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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.
161

A Toolset for Qualitative Dataset Generation of Virtual Reality Environment User Interaction / Ett verktyg för generering av kvalitativa dataset om användarinteraktion i virtuella miljöer

Roos, Daniel, Aaro, Gustav January 2018 (has links)
Virtual reality (VR) is a medium of human interaction which is becoming more popular by the day in today's technological advancements. The applications are being developed at the same rate as the technology itself and we have only seen the start of the possible benefits it could bring society. As the technology advances it will gain a lot of trust, and the potential use cases of virtual environments will be allowed to become more complex. Already today, they often involve network streaming components which often has very strict optimization requirements in order to be able to run in real-time with minimal delay under normal network conditions. In order to reach the required optimizations it is important to understand how users interact with such virtual environments. To support and facilitate the understanding of this kind of interaction we have developed a method for creating qualitative datasets containing extensive information about the 3D scene as well as the sensor data from the head-mounted display (HMD). We then apply this method to create a sample dataset from a virtual 3D environment and try to analyze the data collected through some simple methods for demonstrational purposes.
162

Creando el futuro para el Metaverso

Mats, Carlos 24 February 2022 (has links)
Realizado por Carlos Matss: Artista, diseñador, emprendedor tecnológico y orador. Fundador y CEO de Xchematic & IKA Platform, startup de Inteligencia Artificial. Cineasta galardonado | Emprendedor | Director | Escritor | Diseñador | Fotógrafo | Productor de Eventos | Nómada digital | Buzo https://carlosmats.com/ ; https://xchematic.com/ https://ikaplatform.ai/ Aspectos destacados de 18 años de carrera internacional creativa y tecnológica: • Cine en Hollywood, con el cortometraje “Vaenquish”; producido en Ámsterdam, estrenado en la Escuela de Cine de Los Ángeles y proyectado en todo el mundo. Ganador de los premios a la mejor fotografía y a la mejor edición https://vaenquish.com/ • Orador invitado en Google y la Universidad de Texas, con las conferencias “The Metaverse” y “Raised by The Internet” • Art Expo en Austin, con la exposición interactiva individual titulada “FLASH FORWARD”, mostrando trabajos en todo el mundo en el Austin Motion Media Arts Center. • Realidad Virtual en Europa, con la aplicación móvil “Honduras VR” en la Bienal Iberoamericana de Diseño de Madrid, The Fringe Festival en Edimburgo, y una instalación permanente en el Museo MIN (Museo para la Identidad Nacional) en Tegucigalpa . • Producción de eventos con las sesiones BOOST con Google y la Embajada de Estados Unidos; conferencias gratuitas en Tecnología y Emprendimiento para todos. / Creando el futuro de AI, AR, VR y UX para el Metaverso
163

Transition Risk on a Consumer’s Journey : Influencing Concepts towards the occurrence of Transition Risk on a Consumer’s Journey on Virtual Reality Shopping

Gebremichael, Keariam, Khan, Saadul Islam January 2020 (has links)
Background: Retailing through Virtual Reality (VR) is faced with a dilemma of potential customers using the VR to look for products online, but somehow do not make a purchase online and prefer to visit the physical stores instead. This phenomenon is referred as Transition Risk. Aim: To develop an understanding regarding the concepts and factors that influence the occurrence of transition risk by using UTAUT2 framework. Identify those concepts and thus be able to assist retailers in diminishing the transition risk gap. Methodology: Is a quantitative study that involves an experiment followed by a questionnaire as the research instrument. The data was analyzed through regression analysis by using SmartPLS 3.0 as the data analysis tool for SEM. An exploratory research design for the cross-sectional study of a small sample of 45 people experimented. Findings: Findings of the research suggest that transition risk has a direct relation with the UTAUT2 constructs: performance expectancy, effort expectancy, facilitating conditions, social influence, hedonic motivation, and habit of the consumer. Moreover, absence of familiarity with VR retailing, social influence and consumer’s habit of web-rooming and retail therapy are significant contributors towards transition risk. Furthermore, UTAUT2 framework can also be used to identify reason for no usage and/or abandoning of use technology.
164

VRs Lönsamhet i Byggbranschen : En studie om Virtual Reality i byggbranschen

Löwhagen, Carl Philip, Hillborg, Adam January 2020 (has links)
Virtual Reality in the construction industry has begun to get its foothold, the use of thetechnique is somehow mixed up of being a show-off tool for visual presentations and not reallycontributing to economic improvements. The project aims to investigate if virtual reality couldcontribute to profitability when used in the construction-design phase to prevent design errorsfrom occurring which later leads to cost overruns in the specific project. The information wasmainly collected through literature studies and a 10-question survey. Phone-interviews are laterexecuted with experienced construction engineers that is familiar with the new technique tocomplement parts of the survey that didn’t cover enough facts. The results of this study showthat using virtual reality during the construction-design phase when projecting schools, hospitals,residence and hotels leads to less expenses throughout the project by preventing design errorsfrom occurring thanks to the virtual visualisation the technique offers. Dealing with designerrors in the early stage of the project could therefore help companies to reduce unexpectedexpenses and present more accurate cost estimates.
165

Viability of Virtual Reality techniques in identifying environmental stressors on female employees in an IT workplace

