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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

Come Get Your Honey : Hur spelet Red Bull Secret Gig användes i praktiken. / Come Get Your Honey : How the game Red Bull Secret Gig was used in practise

Hägglund, Melina January 2019 (has links)
The purpose of this study is to analyze how the mobile augmented reality game Red Bull Secret Gig was made in practise by its users. Red Bull Secret Gig was a game that was a part of the release of Swedish pop star Robyns new album. The prize of the game was two tickets to a secret show with the pop star. Interviews, group interviews walkthroughs of the game written by its creators and posts published in the official Facebook group for the game has been used as a material base for analyzing Red Bull Secret Gig. The theoretical framework for this study consists of communication theories such as Stuart Hall’s Encoding/Decoding, Henry Jenkins theories about convergence culture, participatory culture, astroturfing, engaging as labor and collective intelligence and also theories about gamification and motivation. Findings include elements of the game being designed to be motivational for its users, how users came together to figure out how to gain points in the game, users bad experiences of the game, Red Bulls presence in the game,  how users different economic and social situations could affect their progress in the game and the price of the prize. Conclusions of this study includes the official Facebook group being dependent on users engagement, users feelings and opinions about Red Bulls presence being split and users perception of the ticket being for free.
2

Hur kan en intern materialhantering effektiviseras? : En intervjustudie

Khaton, Mirna January 2021 (has links)
Vissa aktiviteter i logistiken eller industrin brukade vara icke-värdeskapande därför försökte verksamheten dra ner på dessa aktiviteter och hittade en lösning för att det skulle bli mer effektivt och lönsamt. Det förekom alltid slöserier i en verksamhet därför var det viktigt med att ständigt kunna förbättra sin verksamhet för att dessa slöserier som kunde uppstå i verksamheten sänkas och utvecklas. Syftet med detta arbete var att identifiera hur den internamaterialhanteringen kunde effektiveras.  Denna studie har utförts teoretiskt där det har blivit baserat på en intervju med ett företag. Intervjun skedde på ett semistrukturerad sätt för att kunna få en större möjlighet till att ställa följdfrågor för att förstå ämnet ordentligt. Data som har samlats in i denna studie har varit kvalitativ. Teori har samlats in för att därefter kunna koppla det med den empiriska data. Den teoretiska teorin har blivit inhämtat från olika böcker samt Mälardalens Högskola bibliotek.  Företag A är ett stort företag där det finns minst 15 000 unika artiklar i logistiken. Denna logistik i Företag A motsvarar ungefär 17 fotbollsplaner, vilket är väldigt stort. I detta företag är leveransfelen väldigt låga, 0,1%-0,2% men detta betyder inte att företag A inte har slöserier i företaget och har ett optimerat sätt att hantera materialen i logistiken. Det används idag ”pick-by voice” för att plocka materialen. Exploatören beräknar den totala mängden av en artikel som ska plockas för alla beställningar och därefter ska dessa artiklar samlas i en station för att sorteras i pallarna. Tidigare har företag A implementera automatiserade robotar men det blev misslyckat.  Slutsatsen av denna studie var att det föreslogs att använda sig av en kombination av olikatekniker, AR och ”pick to light” för att det skulle bli mer effektivt. Med detta system blev det mindre avvikelser för att tiden reducerades för artikelplockning. Orsaksträdet var det som företaget använde sig av där fem varför tillämpades. Detta implementeras av alla för att få flera förklaringar till problemet. 10 principer för materialhanteringen användes även för att det ska bli ännu mer effektivt i företaget.
3

