Dissertations / Theses on the topic 'Virtual environment'
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Banker, William P. "Virtual environments and wayfinding in the natural environment." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1997. http://handle.dtic.mil/100.2/ADA341166.
Full text"September 1997." Thesis advisor(s): Rudolph Darken. Includes bibliography references (p. 149-150). Also available online.
Nakhal, Bilal. "Generation of communicative intentions for virtual agents in an intelligent virtual environment : application to virtual learning environment." Thesis, Brest, 2017. http://www.theses.fr/2017BRES0156/document.
Full textVirtual Reality plays a major role in developing new educational methodologies, and allows to develop virtual environments for learning where intelligent virtual agents play the role of tutors. These agents are expected to help human users to learn and apply domain-specific procedures with predefined learning outcomes. We work on building a real-time system able to sustain natural interaction with the user in a Virtual Learning Environment (VLE). To implement this model, we propose to use the Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training (MASCARET) as an Intelligent Virtual Environment (IVE) model that provides the knowledge base to the agents and model the semantic of the virtual environment and user’s activities. To formalize the intention of the agents, we implement a cognitive module within MASCARET inspired by BDI (Belief-Desire-Intention) architecture that permits us to generate high-level intentions for the agents. Furthermore, we integrate Embodied Conversational Agents (ECA), which are based on the SAIBA (Situation, Agent, Intention, Behavior, Animation) framework. The embodied agents of the environment have communicative intentions that are transmitted to the user through natural communication channels, namely the verbal and non-verbal communicative acts and behaviors of the ECAs. To evaluate our model, we implement it in a concrete pedagogical scenario for learning blood analysis procedures in a biomedical laboratory. We use this application to settle an experiment to validate the propositions of our model. The hypothesis of this experiment is to assume that the presence of anECA in a Virtual Environment (VE) enhances the learning performance (or at least does not degrade it) in the context of a learning procedure. The performance is represented by the time of execution, the number of committed errors and the number of requests for assistance. We analyze the results of this evaluation, which partially confirms the hypothesis of the experiment and assure that having an ECA in the VLE does not degrade the performance of the learner in the context of a learning procedure
Griffiths, Gareth David. "Virtual environment usability and user competence : the Nottingham Assessment of Interaction within Virtual Environments (NAIVE) tool." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368972.
Full textYahaya, Ros Aizan. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16489/.
Full textYahaya, Ros. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16489/1/Roy_Yahaya_Thesis.pdf.
Full textTramberend, Henrik. "Avocado: a distributed virtual environment framework." [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=967442222.
Full textRamesh, Ashwin. "Stiffness Perception in a Virtual Environment." Thesis, KTH, Maskinkonstruktion (Inst.), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-99310.
Full textAvsikten med denna rapport är att beskriva utvecklingen av en virtuell miljö för att med hjälp av en haptisk utrustning (Omega 7) studera och analysera kraftåterkoppling under varierande dynamiska förhållanden. Haptisk återkoppling från virtuella objekt har utvecklats för detta ändamål. Målet med projektet är att med hjälp av utvecklat system genomföra experiment för att studera hur försökspersoner kan hantera bristande överensstämmelse mellan visuell och proprioceptiv återkoppling. Studien avser också kognitiv karaktärisering av mänsklig interaktion med ett virtuellt objekt, speciellt med fokus på objektets styvhet. Detta bedöms vara relevant inom rehabiliteringsområdet eftersom en virtuell verklighet i kombination med haptisk återkoppling möjliggör full kontroll över, och registrering av, hur interaktionen sker. Av speciellt intresse är att studera hur rörelse i, och kraftåterkoppling från den virtuella miljön påverkar vår upplevelse av densamma. För utveckling av den virtuella miljön har CHAI 3D använts. CHAI 3D är ett C++ bibliotek med öppen källkod avsedd för realtidssimulering av haptisk återkoppling och visualisering.
Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.
Full textThorstenson, Erik. "Virtual environment for assembler code analysis." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-18345.
