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1

Premadasa, V. N. "Reality and realism in virtual architectural reconstruction." Thesis, University of Strathclyde, 2005. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21605.

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Computer-aided modelling and visualisation techniques have found widespread use in architectural practice as tools to illustrate proposed buildings and environments. The same techniques have also been utilised to aid in the interpretation of the architecture of the past, principally by recreating, in a virtual environment, structures which either no longer exist or which have been substantially altered or damaged over the years. However, much interest in this area has been focused on creating visually alluring images with a strong public appeal, with rather less emphasis given to illustrating the uncertainty that usually underlies any attempt at reconstructing the past. This thesis consists of a critical analysis of the way in which the computeraided visualisation techniques are commonly perceived and employed by researchers in architectural history and archaeology, with the 11th century church of Sant Vicenc de Cardona in Spain being used as a case study. The main issues raised are then discussed, both in terms of current trends and possible future directions, with a view to identifying a general approach to the illustration of uncertainty in virtual architectural reconstructions.
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ITALIA, SALVATORE. "Truth and reality in Jürgen Habermas' Pragmatic Realism." Doctoral thesis, Università degli Studi di Cagliari, 2016. http://hdl.handle.net/11584/266692.

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The present work is divided into three sections. The first (only in Italian) is an analysis of some of the main philosophical issues about the notions of reality and truth. The second section provides both a historical reconstruction and a theoretical discussion of the notion of truth in the philosophy of Jürgen Habermas. It shows how Habermas' approach to truth changes during the years. In the '60s (chapter one) he maintains a weak kind of realism, connected to the idea of transcendental and natural interests at the basis of an emancipatory, interpretative-practical and descriptive-technical attitude. During the '70s Habermas enhances the role of communication, thus coming to a “consensualist” theory of truth, where truth is linked to justifications obtained in discurses inspired by an ideal speech situation (chapter two). Finally, he has recently come to a realist turn, linked to a “Janus-faced” theory of truth (chapter three). The third section aims to assess whether and how this last formulation is a realist approach to truth. Such an evaluation will unveil the hiding place for the theoretical problems affecting Habermas' realist turn: the notion of objectivity.
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Kadlčák, Šimon. "REALITY." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2017. http://www.nusl.cz/ntk/nusl-316066.

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My diploma project at Faculty of Fine Arts in Brno Reality is based on video docummentation of football fans, shot at the match of 24th round of the 1st Czech football league between Slavia Praha and Hradec Kralove in spring 2017. Presentation form of multi-channel installation enables the viewer to watch parallel actions. The center whole shot displays the tribune of Slavia ultras as massive, highly-coordinated collective body. Simultaneously filmed detailed shots display individual diversity, invisible in the image of the whole. Using the method of juxtaposition, I pose questions on the nature and relationship of an individual and collective. Depending on current perspective,, the individual might seem as independent on the collective, or it might easily seem to be firmly linked together. In the Documentation of Diploma Thesis I suggest several ideas on the individual/collective relationship: the role of cultural and other dependance, the nature of time, or the role and relevance of glance and observation.
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4

Chan, Melanie A. "Reality kicks back : Representions of virtual reality." Thesis, Leeds Beckett University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.517111.

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This study examines representations of virtual reality within Western and Westernised culture. Particular attention will be given to the 1980s and 1990s when representations of virtual reality were prolific. Semiotic analysis will be used as a theoretical tool with which to study these representations in order to question such concepts as simulacra, simulation, hyperreality, the virtual and the real. This study has some interdisciplinary aspects as it draws upon representations of virtual reality in art history, cultural studies, film studies, computer science, cognitive science and philosophy. Three case studies are presented to provide an in-depth exploration of representations of virtual reality, these are: Neuromancer (1986), a science fiction novel by William Gibson, The Matrix (dir. A. & L. Wachowski, 1999), a major Hollywood Film and Osmose (1995) and Ephemere (1998) by Char Davies, which are virtual works of art. During this study attention is given to the relationships between perception, embodiment and virtual reality in order to move beyond binary notions of the mind versus the body. Upon investigation representations of virtual reality indicate that there is a sense of ambivalence surrounding this technology, particularly in relation to embodiment. In some instances there are claims that the body can be repressed or somehow denied; whilst in some cases the human body is denigrated as 'meat'. There are even calls for a post embodied and possibly post-human existence via immersion in virtual reality environments. Countering these dismissals of embodiment this study calls for a returned emphasis on the body as the ground of human experience. Embodiment cannot be repressed or denied; it is central to the immersive and interactive experiences that are made possible by virtual reality technology. In summary it is possible that embodiment both encompasses signification and interaction in virtual environments and the world around us.
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Tůma, Zdeněk. "Verifikace stavu reálné výrobní linky pomocí virtuální reality." Doctoral thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2014. http://www.nusl.cz/ntk/nusl-234226.

