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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.
881

Principles of a Gamification Concept in a Museum Using AR for Enhancing the Engagement in Children

Fahlstedt, Hedvig January 2020 (has links)
Museums are not only public repositories of culture, but also educational institutions striving to emotionally stimulate visitors with an explorative educational experience. However, it is stated knowledge that museums can be considered boring, especially by the younger visitors.  The purpose of this study was to investigate how a museum exhibition can become more engaging by combining gamification with the museum's course of action to enhance visitor engagement in children.  The goal was to identify distinct principles in the dimensions of gamification, the museum context, the target group of 10-13 year olds and Augmented Reality. With a Research Through Design approach, a concept study and design study was conducted, and a prototype was developed as a representation of the principal findings. The prototype was evaluated in a user study conducted with participants within the target group.  The result of the user study indicated that the gamification concept was engaging but due to few participants as well as lack of usability data, the concept could not be fully validated to enhance visitor engagement in a museum.  However, evaluation of the findings and the defined distinct principles of the dimensions can serve as guidelines for other research conducted within the same dimensions or with similar conditions. / Ett museum är inte bara en offentlig förvaring av kultur utan även en utbildningsinstitution som strävar efter att emotionellt stimulera sina besökare genom att erbjuda en stimulerande utbildningsupplevelse. Dock finns det en allmän uppfattning att museer ibland anses vara tråkiga, särskilt hos de yngre besökarna.  Syftet med denna studie var att undersöka hur en utställning i ett museum kan bli mer engagerande genom att kombinera spelifiering med museets handlingssätt för att förbättra besökarnas engagemang hos barn.  Målet var att identifiera distinkta principer i de fyra dimensionerna spelifiering, museum som kontext, målgruppen 10-13-åringar och teknologin Augmented Reality. Genom att använda Research Through Design metodologin genomfördes en konceptstudie och designstudie. En prototyp utvecklades som en representation av de definierade principerna som utvärderades i en användarstudie med deltagare inom målgruppen.  Användarstudiens resultat visade att spelifieringskonceptet var engagerande, men med anledning av få deltagare såväl som brist på användardata kunde konceptet inte validera att besökarnas museumrelaterade engagemang förbättrades.  Däremot kan resultatens utvärdering och de principer som definierats i denna studie fungera som riktlinjer för annan forskning som utförs inom samma dimensioner eller med liknande förhållanden.
882

Characterization and Correction of Spatial Misalignment in Head-Mounted Displays

Bauer, Mitchell D. 20 December 2017 (has links)
No description available.
883

Augmented Reality: The Art Of Storytelling Through A Blend Of Digital Photography And Woven Jacquard Structure

Dallas, Oxana 08 May 2018 (has links)
No description available.
884

Role-dependent information displaying design and implementation using augmented reality

Sánchez Montoya, Trinidad January 2021 (has links)
This thesis project aims to study the design of an Augmented Reality solution for the industry that benefits the user. Three industry-related roles are studied individually, the shop floor worker role, the line manager role, and the maintenance worker role. In order to do this, two different information display approaches; having access to a personal source of information, and having distributed sources of information linked to the working space, are implemented, analyzed, and compared, from acognitive ergonomics perspective. Insight on how the different design decisions can affect the outcome of the Augmented Reality system in each case, is extracted from performance, usability, perceived workload, and user experience evaluations of each of the approaches for each of the roles. The design and creation methodology for information system and computing research is followed for this project. A literature review is performed in order to define and understand the addressed problem, solutions are proposed in an iterative process, culminating in the implementation of the final idea, which is then evaluated by a group of test subjects. These evaluations target cognitive ergonomics assessments of the different design approaches and their results are collected and analyzed in order to draw conclusions and present the project’s findings. The obtained results point to a set of different strengths and weaknesses for each of the Augmented Reality approaches implemented for each of the industry roles considered. For the shop floor and maintenance workers, distributed approaches for information display can be more exciting and engaging, but they can also increase task completion time, in comparison to information displayed in personal panels. However, the results point to line managers can possibly benefit more from the use of personal panels. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet somska skickas till arkivet.</p>
885

