Dissertations / Theses on the topic 'Shadow or reality?'
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Chrysanthou, Yiorgos. "Shadow computation for 3D interaction and animation." Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244505.
Full textCatchpole, Jason James. "Adaptive Vision Based Scene Registration for Outdoor Augmented Reality." The University of Waikato, 2008. http://hdl.handle.net/10289/2581.
Full textCöster, Jonatan. "The effects of shadows on depth perception in augmented reality on a mobile device." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-249663.
Full textMänniskor använder flera olika indikatorer för att uppfatta djup i datorgrafik, bland annat skärpedjup, den relativa storleken hos objekt i perspektiv och skuggor. Denna studie fokuserar på skuggor i förstärkt verklighet. Ett experiment genomfördes, vars syfte var att mäta effekterna av att låta virtuella objekt kasta skuggor på fysiska objekt. Användare fick utföra en uppgift som gick ut på att placera ett virtuellt objekt på ett fysiskt bord i förstärkt verklighet som visades på en mobil enhet. Det virtuella objektet var antingen en kub eller en sfär. För att mäta effekterna av att objekten kastade skuggor så mättes tiden det tog användare att slutföra uppgiften, samt positioneringsfelet. Med hjälp av frågeformulär gjordes även kvalitativa mätningar. Resultaten visade att både positioneringsfelet och tiden för att slutföra uppgiften minskade när objekten kastade skuggor. Resultaten visade också att användarna verkade mer säkra när de placerade objekten, när objekten kastade skuggor. De kvantitativa och kvalitativa resultaten från experimentet visade att användarna tyckte att det var lättare att avgöra positionen på det virtuella objektet i förhållande till det fysiska objektet när det virtuella objektet kastade skuggor.
Black, John. "Chasing shadows : a look at the treatment of light and shade in painters' quest for spatial realism in 13th and 14th century Italy." Thesis, University of Glasgow, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247734.
Full textDikman, David. "Ambient Occlusion i Realtid." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1109.
Full textAmbient Occlusion är en teknik för ambient ljussättning i digitala tredimensionella scener. Sådana scener ljussätts vanligtvis med en konstant mängd ambient ljus på samtliga ytor oberoende av ytornas vinkel och position gentemot olika ljuskällor i scenen. Detta ger ett platt och kalt intryck och utan vidare ljussättningstekniker är det ytterst svårt att urskönja detaljer i scenen. Ambient Occlusion åthjälper detta genom att reducera mängden ambient ljus i vissa delar av scenen. Ambient ljus är en enkel approximation av det reflekterade diffusa ljuset som antas nå nästan överallt i scenen. Genom att sänka det ambienta ljuset på punkter i scenen med tät eller täckande geometri så ger Ambient Occlusion ett intryck av att det sekundära diffusa ljuset ej når dessa platser. Pappret undersöker en äldre variant av Ambient Occlusion där mängden ambient ljus beräknas statiskt för en scen och sparas i texturer. Vidare undersöks nyare metoder där mängden ambient ljus beräknas dynamiskt på den renderade scenen i Pixel Shaders. Det senare tillvägagångssättet kallas Image Based Ambient Occlusion eller Screen Space Ambient Occlusion. Detta nya tillvägagångssätt jämförs mot den traditionella angreppsvinkeln med förberäknade texturer. Teknikerna utvärderas och jämförs mot varandra i avseende på tids- och minneskomplexitet, enkelhet och visuellt resultat utöver specifika egenskaper för de enskilda teknikerna. Arbetets resultat beskrivs i slutet av rapporten. I resultatet presenteras hur shaderteknikerna pga sina brister inte är applicerbara i alla scener.
Löf, Melker Tobias. "Färgblindkorrigering i realtid." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14084.
Full textSalát, Marek. "Prototypování fotografické kompozice pomocí rozšířené reality." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255388.
Full textCurry, Tommy J. "Cast Upon The Shadows: Essays Toward The Culturalogic Turn In Critical Race Theory." OpenSIUC, 2009. https://opensiuc.lib.siu.edu/dissertations/59.
Full textJiddi, Salma. "Photometric registration of indoor real scenes using an RGB-D camera with application to mixed reality." Thesis, Rennes 1, 2019. http://www.theses.fr/2019REN1S015/document.
