• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 48
  • 8
  • 5
  • 3
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 94
  • 94
  • 72
  • 60
  • 42
  • 28
  • 25
  • 24
  • 22
  • 21
  • 16
  • 15
  • 15
  • 14
  • 11
  • 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.
41

Effects of display type and steering force feedback on performance in a medium-fidelity driving simulator

Perala, Chuck H. 21 May 2003 (has links)
Research has shown that head-mounted displays can produce greater presence in a virtual environment than direct-view displays. It has also been shown that after vision, haptic response is one of the most important inputs for humans in a simulated environment. This research was designed primarily to determine the performance differences associated with different display types, levels of steering force feedback, and the interaction between these two factors in a low-to-medium fidelity, PC-based driving simulator. Participants drove on a simulated driving course during which both objective driving performance data were collected (lane deviation, speed control, steering wheel angle variance, and time to the complete course) as well as subjective self-report measures including questionnaires designed to tap immersive tendencies and perceived levels of presence. Results of the research show that the use of a head-mounted display can significantly impact driving performance in terms of speed control and lane deviation. Speed control was significantly improved (increased) and lane deviation was significantly improved (decreased) in three of the four roadway segments with the use of an HMD. Results for active steering force feedback, however, showed a significantly negative effect on driving performance with an increase in average lane deviation. Descriptive statistics showed that participants preferred the HMD and D-V equally and all but one participant preferred active steering force feedback. / Master of Science
42

Analysis of Performance Resulting from the Design of Selected Hand-Held Input Control Devices and Visual Displays

Spencer, Ronald Allen 02 October 2000 (has links)
Since the introduction of graphical user interfaces (GUI), input control devices have become an integral part of desktop computing. When interfacing with GUIs, these input control devices have become the human's primary means of communicating with the computer. Although there have been a number of experiments conducted on pointing devices for desktop machine, there is little research on pointing devices for wearable computer technology. This is surprising because pointing devices are a major component of a wearable computer system, allowing the wearer to select and manipulate objects on the screen. The design of these pointing devices will have a major impact on the ease with which the operator can interact with information being displayed (Card, English, and Burr, 1978). As a result, this research is the first in a series to investigate design considerations for pointing devices and visual displays that will support wearable computer users. Twenty soldiers participated in an experiment using target acquisition software with five pointing devices and two visual displays. The findings of the research strongly support the use of a relative mode-pointing device with rotational characteristics (i.e. trackball or thumbwheel) over other designs. Furthermore, the results also suggest that there is little difference between pointing devices operated with the thumb and index finger for target acquisition tasks. This study has also showed that there were little differences in pointing and homing time for pointing devices across the two visual displays. Finally, the study demonstrated that the Fitts' law model could be applied to hand-operated pointing devices for wearable computers. This is important because it allows the future development of pointing devices to be compared with the devices tested in this research using the Fitts' Law Index of Performance calculations. / Master of Science
43

Nutzungsaspekte von Head-Mounted-Displays in industriellen Umgebungen

Dammann, Maximilian Peter, Gebert, Martin, Stelzer, Ralph 06 January 2020 (has links)
In der Produktentwicklung nimmt die Bedeutung von Head-Mounted-Displays (HMD) stetig zu. Mit HMDs ist es möglich, virtuelle Objekte zu betrachten und mit diesen in realem oder virtuellen Kontext zu interagieren. Die Entwicklung von HMDs im Entertainment-Bereich und die nativen Augmented-Reality(AR)-Funktionen von Smartphones und Tablets (Apple Inc. 2019, Google Inc. 2019) machen AR- und Virtual-Reality(VR)-Anwendungen einer breiten Nutzerbasis zugänglich. Die individuelle Entwicklung dieser Anwendungen ist mit heutigen Software-Werkzeugen umfangreich möglich. Im Bereich der Produktentwicklung und Schulung werden die Geräte ebenfalls genutzt, bedürfen jedoch intensiver Erforschung und Anpassung an individuelle Bedürfnisse. Besondere Anforderungen kommen auf AR- und VR-Systeme zu, wenn Nutzende kollaborieren möchten. Anders als im Entertainment-Bereich spielen hier die Genauigkeit der Sensorik, eine konsistente Wahrnehmung aller Teilnehmenden und Möglichkeiten zur Vermittlung von Ideen und Anmerkungen eine tragende Rolle. Als Werkzeug für einen solchen Gedankenaustausch werden neben verbaler Kommunikation und Textverkehr meist Annotationen genutzt. Bedingt durch gerätespezifische Eingabemethoden müssen Annotationssysteme und Annotationen in AR und VR anders gestaltet werden als in klassischen Desktopanwendungen. In einem Review erzeugte Annotationen beinhalten wichtige Informationen, die in den Entwicklungsprozess integriert werden müssen. Dementsprechend bedarf es einer Möglichkeit, Annotationen auch nach dem Review verwenden zu können. Diese verschiedenen Aspekte der Kollaboration sollen im Folgenden näher untersucht werden, um wichtige Erkenntnisse für den Einsatz von HMDs als Basis einer kollaborativen Umgebung zu vermitteln. [... aus der Einleitung]
44

Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung

Mögel, Jens 10 December 2016 (has links) (PDF)
Aus Einleitung und Motivation "Die gegenwärtigen Entwicklungen von Head-Mounted Displays (HMD, hier synonym auch als Brille bezeichnet) für Virtual Reality (VR) und Augmented Reality (AR) schaffen ein nie da gewesenes Potential dieser Technologien als Werkzeuge in der Produktentwicklung. Wenngleich VR- und ARAnwendungen keineswegs neu in der Industrie sind, bringt der Fortschritt der Verbraucher-HMDs völlig neue Möglichkeiten. Immersive VR-Systeme bedeuten künftig keine hunderttausend Euro Anschaffung mehr – AR-Brillen dienen zukünftig nicht nur der Erweiterung der Realität mit zweidimensionalen Informationen. Cave Automatic Virtual Environments (CAVE), 360-Grad-Projektoren und interaktive Planungstische sind in der Fabrikplanung teilweise etabliert (Runde et al. 2015). Im Unterschied zu diesen Techniken können HMDs jedoch eine deutlich höhere Immersion ermöglichen, was auch für die Interaktion mit der virtuellen Umgebung von Vorteil sein kann. Das Gefühl der Immersion ist wichtig, um in bestimmten Entwicklungsphasen entsprechende Kriterien besser beurteilen zu können. Primär ist der VR-Einsatz für Bewertungsmerkmale sinnvoll, welche nur qualitativ und nicht quantitativ bewertbar sind (Pawellek 2014). Des Weiteren spielt auch die Eingabetechnologie eine essenzielle Rolle. Um mit virtuellen Elementen interagieren zu können, sollte das Eingabegerät echtzeitfähig und intuitiv sein. ..."
45

The Acceptance and Use of Augmented Reality in a Manufacturing Environment

Drew A. Berger (5930543) 10 June 2019 (has links)
In this study, the researchers illuminated the positive advantages of incorporating augmented reality (AR) technology into the daily practices of service engineers working in an advanced manufacturing environment. AR technology improved the user’s communication with colleagues and content experts through real-time video conferencing and brought valuable information directly to the user on a mobile platform. This effective communication had the potential to reduce the time it takes to complete a work task, even when the user is in a remote location. However, it could not be assumed that people would be willing to use this new technology just because it was available. In order to promote the positive advantages of incorporating AR technology into the daily practices of service engineers, more research was needed to assess the user’s perceived value of AR technology and their willingness to accept AR technology into their daily tasks. The purpose of this research was to demonstrate the advantages of using augmented reality technology to improve communication and access to information as well as to assess the acceptance and use of this technology based on the behavioral intentions of a trained engineer. Using that information and the Unified Theory of Acceptance and Use of Technology including its extensions (UTAUT and UTAUT2) (Venkatesh, Morris, Davis, & Davis, 2003; Venkatesh, 2012) this research determined if AR technology is viable for larger scale adoption.
46

Contrast sensitivity and glare : new measurement techniques and the visual consequences of wearing head-mounted displays

Longley, Christopher I. January 2016 (has links)
The main aim of this thesis was to evaluate the performance of the contrast sensitivity clock (CSC), a new screening device for measuring contrast sensitivity (CS) and glare. This device allows CS without glare, with glare and disability glare scores to be recorded. After initial data collection the design of the CSC was slightly amended improving the performance of the device. The amended design of the CSC was shown to be a valid, discriminative and repeatable measure for purpose. The CSC is also a quick test to perform and is relatively cheap to produce. If all these factors are considered it shows potential to become the test of choice for the assessment of visual glare. A head-mounted display system was also evaluated in terms of the glare effects it may cause. The monocular display screen of the device significantly reduced the CS of the eye directly exposed but also had an effect on binocular performance, reducing amounts of binocular summation. Electronic devices, including head-mounted displays and satellite navigation systems can seriously affect CS at low luminance levels, similar to those found when driving at night.
47

