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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.
41

Virtual Environments at NCSU Libraries

Boyer, Josh 23 April 2012 (has links)
'Virtual Environments' Breakout session from the Living the Future 8 Conference, April 23-24, 2012, University of Arizona Libraries, Tucson, AZ.
42

Reactive behaviour for autonomous virtual agents using fuzzy logic

Jaafar, Jafreezal January 2009 (has links)
One of the fundamental aspects of a virtual environment is the virtual agents that inhabit them. In many applications, virtual agents are required to perceive input information from their environment and make decisions appropriate to their task based on their programmed reaction to those inputs. The research presented in this thesis focuses on the reactive behaviour of the agents. We propose a new control architecture to allow agents to behave autonomously in navigation tasks in unknown environments. Our behaviour-based architecture uses fuzzy logic to solve problems of agent control and action selection and which can coordinate conflicts among different operations of reactive behaviours. A Fuzzy Associative Memory (FAM) is used as the process of encoding and mapping the input fuzzy sets to the output fuzzy set and to optimise the fuzzy rules. Our action selection algorithm is based on the fuzzy α-level method with the Hurwicz criterion. The main objective of the thesis was to implement agent navigation from point to point by a coordination of planning, sensing and control. However, we believe that the reactive architecture emerging from this research is sufficiently general that it could be applied to many applications in widely differing domains where real-time decision making under uncertainty is required. To illustrate this generality, we show how the architecture is applied to a different domain. We chose the example of a computer game since it clearly demonstrates the attributes of our architecture: real-time action selection and handling uncertainty. Experimental results are presented for both implementations which show how the fuzzy method is applied, its generality and that it is robust enough to handle different uncertainties in different environments. In summary, the proposed reactive architecture is shown to solve aspects of behaviour control for autonomous virtual agents in virtual environments and can be applied to various application domains.
43

Understanding remote collaboration in video collaborative virtual environments : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in the University of Canterbury /

Hauber, Jörg. January 2008 (has links)
Thesis (Ph. D.)--University of Canterbury, 2008. / Typescript (photocopy). Includes bibliographical references (leaves 216-239). Also available via the World Wide Web.
44

Understanding user engagement in immersive and interactive stories

Dow, Steven P.. January 2008 (has links)
Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009. / Committee Chair: MacIntyre, Blair; Committee Member: Bolter, Jay; Committee Member: Guzdial, Mark; Committee Member: Mateas, Michael; Committee Member: Mynatt, Elizabeth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
45

Virtually there social structure over time and space /

Rysavy, Wayne Erik. January 2009 (has links)
Thesis (M.A.)--Boise State University, 2009. / Title from t.p. of PDF file (viewed June 22, 2009). Includes bibliographical references (leaves 97-102).
46

Social interaction in virtual environments : the relationship between mutual gaze, task performance and social presence

Dalzel-Job, Sara January 2015 (has links)
Everyday face-to-face social interaction is increasingly being supplemented by computer- and video-mediated communication. With mediation, however, comes the potential loss of important non-verbal cues. It is therefore important to attempt to maintain the quality of the mediated interaction, such that it retains as many of the aspects of a real-world interaction as possible. Social presence is a measure of how similar a mediated interaction is to face-to-face, the most socially present situation, in terms of perceptions of and behaviour towards an interlocutor. Social presence can be mediated by many factors, one of which is mutual gaze, and social perceptions of an interlocutor are also thought to be related to task performance. For a successful interaction, therefore, an optimum amount of mutual gaze for maximising social presence and task performance is desirable. This research aims to investigate the relationship between mutual gaze, task performance and social presence, in order to discover the ideal conditions under which a successful mediated interaction can occur. Previous gaze research paradigms have involved one conversational partner staring continuously at the other, and the resulting mutual gaze being measured. It is hypothesised that this method may actually suppress mutual gaze, primarily due to social reasons. It is potentially, therefore, not the optimum experimental design for mutual gaze research. The first study in this thesis used eye-tracking to explore this hypothesis and investigate the relationship between mutual gaze and task performance. A suitable paradigm was developed, based on that used in previous research into eye movements and non-verbal communication. Two participants – Instruction Giver (IG) and Instruction Follower (IF) – communicated via avatars in Second Life to solve simple arithmetic tasks. There were two between-participant looking conditions: staring (the IG’s avatar stared continuously at the IF); and notstaring, (IG’s avatar looked at IF and task-relevant objects). Constant staring did, indeed, show evidence of decreasing mutual gaze within the dyad. Mutual gaze was positively correlated with task performance scores, but only in the not-staring condition. When not engaged in mutual gaze, the IF looked more at task-related objects in the not-staring condition than in the staring condition; this suggests that social factors are likely to be driving the gaze aversion in the staring condition. Furthermore, there are no task-related benefits to staring. The second study explored further how much looking by one person at another will maximise both mutual gaze and task performance between the dyad. It also investigated the relationship between mutual gaze, task performance and both manipulated and perceived social presence. Individual participants interacted with a virtual agent within the Second Life paradigm previously used in the human-human study. Participants were either told they were interacting with a computer (i.e. an agent) or another human (an avatar). This provided the between-participants manipulated social presence variable, or agency. The virtual agent was programmed to look at the participant during either 0%, 25%, 50% or 75% of the interaction, providing the within-participants variable looking condition. The majority of effects were found in the 75% looking condition, including the highest mutual gaze uptake and the highest social presence ratings (measured via a questionnaire). Although the questionnaire did not detect any differences in social presence between the agent and avatar condition, participants were significantly faster to complete the tasks in the avatar condition than in the agent condition. This suggests that behavioural measures may be more effective at detecting differences in social presence than questionnaires alone. The results are discussed in relation to different theories of social interaction. Implications and limitations of the findings are considered and suggestions for future work are made.
47