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The doctoral thesis focuses on the verification of state real work using virtual reality. Working with the theme dealt with more comprehensively, taking into account the sub-process of the production line design. From the assessment of the actual place where the future production line will be locate, through ergonomic, risk and other analysis. Furthermore, energy consumption of production line (electricity, air consumption, etc.) in real process. In analysing the readiness of virtual reality applications were selected for the following work augmented reality. The biggest advantage of augmented reality is the implementation of a virtual model and the opportunity to deal with the analysis in a real environment, which is particularly beneficial in the case of manufacturing companies. For the composition and optimization of the proposed solution was used a system approach. In the first phase of the solution was made analysis the current state of the work, which created requirements for the design of the new production line. This was followed by the preparation phase of construction in 3D, in this case, Autodesk Inventor. In this phase it was appeared to be advantageous to use the application of virtual reality, as in the design process leads to regular approval procedure of the experts team (management, design, quality, etc.), which puts on the readiness of the team high skills requirements. In this phase, the 3D design of the new production line was inserted into the support augmented reality application and outlined several opportunities to deal ergonomic and risk analysis. The proposed solution also follows the deployment in lean production area in the design phase, where it is possible to solve the analysis process using indirect methods of standard time (MOST). The result of the doctoral thesis is the extension options in designing and analysing production lines and machines in multidisciplinary teams. The proposed solution described in the thesis allows to simplification and reduce the overall time and costs of the overall process from design phase of production line to its commissioning.
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6

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.

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Virtual reality has been developing rapidly and gaining popularity in the past years as new devices and applications have been released. It is utilized in many fields like entertainment, health and science. Virtual reality is characterized by head-mounted devices that can immerse the user to the virtual environment, but it has been found out to cause an undesirable side-effect called cybersickness. Cybersickness has been studied vastly for many years and it has roots in simulators and motion sickness studies. Cybersickness has many symptoms including nausea, headache, eye stress and dizziness. There are many factors that can cause cybersickness, but the root cause is still unclear whether it is caused by a mismatch between visual and vestibular system or by instabilities in posture. With modern devices and applications, visual realism has been developing far from the first wave of virtual reality in the 1990s, but there are not many studies that have been linking it to cybersickness. In this study, three graphical styles with different levels of graphical realism are compared to find out if high visual realism causes cybersickness. Cybersickness is measured with questionnaires that have become the standard in cybersickness studies. Results have been analyzed with quantitative methods. Results of the study indicate higher visual realism causes more cybersickness than lower visual realism. Increased level of detail in high visual realism graphics causes more visual flow and stronger sensory mismatches that causes cybersickness. Reduced details also reduce depth cues in the graphics and does not cause as strong mismatches between visual and vestibular systems.
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7

Howat, Tyler Paul. "Scott Pilgrim's Gaming Reality: An Introduction to Gamer Realism." University of Dayton / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1343318875.

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8

Bernelind, Sarah. "Navigation in Augmented Reality, Navigation i Augmented Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172907.

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The concept of augmented reality has existed since the 60’s. In this thesis it has been investigated if navigation using a mobile device would benefit, from a usability perspective, if the navigational data were presented using augmented reality instead of a standardized map. The usability principles from which the applications were evaluated are learnability, user satisfaction, efficiency and effectivity. An AR prototype was developed and tested against a standard map, in the form of Google Maps, both used on a smart phone. The experiments were performed using think aloud during the tests and questionnaires before and after to collect both quantitative and qualitative data. The experiment was performed using possible users of AR as test subjects. The results were very similar for both applications but in favor of Google Maps. The author reflects on the results and the method and provides different situations where one might be better than the other.
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Bici, Herolinda. "Perceived Reality vs Taught Reality in Compulsory School." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36157.

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This paper examines how we discuss social issues in the L2 classroom under the guidelines of Lgr11. To answer this, I ask the following sub-questions; How are the overall goals of education and parts (see Appendix B) of the Curriculum for English currently perceived by English teachers? How are the social subjects in the L2 classroom currently handled? Thirdly, what kind of lesson plan can be implemented in the classroom context under the guidelines of Lgr11? Looking at past research and relevant documents along with the qualitative data and through a triangulation of evidence carried out consisting of semi-structured interviews, supported by netnography research I propose a lesson plan using the collaborative action research model. All data was collected through technical means such as Zoom, phone calls and Facebook groups. The results of the interviews with teachers have shown that there is a unity in some respects with similar interpretations of Lgr11 and the curriculum. As well as differences of views and approaches concerning social issues in the L2 classroom. Based on the netnography research findings, most tasks given consisted of receptive skills while productive skills were used less. The netnography also supported the interview findings in the claim that popular topics were used more, whereas unpopular topics were neglected significantly. CLIL as a method was found to be absent in most of the collected data with some exceptions.
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Yoon, Gyonyoung. "Filling in physical reality, living in digital reality." Thesis, Konstfack, Institutionen för design, inredningsarkitektur och visuell kommunikation (DIV), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7537.

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11

Hullfish, Keith C. "Virtual reality monitoring : how real is virtual reality? /." Connect to this title online (HTML format) Connect to this title online (RTF format), 1996. http://www.hitl.washington.edu/publications/hullfish/.

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Vahiddastjerdi, Hamid. "Modal reality." Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.315956.

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Thompson, Naomi Margaret Claire. "Structuring reality." Thesis, University of Birmingham, 2014. http://etheses.bham.ac.uk//id/eprint/5393/.

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This thesis explores attempts to characterise the structure of reality. Three notions stand out: Lewisian naturalness, Sider’s ‘structure’, and grounding, where the latter has become the most popular way to characterise the structure of reality in the contemporary literature. I argue that none of these notions, as they are currently understood, are suited for limning the metaphysical structure of reality. In the first part of the thesis I argue that, by the lights of the relevant theories, both naturalness and structure fall short of the theoretical role carved out for those posits. In the second part of the thesis I present two challenges to the ‘orthodox’ conception of grounding. The first contests the standard assumption that grounding is asymmetric, both by citing what I take to be best described as symmetric instances of grounding, and by developing and arguing for a new theory of metaphysical structure – ‘metaphysical interdependence’ – which takes grounding to be nonsymmetric. The second challenge concerns the relationship between grounding and (metaphysical) explanation, and leads to a dilemma for the grounding theorist. My proposed resolution to the dilemma is to adopt an antirealist approach to grounding, which I further motivate and develop in the final chapter.
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Follová, Klára. "Reality show." Master's thesis, Akademie múzických umění v Praze. Filmová a televizní fakulta AMU. Knihovna, 2007. http://www.nusl.cz/ntk/nusl-78620.

