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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.
21

Virtual human representation, adaptation, delivery and interoperability for virtual worlds / Représentation humaine virtuelle, adaptation, distribution et interopérabilité dans les mondes virtuels

Jovanova, Blagica 29 March 2011 (has links)
Au cours des dernières années les Mondes Virtuels 3D (MV3D) sont devenus une réalité. Initialement considérés comme un nouveau moyen de communication sociale, initiés par le développement logiciel et matériel, les MV3Ds révèlent diverses fonctionnalités, des expériences et des connaissances. Étant la représentation de l'utilisateur, l'avatar est l’une des ressources les plus significatives et les plus complexes d'un monde virtuel. Une courte analyse d'un contenu de MV nous informe que le stockage/transmission est la partie la plus significative des ressources du MV. Dans l’ensemble des ressources, les avatars sont les structures les plus complexes, représentés par différents composants : géométrie, images, animations, etc. Donc, en abordant les problématiques de compression, d'adaptation et d'interopérabilité liées aux avatars, nous traitons implicitement presque tout type de ressources tifs qu’on pourrait retrouver dans les MVs. L'objectif global du développement d’outils et des méthodes, pour un déploiement élargi de MV, est traduit par les trois points spécifiques suivants: Proposer un framework de compression pour permettre le transfert efficace et compact d'avatars et de ressources graphiques 3D généraux. Spécifiquement pour des avatars, le framework devrait être indépendante avec un formalisme de représentation. Proposer une solution optimisée permettant l’accessibilité aux avatars sur des terminaux à faibles ressources tels que les téléphones portables. Définir un modèle de métadonnées permettant l'interopérabilité d'avatars entre différents MVs. Les trois objectifs sont traités dans ce manuscrit et pour chacun nous proposons des contributions originales. / In the last few years 3D Virtual Worlds (3DVWs) became a reality. Initially considered as a new mean for social communication, triggered by the development of software and hardware technology, 3DVWs are exposing now different functionalities, experiences and acquaintances. Therefore, they achieved their popularity very fast, indicated by the number and the progression of active users. Being the representation of the user, the avatar is one of the most significant and most complex assets of a Virtual World. A short analysis of a VW content allows one to observe that from the point of view of the storage/transmission the most significant amount is represented by the VW assets. Within the set of assets, the avatars are the most complex structures, consisting of different components: geometry, images, animations, structures, etc. The overall objective of developing tools and methods for a large deployment of VW are translated into three specific ones: To propose a compression framework to enable efficient, compact transfer of avatars, and general 3D graphics assets. Specifically for avatars, the framework should be independent from the representation formalism. To propose an optimized solution making the avatars accessible on weak terminals such as mobile phones. To define a metadata model allowing avatars interoperability between different VWs. The three objectives are addressed in this thesis and for each we propose original contributions.
22

Hur liten kan bli stark i den konkurrerande musikbranschen : En fallstudie av Company TEN

Banisaid, Atena January 2013 (has links)
Syfte Syftet med detta arbete är att beskriva och analysera hur Company TEN bygger och kommunicerar sitt varumärke och hur de uppfattas av andra företag. Avsikten är att även beskriva och analysera hur företagets nätverksrelationer används och bidrar till varumärkesmarknadsföringen. Med detta syfte utvecklades även två forskningsfrågor: Hur kan ett litet bolag bygga upp ett starkt varumärke och image i musikbranschen? Hur sköter och nyttjar ett litet bolag nätverksrelationer gentemot andra företag för att bygga upp ett starkt varumärke i musikbranschen?   Metod Denna uppsats är av en kvalitativ fallstudieundersökning med något av en abduktiv karaktär. Fallstudieföretaget jag valt är Company TEN, ett mindre musikbolag som arbetar med 360-avtal. Jag har genomfört sex intervjuer, varav tre är med anställda inom företaget och tre är med intressenter till företaget. Fem av dessa genomfördes face-to-face och en via Skype.   Slutsatser Genom den empiriska analysen samt i slutdiskussionen framkommer vad som är vitalt för att skapa ett starkt varumärke – varumärkesidentitet och positionering. Company TEN har haft en klar vision sedan start, men vad som kunnat identifieras är att företaget inte nyttjat profilen de skapat, det nätverk som finns samt utvecklingen av den virtuella världen, tillräckligt väl för att tillåta det egna varumärket växa. Företaget kan, efter tio år, påverka hur pass väl deras varumärke kommuniceras på marknaden, både via en varumärkesstrategi, nätverket som skapats samt i den virtuella världen.   Nyckelord: Varumärke, identitet, positionering, nätverk, virtuella världen, kommunikation, varumärkesstrategi. / The purpose of this work is to describe and analyze how Company TEN built and communicate their brand and how they are perceived by other companies. And the intention is to describe and analyze how corporate network relationships are used and contributes to their brand marketing. With this aim I’ve developed two research questions: • How can a small company build a strong brand and image in the music industry? • How can a small company manage and use their network relationships with other companies to build a strong brand in the music industry? This paper is a qualitative case study investigation with somewhat of an abductive nature. The company I have chosen to study is Company TEN, a small music company that works with 360 contracts. I have conducted six interviews, three of the employees within the company and three's with stakeholders of the company. Five of these were conducted face-to-face and one via Skype. Through the empirical analysis, and in the final debate it’s revealed what is vital to create a strong brand - brand identity and positioning. Company TEN has had a clear vision from the start, but what has been identified is that they have not been able to use the profile they have created, the network's and the development of the virtual world, well enough to allow the own brand to grow. The company can, after ten years, affect how well their brand is communicated in the market, both through a brand strategy, through the network created and in the virtual world with all its possibilites.
23