Full textEmery, Michael. "Virtual environment for medical skills training /." Leeds : University of Leeds, School of Computer Studies, 2008. http://www.comp.leeds.ac.uk/fyproj/reports/0708/Emery.pdf.
Full textLe, Goff Didier A. "Amphibious operations in a virtual environment." Monterey, California. Naval Postgraduate School, 1997. http://hdl.handle.net/10945/7873.
Full textMore than 80 percent of recent, real world, naval operations have taken place in the littoral; over half have employed amphibious units. However, up till now, no simulation developed at the Naval Postgraduate School had the capability to exercise any type of naval amphibious operation. Previous simulations lacked the necessary amphibious ship and landing craft models. Second, a method for nesting mounted entities did not exist. The approach taken was to develop a general algorithm for dynamically mounting, unmounting and nesting entities. Secondly, amphibious ship and landing craft models were developed incorporating a simple hydrodynamic models for use with the LPD-17 and Landing Craft Air Cushion (LCAC) vehicles. Finally, real time collision detection was implemented to ensure realistic interaction between all entities. The result is a stand alone, 3-D, virtual environment (VE) which simulates landing craft embarkation operations between a mother ship (LPD-17 class) and an LCAC, and allows embarked entities to walk through the 50,000 polygon LPD model in real time (7-15 frames per second). The simulation is further enhanced by realistic wave response, based on the Pierson-Moskowitz spectrum, by all ocean borne vehicles. Lastly, the use of the high level EasyScene 3.0 API allowed the application to be written in approximately 30 percent few lines of code than otherwise possible
Reynolds, James V., and Craig L. Smith. "Virtual environment training on mobile devices." Thesis, Monterey, California: Naval Postgraduate School, 2013. http://hdl.handle.net/10945/37700.
Full textOver 100 million tablet computers have been sold in the last three years. They now have the computing power of a state-of-the-art laptop of just a few years ago. This computing power and market saturation allows them to become viable virtual environment (VE) trainers. Tablets have a different set of input modalities and user expectations, which need to be taken into careful consideration when a VE trainer is designed. The authors developed a VE call for fire (CFF) trainer and explored the processes necessary to make it successful. In order to utilize tablet hardware to its full potential, the authors devised the Window to the World (W2W) paradigm as it applies to a mobile device. The authors tablet CFF trainer, Supporting Arms TrainerMobile (SAT-M), was compared to the Marine Corps current laptop CFF system, ObserverSim. Despite being in early development, participants with and without CFF experience overwhelmingly preferred SAT-M (p=0.002). Reasons included the ability of W2W to mimic real world physical motion, an easier to use interface, and a decrease in extraneous cognitive load.
Maddox, Winston H. "Adapting to a Virtual Learning Environment." Antioch University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1429557429.
Full textAl-Amoudi, Ahmed. "Evaluation of virtual routing appliances as routers in a virtual environment /." Online version of thesis, 2008. http://hdl.handle.net/1850/7544.
Full textTamanampudi, Monica, and Mohith Kumar Reddy Sannareddy. "Performance Optimization of a Service in Virtual and Non - Virtual Environment." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18462.
Full textMcDowell, Perry Lewis King Tony Edward. "A networked virtual environment for shipboard training /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA298028.
Full textAsli, Kilic. "Coordinate Systems For A Naval Virtual Environment." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606465/index.pdf.
Full textWorld Geodetic System - 1984 (WGS 84) was chosen as the reference system of new coordinate system of NSTMSS and coordinates were transformed to Universal Transverse Mercator (UTM) Coordinate System. Also, the terrains which NSTMSS uses created in OpenFlight (FLT) format with UTM map projection method. In addition to this, Ship Body Coordinate System was implemented as a Cartesian coordinate system. This thesis has achieved improved coordinate systems for the NSTMSS environment to increase the realism of the simulation.
Bateman, Kathleen Suzanne. "Three-dimensional virtual environment for spatial development." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1567.
Full textDimirtra, A. "Understanding aesthetics in a virtual environment performance." Thesis, Middlesex University, 2001. http://eprints.mdx.ac.uk/6467/.
