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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.
121

Virtuell projekteringsteknik : En analys av BIM med avseende på VR inom konstruktion / Virtual projection technique : An analysis of BIM regarding VR in construction

Bellini, Viktor January 2017 (has links)
Utvecklingen av byggnadsinformationsmodellering, building information modeling (BIM) inom byggbranschen är något som innebär stora förändringar för många företag. När ny teknik som virtuell verklighet, virtual reality (VR) börjar bli mer förekommande kan det vara svårt för många företag att hänga med i utvecklingen. En bättre förståelse för hur BIM med fokus på virtuel verklighet inom konstruktion och projektering kommer därför kunna gynna företag i deras projekteringsprocess och därmed byggandet.För att implementera VR krävs det först att företag använder sig av tre dimensionella modeller (3D) och modelleringsprogram som exempelvis Revit eller Tekla som är specifikt utformad för BIM. Dessa typer av program spelar en vital roll för att tekniken ska kunna utnyttjas på ett optimalt och användarvänligt sätt då konstruktörer har ett väldigt tidspressat schema. Utöver detta har alla medverkande i projekteringsprocessen tillgång till en enorm mängd information där varje byggnadsdel har en knuten data som geometri och material. Något som gör BIM väldigt användbart är vid användning av olika insticksmoduler som Revit structure analysis eller länka samman tidplaner och kostnad med komponenter från 3D modellen för att skapa BIM 5D, där de två D-na står för tid och kostnad. Genom att gå ytterligare ett steg längre och integrera VR i modellen så har man möjlighet att använda byggnader i ett sammanhang, som öppnar upp kommunikationsbryggor och skapar en bild av projektet som är nära den färdiga produkten.Med detta i åtanke har i detta arbete baserats mycket på tester av modeller för att hitta områden där VR kan tänkas vara användbart. Utifrån konstruktörernas egna upplevelser av projekteringsvektyg i kombination med deras tankar och idéer från intervjuer utvecklades användningsområden där VR kan tänkas vara användbart. Resultatet från intervjuerna visade att VR är i nuläget mindre användbart för konstruktörer i mindre projekt, men att det har sina användningsområden i mer komplexa fall där konstruktören behöver ett komplement för att få en bättre helhetsbild både för sig själv och för andra aktörer i ett projekt.För en konstruktör är är därför mer anpassat som ett granskningsverktyg samt användbart i slutskeden av ett projekt. Däremot kan det vara ett hjälpmedel under projekteringen för andra parter i ett projekt för att öka den gemensamma förståelsen. / The evolution of BIM in the construction business is something that involves major changes for many companies. When new technologies like virtual reality begin to become more prevalent, it can be difficult for companies to keep up with developments. A better understanding of how building information modeling (BIM) focusing on virtual reality in structural engineering and projection will therefore be beneficial for the projection process and thus construction.In order to implement VR, it is first necessary that companies use three-dimensional models (3D) and modeling programs such as Revit or Tekla which is specifically designed for BIM. These types of programs plays a vital role in ensuring that the technology is used in an optimal and a user-friendly way, as constructors have a very time-consuming schedule. In addition, all participants in the project have access to a huge amount of information, where each building component has a linked data such as geometry and material. Something that makes BIM very useful is together with different plugins such as Revit structure analysis or linking timetables and cost with building components from the 3D model to create BIM 5D, where the two D-s represent time and cost. By moving one more step further and integrating VR into the model, you have the opportunity to use buildings in a context that opens up communication bridges and creates an image of projects that are close to reality.With this is mind, in this work, tests have been performed on models to find areas where VR may be useful. Based on the constructors own experiences of design tools in combination with their thoughts and ideas, applications were developed where VR might be useful to constructors. The results of the interviews showed that VR is currently less useful for constructors in smaller project, but that it has its uses in more complex cases where the constructor needs a complement to get a better overall understanding as well as for other participants in a project. For a constructor it is therefore more suited in a project as a review tool and useful in the final stages of a project. However, it may be a tool under the projection process for other parties in projects to increase mutual understanding.
122

