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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.
91

Comparing the Technical and Business Effects of Working with Immersive Virtual Reality Instead of, or in Addition to LayCAD in the Factory Design Process

Parthasarathy, Sukesh Rohith January 2018 (has links)
Scania needs to reconfigure their factories quickly to meet the future demands of the market. The process of reconfiguring factories starts with the factory layouts. Factory design is a complicated detail-oriented process, and if major physical changes on the factory floor and installations fail, it affects the entire production flow. It is an expensive and time consuming process to rectify these errors. Hence, it is extremely important that the installations are both quick and accurate. So, Scania wants to investigate how Immersive Virtual Reality could be used in the Factory layout design process. This thesis addresses how to utilize VR with existing technologies at Scania, by mapping the capabilities of VR to the needs of Scania. A function of interest to Scania is the possibility to import data, such as Point Clouds, CAD Objects and Factory Layouts, to create a coordinated VR platform. After understanding the VR technology, it was proved possible to import and visualize all of these data, after exporting it to a format that was readable by the VR system. Once the VR platform was setup, based on the imported models, the next step was to evaluate the aspects of working with VR, as compared to working with Scania’s Factory CAD system –“LayCAD”. It was assessed that the Immersive VR system offers better visualization, evaluation and realization of layout changes, compared to the LayCAD system. But the use of VR requires additional skills, time and cost to setup the VR platform. Based on the degree of maturity of the VR technology and the current state of Scania, it was concluded that VR cannot yet serve as a standalone solution for layouts within Scania. For an efficient factory development process, it is more appropriate to work with both systems in combination, where Immersive VR is used as an additional visualization or verification tool for presenting and evaluating conceptual layouts. / Scania behöver omkonfigurera sina fabriker snabbt för att möta marknadens framtida krav. Processen med omkonfigurering av fabriker börjar med fabrikslayouterna. Fabriksdesign är en komplicerad detaljorienterad process, och om stora fysiska förändringar på fabrikens golv och installationer misslyckas påverkar det hela produktionsflödet. Det är en dyr och tidskrävande process att rätta till dessa fel. Därför är det extremt viktigt att installationerna är både snabba och korrekta. Så, Scania vill undersöka hur Immersive Virtual Reality (VR) kan användas i fabrikslayoutdesignprocessen. Denna avhandling beskriver hur man kan använda VR med befintlig teknik i Scania genom att kartlägga VR: s förmåga att möta Scanias behov. En funktion av intresse för Scania är möjligheten att importera data, såsom Point Clouds, CAD Objects och Factory Layouts, för att skapa en samordnad VR-plattform. Efter att ha förstått VR-tekniken visade det sig vara möjligt att importera och visualisera alla dessa data efter att ha exporterat dem till ett format som var läsbart av VR-systemet. När VR-plattformen var inställd, baserad på de importerade modellerna, var nästa steg att utvärdera aspekterna av att arbeta med VR, jämfört med att arbeta med Scanias Factory CAD-system - "LayCAD". Det bedömdes att systemet för Immersive VR ger bättre visualisering, utvärdering och realisering av layoutändringar jämfört med LayCAD-systemet. Men användningen av VR kräver ytterligare färdigheter, tid och kostnad för att installera VR-plattformen. Baserat på mognadsgraden av VR-tekniken och Scanias nuvarande IT-användning, drogs slutsatsen att VR ännu inte kan fungera som en fristående lösning för layouter inom Scania. För en effektiv fabriksutvecklingsprocess är det mer lämpligt att arbeta med båda systemen i kombination, där Immersive VR används som ett extra visualiserings- eller verifieringsverktyg för att presentera och utvärdera konceptuella layouter.
92

Examining Facebook As A Digitally Immersive Language Environment For French Language Learners

