Dissertations / Theses on the topic 'Reality science'
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Crompton, R. J. R. "Science and reality." Thesis, University of Oxford, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.305815.
Full textRalston, Stuart Edward. "Virtual reality science centre exhibits." Thesis, University of Canterbury. Computer Science, 1994. http://hdl.handle.net/10092/9275.
Full textBell, Catherine. "Science with personality: reality science - the future of science communication." Thesis, Canberra, ACT : The Australian National University, 2011. http://hdl.handle.net/1885/8746.
Full textDrews, Timothy. "Shared augmented reality: a framework for networked augmented reality applications." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119674.
Full textDans cette thèse, nous détaillons le développement d'une architecture logicielle dédiée à réalité augmentée en réseau. Nous explorons plusieurs procédés de la vision numérique tels que la détection et suivi de surfaces planes et la localisation spatiale à partir de plusieurs capteurs et discutons de la conception de notre système. Cette thèse se concentre principalement sur la combination d'information sensorielle provenant de plusieurs sources. Notre technique utilise une nouvelle extension du filtre de Kalman qui exploite la structure des rotations. Nous offrons une dérivation extensive de cette formulation et nous validons cette approche d'une part par des données simulées mais aussi par des données réelles obtenues par un système de capture de mouvement.
Cross, Julian Stamford. "Return to reality : a causal realist approach to re-construction in science teaching /." Connect to thesis, 2001. http://eprints.unimelb.edu.au/archive/0002048.
Full textKhan, Mina S. M. Massachusetts Institute of Technology. "Wonderland : constructionist science learning in mixed reality." Thesis, Massachusetts Institute of Technology, 2018. https://hdl.handle.net/1721.1/122896.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 95-99).
Science concepts lie at the heart of our everyday experiences, yet people feel disconnected from science because of the abstract way it is taught in schools. We wanted people to learn science concepts in the real world in playful ways, and used Mixed Reality (MR) to allow people to visualize and play with science concepts in the real world. We focused on Newtonian physics as our first science concept in Wonderland because Newtonian physics is commonly experienced by people in their everyday lives, especially in playful contexts, e.g., when they throw a ball. We created simple Newtonian physics tools, which served as building blocks of Newtonian physics systems to allow learners to build their own Newtonian physics models and puzzles for constructionist learning. We include different types of custom visualizations, e.g., graphs, velocity and acceleration vectors, etc, to allow the users to visualize the underlying physics of objects in scientifically accurate, yet intuitive ways. Our rewinding interface also enables users to play, pause, rewind, replay, speed up and slow down physics so that users can learn from repeated physics experimentation. We created two versions of Wonderland: a Hololens version for an immersive head-worn MR experience, and an ARKit version for a more widely accessible MR experience on iOS devices. Our experiments show that users enjoy solving Newtonian physics puzzles in Wonderland, and find the visuals and simulations helpful in understanding Newtonian physics concepts. We aim to further develop and deploy Wonderland to promote science learning and exploration in the real world.
by Mina Khan.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
Tiiro, A. (Arttu). "Effect of visual realism on cybersickness in virtual reality." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201802091218.
Full textKandikonda, Keerthi. "Using Virtual Reality and Augmented Reality to Teach Human Anatomy." University of Toledo / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1302096342.
Full textBhattacharya, Devarun. "A framework for reality over web." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119727.
Full textDe nos jours, la vidéo sur Internet se popularise de plus en plus. La vidéo est utilisée comme un mécanisme de partage d'informations dans un grand nombre des domaines, tels que la communication, le divertissement ou l'éducation. La vidéo sert essentiellement à transférer d'une scène à un spectateur, l'information visuelle et audio capturée à l'aide d'une caméra. Quand les vidéos sont rendues sur les navigateurs Web de nombreuses possibilités émergent pour fournir des canaux d'information supplémentaires sur ces vidéos.La RoW (Reality over Web) est une tentative de charger une vidéo avec des informations additionnelles. La RoW ajoute un lien bidirectionnel au dessus de la vidéo qui permet le transfert de l'information entre les spectateurs et les acteurs présents dans la vidéo. Grâce à ce mécanisme, les spectateurs peuvent influencer les évènements de la vidéo ou obtenir de l'information additionnelle qui n'est pas facilement accessible à propos de la scène. Dans ce travail nous avons développé une architecture pour la RoW et avons mis au point un système prototype de RoW, qui met en évidence le concept de l'emprise. Un problème particulier qui est au cœur de l'emprise est de localiser les périphériques dans une image vidéo. Cela nécessite un système de positionnement (locationing) qui doit être très précis et qui ne nécessite aucun support matériel spécial sur le côté de l'appareil. Puisque les systèmes existants ne répondaient pas à ces exigences, ce travail apporte une contribution au développement d'un nouveau système de positionnement (locationing) basé sur la directivité des ondes sonores à haute fréquence.Une fois les appareils détectés, ils sont appliqués (adressés) sur la vidéo. La vidéo est alors rendue interactive d'une manière qui permet de convertir les mouvements gestuels de l'utilisateur sur cette partie spécifique de la vidéo en des commandes appropriées à l'appareil correspondant. Les expériences menées avec le prototype développé dans un environnement de laboratoire et à l'intérieur d'une chambre d'isolement sonore indiquent que notre système de positionnement (locationing) est capable d'atteindre le haut niveau de précision requise par la RoW.
