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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

Extended walking in room-scale VR via a subtle situation-based rotation of the virtual environment while maintaining a full sense of presence

Karlsson, Johannes January 2020 (has links)
Assuming that the emergence of inside-out positional tracking in commercially available VR systems indicate a future where room-scale VR is experienced more freely, there is a demand for adaptable and immersive VR locomotion techniques that while enabling real walking overcomes the physical restrictions of a play space without the use of additional hardware. Hence, the purpose of this study was to explore the hypothesis that a subtle situation-based rotation of the immersive virtual environment (IVE) around the user can free up physically restricted virtual space and enable extended real walking in room-scale VR, while a full sense of presence is maintained. Based on Findings of a literature study, a prototype of an adaptable and mobile locomotion technique manipulating the IVE was developed and tested using three different rotations; a baseline medium rotation, a fast and a slow, all defined through trial and error with the capacities of freeing up restricted virtual space, and of maintaining presence, in mind. The user tests were designed as a within-subject test, aiming to expose the limits in the prototype by putting pressure on two potentially critical factors: user velocity and the capacity of freeing up restricted virtual space in all directions. The results imply that the proposed locomotion technique has the potential of extending virtual walking while maintaining a full sense of presence and that there is an optimally balanced rotation between the medium and slow rotation used in the present study. However, since the participants were not redirected enough to be preserved within the physical play space, the prototype may be used as a tool rather than as a redirecting technique. / Om man antar att utvecklingen och appliceringen av ”inside-out” positionsspårning i kommersiellt tillgängliga VR-system pekar på̊ en framtid där room-scale VR upplevs mer fritt, så Finns det ett behov av anpassningsbara VR-rörelsetekniker som utan extra hårdvara möjliggör ett större spelutrymme än det fysiska spelrummet samtidigt som användaren kan förflytta sig virtuellt genom verkliga rörelser. Syftet med denna studie var att utforska hypotesen att en subtil situationsbaserad rotation av den virtuella miljön runt användaren kan frigöra fysiskt begränsat virtuellt utrymme och samtidigt upprätthålla en känsla av full närvaro.  Baserat på resultaten från en litteraturstudie utvecklades en prototyp som och testades med tre olika hastigheter; medel, snabb och långsam. Dessa var alla definierade genom ”trial and error” baserat på prototypens kapacitet att frigöra begränsat virtuellt utrymme och att bibehålla närvaro i åtanke. Användartesterna utformades som ”within-subject” tester med målet att exponera prototypens begränsningar genom att pressa två potentiellt kritiska faktorer: hastigheten användaren rörde sig i och prototypens kapacitet att frigöra begränsat virtuellt utrymme i alla riktningar.  Resultaten antyder att den föreslagna rörelsetekniken har potentialen att möjliggöra ett större spelutrymme än det fysiska spelrummet samtidigt som en känsla av full närvaro upprätthålls och att det Finns en optimal rotation emellan rotationerna medel och långsam. Däremot, eftersom deltagarna inte omdirigerades tillräckligt för att bevaras inom det fysiska spelrummet är det troligt att prototypen borde användas som ett verktyg snarare än som en omdirigeringsteknik.
2

The BSD Socket API for Simulator

Liu, Zhiwei January 2007 (has links)
BSD Socket API for Simulator is a project to run untouched Real World Application (RWA) binaries on the powerful modern general-purpose network simulators. BSD Socket API for Simulator is designed to eliminate most of the drawbacks of previous works. It is simulator independence, so it can make use of the powerful functionality and versatile tools provided by modern general-purpose simulators such as NS-2. It is fully compatible with BSD Socket API, so RWA can be run on it without re-linking and re-compiling. It is transparent to the RWA, so RWAs are run on BSD Socket API for Simulator as they are on normal operating systems. BSD Socket API for Simulator is built on the concept of message redirecting. It has two critical parts: shared library and customized simulator application. The shared library is loaded into the address space of RWA. On one hand, messages sent by RWA are captured by the shared library and redirected to the customized simulator application. On the other hand, messages from simulator are redirected by the customized simulator application to the shared library. BSD Socket API for Simulator has been intensively tested. The test results show that it functions as expected and it has an acceptable performance.

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