Dissertations / Theses on the topic 'Virtual reality – Computer programs'
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Strom, Mark W. "The Forward Observer Personal Computer Simulator (FOPCSim) 2." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/1970.
Full textBaggesen, Arne. "Design and operational aspects of autonomous Unmanned Combat Aerial Vehicles." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2015.
Full textVermeulen, Heinrich. "Using virtual reality to monitor and control an industrial robot via the Internet." Thesis, Port Elizabeth Technikon, 2001. http://hdl.handle.net/10948/74.
Full textLakey, Charles. "Cleared hot a forward air control (airborne) concepts trainer." Thesis, Monterey, California. Naval Postgraduate School, 2006. http://hdl.handle.net/10945/2643.
Full textGun, Suat Kursat. "Evaluating Sunni participation in an election in a representative Iraqi town." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Sep%5FGun.pdf.
Full textThesis Advisor(s): Susan M. Sanchez, Karen Guttieri. Includes bibliographical references (p. 105-107). Also available online.
Myttas, Dimitrios. "Application of avatars in display design to support spatial awareness under varying workload conditions." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FMyttas.pdf.
Full textThesis Advisor(s): Anthony Ciavarelli. "September 2006." Includes bibliographical references (p. 95-100). Also available in print.
Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.
Full textGlass, Kevin Robert. "Automating the conversion of natural language fiction to multi-modal 3D animated virtual environments." Thesis, Rhodes University, 2009. http://hdl.handle.net/10962/d1006518.
Full textYildiz, Faruk. "Implementation of a human avatar for the MARG project in networked virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FYildiz.pdf.
Full textThesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-62). Also available online.
Milvich, Michael Lazar. "JavaCAVE : A 3D immersive environment in Java." Thesis, Montana State University, 2004. http://etd.lib.montana.edu/etd/2004/milvich/MilvichM0805.pdf.
Full textDuffy, Brenden. "An investigation of advances in digital cartography through the mapping of West Virginia University." Morgantown, W. Va. : [West Virginia University Libraries], 2003. http://etd.wvu.edu/templates/showETD.cfm?recnum=3217.
Full textTitle from document title page. Document formatted into pages; contains vi, 85 p. : ill. (some col.), col. maps + AVI movie and VRML computer files. Includes AVI movie and VRML files. Includes abstract. Includes bibliographical references (p. 83-85).
Tay, Lee Y. "Engaging academically at-risk primary school students in an after-school ICT-mediated program." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2008. https://ro.ecu.edu.au/theses/168.
Full textYipu, Zen. "Selling props, playing stars virtualising the self in the Japanese mediascape /." View Thesis, 2005. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20060210.104650/index.html.
Full textHullfish, Keith C. "Virtual reality monitoring : how real is virtual reality? /." Connect to this title online (HTML format) Connect to this title online (RTF format), 1996. http://www.hitl.washington.edu/publications/hullfish/.
Full textVarahamurthy, Varun. "Virtual Reality Engine Development." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1214.
Full textSalanitri, Davide. "Trust in virtual reality." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52322/.
Full textBergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.
Full textKandikonda, Keerthi. "Using Virtual Reality and Augmented Reality to Teach Human Anatomy." University of Toledo / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1302096342.
Full textSvensson, Mikael. "Fusing Reality with the Virtual Reality of a Serious Game." Thesis, Umeå universitet, Institutionen för datavetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-38411.
Full textCofranscesco, Paul William. "Virtual reality, education and the Macintosh /." Online version of thesis, 1993. http://hdl.handle.net/1850/12186.
Full textHuang, Peter, and Pontus Gagnero. "Seamlessly Displaying Models in Virtual Reality." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-65781.
Full textDuffield, Austin (James Austin). "Enabling high-quality untethered virtual reality." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/119520.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 47-50).
Today's virtual reality (VR) headsets require a cable connection to a PC or game console. This cable significantly limits the player's mobility and, hence, her VR experience. The high data rate requirement of this link (multiple Gbps) precludes its replacement by WiFi. Thus, in this thesis, we focus on using mmWave technology to deliver multi-Gbps wireless communication between VR headsets and their game consoles. We address the two key problems that prevent existing mmWave links from being used in VR systems. First, mmWave signals suffer from a blockage problem, i.e., they operate mainly in line-of-sight and can be blocked by simple obstacles such as the player lifting her hand in front of the headset. Second, mmWave radios use highly directional antennas with very narrow beams; they work only when the transmitter's beam is aligned with the receiver's beam. Any small movement of the headset can break the alignment and stall the data stream. We present MoVR, a novel system that allows mmWave links to sustain high data rates even in the presence of a blockage and mobility. MoVR does this by introducing a smart mmWave mirror and leveraging VR headset tracking information. We implement MoVR and empirically demonstrate its performance using an HTC VR headset.
by Austin Duffield.
