Dissertations / Theses on the topic 'Virtual environment'

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1

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.

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Thesis (M.S. in Computer Science) Naval Postgraduate School, September 1997.
"September 1997." Thesis advisor(s): Rudolph Darken. Includes bibliography references (p. 149-150). Also available online.
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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.

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La réalité virtuelle joue un rôle majeur dans le développement de nouvelles technologies de l’éducation, et permet de développer des environnements virtuels pour l’apprentissage, dans lesquels, des agents virtuels intelligents jouent le rôle de tuteur. Ces agents sont censés aider les utilisateurs humains à apprendre et appliquer des procédures ayant des objectifs d’apprentissage prédéfini dans différents domaines. Nous travaillons sur la construction d’un système temps-réel capable d’entamer une interaction naturelle avec un utilisateur dans un Environnement d’Apprentissage Virtuel (EAV). Afin d’implémenter ce modèle, nous proposons d’utiliser MASCARET (Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training) comme modèle d’Environnement Virtuel Intelligent (EVI) afin de représenter la base de connaissances des agents, et de modéliser la sémantique de l’environnement virtuel et des activités des utilisateurs. Afin de formaliser l’intention des agents, nous implémentons un module cognitif dans MASCARET inspiré par l’architecture BDI (Belief-Desire-Intention) qui nous permet de générer des intentions de haut-niveau pour les agents. Dans notre modèle, ces agents sont représentés par des Agents Conversationnels Animés (ACA), qui sont basés sur la plateforme SAIBA (Situation, Agent, Intention, Behavior, Animation). Les agents conversationnels de l’environnement ont des intentions communicatives qui sont transmises à l’utilisateur via des canaux de communication naturels, notamment les actes communicatifs et les comportements verbaux et non-verbaux. Afin d’évaluer notre modèle, nous l’implémentons dans un scénario pédagogique concret pour l’apprentissage des procédures d’analyse de sang dans un laboratoire biomédical. Nous utilisons cette application afin de réaliser une expérimentation et une étude pour valider les propositions de notre modèle. L’hypothèse de notre étude est de supposer que la présence d’un ACA dans un Environnement Virtuel (EV) améliore la performance du processus d’apprentissage (ou qu’au moins, ça ne le dégrade pas) dans le contexte de l’apprentissage d’une procédure spécifique. La performance de l’utilisateur est représentée par le temps requis pour l’exécution de la procédure, le nombre d’erreurs commises et le nombre de demande d’assistance. Nous analysons les résultats de cette évaluation, ce qui confirme partiellement l’hypothèse de l’expérience et affirme que la présence de l’ACA dans l’EV ne dégrade pas la performance de l’apprenant dans le contexte de l’apprentissage d’une procédure
Virtual 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
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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.

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4

Yahaya, 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/.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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Yahaya, 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.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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6

Tramberend, Henrik. "Avocado: a distributed virtual environment framework." [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=967442222.

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7

Ramesh, Ashwin. "Stiffness Perception in a Virtual Environment." Thesis, KTH, Maskinkonstruktion (Inst.), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-99310.

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This report is aimed at setting up a virtual environment to study and analyze the force feedback during varying dynamic conditions of the virtual environment with the help of a Haptic Device ( Omega.7 ). Adequate Haptic feedback with the virtual object is also implemented. The objective of the project is to perform experiments to study how the subject tries to elude a visioproprioceptive mismatch during robotically arbitrated manipulations in virtual reality when he/she instigates an action, and then to assess the results. The study is also aimed at cognitively characterizing interaction with a virtual object, focusing particularly on stiffness. This might be of relevance for the rehabilitation field, as Virtual Reality and Haptic feedback allows fully controlled interactions and monitoring of subjects’ performances and also to specifically scrutinize how movement and force feedback influence our perception of the virtual environment. In order to set up the virtual environment, CHAI 3D is used, which is an open source set of C++ libraries for computer haptics, visualization and interactive real-time simulation [2].
Avsikten 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.
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Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.

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Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW's workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today's consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system ('Carbon') is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE's risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead.
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Thorstenson, 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.