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This work is focused on the TV Reality Show so-called Real TV, its history, types and similar TV shows. It also takes in account the basic principals of functioning of reality TV. One of the chapters is dedicated to so-called Special Environmental Show ? which is the type of The Chosen or Big Brother ? and their comparison. Furthermore the problem of TV formats is being gone through ? their legal protection, format ?packages?, advantages and disadvantages of formats in comparison with the purchase of finalized shows and the original production. There are also mentioned the most influential format Sales Representatives. The work is partly focused on financial, legal and production issues of creating Reality TV Shows and the specifics of using product placement and sponsoring of these shows. Stand-alone sections are devoted to the ethical issues of these shows and the possibilities of future development and also to some extreme real TV shows. In conclusion the work talks about the motives of people who enter these shows and vice versa the influence of such shows on peoples behavior.
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Vlasenko, О. І., and L. V. Simonchuk. "Virtual reality." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/5016.

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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova, and A. V. Kolesova. "Virtual reality." Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22221.

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Mykhailov. "VIRTUAL REALITY." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33819.

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Schoolcraft, Ashley Nicole. "DREAMING REALITY." OpenSIUC, 2019. https://opensiuc.lib.siu.edu/theses/2628.

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My work has always been about subjects I am very passionate about and I use them in a way to relate to others by creating a message. For my thesis, I delve deeper into my own life experience to create a piece more personal to me yet relatable to all. I am using creative storytelling and symbolism to create a narrative using not only the lens of a camera but also 3-D animation. “Dreaming Reality” is a statement of female empowerment and independence. Through this story, I hope to bring to light that young women can overcome their insecurities and become independent, driven, successful, and confident. Through the use of the dream process to overview life experiences, all audience members, not only women, can enjoy and connect with the story, as well as feel empowered to create their own life story through their creative lens.
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Steinberg, Gary. "Relative Reality." Ohio University / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1016207660.

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Marshall, John James. "Reimagining reality." The Ohio State University, 1996. http://rave.ohiolink.edu/etdc/view?acc_num=osu1329151579.

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Yessios, Ioannis C. "Mediating Reality." The Ohio State University, 2001. http://rave.ohiolink.edu/etdc/view?acc_num=osu1394809520.

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Sollevi, Anna. "Craft Reality." Thesis, Konstfack, Textil, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5835.

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CRAFT REALITY Handicra vs. Digital technology A mashup with the aim to unify and to expand. A research of the possibilities that appear when I allow textile cra to get a ected by and to interact with digi- tal manipulation and the aesthetic of the world wide web. A study in contemporary and underground art forms, developed by them young or A method of working with techniques and material, once taught by those today seen as them old: Maybe it can be both.
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Crosby, Nancy A. "Shifting reality /." Online version of thesis, 1992. http://hdl.handle.net/1850/11760.

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Ingerstam, Karl. "Virtual Reality andAugmented Reality : A Survey from Scania’s Perspective." Thesis, KTH, Maskinkonstruktion (Avd.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-252019.

