Dissertationen zum Thema „Physical- and Virtual presence“
Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an
Machen Sie sich mit Top-50 Dissertationen für die Forschung zum Thema "Physical- and Virtual presence" bekannt.
Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.
Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.
Sehen Sie die Dissertationen für verschiedene Spezialgebieten durch und erstellen Sie Ihre Bibliographie auf korrekte Weise.
Rehnberg, Andrée. „Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping“. Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.
Der volle Inhalt der QuelleKarlgren, Kasper. „Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.
Der volle Inhalt der QuelleDen här uppsatsen presenterar en ny interaktionsmodell i mixed reality (förstärkt verklighet). Modellen simulerar en interaktion mellan en robot och en användare: en robotfigur gestaltad i lera är förstärkt med animerade ansiktsdrag som visas i en mixed reality - miljö genom en mobiltelefon. Interaktionsmodellen med den fysiska robotfiguren kombinerad med animerade ansiktsdrag testas mot en likadan interaktion med en helt virtuellt robot utan fysisk gestaltning. En av utmaningarna vid skapandet av sociala agenter, oavsett om de är byggda för undervisningsmiljöer eller enbart rent sociala interaktioner, är att åstadkomma en upplevelse av social närvaro. Ett sätt att öka känslan av närvaro är att använda sig av en fysisk gestaltning i form av en robot. Tidigare forskning har funnit att användare lyssnar mer på robotar som finns fysiskt närvarande än robotar som presenteras via en skärm. Problemet med robotar är att de är dyra, de går sönder, de är svåra att uppdatera och de kan vara väldigt fysiskt begränsade: till och med att gå kan vara en utmaning. Den här uppsatsen testar ifall fysisk gestaltning ökar känslan av social närvaro, trots att all interaktion sker via en skärm. Ler-gestaltningen är skulpterad för hand, 3D-skannad och sedan spårad med hjälp av Vuforias objektigenkän- ning. Ler-gestaltningen får animerbara ansiktsdrag i mobilen. Denna interaktion jämförs mot en interaktion utan fysisk gestaltning: ett enbart virtuellt robothuvud med samma ansiktsdrag som är virtuellt positionerad i det fysiska rummet med hjälp av yt- och plan-igenkänning. Resultaten visade att interaktion mellan en människa och en virtuell agent har en ökad upplevelse av fysisk närvaro och att en virtuell agent tilldelas mer uppmärksamhet av den mänskliga parten ifall agenten har en fysisk gestaltning. Resultaten är statistiskt signifikanta med viss reservation för deltagarantalet i studien. Överlag upplevdes interaktionerna väldigt positivt. Deltagare från bägge interaktionerna gillade upplevelse. Deltagarnas tydligaste kritiska synpunkter gällde brist på komplexitet i konversationen - deltagarna ville ha en rikare interaktion. Den positiva responsen visar att interaktionssättet kan och bör studeras yttligare.
Thellman, Sam. „Social Dimensions of Robotic versus Virtual Embodiment, Presence and Influence“. Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130645.
Der volle Inhalt der QuelleAndersson, Fabian, und David Stark. „The New Normal : a qualitative study of how Covid-19 influences the digitalization of Swedish SMEs within their international operations“. Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105332.
Der volle Inhalt der QuelleBlair, Peter J. „A Descriptive Case Study of Writing Standards-Based Individualized Education Plan Goals Via Problem-Based Learning in a Virtual World“. DigitalCommons@USU, 2017. https://digitalcommons.usu.edu/etd/5697.
Der volle Inhalt der QuelleCasaneuva, Juan S. „Presence and co-presence in collaborative virtual environments“. Master's thesis, University of Cape Town, 2001. http://hdl.handle.net/11427/6383.
Der volle Inhalt der QuellePresence in Collaborative Virtual Environments (CVEs) can be defined into personal presence and co-presence. Personal presence is having a feeling of "being there" in the CVE yourself. Co-presence is having a feeling that one is in the same place as the other praticipants, and that one is collaborating with real people. The focus of this research was to conduct exploratory studies to investigate and verify some of the factors believed to affect personal presence and co-presence in a CVE. This was achieved by designing and performing experiments in CVEs, and using subjective measures to assess the levels of personal presence and co-presence in the CVE. In addition, we have developed a subjective measure of co-presence in the form of a pencil-and-paper questionnaire. This co-presence questionnaire was used to measure the amount of co-presence experienced by the participants in the CVE. In this dissertation we describe three experiments used to investigate some of the factors which might affect personal presence and co-presence in a CVE.
