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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.
171

Entering the Artwork : The Effect of Virtual Reality Affordances on Art Interpretation

Lugonja, Kristina January 2022 (has links)
The employment of virtual reality (VR) in the cultural heritage context has been recognized as a new trend shaping the way audiences interact with museums. This research explores the effect of VR experience on art interpretation through an audience reception analysis of two VR exhibitions: Mona Lisa: Beyond the Glass and Dreams of Dalí. An ethnographic method was used, i.e., semi-structured interviews with 10 participants served to understand how audiences react to VR. Hall’s encoding/decoding model and Norman’s concept of affordances were employed to determine whether, and in what way, decoding of the VR affordances affects the interpretation of the presented art. First, the results showed that all five previously identified affordances (immersion, presence, empathy, embodiment and usability) are existent in the VR exhibitions. Space perception as an additional affordance has been identified, including seclusion as an anti-affordance specific to VR exhibitions. Second, the results of the conducted interviews’ analysis show proportionality between the VR affordances and interpretation, i.e., the preferred reading of the artwork. In most cases, the stronger the affordances are, the stronger the comprehension, and the more positive the evaluation. Empathy affordance has demonstrated to be the strongest indicator of a preferred interpretation since it is proportionate to the evaluation of all 10 interviewees. These results have implications both in and outside the cultural heritage context – VR employs unconventional and persuasive modes of communicating; it encourages creative, more inclusive, and tacit learning.
172

ManiLoco: A Locomotion Method to Aid Concurrent Object Manipulation in Virtual Reality

Dayu Wan (13104111) 15 July 2022 (has links)
<p>In Virtual Reality (VR), users often need to explore a large virtual space within a limited physical space. However, as one of the most popular and commonly-used methods for such room-scale problems, teleport always relies on hand-based controllers. In applications that require consistent hand interaction, such teleport methods may conflict with the users' hand operation, and make them uncomfortable, thus affecting their experience. </p> <p>To alleviate these limitations, this research designs and implements a new interactive object-based VR locomotion method, ManiLoco, as an eye- and foot-based low-cost method. This research also evaluates ManiLoco and compares it with state-of-the-art Point & Teleport and Gaze Teleport methods in a within-subject experiment with 14 participants.</p> <p>The results confirm the viability of the method and its possibility in such applications. ManiLoco makes the users feel much more comfortable with their hands and focus more on the hand interaction in the application while maintaining efficiency and presence. Further, the users' trajectory maps indicate that ManiLoco, despite the introduction of walking, can be applicable to room-scale tracking space. Finally, as a locomotion method only relied on VR head-mounted display (HMD) and software detection, ManiLoco can be easily applied to any VR applications as a plugin.</p>
173

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.
174

Virtual Reality Startup Guide : Navigating the New Product Development Process for Successful VR Sessions

Naij, Oskar, Brenne, Lovisa January 2023 (has links)
The use of new technologies is important in new product development and virtual reality is a technology that companies today are trying to find use for in their organizations. The problem present today is that there are tools ready to be used that are not because organizations are at different maturity levels of understanding how to work in virtual reality (VR). VR could not only make development cheaper but also greener. This thesis aims to bridge the gap within Volvo Construction Equipment (VCE) to make the use of VR more present in product development. That is why the thesis crafted a startup guide on how to work with VR. The value of this is to inform all stakeholders within VCE of the value of VR at a basic level as a tool. The guide explains the benefits of virtual reality as well as a general step by stepguide on how to use it to replace some physical prototypes. It is targeted to project leaders and product developers.
175

Exploring gender expression and identity in virtual reality : The interplay of avatars, role-adoption, and social interaction in VRChat

Zhang, Jingyi January 2023 (has links)
This study examines the complex relationship between gender, virtual reality (VR), and social interaction within the context of full-body tracking (FBT) technology in social VR platforms. As VR technology advances and becomes increasingly integrated into users’ lives, understanding the implications of gender expression and perception in these immersive environments is crucial. Utilizing unobtrusive observations and interviews within the VRChat platform, this research explores avatar choices, interactions, and FBT technology utilization as they relate to users’ expressions and perceptions of gender. The findings reveal that cultural background plays a significant role in shaping users’ gender expressions and perceptions in social VR. The study also demonstrates the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions. This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development in the field.
176

