Dissertations / Theses on the topic 'Immersives technologies'
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Barroy, Willy. "L’hybridation du dispositif de formation d’Airbus Helicopters face aux technologies immersives : des enjeux d’apprentissage individuel et organisationnel." Thesis, Toulon, 2018. http://www.theses.fr/2018TOUL0002.
Full textThe purpose of this research is to better understand how training devices evolve, with the introduction of virtual reality technology, in industrialized training situations. This work I based on an immersion in the "training" department of Airbus Helicopters. The research-action approach allows us to observe and participate in the emergence of a technology of reality for pilot’s training. The tool is put in situation with customers as part of their training and several demonstrations are made to actors of different trades around the training. We identify hybrid configurations in the sense that training situations are both practical and at the same time theoretical in the language of the organization. Then we show that the implementation of these technologies requires to rethink a traditional rationalization. These elements allow to suggest an "approach by the hybridization of systems" gives the organization the ability to reconsider its own project (structured objects of information, organization chart, skills and trades of actors). It is a depth questioning of the learning organization that is possible, from the experience of subjects
Abdel-Razek, Abdul-Rahman. "Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.
Full textNowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
Bisson, Isaline. "Approche multidimensionnelle et collaborative de la conception de formations professionnelles immersive centrée sur les utilisateurs." Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA024.
Full textToday, an increasing number of industrial companies are embracing immersive technologies (IT). These innovative technologies are primarily used in professional training to enhance operator learning. Numerous academic and industrial studies have demonstrated the benefits of using these new methods, both in terms of learning quality and the deployment of new learning situations that were previously inaccessible. However, there still exists a notable lack of user-centric consideration in designing these new training tools, which limits their full potential. However, there is still a lack of consideration for users in the design of these new training materials, which limits their potential benefits. Stäubli, a global supplier of industrial and mechatronic solutions (electrical fittings, fluid fittings, robots, and textiles), has decided to address this issue in the context of a CIFRE thesis in partnership with the ERCOS unit of the ELLIADD laboratory (UR 4661).Incorporating user perspectives into the design of products, especially immersive training systems, is challenging due to its multidisciplinary and highly collaborative nature. Therefore, the objective of our research is to propose a methodological framework for collaborative user-centered design of immersive professional training (IPT).Our research makes several contributions. Firstly, we conducted (i) an analysis of training practices within the Stäubli company, coupled with (ii) a qualitative analysis of the barriers and opportunities associated with IT. Based on this and a review of the field, our second contribution is the proposal of an original model of the user-centered collaborative design process for IPT. This model was tested in various training project cases, including initial design, redesign, and remote scenarios, in diverse execution contexts (mandatory IT use, absence of training plans, tight time constraints, etc.). On one hand, the design process was validated by evaluating the outcomes, namely the developed applications. Their usability, acceptability, and pedagogical value were assessed using qualitative and quantitative approaches. On the other hand, the model's validation was done by comparing the prescribed process with real-world practices. Iterative improvements were proposed until a design process model for FPI was aligned with Stäubli's practices.A third contribution of our work involved analyzing collaboration phases, particularly convergence phases within the proposed process. We specifically studied the co-design phases of pedagogical scenarios using Intermediate Objects (IO) as an approach. Preliminary results from qualitative analyses of collaboration quality highlighted the importance of properly specifying these IDOs.Building on these results, our fourth and final contribution was to operationalize our model within the company's context. We translated it into a roadmap that contains essential elements for the seamless integration of our work into Stäubli's teams for future projects. Our roadmap was tested through a simulated trial involving three training needs scenarios presented to an internal panel within the company. The results from semi-structured interviews were positive, indicating an easy adoption of the roadmap
GOTELLI, MARCO. "Immersive and Distributed Technologies for Simulation and Industrial Innovation." Doctoral thesis, Università degli studi di Genova, 2022. http://hdl.handle.net/11567/1084453.