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Virtual reality and augmented reality are technological fields that have developed and expanded ata great pace the last few years. A virtual reality is a digitally created environment where computergeneratedelements are displayed to a user via different interfaces for the respective senses. Videois used for displaying images, creating a realistic environment, while audio is played to stimulatehearing and other sorts of feedback is used to stimulate the sense of touch in particular.Augmented reality is a sub-category of virtual reality where the user sees the real surroundings,but computer-generated imagery is displayed on top of objects in the environment. This type oftechnology brings a lot of new possibilities and potential use cases in all sorts of areas, rangingfrom personal entertainment, communication and education to medicine and heavy industry. Scania is a global manufacturer of heavy trucks and buses, and provider of related services, basedin Sweden. By studying Scania’s different departments and surveying the fields of virtual realityand augmented reality, the aim of this thesis is to identify situations and use cases where there ispotential for Scania to implement virtual reality and augmented reality technology. This thesisalso studies what obstacles implementation of these technologies bring. This thesis does not conduct any new research in the topic, but presents a summary of the stateof-the-art technology and research of virtual reality and augmented reality. It also presents athorough description of Scania’s departments, with focus on production and logistics, andresearch and development, along with an analysis of where virtual reality and augmented can beimplemented. The greatest potential use for virtual reality is within research and development,where it provides new possibilities for communication and presenting products and parts in lifelikesituations in different Scania settings early in the development process. For augmentedreality, the best potential is within production and logistics, with emphasis on the latter. Here itcan provide new ways of working, with shorter times from picking to delivery and qualityverification done by machine instead of manually. Lastly, this thesis discusses which areas are bestsuited for virtual reality and augmented reality, what obstacles exist and how to handle them,along with presenting a road map with a recommendation for how Scania should proceed.Among other things, this road map suggests to standardize what equipment and software to use,to build and maintain an internal network for employees working with these technologies, and tobuild automated processes for providing 3D models of Scania’s parts and products in formatsthat are suitable for use in virtual reality and augmented reality.
Virtual reality (”virtuell verklighet”) och augmented reality (”förstärkt verklighet”) ärteknikområden som har utvecklats och expanderat i rask takt de senaste åren. En virtuellverklighet är en digitalt skapad miljö där datorgenererade inslag presenteras för användarengenom olika gränssnitt för de respektive sinnena. Video används för att visa bilder som skapar enrealistisk miljö, medan ljud spelas för att stimulera hörseln och andra typer av feedback användsför att stimulera i synnerhet känseln. Augmented reality är en underkategori till virtual reality däranvändaren ser den riktiga miljön runt omkring, men datorgenerade bilder visas ovanpå föremål iomgivningen. Den här typen av teknik medför en uppsjö av nya möjligheter och potentiellaanvändningsområden i olika branscher; alltifrån personlig underhållning, kommunikation ochutbildning till medicin och tung industri. Scania är en global tillverkare av tunga lastbilar och bussar med tillhörande tjänster, baserad iSverige. Genom att studera Scanias olika avdelningar och kartlägga teknikområdena virtual realityoch augmented reality, är avsikten att identifiera situationer och användningsområden där detfinns potential att implementera virtual reality och augmented reality på Scania. Arbetetundersöker också vilka hinder som står i vägen för implementation av dessa två teknikområden. Det här arbetet genomför ingen ny forskning inom ämnet, utan presenterar istället en summeringav spjutspetsteknologi och forskning inom virtual reality och augmented reality. En gedigenbeskrivning av Scanias olika avdelningar presenteras, med fokus på produktion och logistik samtforskning och utveckling, tillsammans med en analys av var virtual reality och augmented realitykan implementeras. Den största potentialen för virtual reality finns inom forskning ochutveckling, där det medför nya möjligheter för kommunikation och presentation av produkteroch artiklar i verklighetstrogna Scaniamiljöer och -situationer i ett tidigt skede iproduktutvecklingsprocessen. För augmented reality finns den största potentialen inomproduktion och logistik, med tonvikt på den sistnämnda. Här finns möjlighet till nya arbetssätt,med kortare ledtider från plock till leverans och kvalitetssäkring som sker maskinellt istället förmanuellt. Slutligen diskuteras vilka områden som är bäst lämpade för virtual reality ochaugmented reality, vilka hinder som finns vid implementation, samt en ”road map” medrekommendationer för hur Scania bör gå vidare. Bland annat föreslår denna ”road map” attScania ska standardisera vilken utrustning och mjukvara som ska användas inom företaget, attskapa och upprätthålla ett internt nätverk för medarbetar som arbetar med virtual reality ochaugmented reality, samt att bygga automatiska processer för att tillhandahålla 3D-modeller avScanias produkter och artiklar i format som är lämpade för virtual reality och augmented reality.
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Stanford, Amanda Theresa. "Outsized reality : how 'magical realism' hijacked modern Latin American fiction." Thesis, University of Edinburgh, 2013. http://hdl.handle.net/1842/7847.

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Creative Portion abstract (75%): Literary Fiction Manuscript Souvenirs of the Revolution Against the backdrop of the Mexican Revolution of 1910, betrayal, sexual deviance, rigid morality and a fatal subservience to moral correctness drives the Montelejos clan: complex and self-serving, innocent and deluded, larger than life, an illustrious family line in its final decline. Mariabella Montelejos, who tries to sell her only daughter for the price of a new carriage during the bloodiest part of the Revolution. Her daughter, Portensia Montelejos, who leaves her mother’s body to moulder in the front room after soldiers come at the point of a gun. Gloria Vasquez, celebrated beauty, practising witch, and tormentor of her step-sister, Teresa: ill, gullible, naive, awoken to her destiny by the surreal birth of her daughter. Paulina, a child who once communed with the holy, made an empty vessel by the abuse of her father – and revered as a living saint as she lies dying in a Pueblano convent. The men of the family, weak and susceptible to the mandates of their dying class, are no match for the machinations of such women. Evil abuser Ebner Collins, paralyzed by a jealous man’s bullet in the middle of the Sinai desert. Hernando Vasquez, cowed into marriage by the longing for his dead wife, Evelyn Cuthbert. Guiermo Fuentes de Solis, cuckolded husband. Jaime Vasquez, who hears voices and lives at the bottom of a bottle, unable to save his cousin Paulina. The Revolution is the beginning of the end for Montelejos, and the miraculous will be its undoing. Analytical Portion abstract (25%): An Outsized Reality: How “Magical Realism” Hijacked Modern Latin American Literature With the publication of Gabriel García Márquez’s Cien Anos de Soledad in 1967, Latin American writing captured the world’s attention. Critics, readers, and imitators rushed to discuss and emulate this astounding novel. A whole genre of literature, “magical realism”, was popularized, and with it, critical discussion of its influences, history, genre limitations, and the sheer “imagination” it brought to the forefront of literary debate. In this thesis I will discuss the problems associated with “Western” critical analysis of Latin American writing, specifically as it seeks to define, without a proper context, the literature which draws life from the history and culture of Latin America and categorizes its literature without the cultural understanding required.
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MAZZOLA, DARIO. "THE MIGRANT CRISIS AND PHILOSOPHY OF MIGRATION: REALITY, REALISM, ETHICS." Doctoral thesis, Università degli Studi di Milano, 2018. http://hdl.handle.net/2434/589308.