[en] 3D PROPEDEUTICS VISUALIZATION: TECHNOLOGIES TO SUPPORT CLINICAL DECISION-MAKING / [pt] PROPEDÊUTICA COM VISUALIZAÇÃO 3D: TECNOLOGIAS PARA SUPORTE À TOMADA DE DECISÃO

LEONARDO FRAJHOF 22 October 2020 (has links)
[pt] O objetivo desta pesquisa é projetar serviços da propedêutica clínica considerando o uso da tecnologia de visualização tridimensional como linguagem e fonte de dados para apoiar o raciocínio das decisões clínicas. Visando projetar esse serviço, avaliamos o potencial de algumas tecnologias de visualização tridimensional que poderiam ser úteis para apoiar a propedêutica: visualização de modelos em ambientes virtuais (imersão em Realidade Virtual ); projeção de modelos tridimensionais na realidade visualizados por smartphones (Realidade Aumentada); modelos impressos em 3D. Optamos por projetar um produto que seria o objeto de investigação aprofundada nesta pesquisa: um ambiente virtual para a visualização de casos clínicos reais por meio de óculos de realidade aumentada. Para realizar esta pesquisa um artefato para a visualização de casos clínicos reais por meio de Realidade Virtual (RV) e Realidade Aumentada (RA) foi projetado. O artefacto foi nomeado como ProVis3D e foi desenvolvido para que os médicos assistentes visualizassem, de forma tridimensional, imagens médicas em posição anatômica, mantendo as relações espaciais entre órgãos e vasos de forma fidedigna, para o que é proposto como precisão pelo método, e correspondendo a sua posição no mundo real, ou seja, como estas estão dispostas no interior do corpo humano. Além de poderem ser visualizadas, há possibilidade de interação com as imagens, simulando a percepção táctil, e de produzir sua movimentação: tocar em órgãos segmentados, vasos e vísceras, separar estas estruturas, aumentar seu tamanho e fazer a rotação do objeto em torno de seu eixo. Uma avaliação empírica foi realizada nesta pesquisa, na perspectiva epistemológica-metodológica projetiva Design Science Research (DSR), utilizando como metodologia projetando diferentes casos, com cinco unidades de análise (cada médico convidado para usar o artefato da pesquisa consiste em uma unidade de análise nesta pesquisa). A abordagem foi observacional e interpretativa, com a finalidade de compreender e refletir sobre o comportamento do médico, especialmente a sua tomada de decisão, quando utiliza o artefato desenvolvido nesta pesquisa. Foram projetadas diferentes cenas para possibilitar a observação das experiências dos usuários do ProVis3D (médicos especialistas e não especialistas) ao visualizar imagens médicas em contextos anatômicos reais (reconstrução 3D a partir de exames de tomografia computadorizada e modelos 3D coloridos com todas as estruturas nas suas posições reais) e ao interagir com essas imagens por meio de Realidade Aumentada. A cena virtual consiste em uma imagem tridimensional dinâmica, que pode ser manipulada para apoiar um cirurgião no seu planejamento cirúrgico ou apoiar um radiologista a complementar seu laudo na estação de trabalho (workstation). Os médicos visualizam a cena inicialmente em RV e posteriormente em RA. Duas questões foram elaboradas para o estudo: 1) Será que o artefato realmente possibilita obter informação de valor para a tomada de decisão clínica?; 2) Será que essa tecnologia de visualização realmente cria uma linguagem que possibilita aos médicos produzirem novos conhecimentos? A partir desse estudo, foi demonstrado que artefato ProVis3D tem potencial para apoiar a decisão clínica e que a tecnologia interativa de visualização tridimensional, em Realidade Aumentada, cria uma linguagem, faz os médicos conversarem de um modo diferente, sobre coisas que não estão habituados, possibilitando aos médicos produzirem novos conhecimentos. / [en] The objective of this research is to design a clinical propaedeutic services considering the use of three-dimensional visualization technology as a language and data source to support the reasoning of clinical decisions. In order to design this service, we evaluated the potential of some three-dimensional visualization technologies that could be useful to support the propaedeutics: visualization of models in virtual environments (immersion in Virtual Reality); projection of three-dimensional models in reality viewed by smartphones (Augmented Reality); 3D printed models. We opt to design a product that should be the object of further investigation in this research: a virtual environment for viewing real clinical cases through augmented reality glasses. In order to accomplish this research, an artifact for visualization of real clinical cases through Virtual Reality (VR) and Augmented Reality (AR) was designed The artifact was named as ProVis3D and was designed for assisting physicians to view medical images in an anatomical position and three-dimensional manner, maintaining spatial relationships between organs and vessels reliably as corresponding to their position in the real world and arranged within the human body. Besides being able to be visualized, there is a possibility for interact with the images, simulating the tactile perception, and producing its movement: touching segmented organs, vessels and viscera, separating these structures, increasing their size and rotating the object around them. its axis. An empirical evaluation was performed in this research, in the projective epistemological-methodological perspective Design Science Research (DSR), designing different cases with five units of analysis (each physician invited to use the research artifact consists of one unit of analysis in this research). The approach was observational and interpretative, with the purpose of understanding and reflecting on the physician s behavior, especially his decision making, when using the artifact developed in this research. Different scenes have been designed in order to observe experiences on ProVis3D s users (medical specialists and non-specialists) when viewing medical images in real anatomical contexts (3D reconstruction from CT scans and full-color 3D models with all structures in place) and interacting with these images through augmented reality. The virtual scene consists of a dynamic three-dimensional image that can be manipulated to support a surgeon on his surgical planning or support a radiologist to complement his workstation report. Doctors view the scene initially in RV and later in RA. Two questions were elaborated for the study: 1) Does the artifact really make it possible to obtain valuable information for clinical decision making? 2) Does this visualization technology really create a language that enables doctors to produce new knowledge? It has been demonstrated that ProVis3D artifact has the potential to support clinical decision making and that the augmented reality interactive three-dimensional visualization technology creates a language; it makes doctors talk differently about things they are not used to, enabling doctors to produce new knowledge.
886