Chertoff, Dustin. „EXPLORING ADDITIONAL FACTORS OF PRESENCE“. Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3051.
Der volle Inhalt der QuellePh.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Modeling and Simulation PhD
Sollins, Brandon. „Predictors of presence in virtual reality“. Honors in the Major Thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/515.
Der volle Inhalt der QuelleB.S.
Bachelors
Sciences
Psychology
Breneman, Samuel. „Physical-virtual workspaces /“. Online version of thesis, 2008. http://hdl.handle.net/1850/6187.
Der volle Inhalt der QuelleChilds, Mark. „Learners' experience of presence in virtual worlds“. Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/4516/.
Der volle Inhalt der QuelleMaletkovic, Maja. „Cultural institutions: Digital Interfaces and Virtual Presence“. Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-744.
Der volle Inhalt der QuelleNunez, David. „A connectionist explanation of presence in virtual environments“. Thesis, University of Cape Town, 2003. http://pubs.cs.uct.ac.za/archive/00000109/.
Der volle Inhalt der QuelleSallnäs, Eva-Lotta. „The effect of modality on social presence, presence and performance in collaborative virtual environments“. Doctoral thesis, KTH, Numerisk analys och datalogi, NADA, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3717.
Der volle Inhalt der QuelleQC 20100630
Peters, Kevin Christopher. „TOUCHSPICE: PHYSICAL-VIRTUAL CIRCUIT EMULATOR“. DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/769.
Der volle Inhalt der QuelleNunez, David. „A Capacity Limited, Cognitive Constructionist Model of Virtual Presence“. Thesis, University of Cape Town, 2007. http://pubs.cs.uct.ac.za/archive/00000454/.
Der volle Inhalt der QuelleFranceschi-Diaz, Katherine G. „Group presence in virtual worlds : supporting collaborative e-learning“. FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3523.
Der volle Inhalt der QuelleFranceschi-Diaz, Katherina G. „Group Presence In Virtual Worlds: Supporting Collaborative e-Learning“. FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3504.
Der volle Inhalt der QuelleSnow, Michael P. „Charting Presence in Virtual Environments and its Effects on Performance“. Diss., Virginia Tech, 1998. http://hdl.handle.net/10919/30329.
Der volle Inhalt der QuellePh. D.
Arapan, Sergiu. „Understanding Physical Reality via Virtual Experiments“. Doctoral thesis, Uppsala universitet, Institutionen för fysik och materialvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9314.
Der volle Inhalt der QuelleLiu, Bingjian. „Integration of physical and virtual prototyping“. Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/9080.
Der volle Inhalt der QuelleMoore, Tonia L. „Student-Directed Inquiry: Virtual vs. Physical“. Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.
Der volle Inhalt der QuelleRundquist, Björn, und Johan Joensen. „Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality“. Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.
Der volle Inhalt der QuelleCentral to Virtual Reality is the experience of the digital as the real. But from where does this experience stem? By investigating several different perspectives on Virtual Reality, reality and deconstructions of concepts in previous Virtual Reality-science we’ve looked into the creation of this sensation of reality in Virtual Reality-games. Through a practical project, focusing on different types of scenes and control schemes, we then sought to create a discussion focusing on the practical application of the differing theories.
Ahluwalia, Kyle. „Projecting Presence: Creating an "Effet de Présence" for Virtual Characters“. Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30454.
Der volle Inhalt der QuelleHuthmann, Andre. „PRESENCE-DEPENDENT PERFORMANCE DIFFERENCES BETWEEN VIRTUAL SIMULATIONS AND MINIATURE WORLDS“. Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4227.
Der volle Inhalt der QuellePh.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering PhD
Peterson, Anne Cordelia. „Reconsidering "Liveness":Interactivity and Presence in Hybrid Virtual Reality Theatre“. The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu159507997218491.
Der volle Inhalt der QuelleHåkonsson, Jakob. „Haptic-Enhanced Presence in VR: Exploring the importance of haptic feedback in virtual environments to achieve presence“. Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22352.