Full textMarin, Carrillo Alba. "L'evolution du documentaire audiovisuel. Des formats interactifs aux expériences immersives." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAL018.
Full textThe conception of the documentary has changed, as well as the possibilities of creating fiction narratives and the forms associated with the techniques. In this context, we are interested in documentary practice and the influence of tools and devices such as virtual reality and augmented reality, the use of mobile applications and the development of web works on the web.We defend the thesis that technology influences the forms of representation of the documentary and has led to the evolution of narrative forms that must be rethought in their context of creation. This means that research on non-fiction productions based on the digital medium needs an open and interdisciplinary framework that can encompass its complexity.Thanks to the international character that the co-tutelage agreement contributes to this work, visual methods are inserted in in a research within the framework of visual studies. All this shapes the epistemological approach of this work.We have opted for a visual methodology with the objective of analyzing the contribution of digital technologies to the communicative qualities of the documentary and of knowing the evolution of the forms of representation. We rely on three case studies in which we apply our own method. It is a composite method in which we include the creation of an interactive audiovisual piece. All this is complemented finally with the analysis of a sample of selected documentaries.The results of the work tell us how the evolution of the documentary, in parallel with the advancement of technology, puts the viewer at the center of the story. The documentary becomes a multisensory experience created for an individual consumption in which the user acquires a central role
Chien, Yi-Ting. "Immersive Tour at Umeå’s Prison Hotel." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150339.
Full textKhryschuk, N. V. "Innovative technologies in nowaday’s world." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11512.
Full textBelich, Jerald. "Designing Toolsets for Improving the Accessibility of Immersive Technology." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.
Full textWeir, Shane Thomas. "Teachers' interpretation of pedagogy in the face of immersive educational simulations." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132310/1/Shane_Weir_Thesis.pdf.
Full textBeck, Stephan Verfasser], Bernd [Akademischer Betreuer] [Fröhlich, Bernd [Gutachter] Fröhlich, and Oliver [Gutachter] Staadt. "Immersive Telepresence Systems and Technologies / Stephan Beck ; Gutachter: Bernd Fröhlich, Oliver Staadt ; Betreuer: Bernd Fröhlich." Weimar : Bauhaus-Universität, Professur Systeme der Virtuellen Realität, 2019. http://d-nb.info/1179080149/34.
Full textUnkovski, Georgi. "THE IMMERSIVE WORLD OF VIDEO GAMES AND THE GAMING CONCEPTS IN THE FUTURE OF CINEMA." Master's thesis, Akademie múzických umění v Praze.Filmová a televizní fakulta. Knihovna, 2015. http://www.nusl.cz/ntk/nusl-251444.
Full textDmytryuk, S. "Educational technologies in art and design higher education of great britain." Thesis, Diamond trading tour, 2017. https://er.knutd.edu.ua/handle/123456789/8263.
Full textLiu, Rebecca. "The use of immersive technologies to modulate the contextual congruency of visual, auditory and olfactory information streams important in shaping hedonic responses." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461167985.
Full textArbogast, Michelle A. "Immersive Technologies in Preservice Teacher Education: The Impact of Augmented Reality in Project-Based Teaching and Learning Experiences." University of Toledo / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1553266590134835.
Full textHathaway, Drew Aaron. "The use of immersive technologies to improve consumer testing: the impact of multiple immersion levels on data quality and panelist engagement for the evaluation of cookies under a preparation-based scenario." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1448994162.
Full textSalvadori, Andrea. "Design and development of a cross-platform molecular viewer for Immersive Virtual Reality systems." Doctoral thesis, Scuola Normale Superiore, 2017. http://hdl.handle.net/11384/85810.
Full textZeising, Anja [Verfasser], Heidi [Akademischer Betreuer] Schelhowe, and Frieder [Akademischer Betreuer] Nake. "Moving Algorithm - Immersive Technologien und reflexive Räume für be-greifbare Interaktion / Anja Zeising. Gutachter: Heidi Schelhowe ; Frieder Nake. Betreuer: Heidi Schelhowe." Bremen : Staats- und Universitätsbibliothek Bremen, 2011. http://d-nb.info/1071992929/34.