Informational AR-Overlay Development for Remote Air-Traffic Control

Söderlund, Jonathan January 2023 (has links)
Kontroll av trafik på och kring flygfält är ett krav för att få industrin och dess relaterade tjänster att upnå den säkerhet och effektivitet som krävs i dagens samhälle. Detta har traditionellt gjorts med bemannade kontrolltorn med full utsikt över fältet. Dessa torn är dock kostsamma både i konstruktion, drift och bemanning. Flygtrafik kontroll på distans har varit i utveckling under de senaste åren. Dessa projekt har som mål att sänka kostnader och låta avlägsna flygplatser med lite eller säsongsbaserad trafik att ändå ha tillgång till flygkontrollanter vid behov året om. Sådan teknologi kräver att kamera och positionsbestämning arbetar tillsammans med ett användargränssnitt som presenterar all relevant information på ett effektivt och intuitivt sätt. Denna rapport täcker designval och teknologier använda i utvecklingen av ett gränssnitt som använder augumented reality för att binda renderade element till ett objekt i bild igenom att utnyttja dess GPS koordinater. Projektet har som mål att visa ett produktkoncept som realistiskt sett skulle kunna utvecklas till en kommersiell produkt. Den färdiga applikationen använder ett set av tidsstämplade GPS koordinater från fordon i trafik på ett flygfält samt video av området. Applikationen använder kamerakalibrering för att bestämma kamerans position och orientering för att sedan omvandla GPS position till skärmposition så att man kan binda grafiska element till GPS koordinaterna vilket i detta fall är fordonen i drift. Projektet utnyttjar OpenGL samt fritt tillgängliga bibliotek för att hantera uppspelning av videofil, avkodning av bildformat och projektion av koordinater inom applikationen. Resultatet visar ett troligt produktkoncept som kan utnyttjas inom framtida produkter och system samt hur ett sådant systems användargränssnitt kan se ut, då projektet använder välkända kalibreringsmetoder och bibliotek som används inom industrin. / Air- and ground traffic control of any airport or airfield is a vital task necessary to ensure the safety and reliability of the services it provides and the efficiency of the infrastructure. Traditionally done through manned towers with an outlook over the field where operators can guide the traffic into safe takeoffs and landings. This traditional air-traffic control tower is, however, costly to build, maintain and staff. The remotecontrolled tower has been in development for some time now, meant to reduce cost and provide operators to any field utilizing the technology when need arise, even in remote locations with season dependent usage. However, with such technology one needs a camera, geographic locators, and information interfaces to all work together. This report covers the design and technologies used to develop an Augmented Reality interface that anchors its position based on a geographic locator using the GPS system. Its objective is to showcase or conceptualize a product that could realistically be developed further into a commercially viable system. Used within the application is a subset of timestamped GPS data of moving vehicles and a recorded video of the same area. Using Camera Calibration algorithms to find the location of the camera and line up the position of calibration points and their viewed position in the video one can later track the vehicles and attach AR-interfaces over them. All of which is rendered using OpenGL and freely available libraries for video playback and more. The result showcases a viable conceptualization of what future products might look like using current graphical guidelines and well-known calibration methods using a graphics library that is well used within the industry and multiple application or game engines.
4

Real-time previsualization on set / Real-tids previsualisering vid filminspelning

Strömgren, Aron January 2017 (has links)
The execution of this thesis was based on one primare question and threesecondary questions: Primary question at issue: Is it possible to develop a system to previsualize computer generatedgraphics in real-time on a film set with available equipment on theuniversity? Secondary questions at issue: Is it possible to sync the camera feed with the motions of the HTC Vive to getan acceptable result in the game engine with existing equipment? Will the result be able to be integrated with the Computer Graphicsprogramme at LTU? How much access to control and manipulate the previsualized computergenerated graphics, while filming can be achieved? The purpose of this report is to try a method with the available equipment, toproduce a prototype of a tool to previsualize computer generated graphics inreal-time. The equipment used for the method was a computer, web camera, HTC Vive anda green screen. All the equipment was linked together with the game engineUnity. This resulted in a prototype of a tool that in real-time can mimic themotions of the camera, replace colored background and has the feature of realtimescene editing, as the previsualization runs. / Utförandet av detta examensarbete baserades på en primär frågeställning, samttre ytterligare sekundära frågor: Primär frågeställning: Kan man med hjälp av befintlig utrustning på universitetet ta fram enmodell för att previsualisera datorgenererad grafik i real-tid vid en inspelning? Sekundära frågeställningar: Kommer det gå att synka bild från webcamera med fångade rörelser frånHTC Vive och få ett godtagbart resultat från spelmotorn med befintligutrustning? Kan man använda resultatet som ett verktyg för utbildningen Datorgrafikpå LTU? Hur mycket kontroll för den förhandsvisade grafiken går att uppnå i realtid? Syftet med rapporten är att framställa och bepröva en prototyp av en produkt föratt kunna förhandsvisa datorgenererad grafik i real-tid, med befintlig utrustning. Metoden utövades med en dator, web kamera, HTC Vive och en green screen.Genom att använda spelmotorn Unity knöts utrustningen samman för attresultera i en prototyp som i real-tid fångar kamerans rörelser, ersätter färgadbakgrund och kan manipuleras direkt vid inspelning.
5

Hör upp!!

Dahlström, Mathias January 2001 (has links)
In this Bachelor thesis I explore sound and room as elements in design of user interfaces, both theoretical and practical in a specific application domain, to identify some of the advantages and disadvantage associated with these elements. As application domain I studied email clients and their usage at home amongst students at Blekinge Institute of Technology. In the study I found an activity, which seems to be highly distributed in the physical room where the user is located. The activity was notification of email and could take place in an arbitrary location of the home. I then augmented this activity with ideas from my theoretical assumption about room and sound. The result was a rule-based agent for notification of email, which primarily uses sound as interaction style. / I fokus för mitt arbete står två begrepp, ljud och rummet samt att skapa en fusion mellan dem i ett gränssnitt. Båda är områden som med tiden har fått ökad betydelse för IT design.
6

Noise pollution: How can we customize our sound experience?

