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Étude de Faisabilité d'Études Consommateurs d'Achat de Fruits et Légumes « Moches » dans un Supermarché Virtuel / Feasibility Study of Consumer Behavior Studies when Buying “Ugly” Fruits and Vegetables in a Virtual SupermarketVerhulst, Adrien 02 July 2018 (has links)
La grande distribution affiche une politique anti-gaspillage et a ainsi proposé dès 2014des Fruits et Légumes (F&Ls) « moches » [109] à la vente. Mais ces ventes sont temporaires et locales,et ont des effets peu étudiés sur le comportement des consommateurs. Nous proposons ici d'étudier si un magasin virtuel immersif (dans lequel nous contrôlons les F&Ls) peut être utilisé pour étudier le comportement des consommateurs confronté à des F&Ls « moches ». Afin d'avoir assez de F&Ls pour remplir le magasin virtuel, nous avons généré des F&Ls d'apparences variables de manière semi-procédurale comme suit :(1) nous générons le maillage avec des Cylindres Généralisés (CGs) [6] ; puis (2) gêneront les couleurs avec un système de particule.Nous avons réalisé 2 études comparatives (resp.N=142 et N=196). L'une portant sur le comportement consommateur lorsque les F&Ls sont plus ou moins anormaux (8F&Ls séparés en 4 groupes : sans déformation,légèrement déformés, déformés et fortement déformés). Ces différences n'avaient pas d'incidences sur le comportement. L'autre portait sur le comportement consommateur lorsque l'environnement est plus ou moins immersif (8 F&Ls sans déformation et 8 F&Ls déformés, séparés en 3groupes : magasin laboratoire, magasin virtuel non immersif et magasin virtuel immersif). Il existe des différences entre ces environnements sur le comportement. Enfin, nous avons étudié si la représentation virtuelle du consommateur avait un effet lors de l'achat des produits (incluant, mais ne se limitant pas aux F&Ls) nous avons donc réalisé une étude (N=29) avec 2 groupes : avatar obèse et avatar non-obèse. Il existe des différences localisées entre ces représentations sur le comportement consommateur. / The retail sector has an anti-waste policyand has therefore offered “ugly” FaVs (Fruits and Vegetables) for sale as early as 2014 [109]. But these sales remain temporary and local and have little studied effects on consumer behavior. We propose here to study if an immersive virtual store (in which we control the FaVs) can be used to study consumer behavior confronted to “ugly” FaVs To have enough “ugly” FaVs to fill the virtual store, we developed a method capable of generatings emiprocedural FaVs. To do so we: (1) generate the mesh with Generalized Cylinders (GCs) [6]; then (2) generate the colors with a particle system.We conducted 2 comparative studies (N=142 andN=196 respectively). The first study focused on consumer behavior when the FaVs are abnormal (8 FaVs separated into 4groups: no deformation, slightly deformed, deformed and strongly deformed). These differences had no impact on consumer behavior. The other study focused on consumer behavior when the environment is more or less immersive (8 FaVs without deformation and 8 FaVs with deformation, separated into 3 groups: laboratory store, non immersive virtual store and immersive virtual store).There are differences between these environments on consumer behavior. Finally, we studied if the virtual representation of the consumer had an impact during the purchase of products (including, but not limited to, FaVs). To do so we carried out a third consumer study (N=29) (2groups: obese avatar and non-obese avatar). There are very localized differences between these representations on consumer behavior.
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Supporting Multi-User Interaction in Co-Located and Remote Augmented Reality by Improving Reference Performance and Decreasing Physical InterferenceOda, Ohan January 2016 (has links)
One of the most fundamental components of our daily lives is social interaction, ranging from simple activities, such as purchasing a donut in a bakery on the way to work, to complex ones, such as instructing a remote colleague how to repair a broken automobile. While we interact with others, various challenges may arise, such as miscommunication or physical interference. In a bakery, a clerk may misunderstand the donut at which a customer was pointing due to the uncertainty of their finger direction. In a repair task, a technician may remove the wrong bolt and accidentally hit another user while replacing broken parts due to unclear instructions and lack of attention while communicating with a remote advisor.