Full textGuttman, Gretchen A. "The use of immersive technologies and threshold detection to determine the influence of context and matrix effects on perception of ethanol in beer." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1448285791.
Full textTjärnberg, Wilmer. "Heuristisk Utvärdering av Virtual Reality-Spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17719.
Full textFrancesca, Serravalle. "Augmented reality in retail : an analysis of this immersive technology through consumers’ and retailers’ perception." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSE3048.
Full textWith the advent of the internet and the digitisation process, the retail world has undergone numerous changes. As a matter of fact, this process has prompted all sectors to integrate technology into their sales processes. Particularly in retail, this process has meant that the physical and digital worlds have begun to find a meeting point. In this scenario there has been a shift from multi-channel, understood as a set of activities where goods are sold through different channels (online and offline), to a omnichannel retailing, where the two channels (online and offline) are integrated during the sales process. In this way, existing geographical and physical barriers are removed, leaving room for an all-round experience for the consumer. In this scenario is placed the work of this doctoral thesis, which stems from the interest of investigating the perception of consumers and sellers in the use of immersive technologies, with a particular focus on what is predicted by the reports as the most used immersive technology in the next five years: augmented reality.Through three exploratory studies (two qualitative studies on the consumer and retailer side and the last quantitative one), the present work aims to extend knowledge on the consumers’ and retailers’ perception on this technology. In chapter 2 consumers’ perception on augmented reality during the phases of a purchasing process is analysed through 20 semi-structured interviews, outlining the main perceived benefits and disadvantages. Chapter 3 analyses retailers’ side through 4 case studies, with the aim of studying their perception and readiness to adopt this immersive technology. Finally, chapter 5 aims to measure the relationship between the involvement of a product and its consumption behaviour, mediated through the immersion in the augmented reality shopping experience by 254 Italian consumers.Results highlight the role of immersive technology when combined with emotional product involvement, without which it remains a mere hedonic instrument. In fact, on the one hand consumers perceive technology as an additional, stand-alone tool, if not combined with specific products of their interest. On the other, retailers are aware of the main benefits brought by the introduction of a new technology, but they are reluctant to adopt it into their business. This is mainly due to two factors: the small and medium size of companies in Italy and a high uncertainty avoidance given by all the innovations not tested by their sector. The relationship between product involvement and behavioural intentions mediated by the immersive experience with augmented reality described in the model of this PhD thesis opens new managerial horizons for all those companies, which are aware of the benefits of these technologies and that would like to improve their performance using immersive tools
Con l’avvento di internet e il processo di digitalizzazione, il mondo della vendita al dettaglio ha subito numerosi cambiamenti. Infatti, questo processo ha spinto tutti i settori a integrare la tecnologia nei propri processi di vendita. In particolar modo, nella vendita al dettaglio questo processo ha fatto sì che il mondo fisico e quello digitale iniziassero a trovare un punto di incontro. In questo scenario sì è assistito infatti al passaggio dalla vendita multicanale, intesa come un insieme di attività dove le merci vengono vendute attraverso diversi canali (online e offline), ad una vendita omnicanale, dove i due canali (online e offline) sono integrati durante il processo di vendita. In questo modo, le barriere geografiche e fisiche esistenti vengono eliminate, lasciando spazio ad un’esperienza a tutto tondo per il consumatore. In questo scenario si colloca il lavoro di questa tesi di dottorato, che nasce dall’interesse di investigare la percezione dei consumatori e dei venditori nell’utilizzo delle tecnologie immersive, con un particolare focus a quella che viene predetta dai report come la tecnologia immersiva più utilizzata nei prossimi cinque anni: la realtà aumentata.Attraverso tre studi esplorativi (due