Saw, Yihui. "Enlight : a projected augmented reality approach to science education." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/100671.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 73-77).
Advances in augmented reality (AR) interfaces create a new possibility for innovative learning tools in education. This thesis explores the application of a projected augmented reality system and its use in science education. Through this work, we provide some brief insights into the potential and challenges of using the projection augmented model in a learning environment. With a focus on physics education, we developed tangible simulations of magnetic fields and other phenomena through the means of augmentation. We describe also the means to integrate and apply AR in a classroom environment. Our investigation analyzes the effects of augmented reality on student learning outcomes and the usability of our model. Quantitative and qualitative evidence suggests that the projection augmented model may complement learning in ways that current interfaces and learning methods are lacking.
by Yihui Saw.
M. Eng.
Valiathazhel, James Daniel. "Science for all - myth or reality?: a research project." Thesis, Rhodes University, 2002. http://hdl.handle.net/10962/d1004391.
Full textCollier, Rohan. "The reality of species." Thesis, Royal Holloway, University of London, 1985. http://repository.royalholloway.ac.uk/items/73428683-ea4a-4855-a8be-e422b3a953e3/1/.
Full textHobin, James Keat. "Editing reality made easy." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113151.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Pages unnumbered. Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages [44]-[45]).
The Reality Editor is a system based around the concept that physical objects may serve augmented reality web interfaces while communicating information about their state to the local environment. Its combination of an augmented reality web browser with an object messaging system leads to high usability and simplicity. In my contribution to the project, I reduce the difficulty of creating and controlling compelling augmented reality Internet of Things experiences using the Reality Editor. I simplify the creation process through three areas of work: creating reusable user interface components, designing an in-browser editor, and implementing a drag-and-drop in-app editor. My work on enhancing control takes two forms: developing an object memory system and integrating networked cameras. Finally, I improve the Reality Editor as a whole through a series of efforts targeting its documentation, performance, and reliability.
by James Keat Hobin.
M. Eng.
Salanitri, Davide. "Trust in virtual reality." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52322/.
Full textCrosier, Joanna. "Virtual environments for science education : a schools-based development." Thesis, University of Nottingham, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.323181.
Full textFlintham, Martin. "Supporting mobile mixed-reality experiences." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10632/.
Full textLaurendi, Joseph Michael. "Augmented reality games : improved data layers." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66436.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 73-74).
The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own games based on a map, a set of characters, and a plot of their choosing. In an earlier version of the software, students were allowed to add "substances" (e.g. oil spills) to their games. The functionality for doing so did not give the student much control and was unintuitive to use. In this thesis, I propose and analyze a prototype of the design and implementation of a new, improved interface that allows students to add a generalized version of a "substance" to their AR games. This generalization of a "substance" is termed a "data layer"
by Joseph Michael Laurendi.
M.Eng.
Duffield, Austin (James Austin). "Enabling high-quality untethered virtual reality." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/119520.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 47-50).