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"The Migrant Crisis and Philosophy of Migration: Reality, Realism, Ethics" is a PhD thesis by Dario Mazzola in the field of Moral and Political Philosophy, Ethics of Migration. The thesis is divided into an introduction, three main sections, two appendixes and general conclusions. The introduction presents the extent, the tradition, and the relevance of philosophy of migration and refuge, on both analytic and historical standpoints. The main body of the thesis is devoted to characterizing and criticizing the migrant crisis, to elaborate a suitable theory to deal with it normatively, and then to defend the right to free movement or open borders in the face of realistic and nationalistic objections. The two appendixes reinforce the argument, while the conclusions resume it and broadly show its implications on methodology and substantial political issues. Chapter one, which constitutes section I, is devoted to the migrant crisis and reconstructs the main problems and dynamics which constitute the phenomenon, mainly by drawing on critical and empirical literature. Chapter II and III, which compose the second section on realism, deal with the tradition of realism and the attempt at elaborating a realistic theory from within migration ethics respectively. Chapter IV and V, the most purely normative component of the thesis, defend the open-borders ideal in the light of the previous presentation of the subject-matter and of the main methodological problems. This is done by reconstructing the critiques to freedom of movement advanced by realists, proponents of freedom of association, and liberal nationalist most relevantly. In conclusion, a threefold ethical arguments defend the right to migration: the presumptive favor for liberty over restrictions, an extended version of the classic open-borders overlapping consesus between main ethical standpoints, and an argument for the integration of the right to free movement with human rights in general. The import and implications of the thesis are read and constrained in the realist(ic) way descrived in section II. Appendix I changes the perspective on the migrant crisis from the abstract to the personal and individual, and does so by showing the relevance of refugee stories to restore empathy and, by doing this, to strengthen social solidarity. Appendix II deepens the thesis that natural law theory would be comprehended within the pro open-borders consensus. In conclusion, with the same qualifications which hold for any other right, and while recognizing its subordination to more fundamental ones such as rights to life or to personal liberty and security, the right to free movement is analyzed, vindicated, and defended, even in the face of the migrant crisis.
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Potratz, Rachel M. "When is Reality Real?: Youth Perceptions of MTV Reality Programs." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1194968374.

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Saňková, Klára. "Realita a virtualita aneb Je facebook reálný nebo virtuální prostor?" Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-124711.

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Existence of Facebook is based on software. For this reason it is commonly considered and treated as a virtual only space. But this well known phenomenon influences lives of many people and this impact on daily life cannot be overlooked. This thesis is about balancing on that fine line between real and virtual space and about questions that this brings. It gathers together different definitions of those terms and shows what most of Facebook functionality bring to this matter. Based on survey made for this thesis we can say the influence is really being underestimated even tough people that spend lot of their time on Facebook are more aware of its impact.
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Pagani, Alain [Verfasser]. "Reality models for efficient registration in Augmented Reality / Alain Pagani." München : Verlag Dr. Hut, 2015. http://d-nb.info/1069019852/34.

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30

Svensson, Mikael. "Fusing Reality with the Virtual Reality of a Serious Game." Thesis, Umeå universitet, Institutionen för datavetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-38411.

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Real world military and civilian training causes hundreds of lethal accidents each year around the world. Until now the reality has been impossible to replace in civilian and military training. But with the emergence of serious games combined with the latest advances in 3d simulated environments Bohemia Interactive developed the COTS (Commercially Of The Shelf) game VBS2(Virtual BattleSpace 2). BAE Systems Hägglunds’ goal with this thesis is to investigate the potential of using VBS2 as the simulation platform in a new cost effective and realistic vehicle training systems. The major focus of this thesis is to find a way to control vehicles in VBS2. After evaluating the tools available during this thesis project DSF (Device Simulation Framework) is chosen to control VBS2. DSF is used to solve the problem by simulating a USB HID Joystick which controls VBS2 through DirectInput. This thesis therefore contains an in-depth study of the USB2.0 protocol, the HID protocol, and the DSF framework. The thesis shows in the end a prototype that can control VBS2 or any other game that supports DirectInput. The thesis also reveals a general design of the core of the vehicle trainer that connects the hardware simulator SimBas with VBS2.
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31

Nikobonyadrad, Sam. "Augmented Reality for Product Packaging : An Android Augmented Reality App." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16549.

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Augmented Reality for smartphones, while still in its initial stages, has a great potential in relation to the future path of mobile marketing and has already shown significant market presence thus far. However, Augmented Reality is an almost new concept, but its basis and techniques have been used for years. By generating enthusiasm in the retail market, Augmented Reality presents many opportunities. Simulating virtual interaction in real-time for an unknown product, encourages customers to experience an advertisement. The sense enhancement that Augmented Reality provides over a real-world environment, might be either the result of the device's location or the environmental images surrounding the device. The latter is called vision Augmented Reality. This study aims to develop a vision-based Augmented Reality application for Android platforms. The idea is based on a proposal offered by a ProductPackaging company, which would like to develop a smartphone application in order to provide shoppers an idea regarding what is inside the package. However, this is only one of the numerous advantages that AR brings and the benefits of this technology appears to be almost limitless in relation toincreasing productivity for customers. Once the goal has been achieved, the application can be used to provide relevant information about the product suchas physical specification, ingredients, animated instruction manual, repair wizard and so on. The main focus of the entire implementation is on integrating an existing ARSDK and a Java rendering library so that they can cooperate together. In addition, the fundamentals associated with the Image Registration process, which is the basis of Augmented Reality, are addressed. Both the advantages and drawbacks of the implementation model are discussed in this paper as arethe problematic issues surrounding the execution steps.
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32

Filip, Mori. "A 2D video player for Virtual Reality and Mixed Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217359.

