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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.
61

Frameworks for Part Generation in Multiple CAD Systems and for CAD Simulation with Multiple Users

Sadler, Jonathan Edwin 10 December 2020 (has links)
Companies often require designers to work with and operate between different computer-aided design (CAD) systems. To interoperate between these systems, a neutral design standard for CAD models is needed that allows for generation, customization, and parameterization. Current standards often fail to incorporate file history and design intent. The research proposes a simplified, neutral design format that can be used to generate models in different CAD systems. The format proposes additional functionality not yet found in existing neutral formats or scripts. The system was tested by generating models in both NX and CATIA, then comparing the models for accuracy, flexibility, and similarity of the results. Utilizing the principles established with the neutral framework, a system was developed that facilitates a collaborative CAD modeling environment that supports the interaction of models within virtual reality (VR). A framework is presented that allows for the models to be created and then used in VR without the need for conversion. Strategies are discussed for minimizing the impacts of latency and unit testing was conducted to evaluate functionality. Furthermore, feasibility of using modern game engines such as Unity, Unreal Engine, and Godot to aid in the development of both VR and physics simulations are discussed. The above foundation and frameworks enhance collaboration in training and simulation in VR environments. This research demonstrates that by using neutral design standards, collaboration could be improved between different software, as well as between different engineers. Common strategies can be used for solving issues with conversions across the design space and integrated into future VR systems. This research will be indispensable to furthering studies of collaboration and design in remote environments.
62

Frameworks for Part Generation in Multiple CAD Systems and for CAD Simulation with Multiple Users

Sadler, Jonathan Edwin 10 December 2020 (has links)
Companies often require designers to work with and operate between different computer-aided design (CAD) systems. To interoperate between these systems, a neutral design standard for CAD models is needed that allows for generation, customization, and parameterization. Current standards often fail to incorporate file history and design intent. The research proposes a simplified, neutral design format that can be used to generate models in different CAD systems. The format proposes additional functionality not yet found in existing neutral formats or scripts. The system was tested by generating models in both NX and CATIA, then comparing the models for accuracy, flexibility, and similarity of the results. Utilizing the principles established with the neutral framework, a system was developed that facilitates a collaborative CAD modeling environment that supports the interaction of models within virtual reality (VR). A framework is presented that allows for the models to be created and then used in VR without the need for conversion. Strategies are discussed for minimizing the impacts of latency and unit testing was conducted to evaluate functionality. Furthermore, feasibility of using modern game engines such as Unity, Unreal Engine, and Godot to aid in the development of both VR and physics simulations are discussed. The above foundation and frameworks enhance collaboration in training and simulation in VR environments. This research demonstrates that by using neutral design standards, collaboration could be improved between different software, as well as between different engineers. Common strategies can be used for solving issues with conversions across the design space and integrated into future VR systems. This research will be indispensable to furthering studies of collaboration and design in remote environments.
63

Remote Rendering for VR

Kelkkanen, Viktor January 2021 (has links)
The aim of this thesis is to study and advance technology relating to remote rendering of Virtual Reality (VR). In remote rendering, rendered content is commonly streamed as video images in network packets from a server to a client. Experiments are conducted with varying networks and configurations throughout this work as well as with different technologies that enable or improve remote VR experiences. As an introduction to the field, the thesis begins with related studies on 360-video. Here, a statistic based on throughput alone is proposed for use in light-weight performance monitoring of encrypted HTTPS 360-video streams. The statistic gives an indication of the potential of stalls in the video stream which may be of use for network providers wanting to allocate bandwidth optimally. Moving on from 360-video into real-time remote rendering, a wireless VR adapter, TPCAST, is studied and a method for monitoring the inputand video-throughput of this device is proposed and implemented. With the monitoring tool, it is for example possible to identify video stalls that occur in TPCAST and thus determine a baseline of its robustness in terms of video delivery. Having determined the baseline, we move on to developing a prototype remote rendering system for VR. The prototype has so far been used to study the bitrate requirements of remote VR and to develop a novel method that can be used to reduce the image size from a codec-perspective by utilizing the Hidden Area Mesh (HAM) that is unique to VR. By reducing the image size, codecs can run faster and time will therefore be saved each frame, potentially reducing the latency of the system.
64

The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game

Lindh, David January 2020 (has links)
A thesis report that investigates if there is a connection between the gamification attribute called Assessment and the learning outcome called Motivation. Furthermore, we investigate the existing research to find out what is the best way to go when you are putting togeather a Serious Game. This along with explainations of some common terms and concepts makes up the bulk of the report.
65