Almgren, Rikard, Harirchian, Amin January 2019 (has links)
Dagens IT-område är tungt mansdominerad trots att det arbetas med att introducera fler kvinnor till fältet och det arbetas för att behålla dessa kvinnliga anställda [2, 3, 5]. Denna forskning visar hur Virtual Reality (VR) tekniker kan användas som verktyg för att identifiera en av de faktorer som kan vara orsaken till att kvinnor lämnar, nämligen de fysiska miljöstressorerna som påverkar kvinnliga anställda inom IT-branschen. Målet med denna studie var att utvärdera genomförbarheten av ett VR-baserat tillvägagångssätt för att testa faktorer som miljöstressorer. Studien försöker också introducera mer information om VR-baserad testning och observation och vilka fördelar det kan medföra samt ge information till IT-baserade företag där fysiska miljöstressorer kan orsaka missnöje på arbetsplatsen bland kvinnliga anställda. Studien gjordes i fyra steg, en litteraturstudie för att samla in information om situationen för kvinnliga medarbetare samt aktuell forskning inom VR, ett design and creation steg för att skapa en prototyp för att identifiera stressorer på en arbetsplats, en pilotstudie för att bekräfta designbeslut och allmän testbarhet och slutligen ett fallstudie-experiment av kvinnliga anställda på ett IT-konsultföretag för att samla in data och utvärdera VR-lösningen som ett verktyg för att identifiera och utvärdera stressorer på kvinnliga anställda. Uppgifterna från experimentet samlades in genom inspelning av användarinteraktioner med den virtuella miljön och via enkäter. Två enkäter användes, en före VR-upplevelsen och en efter. Detta gjordes för att ta reda på hur VR-upplevelsen påverkat deltagarna och om de kunde identifiera olika stressorer. Resultaten av studien visar att alla fem av de utvärderade miljöstressorerna kunde identifieras med hjälp av VR-lösningen och att man kan potentiellt hitta sätt att minska stress som kvinnliga anställda upplever. Detta genom att tillämpa det som har hittats med en studie som denna studie. Lösningen kan också potentiellt anpassas för att vara tillämplig på andra områden än IT. / The Information Technology field of today is heavily male-dominated despite work to introduce more women to the field and work to retain these female employees [2, 3, 5]. This research shows how Virtual Reality (VR) techniques can be used as a tool to identify one of the factors that could be the cause of women leaving, namely the physical environmental stressors that affect female employees who work in IT industries. The goal of this study was to evaluate the viability of a VR based approach to testing real-life factors such as environmental stressors. The study also tries to introduce more information about VR based testing and observation and what advantages it may bring as well as provide information to IT-based companies on which physical environmental stressors could cause workplace dissatisfaction among their female employees. The study was done in four steps, a literature review to gather information about the situation for female employees and the current research in the field VR, a design and creation step to generate a prototype to gauge the viability of a VR based approach to identifying stressors in a workplace, a pilot study to confirm design decisions and general viability of testing and finally a case study experiment of female employees from one IT consultancy company to collect data and evaluate the VR solution as a tool for identifying and evaluating stressors on female employees. The data from the experiment was collected by recording the user interactions with the virtual environment and by questionnaires. Two questionnaires were used, one before the VR experience and one after. This was done in order to find out how the VR experience influenced the participants and whether they were able to identify various stressors. The results of the study show that all five of the evaluated environmental stressors could be identified using the VR solution and that one could potentially find ways of reducing stress experienced by female employees by applying what was learned using a solution such as this one. The solution could also potentially be further modified to be applicable to other fields than IT.
166

Gadnet For Virtual Reality Interaction

Trivedi, Yagnik Vinodkumar January 2021 (has links)
No description available.
167

Fairy Tales Reimagined in VR

Swart, Andrea Nicole 21 August 2018 (has links)
No description available.
168

Astral Logistics

Braun, David 21 May 2019 (has links)
No description available.
169

Use Of Virtual Reality Technology In Medical Training And Patient Rehabilitation

Mishra, Sankalp 31 May 2019 (has links)
No description available.
170

CAD2VR - Automatische Konvertierung von CAD in die Virtuelle Realität

Lorenz, Mario, Spranger, Michael, Wittstock, Volker, Hoffmann, Alexander 08 May 2014 (has links)
Produkte im Maschinenbau gewinnen durch immer weitreichendere Kundenanforderungen zunehmend an Komplexität. Davon angetrieben, werden auch die eingesetzten Softwarewerkzeuge kontinuierlich weiterentwickelt.CAD-Systeme werden beispielsweise heutzutage nicht mehr ausschließlich zur Konstruktion verwendet, sondern beinhalten meist auch weiterführende Module bspw.zur Simulation physikalischer Effekte (CAE) bis hin zur Arbeitsplanung (CAP) und werden in ganzen Softwaresuiten angeboten. Im vergangenen Jahrzehnt sind außerdem Mechanismus- und Bewegungsanalysen fester Bestandteil von CAD-Systemen geworden. Zusatzinformationen, wie bspw. Kinematikbeziehungen und / oder Animationen, die zur Verifikation der Funktionalität und Kollisionsfreiheit unabdingbar sind, können direkt in den CAD-Programen erstellt und überprüft werden. Die aktive Nutzung und Zugänglichkeit dieser CAD-Konstruktionssysteme durch konstruktionsferne Nutzergruppen ist nur bedingt durch so genannte Model-Viewer gegeben, wodurch bspw. die Fehlerbewertung (z.B. Design Review, FMEA) außerhalb der Entwicklungsabteilungen erschwert wird. Abhilfe bietet hier die Nutzung von High-EndTechniken, wie die immersive Darstellung mittels Virtual Reality (VR)-Technologie, im Prozess der Konstruktionsbewertung/Design Review. Dafür arbeiten wir mit der Chemnitzer Firma ARCsolutions GmbH an einer Lösung wie ein (teil-)automatisiert reduziertes Modell, unter Erhaltung im CAD definierter Animationen und Kinematischen Beziehungen automatisiert in die VR gebracht und dort genutzt werden kann.

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