How Speech Recognition can be Implemented in a VR Helicopter Door-Gunner Simulator : A Qualitative Study / Hur röststyrning kan implementeras i en VR-simulator för dörrskyttar i helikoptrar

Löfstrand, Alexander January 2019 (has links)
This study investigates the possibilities for implementation of speech recognition software in order to ease the usage of a Virtual Reality Simulator. The Pitch Door-Gunner simulator is described followed by a general discussion about simulator and simulator environments. Previous research and theories regarding speech recognition technology are presented, and relevant aspects for training effects such as stress are accounted for. Interviews are conducted with military personnel in order to better grasp how the simulator is actually used and how it can be used to elicit learning. An implementation with a subsequent feasibility test is conducted to investigate practical limitations and give more insight into the possibilities regarding the usage of speech recognition in the simulator. The results show that it is feasible to use speech recognition software to control simple functions, more elaborate functionality requires further research. Furthermore, the study discusses which functions would be favourable to control considering the pros and cons of speech recognition. It is suggested that speech recognition can be important as a tool to make usage more convenient and as a tool to support the instructor, for example, by bookmarking certain segments of training for later review with the help of voice-commands.
123

Aldrig ensam : Bilderbok till VR / Never Alone : Picturebook to VR

Bäcklund Dakhil, Ishtar January 2019 (has links)
Aldrig ensam: bilderbok till VR Jag har utforskat bilderboken och försökt utveckla en ny berättarform som bjuder in läsaren till en djupare dimension på samma gång som den ger bilderboken en chans att komma till “liv” på ett fysiskt vis. Jag har gjort detta genom att återskapa en barnbok, som jag illustrerat och skrivit tillsammans med Dr. Heather Briscoe, till en VR upplevelse. Genom att hämta mina akvarell-illustrationer ur bilderboken utforskar jag kontrasten mellan det analoga tvådimensionella och det digitala tredimensionella genom temat “Relation till naturen”. Berättelsen handlar om stunder ur ett barns liv och familjebanden som introducerar naturens kretslopp genom tidlös visdom. / Never Alone: Picture Book into VR I have studied the picture book and tried to develop a new narrative form that invites the reader to enter a deeper dimension while also giving the picture book a chance to come to “life” in a physical way. I have done this by recreating a children’s book, which I illustrated and wrote in collaboration with Dr. Heather Briscoe, into a VR experience. By bringing in my watercolour illustrations from the picture book, I explore the contrast between the analogue two-dimensional and the digital three-dimensional through the theme “Relationship to nature”. The narrative is about moments from a child’s life and the family ties that introduce nature’s cycles through timeless wisdom.
124

Exploring Human Responses to a Virtual Character Bump

Claudia M Krogmeier (6632114) 11 June 2019 (has links)
<p>How does haptic feedback during human-virtual character interaction affect participant physiological responses in virtual reality? In this between-subjects study, haptic feedback and non-haptic feedback conditions in which virtual characters bump into the participant who is immersed in a virtual environment are compared. A questionnaire was developed to determine the influence of haptic feedback on presence, embodiment, positive and negative affect, interaction with virtual characters, and haptic feedback realism, among other more exploratory concepts. These exploratory variables include engagement, flow, comfort with virtual characters, comfort with virtual characters’ appearance, realism of virtual character interaction, realism of haptic feedback, and virtual reality sickness. Physiological data was collected using galvanic skin response (GSR) to investigate the influence of haptic feedback on physiological arousal during human-virtual character interaction. Five conditions were developed (no haptic feedback, full and half intensity, incorrect position, and delayed timing). Significant differences were found in embodiment, realism of virtual character interaction, haptic feedback realism, and GSR amplitude after the first interaction with the virtual character. These results may inform future virtual reality studies that investigate haptic feedback during human-virtual character interaction and/or arousal via GSR data, as well as advise studies that seek to correlate self-report responses with physiological data. </p>
125