qualitativi lato consumer e retailer e l’ultimo quantitativo), il presente lavoro ha l’obiettivo di estendere la conoscenza sul comportamento dei consumatori e dei venditori inerente a questa tecnologia. Nel capitolo 2 viene infatti analizzata attraverso 20 interviste semi-strutturate la percezione che hanno i consumatori della realtà aumentata durante le fasi di un processo di acquisto, delineando i principali benefici e svantaggi percepiti. Il capitolo 3 analizza il lato dei venditori attraverso 4 casi studio, con l’obiettivo di studiare la loro percezione di preparazione a adottare questa tecnologia immersiva. Infine, il capitolo 5 si pone l’obiettivo di misurare la relazione esistente tra il coinvolgimento di un prodotto e il relativo comportamento di consumo, mediato attraverso l’immersione nell’esperienza di acquisto con realtà aumentata da parte di 254 consumatori italiani.I risultati mettono in evidenza il ruolo della tecnologia immersiva se affiancata da un coinvolgimento emotivo ad un prodotto, senza il quale resta un mero strumento edonico. Infatti, da un lato i consumatori percepiscono la tecnologia come uno strumento aggiuntivo, stand alone, se non abbinato a particolari prodotti di loro interesse. Dall’altro i venditori conoscono i principali benefici apportati dall’introduzione delle nuove tecnologie, ma sono poco propensi ad inserirle. Questo è dovuto principalmente da due fattori: le piccole e medie dimensioni delle imprese in Italia e da una bassa propensione ad evitare il rischio e l’incertezza dato da tutte le innovazioni non testate dal loro settore. Le implicazioni della relazione tra coinvolgimento del prodotto e intenzioni di comportamento mediate dall’esperienza immersiva con realtà aumentata descritte nel modello sviluppato nella presente tesi di dottorato apre nuovi orizzonti manageriali per tutte quelle imprese che consce dei benefici di queste tecnologie, desiderano implementare per migliorare le loro performance
Reski, Nico. "Change your Perspective : Exploration of a 3D Network created with Open Data in an Immersive Virtual Reality Environment using a Head-mounted Display and Vision-based Motion Controls." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-46779.
Full textBoujibar, Adil. "La motivation des apprenants dans une situation de formation à distance médiatée par un dispositif immersif." Thesis, Toulon, 2017. http://www.theses.fr/2017TOUL0018/document.
Full textThe concept of “motivation” can be characterized by several approaches and studies that determine its aspects and its impacts in the fields of human and social science. It constitutes an important element that mobilizes human factors and stimulates performance level. In reference to information, communication and education science, intrinsic or extrinsic types of motivation can manifest in an environment that promotes expression, interaction and engagement. In a learning outlook, learning practices evolve introducing new and more efficient sophisticated techniques, such as the usage of immersive e-learning systems. Our research studies motivation phenomena through a sociotechnical protocol, animated by avatars. This will show immersion strength in the virtual environment and its impact on the motivation of the user of that communication system. The main point is to analyze a problematic that determines the ambitions of the trainee associated with winning the competition “My thesis in three minutes”, by combining practices and an environment that stimulates his behavior during the course. A learning process favoring motivation by the usage of virtual characters who reproduce the user’s movements and emotions is a new promising model of mediation in information and communication science.Our thesis is to present an e-learning tool that optimizes communication between teachers and learners and develops a learning circle based on motivation. Our methodology choice is based on a comprehensive approach that allows clarifying the nature of the actual links between the real and the virtual worlds, which creates an interaction between an individual and his avatar. To accomplish this, an experiment was set up and performed in our research field using observation techniques and qualitative interviews in order to understand the nature of the links existing between actors of the immersive system and to unravel the stimuli of the trainee’s motivation in an e-leaning situation
Ivan, Stojšić. "Могућности примене проширене и виртуелне реалности у настави и учењу географије." Phd thesis, Univerzitet u Novom Sadu, Prirodno-matematički fakultet u Novom Sadu, 2020. https://www.cris.uns.ac.rs/record.jsf?recordId=114428&source=NDLTD&language=en.