Full textThe overarching goal of Mixed Reality (MR) is to provide the users with the illusion that virtual and real objects coexist indistinguishably in the same space. An effective illusion requires an accurate registration between both worlds. This registration must be geometrically and photometrically coherent. In this thesis, we propose novel photometric registration methods to estimate the illumination and reflectance of real scenes. Specifically, we propose new approaches which address three main challenges: (1) use of a single RGB-D camera. (2) estimation of both diffuse and specular reflectance properties. (3) estimation of the 3D position and color of multiple dynamic light sources. Within our first contribution, we consider indoor real scenes where both geometry and illumination are static. As the sensor browses the scene, specular reflections can be observed throughout a sequence of RGB-D images. These visual cues are very informative about the illumination and reflectance of scene surfaces. Hence, we model these cues to recover both diffuse and specular reflectance properties as well as the 3D position of multiple light sources. Our algorithm allows convincing MR results such as realistic virtual shadows and correct real specularity removal. Shadows are omnipresent and result from the occlusion of light by existing geometry. They therefore represent interesting cues to reconstruct the photometric properties of the scene. Presence of texture in this context is a critical scenario. In fact, separating texture from illumination effects is often handled via approaches which require user interaction or do not satisfy mixed reality processing time requirements. We address these limitations and propose a method which estimates the 3D position and intensity of light sources. The proposed approach handles dynamic light sources and runs at an interactive frame rate. The existence of a light source is more likely if it is supported by more than one cue. We therefore address the problem of estimating illumination and reflectance properties by jointly analysing specular reflections and cast shadows. The proposed approach takes advantage of information brought by both cues to handle a large variety of scenes. Our approach is capable of handling any textured surface and considers both static and dynamic light sources. Its effectiveness is demonstrated through a range of applications including real-time mixed reality and retexturing. Since the detection of cast shadows and specular reflections are at the heart of this thesis, we further propose a deep-learning framework to jointly detect both cues in indoor real scenes
Henriksson, Petter. "INVERKAN AV UPPLÖSNING OCH RENDERINGS PRECISION PÅ VOLYMETRISK ELD I REALTID i realtids Spel : En balans mellan prestanda och utseende." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9456.
Full textGnucci, Alessandro. "Implementazione di Shader per un gioco di Tower Defense in Realtà Aumentata." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textZachariáš, Michal. "Návrh a Aplikace Dvourozměrných Vizuálních Markerů pro Speciální Účely." Doctoral thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-412574.
Full textArdanuy, López Jordi. "La Búsqueda de lo sagrado en la poesía de Ángel Crespo." Doctoral thesis, Universitat Pompeu Fabra, 2003. http://hdl.handle.net/10803/7428.
Full textThis essay entails a diachronic interpretation of the poetry of Angel Crespo (1926-1995) (following the edition Poesía, Valladolid, 1996), as a search for the sacred dimension of the world, developed from within the language. It frames philosophically the questions that the poet answers artistically, in order to show their ethical and philosophical universality. It explains how the poet, by means of the processes of symbolisation, manages to go beyond the edges of language (those of his arbitrariness and conventionality) and to express a conception of the full reality (world and I) gradually wider and more unitarian. As a guide of this evolution, the poetic symbol has a religious meaning and a sense of initiation in the work of Crespo. This thesis studies those aspects from a scientific and not confessional point of view, by relating the poetry of Crespo with the religious anthropology of M. Eliade, the psychology of Jung and the symbolic hermeneutics, from Cassirer to Durand.
Sharir, Yacov. "Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identities." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1498.
Full textMartin, Jocelyn S. "Re/membering: articulating cultural identity in Philippine fiction in English." Doctoral thesis, Universite Libre de Bruxelles, 2010. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210163.
Full textWritten as such (with a slash),“re/membering” encapsulates the following three-fold meaning: (1) a “re-membering”, to indicate “a putting together of the dismembered past to make sense of the trauma of the present” (Bhabha 1994:63); as (2) a “re-membering” or a re-integration into a group and; as (3) “remembering” which implies possessing “memory or … set [ting] off in search of a memory” (Ricoeur 2004:4). As a morphological unit, “re/membering” designates, the ways in which Filipino authors try to articulate cultural identity through the routes of colonisation, migration and dictatorship.
The authors studied in this thesis include: Carlos Bulosan, Bienvenido Santos, N.V.M. Gonzalez, Nick Joaquin, Frank Sionil José, Ninotchka Rosca, Jessica Hagedorn, and Merlinda Bobis. Sixty-years separate Bulosan’s America is in the Heart (1943) from Hagedorn’s Dream Jungle (2003). Analysis of these works reveals how articulation is both difficult and hopeful. On the one hand, authors criticize the lack of efforts and seriousness towards articulation of cultural identity as re/membering (coming to terms with the past, fostering belonging and cultivating memory). Not only is re/membering challenged by double-consciousness (Du Bois 1994), dismemberment and forgetting, moreover, its necessity is likewise hard to recognize because of pain, trauma, phenomena of splitting, escapist attitudes and preferences for a “comfortable captivity”.