Perceptions of Virtual Reality Technologies Within Elderly Care

Bajin, Stefan, Solberg, Simon January 2023 (has links)
The Swedish healthcare system is strained today, along with a rise in the number of elderly people in the country. Aside from the expected physical ailments facing this group, mental health issues such as depression are also common amongst older adults. It is the researchers’ assumption that these three societal challenges; the healthcare system being strained, the growing elderly population and the health issues present amongst this group, are connected. Virtual Reality (VR) technologies show promising benefits according to the scientific literature and may prove to be a useful tool in combating the listed challenges. However, the researched benefits of this technology can’t be utilized properly if the target group perceives it as negative or cumbersome, which is why it is imperative to explore this group’s attitude towards the usage of VR as a preventative part of their treatment. This paper aims to explore the perceptions of Virtual Reality technologies in treatment of elderly and to focus on their and the caretakers’ attitudes of its usage, in addition to eventual annoyances or limitations with their current applications by answering the research question: how is the usage of VR technologies in care related functions perceived by elderly people and their caretakers? A qualitative study with an inductive approach was performed by using a small-scale survey strategy, with a focus on the perceptions and experiences of people as well as their feelings and emotions, while aiming to describe and understand the lived experiences of the target demographic and their caretakers. Face-to-face interviews with a semi-structured format were employed at two recreational facilities for elders in Sweden, with participants consisting of three elders between the ages of 83 and 91 along with three caretakers, all of whom were female and had used some form of VR technology in the past. The collected interview data was then analyzed by way of thematic analysis, which generated a total of 2 themes, 8 categories and 21 codes. The results show that both elders and their caretakers generally have a positive attitude towards the use of VR, with none of the interviewees seeing any drawbacks towards its usage. All interviewees wished to see VR become a regular part of the offerings at the recreational facilities, with the frequency of use being deemed reasonable at 2 weeks by all elders who took part in the study. The preferred types of VR experiences consisted of either visiting familiar places or emulating activities that the elders were no longer capable of performing. It was concluded that nostalgia played a big part in what experiences the elders enjoyed, and generated positive effects including feelings of relaxation, escaping reality and increased socialization amongst the elders.
177

The Robonator: Robotic Teleoperation

Steneryd, Adrian, Khorshid, Yad January 2022 (has links)
As manufacturers are automating their production lines the use of robots isincreasing, but this does not exclude the need from humans with their nifty hands.Robots are using a certain tool for a certain job while humans have their hands forall situations. Schunk has developed a hand for these robot arms but it has yet tobe tested and implemented in a real world situation. By using a robot arm acompany can minimize the risk of damage to humans.In this work we are exploring the options of teleoperation using ros and moveitby performing a pick-and-place scenario. This task is done by a UR10 equippedwith a Schunk SIH.The results were that a ROS node could control the robot hand by sendingcommands inline or through a publishing node. This node is compatible with thewhole system and may be operated alongside a UR10 robotic arm. Moveit'smotion planning tool using inverse kinematics can drive the UR10 robot. Therobot arm was able to accomplish a pick-and-place job by placing a water bottleon top of a box.This investigation analyzes this effort from a variety of angles, one of which isan ethical one that emphasizes the need of making these advances for the sake ofhuman health.
178

Rörelsehastighetens påverkan på Virtual Reality Sickness i en mobilapplikation som simulerar en berg- och dalbana / Motion Rate Impact on Virtual Reality Sickness in a Mobile Application Simulating a Roller Coaster