Today's virtual reality (VR) headsets require a cable connection to a PC or game console. This cable significantly limits the player's mobility and, hence, her VR experience. The high data rate requirement of this link (multiple Gbps) precludes its replacement by WiFi. Thus, in this thesis, we focus on using mmWave technology to deliver multi-Gbps wireless communication between VR headsets and their game consoles. We address the two key problems that prevent existing mmWave links from being used in VR systems. First, mmWave signals suffer from a blockage problem, i.e., they operate mainly in line-of-sight and can be blocked by simple obstacles such as the player lifting her hand in front of the headset. Second, mmWave radios use highly directional antennas with very narrow beams; they work only when the transmitter's beam is aligned with the receiver's beam. Any small movement of the headset can break the alignment and stall the data stream. We present MoVR, a novel system that allows mmWave links to sustain high data rates even in the presence of a blockage and mobility. MoVR does this by introducing a smart mmWave mirror and leveraging VR headset tracking information. We implement MoVR and empirically demonstrate its performance using an HTC VR headset.
by Austin Duffield.
M. Eng.
Chin, Tze Kwang. "Augmented reality on the iPhone platform." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61277.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 69).
In this thesis, I designed and implemented an iPhone implementation of the Outdoor Augmented Reality client developed by the Schellar Teacher Education Program at MIT. The work began as a simple port, but it soon became clear that a redesign of the current system architecture was necessary to provide better cross platform compatibility, especially in light of the possibility of a future Android implementation of the game client. I designed a flexible and extensible new architecture that achieves that purpose. Furthermore, the new architecture also adds more features to the game such as having basic Al for game characters.
by Tze Kwang Chin.
M.Eng.
Belson, Itamar David. "A cross-platform virtual reality experience." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112897.
Full textCataloged from PDF version of thesis. "December 2016."
Includes bibliographical references (page 30).
Virtual reality refers to a realistic and interactive experience whereby a user is able to observe and interact with a simulated three-dimensional environment. However, although immersive by nature, most modern virtual reality systems require the use of specialized head-mounted displays that result in experiences that are wholly detached and isolated from other potential users as well as from the primary user's immediate surrounding. This thesis describes a system that aims to solve the isolative nature of virtual reality through incorporating a new form of multi-person interaction within virtual reality worlds that enables cross-platform observation and agency within the digital domain. Namely, this new form of human-to-human virtual interaction method allows two or more individuals to simultaneously observe and interact with the same virtual world through inherently different perspectives. More specifically, this thesis details an example application of such a system in which two users, one connected through a virtual reality interface and the other connected via a standard monitor interface, concurrently play a virtual air hockey game similar to the physical equivalent. Although a single example, the principles of the described system may be extended and applied to a variety of applications within the virtual reality domain.
by Itamar David Belson.
M. Eng.
Wedgwood, F. Ruth. "Aspiration and reality in the teaching and learning of science in Tanzania." Thesis, University of Edinburgh, 2007. http://hdl.handle.net/1842/25294.
Full textZhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.
Full textMaster of Fine Arts
Immunology Virtual Reality is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogen invasions at an infection site in the human body. It explores levels of interactivity and storytelling in educational VR and their impact on learning.
Yannier, Nesra. "Bridging Physical and Virtual Learning: A Mixed-Reality System for Early Science." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/752.
Full textSwerhun, Bryce. "Social and natural reality : prospects for a consilient theory of nationalism." Thesis, Stellenbosch : Stellenbosch University, 2008. http://hdl.handle.net/10019.1/3107.
Full textNationalism is quite easy to understand, but somewhat difficult to explain. In terms of understanding nationalism, we do not need to know anything more about society and sentiment than what is taken for granted in everyday life. An individual who ‘drops’ into a foreign culture may know absolutely nothing about its people’s songs, rituals, amusements and traditions: why some customs evoke tears, and others, bravado. This person would feel no sense of collective awe or inspiration when touring historic battlefields and monuments of an unfamiliar country. Nevertheless, he or she would likely understand and appreciate that all of these things are steeped in meaning and identity. These instances of meaning and identity may not be felt, shared or even fully known, but their role as expressions of nationalism can be readily appreciated. The global spread of nations entails an array of mutually unfamiliar national identities, but the actual phenomenon nationalism is rarely foreign to anyone. From an outsider’s perspective we do not know how certain expressions are significant to a particular group, but we do understand that they are expressions of national belonging. Explaining nationalism is more difficult for the simple reason that experiencing and recognizing a phenomenon is not sufficient to account for its existence. Customs and rituals are two suggested properties of nationalism, but what is the causal relationship between such properties and the end phenomenon (how does custom actually lead to nationalism, if at all)? The answers to these questions are still a matter of debate. The situation is only made worse by the fact that most theories explaining nationalism seem to rest on a tower of abstractions. For instance, it may seem uncontroversial for some to argue that nationalism is an outgrowth of ethnic identity. However, this just begs the question. What is ethnicity? The potential for regress to abstraction is a major impediment to theory. This thesis will examine the problem of explanation: the reasons why theories of nationalism have struggled with explaining nationalism, and a discussion on how to overcome these difficulties. Specifically, this thesis will show that: 1) The problem of explaining nationalism is due in part to the ‘classical’ problem found in the literature: whether nationalism is an ‘ancient’ social phenomenon, or a ‘modern’ phenomenon which can be dated (roughly) to the late eighteenth century. 2) Debates regarding the classical problem are closely affected by philosophical issues in the social sciences. 3) The incorporation of a consilient methodology (i.e. a research program that unifies theories of social science with theories of natural science) can provide a new strategy for future theories of nationalism and work to solve the classical problem.