3D Human Face Reconstruction and 2D Appearance Synthesis

Zhao, Yajie 01 January 2018 (has links)
3D human face reconstruction has been an extensive research for decades due to its wide applications, such as animation, recognition and 3D-driven appearance synthesis. Although commodity depth sensors are widely available in recent years, image based face reconstruction are significantly valuable as images are much easier to access and store. In this dissertation, we first propose three image-based face reconstruction approaches according to different assumption of inputs. In the first approach, face geometry is extracted from multiple key frames of a video sequence with different head poses. The camera should be calibrated under this assumption. As the first approach is limited to videos, we propose the second approach then focus on single image. This approach also improves the geometry by adding fine grains using shading cue. We proposed a novel albedo estimation and linear optimization algorithm in this approach. In the third approach, we further loose the constraint of the input image to arbitrary in the wild images. Our proposed approach can robustly reconstruct high quality model even with extreme expressions and large poses. We then explore the applicability of our face reconstructions on four interesting applications: video face beautification, generating personalized facial blendshape from image sequences, face video stylizing and video face replacement. We demonstrate great potentials of our reconstruction approaches on these real-world applications. In particular, with the recent surge of interests in VR/AR, it is increasingly common to see people wearing head-mounted displays. However, the large occlusion on face is a big obstacle for people to communicate in a face-to-face manner. Our another application is that we explore hardware/software solutions for synthesizing the face image with presence of HMDs. We design two setups (experimental and mobile) which integrate two near IR cameras and one color camera to solve this problem. With our algorithm and prototype, we can achieve photo-realistic results. We further propose a deep neutral network to solve the HMD removal problem considering it as a face inpainting problem. This approach doesn't need special hardware and run in real-time with satisfying results.
48

A Study on the Usability of Hand-Held and Wearable Head-Mounted Displays in Clinical Ward Rounds.

Yakubu, Muhammad Nda January 2015 (has links)
In this thesis research, we investigate the usability of hand-held display (Tablet PC) and wearable head-mounted display (Google Glass) interfaces and their effect on doctor-patient interaction during clinical ward round in the hospital. We looked at existing literature to identify existing research about our topic. Using a User Centered Interaction Design process we developed a prototype hybrid system that used both a hand-held and head-mounted display. An evaluation of this prototype with a hand-held system and a paper based interface was performed in a simulated patient room with 20 doctors and 5 patients. The participants were observed, surveyed, and interviewed about their experiences. Generally, the patients had a high satisfaction rate and felt the interfaces were not causing the doctors to lose focus on them. The doctors found the hand-held display by itself and existing paper-based interface to be the most usable and least distracting interfaces for accessing patient information during clinical ward rounds.
49

Hand-Auge-Koordination bei videobasierten Augmented-reality-Systemen in der Schweiss- und Medizintechnik /

Park, Milda. January 2007 (has links)
Zugl.: Aachen, Techn. Hochsch., Diss., 2007.
50

A cooperação design de games e neurociência como estratégia à superação do cybersickness

MORENO, Felipe Servilha 27 February 2018 (has links)
Submitted by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T14:15:14Z No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T18:36:07Z (GMT) No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T18:37:54Z (GMT) No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) / Made available in DSpace on 2018-10-17T18:38:10Z (GMT). No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) Previous issue date: 2018-02-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The technological evolution of HMDs is responsible for making devices available that are lighter, cheaper and more operational, as well as being aware of the risks of cybersicness. Cybersickness involves a range of symptoms similar to those of motion sickness, which affects a significant number of users and is currently regarded as one of the main obstacles to virtual reality helmets in the market. The focal point of this dissertation is on merging the fields of knowledge of Neuroscience and Games Design as a strategy for mitigating the symptoms of cybersickness. It sets out the results obtained from an experiment carried out with two groups of volunteers – heavy and low users of games for HMDs. These results underpin the sensory rearrangement theory and point out the kind of design choices that can trigger the symptoms of cybersickness. As a result, it is becoming possible to design games by predicting the design decisions required to overcome the problem of this malady. / A evolução tecnológica dos HMDs é responsável por disponibilizar aparelhos mais leves, baratos e funcionais, bem como pela visibilidade do cybersickness. O cybersickness consiste em um conjunto de sintomas semelhantes à cinetose, que afeta um percentual expressivo dos usuários e se configura atualmente como um dos maiores impeditivos à consolidação dos capacetes de realidade virtual no mercado. Esta dissertação enfoca a cooperação entre os campos de conhecimento da Neurociência e do Design de Games como estratégia à redução dos sintomas do cybersickness. Apresenta e discute resultados obtidos em experimento realizado com dois grupos de voluntários, heavy user e low user de jogos para HMDs. Tais resultados reforçam a teoria do rearranjo sensorial e apontam as escolhas de design que desencadearam os sintomas de cybersickness. Com isso, passa a ser possível ao designer de games antever decisões projetuais capazes de contribuir à superação do cybersickness.

Page generated in 0.119 seconds