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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

Applying Technology of Virtual Reality to the Navigation of Remotely Operated Vehicles

Hung, Chia-Hui 24 August 2001 (has links)
When evaluating the benefits of the artificial reefs, the generally is performed by sending divers or using Remotely Operated Vehicles (ROV). But to do the observation work, the deep sea is too dangerous for human being to work longer time, and ROV has no capable navigation system. So underwater survey became difficulty. The thesis integrates LXT Tracking System, Global Positioning System, Motion Sensor, Gyro Compass and the ROV original sensors such as : pressure sensor and magnetic compass to resolve the navigation problem of ROV, together with the high-density data of Multibeam echo sounder to rebuild the status of the seabed and artificial reefs. The thesis tries to apply the technology of Virtual Reality (VR) in ROV to being the interface. The results demonstrate the VR interface can display the position of ROV in three-dimensional space actually. And it can show the position of ROV navigation and warning message in real time when sailing. So the VR Navigation System will improve the ability of operating ROV greatly.
2

Immersive ideals/critical distances : a study of the affinity between artistic ideologies based in virtual reality and previous immersive idioms

Nechvatal, Jospeh January 1999 (has links)
My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which are relevant to a better understanding of the human being. This understanding was achieved through a broad inquiry into the histories of Virtual Reality, philosophy, and the visual arts and has lead to the formulation of an aesthetic theory of immersive consciousness indicative of immersive culture. The primary subject of this discourse is immersion then: an experience which will be identified within the dissertation as the indispensable characteristic of Virtual Reality. The understanding of immersion arrived at here will be used to fashion a synchronous theory of art particularly informed by encounters and concepts of immersion into virtuality. To sufficiently address this subject in a scholarly fashion, I have researched, found and accumulated aesthetic and philosophic examples of immersive tendencies, as found within the histories of art and philosophy, which subsequently contributed towards the articulation of what I have come to call immersive consciousness. As a result of formulating such an immersive consciousness, a good deal of the basis for the questioning of the Western ontological tradition has been found in the Western tradition itself when we look with new eyes and ask new uncertain questions. Moreover, this immersive consciousness will be used to propose some abstract questions encircling today's electronic-based culture. Through the structuring of the argument within the thesis - and overtly within the conclusion -1 have articulated a non-teleological creative strategy which provides the basis for an unconstraining integration of noologies (ways of semblancing the thinking process). This strategy provides a means of exemplifying - and for honoring - various methods of thinking. This structuring strategy is consistent with the 'hacker ethic' as defined by Steven Levy, as a demand that access to computers - and anything which might teach us something about the way the world works - should be unlimited and total. To follow this strategy, this dissertation has set out to understand how topical conceptions of virtual immersion connect to pre-existing systems of thought as revealed in art as they have extended out of antecedent ontological self-understands, historical human self-understands which have evidenced themselves in the elaboration of technological objectives. To do this I have forged a certain rhizomatic paternity/maternity for Virtual Reality within this dissertation by joining choice immersive examples of simulacra technology into mental connections with the relevant examples culled from the histories of art, architecture, information-technology, sex, myth, space, consciousness and philosophy.
3

Virtuell verklighet för förmedling av ett företags produkter : En undersökning av kunders beslutsprocess i valet av köksmoduler gjord ur ett lärandeperspektiv / Virtual Reality for communicating a company’s products : A survey of customers’ decision-making in the process of choosing kitchen modules made from a learning perspective