Adler, Sean. "Montanita: A Modern Augmented Reality System." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/789.
Full textCowley, Brent. ""Reality" while Dreaming in a Labyrinth: Christopher Nolan as Realist Auteur." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1011762/.
Full textMenon, Sadan Suneesh. "ARiSE - Augmented Reality in Surgery and Education." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1626967290537148.
Full textLyubomirsky, Ilya. "Quantum reality and squeezed states of light." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/36431.
Full textIncludes bibliographical references (leaves 67-71).
by Ilya Lyubomirsky.
M.S.
Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.
Full textIncludes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
Vargas, David Anthony. "Multiplayer collaboration in educational virtual reality games." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119701.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 59).
Recent innovations in Virtual Reality technology has made it more affordable and accessible to consumers and classrooms. This research works toward investigating the impact of VR in a collaborative learning environment as part of a larger cross- platform system. We have explored three primary research objectives: 1) how do we engage players in a cross platform education game 2) is it possible for VR to be one of these platforms effectively and 3) how do we design the game so that the players have to collaborate? For all of these tasks, I helped develop the collaborative aspect of a project called CLEVR, which is a multiplayer game that places one user inside of a biological cell through a VR headset while connecting another on a touch screen tablet. After discussing the progress made on the project and the contribu- tions I made, we discuss the results of various play test opportunities through our design-based iterative research and the conclusions drawn from them. Our results show promise for the impact of VR on education and the effect it could have on the engagement of students as part of a multiplayer cross-platform system.
by David Anthony Vargas.
M. Eng.
Mellor, John Phillip 1965. "Enhanced reality visualization in a surgical environment." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/11861.
Full textAlmansa, Fernández Jesús Tomás, and Maqueda Juan Pablo Vargas. "Virtual commissioning with virtual reality." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18574.
Full textSchmeckpeper, Benjamin Arthur. "Outdoor augmented reality n-th game editing suite." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41669.
Full textIncludes bibliographical references (p. 57).
OARnGES was developed to be a comprehensive Augmented Reality game development tool. Augmented Reality provides players a view of the real world augmented with virtual characters and information. Augmented Reality has proved to be a valuable educational tool, but bridging the gap between experimental game engines and in-class deployment has proved difficult. OARnGES attempts to close that gap by removing the technical barriers of game development. The Augmented Reality engine framework is still in flux and OARnGES provides a stabilizing layer between the developer and the platform.
by Benjamin Arthur Schmeckpeper.
M.Eng.
Wang, Tiffany (Tiffany N. ). "Case for usability : designing Outdoor Augmented Reality games." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46527.
Full textPages 95-96 blank
Includes bibliographical references (p. 87-88).
Creating a successful Outdoor Augmented Reality (OAR) game can be a complicated process. With every new feature added to the OAR toolset, games gain more levels of complexity, grow in size of content, and become increasingly difficult to produce and manage. In order to identify plausible methods to help alleviate some of the difficulties when creating OAR games, a heuristic usability evaluation of the existing Game Editor toolkit and an assessment of the needs of game designers were made as part of this research. Two new applications, the Desktop Editor and Remote Editor, were designed, prototyped, and evaluated by new and experienced game designers. The Desktop Editor offers new methods of visualizing and working with data which have proven to be useful features for creating games but also add difficulties to overall learnability. The Remote Editor offers on-location game editing capabilities which help expedite many of the tasks involved with creating and testing OAR games. Feedback and user tests suggest that the new applications offer valuable ideas for game editing features that would be beneficial in future iterations of the OAR Game Editor toolkit.
by Tiffany Wang.