Full textRazvoj proširene i virtuelne realnosti u poslednjih nekoliko godina stvorio je mogućnosti za uključivanje i primenu ovih tehnologija na svim nivoima obrazovanja. Brojna istraživanja ističu da imerzivne tehnologije mogu pozitivno uticati na ishode učenja i motivisanost učenika. Takođe, geografija se često izdvaja kao predmet koji posebno može da iskoristi te potencijale za unapređenje i osavremenjavanje nastavne prakse. Međutim, postavlja se pitanje spremnosti nastavnika i studenata geografije (nastavnog usmerenja) da organizuju nastavu sa mobilnim i imerzivnim tehnologijama. Pritom, neophodno je sveobuhvatno sagledati pozitivne i negativne faktore koji utiču ili mogu uticati na integraciju ovih tehnologija u geografsko obrazovanje. Shodnonavedenom, ova disertacija razmatra kako, kada i zašto koristiti proširenu i virtuelnu realnost u nastavi i učenju geografije.
In recent years, the development of augmented and virtual reality has created opportunities for integration and use of these technologies at all levels of education.Numerous studies showed that immersive technologies have the potential to improve student learning outcomes and motivation. Geography is also often indicated as a subject that can utilize these potentials to improve and modernize teaching practice. However, the integration raises the question of the readiness of geography pre- and in-service teachers to organize classes with mobile and immersive technologies. Also, a comprehensive overlook regarding the positive and negative factors that influence or may influence the integration of these technologies in geographic education is necessary. Accordingly, this dissertation examines how, when, and why to use augmented and virtual reality in geography teaching and learning.
Freitas, Carlos Henrique Tavares de. "Bibliotecas, leituras e leitores : um estudo no contexto da UFMT." reponame:Repositório Institucional da UFMT, 2012. http://ri.ufmt.br/handle/1/56.
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As Tecnologias da Informação e Comunicação são elementos importantes para o acesso à informação, a produção de novos conhecimentos e o desenvolvimento científico, estando presentes também no contexto do ensino superior e no ambiente das bibliotecas universitárias, tanto como recursos de informatização dos serviços técnicos e da gestão destas Unidades, quanto no desenvolvimento de produtos e serviços baseados em conteúdos digitais de informação. Nesse sentido, este estudo tem por objetivo investigar as características dos leitores e dos tipos de leitura desenvolvidos na Biblioteca Central da Universidade Federal de Mato Grosso, considerando que, atualmente, os recursos de leitura e pesquisa tradicionais dividem espaço com novos produtos e serviços, influenciados pelas Tecnologias da Informação e Comunicação. Para tanto, envolve uma pesquisa exploratória baseada em uma abordagem qualitativa, tendo como instrumentos de coleta de dados, a observação, o questionário, a entrevista estruturada e a observação participante. A pesquisa de campo foi dividida em duas etapas principais, sendo a primeira, a elaboração de um perfil socioeconômico e cultural, e a segunda etapa, a realização de entrevistas e observações dos processos de navegação dos usuários/leitores da biblioteca. Na primeira etapa, entre outros aspectos, observamos que os leitores da Biblioteca Central correspondem a um público diversificado e dinâmico, composto, em sua maioria por alunos de cursos de graduação que se encontram cadastrados no Sistema Pergamum. A maioria dos usuários/leitores utiliza a biblioteca frequentemente, sendo constatada também uma quantidade significativa de visitantes que utilizam o ambiente de estudo para concursos e similares. A pesquisa acadêmica corresponde à maior razão de uso da biblioteca e, quanto aos produtos e serviços, observou-se que os livros, a consulta local, o serviço de circulação de materiais bibliográficos e a utilização do ambiente para estudo são os recursos mais utilizados pelos leitores, havendo um baixo índice de uso das Tecnologias da Informação e Comunicação no ambiente da biblioteca, bem como dos serviços informatizados. A segunda fase da investigação compreendeu três momentos: abordagem dos sujeitos (quando ocorreu o agendamento das entrevistas e observações), entrevista estruturada e observação participante. As entrevistas envolveram questões referentes às características dos leitores, suas relações com as tecnologias, com o ciberespaço, produtos e serviços da Biblioteca Central. A observação participante explorou a solução de três problemas de navegação propostos aos pesquisados, qual seja, a realização de uma pesquisa genérica, a realização de uma pesquisa acadêmica e a exploração dos serviços on-line da Biblioteca Central (pesquisas no catálogo eletrônico, reservas, renovações etc.). Concluiu-se que todos os usuários pesquisados nesta etapa do estudo apresentaram características de leitores imersivos, mas alguns também se destacaram como leitores meditativos, sendo que estes perfis são influenciados pelo ambiente, situação e objetivos de pesquisa, bem como pela cultura dos leitores. Além disso, se por um lado, o fato de serem leitores imersivos não significa que prefiram utilizar apenas o ciberespaço, em detrimento dos livros e demais materiais impressos, esta mesma prerrogativa também não significa que estes leitores conhecem, dominam e utilizam amplamente os serviços eletrônicos da Biblioteca Central da UFMT.