Digital vs Virtual Reality

Høgsborg, Laila, Albion, Luta January 2020 (has links)
This paper investigates how VR Impacts game user satisfaction. Four games were tested. Each game has a different genre to help better understand if it will affect player’s preferences in platforms. This study uses a customized ‘The Game User Experience Satisfaction Scale’ (GUESS) which has seven key factors that are used to determine a satisfaction grade for each game on each platform. The results are then compared between each other to analyze the differences and similarities. The result of this thesis showed that the playtesters preferred playing on VR, and that both people with more gaming experience and those with less, preferred VR interactions over PC.
66

Overviewing and VR information visualizations : How interacting with, and perceiving an information visualization in VR affects our overview of the information visualization / Överblick och informationsvisualiseringar i VR : Hur interaktioner med och upplevelse av en informationsvisualisering i VR påverkar vår överblick av informationsvisualiseringen

Sivertsson, Anton January 2017 (has links)
Society generates more and more data every day, and with competent ways to visualize it, we can learn new things about the world we live in. While traditional visualizations try to stay clear of 3D graphs because they are hard for a user to process without proper depth cues, VR technology allows us to better perceive 3D structures, but what happens to our overview of the data when we perceive and interact with it in 3D? 6 participants were subject to a 3D VR visualization of customer data with filtering possibilities, where they were to perform a series of short tasks as well as a more open-ended free form task. Qualitative data was gathered through extensive semi-structured interviews. Quantitative supportive data was gathered as well in the form of interaction logs, time to complete tasks and the Presence Questionnaire. After this first round of tests, feedback and data was compiled into a new version of the visualization that was then tested on seven new participants. Results showed that seeing the graph from different perspectives was important to gaining an overview of the 3D graph, but also to actively interact with the data helped participants gain an overview by digging deeper into the data. In order to dig into the data in the 3D graph, participants expressed that they would’ve liked to be able to compare subsets of the data. / Vi genererar ofantliga mängder data varje dag, men utan att visualisera denna data är det inte säkert att vi lär oss någonting av den. Med detta följer även ett behov av att visualisera denna data i flera dimensioner, något som varit svårt i informationsvisualiseringar tidigare då det är svårt att representera djup på en platt skärm så att människor förstår. Med VR-teknik kan vi däremot använda detta djupseende i informationsvisualiseringar, men vad händer med vår överblick av informationen när vi ser och interagerar med den i 3D?   6 testpersoner fick interagera med en 3D-visualisering av kunddata med filtreringsmöjligheter i VR och fick i denna utföra en serie mindre uppgifter samt en större, fri uppgift. Under testet samlades kvalitativ data in i form av utförliga semi-strukturerade intervjuer och kvantitativ supportdata i form av loggar av interaktioner, tid att slutföra uppgifter samt svar från Presence Questionnaire för alla testpersoner. Åsikterna från denna testrunda användes sedan för att skapa en ny version av 3Dvisualiseringen som sedan testades på 7 nya personer enligt samma studieformat.   Resultaten visade att det var viktigt att kunna se grafen från olika perspektiv för att få en överblick, såväl som att kunna aktivt filtrera och interagera med visualiseringen för att kunna gräva djupare i datan. För att kunna gräva djupare kände många testpersoner att de behövde ett sätt att enkelt kunna jämföra delmängder av datan med varandra.
67

Perception of Characters in VR: How a character’s height affects the perception of that character / Perception av karaktärer i VR: Hur karaktärers längd påverkar perceptionen av den karaktären