This dissertation explores techniques for supporting multi-user 3D interaction in augmented reality in a way that addresses these challenges. Augmented Reality (AR) refers to interactively overlaying geometrically registered virtual media on the real world. In particular, we address how an AR system can use overlaid graphics to assist users in referencing local objects accurately and remote objects efficiently, and prevent co-located users from physically interfering with each other. My thesis is that our techniques can provide more accurate referencing for co-located and efficient referencing for remote users and lessen interference among users.
First, we present and evaluate an AR referencing technique for shared environments that is designed to improve the accuracy with which one user (the indicator) can point out a real physical object to another user (the recipient). Our technique is intended for use in otherwise unmodeled environments in which objects in the environment, and the hand of the indicator, are interactively observed by a depth camera, and both users wear tracked see-through displays. This technique allows the indicator to bring a copy of a portion of the physical environment closer and indicate a selection in the copy. At the same time, the recipient gets to see the indicator's live interaction represented virtually in another copy that is brought closer to the recipient, and is also shown the mapping between their copy and the actual portion of the physical environment. A formal user study confirms that our technique performs significantly more accurately than comparison techniques in situations in which the participating users have sufficiently different views of the scene.
Second, we extend the idea of using a copy (virtual replica) of physical object to help a remote expert assist a local user in performing a task in the local user's environment. We develop an approach that uses Virtual Reality (VR) or AR for the remote expert, and AR for the local user. It allows the expert to create and manipulate virtual replicas of physical objects in the local environment to refer to parts of those physical objects and to indicate actions on them. The expert demonstrates actions in 3D by manipulating virtual replicas, supported by constraints and annotations. We performed a user study of a 6DOF alignment task, a key operation in many physical task domains. We compared our approach with another 3D approach that also uses virtual replicas, in which the remote expert identifies corresponding pairs of points to align on a pair of objects, and a 2D approach in which the expert uses a 2D tablet-based drawing system similar to sketching systems developed for prior work by others on remote assistance. The study shows the 3D demonstration approach to be faster than the others.
Third, we present an interference avoidance technique (Redirected Motion) intended to lessen the chance of physical interference among users with tracked hand-held displays, while minimizing their awareness that the technique is being applied. This interaction technique warps virtual space by shifting the virtual location of a user's hand-held display. We conducted a formal user study to evaluate Redirected Motion against other approaches that either modify what a user sees or hears, or restrict the interaction capabilities users have. Our study was performed using a game we developed, in which two players moved their hand-held displays rapidly in the space around a shared gameboard. Our analysis showed that Redirected Motion effectively and imperceptibly kept players further apart physically than the other techniques.
These interaction techniques were implemented using an extensible programming framework we developed for supporting a broad range of multi-user immersive AR applications. This framework, Goblin XNA, integrates a 3D scene graph with support for 6DOF tracking, rigid body physics simulation, networking, shaders, particle systems, and 2D user interface primitives.
In summary, we showed that our referencing approaches can enhance multi-user AR by improving accuracy for co-located users and increasing efficiency for remote users. In addition, we demonstrated that our interference-avoidance approach can lessen the chance of unwanted physical interference between co-located users, without their being aware of its use.
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Stories of Care in the Virtual Classroom: An Autoethnographic Narrative InquiryEisenbach, Brooke Boback 25 March 2015 (has links)
Since their inception in 2006, K-12 virtual classrooms have spread across the nation, reaching millions of students every day. Despite the technological changes in today's society, adolescents who lack key personal characteristics may struggle to successfully complete online coursework. A caring teacher-student relationship may assist today's virtual learners in ways that enhance motivation, learning, and online education success. Although a veteran teacher of nine years, in this autoethnographic narrative inquiry, I shared my experience as a novice, English I virtual teacher as I strived to enact relational with my virtual education students.