Sharir, Yacov. "Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identities." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1498.
Full textDePriest, Anthony. "Visualization Tools for Visual Impact Assessments: A study of immersive technologies." 2018. http://hdl.handle.net/2097/38944.
Full textDepartment of Landscape Architecture/Regional and Community Planning
Timothy D. Keane
Visual Resource Management practices are relatively new, dating back to the late 1960’s and early 1970’s (Litton, 1984; USDA Forest Service, 2010). At the conception of visual resource management practices, computers were not prominent in everyday life. As computing tools advanced along with easier access to technology, a perceived surge of research emerged within the VRM field in the 1990’s. Since that time, it appears that few landscape architects have continued to research how modern technological advancements, specifically the recent expansion of virtual reality, could be used in predicting the visual impacts of proposed development. This report aims to compare virtual environments to existing methods for assessing the visual impacts of development in the Texas prairie ecoregion. New reliable tools at the hands of experts could lead to more accurate and more understood consequences of development on the visual landscape. Following precedents set forth in similar research studies, participants will view photographic and rendered images of scenes before and after development projected through a digital display. Potential development will be analyzed through a comparison analysis in which multiple visualization methods (Google Earth and photo sphere images) are compared to industry standards of two-dimensional images and renderings. The comparison analysis will survey experts and ask them to rate certain views before and after development through multiple visualization methods. Results from the study show a high similarity in perceived impacts between 2D images and Google Earth assessments. However, photo sphere images were rated consistently lower than their counterparts. Image resolution and detail could have led to the lower ratings in photo sphere images. Overall, participants felt that immersive visualization media will soon replace the use of 2D images for conducting visual impact assessments.
Yalçınkaya, Beril. "Designing 3D scenarios and interaction tasks for immersive environments." Master's thesis, 2020. http://hdl.handle.net/10400.26/35865.
Full textIn the world of today, immersive reality such as virtual and mixed reality, is one of the most attractive research fields. Virtual Reality, also called VR, has a huge potential to be used in in scientific and educational domains by providing users with real-time interaction or manipulation. The key concept in immersive technologies to provide a high level of immersive sensation to the user, which is one of the main challenges in this field. Wearable technologies play a key role to enhance the immersive sensation and the degree of embodiment in virtual and mixed reality interaction tasks. This project report presents an application study where the user interacts with virtual objects, such as grabbing objects, open or close doors and drawers while wearing a sensory cyberglove developed in our lab (Cyberglove-HT). Furthermore, it presents the development of a methodology that provides inertial measurement unit(IMU)-based gesture recognition. The interaction tasks and 3D immersive scenarios were designed in Unity 3D. Additionally, we developed an inertial sensor-based gesture recognition by employing an Long short-term memory (LSTM) network. In order to distinguish the effect of wearable technologies in the user experience in immersive environments, we made an experimental study comparing the Cyberglove-HT to standard VR controllers (HTC Vive Controller). The quantitive and subjective results indicate that we were able to enhance the immersive sensation and self embodiment with the Cyberglove-HT. A publication resulted from this work [1] which has been developed in the framework of the R&D project Human Tracking and Perception in Dynamic Immersive Rooms (HTPDIR).