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While 3D degree video in recent times have been object of research, 2D flat frame videos in virtual environments (VE) seemingly have not received the same amount of attention. Specifically, 2D video playback in Virtual Reality (VR) and Mixed Reality (MR) appears to lack exploration in both features and qualities of resolution, audio and interaction, which finally are contributors of presence. This paper reflects on the definitions of Virtual Reality and Mixed Reality, while extending known concepts of immersion and presence to 2D videos in VEs. Relevant attributes of presence that can applied to 2D videos were then investigated in the literature. The main problem was to find out the components and processes of the playback software in VR and MR with company request features and delimitations in consideration, and possibly, how to adjust those components to induce a greater presence within primarily the 2D video, and secondary the VE, although the mediums of visual information indeed are related and thus influence each other. The thesis work took place at Advrty, a company developing a brand advertising platform for VR and MR. The exploration and testing of the components, was done through the increment of a creating a basic standalone 2D video player, then through a second increment by implementing a video player into VR and MR. Comparisons with the proof-of-concept video players in VR and MR as well as the standalone video player were made. The results of the study show a feasible way of making a video player for VR and MR. In the discussion of the work, open source libraries in a commercial software; the technical limitations of the current VR and MR Head-mounted Displays (HMD); relevant presence inducing attributes as well as the choice of method were reflected upon.
Medan 360 graders video under senare tid varit föremål för studier, så verkar inte traditionella rektangulära 2D videos i virtuella miljöer ha fått samma uppmärksamhet. Mer specifikt, 2D videouppspelning i Virtual Reality (VR) och Mixed Reality (MR) verkar sakna utforskning i egenskaper som upplösning, ljud och interaktion, som slutligen bidrar till ”presence” i videon och den virtuella miljön. Det här pappret reflekterar över definitionerna VR och MR, samtidigt som den utökar de kända koncepten ”immersion” och ”presence” för 2D video i virtuella miljöer. Relevanta attribut till ”presence” som kan appliceras på 2D video utreddes sedan med hjälp av litteraturen. Det huvudsakliga problemet var att ta reda på komponenterna och processerna i den mjukvara som skall spela upp video i VR och MR med företagsönskemål och avgränsningar i åtanke, och möjligen, hur man kan justera dessa komponenter för att utöka närvaron i framförallt 2D video och sekundärt den virtuella miljön, även om dessa medium är relaterade och kan påverka varandra. Examensarbetet tog plats på Advrty, ett företag som utvecklar en annonseringsplattform för VR och MR. Utveckling och framtagande av komponenterna, var gjorda genom inkrementell utveckling där en enklare 2D videospelare skapades, sedan genom en andra inkrementell fas där videospelaren implementerades i VR och MR. Jämförelser med proof-of-concept-videospelaren i VR och MR samt den enklare videospelaren gjordes. I diskussionen om arbetet, gjordes reflektioner på användningen av open source-bibliotek i en kommersiell applikation, de tekniska begränsningarna i nuvarande VR och MR Head-mounted displays, relevanta ”presence” inducerande attribut samt val av metod för utvecklingen av videospelaren.
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33

Mögel, Jens. "Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215197.

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Aus Einleitung und Motivation "Die gegenwärtigen Entwicklungen von Head-Mounted Displays (HMD, hier synonym auch als Brille bezeichnet) für Virtual Reality (VR) und Augmented Reality (AR) schaffen ein nie da gewesenes Potential dieser Technologien als Werkzeuge in der Produktentwicklung. Wenngleich VR- und ARAnwendungen keineswegs neu in der Industrie sind, bringt der Fortschritt der Verbraucher-HMDs völlig neue Möglichkeiten. Immersive VR-Systeme bedeuten künftig keine hunderttausend Euro Anschaffung mehr – AR-Brillen dienen zukünftig nicht nur der Erweiterung der Realität mit zweidimensionalen Informationen. Cave Automatic Virtual Environments (CAVE), 360-Grad-Projektoren und interaktive Planungstische sind in der Fabrikplanung teilweise etabliert (Runde et al. 2015). Im Unterschied zu diesen Techniken können HMDs jedoch eine deutlich höhere Immersion ermöglichen, was auch für die Interaktion mit der virtuellen Umgebung von Vorteil sein kann. Das Gefühl der Immersion ist wichtig, um in bestimmten Entwicklungsphasen entsprechende Kriterien besser beurteilen zu können. Primär ist der VR-Einsatz für Bewertungsmerkmale sinnvoll, welche nur qualitativ und nicht quantitativ bewertbar sind (Pawellek 2014). Des Weiteren spielt auch die Eingabetechnologie eine essenzielle Rolle. Um mit virtuellen Elementen interagieren zu können, sollte das Eingabegerät echtzeitfähig und intuitiv sein. ..."
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34

Titoff, Anton. "Augmented reality & virtual reality som studiehjälpmedel inom naturvetenskapliga ämnen." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20321.

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35

Kandikonda, 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.

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36

Drews, 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.

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In this thesis we detail the development of a software framework for networked augmented reality applications. We discuss vision-based tracking of planar surfaces, sensor fusion based pose estimation, and the overall implementation of our system. The primary focus of this thesis is our sensor fusion based tracking approach, which uses a novel extended Kalman filter formulation that takes advantage of the group structure of rotations. We provide an extensive derivation of this formulation, and validate the approach using both simulation and ground truth data obtained via a motion capture system.
Dans 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.
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Štěpánová, Ludmila. "Možnosti využití mobilních technologií a rozšířené reality v destinačním marketingu." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-205753.