Olsson, Patrik January 2017 (has links)
Detta arbete ämnar undersöka kunders beslutsprocess när de i en virtuell verklighet (ofta används förkortningen av det engelska begreppet virtual reality, VR) tar del av ett företags produkter. Först de senaste åren har tekniken blivit så pass bra att gemene man kan ta del av den. Virtuell verklighet är alltså förhållandevis nytt inom sammanhang som riktar sig till den stora massan. Därför är det av stort intresse att undersöka hur ett företag kan använda sig av en sådan applikation för att förmedla sina produkter och hur applikationen då kan utformas för att underlätta beslutsprocessen. I arbetet undersöktes vilka faktorer som påverkade denna beslutsprocess genom att se på kundernas interaktion med den virtuella miljön ur ett lärandeperspektiv. För att göra detta undersöktes i arbetet ett fall där köksrenoveringsföretaget Modexa ville förmedla sina produkter i en VR-applikation till sina kunder. Inom det övergripande arbetssättet aktionsforskning användes i arbetet metoder som fokusgrupper, ljudinspelning och semi-strukturerade intervjuer för att samla in datan som behövs. En styrgrupp och en testgrupp bestående av anställda på Modexa användes i datainsamlingen. Under tre iterationer samlades data in som kontinuerligt förändrade prototypen av VR-applikationen som deltagarna fick uppleva. I stort resulterade arbetet i att mer forskning behövs inom området. Den hårdvara som valdes till denna undersökning innebar vissa begränsningar som möjligtvis hade kunnat förhindrats med annan val av hårdvara. De kompromisser som begränsningen av hårdvaran medförde diskuteras samt framtida tillämpningsområden av forskningen som bedrivits. / This work aims to investigate customers’ decision-making in a virtual reality application where customers can evaluate a company’s products. In recent years VR-technology has come so far that ordinary people can experience it. Thus, virtual reality is relatively new in a context targeting the masses. It is therefore of great interest to investigate how a company can use such an application to communicate their products and how the application can be designed to facilitate the decision-making. This work examined the factors that influenced costumers’ decision-making by looking at the customer’s interaction with the virtual environment from a learning perspective. To do this, a case-study was examined where the kitchen refurbishment company Modexa wanted to convey their products in a VR-application to their customers. Within the overall approach of action research, methods were used for data gathering such as focus groups, audio recording and semi-structured interviews. A steering group and a test group of Modexa-employees were used in the collection of data. In three iterations data was collected to continuously change the VR-application prototype that was tested on the participants. A result of this work was that more studies are needed in this area. The hardware that was used resulted in some limitations that could have been avoided by using another hardware. The compromises that must be made cause of these limitations are discussed as well as future applications based on this research.
4

An exploratory study on virtual reality and in-person effects on loneliness

Hussain, A., Lee, S.J., Theunissen, D., Yong, Min Hooi 09 1900 (has links)
Yes / Most studies investigated the effectiveness of virtual reality (VR) for healthcare and educational purposes, but little is known on the effectiveness of VR in social interaction. Our aim was to examine whether VR would be similar to in-person interaction in reducing loneliness. A total of 73 participants participated in this study. They were randomly assigned to in-person or VR condition and interacted for 15 minutes about a tourist landmark. Participants completed a set of questions that measured belonging – acceptance and exclusion, positive and negative affect, wellbeing, trust, and mood before and after the interaction. Results showed that in both conditions, loneliness was significantly lower, with higher wellbeing, higher positive and lower negative affect, feeling happier and had more fun post task. Trust was higher in the VR condition post task but not for in-person. Our regression analyses showed that having higher wellbeing was a significant predictor in reducing loneliness for in-person condition and that being older and higher belonging – acceptance were significant predictors on feeling lonelier for the VR condition. In sum, our results demonstrated some success in reducing loneliness in VR but may not be sufficient to develop lasting friendship.
5

Lost in Space : Three Case Studies in Music Production Using Immersive Audio

Mikkonen, Henry Olavi January 2022 (has links)
Detta examensarbete innefattar en utforskning om mitt arbete med immersivt ljud och hur det har påverkat min konstnärliga praktik som musikproducent. Utforskningen görs genom en analys av tre delstudier bestående av en 360-video som spelades in i S:t Jakobskyrkan i Stockholm, en VR upplevelse i en virtuell kopia av Nathan Milsteinsalen på Kungliga Musikhögskolan, samt en komposition som producerades med Dolby Atmos. Slutsatsen som dras är att arbetet har påverkat min konstnärliga praktik genom att ge mig nya insikter på komponerande, inspelning, och mixning. Slutligen ges förslag på fortsatta studier om audiovisuella metoder för immersiv musikproduktion samt nya infallsvinklar på stereomixning som är informerade av immersivt ljud. / This thesis examines how working with immersive audio has affected my artistic practice as a music producer. It does so by examining the insights gained during the production of three case studies consisting of a 360-video recorded at Saint James’s Church in Stockholm, Sweden, a Virtual Reality (VR) experience in a 3D replica of Nathan Milstein Hall at the Royal College of Music in Stockholm, as well as a composition produced using Dolby Atmos. The paper concludes that working with the case studies has changed my artistic practice by leading to new insights in the areas of composing, recording, and mixing. The paper also suggests future studies into the use of audiovisual approaches to immersive music production as well as considerations for stereo mix techniques based on insights gained from immersive audio.
6