M. Eng.
Belson, Itamar David. "A cross-platform virtual reality experience." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112897.
Full textCataloged from PDF version of thesis. "December 2016."
Includes bibliographical references (page 30).
Virtual reality refers to a realistic and interactive experience whereby a user is able to observe and interact with a simulated three-dimensional environment. However, although immersive by nature, most modern virtual reality systems require the use of specialized head-mounted displays that result in experiences that are wholly detached and isolated from other potential users as well as from the primary user's immediate surrounding. This thesis describes a system that aims to solve the isolative nature of virtual reality through incorporating a new form of multi-person interaction within virtual reality worlds that enables cross-platform observation and agency within the digital domain. Namely, this new form of human-to-human virtual interaction method allows two or more individuals to simultaneously observe and interact with the same virtual world through inherently different perspectives. More specifically, this thesis details an example application of such a system in which two users, one connected through a virtual reality interface and the other connected via a standard monitor interface, concurrently play a virtual air hockey game similar to the physical equivalent. Although a single example, the principles of the described system may be extended and applied to a variety of applications within the virtual reality domain.
by Itamar David Belson.
M. Eng.
Desovski, Dejan. "Using virtual reality for requirements validation." Morgantown, W. Va. : [West Virginia University Libraries], 2001. http://etd.wvu.edu/templates/showETD.cfm?recnum=1850.
Full textTitle from document title page. Document formatted into pages; contains ix, 87 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 35-36).
Rorke, Michael. "Designing and implementing a virtual reality interaction framework." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006491.
Full textVan, den Doel Cornelis Pieter. "Sound synthesis for virtual reality and computer games." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0005/NQ38993.pdf.
Full textLinn, Andreas. "Gaze Teleportation in Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216585.
Full textI det här dokumentet rapporteras preliminära resultat av blickteleportation, en rörelseinteraktion för virtuella verkligheter där användaren kan trycka på en knapp och teleportera till den punkt som de tittar på. Resultaten kan hjälpa framtida applikationsskapare att designa intuitiva rörelsegränssnitt så att användarna lättare kan röra sig i virtuella världar som är större än deras spelrum. I en studie med 12 deltagare jämfördes blick med teleportation med den konventionella handkontroll metoden. Deltagarna spelade en del av Valve’s The Lab med en HTC Vive och en Tobii Eyetracker; Hälften av deltagarna slutförde de uppsatta uppgifterna med blickteleportation, och den andra hälften använde handmetoden. Med Likert-frågor bedömde de sedan sina erfarenheter när det gällde njutning, frustration, ansträngning, avstånd, ocklusion och rörelsesjuka. Efter att ha besvarat frågorna fick deltagarna prova båda metoderna och intervjuades om sina preferenser och åsikter. Våra resultat tyder på att blickteleportation är en trevlig, snabb, intuitiv och naturlig rörelseinteraktion som presterar likt handmetoden, men föredras av användarna när de får välja. Vi drar slutsatsen att blickteleportation passar bra för applikationer där användarna förväntas förflytta sig i samma riktning som deras fokus.
Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.
Full textIncludes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
Vargas, David Anthony. "Multiplayer collaboration in educational virtual reality games." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119701.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 59).
Recent innovations in Virtual Reality technology has made it more affordable and accessible to consumers and classrooms. This research works toward investigating the impact of VR in a collaborative learning environment as part of a larger cross- platform system. We have explored three primary research objectives: 1) how do we engage players in a cross platform education game 2) is it possible for VR to be one of these platforms effectively and 3) how do we design the game so that the players have to collaborate? For all of these tasks, I helped develop the collaborative aspect of a project called CLEVR, which is a multiplayer game that places one user inside of a biological cell through a VR headset while connecting another on a touch screen tablet. After discussing the progress made on the project and the contribu- tions I made, we discuss the results of various play test opportunities through our design-based iterative research and the conclusions drawn from them. Our results show promise for the impact of VR on education and the effect it could have on the engagement of students as part of a multiplayer cross-platform system.
by David Anthony Vargas.
M. Eng.
Mo, Eriksson Anton, Cian Hjort, August Uusitalo, Gustav Kvist, Noak Ringman, Anton Dalgren, Seth Ramström, and Alm Kevin Larsson. "Simulering i Virtual Reality för prestations- och motivationsförbättring." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138759.