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ŠTĚPÁNOVÁ LUDMILA: Possibilities of application of mobile technology and augmented reality in destination marketing. Masters thesis. University of Economics, Prague. Department of Tourism. Thesis supervisor: Ing. Martin Vaško. Grade of qualification: Masters degree. Prague 2016. 80 pages. Masters thesis focuses on new trends in development of mobile technologies and their application in tourism. The objective of this thesis is to find out possibilities of application of mobile technologies, advergaming, augmented and virtual reality in destinations marketing activities. The thesis is also looking into activities of CzechTourism agency in this field.
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38

Chilovi, Samuele. "Grounding Legal Reality." Doctoral thesis, Universitat de Barcelona, 2019. http://hdl.handle.net/10803/667056.

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The four main chapters of this thesis, while each largely autonomous, collectively provide a study of the relation between grounding and supervenience, and a comprehensive application of grounding theory to the philosophy of law. Chapter 1 argues that a supervenience relation interestingly weaker than necessitation can be used to capture a substantive connection between grounding and modality. Chapter 2 argues that metaphysical grounding is the relation of dependence that connects legal facts to their determinants, and that the positivism/anti-positivism debate in legal philosophy involves competing claims on the grounds of legal facts. Chapter 3 criticizes extant grounding- based formulations of legal positivism offered by Rosen (2010) and Plunkett and Shapiro (2017), and puts forward a novel and insightful formulation that is capable of solving their problems, which crucially relies on the notion of a social enabler. Finally, Chapter 4 shows that Hume’s Law – the thesis that one cannot derive an ‘ought’ from an ‘is’ – poses no significant threat to legal positivism or moral naturalism, both understood as views about grounding.
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39

Lagerdahl, Sandra. "Reality: Redigerad verklighet." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-919.

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I denna uppsats undersöker jag frågor som ställs i redigeringsarbetet av en realityserie. Denna undersökning ägde rum på redaktionen av Husdrömmar som produceras av Sveriges Television (SVT) i Malmö. Uppsatsen tar upp tidigare forskning kring begreppet reality och dess historia. Detta följs av ett stycke där olika teorier angående trovärdighet läggs fram. Baserat på den egna produktionen, som består i att redigera ihop olika sekvenser av ett redan inspelat avsnitt, presenteras iakttagelser jag gjort i rollen som redigerare. Flera av frågorna som jag ställts inför handlar om det etiska perspektivet i framställningen av medverkande vilket diskuteras även med medarbetarna på redaktionen.

Detta är en reflektionsdel till en digital medieproduktion.

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40

Raskin, David Cante Richard C. "Reality / tv / celebrity." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2006. http://dc.lib.unc.edu/u?/etd,448.

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Thesis (M.A.)--University of North Carolina at Chapel Hill, 2006.
Title from electronic title page (viewed Oct. 10, 2007). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Communication Studies." Discipline: Communication Studies; Department/School: Communication Studies.
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41

Crompton, R. J. R. "Science and reality." Thesis, University of Oxford, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.305815.

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42

Dombrowski, Matthew. "PERCEPTIONS OF REALITY." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4161.

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My thesis explores the relationship between the human psyche and the perception of reality through the use of computer generated media. In a society in which we are bombarded with multimedia technology, we must look inside our selves for a true understanding of our past and memories. Rather than it acting as an escape from reality, my art becomes an opening for truth in reality.
M.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
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43

Schnädelbach, Holger Martin. "Mixed reality architecture." Thesis, University College London (University of London), 2007. http://discovery.ucl.ac.uk/16045/.

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This thesis develops and investigates Mixed Reality Architectures (MRA), dynamic shared architectural topologies, which span physical and virtual spaces. A theoretical framework is developed to describe the field of possible architectures. As the result of a first pilot study, this is then extended with the concept of the Mixed Reality Architectural Cell (MRACell). MRACells consist of one physical and one virtual space, linked by a two-way video and audio connection. The video of a real physical space is rendered on an MRACell, which can move within the virtual environment. A projector and screen in the real space renders an image of the virtual environment from the point of view of that MRACell. Inhabitants can move their MRACell in relation to all others within the shared virtual environment, allowing ad hoc as well as planned remote social interaction. In this sense MRACells can be described as novel architectural interfaces extending real physical space, via a shared virtual environment to link to other real spaces. An in-depth study lasting one year and involving six office-based MRACells, used video recordings, the analysis of event logs, diaries and an interview survey. This produced a series of ethnographic vignettes describing social interaction within MRA in detail. The study found that the MRA was effective at supporting remote social interaction between users. Usage patterns appeared to be motivated by awareness and communication or conversely privacy requirements. This usage maintained and strengthened social ties. Social interaction was both visible to others and part of the everyday activities at the respective office spaces. It resulted from the virtual adjacencies introduced by MRA that allowed the ‘spatial’ integration of remote locations. However, the virtual spatial framework making this possible, introduced new topological limitations on the number of concurrent connections that were available. Overall, it was found that the dynamic architectural topology directly affected social interaction, while social interaction itself re-shaped the topology. These findings are of direct relevance to current developments, which aim to use communications media to overcome the spatial dispersion of work groups in modern organizations. Finally, the differences in use that were observed between groups of inhabitants suggest that spatial cognition in Mixed Reality is affected both by the interface technology and by the social practices surrounding it. In response, it is suggested that in order to investigate the new generation of mixed physical and virtual technologies, cognitive science should take into account their affordances as ‘virtual extensions’ to both our bodies and to our environment.
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Papa-Grimaldi, Alba. "Time and reality." Thesis, University College London (University of London), 1996. http://sas-space.sas.ac.uk/1142/.