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The hardware that computers consist of may for dierent reasons be dicult to monitor, the price may be high or the hardware itself may be unavailable. The most apparent reason though is the fact that hardware generally is not transparent, i.e. the hardware does not provide informa- tion on how a task is conducted, only its result. To provide a virtual en- vironment that enables simulation according to specic input parameters eectively solves many of the issues associated with hardware evaluation. Simulation has applications everywhere, not the least in computer science: From the low level of micro code all the way up to interpreting a high level implementation on top of a profound software stack. This thesis entails a virtual environment running a MIPS pipeline, although the simulator is implemented in the high level language C, it executes simulation at the fairly low level of assembler code. When provided with a user specied conguration le, the environment allows simulation of MIPS assembler programs, through the CPU, via interconnecting buses, ending at the level of virtual memory.
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Emery, 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.

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Le, Goff Didier A. "Amphibious operations in a virtual environment." Monterey, California. Naval Postgraduate School, 1997. http://hdl.handle.net/10945/7873.

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Approved for public release; distribution is unlimited
More 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
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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.

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Approved for public release; distribution is unlimited
Over 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.
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Maddox, Winston H. "Adapting to a Virtual Learning Environment." Antioch University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1429557429.

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Al-Amoudi, Ahmed. "Evaluation of virtual routing appliances as routers in a virtual environment /." Online version of thesis, 2008. http://hdl.handle.net/1850/7544.

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Tamanampudi, 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.

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In recent times Cloud Computing has become an accessible technology which makes it possible to provide online services to end user by the network of remote servers. With the increase in remote servers and resources allocated to these remote servers leads to performance degradation of service. In such a case, the environment on which service is made run plays a significant role in order to provide better performance and adds up to Quality of Service. This paper focuses on Bare metal and Linux container environments as request response time is one of the performance metrics to determine the QOS. To improve request response time platforms are customized using real-time kernel and compiler optimization flags to optimize the performance of a service. UDP packets are served to the service made run in these customized environments. From the experiments performed, it concludes that Bare metal using real-time kernel and level 3 Compiler optimization flag gives better performance of a service.
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McDowell, 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.

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Asli, Kilic. "Coordinate Systems For A Naval Virtual Environment." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606465/index.pdf.

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The purpose of this thesis is implementing World Geodetic System (WGS) for Naval Surface Tactical Maneuvering Simulation System (NSTMSS), a High Level Architecture (HLA) based naval simulation, and also implementing body coordinate system for the ships of NSTMSS and its combination with WGS so that NSTMSS can be more accurate, and new ship dynamics models can be integrated to the NSTMSS environment more easily. To improve the coordinate system of NSTMSS these methods were used
World 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.
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Bateman, Kathleen Suzanne. "Three-dimensional virtual environment for spatial development." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1567.

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The purpose of this project is to design a computer program to help children understand a strategy for changing vantage points within an imagined space and gain knowledge of how spatial transformations work. The developed software, called Viewpoints, presents a virtual three-dimensional environment to be explored and modified by the user. Object and camera manipulations are illustrated through animation. Furthermore, the program was designed to have an intuitive interface and be easy to access. This should allow the software’s target audience of children to focus on the spatial orientation and spatial visualization aspects. A small study evaluated the software in terms of content, instructional design, technical quality, student use, and instructor use. The study provided valuable feedback on how to improve Viewpoints in the future. Information gathered suggests the issue of speed should be addressed and supplemental materials should be added.
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Dimirtra, A. "Understanding aesthetics in a virtual environment performance." Thesis, Middlesex University, 2001. http://eprints.mdx.ac.uk/6467/.