Design and Development of a Framework to Bridge the Gap Between Real and Virtual

Hossain, SK Alamgir 01 November 2011 (has links)
Several researchers have successfully developed realistic models of real world objects/ phenomena and then have simulated them in the virtual world. In this thesis, we propose the opposite: instantiating virtual world events in the real world. The interactive 3D virtual environment provides a useful, realistic 3D world that resembles objects/phenomena of a real world, but it has limited capability to communicate with the physical environment. We argue that new and intuitive 3D user interfaces, such as 3D virtual environment interfaces, may provide an alternative form of media for communicating with the real environment. We propose a 3D virtual world-based add-on architecture that achieves a synchronized virtual-real communication. In this framework, we explored the possibilities of integrating haptic and real world object interactions with Linden Lab's multiuser online 3D virtual world, Second Life. We enhanced the open source Second Life viewer client in order to facilitate communications between the real and virtual world. Moreover, we analyzed the suitability of such an approach in terms of user perception, intuition and other common parameters. Our experiments suggest that the proposed approach not only demonstrates a more intuitive mode of communication system, but also is appealing and useful to the user. Some of the potential applications of the proposed approach include remote child-care, communication between distant lovers, stress recovery, and home automation.
24

Design and Development of a Framework to Bridge the Gap Between Real and Virtual

Hossain, SK Alamgir 01 November 2011 (has links)
Several researchers have successfully developed realistic models of real world objects/ phenomena and then have simulated them in the virtual world. In this thesis, we propose the opposite: instantiating virtual world events in the real world. The interactive 3D virtual environment provides a useful, realistic 3D world that resembles objects/phenomena of a real world, but it has limited capability to communicate with the physical environment. We argue that new and intuitive 3D user interfaces, such as 3D virtual environment interfaces, may provide an alternative form of media for communicating with the real environment. We propose a 3D virtual world-based add-on architecture that achieves a synchronized virtual-real communication. In this framework, we explored the possibilities of integrating haptic and real world object interactions with Linden Lab's multiuser online 3D virtual world, Second Life. We enhanced the open source Second Life viewer client in order to facilitate communications between the real and virtual world. Moreover, we analyzed the suitability of such an approach in terms of user perception, intuition and other common parameters. Our experiments suggest that the proposed approach not only demonstrates a more intuitive mode of communication system, but also is appealing and useful to the user. Some of the potential applications of the proposed approach include remote child-care, communication between distant lovers, stress recovery, and home automation.
25

Student Users' Perceptions of Second Life as an Educational Tool

Shepperd, Christopher 2012 May 1900 (has links)
Second Life (SL) is gaining popularity in an educational context. Based on the need for educators to understand emerging technologies and their potential for use in the classroom, this study explored student users’ perceptions of the use of SL in an educational setting. Student’s enrolled in a traditional classroom, that had a SL component merged into the curriculum, were surveyed to determine their perceptions on the use of SL in education. A modified version of Li and Bernoff’s (2008) Social Technographic® Ladder was used to classify students based on their use of technology. Findings indicated that while students did not perceive the value of the use of SL as it was used in the traditional classroom, they agreed on its potential for use in education, predominantly in a virtual classroom setting. Students agreed on the potential of SL for collaboration, simulations, team building, and interaction with peers, among other things. A key implication of this study is that educators need to utilize SL to move outside the walls of the classroom and offer opportunities not afforded in the traditional classroom setting, rather than simply replicating the traditional classroom in a virtual format.
26

Virtual human representation, adaptation, delivery and interoperability for virtual worlds

JOVANOVA, Blagica 29 March 2011 (has links) (PDF)
In the last few years 3D Virtual Worlds (3DVWs) became a reality. Initially considered as a new mean for social communication, triggered by the development of software and hardware technology, 3DVWs are exposing now different functionalities, experiences and acquaintances. Therefore, they achieved their popularity very fast, indicated by the number and the progression of active users. Being the representation of the user, the avatar is one of the most significant and most complex assets of a Virtual World. A short analysis of a VW content allows one to observe that from the point of view of the storage/transmission the most significant amount is represented by the VW assets. Within the set of assets, the avatars are the most complex structures, consisting of different components: geometry, images, animations, structures, etc. The overall objective of developing tools and methods for a large deployment of VW are translated into three specific ones: To propose a compression framework to enable efficient, compact transfer of avatars, and general 3D graphics assets. Specifically for avatars, the framework should be independent from the representation formalism. To propose an optimized solution making the avatars accessible on weak terminals such as mobile phones. To define a metadata model allowing avatars interoperability between different VWs. The three objectives are addressed in this thesis and for each we propose original contributions.
27