M.Eng.
Wu, Ona. "An enhanced reality system or the great outdoors." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/37730.
Full textBhunu, Solomon Tichaona. "Interactive 3-D spatial analysis in a virtual reality environment." Doctoral thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/6766.
Full textThe emergence of virtual reality and related tools enables the fundamental infrastructure to begin building virtual cities, which can provide an interactive simulation and analysis environment for planning and management of urban places. The virtual city will provide urban managers with a computer environment to interface with the multitude of complex physical and social data needed to plan and manage cities. A range of innovative technologies are being developed that offer different ways of modelling and representing built-form and associated urban information with real-time interaction over the Internet. For all these efforts in technological development, one of the main topical issues remains, the development of a representation (data structure) that is capable of both static and dynamic spatial analysis operations. This research focuses on developing a 3-D data representation for urban management, which would fully support both static and dynamic spatial analysis operations. It further explores the possibilities inherent in a hybrid of the Boundary representation (B-rep) and distance field modelling (a technique which is finding application in 3-D medical imaging). The research makes an analysis of the existing B-reps before developing the best form which could easily be integrated with the Distance Field (DF). Since this is the first known research in application of DFs in urban GIS, the research further offers the design and adoption of Distance field maps. Further designs are undertaken for the necessary algorithms that would allow dynamic analysis operations to be implemented within the DF environment. The conceptual design is mapped through Entity-Relationship modelling into a Database Management System (DBMS). The B-rep component is maintained within the DBMS whilst the DF component is generated on the ""fly"". For the distributed application development, a 3-tier approach that merges the client-side (web browser), application server and database server is proposed. Based on this approach, a Web based prototype toolkit is designed and implemented using affordable ""off-the-shelf' software applications and resources that are relatively easy to set-up and use, and would require standard PC-processor power available to a home user with a modem link (i.e. not a high-end graphics workstation). The novel aspects of this thesis can be summarised as: 1. The use of a hybrid representation is new in 3-D GISs. 2. The use of Distance Fields and the development of related spatial analysis operations is new in Geo-Information Systems. Furthermore, the research proposes a new distance field modelling approach; the single Distance Fields (see Chapter 5). 3. The implementation environment makes use of the existing tools and integrates them in a novel way.
Peppinck, Jon A. "Merging virtual reality with statistical modelling to improve environmental conservation." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/228754/1/Jon_Peppinck_Thesis.pdf.
Full textBenoit, Melissa C. "Environmental Consulting: Turning Regulation Into Reality." Miami University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=miami1367271400.
Full textAitkin, Alexander Lewis. "Playing at reality : exploring the potential of the digital game as a medium for science communication /." View thesis entry in Australian Digital Theses Program, 2004. http://thesis.anu.edu.au/public/adt-ANU20050826.102832/index.html.
Full textStraughn, Glen K. "Real-Time Inverse Lighting for Augmented Reality Using a Dodecahedral Marker." Thesis, Oklahoma State University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10810575.
Full textLighting is a major factor in the perceived realism of virtual objects, and thus lighting virtual objects so that they appear to be illuminated by real-world light sources—a process known as inverse lighting —is a crucial component to creating realistic augmented reality images. This work presents a new, real-time inverse lighting method that samples the light reflected off of a regular, twelve-sided (dodecahedral), 3D object to estimate the light direction of a scene’s primary light source. Using the light sample results, each visible face of the dodecahedron is determined to either be in light or in shadow. One or more light vectors then are calculated for each face by either using the surface normal vector of the face as a light direction vector if the face is in light, or by reflecting the face’s surface normal across the normal vector of every adjacent illuminated face in the case of shadowed faces. If the shadowed face is not adjacent to any illuminated faces, the normal vector is reversed instead. These light vectors then are averaged to produce a vector pointing to the primary light source in the environment. This method is designed with special consideration to ease of use for the user, requiring no configuration stages.
Oliker, Olga. "Between rhetoric and reality : explaining the Russian Federation's nuclear force posture." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/107537.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 317-351).