Wyatt, Shelly 01 January 2013 (has links)
This quasi-experimental study examined the impact of interactions with native French language Facebook posts on beginning French language learners’ willingness to communicate (WTC) and their attitudes towards the target language and culture in a university setting. In addition, the degree of interaction, by participants, with the French language Facebook posts was recorded and analyzed. This study was conducted during the Spring 2013 semester at the University of Central Florida in Orlando, Florida. Participants in this study were recruited from two sections of FRE 1120, Elementary French Language and Civilization I. Native French language Facebook posts were “pushed” to participants’ personal Facebook News Feeds over the course of four weeks, with posts pushed on weekdays only and Facebook polls asking for participant feedback on Fridays. Two instruments were used in this study to obtain participants’ demographic information and to measure willingness to communicate as well attitudes towards the target language and culture. In addition, the researcher gathered observational data directly from Facebook. Data were analyzed using a Split-plot ANOVA and descriptive statistics. A total of 26 participants completed the study, with 14 participants in the control group and 12 participants in the treatment group. Both sections of FRE 1120 were conducted in a traditional, face-to-face format and were taught by the same instructor. Results indicated that participants’ willingness to communicate in French and their attitudes towards the target language and culture were not iv significantly impacted by interaction with native French language Facebook posts. The level of Facebook-facilitated interactions in all areas, including “Liking,” Sharing,” and “Commenting” was low. Self-reported interactions, including reading, viewing and translating of French language Facebook posts; Reading and viewing posts (such as simply viewing a photo) was the most frequently reported interaction, with “Commenting” and “Sharing” was the least common interaction. Opportunities for future research are numerous and include increasing the size of the sample, increasing the length of the study, and selected participants’ who are more advanced in their mastery of the target language. The potential of social network sites to serve as digitally immersive environments for foreign language learners should be explored in more depth and across various languages.
93

The development of an immersive virtual exploratory engine (IVEE) for immersive analytics

Karam, Sofia 10 December 2021 (has links) (PDF)
Due to increasing data complexity, researchers are struggling to visually explore data using traditional methods. Research has shown that a variety of analytics-related tasks can be enhanced using new emerging technologies (e.g., virtual reality [VR] and augmented reality [AR]). This paper provides a detailed design approach for developing an immersive virtual engine system for conducting exploratory and descriptive data analytics. This system is called the Immersive Virtual Exploratory Engine (IVEE), is a VR system that allows users to experience full intractability with its graphical elements and examines various datasets within the same immersive environment. Basic plots—such as histograms, line plots, and other exploratory analytics—can be created in both 2D and 3D to visualize datasets. Furthermore, the proposed module provides a data sub-setting system, entitled “Lasso,” as well as a visual element merge system that allows users to subset and merge data using natural interactions only. The system also allows for the simultaneous visualization of multiple representations, thus supporting decisions that require numerous plots. Furthermore, the system supports remote collaboration, allowing users from different locations to come together in a virtual space and work collaboratively as they would in a real-life setting.
94

EXPLORING THE POTENTIAL OF PERCEPTUAL LIGHT ART TO ENHANCE EXPERIENTIAL RETAIL ENVIRONMENTS

Narayanan, Janani January 2023 (has links)
The surge in online shopping has resulted in decreased customer presence in brick-and-mortar stores. To attract customers, retailers need to enhance the experiential value of their environments. Lighting plays a crucial role in creating appealing spaces and guiding customers.  Through a  comparative analysis of "Normal" and "Rituals" stores, this study examines how lighting differentiates retail environments, focusing on parameters like color temperature and intensity differences. In addition, a case study is conducted on "The Crystal Chandelier," a dynamic light art installation at Westfield Mall of Scandinavia, to analyze how it enhances the experiential value in retail highlighting the importance of dynamic visuals and color variations in creating immersive experiences. Specifically, the study investigates "Outside Insight," a skyspace created by James Turrell in Stockholm, using a mixed-methods approach. The research examines the lighting qualities of Skyspace and its potential to create an immersive retail environment. The findings suggest that strategic use of color transitions, illumination, and correlated color temperature variations can, enhance visual stimulation, and evoke energy and excitement. Moments of color stability promote comfort and deeper engagement with displayed items. These insights demonstrate the potential of perceptual light art in designing retail environments, particularly in the personal care retail sector.
95

