que o construto Emoção Positiva também é um mediador significativo entre a Experiência de Realidade Aumentada e a Intenção de Compra, porém menos forte que a Certeza na Escolha. Estes resultados sugerem que os consumidores, após uma Experiência de Realidade Aumentada, são levados a avaliar os aspectos cognitivos e afetivos antes da decisão pela compra. / [en] The purpose of this study is to analyze the impact of Augmented Reality (AR) experiences applied to online retails using a mobile device. After reviewing the literature on this topic, a model was elaborated, and hypotheses were formulated to investigate the relationship between the AR experience and the purchase intention. This relationship is mediated by consumer evaluations, such as certainty in the choice, user satisfaction, and positive emotions. To test the model, a survey was conducted with 201 consumers. The collected data were analyzed using the structural equation modeling method and confirmed most of the formulated hypotheses, presenting significant relationships between the mediating constructs with the AR experience and with the purchase intention. The results indicate the importance of the evaluation made by the consumer on the certainty of the choice when using an AR experience before the purchase intention. It is worth mentioning that the positive emotion construct is also a significant mediator between the AR experience and the purchase intention, but less strong than the certainty in the choice. These results suggest that consumers, after an AR Experience, are led to assess cognitive and affective aspects before purchase intention.

Page generated in 0.0902 seconds