Öqvist, Elin January 2017 (has links)
No description available.
7

Factors for Good Text Legibility : Eye-tracking in Virtual Reality

Gådin, Valter January 2021 (has links)
Living with a hearing impairment can have a large impact on a person’slife. There already exists many different aids to help in their life, butas technology advances new solutions can be created to further improvethe life quality for everyone. Two technologies that have advanced andbecome more affordable are Virtual Reality (VR) and Augmented Reality(AR). A potential aid for those with a hearing impairment could bea system where speech is converted to text and presented in AR to theuser. Such a system must have an easily read and legible text. In this master thesis legibility and user perception are studied for differenttext presentation in VR. The VR enables a more controlled environmentthan AR. Reading speed, subjective scoring and eye-movementdata are used to analyze the presentations. Lastly, some design recommendationsbased on the findings are presented. The result showed that the legibility was affected by many factors.Middle-layers (layer between the fore- and background) improved thelegibility, especially over complex backgrounds. The size of the textalso affected legibility where the larger text performed the worst. Theoptimal number of lines of text seems to be two. There were variationsbetween the preferred presentations, indicating that a future systemmight seek to accommodate this by some level of customization.
8

Aplikace rozšířené reality: Měření rozměrů objektů / Application of Augmented Reality: Measurement of Object Dimensions

Karásek, Miroslav January 2019 (has links)
The goal of this diploma thesis is design and implementation of an application for automated measurement of objects in augmented reality. It focuses on automating the entire process, so that the user carries out the fewest number of manual actions. The proposed interface divides the measurement into several steps in which it gives the user instructions to progress to the next stage. The result is an Android application with ARCore technology. Is capable of determining the minimal bounding box of an object of a general shape lying on a horizontal surface. Measure error depends on ambient conditions and is in units of percent.
9

Analysis of Proportional Navigation Class of Guidance Law against Agile Targets

Ghosh, Satadal January 2014 (has links) (PDF)
Guidance is defined as the determination of a strategy for following a nominal path in the presence of o-nominal conditions, disturbances and uncertainties, and the strategy employed is called a guidance law. Variants of Proportional Navigation (PN), such as True Proportional Navigation (TPN) and Pure Proportional Navigation (PPN), have been studied extensively in the literature on tactical missile guidance. In the absence of target maneuvers, in a linear interceptor guidance problem, TPN was shown to be optimal. However, the standard PN class of guidance laws per se does not show good performance against maneuvering targets, and was found to be eective in intercepting a maneuvering target only from a restrictive set of initial geometries. Also, since these guidance laws were eectively designed for lower speed targets, they show a degraded performance when applied against higher speed targets. However, in the current defense scenario, two classes of agile targets, which are capable of continuous maneuver, and/or of much higher speed than the interceptor, are a reality. This thesis presents analysis of several variants of PN class of guidance laws against these two classes of agile targets. In the literature, an augmentation of the TPN guidance law, termed as Augmented Proportional Navigation (APN), was shown to be optimal in linearized engagement framework. The present work proposes an augmentation of the PPN guidance law, which is more realistic than TPN for an aerodynamically controlled interceptor, and an-alyzes its capturability in fully nonlinear framework, and develops sauciest conditions on speed ratio, navigation gain and augmentation parameter to ensure that all possible initial engagement geometries are included in the capture zone when applied against a target executing piecewise continuous maneuver. The thesis also obtains the capture zone in the relative velocity space for augmented PPN guidance law. In the literature, a novel guidance law was proposed for the interception of higher speed targets in planar engagement by using a negative navigation gain instead of the standard positive one, and was termed as Retro-PN. It was shown that even though the Retro-PN guided interceptor takes more time than PN guided one in achieving successful interception, Retro-PN performs significantly better than the classical PN law, in terms of capturability, lateral acceleration demand, and closing velocity, when used against higher speed targets. The thesis analyzes Retro-PN guidance law in 3-D engagement geometries to yield the complete capture zone of interceptors guided by Retro-PN guidance philosophy, and derives necessary and sucient conditions for the capture of higher speed non-maneuvering targets with and without a constraint on finiteness of lateral acceleration. Terminal impact angle control is crucial for enhancement of warhead eectiveness. In the literature, this problem has been addressed mostly in the context of targets with lower speeds than the interceptor. The thesis analyzes the performance of a composite PN guidance law, that uses standard PPN and the Retro-PN guidance laws based on initial engagement geometry and requirement of impact angle, against higher speed non-maneuvering targets. Then, to expand the set of achievable impact angles, it proposes a modified composite PN guidance scheme, and analyzes the same. For implementation of many modern guidance laws, a good estimate of time-to-go is essential. This requirement is especially severe in case of impact time constrained en-gagement scenarios. To this end, an ecient and fast time-to-go estimation algorithm for generic 3-D engagement is required. Two time-to-go estimation algorithms are presented and analyzed in this work for the engagement of a PPN or Retro-PN guided interceptor and a higher speed target. The first one is a closed form approximation of time-to-go in terms of range, nominal closing speed and an indicator of heading error, and the second one is a numerical recursive time-to-go estimation algorithm. To improve the odds of intercepting an intelligent target and destroying it, a salvo attack of two or more interceptors could be considered as a viable option. Moreover, this simultaneous salvo attack can also be further improved in eciency by incorporating the shoot-look-shoot approach in making a decision about launching interceptors. This can be considered as the first step towards a layered defense system, which has been described in the literature as a potentially eective strategy against short range or long range ballistic threat. To this end, the present work proposes two PPN and Retro-PN based guidance strategies for achieving simultaneous salvo attack on a higher speed non-maneuvering target. For the implementation of the same the numerical recursive time-to-go estimation technique proposed in this work is utilized

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