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Urban Witches : Human connections, spirituality, and quantum physics / Brujos Urbanos : Sobre conexiones humanas, espiritualidad y física cuántica.Fernandez Grijalva, Nicia Ivonne January 2024 (has links)
During the isolation in Mexico due to the pandemic, two groups of people fought their own ideals to prevent the disease: those who believed in scientific research, and those who followed shamans wisdom, the indigenous witches. Contrary to what people might believe, there are still a lot of beliefs in ancestry medicine in urban areas. During 2020 I have filmed clips of beliefs and traditions in different parts of Chihuahua, Mexico. I continued the research in Sweden and displayed the process at Tales Festival with sounds, objects and the film in VR. The name of the project: URBAN WITCHES, my artistic research: human connection. If you look a little bit into quantum physics, you will end up going back to what native indigenous believe in for generations: that we are connected (law of entanglement), that we get what we ask for (law of attraction), and that we are able to be in different places at the same time (tunneling law). These are not only physical laws, but ancestral knowledge that keeps our soul connected to every life form. If keeping our soul healthy is to be connected to our community the same way food and habits keep our mind and body healthy, then we need to be aware of our tendency to live in solitude, especially in big urban areas. I aim to continue the research on ancestral connectivity from a scientific point of view. / Durante el aislamiento de la pandemia, dos grupos de personas defendieron diferentes posturas para prevenir la enfermedad: los de ciencia y los que siguen el chamanismo de los nativos indigenas, del cual mucha gente del area urbana aun practica. Durante el 2020 filmé un poco de sus creencias y tradiciones en el Estado de Chihuahua. Continué la investigación en Suecia y mostré el proceso con una instalación de arte la pelicula en VR, sonidos y objetos en el Festival de Tales. El nombre del proyecto: URBAN WITCHES; mi investigación artistica: la conexión humana. Si investigas un poco sobre la física cuántica, encontrarás similitudes con las creencias que los nativos indígenas han usado durante generaciones: que estamos conectados (Ley de entrelazamiento), que obtenemos lo que pedimos (Ley de la atracción) y que podemos estar en diferentes lugares al mismo tiempo (Ley de túneles). No sólo son leyes físicas, sino conocimiento ancestral que mantiene el alma unida de todas las formas de vida. Si mantener nuestra alma saludable es estar conectado a una comunidad de la misma forma que la comida y los buenos hábitos mantienen nuestro cuerpo y mente saludable, entonces debemos estar atentos a nuestra tendencia a aislarnos, especialmente en grandes áreas urbanas. Mi objetivo es continuar investigando la conectividad ancestral desde el punto de vista científico. / https://www.researchcatalogue.net/view/1779272/2796374
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Modelling and Performance Evaluation of the Virtual Air Gap Variable ReactorDolan, Dale 24 September 2009 (has links)
This thesis describes a novel device, the Virtual Air Gap Variable Reactor (VAG-VR), which is capable of producing a continuously
variable reactance by locally saturating a small section of the reactor core via an embedded dc control winding. Variable Reactors have many applications in the power industry such as control of line power flow, voltage regulation, reactive line compensation and limiting inrush currents. A variable reactor is most commonly implemented as a thyristor controlled reactor (TCR) by switching in and out a constant reactance to achieve an averaged variable reactance. By using a virtual air gap, a continuously variable reactance is possible. The VAG-VR offers a better dynamic response, without introducing the harmonics created by the thyristor switching of a TCR. The VAG-VR gives low triplen harmonics and therefore allows control of reactive power in single phase or unbalanced three phase systems as would be required in the distribution system.
An experimental prototype VAG-VR was developed to investigate three main performance measures: steady state performance, dynamic response and harmonic performance. Over the operating range of the VAG-VR inductance was varied from 100% to 9% of its original value. The dynamic response of the VAG-VR is approximately one tenth of a cycle. This compares favorably to a TCR which responds in approximately half a cycle. Harmonics are also shown to be significantly reduced in the VAG-VR compared to the TCR.
A dynamic model of the VAG-VR, suitable for incorporation into power system simulations, was developed and validated. Parameters were determined both experimentally and through finite element method (FEM) simulations. Both experimental and simulation results indicate that the VAG-VR offers a technically viable alternative to the TCR.