Full textGledhill, Duke. "3D panoramic imaging for virtual environment construction." Thesis, University of Huddersfield, 2009. http://eprints.hud.ac.uk/id/eprint/6981/.
Full textSjöö, Patrick. "Mobile Virtual Reality Environment in Unity 3D." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-26496.
Full textRedavid, Claudio. "Virtual Test Environment for Motion Capture Shoots." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-21300.
Full textLowther, Katherine Lynn. "Vection in a large screen virtual environment." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ35512.pdf.
Full textBodily, Kent D. Katz Jeffrey S. "Dead reckoning in a desktop virtual environment." Auburn, Ala, 2008. http://repo.lib.auburn.edu/EtdRoot/2008/SPRING/Psychology/Dissertation/Bodily_Kent_52.pdf.
Full textRajuladeviKasi, UdayKiran. "Location-aware replication in virtual Hadoop environment." Thesis, Wichita State University, 2012. http://hdl.handle.net/10057/5609.
Full textThesis (M.S.)--Wichita State University, College of Engineering, Dept. of Electrical Engineering and Computer Science
McDowell, Perry Lewis, and Tony Edward King. "A networked virtual environment for shipboard training." Thesis, Monterey, California. Naval Postgraduate School, 1995. http://hdl.handle.net/10945/7542.
Full textPugach, Stanislav. "Closely interacting figures in a virtual environment." Thesis, De Montfort University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.288857.
Full textByron, Suzanne M. "Information Seeking in a Virtual Learning Environment." Thesis, University of North Texas, 1999. https://digital.library.unt.edu/ark:/67531/metadc2212/.
Full textWong, Kah Wei. "NUS libraries in a virtual learning environment." School of Communication & Information, Nanyang Technological University, 2006. http://hdl.handle.net/10150/106036.
Full textChen, Weiya. "Collaboration in Multi-user Immersive Virtual Environment." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS248/document.
Full textImmersive virtual environment can be used to bring both geographically distributed and co-located users to the same virtual place for collaboration. Compared to remote situations, co-located users collaborate in the same virtual world on top of a shared physical workspace. This collocation allows direct user communication and interaction without computer mediation which facilitates collaborative work. With the development of multi-user display and tracking technology, classical projection-based immersive setups (e.g. CAVE) can now support group immersion for co-located users by offering individual stereoscopic views without visual distortion. In this context, the coexistence of information from the virtual and real world, especially when users do not share a common spatial reference frame, provides users with a new kind of perceptual and cognitive experience. We are interested in how users perceive and communicate with each other to achieve a shared context for collaboration, and how we can broaden supported collaborative scenarios with more flexible viewpoint control.This PhD thesis mainly addresses perceptual and cohabitation issues that we identified in the aim of supporting safe and efficient co-located collaboration in immersive virtual environment. First, we conducted a case study to examine how perceptual conflicts would alter user communication and task performance. Second, we concentrated on the design and evaluation of appropriate navigation paradigms to allow individual virtual navigation while solving cohabitation problems in a shared limited physical workspace. At last, based on the results of previous studies, we designed a generic dynamic navigation model which integrates constrains from the physical workspace and also the virtual world to enable co-located collaboration in multi-user immersive systems
DI, MATTEO RICCARDO. "MODELLING VIRTUAL ENVIRONMENT FOR ADVANCED NAVAL SIMULATION." Doctoral thesis, Università degli studi di Genova, 2019. http://hdl.handle.net/11567/945096.
Full textHelmisaari, Minnamari. "Interaction in virtual restorative environments : How do different possibilities to interact affect the perceived restorativeness of a virtual environment?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12607.
Full textMcClernon, Christopher K. "Stress effects on transfer from virtual environment flight training to stressful flight environments." Monterey, Calif. : Naval Postgraduate School, 2009. http://handle.dtic.mil/100.2/ADA501682.