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The virtual performance is a form of art that simultaneously develops with information technology, as IT provides the flexibility to develop sophisticated design Systems for the artist. Moreover, the intrinsic relationship between art and technology is apparent from the concluding research results. This research aimed to investigate the aesthetical value of VEs performances. The purpose of the study was to confront the location of aesthe tics in VEs. The qualitative method was employed due to the attempt to control the investigated objective. Literature review was employed due to the necessity to understand the VEs aesthetic phenomena in their entirely for developing a complete picture of the research field. Case studies and observation were mainly used because of the type of research conducted. The resulting findings were taken into consideration or rejected through interviews with creators of virtual performances. The research took place in three stages. The first step was to determine the research aims and objectives. The second, was to design the research plan which was divided along three basic axes. The first refers to the historical review and development of visual arts in order to determine the characteristics of the investigated art form. The second axis was the comprehension of the aesthetics that are produced via the determined characteristics. More specifically, these are interactivity, the interrupted flow of information and the audience participation. The third stage was the attempt to identify the elements that characterise a virtual performance. How the artist can handle the interactive element and- create conditions of immersion for his audience. The manifesto of virtual performances was created through the course of research and the analysis of the findings that belong to the third stage, which also includes the data analysis. Another element that also emerged was of the audience's interaction with the performance's development. This element, is in itself a product of aesthetics that has a great influence on the progression pf the thought processes of the audiences that interact with a virtual performance. The creator requires a spectator that is an active participant in order to develop the performance's plot. This does not indicate that the creator can manipulate the audience as a tool because each spectator has his own thoughts and critical evaluations. The spectator simply handles and combines according to his choices the elements that the artist offers so that he can project and co-create the performance's plot. The more the spectator experiences virtual performances through his interaction, the more lie will gain knowledge and freedom which will result in virtual performances to offer a larger selection and more powerful experiences. Besides, this art form is still in its embryonic stage and its maturity promises even greater developments.
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Gledhill, Duke. "3D panoramic imaging for virtual environment construction." Thesis, University of Huddersfield, 2009. http://eprints.hud.ac.uk/id/eprint/6981/.

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The project is concerned with the development of algorithms for the creation of photo-realistic 3D virtual environments, overcoming problems in mosaicing, colour and lighting changes, correspondence search speed and correspondence errors due to lack of surface texture. A number of related new algorithms have been investigated for image stitching, content based colour correction and efficient 3D surface reconstruction. All of the investigations were undertaken by using multiple views from normal digital cameras, web cameras and a ”one-shot” panoramic system. In the process of 3D reconstruction a new interest points based mosaicing method, a new interest points based colour correction method, a new hybrid feature and area based correspondence constraint and a new structured light based 3D reconstruction method have been investigated. The major contributions and results can be summarised as follows: • A new interest point based image stitching method has been proposed and investigated. The robustness of interest points has been tested and evaluated. Interest points have been proved robust to changes in lighting, viewpoint, rotation and scale. • A new interest point based method for colour correction has been proposed and investigated. The results of linear and linear plus affine colour transforms have proved more accurate than traditional diagonal transforms in accurately matching colours in panoramic images. • A new structured light based method for correspondence point based 3D reconstruction has been proposed and investigated. The method has been proved to increase the accuracy of the correspondence search for areas with low texture. Correspondence speed has also been increased with a new hybrid feature and area based correspondence search constraint. • Based on the investigation, a software framework has been developed for image based 3D virtual environment construction. The GUI includes abilities for importing images, colour correction, mosaicing, 3D surface reconstruction, texture recovery and visualisation. • 11 research papers have been published.
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Sjöö, 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.

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This report is a contribution to an existing research project, which works on supporting motion capture actors by improving their immersion and experiences through an augmented reality setup. The problem definition is that a motion capture studio, up to now, does not provide a large scenery for an actor. A motion capture scene is made almost entirely out of props and actors wearing motion capture (mocap) suits. To set the stage and environment there is usually a director explaining what the props are and what the situation is. The rest lies in the hands of the actors to imagine the scene. This project provided the controls for viewing a virtual environment using a smartphone with an Android operating system. The result was an application containing a virtual world that the user could look and walk around in using the smartphone's gyroscope and accelerometer respectively. This shall help the actor to get a better view of the surrounding world in which he or she is supposed to act in. The phone was connected to a pico projector and both devices were mounted on the user's head to get all needed input such as turning, tilting and physical movements. The phone can also be mounted in several positions which can be changed in real time. Some user testing was made to see how users handled the devices and what they thought of the application.
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Redavid, 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.