VR-teknik i en ombyggnadsprocess / VR-technology in a rebuilding process

Friberg, Andreas, Johansson, Rasmus January 2017 (has links)
Detta examensarbete är utfört för att generellt beskriva VR och ge underlag för Skymaps tillämpning om att i ett ombyggnadsskede visa ATA Timbers sågverk i VR. Modellen skall vara tilltalande för kunden i VR. Under modelleringen har hänsyn tagits till Skymaps önskemål om vilka programvaror som skall användas. Utformningen av sågverket är redan fastställt och därför kommer underlag endast användas för att ritas av. Resultatet uppnås genom att granska, utreda och tillämpa tekniken. Resultatet av examensarbetet blev som förväntat, en 3D-modell av sågverket i Sandsjöfors finns nu att använda sig av vid ATA Timbers om- och tillbyggnadsprocess.
7

”Ni har väl skidor med er? Det är två meter djup snö fram till kulturarvet!” : En kvalitativ fallstudie om hur Virtual Reality kan bidra till en ökad tillgänglighet för kulturarv.

Petersson, Markus, Rogemyr, Olle January 2020 (has links)
Kulturarv som exempelvis hällmålningar, artefakter eller historiska byggnader anses som en värdefull tillgång i det svenska samhället och ska vara tillgängligt för alla. Virtual Reality (VR) är en teknisk innovation som kan göra det möjligt för personer att uppleva kulturarv virtuellt, utan något krav på fysisk förflyttning, genom ett par så kallade VR-glasögon. VR erbjuder således nya sätt att presentera och uppleva kulturarv och bidrar till en ökad tillgänglighet till upplevelser, framförallt för personer med en fysisk funktionsnedsättning. Myndigheter i Sverige arbetar ständigt med att förbättra tillgängligheten till kulturarv där den svenska regeringen pekar på att tillgänglighetsarbetet har kommit relativt långt, men att det finns många utmaningar kvar. Tillgänglighet handlar om mer än bara de fysiska aspekterna av en plats. Det behövs en kreativ utveckling kring hur kulturarv kan upplevas och göras mer tillgängliga. Detta genom exempelvis en digital tillgänglighet. Den svenska regeringens proposition angående kulturarvspolitik lyfter att arbetet med tillgänglighet och digitalisering för kulturarv är tydliga prioriteringar inom kulturarvspolitiken. Riksantikvarieämbetet är den myndighet som ska leda och stödja utvecklandet med kulturarv men ställer sig kritiska mot användningen av VR-upplevelser för kulturarv. Denna studie syftar till att få en ökad förståelse hur det digitala verktyget VR kan skapa en ökad tillgänglighet till ett urval av kulturarv i Jämtland/Härjedalen för personer med en fysisk funktionsnedsättning. Studien ämnar även till att identifiera möjligheter och utmaningar kring VR-tekniken för ett urval av verksamheter med och utan en aktiv VR-upplevelse. Vidare syftar studien till att undersöka hur autenticitet kan upplevas olika genom VR. Slutligen ämnar studien även till att övergripande belysa VR-teknikens möjligheter att bidra till den svenska regeringens prioriteringar kring tillgänglighet och digitalisering för kulturarv. Utifrån den insamlade empirin kommer studien diskutera Riksantikvarieämbetets kritiska ställning till VRupplevelser för kulturarv. Studien är formad som en kvalitativ fallstudie där platsobservationer och semi-strukturerade intervjuer har använts för att samla in empiri. Studiens huvudsakliga slutsats visar att VR är ett användbart verktyg att använda för att skapa en ökad tillgänglighet till kulturarv för personer med en fysisk funktionsnedsättning. Autenticiteten för kulturarv som upplevs i VR anses mindre viktigt än att vara entusiastisk till vad tekniken kan erbjuda i ett berättande och tillgänglighetsgörande syfte. / <p>2020-06-08</p>
8

A Collaborative Previsualization Tool for Filmmaking in Virtual Reality

Ardal, Dui January 2019 (has links)
Previsualization is a process within pre-production of filmmaking where filmmakers can visually plan specific scenes with camera works, lighting, character movements, etc. We developed and assess a prototype for previsualization in virtual reality for collaborative purposes where multiple filmmakers can be present in a virtual environment to share a creative work experience, remotely. The costs of computer graphics-based effects are substantial within film production, using previsualization, these scenes can be planned in detail to reduce the amount of work put on effects in the later production phase. By performing a within-group study on 20 filmmakers, our findings show that the use of virtual reality for distributed, collaborative previsualization processes is useful for real-life pre-production purposes. These results provide insights on how to best design collaborative, virtual reality-applications used for remote work, and highlights the pitfalls of certain design choices. / Previsualisering är en process inom filmskapande där filmskapare visuellt kan planera specifika scener med kamerafunktioner, belysning, karaktärsrörelser, etc. I denna uppsats utvärderas en prototyp för previsualisering i virtual reality för samarbete där flera filmskapare kan vara närvarande i en virtuell miljö för att dela ett kreativt arbete i realtid. Kostnaderna för datorgrafikbaserade effekter är betydande inom filmproduktion. I och med previsualisering kan dessa scener planeras i detalj för att minska mängden arbete som påverkar den senare produktionsfasen. Genom att utföra en studie med 20 filmskapare visar resultaten att användningen av virtual reality för distribuerade previsualiseringsprocesser för samarbete är användbart för verkliga scenarion. Dessa resultat ger insikter om hur man bäst utformar virtual reality-applikationer som kan användas för distribuerat arbete och lyfter fram fallgropar inom vissa designval.
9