Full textThis report processes the software development project created by the project group SurVive during the spring semester of 2017 at Linköping University. The project involved in the purpose of research, construct a virtual environment in order to allow students to practice demanding situations. The report aims to discuss and analyze virtual realitys applicability on performance enhancement and the development of the virtual environment. The system that has been developed will provide a safe and secure environment for the users to practice their presentations. In addition, relevant user data will be illustrated on a website to provide feedback on their performances. Whether the developed system really contributes to enhanced performance, requires further research.
Gain, James Edward. "Virtual sculpting : an investigation of directly manipulated free-form deformation in a virtual environment." Thesis, Rhodes University, 1996. http://hdl.handle.net/10962/d1006661.
Full textFilip, Mori. "A 2D video player for Virtual Reality and Mixed Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217359.
Full textMedan 360 graders video under senare tid varit föremål för studier, så verkar inte traditionella rektangulära 2D videos i virtuella miljöer ha fått samma uppmärksamhet. Mer specifikt, 2D videouppspelning i Virtual Reality (VR) och Mixed Reality (MR) verkar sakna utforskning i egenskaper som upplösning, ljud och interaktion, som slutligen bidrar till ”presence” i videon och den virtuella miljön. Det här pappret reflekterar över definitionerna VR och MR, samtidigt som den utökar de kända koncepten ”immersion” och ”presence” för 2D video i virtuella miljöer. Relevanta attribut till ”presence” som kan appliceras på 2D video utreddes sedan med hjälp av litteraturen. Det huvudsakliga problemet var att ta reda på komponenterna och processerna i den mjukvara som skall spela upp video i VR och MR med företagsönskemål och avgränsningar i åtanke, och möjligen, hur man kan justera dessa komponenter för att utöka närvaron i framförallt 2D video och sekundärt den virtuella miljön, även om dessa medium är relaterade och kan påverka varandra. Examensarbetet tog plats på Advrty, ett företag som utvecklar en annonseringsplattform för VR och MR. Utveckling och framtagande av komponenterna, var gjorda genom inkrementell utveckling där en enklare 2D videospelare skapades, sedan genom en andra inkrementell fas där videospelaren implementerades i VR och MR. Jämförelser med proof-of-concept-videospelaren i VR och MR samt den enklare videospelaren gjordes. I diskussionen om arbetet, gjordes reflektioner på användningen av open source-bibliotek i en kommersiell applikation, de tekniska begränsningarna i nuvarande VR och MR Head-mounted displays, relevanta ”presence” inducerande attribut samt val av metod för utvecklingen av videospelaren.
Carlsson, Mikael. "VIRTUAL REALITY – STREAMING AND CONCEPTS OF MOVEMENT TRACKING." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-34811.
Full textVildan, Tanriverdi. "A virtual reality interface design (VRID) model and methodology /." Thesis, Connect to Dissertations & Theses @ Tufts University, 2001.
Find full textAdviser: Robert J. K. Jacob. Submitted to the Dept. of Computer Science. Includes bibliographical references (leaves 114-117). Access restricted to members of the Tufts University community. Also available via the World Wide Web;
Wong, Wai-sang. "A virtual reality modeling tool for students of architecture /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22088994.
Full textGarrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.
Full textThesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
Mader, Ted. "Integrating Virtual Reality with Use-of-Force Training Simulations." ScholarWorks@UNO, 2017. https://scholarworks.uno.edu/honors_theses/87.
Full textSeichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.
Full textSätterkvist, Arvid. "Visualizing conversational data in virtual reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209590.