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This master thesis presents the design of an implementation of a working prototype for an augmented motion capture acting environment. Motion capture (MoCap), the recording of movements to be applied to characters or objects in computer graphics simulations, is widely used in video games, advertisement, and cinema. MoCap is realized through different techniques, where one common problem is the efficiency to capture actor’s motion performances. To capture motions without obstacles for the motion detectors, actors act blindly, without graphic references while acting. Mistakes or a poor correlation between the actors performances and the computer graphics simulation requires the scene either to be taken many times or to be corrected afterwards in time-consuming post-production. These issues slow down the production process or lead to a low quality product.We suggest that one way to limit the problem of efficiency in motion capture is to let actors perform in a virtual environment. To this end, this master thesis presents a simple prototypeenvironment with the goal to support actors’ performances to improve motion capture efficiency. The idea is to surround an actor with four screens which display the virtual environment. A Microsoft Kinect camera is utilized for motion capture. Gestures are usedto trigger interactions between the actor and the virtual environment. Furthermore, the thesis explores the applicability of open source libraries, game engines, and inexpensivegeneral purpose technology. We suggest, as indicated by demonstrated validity, that virtual environments and augmented motion capture improve the conditions for actors, thus providing more efficient motion capture shots. However, further research and quantitative measurements are needed to understand and fully evaluate the effect of the presented prototype tool.
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Lowther, 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.

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Bodily, 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.

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RajuladeviKasi, UdayKiran. "Location-aware replication in virtual Hadoop environment." Thesis, Wichita State University, 2012. http://hdl.handle.net/10057/5609.

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MapReduce is a framework for processing highly distributable tasks across huge datasets using a large number of compute nodes. As an implementation of MapReduce, Hadoop is widely used in the industry. Hadoop is a software platform that utilizes the distributed processing of big data across a cluster of servers. Virtualization of Hadoop Cluster shows great potential as it is easy to configure and economical to use. With some of the advantages like rapid provisioning, security and efficient resource utilization, Virtualization can be a great tool to increase efficiency of a Hadoop Cluster. However, the data redundancy which is a critical part of the Hadoop architecture can be compromised using traditional Hadoop data allocation methods. MapReduce which is known for its I/O intensive applications faces a problem with the decrease in data redundancy and unbalanced load in the virtual Hadoop cluster. In this research, the authors consider a Hadoop cluster where multiple virtual machines (VMs) co-exist on several physical machines to analyze the data allocation problem in a virtual environment. The authors also design a strategy for file block allocation which is compatible with the native Hadoop data allocation method. This research shows the serious implications of the native Hadoop data redundancy method and proposes a new algorithm that can correct the data placement in the nodes and maintain the redundancy in Hadoop cluster.
Thesis (M.S.)--Wichita State University, College of Engineering, Dept. of Electrical Engineering and Computer Science
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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.

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Operational shipboard environments are characterized by uncertainty, short time constraints, stress, multiple sources of information and teamwork. However, most naval training ignores the fundamental three-dimensional and team natures of both the environment and human perception. The problem addressed by this research is to improve the quality and reduce the expense of training for naval personnel. Our belief is that this problem can be solved by training sailors in a Virtual Environment for Training (VET). Virtual environment trainers are ideally suited to address the above shortcomings and provide better and more intuitive training at a lower cost than current methods. However, such an environment has not been proven theoretically possible. Our approach is to create such an environment, which can then be evaluated for its training effectiveness. This thesis proves the feasibility of a virtual environment to solve the Navy's training problem. We built a real-time, distributed, interactive shipboard environment for training. It consists of a three-dimensional ship model, which consists of objects containing over 22,000 polygons; an application program, which can render this model with average frame rates of fifteen to twenty frames per second; and networking code, which can include a theoretically unlimited number of participants, although performance suffers with greater than ten participants. The participants can interact in the same virtual ship to combat several likely casualties, including a fuel oil leak, main space fire, and steam rupture.
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Pugach, Stanislav. "Closely interacting figures in a virtual environment." Thesis, De Montfort University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.288857.

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Byron, Suzanne M. "Information Seeking in a Virtual Learning Environment." Thesis, University of North Texas, 1999. https://digital.library.unt.edu/ark:/67531/metadc2212/.