Agent O - Utvecklingen av ett mobilt lärospel

Fergusson, Christopher, Karlsson, Daniel, Zuta, Festim January 2006 (has links)
I denna rapport vill vi lyfta fram de möjligheter och begränsningar som finns för att skapa nya engagerande läromiljöer genom att implementera ett mobilt lärospel i ett svenskt skolsammanhang. För att exemplifiera detta har vi i vårt projekt skapat ett mobilt lärospel kallat Agent O, som två högstadieskolor med ungdomar mellan 15-16 år gamla fått testspela. / This essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way.In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report.
887

The Effects of Augmented Reality Computing on Microgenetic Place Developments in Unfamiliar Spaces

Klisz, Adrian J. 10 1900 (has links)
<p>Modern virtually mobile technologies, largely facilitated by the Internet, have changed communication modes, methods, and even daily-lived experiences within the past 20 years. The most prevalent medium of virtual mobility, virtual reality (VR) manages information through the creation of analogies of the physical world. Recently, a new mode of computing called augmented reality (AR) has become increasingly ubiquitous through the proliferation of modern mobile handsets. AR utilizes augmentation of the physical realm rather than simulation as a guiding principle, binding together the physical and virtual realms. Through the use of context-aware features such as landmark identification, geodetic data, etc., AR is able to superimpose virtual information onto real-time displays of physical landscapes. It is in this way that AR is the first mode of computing that truly transcends the boundaries of the virtual and physical realms, demonstrating the concept of <em>dual presence</em>. The effects of this new medium of computing on navigation, wayfinding, and especially the developments involved in the creation of sense of place are largely unstudied. A phenomenological exploratory research design is carried out to seek to identify the effects AR facilitation has on respondents’ cognitive developments, including developments in wayfinding and the creation of social representations of place.</p> / Master of Arts (MA)
888