Second life: a support teaching methodology for entrepreneurship

Mandla, Siyabulela January 2012 (has links)
The constant evolution of technology and the prevalent demands of the 21st century continue to put pressure on both the business and education sector. Business is ever looking for competent workers to meet these progressive demands, while the education sector continues to struggle to produce such competent workers to meet the heightened needs of the business sector. Universities and business schools have a greater role and responsibility in ensuring that these competent employees are produced. The use of virtual platforms like Second Life has gained significant popularity in the education sector. Therefore the objective of this study was to explore and examine some of the prevalent benefits associated with using Second life for teaching entrepreneurship. This study was also extended to cover the following areas: The benefits of Second Life for business and education sector; - The benefits of Second Life for teaching and learning environment. The study followed an exploratory research design in an attempt to answer the main research question and the respective sub-questions related to the study. Using a qualitative approach, student’s perceptions, opinions, assumptions, observations and experiences during their interaction with Second Life were identified and reflected in the study. The research discovered that the associated benefits of Second Life were coherent with the reviewed literature findings. The research study concluded that Second Life can be used as a support teaching methodology for entrepreneurship for third year MBA students at NMMU Business School. In addition, the research also highlighted some recommendations regarding the introduction and implementation of Second Life at NMMU Business School and future research opportunities.
48

The relative advantage of Collaborative Virtual Environments in multichannel retail

Zarifis, Alex January 2014 (has links)
Collaborative Virtual Environments (CVE) have been with us for some years however the way people utilise them is evolving and their potential is unclear. This research attempts to achieve a better understanding of retail in CVEs by comparing this channel with the competing retail channels of ‘bricks and mortar’, or offline, and two dimensional navigation websites (2D websites), in order to identify their respective Relative Advantages (RA). This is investigated from the consumer viewpoint, as they are the ones who will ultimately shape CVEs by voting with their feet, clicks or virtual feet. By exploring the literature a model was chosen to guide the research. Furthermore, based on this model and other literature five key objectives were identified for further investigation. These objectives are categories of RA that must be explored when comparing retail channels. The first research objective is as follows: A RA of CVEs to the 2D websites for e-commerce may be the aspects of offline retail it includes that do not exist in the 2D websites. The second research objective is: A RA of CVEs retail compared to offline retail may be aspects of 2D e-commerce it includes that are not included in the offline retail environment. The third research objective is: Consumers may vary their intended usage of CVEs across the different stages of the purchase process because the significance of the dimensions of RA may vary across those stages. The fourth research objective is: Consumers’ usage of CVEs may be different for simple and complex products. The fifth research objective is: CVEs such as Second Life (SL) may have the RA of a higher degree of institutional trust compared to the 2D websites. The first stage of data collection used focus groups to clarify the objectives identified from the literature. The second stage involved interviews where these objectives were explored with participants that had relevant experience. Both stages were analysed using template analysis. The first contribution was verifying the relevance of the five objectives and identifying significant dimensions within them. The second contribution was to develop the model used for comparing retail channels by adding enjoyment to the criteria. The third stage of this research is a survey. This quantitative analysis supplemented the two qualitative stages by gauging the significance of the objectives and their dimensions. This enables the findings to be more useful to retailers in making the strategic decisions to achieve the optimum synergies within and between channels. Participants showed a preference for offline and 2D in most situations however there was evidence that enjoyment, entertainment, sociable shopping, the ability to reinvent yourself, convenience and institutional trust were RA of SL in comparison to one of the other two channels.
49

The Traveling Burrito King

Unknown Date (has links)
The Traveling Burito King is a novel split into two narratives that work to compare the virtual to the real world and push against the politic climate created by anonymity It is a novel centered around the development of Denver and his avatar Dovim The novel demonstrates a confrontation with the fantasy of change and how that culminates in little more than a shift and an impossibility to turn back time / Includes bibliography / Thesis (MFA)--Florida Atlantic University, 2016 / FAU Electronic Theses and Dissertations Collection
50

Genetic Algorithm Optimization of Artificial Potential Field Redirected Walking

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

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