Full textDissertation supervisor: McCauley, Michael E. "June 2009." Description based on title screen as viewed on July 14, 2009. DTIC Identifiers: Flight simulator, virtual environment, human physiology, transfer of training, human performance, stress coping, stress exposure training. Author(s) subject terms: Stress, training, transfer of training, flight simulator, virtual environment, human physiology, human performance, strain, stress coping, stress exposure training. Includes bibliographical references (p. 163-170). Also available in print.
Coco, Geoffrey P. "The virtual environment operating system : derivation, function, and form /." Connect to this title online (PDF format) Connect to this title online (PostScript format), 1993. http://www.hitl.washington.edu/publications/th%2D93%2D1/th%2D93%2D1.ps.
Full textMolmer, Matthew. "Spatial orientation and familiarity in a small-scale real environment using PC-based virtual environment technology." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Sep%5FMolmer.pdf.
Full textThesis Advisor(s): Rudy Darken, Perry McDowell. Includes bibliographical references (p. 47). Also available online.
Dhanotiya, Manoj. "Geographical Knowledge Management System Application in Virtual Earth Environment." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1227239622.
Full textKOJIRI, Tomoko, and Toyohide WATANABE. "Seamless Virtual Learning Environment Supporting for Inducing Ideas." INTELLIGENT MEDIA INTEGRATION NAGOYA UNIVERSITY / COE, 2005. http://hdl.handle.net/2237/10430.
Full textErlandsson, Rickard, and Eric Hedrén. "Improving Software Development Environment : Docker vs Virtual Machines." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210667.
Full textValet av utvecklingsmiljö kan vara avgörande vid utveckling av mjukvara. Få undersökningar finns idag angående jämförelser mellan utvecklingsmiljöer. Docker är en relativt ny mjukvara för att sätta upp samt hantera container- miljöer. I denna undersökning, kommer möjligheten att använda Docker som utvecklingsmiljö att undersökas och jämföras mot virtuella maskiner som utvecklingsmiljö. Syftet med undersökningen är att se hur valet av utvecklingsmiljö påverkar utvecklingsprocessen av en mjukvara. Arbetet bedrevs på ett kvalitativt sätt, med både ett induktivt samt ett deduktivt tillvägagångssätt. Det inkluderade även en fältstudie med två faser. En där virtuella maskiner och en där Docker användes till att implementera en utvecklingsmiljö. Observationer utfördes efter varje implementation. Data från varje implementation jämfördes och evaluerades mot varandra. Resultaten från jämförelserna och evalueringen visar att valet av utvecklingsmiljö har inflytande på processen av utveckling av mjukvara. Olika utvecklingsmiljöer påverkar utvecklingsprocessen olika, både på bra och dåliga sätt. Med Docker är det möjligt att köra fler miljöer samtidigt än vad som är möjligt vid användande av virtuella maskiner. Docker lagrar även miljöerna på ett smart sätt, som gör att de tar upp mindre plats på den sekundära lagringen jämfört med virtuella maskiner. Detta är på grund av att Docker använder sig av ett lager-system när det gäller containrar och deras komponenter. När Docker används, tillhandhålls inget Graphical User Interface (GUI) för att installera eller hanterar applikationer inuti en container, detta kan vara en nackdel då vissa utvecklare kan behöva ett GUI för att arbeta. Avsaknaden av ett GUI gör det svårare att få en Integrated Development Environment (IDE) att fungera ordentligt med en container för att till exempel avlusa kod.
Allard, Pierre. "A virtual environment for training space station teleoperators." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ37255.pdf.
Full textTam, Elaine K. "A Web-based virtual environment for operator training." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0003/MQ44043.pdf.
Full textBergström, Mattias. "Getting physical : tangibles in a distributed virtual environment /." Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.
Full textDye, Michael P. "Vesuvius interactive atmospheric visualization in a virtual environment /." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447607.
Full textEllaway, Rachel Helen. "Evaluating a virtual learning environment in medical education." Thesis, University of Edinburgh, 2006. http://hdl.handle.net/1842/885.