Yalçinkaya, Beril. "Designing 3D scenarios and interaction tasks for immersive environments." Master's thesis, 2020. http://hdl.handle.net/10400.26/39271.
Full textReis, António Alberto Castro Baía. "Immersive media, social change, and creativity: a framework for designing collaborative 360° video productions." Doctoral thesis, 2021. https://hdl.handle.net/10216/132047.
Full textReis, António Alberto Castro Baía. "Immersive media, social change, and creativity: a framework for designing collaborative 360° video productions." Tese, 2021. https://hdl.handle.net/10216/132047.
Full textMathiesen, Dylan Mitchell. "An interactive decision support tool for participatory pest management planning: combining local, regional and scientific knowledge through immersive, collaborative and interactive technologies." Thesis, 2016. https://researchonline.jcu.edu.au/52657/1/52657-mathiesen-2016-thesis.pdf.
Full textJha, Manish Kumar. "Theseus : a 3D virtual reality orientation game with real-time guidance system for cognitive training." Thesis, 2020. http://hdl.handle.net/1866/24318.
Full textStudies support cognitive training as an efficient method to slow the cognitive declinein older adults. Virtual reality (VR) based serious games have found application in thisfield due to the high level of immersion and interactivity offered by virtual environments(VE). This project implements a fully immersive 3D virtual reality orientation game with areal-time guidance system to be used as an exercise for cognitive training. The immediateaftereffects of playing the orientation game on memory and attention abilities were studiedon fifteen older adults with subjective cognitive decline (SCD). It was observed that whilethere was no significant improvement in attention exercises, the participants performedbetter in specific memory exercises after playing the orientation game. Sometimes lack of success in achieving the required objective may increase the negativeemotions in humans and more so in people who suffer from cognitive decline. Hence, thegame was equipped with a real-time guidance system with location hints to control negativeemotions and help participants to complete the tasks. The guidance system is based onlogical rules; each hint is delivered if a specific condition is met. Change in emotions ofparticipants showed that hints are effective in reducing frustration, given that the hints areeasily comprehensible and designed to give positive feedback. The final part of the project focuses on the guidance system and implements a way toactivate it entirely based on a person’s emotions. The problem calls for identifying the stateof the emotions that should trigger the guidance system’s activation. This problem takes theform of a Markov decision process (MDP), which can be solved by setting it in a reinforcementlearning framework. Deep Q-Learning network (DQN) with experience replay (ER),which is one of the state-of-the-art reinforcement learning algorithms for predicting actionsin discrete action space, was used in this context. The algorithm was trained on simulateddata of emotions and tested on the data of fifteen older adults acquired in experimentsconducted in the first part of the project. It is observed that the RL based method performsbetter than the rule-based method in identifying the mental state of a person to provide hints.
Amjadi, Faezeh. "Comparing of radial and tangencial geometric for cylindric panorama." Thèse, 2016. http://hdl.handle.net/1866/18753.