Der volle Inhalt der QuelleHeimonen, Magnus. „Virtual Musicality : Soundtrack enters VR“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.
Der volle Inhalt der QuelleKnudsen, Claus Jørgen Schibsted. „Presence production“. Doctoral thesis, KTH, Numerical Analysis and Computer Science, NADA, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3823.
Der volle Inhalt der QuelleThis investigation has been carried out at the RoyalInstitute of Technology (KTH) in Stockholm. The main goal hasbeen to investigate the factors determining the production of asense of presence and reality in video mediated communication.Presenceis in these studies defines as the subjectiveexperience of being together in one place when one isphysically situated in another. Presence is an emergentproperty; it has no physicality, but arises as a mentalsensation. Special attention has been paid to spatial factors,embodiment issues, and narrative elements related to theproduction of presence.
A context map has been used in order to model the semanticsof presence production and to visualize the relationshipsbetween the determining factors. The conclusions may besummarized as follows:
Knowledge about physical and extended spaces and bodiesand of the shifting of attention between these is importantin presence production.
Well planned design of physical and virtual spacesenhances the sense of presence.
Coherent design and production of mediated embodiment canenhance the sense of presence.
Conscious use of content characteristics, e.g., goodstorytelling, can enhance the sense of presence.
Different communication modes need the support ofdifferent combinations of presence production factors.
Even technically poorly mediated communication maysupport a sense of presence and reality if the storytellingis good.
The human sensory environment should be supported by asense of non-mediation, technological transparency, on theplane of discourse.
The results indicate that individual differencesinfluence the sense of presence and reality.
The perception of video mediated communication evolves aspeople become daily users. People seem to intuitively begin tointerpret new types of mediated cues, adding what is missing incomparison to a real time physical communicationexperience.
Keywords:Telepresence, presence, social presence,co-presence, concept modeling, virtual reality, person space,task space, narration, video mediated communication, videoconferencing.
Olsberg, Hans, und Robert Perrakoski. „E-Commerce Strategy : Being Physical or Virtual?“ Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6032.
Der volle Inhalt der QuelleThe developments of Electronic Commerce applications origins back to the early 1970s and were primarily used within the financial sector. As the potential of E-commerce was recognized its use also reached into other sectors. The trend according of intensively, in-creasing sales is persistent and areas such as music, books and tickets are predicted to have the largest increase. The purpose of this thesis is to investigate how traditional companies, as we call click-and-mortar corporations, perceive threats and opportunities of E-commerce. We will also investigate how pure internet firms, what we call Virtual corporations, view the same threats and opportunities of e-commerce. We will also try to find changes made by both of our research groups in different strategic directions. To obtain new data in the extremely fast changing e-commerce area, semi-structured quali-tative interviews with four respondents within a specific industry was conducted. What we can conclude after interviewing two click-and-mortar corporations and two vir-tual or “pure” internet corporations is that they take different strategic positions. Virtual 1 is closer to the market and Virtual 2, who is owned by a larger corporation, cannot act as fast but has a better financial support. Traditional 1’s position is closer to their core compe-tence such as more complex and tailor-made products and Traditional 2 seams to be more innovative and channel integrated. Regarding price differences, the theories states that online pricing is generally lower, which our empirical results confirm, with the anomaly of Traditional 1’s pricing. The theories also say that the price differences may cause conflicts for click-and-mortar corporations. These theories concurred with our empirical study where the interviewed click-and-mortar corporations did experience some channel con-flicts. Further neither of the traditional corporations considers competition from pure e-commerce as a major threat. The explanation given is due to different customer groups, more customized products and that competition is more about products, range and price. The pure e-commerce corporation does not consider traditional and click-and-mortar cor-porations as major threat. Competition comes more from the charter industry going online and also that competition is more about prices, product range and brand recognition. The Search Engine Optimization (SEO) and the use of price comparison pages are tools to meet competition. None of our four corporations has any plans on adding or reducing physical stores as opposed by the theories. The traditional corporations do feel competition or confusion between the sales channels and that it is important to communicate a deeper understanding of the positive synergy effects.
Zakaib, Derek Andrew. „Continuum, linking the physical and the virtual“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0032/MQ47515.pdf.