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Virtuella möten i skogen : Ett verktyg för att underlätta Gällö skogs möten i skogen genom 3D-konferensSandström, Anton January 2018 (has links)
Within Gällö skog there is an increasing need for meetings in the forest at a distance. This is because many landowners do not live at or close to their forest property. The aim of this work was therefore to find a 3D conference solution for Gällö skog. The work has been carried out using the design process and Pugh's relative decision matrix. First, a requirement specification was made for both hardware and software selection. Then the Facebook Spaces, Rumii and AltSpaceVR software were investigated against this. When none of the aforementioned software was sufficiently satisfactory for this work, it was decided to develop a software. The developed software is based on a website and was developed by modifying an existing project from github.com. Through the modification made in the project, all requirements in the specification could ultimately be achieved. However, with some restrictions. The software works best in the Mozilla Firefox browser, and is not compatible with the iPhone. The user friendliness of Gällö skog also has development potential. The hardware in this work was chosen by comparing the VR glasses HTC Vive and Oculus Rift against each other and the developed requirement specification. As a result, HTC Vive was bought for the project. This because it fulfilled most of the work requirements, and that it had other features that enabled the headset to be used in future work. Finally, The conclusion of this work was that until this technology has come further, this solution may be insufficient. The idea is good, the solution is good, but the technology needs to come further for fully satisfactory results. When the VR technololgy have advanced further, a solution like this could be something that could be useful to companies. This because the inertaction of a 3D conference is improved compared to today's video chat. / Inom Gällö skog finns ett ökande behov av att hålla möten i skogen på distans. Detta eftersom många markägare inte bor på, eller vid sin skogsfastighet. Målet med detta arbete var därför att hitta en 3D-konferenslösning åt Gällö skog. Arbetet har genomförts med hjälp av designprocessen samt Pughs relativa beslutsmatris. Först togs en kravspecifikation fram både för val av hårdvara och mjukvara. Efter det undersöktes mjukvarorna Facebook Spaces, Rumii och AltSpaceVR mot denna. När ingen av de nämnda mjukvarorna var tillräckligt tillfredsställande för detta arbete så valdes att ta fram en egen mjukvara. Den framtagna mjukvaran baseras på en webbplats och togs fram genom att modifiera ett befintligt projekt från github.com. Genom den modifikation som gjordes i projektet så kunde alla krav i kravspecifikationen till slut uppnås. Dock med vissa restriktioner. Mjukvaran fungerar bäst i webbläsaren Mozilla Firefox, och är ej kompatibel med Iphone. Även användarvänligheten för Gällö skog har utvecklingspotential. Hårdvaran i detta arbete togs fram genom att jämföra VR-glasögonen HTC Vive och Oculus Rift mot varandra och den framtagna kravspecifikationen. Resultatet av detta blev att HTC Vive köptes in till projektet. Detta för att de uppfyllde flest av arbetets krav, samt att de hade övriga funktioner som gjorde att de kan användas även i framtida arbeten. Slutsatsen av detta arbete blev till slut att tills dess att tekniken kring detta har hunnit längre så blir denna lösning möjligtvis otillräcklig. Tanken är god, lösningen bra, men tekniken behöver komma längre för fullt tillfredsställande resultat. När VR-tekniken kommit längre skulle en lösning likt denna kunna vara något som kan bli användbart för fler företag. Detta eftersom interaktionen i en 3D-konferens förbättras jämfört med dagens videochattar.