Full textLes caméras ont généralement un champ de vision à peine assez grand pour capturer partie de leur environnement. L’objectif de l’immersion est de remplacer virtuellement un grand nombre de sens, de sorte que l’environnement virtuel soit perçu comme le plus réel possible. Une caméra panoramique est utilisée pour capturer l’ensemble d’une vue 360°, également connue sous le nom d’image panoramique. La réalité virtuelle fait usage de ces images panoramiques pour fournir une expérience plus immersive par rapport aux images sur un écran 2D. Cette thèse, qui est dans le domaine de la vision par ordinateur, s’intéresse à la création d’une géométrie multi-caméras pour générer une image cylindrique panoramique et vise une mise en œuvre avec les caméras moins chères possibles. L’objectif spécifique de ce projet est de proposer une géométrie de caméra qui va diminuer au maximum les problèmes d’artefacts liés au parallaxe présent dans l’image panoramique. Nous présentons une nouvelle approche de capture des images panoramiques cylindriques à partir de plusieurs caméras disposées uniformément autour d’un cercle. Au lieu de regarder vers l’extérieur, ce qui est la configuration traditionnelle ”radiale”, nous proposons de rendre les axes optiques tangents au cercle des caméras, une configuration ”tangentielle”. Outre une analyse et la comparaison des géométries radiales et tangentielles, nous fournissons un montage expérimental avec de vrais panoramas obtenus dans des conditions réalistes
Aparício, Cláudia Sofia da Conceição. "Artificial reality in marketing : its uses and effects on tweens." Master's thesis, 2019. http://hdl.handle.net/10400.14/29863.
Full textOs objetivos deste estudo são avaliar os efeitos de tecnologias imersivas nas perceções do segmento Tween (crianças de 7 a 11 anos); outro intento desta investigação é também de explorar os valores, usos e adaptações de Tecnologias Imersivas em marketing. Para alcançar esses objetivos, foi adotada uma abordagem de pesquisa de estilo metodológico misto de modo a obter informações sobre Tweens, o segmento escolhido para análise. As informações foram conseguidas através da observação de uma experiência onde uma amostra intencional do segmento estudado interagiu com Realidade Virtual. Posteriormente foram realizadas entrevistas semiestruturadas para as crianças sobre a experiência com o uso de tecnologias imersivas de modo a compreender as perspetivas, tidas por este segmento, desta tecnologia durante a experiência. A partir dos resultados deste estudo concluiu-se que as tecnologias imersivas têm a capacidade de criar estímulos que irão, portanto, gerar perceções que podem alterar as perceções da realidade. A revisão da literatura apresentada no enquadramento teórico também apontava para este resultado, tendo sido salientado que as crianças são mais suscetíveis a tais efeitos, devido ao fato de as suas perceções do “Eu” e da realidade ainda não se encontrarem completamente desenvolvidas (Segovia & Bailenson, 2009). Os resultados concluíram que os Tweens são recetivos ao uso de tecnologias imersivas em estratégias de marketing. Espera-se que as descobertas e as implicações deste estudo contribuam para uma melhor compreensão de como as tecnologias imersivas afetam as perceções deste segmento bem como da população num todo. Espera-se também que essas descobertas melhorem o desenvolvimento de novos planos estratégicos de marketing para este segmento, com tecnologias imersivas como instrumento-chave.
Evangelista, Alessandro. "Towards the next generation of advanced technical documentation in augmented reality: the case of MILL 4.0." Doctoral thesis, 2021. http://hdl.handle.net/11589/225858.
Full textAugmented Reality (AR) promises to create direct, automatic, and actionable links between the physical world and electronic information. It provides an immediate and straightforward user interface to an electronically enhanced physical world. In particular, Industrial AR allows the integration between knowledge-based information, traditionally used by operators and provided mainly in paper documentation and data available from sensors on equipment. This approach is suggested by companies, especially small and medium-sized enterprises, who want a gradual introduction of Industry 4.0 technologies within their established practices. The scope of this work is to develop an advanced technical documentation system in AR for a flour milling plant. The work discussed in this dissertation aims to bring added value to the existing literature in the field of industrial AR and advanced technical documentation. Besides, an attempt will be made to shed light on the role of AR as an enabling technology for the industry of the future. First, we focused on different industrial AR interfaces in order to understand established practices to guide IAR interface design. Then, we investigate the AR key technology with a novel approach based on patent research. Finally, the main result of this work is the design and development of two AR systems for a flour milling plant that following two different design approaches.
(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.
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