Der volle Inhalt der QuelleChapman, Peter Michael. „Towards a physical model for virtual environments“. Thesis, University of Hull, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.342870.
Der volle Inhalt der QuelleFisher, Mario. „Performance benchmarking physical and virtual linux envrionments“. Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/10493.
Der volle Inhalt der QuelleVirtualisation is a method of partitioning one physical computer into multiple "virtual" computers, giving each the appearance and capabilities of running on its own dedicated hardware. Each virtual system functions as a full-fledged computer and can be independently shutdown and restarted. Xen is a form of paravirtualisation developed by the University of Cambridge Computer Laboratory and is available under both a free and commercial license. Performance results comparing Xen to native Linux as well as to other virtualisation tools such as VMWare and User Mode Linux were published in the paper "Xen and the Art of Virtualization" at the Symposium on Operating Systems Principles in October 2003 by Barham et al. (2003). Clark et al. (2004) performed a similar study and produced similar results. In this thesis, a similar performance analysis of Xen is undertaken and also extended to include the performance analysis of Open VZ, an alternative open source virtualisation technology. This study made explicit use of open-source software and commodity hardware.
Arpak, Asli. „Physical And Virtual: Transformation Of The Architectural Model“. Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609663/index.pdf.
Der volle Inhalt der Quelles materiality. Within this context, the emphasis of the study is on the relationship between the virtuality of conception and modeling processes, and the materiality of construction, production and fabrication.
Bergström, Mattias. „Getting physical : tangibles in a distributed virtual environment /“. Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.
Der volle Inhalt der QuelleFriedmann, Martin Richard. „Distributed physical simulations and synchronization in virtual environments“. Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.
Der volle Inhalt der QuelleKrishnan, Sherly Rishi, und Christopher Fisher. „A Virtual Spectacle“. Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-384232.
Der volle Inhalt der QuelleSjölie, Daniel. „Human brains and virtual realities : Computer-generated presence in theory and practice“. Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-68664.
Der volle Inhalt der QuelleEtt kombinerat perspektiv på den mänskliga hjärnan och datorgenererade virtuella verkligheter motiveras av den senaste utvecklingen inom kognitiv neurovetenskap och människa-datorinteraktion (MDI). Framväxten av nya teorier om den mänskliga hjärnan, tillsammans med en ökande användning av realistisk människa-datorinteraktion, gör det troligt att en bättre förståelse för relationen mellan mänskliga hjärnor och virtuella verkligheter är både möjlig och värdefull. Begreppet "närvaro", som i detta sammanhang beskrivs som den subjektiva känslan av att vara på en plats som känns verklig, kan fungera som en hörnsten i utvecklingen av en sådan förståelse, då datorgenererad närvaro är tätt kopplat till hur mänskliga hjärnor fungerar i virtuella verkligheter. I denna avhandling kopplas närvaro både till teoretiska diskussioner grundade i teorier om den mänskliga hjärnan, och till mätningar av hjärnans aktivitet under realistisk interaktion. De praktiska konsekvenserna av sådana resultat utvecklas vidare med en närmare titt på potentiella tillämpningar. Detta inkluderar utveckling och utvärdering av en prototypapplikation, motiverad av de presenterade principerna. Den teoretiska diskussionen av närvaro i denna avhandling bygger på allmänna principer för hjärnans funktion, och beskriver känslan av närvaro som en generell kognitiv funktion, inte specifikt relaterad till virtuella verkligheter. Virtuell verklighet (virtual reality, VR) är en utmärkt teknik för att undersöka och dra nytta av alla aspekter av närvaro, men en mer allmän tolkning gör att samma principer kan tillämpas på ett brett spektrum av applikationer. Funktionell hjärnavbildning (fMRI) användes för att studera den arbetande mänskliga hjärnan i VR. Sådant data kan informera och begränsa en vidare diskussion av närvaro. Med hjälp av två olika försöksdesigner har vi har undersökt både effekten av grundläggande aspekter av VR-interaktion, och neurala korrelat av störd närvaro i en naturalistisk miljö. Verklighets-baserad hjärna-dator interaktion (reality-based brain-computer interaction, RBBCI) föreslås som ett begrepp för att sammanfatta motiv och kontext för applikationer som bygger på en förståelse av den mänskliga hjärnan i virtuella verkligheter. Den prototypapplikation vi utvecklade uppnådde inte de uppsatta målen, men mycket återstår att utforska och lärdomar från vår utvärdering pekar på möjliga vägar framåt. En vidare användning av metoder och tekniker från dataspel är speciellt intressant.
