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Reliability Based Inspection of Sign, Signal and Luminary Supports in OhioMazumder, Souvik January 2016 (has links)
No description available.
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Composing Holochoric Visual Music: Interdisciplinary MatricesRhoades, Michael Jewell 01 February 2021 (has links)
With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive potential and simultaneously with numerous novel challenges. The goal of this study is, through praxis, to instantiate and document an initial exploration into the implementation of holochory toward the creation of visual music compositions.
Obviously, engaging holochoric visual music as a means of artistic expression requires an interdisciplinary pipeline. Certainly, this is demonstrated in merging music and visual art into a cohesive form, which is the basis of visual music composition. However, in this study is revealed another form of interdisciplinarity. A major challenge resides with the development of the means to efficiently render the high-resolution stereoscopic images intrinsic to the animation of virtual holograms. Though rendering is a challenge consistent with creating digital animations in general, here the challenge is further exacerbated by the extensive use of multiple reflections and refractions to create complexity from relatively simple geometric objects. This reveals that, with the level of computational technology currently available, the implementation of high-performance computing is the optimal approach.
Unifying such diverse areas as music, visual art, and computer science toward a common artistic medium necessitates a methodological approach in which the interdependency between each facet is recognized and engaged. Ultimately, a quadrilateral reciprocative feedback loop, involving the composer's sensibilities in addition to each of the other facets of the compositional process, must be realized in order to facilitate a cohesive methodology leading toward viability.
This dissertation provides documentation of methodologies and ideologies undertaken in an initial foray into creating holochoric visual music compositions. Interlaced matrices of contextualization are intended to disseminate the processes involved in deference to composers who will inevitably follow in the wake of this research. Accomplishing such a goal is a quintessential aspect of practice-based research, through which new knowledge is gained during the act of creating. Rather than formulating theoretical perspectives, it is through the praxis of composing holochoric visual music that the constantly arising challenges are recognized, analyzed, and subsequently addressed and resolved in order to ensure progression in the compositional process. Though measuring the success of the resultant compositions is indeed a subjective endeavor, as is the case with all art, the means by which they are achieved is not. The development of such pipelines and processes, and their implementation in practice, are the basic building blocks of further exploration, discovery, and artistic expression. This is the impetus for this document and for my constantly evolving and progressing trajectory as a scholar, artist, composer, and computer scientist. / Doctor of Philosophy / In this paper the author explores the idea that, owing to their shared three-dimensional nature, holophons and holograms are well suited as mediums for visual music composition. This union is ripe with creative opportunity and fraught with challenges in the areas of aesthetics and technical implementation. Squarely situated upon the bleeding edge of phenomenological research and creative practice, this novel medium is nonetheless within reach. Here, one methodological pipeline is delineated that employs the convergence of holography, holophony, and super-computing toward the creation of visual music compositions intended for head mounted displays or large scale 3D/360 projection screens and high-density loudspeaker arrays.
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Virtual reality designprinciples: A casestudy on VRChatEckmann, Peter January 2024 (has links)
Virtual Reality is rapidly growing in popularity. This new medium offers manypossibilities for those who wish to explore what the technology provides in the 3Denvironment. However, the design principles that have been used for decades revolvearound 2D surfaces and applying them in the 3D space can cause severalincompatibility issues that diminishes the user experience.This study aimed to help highlight what aspects of virtual reality need to be improvedcompared to non-virtual reality platforms to enhance the user experience. To do this,VRChat, a virtual reality platform was chosen, which can be used by both VR, and nonVR headset users alike. By comparing these two user bases it could help highlight thepros and cons of the current system and help give guidelines on how to create futureVR platforms. During the test period, 58 people participated who did specific tasks onthe platform and filled out the quantitative data gathering survey, based on the UserExperience Questionnaire (UEQ) test.After comparing the two user bases, the result shows that there is no significantdifference between using VRChat either way allowing both user bases to enjoy theplatform equally. However, because of these results, the work failed to highlight whataspects of a VR platform need to be changed to fit the needs of VR headset users. Itimplies the need for further research and experimenting with the medium. In the future,further research, testing and experimentation are needed to improve the current designmodels and make the systems more pleasant for VR headset users.
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Polyfunkční dům / Multi-functional BuildingHaraga, Petra January 2018 (has links)
The master´s thesis "Multifunctional house" is in form of project documentation containing all appropriateness in accordance with valid regulations. The house is designed as a detached house and with a cellar. The house is rectangular dimension, with a flat vegetation roof. The house has four floors with balconies and terraces. The house has 10 housing units and 2 offices. On the first floor is the technical room, 2 flats and two offices. In the house is projected a lift. The house is made of brick system with a contact insulated system.