Non-Invasive Techniques for the Detection and Diagnosis of Dementia

Blount, Joseph A. January 2021 (has links)
It is estimated that there are currently fifty million people living with dementia worldwide. An accurate and early diagnosis of dementia is important in order to initiate appropriate treatment programs as soon as possible. Common methods of neuropsychological assessment can be sensitive to external factors which may compromise accuracy. The aim of this thesis was to investigate techniques that have the potential for the detection of dementia that avoid some of the external influences. The thesis looked at measurements of (i) postural stability (ii) facial analysis and (iii) fully-immersive virtual reality in cognitively-healthy individuals. These techniques were chosen as postural stability and facial analysis change in dementia and whilst virtual reality has previously been used in dementia research, fully-immersive virtual reality measures have not been established. To see if the measurements were associated with cognitive function, participants completed a series of cognitive tests. Results indicate that all techniques explored shared a relationship with memory performance, with lower anteroposterior postural sway (F(1,22) = 17.76, p < 0.01), number of activities participated in that involve a posture element (F(2, 39) = 3.77, p < .05; Wilk's Λ = 0.84, partial η2 = 0.16), the greater the frequency of negative facial expressions (F(2, 18) = 4.49, p < .05; Wilk's Λ = 0.67, partial η2 = 0.33.), and low blink rate (t(11.02) = 2.62 p < .05) all showing better scores on memory tests. Moreover, better scores on the fullyimmersive virtual reality task predicted better scores on with short-term memory (F(1,22) = 20.20 p < 0.01), LTM (F(1,22) = 09.10 p < .01), associative learning (F(1,22) = 08.75 p < .01), and a dual–task test (F(1,22) = 04.64 p < .05). The novel findings that elements such as postural stability, participation in sports, facial expressions of emotion, blink rates, and spatial memory as assessed in fully-immersive virtual reality highlight that non-invasive techniques can provide measurements that correspond to cognitive ability. This may hold implications for dementia diagnoses. Future research should assess whether these relationships can also be found in an older adult population. If this relationship is found in older adults, it could justify further research into how these techniques could be applied in a clinical context.
96

PORTABLE INDOOR MULTI-USER POSITION TRACKING SYSTEM FOR IMMERSIVE VIRTUAL ENVIRONMENTS USING SENSOR FUSION WITH MULTIDIMENSIONAL SCALING

Vincent, David E. 01 May 2012 (has links)
No description available.
97

Breaking the Fourth Wall: A Study of Gender Fluidity Using Immersive Storytelling as a Medium for Evoking Empathy

Cleaver, Dreama D., Cleaver 12 October 2018 (has links)
No description available.
98

Understanding the Effects of Smart-Speaker Based Surveys on Panelist Experience in Immersive Consumer Testing

Soldavini, Ashley M. 22 July 2022 (has links)
No description available.
99

Immersive technology applications in the museum environment : Challenges and opportunities

Husidic, Nadina January 2022 (has links)
Due to digitalization and digital transformation, service-based organizations are looking into how to apply innovative digital technology in their models and processes. In the cultural heritage sector, immersive technology is often adopted to enable the digitalization of the museum experience. Applying immersive technology comes with new challenges and opportunities for museums, and it is, therefore, a strategic decision. Current literature focuses on the impact of immersive museum experiences on visitors, leaving a knowledge gap concerning the internal and external strategic stakeholders’ perspectives. The present work presents an explorative qualitative study of the perceived challenges and opportunities by strategic stakeholders of the Swedish cultural heritage sector. The main outcome of this study is a thematization of the challenges and opportunities. The findings on the challenges of immersive technology application are thematized based on innovation management, design value, and organizational model. The identified themes related to the opportunities regard operational efficiency, social sustainability, and experience design. The outcomes of this study can inform the work of researchers and industry professionals with epistemic, experiential, economic, social, and cultural implications.
100

Hur Virtual Reality kan användas som pedagogiskt stöd inom svenska skolor : En multipel fallstudie om hur VR kan implementeras inom skolan / How Virtual Reality can be used as educational support in Swedish schools

Yavari Ardalan, Sara January 2022 (has links)
Virtual Reality (VR) is a technology that has grown in popularity within recent years. Not only is it widely used as a gaming entertainment but now the use of the technology is increasing in other areas. VR within school is still a relatively new phenomenon. This report examines the advantages and disadvantages of VR in education and in what contexts it is appropriate to implement. To answer the report’s questions, semi-structured interviews were conducted with teachers and initiators who work with VR in Swedish schools. All respondents are working on different projects in varying age groups, this report focuses on elementary school and high school. The results show that all teachers and initiators that were interviewed are positive about the use of VR in education. The advantages are many. VR provides educational support for students with learning difficulties and disabilities; the improved memory experience is also mentioned which confirms the results of previous studies. The respondents also believe that VR is suitable for all types of lessons.

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