Full textSedan den första implementationen av en chatbot år 1964, har en stor mängd forskning och utveckling skett för att göra den fascinerandeidén att prata med en dator verklighet. Det är inte förens på senare tid som chatbot har spridit sig till det vardagliga livet hos den stora massan.Samtidigt som utspridningen av chatbotar ökar så höjs kraven på funktionalitet vilket i sin tur utökar storleken och komplexiteten hoschatboten. Konversionsdata hos en chatbot kan bli väldigt komplex och svår att förstå. För att säkerställa den fortsatta utvecklingen avchatbotar behövs därför verktyg och instrument utvecklas för att hjälpa utvecklare av chatbotar. Genom en prototypbaserad designprocess identifieras ett problem hos utvecklare att visualisera och förstå konversationsdata från en chatbot.En prototyp av en konversationdata-visualisering (KDV) är sedan utvecklad med syftet att hjälpa utvecklare förstå och utforskakonversationsdata från chatbotar de jobbar på. Designen på KDV är baserad på teorier angående nyckelområden inom 3D-visualisering ochrelaterade forskningsarbeten som studerar visualiseringar med data liknande konversationsdata från chatbotar. Designen av KDV är ocksåbaserad på problem som identifieras hos utvecklare av chatbotar. På grund av hur viktigt det är att inkludera användaren i designprocesser såutförs en utforskande användbarhetsstudie på KDV för att utforska implementeringarna av dem identifierade designbesluten angående detidentifierade problemen hos utvecklare. Konversationsdata är visualiserad med trädstrukturer i en cirkulär formation för att tillåta visualisering av länkar mellan olika konversationer.Resultat från den utforskande användarbarhetsstudien indikerar att KDV är en visualisering som förstås av användarna. Dock så identifieradesett problem med att hitta specifika noder i konversationsdata eftersom översikten av visualisering inte innehöll tillräckligt med information.
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.
Full text黃偉生 and Wai-sang Wong. "A virtual reality modeling tool for students of architecture." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31223679.
Full textEarnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos, and D. Thalmann. "Computer animation for virtual humans." IEEE, 1998. http://hdl.handle.net/10454/3505.
Full textAdvances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and interact with applications or each other.
Aofeng, Zhuang, and Bao Han. "Virtual Reality in Marketing—An explorative study." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12148.
Full textGustafsson, Mattias, and Oliver Odd. "Virtual Reality Data Visualization : Concepts, technologies and more." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37222.
Full textDatavisualisering (DV) kan ses som ett viktigt verktyg för kommunikation och dataanalys, speciellt när stora mängder data behandlas. Visuell representation kan främja observationen av trender och mönster samt förståelsen av datan. För närvarande används tvådimensionella displayer huvudsakligen för datavisualisering, både i två och tre dimensioner (2D och 3D). Emellertid är tvådimensionella displayer begränsade i 3D-visualisering eftersom de inte möjliggör äkta djupseende, och täcker inte observatörens fulla synfält (Field Of View (FOV)). Ett alternativ tillvägagångssätt är att använda Virtual Reality (VR), vilket tillhandahåller en omslutande och interaktiv 3D-miljö. VR har huvudsakligen används för spel och simulerad träning. Däremot börjar nya användningsområden uppstå då VR teknologin har blivit mer prisvärd. Ett användningsområde är VR för DV, vilket var det huvudsakliga syftet för det här arbetet. För att uppnå syftet utfördes en litteraturstudie för att identifiera teknologier och definitioner, hårdvaru- och mjukvaruteknologier, tekniker och exempel inom området av DV och VR. Dessutom, för att exemplifiera DV genom VR, utvecklades ett prototypsystem. Vilket implementerades genom Unity 3D, en av de ledande spelmotorerna. För att visualisera den utvecklade VR-miljön användes ett HTC Vive Head Mounted Display (HMD). Den utvecklade prototypen kan visualisera data från ett lokalt dataset genom ett spridningsdiagram med 3 axlar, i VR. I den virtuella miljön som skapas av systemet tillåts användaren att välja attribut från datasetet för att sedan visualisera dessa genom det tredimensionella spridningsdiagrammet. När datan väl är visualiserad, kan användaren använda de handhållna kontrollerna för att flytta, rotera, luta och skala grafen. Uppnådda resultat indikerar på omslutning och interaktion som de huvudsakliga fördelarna av DV genom VR.
Bogdanovych, Anton. "Virtual Institutions." Electronic version, 2007. http://hdl.handle.net/2100/536.
Full textThis thesis establishes Virtual Institutions as a comprehensive software engineering technology for the development of 3D Virtual Worlds that require normative regulation of participants’ interactions (such as the commercially-oriented Virtual Worlds). 3D Virtual Worlds technology currently offers somewhat unregulated environments without means to enforce norms of behavior and interaction rules on their inhabitants. Furthermore, existing methodologies for Virtual Worlds development focus primarily on the design side of the “look-and-feel” of the inhabited space. Consequently, in current 3D Virtual Worlds it is difficult to keep track of the deviant behavior of participants and to guarantee a high level of security and predictable overall behavior of the system. The Virtual Institutions Methodology proposed by this dissertation is focused on designing highly secure heterogeneous Virtual Worlds (with humans and autonomous agents participating in them), where the participants behave autonomously and make their decisions freely within the limits imposed by the set of norms of the institution. It is supported by a multilayer model and representational formalisms, and the corresponding tools that facilitate rapid development of norm-governed Virtual Worlds and offer full control over stability and security issues. An important part of the Virtual Institutions Methodology is concerned with the relationship between humans and autonomous agents. In particular, the ways to achieve human-like behavior by learning such behavior from the humans themselves are investigated. It is explained how formal description of the interaction rules together with full observation of the users’ actions help to improve the human-like believability of autonomous agents in Virtual Institutions. The thesis proposes the concept of implicit training, which enables the process of teaching autonomous agents human characteristics without any explicit training efforts required from the humans, and develops the computational support for this new learning method. The benefits of using Virtual Institutions are illustrated through applying this technology to the domain of E-Commerce. It is demonstrated that providing shoppers with a normative environment that offers immersive experience and supports important real world attributes like social interaction, location awareness, advanced visualization, collaborative shopping and impulsive purchases can improve existing practices in E-Commerce portals.