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In my thesis I analyse the nature and the limits of phenomenal observation: the impossibility for the human mind to understand the final structure of Being or, as it is otherwise called by science, the Universe. This investigation was partly prompted, in fact, by the claims of some respectable physicists that we will one day know everything or, as they often say, God’s mind. My thesis is built around the central chapter (the third) in which I analyse the nature of our understanding of events. There I claim that when subjected to a rigorous analysis, the concept of event as happening in time and occupying a duration of time, is somehow a paradoxical concept. While on the one hand an event requires to be thought of as covering a duration, on the other hand this necessary duration means that whatever event we observe, is not what is really happening. This is because its happening consists in whatever is happening in this duration: certain subevents which when observed display the same paradoxical nature. Therefore, whenever we single out an event occupying a stretch of time, it will consist of knowable or hypothesizable subevents. But what this means is that none of the events singled out can be a real event, or we would have, ontologically speaking, a crowd of events all happening in the same time as the original event. At this point, I argue, we need to apply Occam’s razor, and this will involve denying reality (in a substantial sense) to any event phenomenally described. They will have to be either all real (as they are all of the same observational nature), or none of them will be real. They cannot be all real, as this would lead to an unacceptable redundancy in our ontology, so we have to conclude that none of them are real. We cannot even claim that each series of subevents is real at its own level, as we cannot accept that there are several levels of reality. Reality must be a fully fledged concept or it is useless, it cannot be distinguished from phenomenal appearance.
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45

Hirsch, Matthew Waggener. "Computational visual reality." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/95588.

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Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 231-245).
It is not so far-fetched to envision a future student working through a difficult physics problem by using their hands to manipulate a 3D visualization that floats above the desk. A doctor preparing for heart surgery will rehearse on a photo-real replica of his patient's organ. A visitor to the British Museum in London will sketch a golden Pharaoh's headdress, illuminated by a ray of sunlight pouring in the window, never aware that the physical artifact is still in Egypt. Though such scenarios may seem cut from the pages of science fiction, this thesis illuminates a path to making them possible. To create more realistic and interactive visual information, displays must show high quality 3D images that respond to environmental lighting conditions and user input. The availability of displays capable of addressing the full range of visual experience will improve our ability to interact with computation, the world, and one another. Two of the many problems that have impeded previous efforts to design high-dimensional displays are the need to: 1. process large amounts of information in realtime; and 2. fabricate hardware capable of conveying that information. Light field capture and display is enormously data-intensive, but by applying compressive techniques that take advantage of multiple data redundancies in light transport, it is possible to overcome these challenges and make use of hardware available in the near-term. This thesis proposes display and capture frameworks that use non-negative tensor factorization and dictionary-based sparse reconstruction, respectively, in conjunction with the co-design of algorithms, optics, and electronics to allow compressive, simultaneous, light field display and capture.
by Matthew Waggener Hirsch.
Ph. D.
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46

Tejnorová, Petra. "Hledání třetí reality." Master's thesis, Akademie múzických umění v Praze. Divadelní fakulta AMU. Knihovna, 2009. http://www.nusl.cz/ntk/nusl-79065.

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I see my thesis titled Looking For a Third Reality as an opportunity for finding and reflecting a possibility for an existing link between the individual components of the piece, specifically the music-movement-text-acting-scene (scenography) parts of the production, as well as, naturally, the directing, all of which I come into contact most during my creative work in theater. A certain line and possibility for reflection I see in the process between the production of The Suffering of Duke Sternenhoch and that of Titus Andronicus_The Flight of a Fly. The second line then I see from the two-part project The Memory of a Land - The land of Memory towards the production Personal Case History. The third reality comes to life through synthesis, and not only in the framework of the above mentioned components, but also using sources related to theater. It has a similar character to a montage, when a combination of a component A and a component B creates a new entity C. This newly created quality could be called the creative potential of the viewer as a co-creater of a production. Although neither montage nor third reality is anything new, in this work I am endeavoring to touch the main schemes of the process of creating a third reality and its components. All that based on specific experience.
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47

Voronenko, A. S. "Virtual reality technology." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40508.

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Modern technology grows faster and faster. A lot of new gadgets and devices appears in our everyday life. Huge corporations compete for being the first in the fields of technology. Indie developers try to invent something new. All these things lead humanity to prosperity.
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48

Ruiz, Aleksandr. "Mixed Reality Book." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21540.

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This report covers the methodology, research, and design process of my Thesis Project I: The Mixed Reality Book. The project is a proof-of-concept system that adds contextual periphery effects to regular paper books, using Spatial Augmented Reality. The intention is to enhance reading experiences within public libraries – amongst children and students. In this brief study we investigate how Projected Periphery can create, improve, and augment reading by manipulating the physical book, and the area around it, using projections. Throughout the study, I conduct design engagements, rapid prototyping, and workshops with the intention of identifying meaningful interactions. Two primary contexts of use are identified and analysed with an emphasis on developing usable design conventions and laying the foundation for a Mixed Reality Book system. The result is a working prototype, analysis of the research and challenges, and an exploration of how this technology could be shaped further and deployed.
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49

Buxton, Roger Gillette. "Perception and reality." The Ohio State University, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322761757.

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50

Ellison, Samuel C. "Forming Ritual Reality." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1282576025.

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