This dissertation proposes and evaluates the performance of three theories that aim to explain Russia's nuclear force posture choices since the collapse of the Soviet Union. Two are rooted in concepts of inter-state competition. Of these, one begins with a central hypothesis that nuclear weapons, being more destructive than other weapons, are sufficient to deter a broad range of threats and will be preferred for doing so. The second argues that nuclear weapons contribute to a state's overall power and prestige, but are not sufficient to define it. They are preferred to deter nuclear, but not conventional, threats. The third theory postulates that strategic culture shapes which government actors will be most successful at garnering resources, resulting, in Russia's case, in a proclivity for offensive, ground-based weapons. I develop these theories and test them against the reality of Russia's nuclear rhetoric and force structure from 1992-2012. I find strongest support for the explanation rooted in cultural and bureaucratic factors. However, this theory predicts only force structure. In contrast, the theory that predicts states will treat nuclear weapons as one contributor to power and prestige appears to successfully predict Moscow's declaratory policy, but not its force structure (except between 2009 and 2012, when force structure is compatible with both this theory and the culture and bureaucracy theory). My analysis indicates that cultural and bureaucratic factors appear to play an important role in Russia's force structure choices, and help explain a continued emphasis on silo-based systems. Systemic factors appear crucial to Russian declaratory policy, but their impact on force structure is less pronounced, with the exception of Russia's desire for prestige driving larger force size. The divergence between declaratory policy and force structure is a notable finding not predicted by my theories (although allowed for by the culture and bureaucracy theory). Finally, I hope that with my culture and bureaucracy theory, I have proposed a useful way forward in operationalizing cultural factors for testing and analysis.
by Olga Oliker.
Ph. D.
Hendricks, Zayd. "A meta-authoring tool for specifying behaviour in virtual reality environments." Master's thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/11671.
Full textIn this dissertation, we explore methods for empowering non-programmers with the ability to develop their own virtual environment applications. We explored some of the existing systems to determine what methodologies have already been successfully (or unsuccessfully) applied in the fields of virtual environment systems, authoring tools, and graphical user interfaces. From these methodologies we describe an ideal virtual environment authoring system with which comparisons may be drawn to evaluate existing systems. This ideal system represents a tool ideal in its ability to allow users of differing levels of skill to rapidly create virtual environment applications of any sophistication. Creating such a single, generic authoring tool for every different kind of application is, practically, an impossible task - more so if the authors are non-programmers. A more realistic solution to the problem would be to think of every environment as having a particular context such as a virtual museum or gallery. Creating authoring tools specific to these types of environment contexts greatly reduces the problem. We have therefore produced a progressive meta-authoring system that allows both novice and advanced users to create useful virtual reality applications, allowing the smooth migration of novice users to becoming more experienced. We believe that our system overcomes problems in architecture and support for novice users that can be found in many other authoring systems for virtual environments.
Anderson, Rick. "Open access in the real world: Confronting economic and legal reality." Association of College and Research Libraries, 2004. http://hdl.handle.net/10150/105928.
Full textMoran, Andrew M. Eng Massachusetts Institute of Technology. "Improving big data visual analytics with interactive virtual reality." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105972.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 80-84).
For decades, the growth and volume of digital data collection has made it challenging to digest large volumes of information and extract underlying structure. Coined 'Big Data', massive amounts of information has quite often been gathered inconsistently (e.g from many sources, of various forms, at different rates, etc.). These factors impede the practices of not only processing data, but also analyzing and displaying it in an efficient manner to the user. Many efforts have been completed in the data mining and visual analytics community to create effective ways to further improve analysis and achieve the knowledge desired for better understanding. Our approach for improved big data visual analytics is two-fold, focusing on both visualization and interaction. Given geo-tagged information, we are exploring the benefits of visualizing datasets in the original geospatial domain by utilizing a virtual reality platform. After running proven analytics on the data, we intend to represent the information in a more realistic 3D setting, where analysts can achieve an enhanced situational awareness and rely on familiar perceptions to draw in-depth conclusions on the dataset. In addition, developing a human-computer interface that responds to natural user actions and inputs creates a more intuitive environment. Tasks can be performed to manipulate the dataset and allow users to dive deeper upon request, adhering to desired demands and intentions. Due to the volume and popularity of social media, we developed a 3D tool visualizing Twitter on MIT's campus for analysis. Utilizing emerging technologies of today to create a fully immersive tool that promotes visualization and interaction can help ease the process of understanding and representing big data.
by Andrew Moran.
M. Eng.
Ozier, Owen W. (Owen Whitfield) 1979. "Variable viewpoint reality : a protoype for realtime 3D reconstruction." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80232.