Mixed Reality Tailored to the Visually-Impaired

Omary, Danah M 08 1900 (has links)
The goal of the proposed device and software architecture is to apply the functionality of mixed reality (MR) in order to make a virtual environment that is more accessible to the visually-impaired. We propose a glove-based system for MR that will use finger and hand movement tracking along with tactile feedback so that the visually-impaired can interact with and obtain a more detailed sense of virtual objects and potentially even virtual environments. The software architecture makes current MR frameworks more accessible by augmenting the existing software and extensive 3D model libraries with both the interfacing of the glove-based system and the audibly navigable user interface (UI) of a virtual environment we have developed. We implemented a circuit with finger flexion/extension tracking for all 5 fingers of a single hand and variable vibration intensities for the vibromotors on all 5 fingertips of a single hand. The virtual environment can be hosted on a Windows 10 application. The virtual hand and its fingers can be moved with the system's input and the virtual fingertips touching the virtual objects trigger vibration motors (vibromotors) to vibrate while the virtual objects are being touched. A rudimentary implementation of picking up and moving virtual objects inside the virtual environment is also implemented. In addition to the vibromotor responses, text to speech (TTS) is also implemented in the application for when virtual fingertips touch virtual objects and other relevant events in the virtual environment.
10

Development of a Virtual Reality Testbed to Study Inconsistencies among Bridge Inspectors

Luis David Fernandez Vasquez (11564227) 17 November 2023 (has links)
<p dir="ltr">The present condition of US infrastructure requires a data-driven, risk-based approach to asset management. In the case of bridges, inspectors in every state visit these structures, collect data, and based on the information they report, departments of transportation evaluate bridge conditions, predict deterioration, and make repair and retrofit decisions. However, current inspection practices are manual and subjective, which could result in inaccurate assessments, with a significant impact on the allocation of economic resources and work schedules oriented to the maintenance and operations bridges. Furthermore, the capacity of inspectors for defect or deficiency detection might be inconsistent due to several cognitive and physical factors, such as the inspectors’ experience or eyesight.</p><p dir="ltr">This thesis describes the development of a Virtual Reality (VR) application supported by advanced computer graphics where the users are engaged in immersive, photo-realistic 3D environments. It provides a testbed to study the variability among bridge inspectors. The outcome will provide statistical information that will be used to enhance the current inspection practices.</p><p dir="ltr">With the use of VR technology, current limitations of inspection evaluation, such as multiple districts and different types of structures, logistics of people and equipment, and weather conditions, are addressed. Besides improving inspection training, time and cost savings are expected, along with safer conditions and innovative training tools. The final product is a state-of-the-art VR set-up with testing models of concrete and steel bridges under controlled conditions that are open to assessing other needs in the future. The system runs on a high-resolution tethered headset supported by a gaming laptop to ease portability across Indiana districts.</p><p dir="ltr">The VR-based application comprises two bridge modules: one for a steel truss bridge and one for a multi-girder concrete bridge. The 3D bridge models are synthetically recreated using reference images from two case studies. Through constant feedback and multiple demonstration sessions with the Indiana Department of Transportation (INDOT) bridge inspectors, the bridge components, the defects and their severity, and the inspection tools to be modeled are defined. Nine types of defects are modeled, including efflorescence, cracking, corrosion, spalling, and delamination. Eight inspection tools are also recreated in the VR scene, such as chain drag, hammer, scratch brush, flashlight, and tape measure.</p><p dir="ltr">After completing the inspection in the VR scene, users are required to fill out an online survey, one for each bridge. Condition rating numbers and comments on the state of the deck, superstructure, and substructure are requested. Besides, factors such as years of experience and work location are asked to ascertain inconsistency patterns when compared with the rating numbers. The VR application also offers the possibility of taking screenshots that inspectors can later attach to their surveys to complement their reports. Statistical analysis, including pie charts and histograms, is automatically generated, giving a multi-faceted approach to consistency evaluation among inspectors.</p>

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