Frösslund, Lukas, Karlsson, Johannes January 2018 (has links)
As Virtual Reality grows larger as a commercial product for private use, Virtual Reality Sickness emerges as an increasingly common issue. The knowledge about this type of motion sickness has been around for a long time, and there is no shortage of research on the subject, but in many cases it is based on technology that is fundamentally different from today's. This study aimed at investigating the impact of velocity on Virtual Reality Sickness through tests performed in a simulation of a rollercoaster optimized for use with Samsung Gear VR. A quantitative survey was performed where 21 participants tested the simulation at three different velocities on three separate days in which the level of motion sickness was estimated using standardized forms during all test periods. The results indicate a difference between the different velocities ability to induce Virtual Reality Sickness, however, the evidence was not sufficient to prove that this was not due to chance. Analysis, on the other hand, indicates that there is a positive correlation between Virtual Reality Sickness and presence, the feeling of being in a certain environment, though physically being elsewhere. / I takt med att Virtual Reality växer sig större som en kommersiell produkt för privat bruk så träder Virtual Reality Sickness fram som ett allt mer utbrett problem. Vetskapen om denna typ av åksjuka har funnits länge och det råder ingen brist på forskning i ämnet, men i många fall är den byggd på teknik som är fundamentalt annorlunda än dagens. Denna studie ämnade att undersöka rörelsehastighetens påverkan på Virtual Reality Sickness genom tester utförda i en simulering av en berg- och dalbana optimerad för användning med Samsung Gear VR. En kvantitativ undersökning utfördes där 21 deltagare fick testa simuleringen i tre olika hastigheter under tre separata dagar i vilken nivån av åksjuka uppskattades med hjälp av standardiserade formulär under samtliga testtillfällen. Resultaten tyder på en skillnad mellan de olika hastigheternas förmåga att framkalla Virtual Reality Sickness, dock var inte underlagen tillräckliga för att bevisa att detta inte berodde på slumpen. Analys tyder däremot på att det finns en positiv korrelation mellan Virtual Reality Sickness och presence, känslan av att befinna sig i en viss miljö fast att man fysiskt är någon annanstans.
179

Gaze Teleportation in Virtual Reality / Blick Teleportation i Virtual Reality

Linn, Andreas January 2017 (has links)
This paper reports preliminary investigations into gaze teleportation, a locomotion interaction inside virtual reality in which the user can push a button and teleport to the point at which they are looking. The results could help future application creators design intuitive locomotion interfaces to allow users to more easily scale virtual worlds larger than their play space. In a study consisting of 12 participants, gaze teleportation was compared to the conventional hand-tracked controller. Participants played a portion of Valve’s The Lab with an HTC Vive and a Tobii Eyetracker; half of the participants completed the set tasks with gaze teleportation, and the other half used hand-tracking. Using Likert questions, they then rated their experiences in terms of enjoyment, frustration, effort, distance, occlusion, immersion, and motion sickness. After answering the questions, the participants got to try both methods and were interviewed on their preferences and opinions. Our results suggest that gaze teleportation is an enjoyable, fast, intuitive, and natural locomotion method that performs similarly to hand-tracked teleportation but is preferred by users when they are given a choice. We conclude that gaze teleportation is a good fit for applications in which users are expected to locomote in their direction of focus without too many distractions. / I det här dokumentet rapporteras preliminära resultat av blickteleportation, en rörelseinteraktion för virtuella verkligheter där användaren kan trycka på en knapp och teleportera till den punkt som de tittar på. Resultaten kan hjälpa framtida applikationsskapare att designa intuitiva rörelsegränssnitt så att användarna lättare kan röra sig i virtuella världar som är större än deras spelrum. I en studie med 12 deltagare jämfördes blick med teleportation med den konventionella handkontroll metoden. Deltagarna spelade en del av Valve’s The Lab med en HTC Vive och en Tobii Eyetracker; Hälften av deltagarna slutförde de uppsatta uppgifterna med blickteleportation, och den andra hälften använde handmetoden. Med Likert-frågor bedömde de sedan sina erfarenheter när det gällde njutning, frustration, ansträngning, avstånd, ocklusion och rörelsesjuka. Efter att ha besvarat frågorna fick deltagarna prova båda metoderna och intervjuades om sina preferenser och åsikter. Våra resultat tyder på att blickteleportation är en trevlig, snabb, intuitiv och naturlig rörelseinteraktion som presterar likt handmetoden, men föredras av användarna när de får välja. Vi drar slutsatsen att blickteleportation passar bra för applikationer där användarna förväntas förflytta sig i samma riktning som deras fokus.
180

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.

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