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User Interface for ARTable and Microsoft Hololens / User Interface for ARTable and Microsoft HololensBambušek, Daniel January 2018 (has links)
Tato práce se zaměřuje na použitelnost brýlí Microsoft HoloLens pro rozšířenou realitu v prototypu pracoviště pro spolupráci člověka s robotem - "ARTable". Použití brýlí je demonstrováno vytvořeným uživatelským rozhraním, které pomáhá uživatelům lépe a rychleji porozumět systému ARTable. Umožňuje prostorově vizualizovat naučené programy, aniž by bylo nutné spouštět samotného robota. Uživatel je veden 3D animací jednotlivých programů a hlasem zařízení, což mu pomůže získat jasnou představu o tom, co by se stalo, pokud by program spustil přímo na robotovi. Implementované řešení také umožňuje interaktivně provést uživatele celým procesem programování robota. Použití brýlí umožňuje mimo jiné zobrazit cenné prostorové informace, například vidění robota, tedy zvýraznit ty objekty, které jsou robotem detekovány.
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Bytový dům / Apartment houseAntoš, Jan January 2014 (has links)
The master´s thesis "Apartment house" is in form of project documentation containing all appropriateness in accordance with valid regulations. The house is designed as a detached house and without a cellar. The house is rectangular dimension, with a flat vegetation roof. The house has four floors with loggias, balconies and terraces. The house has 10 housing units. On the first floor is the accessory apartments: bicycle room, technical room, cellar room and garage. In the house is projected a lift. The house is made of brick system with a contact insulated system. The part of thesis is a heat-technical opinion, calculations staircase and foundation construction.
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Montovaná konstrukce ze železobetonu / Prefabricated concrete structureŠimon, Jan January 2014 (has links)
The master thesis is about a design of supporting structure of prefabricated skeleton hall. The major part of a design are an internal trasverse and longitudinal frames, which contents roof reinforce concrete truss, columns, beam and ceiling joists. All the load acting to the bearing structure is transferred to the prefabricate footing made of reinforce concrete. Other parts of the bulding are not solved in this thesis. The content of the thesis consists of an assembly drawing of parts of the skeleton and the static calculation according to the actual international standards. The output of each static calculation is drawing of a shape of part and its reinforcement.
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Stavebně technologický projekt skladovacího a výrobního areálu - Nihošovice / Construction technological project of storage and manufacturing facility - NihošoviceHanzlovská, Nikola January 2016 (has links)
The subject of this thesis is the construction and technological project of warehouse and production facility - Nihošovice . The thesis is mainly focused on the study of the main technological parts and technological specifications for the implementation of the mounted frame, which solves loadbearing system of the building. For the technological specifications is processed control plan , health and safety . The thesis project consists of building equipment, technical reports , time and financial plan of the SO A1 , the proposal of machines and mechanisms, coordinating site plan and block plan of traffic routes , plan for securing material resources , time and financial plan object .
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Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison studyKenklies, Kai Malte January 2020 (has links)
It was analyzed if instructions on a head-worn Augmented Reality display (AR-HWD) are better for manual industrial assembly tasks than instructions on a stationary screen. A prototype was built which consisted of virtual instruction screens for two example assembly tasks. In a comparison study participants performed the tasks with instructions through an AR-HWD and alternatively through a stationary screen. Questionnaires, interviews and observation notes were used to evaluate the task performances and the user experience. The study revealed that the users were excited and enjoyed trying the technology. The perceived usefulness at the current state was diverse, but the users saw a huge potential in AR-HWDs for the future. The task accuracy with instructions on the AR-HWD was equally good as with instructions on the screen. AR-HWDs are found to be a better approach than a stationary screen, but technological limitations need to be overcome and workers need to train using the new technology to make its application efficient.
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Mitigating VR Cybersickness Caused by Continuous Joystick MovementAditya Ajay Oka (16529664) 13 July 2023 (has links)
<p>When users begin to experience virtual reality (VR) for the first time, they can be met with some degree of motion sickness and nausea, especially if continuous joystick locomotion is used. The symptoms that are induced during these VR experiences fall under the umbrella term cybersickness, and due to these uncomfortable experiences, these users can get a bad first impression and abandon the innovative technology, not able to fully appreciate the convenience and fascinating adventures VR has to offer. As such, this project compares the effects of two cybersickness mitigation methods (Dynamic Field of View (FOV) and Virtual Reference Frame), both against each other and combined, on user-reported cybersickness symptoms to determine the best combination to implement in commercial applications to help create more user-friendly VR experiences. The hypothesis is that combining the FOV reduction and the resting frame methods can mitigate VR cybersickness more effectively without hindering the user’s experience and the virtual nose method is more potent at mitigating cybersickness compared to dynamic FOV. To test these hypotheses, an experimental game was developed for the Meta Quest 2 with five levels: a tutorial level and four maze levels (one for each scenario). The participants were asked to complete the tutorial level until they got used to the virtual reality controls, and then they were instructed to complete the maze level twice with one of the following conditions for each run: no method, dynamic field of view only, virtual nose only, and dynamic field of view and virtual nose combined. After completing each maze trial, the participants were asked to complete a simulator sickness questionnaire to get their thoughts on how much sickness they felt during the test. Upon concluding the testing phase with 36 participants and compiling the data, the results showed that while the subjects preferred the dynamic FOV method even though they were able to complete the trials significantly faster with the virtual nose method, it is inconclusive regarding which method is truly more effective. Furthermore, the results showed that it is also inconclusive if the scenario with both methods enabled is significantly better or worse than either method used separately.</p>
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