Object Detection Enhanced AR Platform for Assembly Instructions

Hank Huang (9086213) 09 September 2022 (has links)
Augmented reality (AR) is beginning to show promise for training workers in industry. However, current methods of making AR instructions for training require technical expertise and high time cost. This thesis presents an AR instruction authoring system for assembly tasks through reducing the AR registration pipeline and keeping the creation process in-situ. We explore the design of an AR interface integrated with an object detection algorithm to accelerate AR registration. We developed an AR-based system to create tutorial content by capturing subject matter expert (SME) environment-object interactions along with voice instructions. To validate the design, a two part evaluation study deployed the system in 3 different real world spatial tasks. The first part showed that expert participants were able to create task instructions faster than other mediums through AR. The second part revealed expert AR instructions can successfully help novice users complete their tasks. The results were used to refine the design into a system that also captures and overlays 2D video in AR.
889

Utvärdering av noggrannheten av kastparablar på en iPad / Accuracy evaluation of trajectories on an iPad

Waninger, Mikael, Rothman, Sofia January 2022 (has links)
Prestationsmätning och analys används inom sporter för att förbättra en spelares resultat relaterade till sin respektive sport. För analys finns labb och/eller dyr utrustning vilket gör den svårtillgänglig för icke-professionella utövare. Att minska kostnaden för mätverktyg bidrar till mer jämlika förutsättningar för spelare oavsett inkomst eller ålder. Den här studien syftar till att undersöka om en smartphone eller surfplatta kan användas för mätning och sportanalys. För att utforska detta utvecklades en applikation med fokus på projektilsporter som fotboll, tennis och golf. Applikationen testar visualisering av ett objekts parabel, mätning av dess hastighet och visualisering av dess träff i ett vertikalt plan. Applikationen utvecklades för iOS och testades på en iPad 12 pro. Tester för att validera applikationens noggrannhet utfördes med en fotboll, en tennisboll och en golfboll. Testresultaten för visualisering av parabel gav resultat för fotboll och tennisboll men kunde inte hantera golfbollens mindre storlek. Hastighet kunde mätas för alla tre bollar med en genomsnittlig procentuell avvikelse på 76% för fotboll, 21% för tennisboll och 43% för golfboll. Testresultaten för visualisering av ett objekts träff i ett målplan visade resultat för fotboll och tennisboll, men inte för en golfboll. Den genomsnittliga procentuella avvikelsen var 89% för fotboll respektive 23% för tennisboll. / Measuring and analyzing player performance within sports helps to improve a players results in regards to their respective sport. Specialized labs and or expensive equipment are used for analysis but are difficult to access for the average player. Decreasing the cost of measurement tools would help equalize the playing field for players regardless of age or economic background. This study evaluates if a smartphone or tablet can be used to perform the same task. To achieve this an application was developed with a focus on projectile sports such as soccer, tennis, or golf. The application will visualize a parabola, measure speed, and visualize the point where an object hits a vertical plane. The application was developed for iOS and was tested on an iPad 12 pro. The tests were performed with a soccer ball, tennis ball and golf ball. Tests for visualizing a parabola produced results for the soccer ball and the tennis ball but could not handle the golf balls smaller size. Speed was measured for all three balls with an average percentual offset of 76% for the soccer ball, 21% for the tennis ball and 43% for the golf ball. Hit on a vertical plan produced results for the soccer ball and tennis ball with an average percentual offset of 89% for the soccer ball and 23% for the tennis ball.
890

Corrigendum: Data-Driven Digital Twins in Surgery utilizing Augmented Reality and Machine Learning

Riedel, Paul, Riesner, Michael, Wendt, Karsten, Aßmann, Uwe 17 November 2023 (has links)
Das Dokument ist ein Corrigendum zu dem veröffentlichten Paper ”Data-Driven Digital Twins in Surgery utilizing Augmented Reality and Machine Learning”. Es enthält Korrekturen zu den fehlerhaften Abschnitten des Originalpapers. / This document is a corrigendum for the published paper 'Data-Driven Digital Twins in Surgery utilizing Augmented Reality and Machine Learning'. It contains corrections for faulty sections of the original paper.

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