A Virtual Spectacle

Krishnan Sherly, Rishi, Fisher, Christopher January 2019 (has links)
Our goal was to create an enhanced spectator experience to better engage the rapidly growing audience for Esports, through the use of Virtual Reality (VR) technology. In this study, we delve into the ways in which VR can do this. To test this hypothesis, we created a VR spectator add-on for a game and gathered data using semi-structured interviews. The data from the interviews were then analyzed using thematic analysis. The results of our study show that VR provides more engagement through a combination of possible factors including proximity to the action, novelty of VR experiences and the harder controls in VR. The results also show that the terms "immersion" and "spatial presence" were quite possibly used interchangeably by the participants and also that there may not be a correlation between the terms "engagement" and "spatial presence". In conclusion, we believe that the increased sense of engagement through VR technology can be taken even further and has the potential to be something more than what traditional modes of spectating can offer.
126

Use of head mounted virtual reality displays in flight training simulation / VR-glasögons användbarhet för pilotträningssimulering

Gustafsson, Anders January 2018 (has links)
The purpose of this thesis was to evaluate currently commercially available head mounted virtual reality displays for potential use in pilot training simulators. For this purpose acommercial simulator was modified to display the virtual environment in an Oculus RiftDK2 headset. A typical monitor based setup was used to provide a set of hardware requirements which the VR implementation had to meet or exceed to be considered potentially usable for pilot training simulators. User tests were then performed with a group of users representative of those normally using pilot training simulators, including both pilots and engineers working with simulator development. The main focus of the user tests was to evaluate some potential weaknesses found in the technical comparison (such as when a measured parameter was close to the lower limit defined by the monitor based setup) and to make a measurement of the usability of the VR implementation. The results from the technical comparison showed that the technical requirements were met and in most cases also exceeded. There were however some potential weaknesses revealed during the user tests, which included screen resolution and the field of view. There was one main critical deficiency found during the user tests. This was the lack of interaction with the aircraft as users were only able to interact with the flight stick and throttle lever. While this enabled the users to control many aspects of the aircraft (by using buttons and other controls fitted on the flight stick/throttle) in a training scenario a user also has to be able to interact with other switches and/or monitors in the cockpit. This was however a known limitation of the implementation and thus didn’t affect the tested parts of the simulator. The user tests also confirmed that the resolution was a potential problem, but that the overall usability was high. Thus the VR implementation had potential for use in a pilot training simulator, if the critical issues found during the user tests were solved.
127

Improving asset readability in top-down VR games

Johansson, Lucas January 2017 (has links)
With this work I wanted to examine how to improve readability of battlefields in top-down gamesfor VR by increasing the visual distinction between units. I analyzed three successful PC gameswithin the genre and created three different user tests to come up with my results and conclusions.The results from my VR test is compared to my non-VR tests to see what one has to do to reachthe same level of readability or better in VR. It turns out you need to put more time in to yourassets for improving readability in VR than without VR on a non-stereo display.
128

Bending Educational Reality

Rafehi, Mariam 01 January 2019 (has links)
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by evoking emotive responses in users, which can be prohibitive via traditional media. This thesis explores VR for the development of grit – passion and perseverance, which are essential characteristics in education and long-term success. The research proposes design strategies to stimulate senses for emotional engagement and a physiological response. In the project, two interactive environments position the user in emotional states to build passion and perseverance. To develop passion, the virtual world is designed to engage in creativity using 3D-spatial audio and visual effects. In contrast, to build perseverance users are exposed to a challenging environment that requires them to overcome and positively associate frustration with growth. This thesis demonstrates the potential of design for higher sense-stimulation applied through VR in education.
129