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Duplicating a time series study done by Kuhlthau and associates in 1989, this study examines the applicability of the Information Search Process (ISP) Model in the context of a virtual learning environment. This study confirms that students given an information seeking task in a virtual learning environment do exhibit the stages indicated by the ISP Model. The six-phase ISP Model is shown to be valid for describing the different stages of cognitive, affective, and physical tasks individuals progress through when facing a situation where they must search for information to complete an academic task in a virtual learning environment. The findings in this study further indicate there is no relationship between the amount of computer experience subjects possess and demonstrating the patterns of thoughts, feelings, and actions described by the ISP Model. The study demonstrates the ISP Model to be independent of the original physical library environments where the model was developed. An attempt is made to represent the ISP model in a slightly different manner that provides more of the sense of motion and interaction among the components of thoughts, feelings, and action than is currently provided for in the model. The study suggests that the development of non-self-reporting data collection techniques would be useful in complementing and furthering research to enhance and refine the representation of the ISP Model. Additionally, expanding the research to include the examination of group interaction is called for to enhance the ISP Model and develop further applications that could potentially aid educational delivery in all types of learning environments.
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29

Wong, Kah Wei. "NUS libraries in a virtual learning environment." School of Communication & Information, Nanyang Technological University, 2006. http://hdl.handle.net/10150/106036.

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Providing collections of resources â books, journals, videos, CDs, papers â was and still is a major function of academic libraries to support learning. When resources were offered electronically, libraries responded proactively, integration was done naturally into a virtual environment of learning. Leveraging on the convenience and speed of technology to meet the information needs of students was a challenge that could not be ignored. This paper highlights user education initiatives that relate to the support of learning and teaching in the virtual environment.
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30

Chen, Weiya. "Collaboration in Multi-user Immersive Virtual Environment." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS248/document.

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Les Environnements Virtuels Immersifs (EVI) peuvent être utilisés pour amener des utilisateurs, répartis géographiquement ou co-localisés, à partager un même monde virtuel pour collaborer. Si l’on compare aux situations distantes, les utilisateurs d’une immersion co-localisée collaborent aussi dans le monde virtuel, mais a contrario, partagent physiquement un même espace de travail. Cette co-localisation facilite le travail collaboratif en permettant des communications directes et des interactions sans médiation informatique entre les utilisateurs.Avec le développement de l'affichage multi-utilisateur et de la technologie de tracking, les dispositifs immersifs classiques basés sur la rétroprojection (ex. CAVE) peuvent offrir maintenant l'immersion pour plusieurs utilisateurs co-localisés en affichant différentes vues stéréoscopiques sans distorsion visuelle pour chacun d’eux. Dans ce contexte, la coexistence de l'information du monde virtuel et réel, en particulier lorsque les utilisateurs ne partagent pas un référentiel spatial commun, offre aux utilisateurs une nouvelle expérience perceptive et cognitive. Dans cette thèse nous nous sommes intéressés à la façon dont les utilisateurs se perçoivent et communiquent entre eux pour atteindre un contexte commun pour la collaboration, et aux moyens permettant d’élargir des scénarios collaboratifs déjà pris en charge dans ce type de dispositifs, basés sur des techniques de contrôle plus flexible des points de vue des utilisateurs. Cette thèse de doctorat traite donc principalement des problèmes perceptifs et de cohabitation que nous avons identifiés dans l’objectif d’assurer la sécurité et l’efficacité des collaborations co-localisées dans les environnements virtuels immersifs. Tout d'abord, nous avons mené une étude de cas pour examiner comment les conflits perceptifs modifieraient la communication entre les utilisateurs et leur performance. Deuxièmement, nous avons conçu et évalué des paradigmes de navigation appropriés pour permettre la navigation virtuelle individuelle tout en résolvant les problèmes de la cohabitation dans un espace de travail partagé physiquement limité. Enfin, sur la base des résultats de ces travaux, nous avons proposé un modèle dynamique générique qui intègre des contraintes de l'espace de travail physique et aussi ceux du monde virtuel pour gérer la collaboration co-localisée dans les systèmes immersifs multi-utilisateurs
Immersive 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
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31

DI, MATTEO RICCARDO. "MODELLING VIRTUAL ENVIRONMENT FOR ADVANCED NAVAL SIMULATION." Doctoral thesis, Università degli studi di Genova, 2019. http://hdl.handle.net/11567/945096.