Full textHuang, Jane H. (Jane Hsu-Jen) 1978. "Multimodal integration in embodied conversational kiosk with augmented reality." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86704.
Full textIncludes bibliographical references (leaves 57-60).
by Jane H. Huang.
M.Eng.and S.B.
Lin, Owen. "The development of network enabled augmented reality mobile applications." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61171.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 59).
In this thesis, I designed, implemented, and evaluated network-enabled augmented reality mobile applications by extending an implementation of the MITAR iPhone client designed by the Scheller Teacher Education Program. In particular, I designed a multiplayer version of the client, which allows multiple users to interact with each other in a single game across multiple handsets and multiple platforms, and a data collection service that allows users to log media (such as pictures and text) throughout the duration of their game. The end result is an augmented reality client that fully takes advantage of the ubiquitous network connectivity offered by most modern mobile handsets.
by Owen Lin.
M.Eng.
Notaros, Jelena. "Integrated optical phased arrays : augmented reality, LiDAR, and beyond." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/127027.
Full textCataloged from the official PDF of thesis.
Includes bibliographical references (pages 129-139).
Integrated optical phased arrays, fabricated in advanced silicon-photonics platforms, enable manipulation and dynamic control of free-space light in a compact form factor, at low costs, and in a non-mechanical way. As such, integrated optical phased arrays have emerged as a promising technology for many wide-reaching applications, including LiDAR sensors and augmented-reality displays. In this thesis, novel integrated-optical-phased-array devices, systems, results, and applications are presented. First, beam-steering optical phased arrays for LiDAR are shown, including the first beam-steering optical phased arrays powered by monolithically-integrated on-chip rare-earth-doped lasers, the first beam-steering optical phased arrays controlled using heterogeneously-integrated CMOS driving electronics, and the first single-chip coherent LiDAR with integrated optical phased arrays and CMOS receiver electronics.
These demonstrations are important steps towards practical commercialization of low-cost and high-performance integrated LiDAR sensors for autonomous vehicles. Next, integrated optical phased arrays for optical manipulation in the near field are developed, including the first near-field-focusing integrated optical phased arrays, the first quasi-Bessel-beam-generating integrated optical phased arrays, and a novel active butterfly architecture for independent amplitude and phase control. These near-field modalities have the potential to advance a number of application areas, such as optical trapping for biological characterization, trapped-ion quantum computing, and laser-based 3D printing.
Finally, a novel transparent integrated-phased-array-based holographic display is proposed as a highly-discreet and fully-holographic solution for the next generation of augmented-reality head-mounted displays; novel passive near-eye displays that generate holograms, the first integrated visible-light liquid-crystal-based phase and amplitude modulators, and the first actively-tunable visible-light integrated optical phased arrays are presented.
by Jelena Notaros.
Ph. D.
Ph.D. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Wang, Chiu Ni. "Challenges of a Pose Computation Augmented Reality Game Application." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1308343661.
Full textBradford, Eric Mahathvan. "Interactively designing robots in mixed reality using gestural control." Thesis, Massachusetts Institute of Technology, 2021. https://hdl.handle.net/1721.1/130681.
Full textCataloged from the official PDF of thesis.
Includes bibliographical references (pages 67-68).
The demand for automation and robots is rapidly increasing across many domains which implicitly requires a simple and robust design process. The current workflow usually consists of designing and simulating robots on a computer which are then attempted to be recreated in the real-world. However, this method abstracts away important attributes about the physical terrain which can generate inaccurate simulations. This workflow also causes a linear bottleneck as designers have to iterate between their digital simulations and the real-world environment many times which is an inefficient use of time, money, and resources. We propose a new workflow and our contributions for a mixed-reality tool to design, simulate, and produce a class of link-based robots with ground locomotion in the future. Users first scan the realworld environment for the deployment of the desired robot. This process is executed through a mixed-reality headset and the layout is quickly registered on the computer. After the landscape is established, users can begin augmented robot creation with their own hands as the system is trained to track gestural control. Intuitive motions allow for fluid assembly and modifications. Throughout the design process, our work provides the capability of connecting to software to optimize robots for the given terrain. Once users are satisfied with the final design, they are ready to fabricate and assemble the final robot. This workflow is interactive, user-friendly, and ensures the robot is properly equipped for its deployed terrain.
by Eric Mahathvan Bradford.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science