Boldeanu, Silvia. "Merging brain-computer interfaces and virtual reality : A neuroscientific exploration." Thesis, Högskolan i Skövde, Institutionen för biovetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15774.
Full textYe, Jilin. "Integration of virtual reality techniques into computer-aided product design." Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/34024.
Full textBhunu, Solomon Tichaona. "Interactive 3-D spatial analysis in a virtual reality environment." Doctoral thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/6766.
Full textThe emergence of virtual reality and related tools enables the fundamental infrastructure to begin building virtual cities, which can provide an interactive simulation and analysis environment for planning and management of urban places. The virtual city will provide urban managers with a computer environment to interface with the multitude of complex physical and social data needed to plan and manage cities. A range of innovative technologies are being developed that offer different ways of modelling and representing built-form and associated urban information with real-time interaction over the Internet. For all these efforts in technological development, one of the main topical issues remains, the development of a representation (data structure) that is capable of both static and dynamic spatial analysis operations. This research focuses on developing a 3-D data representation for urban management, which would fully support both static and dynamic spatial analysis operations. It further explores the possibilities inherent in a hybrid of the Boundary representation (B-rep) and distance field modelling (a technique which is finding application in 3-D medical imaging). The research makes an analysis of the existing B-reps before developing the best form which could easily be integrated with the Distance Field (DF). Since this is the first known research in application of DFs in urban GIS, the research further offers the design and adoption of Distance field maps. Further designs are undertaken for the necessary algorithms that would allow dynamic analysis operations to be implemented within the DF environment. The conceptual design is mapped through Entity-Relationship modelling into a Database Management System (DBMS). The B-rep component is maintained within the DBMS whilst the DF component is generated on the ""fly"". For the distributed application development, a 3-tier approach that merges the client-side (web browser), application server and database server is proposed. Based on this approach, a Web based prototype toolkit is designed and implemented using affordable ""off-the-shelf' software applications and resources that are relatively easy to set-up and use, and would require standard PC-processor power available to a home user with a modem link (i.e. not a high-end graphics workstation). The novel aspects of this thesis can be summarised as: 1. The use of a hybrid representation is new in 3-D GISs. 2. The use of Distance Fields and the development of related spatial analysis operations is new in Geo-Information Systems. Furthermore, the research proposes a new distance field modelling approach; the single Distance Fields (see Chapter 5). 3. The implementation environment makes use of the existing tools and integrates them in a novel way.
Rahimain, Pooya. "The effect of latency on steering behavior in virtual reality." Diss., University of Iowa, 2019. https://ir.uiowa.edu/etd/6839.
Full textAugustsson, Linus. "Design with Virtual Reality in Mind." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254500.
Full textDenna uppsats presenterar en analys om hur vissa spel är bättre designade för virtuell verklighet än andra och vad vi kan lära oss från spel som fungerar bättre för att förbättra de spel som inte fungerar lika bra. Uppsatsen kommer också behandla vissa problem som uppkommer när man arbetar med virtuell verklighet. Data samlades in genom att låta tio deltagare spela fyra olika spel med hjälp av Oculus Rift och sedan svara på några frågor relaterade till deras erfarenhet av dessa spel. Skapade spelen en känsla av obehag eller skapades en känsla av närvaro i spelvärlden och bröt spelet någonsin den med närvaron? Baserat på insamlad data och analys, indikerar resultatet på att vissa typer av spel fungerar bättre än andra för upplevelser i virtuella verkligheter, men att vissa designval kan överföras till andra spel, dock genom viss arbetsinsats, men att det är bättre om ett spel skapas med virtuell verklighet i åtanke från början av utvecklingen.