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This thesis proposes a new virtual simulation environment designed as element of an interoperable federation of simulator to support the investigation of complex scenarios over the Extended Maritime Framework (EMF). Extended Maritime Framework is six spaces environment (Underwater, Water surface, Ground, Air, Space, and Cyberspace) where parties involved in Joint Naval Operations act. The amount of unmanned vehicles involved in the simulation arise the importance of the Communication modelling, thus the relevance of Cyberspace. The research is applied to complex cases (one applied to deep waters and one to coast and littoral protection) as examples to validate this approach; these cases involve different kind of traditional assets (e.g. satellites, helicopters, ships, submarines, underwater sensor infrastructure, etc.) interact dynamically and collaborate with new autonomous systems (i.e. AUV, Gliders, USV and UAV). The use of virtual simulation is devoted to support validation of new concepts and investigation of collaborative engineering solutions by providing a virtual representation of the current situation; this approach support the creation of dynamic interoperable immersive framework that could support training for Man in the Loop, education and tactical decision introducing the Man on the Loop concepts. The research and development of the Autonomous Underwater Vehicles requires continuous testing so a time effective approach can result a very useful tool. In this context the simulation can be useful to better understand the behaviour of Unmanned Vehicles and to avoid useless experimentations and their costs finding problems before doing them. This research project proposes the creation of a virtual environment with the aim to see and understand a Joint Naval Scenario. The study will be focusing especially on the integration of Autonomous Systems with traditional assets; the proposed simulation deals especially with collaborative operation involving different types of Autonomous Underwater Vehicles (AUV), Unmanned Surface Vehicles (USV) and UAV (Unmanned Aerial Vehicle). The author develops an interoperable virtual simulation devoted to present the overall situation for supervision considering also the sensor capabilities, communications and mission effectiveness that results dependent of the different asset interaction over a complex heterogeneous network. The aim of this research is to develop a flexible virtual simulation solution as crucial element of an HLA federation able to address the complexity of Extended Maritime Framework (EMF). Indeed this new generation of marine interoperable simulation is a strategic advantage for investigating the problems related to the operational use of autonomous systems and to finding new ways to use them respect to different scenarios. The research deal with the creation of two scenarios, one related to military operations and another one on coastal and littoral protection where the virtual simulation propose the overall situation and allows to navigate into the virtual world considering the complex physics affecting movement, perception, interaction and communication. By this approach, it becomes evident the capability to identify, by experimental analysis within the virtual world, the new solutions in terms of engineering and technological configuration of the different systems and vehicles as well as new operational models and tactics to address the specific mission environment. The case of study is a maritime scenario with a representation of heterogeneous network frameworks that involves multiple vehicles both naval and aerial including AUVs, USVs, gliders, helicopter, ships, submarines, satellite, buoys and sensors. For the sake of clarity aerial communications will be represented divided from underwater ones. A connection point for the latter will be set on the keel line of surface vessels representing communication happening via acoustic modem. To represent limits in underwater communications, underwater signals have been considerably slowed down in order to have a more realistic comparison with aerial ones. A maximum communication distance is set, beyond which no communication can take place. To ensure interoperability the HLA Standard (IEEE 1516 evolved) is adopted to federate other simulators so to allow its extensibility for other case studies. Two different scenarios are modelled in 3D visualization: Open Water and Port Protection. The first one aims to simulate interactions between traditional assets in Extended Maritime Framework (EMF) such as satellite, navy ships, submarines, NATO Research Vessels (NRVs), helicopters, with new generation unmanned assets as AUV, Gliders, UAV, USV and the mutual advantage the subjects involved in the scenario can have; in other word, the increase in persistence, interoperability and efficacy. The second scenario models the behaviour of unmanned assets, an AUV and an USV, patrolling a harbour to find possible threats. This aims to develop an algorithm to lead patrolling path toward an optimum, guaranteeing a high probability of success in the safest way reducing human involvement in the scenario. End users of the simulation face a graphical 3D representation of the scenario where assets would be represented. He can moves in the scenario through a Free Camera in Graphic User Interface (GUI) configured to entitle users to move around the scene and observe the 3D sea scenario. In this way, players are able to move freely in the synthetic environment in order to choose the best perspective of the scene. The work is intended to provide a valid tool to evaluate the defencelessness of on-shore and offshore critical infrastructures that could includes the use of new technologies to take care of security best and preserve themselves against disasters both on economical and environmental ones.
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32

Helmisaari, 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.