On the other hand, re/membering can also be described as hopeful by the way authors themselves make use of literature to articulate identity through research, dialogue, time, reconciliation and re-creation. Although painstaking and difficult, re/membering is important and necessary because what is at stake is an articulated Philippine cultural identity. However, who would be prepared to make the effort?
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Cette thèse démontre que, pour les auteurs philippins, l’articulation ou « re/membering » l'identité culturelle, est nécessaire. Le chercheur s'appuie principalement sur la théorie de Stuart Hall, qui perçoit l'identité culturelle comme une articulation qui permet de considérer l’homme assujetti capable aussi d'agir contre des pouvoirs (cf. Grossberg 1996 [1986]: 157). Appliquée au contexte philippin, cet auteur soutient que, au lieu de la visualisation d'une identité fragmentée apparente comme un obstacle à une « définition » de l'identité culturelle, elle regarde l’histoire philippine «abîmée» (Fallows 1987) comme le matériel même qui permet l'articulation d’identité. Au lieu de réduire l'identité culturelle d'un peuple à ce qu’ ils auraint pû être avant les interventions de l’histoire, elle met en avant une vision de l'identité qui cherche à transfigurer ces "dommages" par un travail d’acceptation avec l'histoire.
Bien que ce point de vue a déjà été partagé par d'autres critiques (tels que Feria 1991 ou Dalisay 1998:145), la contribution de l'auteur réside dans la présentation de « re/membering » pour décrire un type d'articulation sans refouler les plaies du passé, mais sans stagner en elles non plus. De plus, « re/membering » permet de comprendre de futures articulations de « nouvelles » identités culturelles (en raison de la migration en cours), tout en mettant une «fermeture arbitraire» (Hall) aux ré-articulations simplistes qui ne font que promouvoir des “lines of tendential forces” (Hall) (tels que des préjugés sur la couleur brune ou noire de peau) ou des pratiques hégémoniques.
Rédigé en tant que telle (avec /), « re/membering » comporte une triple signification: (1) une «re-membering », pour indiquer une mise ensemble d’un passé fragmenté pour donner un sens au traumatisme du présent (cf. Bhabha, 1994:63); (2) une «re-membering» ou une ré-intégration dans un groupe et finalement, comme (3)"remembering", qui suppose la possession de mémoire ou une recherche d'une mémoire »(Ricoeur 2004:4). Comme unité morphologique, « re/membering » désigne la manière dont les auteurs philippins tentent d'articuler l'identité culturelle à travers les routes de la colonisation, les migrations et la dictature.
Les auteurs inclus dans cette thèse sont: Carlos Bulosan, Bienvenido Santos, NVM Gonzalez, Nick Joaquin, Frank Sionil José, Ninotchka Rosca, Jessica Hagedorn, et Merlinda Bobis. Soixante ans séparent America is in the Heart (1943) du Bulosan et le Dream Jungle (2003) du Hagedorn. L'analyse de ces œuvres révèle la façon dont l'articulation est à la fois difficile et pleine d'espoir. D'une part, les auteurs critiquent le manque d'efforts envers l'articulation en tant que « re/membering » (confrontation avec le passé, reconnaissance de l'appartenance et cultivation de la mémoire). Non seulement est « re/membering » heurté par le double conscience (Du Bois 1994), le démembrement et l'oubli, en outre, sa nécessité est également difficile à reconnaître en raison de la douleur, les traumatismes, les phénomènes de scission, les attitudes et les préférences d'évasion pour une captivité "confortable" .
En même temps, « re/membering » peut également être décrit comme plein d'espoir par la façon dont les auteurs eux-mêmes utilisent la littérature pour articuler l'identité à travers la recherche, le dialogue, la durée, la réconciliation et la re-création. Bien que laborieux et difficile, « re/membering » est important et nécessaire car ce qui est en jeu, c'est une identité culturelle articulée des Philippines. Mais qui serait prêt à l'effort?
Doctorat en Langues et lettres
info:eu-repo/semantics/nonPublished
Liu, Mei-Yen, and 劉美燕. "Visual Expression And Application through Light-Shadow, Reality-Illusion in Photography." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/t6qhd3.
