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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

Post-Conflict Behavior in Captive Western Lowland Gorillas (Gorilla gorilla gorilla)

Mallavarapu, Suma 06 December 2004 (has links)
Post-conflict behaviors, including reconciliation, redirected aggression, and consolation, have been observed in several primate and non-primate species. These behaviors are thought to help re-establish rates of affiliation and tolerance to baseline levels, by terminating the victims stress response, and reducing the social tension created by conflict. Post-conflict behavior was examined in two groups (N = 13) of captive western lowland gorillas, a species for which no previous conflict resolution data exist. The post-conflict/matched-control method was used to observe the groups at Zoo Atlanta. Analyses of 223 conflicts (using chi-square, Wilcoxon signed ranks, and Kolmogorov-Smirnov tests) showed significantly more affiliation between former opponents after a conflict when compared to control periods, indicating reconciliation. Results also showed significantly more affiliation between the victim and a third-party after a conflict, indicating consolation. Both solicited and unsolicited consolation were observed. Instances of redirected aggression were very few, and thus not included in the analyses. The majority of the affiliative interactions were social proximity, which suggests that unlike most nonhuman primates, proximity, rather than physical contact, may be the main mechanism for resolving conflicts in western lowland gorillas. Post-conflict behavior was not uniform throughout the groups, but rather varied according to dyad type (for instance, adult-adult, juvenile-juvenile, adult-juvenile, etc.). Effects of kinship and the intensity of aggression during a conflict on post-conflict behavioral patterns were analyzed.
2

Genetic Algorithm Optimization of Artificial Potential Field Redirected Walking

Messinger, Justin 15 July 2019 (has links)
No description available.
3

Locomotion in Virtual Reality for Room Scale Tracked Areas

Bozgeyikli, Evren 10 November 2016 (has links)
In the recent years, virtual reality has been used as an effective tool for a wide range of areas such as training, rehabilitation, education and games. The affordability of the new generation headsets helped this medium to become more widespread. However, in order for virtual reality to become mainstream, more content that is specifically designed for this medium is needed. Since virtual reality is a different technology than the computer systems, different design principles may be required for these content for better user experience. One of the crucial components of virtual reality applications is locomotion, since the viewpoint of the user is very important in immersing the users into virtual reality and locomotion is used for moving the viewpoint of user in virtual environments. Locomotion in virtual reality is expected to have a direct effect on user experience in terms of many elements such as effort, enjoyment, frustration, motion sickness and presence. Up to date, many locomotion techniques for virtual reality have been studied in the literature. However, many of these techniques were evaluated in large tracked areas. Although professional motion tracking systems can track large areas, today’s new generation affordable commercial virtual reality systems can only track room scale environments. This dissertation aims at evaluating different locomotion techniques in room scale tracked areas for neurotypical individuals and individuals with ASD. Several previous studies concurred that virtual reality is an effective medium for the training and rehabilitation of individuals with ASD. However, no previous study evaluated locomotion in virtual reality for this specific population. Thus, this dissertation aims at finding out the suitable virtual reality locomotion techniques for individuals with ASD. With these motivations, in this dissertation, locomotion techniques for room scale virtual reality were evaluated under three experiments: virtual reality for vocational rehabilitation system, evaluation of eight virtual reality locomotion techniques, and point & teleport direction specification experiment. In the first experiment of virtual reality for vocational rehabilitation system, locomotion, interaction, and display components in an immersive virtual reality system for vocational rehabilitation was evaluated by 10 neurotypical individuals and 9 individuals with high functioning ASD. The results indicated that neurotypical individuals favored real walking over walk-in-place; tangible interaction over haptic device, touch & snap and touch screen; and head mounted display over curtain screen. For the participants with high functioning ASD, real walking was favored over walk-in-place; touch screen was favored over haptic device, tangible interaction and touch & snap; and curtain screen was favored over head mounted display. In the second experiment, eight virtual reality locomotion techniques were evaluated in a room scale tracked area (2m by 2m). These eight locomotion techniques were: redirected walking, walk-in-place, stepper machine, point & teleport, joystick, trackball, hand flapping and flying. Among these locomotion techniques, the three were commonly used in virtual reality (redirected walking, walk-in-place and joystick), the two were unexplored –explored previously only by a few related studies (stepper machine and point & teleport), and the three were selected and/or modified for individuals with ASD based on their common characteristics (trackball, hand flapping and flying). These eight techniques were evaluated in an immersive virtual reality test environment. A user study was performed with 16 neurotypical participants and 15 participants with high functioning ASD. The results indicated that for neurotypical individuals, point & teleport, joystick and redirected walking were suitable virtual reality locomotion techniques for room scale tracked areas whereas hand flapping and flying were not suitable. For individuals with high functioning ASD, point & teleport, joystick and walk-in-place were suitable virtual reality locomotion techniques for room scale tracked areas whereas hand flapping and flying were not suitable. Locomotion techniques that are similar to point & teleport have been starting to be used in commercial video games, however were not evaluated in the literature. For this reason, a separate experiment was performed as the third experiment to investigate the effects of an additional direction specification component of point & teleport. Since this direction specification component exerted an additional cognitive load into the use of the same technique, which was recommended to be avoided for individuals with ASD in the literature, it was only evaluated by neurotypical individuals. An immersive virtual maze environment was developed and a user study was performed with 16 neurotypical users. The results indicated that the additional direction specification feature did not improve the user experience.
4

Collision Prediction and Prevention in a Simultaneous Multi-User Immersive Virtual Environment

Holm, Jeannette E. 07 August 2012 (has links)
No description available.
5

MULTI-USER REDIRECTED WALKING AND RESETTING UTILIZING ARTIFICIAL POTENTIAL FIELDS

Hoffbauer, Cole 09 July 2018 (has links)
No description available.

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