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This thesis focuses on virtual restorative environments – specifically, the way that natural environments have been created in a virtual context to elicit beneficial effects on restoration and stress recovery. As the field of restorative environment research is mostly concerned with studying the environment itself, the interaction between participant and environment tends to consist of open exploration, and other ways to interact are often overlooked. The aim of this thesis was therefore to construct a virtual restorative environment with an additional possibility to interact, and to explore how the interaction is connected to a virtual environment’s perceived restorativeness. To gain deeper understanding about how different people perceived the virtual environments, the experiment was conducted using qualitative measures such as questionnaires, open questions and interviews. The results indicate that the perception of a virtual environment’s restorativeness is a very subjective matter, as the individual differences between the participants affected the way that they perceived the environments.
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33

McClernon, 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.

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Dissertation (Ph.D. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, June 2009.
Dissertation 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.
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34

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.

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35

Molmer, 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.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulations (MOVES))--Naval Postgraduate School, September 2005.
Thesis Advisor(s): Rudy Darken, Perry McDowell. Includes bibliographical references (p. 47). Also available online.
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36

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.

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37

KOJIRI, 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.

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38

Erlandsson, 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.

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The choice of development environment can be crucial when it comes to developing a software. Few researches exist on comparing development environments. Docker is a relatively new software for handling and setting up container-environments. In this research, the possibility of using Docker as a software development environment is being investigated and compared against virtual machines as a development environment. The purpose of this research is to examine how the choice of development environment affect the development process. The work was qualitative, with an inductive and a deductive approach. It included a case study with two phases. One in which virtual machines and one in which Docker were used to implement a development environment. Observations were made after each implementation. The data from each implementation were then compared and evaluated against each other. The results from the comparisons and the evaluation clearly shows that the choice of development environment can influence the process of developing software. Different development environments affect the development process differently, both good and bad. With Docker, it’s possible to run more environments at once than when using virtual machines. Also, Docker stores the environments in a clever way that results in the environments taking up less space on the secondary storage compared to virtual machine environments. This is due to that Docker uses a layer system when it comes to containers and their components. When using Docker, no Graphical User Interface (GUI) to install and manage applications inside a container is provided, this can be a drawback since some developers may need a GUI to work. The lack of a GUI makes it harder to get an Integrated Development Environment (IDE) to work properly with a container to for example debug code.
Valet 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.
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39

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.

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40

Tam, 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.

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41

Bergström, Mattias. "Getting physical : tangibles in a distributed virtual environment /." Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.

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42

Dye, 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.

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43

Ellaway, Rachel Helen. "Evaluating a virtual learning environment in medical education." Thesis, University of Edinburgh, 2006. http://hdl.handle.net/1842/885.