Hand Gesture based Telemedicine enabled by Mobile VR

Vulgari, Sofia Kiriaki January 2019 (has links)
Virtual Reality (VR) is a highly evolving domain and is used in anincreasing number of areas in today's society. Among the technologiesassociated with VR and especially mobile VR, is hand tracking and handgesture recognition. Telemedicine is one of the elds where VR is startingto thrive, and so the concept of adding the use of hand gestures came to bein order to explore the possibilities that can come from it. This researchis conducted with the development of a prototype application that usessome of the most emerging technologies. Manomotion's hand trackingand hand gesture recognition algorithms, and Photon's servers and developerkit, which makes multi-user applications achievable, allowed theconceptual idea of the prototype to become reality. In order to test itsusability and how potential users perceive it, a user study with 24 participantswas made, 8 of which were either studying or working in themedical eld. Additional expert meetings and observations from the userstudy also contributed to ndings that helped show how hand gesturescan aect a doctor consultation in Telemedicine. Findings showed thatthe participants thought of the proposed system as a less costly and timesaving solution, and that they felt immersed in the VR. The hand gestureswere accepted and understood. The participants did not have dicultieson learning or executing them, and had control of the prototype environment.In addition, the data showed that participants considered it to beusable in the medical eld in the future.
130

Quelles valeurs de référence pour l'analyse de la durabilité environnementale des systèmes de production animale ? Méthode de détermination et application aux exploitations laitières de Bretagne

Acosta-Alba,, Ivonne 01 December 2010 (has links) (PDF)
L'Analyse de Cycle de Vie (ACV) offre un solide cadre scientifique pour réaliser une quantification multicritère des impacts environnementaux des systèmes agricoles. Dans sa forme actuelle, l'ACV ne permet pas de juger si la valeur calculée des impacts environnementaux est compatible avec le développement durable. L'objectif scientifique de ce travail est de participer à la définition du développement durable des exploitations agricoles par la détermination des limites de la durabilité environnementale en développant d'une méthode basée sur des Valeurs de Référence (VR). La détermination et la quantification de ces VR a été faite pour des systèmes de production laitiers en Bretagne (France). Ces valeurs ont été calculées à partir des valeurs d'impact maximale tolérable par les écosystèmes cible (par exemple dans des eaux côtières), elles correspondent aux niveaux d'émissions maximales acceptables des exploitations (par exemple émissions de gaz à effet de serre ou d'azote) pour respecter le Capital Naturel Critique. L'utilisation des VR a permis de dessiner le champ des possibles dans lequel doivent évoluer les exploitations laitières pour s'inscrire dans une logique de développement durable. Dans les méthodes d'analyse environnementale la terminologie employée pour dénommer les VR doit être harmonisée. Les termes proposés dans cette thèse sont VR normatives et VR relatives. L'application des VR à un échantillon d'exploitations laitières en Bretagne montre que la plupart d'entre elles dépassent les VR fixées mais qu'il existe une très grande variabilité en impacts, dont l'analyse et la valorisation sont potentiellement une source de progrès. L'analyse comparative des exploitations vis-à-vis des VR, a permis de déceler des caractéristiques d'exploitations conventionnelles et biologiques qui ont un faible impact sur l'environnement. Cependant, même ces exploitations n'atteignent pas les objectifs environnementaux imposés tout en gardant les objectifs actuels de production. Pour explorer la possibilité de respecter les VR les plus stricts, les variations des rapports impacts environnementaux/production laitière en fonction de la distribution des types de systèmes laitiers et de l'introduction de nouveaux usages des terres ont été simulées grâce à la programmation linéaire. Cette approche au niveau territoriale a conclu qu'une évolution profonde des systèmes de production actuels et du tissu agricole doit être envisagée afin de satisfaire globalement les objectifs environnementaux, et dans cette évolution il faut intégrer xii l'extension de zones non agricoles. L'intégration du contexte local et des attentes sociétales et les attentes des agriculteurs est nécessaire à la poursuite des études sur la durabilité agricole et à la production de propositions de changement applicables sur le terrain.

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