Leibbrandt, Tim. „Intramediary presence : body, interactivity and networked distribution in immersive virtual reality art“. Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/14245.
Der volle Inhalt der QuelleDesai, Dharmesh Rajendra. „Measuring Presence in a Police Use of Force Simulation“. ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/td/2314.
Der volle Inhalt der QuelleNarayanan, Siddharth. „Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions“. Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.
Der volle Inhalt der QuelleMaster of Science
Yoginath, Srikanth B. „Virtual time-aware virtual machine systems“. Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52321.
Der volle Inhalt der QuelleProthero, Jerrold D. „The role of rest frames in vection, presence, and motion sickness /“. Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7057.
Der volle Inhalt der QuelleLatimer, Jennifer Michelle. „Physical and chemical weathering of illite in the presence of oxalate“. Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Thesis/Spring2010/j_latimer_042210.pdf.
Der volle Inhalt der QuelleTitle from PDF title page (viewed on July 8, 2010). "Department of Crop and Soil Sciences." Includes bibliographical references (p. 31-33).
Thao, Nancy. „The Effect of Peer Presence on Moderate-to-Vigorous Physical Activity“. Scholarly Commons, 2018. https://scholarlycommons.pacific.edu/uop_etds/3566.
Der volle Inhalt der QuelleWalker, Brian K. „Bridging the distance how social interaction, presence, social presence, and sense of community influence student learning experiences in an online virtual environment /“. Greensboro, N.C. : University of North Carolina at Greensboro, 2007. http://libres.uncg.edu/edocs/etd/1472WalkerB/umi-uncg-1472.pdf.
Der volle Inhalt der QuelleTitle from PDF t.p. (viewed Feb. 29, 2008). Directed by David F. Ayers, Sam Miller; submitted to the School of Education. Includes bibliographical references (p. 229-256).
Price, Matthew. „The Relation of Presence and Virtual Reality Exposure for Treatment of Flying Phobia“. Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/psych_theses/26.
Der volle Inhalt der QuelleSra, Misha. „A framework for enhancing the sense of presence in virtual and mixed reality“. Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119074.
Der volle Inhalt der QuelleCataloged from PDF version of thesis.
Includes bibliographical references (pages 251-281).
The vision of virtual reality has always been to create worlds that look, sound, act, and feel real. However, researchers and developers have largely favored visual perception over other senses. This over-valuation of the visual may be traced back to a partial interpretation of the seminal work on visual perception by psychologist JJ Gibson. Oculocentrism in design overlooks the fact that Gibson's theory of perception encompasses the entire range of perceptual processes integrated with action, including kinesthesia and affordances of the environment. Starting with Gibson's ecological approach to the reality of experience, I develop a four-dimensional framework for creating immersive experiences that blend extrinsic elements, meaning elements related to the user's real world context, and intrinsic elements, i.e., those related to the device, application and content. I present a series of novel methods and techniques, demonstrated through implemented systems to show how transferring real world affordances to virtual experiences can enhance the sense of presence, while also arguing for a shift from oculocentrism to sensorimotor processes and to the experiential modalities of touch, proprioception, and kinesthesia. My work contrasts with the currently dominant design approach premised on the notion that the richness of sensory perception can be recreated with vision alone. The hybrid systems described in this thesis present techniques for integrating space, kinesthesia, touch and other sensations, social interaction, and the user's physiology into the virtual experience.
by Misha Sra.
Ph. D.
Brenner, Alexander Julian. „Virtual Reality: The Game Changer for Residential Real Estate Staging through Increased Presence“. Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/cmc_theses/1471.
Der volle Inhalt der QuelleOng, Henry Tong. „Physical based toolkit for real-time distributed virtual world“. Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA303720.
Der volle Inhalt der QuelleLee, Yu-fung. „Develop students' spatial ability with physical and virtual manipulatives“. Click to view the E-thesis via HKUTO, 2005. http://sunzi.lib.hku.hk/hkuto/record/B35677806.
Der volle Inhalt der Quelle