UNDERSTANDING INTERACTIVE EXPERIENCES: PERCEIVED INTERACTIVITY AND PRESENCE WITH AND WITHOUT OTHER AVATARS IN THE ONLINE VIRTUAL WORLD SECOND LIFE

Robinette, Jennifer Lynn 01 January 2011 (has links)
Interactivity research lacks consensus regarding the qualities and consequences of interactive experiences. Empirical proof is needed to substantiate the numerous interactivity theories and provide direction for new media technology developers. Specifically, there is a shortage of research on differences between user experiences of interactivity when technology enables communication versus when it does not. In addition, interactivity research is often confounded by the construct of presence. This study’s objectives included: 1) identifying qualities associated with interactive experiences; 2) disambiguating the constructs of interactivity and presence; and 3) developing a measure of perceived interactivity for VW research. The experimental design measured perceived interactivity and presence following completion of a simple task in the online Virtual World (VW) known as Second Life. It was hypothesized that both perceived interactivity and presence would be greater for subjects encountering avatars believed to be controlled by other people than for subjects encountering no other avatars in the VW. A total of 180 subjects from the University of Kentucky participated in a 2 by 4 factorial experiment. Perceived interactivity was measured by modifying McMillan and Hwang’s Measure of Perceived Interactivity for the VW context. Two essential qualities of interactive experiences were identified: Responsiveness and engagement. These qualities are characteristic of unmediated, FTF conversation, which was perceived as the most interactive communication context above technologies routinely described as interactive. Decreased responsiveness of technology at a second study venue caused significant decline in perceived interactivity, demonstrating the importance of a technology’s reaction speed and control provided to the user. Significant main effects for perceived interactivity due to encountering other avatars were confounded by interaction effects due to differences in technology responsiveness. Interactivity and presence appear to be separate psychological constructs which covary in the context of a new media experience. Implications and directions for future research are discussed.
28

Design and Development of a Framework to Bridge the Gap Between Real and Virtual

Hossain, SK Alamgir 01 November 2011 (has links)
Several researchers have successfully developed realistic models of real world objects/ phenomena and then have simulated them in the virtual world. In this thesis, we propose the opposite: instantiating virtual world events in the real world. The interactive 3D virtual environment provides a useful, realistic 3D world that resembles objects/phenomena of a real world, but it has limited capability to communicate with the physical environment. We argue that new and intuitive 3D user interfaces, such as 3D virtual environment interfaces, may provide an alternative form of media for communicating with the real environment. We propose a 3D virtual world-based add-on architecture that achieves a synchronized virtual-real communication. In this framework, we explored the possibilities of integrating haptic and real world object interactions with Linden Lab's multiuser online 3D virtual world, Second Life. We enhanced the open source Second Life viewer client in order to facilitate communications between the real and virtual world. Moreover, we analyzed the suitability of such an approach in terms of user perception, intuition and other common parameters. Our experiments suggest that the proposed approach not only demonstrates a more intuitive mode of communication system, but also is appealing and useful to the user. Some of the potential applications of the proposed approach include remote child-care, communication between distant lovers, stress recovery, and home automation.
29

Multi-agent swarm control in virtual worlds

Rydell, Andreas January 2014 (has links)
Flocking birds in a virtual world through adaption of Craig Reynolds, Boids algorithm. In this paper I will demonstrate how I adapted the Boids algorithm to an already existing code to create a flocking behaviour and discuss options to the solutions. I have been given a virtual world with existing birds that is moving around based on random elements that in a way mimics flying.
30

A phenomenological inquiry into the experiential world of ‘Second Life’ for individuals aged 60 years and older

Law, Eloise 30 October 2012 (has links)
This study qualitatively investigated older adults’ experience of Second Life from a descriptive phenomenological perspective. Second Life is a virtual world found on the Internet and is considered to be a cyber reality that simulates aspects of everyday real life. The participant group comprised of five individuals, between the ages of 60 and 79 years of age, who have been participating in Second Life for longer than six months. All of the participants reside in the United States and all of the participants have a tertiary education. The research revealed three essential themes to older individuals’ experience of Second Life that deals with: (1) Familiarisation with Second Life; (2) Connecting in Second Life; and (3) Second Life as a Place of Recreation. The research indicated that older adults seem to find value in their Second Life participation and tend to be actively involved and contributing members in this virtual world. These findings have implications for developmental theories in psychology that address later stages in life, and the researcher especially considers Erik Erikson’s psychosocial theory of development. Additional implications for adults in the later stages of life and the discipline of psychology are also considered. Copyright / Dissertation (MA)--University of Pretoria, 2012. / Psychology / unrestricted

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