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The use of technology-supported teaching and learning in higher education has moved from a position of peripheral interest a few years ago to become a fundamental ingredient in the experience of many if not most students today. A major part of that change has been wrought by the widespread introduction and use of ‘virtual learning environments’ (VLEs). A defining characteristic of VLEs is that they combine a variety of tools and resources into a single integrated system. To use a VLE is not just to employ a single intervention but to change the very fabric of the students’ experience of study and the university. Despite this, much of the literature on VLEs has concentrated on producing typologies by listing and comparing system functions, describing small scale and short duration applications or providing speculative theories and predictions. Little attention has so far been paid to analysing what effects a VLE’s use has on the participants and the context of use, particularly across a large group of users and over a substantial period of time. This work presents the evaluation of a VLE developed and used to support undergraduate medical education at the University of Edinburgh since 1999. This system is called ‘EEMeC’ and was developed specifically within and in support of its context of use. EEMeC provides a large number of features and functions to many different kinds of user, it has evolved continuously since it was introduced and it has had a significant impact on teaching and learning in the undergraduate medical degree programme (MBChB). In such circumstances evaluation methodologies that depend on controls and single variables are nether applicable or practical. In order to approach the task of evaluating such a complex entity a multi-modal evaluation framework has been developed based on taking a series of metaphor-informed perspectives derived from the organisational theories of Gareth Morgan(Morgan 1997). The framework takes seven approaches to evaluation of EEMeC covering a range of quantitative and qualitative methodologies. These are combined in a dialectical analysis of EEMeC from these different evaluation perspectives. This work provides a detailed and multi-faceted account of a VLE-in-use and the ways in which it interacts with its user community in its context of use. Furthermore, the method of taking different metaphor-based evaluation perspectives of a complex problem space is presented as a viable approach for studying and evaluating similar learning support systems. The evaluation framework that has been developed would be particularly useful to those practitioners who have a pressing and practical need for meaningful evaluation techniques to inform and shape how complex systems such as VLEs are deployed and used. As such, this work can provide insights not just into EEMeC, but into the way VLEs are changing the environments and contexts in which they are used across the tertiary sector as a whole.
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44

Shah, 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.

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Personal Digital Assistants (PDAs) are becoming more and more powerful with advances in technology and are expanding their applications in a variety of fields. This work explores the use of PDAs in Virtual Environments (VE). The goal is to support highly interactive bi-directional user interactions in Virtual Environments in more natural and less cumbersome ways. A proxy-based approach is adopted to support a wide-range of handheld devices and have a multi-PDA interaction with the virtual world. The architecture consists of three components in the complete system, a PDA, a desktop that acts as a proxy and Virtual Environment Software Sandbox (VESS), software developed at the Institute for Simulation and Training (IST). The purpose of the architecture is to enable issuing text and voice commands from PDA to virtual entities in VESS through the proxy. The commands are a pre-defined set of simple words such as 'move forward', 'turn right', 'go', and 'stop'. These commands are matched at the proxy and sent to VESS as text in XML format. The response from VESS is received at the proxy and forwarded back to the PDA. Performance measures with respect to response time characteristics of text messages between PDA and proxy over Wi-Fi networks are conducted. The results are discussed with respect to the acceptable delays for human perception in order to have real-time interaction between a PDA and an avatar in virtual world.
M.S.
Other
Engineering and Computer Science
Modeling and Simulation
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45

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.

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University of Central Florida College of Arts and Sciences Thesis
Sickness 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.
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46

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.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Arts and Sciences
Psychology
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47

De, Souza John. "A virtual environment system for spatial orientation research." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/38743.

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48

Andersen, 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.

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Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management; and, (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science; in conjunction with the Leaders for Manufacturing Program at MIT, 2007.
Includes 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.
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49

Parizotto, Rosamelia. "Aesthetics and usability of virtual learning environment interfaces." Thesis, University of York, 2007. http://etheses.whiterose.ac.uk/9905/.

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50

Pettifer, 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.

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Improvements in processors and graphics hardware are making Virtual Reality (VR) increasingly attractive as means of human/computer interaction. Although there are compelling stand-alone demonstrations of specific aspects of the field, there is little in the way of generic software that supports and integrates the needs of large or complex virtual environments. Future VR systems will require 'large scale' issues to be addressed. These include complex graphics and behaviour of objects and large numbers of applications and geographically distributed users. However, beyond the graphics and networking challenges, a core issue is the specification of the environments themselves. For sophisticated environments, more appropriate methods are required than the conventional programming tools provided by existing VR systems. For virtual environments, this specification approaches a description of the metaphysical properties of the space being described and the objects it contains. In such a specification, the relationship between the user and the environment is an important consideration. This thesis argues that by building a framework for describing virtual environments upon such a metaphysically orientated s~ecification of the environments, that takes explicit account of the relation between perceiver and the perceived, many of the existing problems of VR can be successfully addressed. A VR systems architecture is developed that supports investigation of this perceptual divide between perceiver and perceived, and is demonstrably capable of facilitating these investigations in the context of 'large-scale' VR as defined above.
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