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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.
171

The Palace of Monarch

Xiong, Jing 26 April 2018 (has links)
Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places—this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience.
172

The Palace of Monarch

Zhu, Bolin 26 April 2018 (has links)
Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places€”this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience.
173

Reality

Siler, Todd January 1981 (has links)
Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1981. / MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH. / Bibliography: leaves 144-146. / When the Universe first exploded it also imploded simultaneously. In that eternal instance the values of mass and energy were set in some perpetual equilibrium, determining the symmetries of nature. In effect, all that exploded was physical (p), comprising the particle-wavelike nature of matter. In fact, all that imploded was nonphysical (np), making up the virtual particle-wavelike nature of non-matter. Billions of years later, the substance of nonmatter corresponds to the structures and forces of the human mind. In this stage of our mental evolution, it seems apparent the uniqueness of th is np-reality may only be sensed and grasped or known through intuition as interpreted by the arts of the unconscious mind; while the p-reality may only be seen and understood through reason as illustrated or explained by the sciences of the conscious mind. Both forms of consciousness are reflections of the brain functions which appear to be influenced by the one-to-one correspondence of matter and nonmatter. The thought processes and behavior of the human organism, as an extension or a continuum of this correspondence, have evolved with the Universe since its original explosion-implosion event. My intentions are to investigate the p and np realities of the brain and mind, suggesting how certain symmetries such as mirror reflection affect the nature of thought. / by Todd Lael Siler. / M.S.V.S.
174

Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology

Foxman, Maxwell Henry January 2018 (has links)
This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public. Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate. With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. Their “playbor” colors not only the rhetoric and the focus of meetups, but also the activities, designs, and, most importantly, the financial and personal expenditures they put forth. Ultimately, play shapes the system of production by which adopters of commercial VR are introduced to the technology and, eventually, weave it into their lives. Situating play at the center of this system highlights that the assimilation of digital media is in part an embodied and irrational experience. It also suggests new models by which future innovations will spread to the public.
175

Augmented reality interfaces for symbolic play in early childhood

Bai, Zhen January 2015 (has links)
No description available.
176

Training in a Modern Age

January 2019 (has links)
abstract: This study was undertaken to ascertain to what degree, if any, virtual reality training was superior to monitor based training. By analyzing the results in a 2x3 ANOVA it was found that little difference in training resulted from using virtual reality or monitor interaction to facilitate training. The data did suggest that training involving rich textured environments might be more beneficial under virtual reality conditions, however nothing significant was found in the analysis. It might be possible that significance could be obtained by comparing a virtual reality set-up with higher fidelity to a monitor trial. / Dissertation/Thesis / Masters Thesis Engineering 2019
177

Intent driven interaction in immersive virtual environments /

Frees, Scott, January 2006 (has links)
Thesis (Ph. D.)--Lehigh University, 2006. / Includes vita. Includes bibliographical references (leaves 244-252).
178

Films on Paper: Adaptation of Eileen Chang's Novels

Tang, Funing 01 January 2009 (has links)
Eileen Chang (1920-1995), a legendary female writer in Chinese literature history, lived in the most turbulent time of contemporary China. Her works are all about love. Her characters are all insignificant people, unrealistically invested with illusory dreams of life, but meanwhile, absorbed by worldly pursuits and pleasures. And her tone is desolate. People worship her, both as a great writer and as a mysterious woman. From 1980s, the fascination with her and her literature overtly announces itself in Chinese language cinema. Several critically acclaimed directors have intended to adapt her aura and charisma through adapting her literature. But, the result of their efforts is not optimistic; the disparity between the films and the novels still has been widely sensed. My thesis focuses on the film adaptations of her novels. I intend to explore this woman?s world through cinema; precisely, through the unexpected gap between her novels and their film versions, in order to explore the reality and moods in her mind that are hard to visualize. The same events, moments and situations presented in both the novels and the films also offer great opportunities for the comparison of two different ways of story-telling.
179

A moderated mediation model of "The Apprentice" and business attitudes a study of reality-based television and parasocial feelings by social working class and trust in big business /

Tressler, Kevin. January 2006 (has links)
Thesis (M.A.)--University of Delaware, 2006. / Principal faculty advisor: R. Lance Holbert, Dept. of Communication. Includes bibliographical references.
180

How does Head Mounted Displays affect users' expressed sense of in-game enjoyment

Mattiasson, Jesper, Lu, Dongsheng January 2013 (has links)
In recent years, the rapid development of new head-mounted display technology (HMDs) for gaming provides usage opportunities for the mass market. A kickstarter project initiated by a well-known HMD developer Oculus Rift inspired our study. The main purpose of this study was to find out how a HMD will affect user’s expressed level of enjoyment. The method utilized in this study was a quantitative research method based on a research experiment. The thesis reports on a comparative study, in which the same game is played both with and without a HMD. Based on the analysis of our collected data, the results showed that playing games with a HMD does really give a boost in user’s enjoyment level. This may seem as a reasonable conclusion because the HMDs can provide the user with a more realistic and completely immersive in-game environment. Unfortunately there were some limitations in our study, one of the most crucial one was that the hardware was outdated, which significantly affected the reliability of the test results. For future prospects, it is recommended to use a more modern setup to acquire more reliable results, as well as optimizing the experience for the users.

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