Marklund, Sanna January 2017 (has links)
Virtual reality (VR) is gaining more interest as the technology develops. Today’s Head Mounted Displays enables the users to control the virtual environment (VE) by moving in the physical space. This interaction method usually means that users have their own height in the VE. This is of interest since previous studies show that height affects how we perceive other people. Firstly, a tall person is perceived as being stronger, more dominant and more intelligent than a short person. Secondly, a shorter female is perceived as more socially concerned than a taller female. The aim of this study was to investigate whether these traits connected to height still apply in VR. The result indicates that perception of dominance and strength still apply in VR whereas perception of intelligence and social concern does not. Meaning that a stronger, or more dominant, character can be achieved simply by making that character taller, and vice versa. Consequently, producers of VR content have a clearer task at hand when creating content - they can alter the height of the character when portraying a character as either strong or weak, and either dominant or submissive. / Virtuell verklighet (VR) vinner mer intresse eftersom tekniken utvecklas. Dagens headsets möjliggör för användare att kontrollera den virtuella miljön (VE) genom att röra sig runt i den fysiska miljön. Denna interaktionsmetod betyder oftast att användare har sin egen längd i en VE. Just att de har sin egen längd är intressant eftersom tidigare studier visar att längd påverkar hur vi uppfattar andra människor. För det första uppfattas en lång person som starkare, mer dominerande och mer intelligent än en kort person. För det andra uppfattas en kortare kvinna som mer omhändertagande än en längre kvinna. Syftet med den här studien var att undersöka ifall dessa egenskaper kopplade till längd fortfarande råder i VR. Resultatet indikerar att perception av dominans och styrka fortfarande gäller i VR, medan perception av intelligens och omhändertagande inte gäller. Detta betyder att en starkare, eller mer dominant, karaktär kan uppnås bara genom att göra den karaktären längre, och vice versa. Följaktligen har producenter av VR-innehåll en klarare uppgift när de skapar innehåll - de kan ändra karaktärens höjd när man visar en karaktär som antingen stark eller svag och dominant eller undergiven.
68

Immersive Virtual Experiences in Foreign Language Learning: The Potential of VR in Understanding Japanese Onomatopoeia

Steinhauer, Matthew T. 10 November 2022 (has links)
No description available.
69

Skiljer sig effekten på den sensomotoriska kontrollen vid explicit respektive implicit proprioceptionsträning av nacken? : En pilotstudie / Is there any difference between explicit vs implicit proprioceptive exercise in the sensorimotor function of the neck? : A pilot study

Olsson, Malin, Wallin, Johanna January 2023 (has links)
Bakgrund: Nacksmärta är en av de vanligaste muskuloskeletala åkommorna och ett av våra stora folkhälsoproblem idag. Tjugofem procent av alla patienter som söker fysioterapi representeras av nackrelaterade besvär. Det förekommer ofta en störd cervikal proprioception hos personer med nacksmärta vilket är ett viktigt sensoriskt system som definieras som vår medvetna och omedvetna uppfattning om kroppens position. Proprioceptiv träning har visat sig ha bra effekt på personer med nacksmärta. Träningen kan utformas som explicita och implicita övningar som är rörelser på medveten och omedveten nivå. VR-teknik är en rehabiliteringsform med en digital simulerad miljö som har utvärderats i flertalet studier med en god reliabilitet och validitet som bedömningsredskap och rehabiliteringsverktyg med goda resultat. Syfte: Syftet var att jämföra två olika typer av nackträning, implicit och explicit proprioceptionsträning. Metod: Studien var en kvantitativ experimentell pilotstudie som jämförde explicit och implicit proprioceptionsträning i två grupper. I studien studerades sex friska individer som fick träna två olika typer av nackträning under två veckor. Totalt utfördes sex träningstillfällen med tester innan och efter träningsperioden. I studien användes Curest VR glasögon som är ett digitalt rehabverktyg. Resultat: Den explicita gruppen fick bättre resultat på övning huvudrepositionering, följ figuren, fånga disken samt ROM än den implicita gruppen efter testtillfälle två. Konklusion: Resultaten pekar på att man blir bättre på det man tränar. Dock måste detta område fortsätta att forskas på ur ett större perspektiv för att i framtiden kunna hitta den mest effektiva träningstypen för att förbättra sensomotorisk kontroll.
70

The Effects of Virtual Reality-Based Mindfulness Meditation on Cognition

Leite, Rafael 01 January 2023 (has links) (PDF)
Due to relatively recent strides made in the field of virtual reality, the technology's potential use in a clinical setting has been the focus of a growing body of research. Multiple studies focus on benefits of its combination with meditation interventions; however, few explore its impact following a short-term period of utilizing both. This investigation aims to explore that gap in the literature by determining whether an improvement on mindfulness and working memory test scores would be seen following a single session of virtual reality meditation. That was done by randomly assigning participants to one of two conditions. One group underwent a guided meditation while immersed in a virtual environment, while the other listened to the same audio within a blank environment. Each participant's working memory was assessed with an N-back task before and after meditation. Additionally, participants were given the Freiburg Mindfulness Inventory (Walach et al. 2006) to determine if there were any changes in mindfulness. There were no significant differences in mindfulness scores across conditions, conversely, pre and post working memory scores were significantly different in the virtual reality condition. Results suggest that a single session provides tangible benefits to working memory, opening the door for more in-depth investigations.

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