Full textShah, Radhey. "SUPPORTING REAL-TIME PDA INTERACTION WITH VIRTUAL ENVIRONMENT." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3555.
Full textM.S.
Other
Engineering and Computer Science
Modeling and Simulation
Kolasinski, Eugenia M. "Prediction of simulator sickness in a virtual environment." Doctoral diss., University of Central Florida, 1996. http://digital.library.ucf.edu/cdm/ref/collection/RTD/id/19166.
Full textSickness induced by Virtual Reality (VR) devices poses a genuine threat to the viability of this new technology and its potential products. If the occurrence or severity of sickness could be successfully predicted based on characteristics of an individual, at-risk users could be identified, properly warned, and, perhaps, trained in some way to reduce their risk. A Personal Computer-based VR system was used to address the prediction of simulator sickness. Phase I investigated four characteristics of an individual - age, gender, mental rotation ability, and pre-exposure postural stability - which were hypothesized to be predictive of sickness. Sickness measured as a function of the Total Severity score from the Simulator Sickness Questionnaire (SSQ) was successfully modeled on these characteristics using linear regression techniques, leading to three major findings. First, sickness - as measured by the SSQ - did, in fact, occur in association with exposure to VR. for 35% of the participants, this sickness involved lingering effects and/or possible delayed after-effects. Second, sickness was successfully modeled on characteristics of the individual. The developed model indicated a complicated relationship between predicted sickness and gender, age, mental rotation ability, and pre-exposure postural stability. Third, based on the model developed, sickness is not predicted to differ for gender directly but, rather, gender interacts with mental rotation ability in its effects on sickness. Phase II investigated the occurrence of ataxic decrements in postural stability. No such decrements were found to be associated with the 20-minute exposure. Thus, ataxic decrements do not appear to be associated with short exposures to low-end VR. This finding, however, may be limited to VR tasks of the type used in this study. Practical implications and areas for future research are discussed.
Ph.D.;
Psychology;
Arts and Sciences;
143 p.
xi, 143 leaves, bound : ill. ; 28 cm.
Lanham, Susan. "Visually induced motion sickness in a virtual environment." Honors in the Major Thesis, University of Central Florida, 1994. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/129.
Full textBachelors
Arts and Sciences
Psychology
De, Souza John. "A virtual environment system for spatial orientation research." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/38743.
Full textAndersen, Ryan J. (Ryan John). "Establishing a virtual manufacturing environment for military robots." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39591.
Full textIncludes bibliographical references (p. 174-177).
Recent advances in the robotics industry have given the military an opportunity to capitalize on industry's innovation. Not only has core robotics technology improved but robotics manufacturing technology has also made significant improvements. This has enabled the U.S. military to procure robotic counterparts at an astonishing rate. The military expects to have a significant contingent of robots in the battle field by 2015. Today, "automated or remote-controlled machines are sniffing out mines, defusing explosives and watching for signs of danger".I The Army's Future Combat Systems program to revolutionize the military into a quicker, faster, and more lethal force is predicated on the rapid development of robotics technologies.2 Four out of the twelve vehicle systems being developed under the FCS program are unmanned vehicles requiring advanced robotics technologies. With this rapid pace of development a need for sound manufacturing environments exist to ensure product quality, availability, cost, and continuing innovation.
(cont.) This thesis presents a method for establishing a manufacturing environment for defense robotics that is both viable for industry cooperation and meets the demands of ongoing military procurement. This thesis presents a framework for supplier selection that includes: 1) military contracting requirements and contract manufacturing, 2) public policy review, 3) key skill identification, and 4) manufacturing environment modeling. The research contained in this thesis was conducted in cooperation with iRobot, a military robotics supplier.
by Ryan J. Andersen.
S.M.
M.B.A.
Parizotto, Rosamelia. "Aesthetics and usability of virtual learning environment interfaces." Thesis, University of York, 2007. http://etheses.whiterose.ac.uk/9905/.
Full textPettifer, Stephen Robert. "An operating environment for large scale virtual reality." Thesis, University of Manchester, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.488263.
Full text