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Formula interest expression specification and propagation in peer-to-peer distributed virtual environmentsBartlett, Robert Graham, University of Western Sydney, College of Health and Science, School of Computing and Mathematics January 2006 (has links)
This thesis explores the utility of interest management in peer-to-peer environments. Specifically, it proposes: a model for formulaic specification of interest criteria that is implementation neutral in terms of underlying interest operators (the functions that determine the satisfaction of interest); and, an interest management propagation model that ensures the specifications (termed formula interest expressions) are only sent to those DVE components that are likely to be able to satisfy the interest criteria. This selective propagation model uses a distributed index of supported interest operators to determine candidate remote filterers. Remote filtering ensures that a state change message is only sent if it meets the interest criteria previously expressed by the intended recipient. The selective remote filtering model requires no central infrastructure and is entirely supported by peer DVE components, which may join and leave the DVE dynamically. The performance of the proposed propagation model, in terms of the number of logical messages required, is compared to the only existing propagation model where interest expressions are simply sent to all participating DVE components. Analysis reveals that for stable long-lived DVEs the proposed model can significantly messaging overhead and thereby increase the potential scale-up of the DVE. The viability of the proposed model is examined by means of proof-of-concept system, which exercises the specification and propagation models over a range of values for key variables. / Doctor of Philosophy (PhD)
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Remote control : A study on communication management in virtual projectsHansson, Leo, Karatas, Cagri Han January 2008 (has links)
<p>As the world is becoming more and more globalized, business has to take the global marketplace into serious consideration. This is not just about new markets to sell products in, but also where to locate production and where to source resources from. With the launch of new communication technology it has also become easier and easier to cooperate across national borders without having to meet face-to-face. This has led to an increased demand on project managers concerning how to manage the communication within their project teams since they now can have members located in different geographical locations.</p><p>The main purpose of this research was to develop a deeper understanding about how project managers are managing communication within virtual teams. This was firstly done by through a literature review of the present knowledge in the field identifying five sub topics of interest.</p><ul><li>Communication channels<strong></strong></li><li>Skills for effective communication <strong></strong></li><li>Dealing with technology<strong></strong></li><li>Dealing with differences in culture and language<strong></strong></li><li>Managing trust and relationships<strong></strong></li></ul><p>These sub topics were used through the rest of the thesis as the structure of the argumentation. The empirical research consisted of a deductive interview study of four respondents within the ICT sectors in Sweden and Denmark.</p><p>Through the analysis and the conclusions all the topics were discussed in detail, where we got to know more about how they can be used to manage communication in virtual project teams. Something that came up in the analysis was the role of corporate culture in dealing with challenges in virtual communication, which in the end was suggested as a main topic for future research.</p><p>Different communication channels showed to be good for different things, both in terms of the efficiency of the communication but also for things such as facilitating engagement and accountability. There seem to be no clear understanding of what skills are required for efficient work in virtual teams, both in the present knowledge in the field and among the respondents. For managing technology it showed to be important to make sure that the technology works, that the team members know how to use it and why, and to find ways to warm up the media by making it more personal. Differences in culture and language were found to best be dealt with by building trust within the team and creating an understanding of the existing differences. Asynchronous communication showed to be effective for dealing with bigger language problems. The solutions for managing trust and relationships mainly revolved around social communication and getting to know each other better in the beginning, and around regular and predictable communication in the long run.</p>
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Community and Identity in Contemporary Physical and Virtual Spaces: Toward an IntegrationWoodworth, Ashley C 12 May 2011 (has links)
The notions of community and identity are discussed and the various elements of each concept are analyzed in terms of their manifestation in physical and virtual spaces. A comparison of community and identity in physical and virtual spaces highlights the interdependent nature of these experiences in the intersection of these two spaces. Modern society functions through the use of technology that is ever increasing in speed and efficiency. We rely more and more on virtual technology as a tool to maintain relationships, perform various tasks, communicate and interact with others, and to manage our self-presentations. Thus, the fundamental experiences of community and identity must be studied in both online and offline contexts in order to determine how we can manipulate our use of technology for positive outcomes.