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Taktilitet i Virtual Reality, vän eller fiende? : En kvalitativ studie om sambandet mellan visuella stimuli och taktila stimuli i Virtual RealityLjungdahl, Petter January 2019 (has links)
I denna studie undersöks sambandet mellan visuella och taktila stimuli i Virtual Reality med avstamp i frågeställningarna: Hur stor roll spelar sambandet mellan visuella stimuli och taktila stimuli i en Virtual Reality-installation? Hur förändras deltagarens inlevelsekänsla när detta samband ändras? Hur förändras deltagarens rumsuppfattning när detta samband ändras? För att besvara frågeställningarna skapades två olika versioner av en interaktiv VR-installation utefter metoden forskning genom design. En av versionerna hade korrekt samband mellan visuella stimuli och taktila stimuli, det vill säga att deltagaren fysiskt kunde röra vid det denne såg med hjälp av fysiska objekt som var placerade i samma rum som installationen upplevdes i. Den andra versionen hade felaktigt samband mellan visuella stimuli och taktila stimuli, vilket innebar att de fysiska objekten hade flyttats en aning i Virtual Reality-installationen så att de ej speglade objekten i verkligheten. Det vill säga att informationen deltagaren avläste vid beröring ej stämde överens med informationen deltagaren avläste med synen. Därefter fick fyra deltagare testa dessa installationer och svara på frågor i en öppen intervjuform. Resultatet kopplades tydligt till Csíkszentmihályis flow-teori; när sambandet mellan dessa stimuli ej var korrekt så förändrades deltagarnas rumsuppfattning vilket bidrog till att de kände en lägre inlevelsekänsla. Möjligheten att kunna vidröra de fysiska objekten i sig ansågs dock som mer inlevelserikt än ifall möjligheten ej funnits där. Det ses även som styrkan med denna studie; att resultatet tydligt speglade de valda teorierna. Svagheten med studien var att resultatet enbart grundas på data från intervjuer med fyra deltagare, då flera ej hanns med inom tidsramen för studien.
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Agency Centric Design and Engaging Game Art in VRQvarfordt, Johan, Ronner, Johan January 2017 (has links)
This essay is a look into the future of games with new technology at hand, it serves as acloser look at new challenges and ways to overcome those challenges in VR game design.What new untapped way of acting on immersive storytelling can we convey with thisinteractive medium and how can we treat our players sense of agency within a VR world withthe necessary respect it deserves. This paper will dive into the idea of walking a mile insomeone else’s shoes and how to create a believable, narrative driven, non-restrictive gameexperience using aesthetic choices, world interactions and environmental storytelling as ourdesign tools. Aesthetic choices aren’t just a matter of achieving the highest realism thoughgraphical fidelity, instead it requires us to go deeper and look at a more traditional way ofdesigning our games art, to deeper convey immersion through minimalism and environmentaldesign to name a few. The goal is to understand how a world’s environments and the gameart in that environment could affect agency, all to support a more deeply focused, curious andin the end more immersive session of play.A virtual reality game called Norn have been produced alongside this paper to showcasethese features come into play. Norn is a narrative driven experience set in a stylistic old norsesetting where you play as a 18 year old girl named Thora and her sister Eira in a coming ofage story told in a different way.We have concluded that methods like the “Weenie”-method help to produce ways to guideplayers subconsciously but need carefully iterative improvements to work. We have also useddesign methods such as Bartle’s (1996) taxonomy of player types and Schell’s´(2008)“Pleasures” to build an inviting game environment and gameplay around to achieve personalagency. All while streamlining the games art both to overcome technical challenges but alsoto show how stylized environments can help accentuate the intended experiences compared toa realistic one.
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Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and PhenomenologyMorales, Matthew 09 January 2018 (has links)
Since the birth of the New Hollywood blockbuster out of the Hollywood Renaissance in the 1970s, popular moving image media has continually exhibited an intense interest in play with Newtonian physics and tactile, immediate experience. As the entertainment industry has moved further away from analog and celluloid and deeper into a digital media space, we have begun to see new a new breed of media project that differently engages with our sensorium in order to newly use (and abuse) this interest. I term this digital media project “corporealized media.” Corporealized media, as I define it, refers to media that includes, but is not limited to, the current undertaking in virtual reality technology and other media that has the primary focus of calling attention to or recognizing the user’s physicality, corporeal form, and embodiment. Through phenomenological readings of contemporary corporealized works, I suggest that current popular use of corporealized media is potentially dangerous and inhibiting to society. It has the ability not just to inform aesthetics, but also to shape our greater understanding of our potential connections to others. Instead of embracing physical contraction, we should aim to collectively accept the possible expansion that abstraction in media allows.