Full text朝陽科技大學
工業設計系
107
Abstract In either skills or concepts, photography has changed a lot through age ever since the nineteenth century. In skills, photographic-plate-developed picture has transformed into digital images. Photographic creation, in the meantime, is expanded from realistic and documentary records to various subjectively expressed themes. As a result, photographic creation presents abundant variety and plays an important role in creating visual art forms. In the long-term process of development, the only effect never changed is light-shadow element to make images well-recognized and identified. Light-shadow is the basic and the most important element for photographic creation. No well-presented images can be expressed without good light-shadow effect. The research, therefore, focuses on the relation between light-shadow and visual expression and search for new possibilities for photographic creation. In practical skill application, I take digital camera as equipment; realistic subjects (mainly buildings) in natural light condition are presented and expressed in various effects. In the process, light-shadow is the main element for the various creation. In actual practice, the creation works are divided into two parts. First: the relation between light-shadow and reality-illusion visual expression. Second: the relation between light-shadow and space interface. The method is applying different sources of light (direct light, opposite light, light-through) to make visually transformed images presented in various perspectives, realistic, illusion, space, angles, even overlapping of time and light are included. Through photographic creation, I try to present concrete images as individual visual expression creation.
Jian-ping, Chen, and 陳劍平. "Somatosensory interactive technology used in the design of the study show-2009 Taipei International Travel Fair in Taiwan High Speed Rail "Shadow Interactive System projection interaction and augmented reality" shows an example." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/65252147933230397952.
Full text樹德科技大學
應用設計研究所
98
In this study, the 2009 Taipei International Travel Fair in Taiwan High Speed Rail show an example to show the contents of the main areas for the augmented reality, interactive projection area two regions, will demonstrate techniques and hardware for the build cooperation, including technology, assessment of possible , interactive programming maintenance, this study focuses on the interaction of which the final results of conceptual design and presentation of the paper. The digital era, for the development of digital technology to interactive design to the rise of somatosensory and cross-disciplinary innovation, open the somatosensory interaction for the design of the application of technology in the display. However, the relatively large domestic display in graphic design, solid model display, multimedia display of the main types of interactive experiences as a display technique is reduced. In the literature review in this study first extended to the evolution of digital art digital display design used in domestic and international cases, and for the somatosensory and augmented reality for interactive discussion. The study design focused on somatosensory interactive display design applications, and the somatosensory interaction and augmented reality on the display case designed to observe and analyze, through practice and from academic and market the two different angles to make design thinking creation of these two interactive technology designed to demonstrate its advantages and useful, interactive science and technology through research to understand the impact for the exhibition industry and to assess its value.
Wolinsky, Max. "GET REAL(ISM): EVOLUTIONARY DEBUNKING ARGUMENTS AND MORAL REALISM." 2013. http://hdl.handle.net/10222/36243.
Full textYi-YenHsieh and 謝宜燕. "Crossing the Boundary Line of Virtual Reality:A Study of the Light and Shadow Interwoven On the Field of Huang Hsin-Chien\'s Works." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/smm484.
Full text國立成功大學
藝術研究所
107
Hsin-Chien Huang(1966-) is an artist who has emerged in the field of Contemporary New Media Art in recent years. After winning Grand Prize of New Voices New Visions International Multimedia Competition in the United States in 1994, Laurie with Hsin-Chien won the highest honor at the 74th Best VR Experience Award of Venice Film Festival in 2017, and Hsin-Chien Huang became the representative artist of new media technology in Taiwan. He is good at using the means of device, induction and interactive art to present the concepts of virtual memory, image narration and poetics, transforming the audience's existing vision and perception mode, making the audience be able to achieve an immersive experience in the 3D simulation field space. It is not limited one-way communication anymore at traditional painting, sculpture or audience with works. This study mainly discusses the works of Hsin-Chien Huang with Phenomenology of Perception of body subject by Merleau Ponty. First of all, Construct in the history of his life, Focused on his art career, the researcher tried to understand his experience of childhood memories, growth background, physical and mental translation. Second, in the middle stage, Huang Hsin-Chien think outside the White cube as the turning point, began to shift from visual to exploring the spatial dimension of the field between the body on Mirage Theate in 2012. Finally, further extend the participants' transition from one-way viewing to two-way interaction in La Camera Insabbiata, revealing the reflexive experience of the body in response to the relationship between the artist, the participants themselves, and the space of the work.
Chang, Wei-Ling, and 張葦菱. "Land、Nature、Reality——The research Of Su Shao-lien、Liu Ke-Xian、Wang Tsung-Jen''s Prose Poem." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/66409774775135682819.
Full textBrown, Janet M. "The writing and research of the novel 'The Shaded Side'." Thesis, 1998. https://vuir.vu.edu.au/18146/.
Full textSoucy, Guillaume. "Constructivisme moral : la question de l’objectivité des faits moraux." Thèse, 2018. http://hdl.handle.net/1866/20304.
Full textDercaci, Alexandra. "Tvorba Ilji Šapova v kontextu českého realismu v meziválečném období." Master's thesis, 2020. http://www.nusl.cz/ntk/nusl-448794.
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