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Motivation in Virtual Project Management : On the Challenges of Engaging Virtual Teams and the Features of Project SoftwareFerrer Conill, Raul January 2013 (has links)
As global markets transcend nationalities in search for key advantages in cost,quality and flexibility, the once unbridgeable limit of geographical location isovercome by faster Internet speed lines, online services and tools that allowindividuals and businesses to interact regardless of space and time. This thesis studies the transition from traditional project management to virtualenvironments and the impact that this new paradigm has over dispersed teamsand their interactions among themselves and the project manager. The focus of the study lays on the concept of motivation within virtual projectmanagement and the role of the project manager to overcome the specificchallenges of this new working scenario. Additionally, parallels are drawn on themotivation features that virtual project management systems offer to projectmanagers as well as team members. This study shows the importance of bridging the difficulties of motivatingdispersed teams and how traditional techniques of motivation have a muchlesser impact on team members. The idea of progress and self accomplishmentare brought forth as the strongest motivators for dispersed teams. Finally, this study exposes the shortcomings of current projectware as a tool tomotivate teams and explores the idea of applying gamification techniques tothese software packages to lift the motivation responsibilities off the shoulders ofproject managers.
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Remote control : A study on communication management in virtual projectsHansson, Leo, Karatas, Cagri Han January 2008 (has links)
As the world is becoming more and more globalized, business has to take the global marketplace into serious consideration. This is not just about new markets to sell products in, but also where to locate production and where to source resources from. With the launch of new communication technology it has also become easier and easier to cooperate across national borders without having to meet face-to-face. This has led to an increased demand on project managers concerning how to manage the communication within their project teams since they now can have members located in different geographical locations. The main purpose of this research was to develop a deeper understanding about how project managers are managing communication within virtual teams. This was firstly done by through a literature review of the present knowledge in the field identifying five sub topics of interest. Communication channels Skills for effective communication Dealing with technology Dealing with differences in culture and language Managing trust and relationships These sub topics were used through the rest of the thesis as the structure of the argumentation. The empirical research consisted of a deductive interview study of four respondents within the ICT sectors in Sweden and Denmark. Through the analysis and the conclusions all the topics were discussed in detail, where we got to know more about how they can be used to manage communication in virtual project teams. Something that came up in the analysis was the role of corporate culture in dealing with challenges in virtual communication, which in the end was suggested as a main topic for future research. Different communication channels showed to be good for different things, both in terms of the efficiency of the communication but also for things such as facilitating engagement and accountability. There seem to be no clear understanding of what skills are required for efficient work in virtual teams, both in the present knowledge in the field and among the respondents. For managing technology it showed to be important to make sure that the technology works, that the team members know how to use it and why, and to find ways to warm up the media by making it more personal. Differences in culture and language were found to best be dealt with by building trust within the team and creating an understanding of the existing differences. Asynchronous communication showed to be effective for dealing with bigger language problems. The solutions for managing trust and relationships mainly revolved around social communication and getting to know each other better in the beginning, and around regular and predictable communication in the long run.
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Interior Design and Navigation in Virtual Reality / Inredning och Navigation i Virtuell VerklighetTingvall, Jesper January 2015 (has links)
This thesis examined how virtual reality could be used in interior design. The thesis was limited to virtual reality experienced using a head mounted display. The Method was to integrate virtual reality into an existing interior design software called CET Designer. After investigating the available commercial virtual reality hardware and software Oculus SDK and OpenVR was chosen. Unity 3D was used as a prototyping tool for experimenting with different interaction and navigation methods. An user study with 14 participants was performed. It compared four different navigation methods. First person shooter style controls using a gamepad was proven to be the best one. It can also be concluded that having a bad navigation style could decreased the user experience in virtual reality and cause motion sickness.
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Incorporating decision theory into a virtual simulation learning platformMorales, Benjamin L., 1978- 10 November 2010 (has links)
This report describes a method of incorporating decision analysis principles to enhance a simulation being created by The University of Texas at Austin’s Institute for Advanced Technology (IAT). The simulation is called Virtual Simulation Learning Platform (VSLP) and the scenario created to test the platform is called Virtual Platoon Leader (VPL). Recommendations include a method of implementing value-focused decision making, the implementation of decision tools to build a scenario within the simulation, a dialogue process between the developer and the subject matter expert, a design for the implementation of graphical user interfaces for the decision tools used to build a scenario and a user scoring methodology. / text
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