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Studie av 3d-visualiserad interaktiv monteringsanvisning : För pulsgivareRoos, Erik January 2008 (has links)
<p>I den här rapporten redogör jag för framställandet av en 3d-visualiserad interaktiv monteringsanvisning till företaget Leine & Linde i Strängnäs (här efter 3d-anvisning). Företaget tillverkar pulsgivare som används till att mäta rotationshastighet och vinklar på axlar i rörelse.</p><p>Tidigare var det möjligt för företaget att ge direktsupport till kunderna via telefon, men eftersom företaget expanderar så ökar även antalet supportärenden. Därför var behovet stort av tydliga monteringsanvisningar för att avlasta de ingenjörer som stod för supporten.</p><p>Jag har med hjälp av intervjuer undersökt vilka moment i monteringen som är kritiska för produktens funktion samt har hög felprocent hos företagets kunder. Därefter har jag tillverkat en 3d visualiserad interaktiv monteringsanvisning som utprovats i jämförelse med företagets befintliga pappersmanual.</p><p>Arbetet ska inte ses som en generell undersökning av 3d-anvisningar, utan som specifik för montering av Leine & Lindes pulsgivare.</p><p>Resultatet pekar på en viss tidsvinst samt en ökad formförståelse och positiv upplevelse för målgruppen.</p>
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Modelling and Performance Evaluation of the Virtual Air Gap Variable ReactorDolan, Dale 24 September 2009 (has links)
This thesis describes a novel device, the Virtual Air Gap Variable Reactor (VAG-VR), which is capable of producing a continuously
variable reactance by locally saturating a small section of the reactor core via an embedded dc control winding. Variable Reactors have many applications in the power industry such as control of line power flow, voltage regulation, reactive line compensation and limiting inrush currents. A variable reactor is most commonly implemented as a thyristor controlled reactor (TCR) by switching in and out a constant reactance to achieve an averaged variable reactance. By using a virtual air gap, a continuously variable reactance is possible. The VAG-VR offers a better dynamic response, without introducing the harmonics created by the thyristor switching of a TCR. The VAG-VR gives low triplen harmonics and therefore allows control of reactive power in single phase or unbalanced three phase systems as would be required in the distribution system.
An experimental prototype VAG-VR was developed to investigate three main performance measures: steady state performance, dynamic response and harmonic performance. Over the operating range of the VAG-VR inductance was varied from 100% to 9% of its original value. The dynamic response of the VAG-VR is approximately one tenth of a cycle. This compares favorably to a TCR which responds in approximately half a cycle. Harmonics are also shown to be significantly reduced in the VAG-VR compared to the TCR.
A dynamic model of the VAG-VR, suitable for incorporation into power system simulations, was developed and validated. Parameters were determined both experimentally and through finite element method (FEM) simulations. Both experimental and simulation results indicate that the VAG-VR offers a technically viable alternative to the TCR.
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Stadsrum representerade i VR : Examensarbete i Informationsdesign med inriktning mot Rumslig gestaltningNilsson, Linda January 2010 (has links)
Detta är ett examensarbete inom informationsdesign med inriktning mot rumslig gestaltning. Syftet med min undersökning var att ta reda på hur ett kvarter i Eskilstuna kan formges till virtual reality (VR)-mediet, så att det går att få en upplevelse av hur en stadsplanering skulle kunna se ut om den genomfördes i verkligheten. Resultatet från min studie är grundat på, prototyping, intervjuer, och en enkät. Min undersökning visade att för att det ska gå att få en upplevelse av ett stadsrums utseende efter en nybyggnation, bör representationen formges efter tänkt målgrupp och budskap. Felaktiga eller för många informationsgivande detaljer kan leda till att fokus hamnar på information som inte är nödvändig, eller till och med felaktig, för att förstå hur kvarteret kan komma att se ut efter en nybyggnation. För lite information om olika detaljer eller för låg detaljrikedom kan leda till att representationen blir svårtolkad. Min undersökning visade också att visuella detaljer som är svåra att formge, bör kompletteras med t.ex. texter, symboler, röster och illustrationer.
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Applying Technology of Virtual Reality to the Navigation of Remotely Operated VehiclesHung, 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.
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