Dissertations / Theses on the topic 'Virtual reality – Computer programs'

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1

Strom, Mark W. "The Forward Observer Personal Computer Simulator (FOPCSim) 2." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/1970.

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Due to declining budgets and decreases in ammunition allowances, the opportunity to conduct live fire artillery training has been greatly reduced. The available simulation trainers are either outdated, require specialize contractor support, or are not deployable. FOPCSim was developed at no cost, is freely available, takes advantages of modern 3D graphics, eliminates costly contractor support, and will run on laptops in support of deploying units. The simulator provides users with real-time performance feedback based on the Marine Corps Training and Readiness standards and was designed according to a cognitive task analysis of the call for fire procedures. To evaluate how well FOPCSim trains the call for fire procedures, an experiment was conducted at The Basic School in Quantico, Virginia. FOPCSim was used in place of the current simulation: Training Set, Fire Observation (TSFO) to evaluate its training effectiveness. By eliminating the overhead associated with most simulators, FOPCSim allows users to perform the call for fire procedures with a high degree of repetitiveness which is needed to train this type of task.
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Baggesen, Arne. "Design and operational aspects of autonomous Unmanned Combat Aerial Vehicles." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2015.

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A family of advanced weapon systems that deserves special attention comprises aerial autonomous weapons called Unmanned Combat Aerial Vehicles (UCAVs), which are characterized by the ability to loiter in the target area, sense the targets, acquire the targets, and then engage them. Modeling this combination of capabilities in a specific operational setting is necessary for addressing design and operational issues of this weapon. This work focuses on the development of an analytic probability model that captures key aspects of the autonomous weapon systems' engagement process. Special attention is given to simultaneous attack occurrences, imperfect battle damage assessment, and attack coordination properties. The model is a continuous-time Markov Chain and for its implementation a state generator and an algorithm that computes the transition and limiting probabilities has been developed and programmed in Java based software. The Markovmodel derives values for several measures of effectiveness (MOEs), and the average engagement time. Different operational scenarios and design configurations are examined in a sample analysis to demonstrate the model's capabilities. Tradeoffs among sensing, data processing capabilities, vulnerability and lethality of UCAVs are explicitly represented with respect to selected MOEs.
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Vermeulen, 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.

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Manufacturing processes may be modeled in various ways, including 3D modeling. There is a need to visualise, control and monitor manufacturing processes remotely via the Internet. Virtual Reality (VR) can be described as the science of integrating man with information. It is based on three distinct environments: three-dimensional, interactive and computer-generated. VR has come to the Internet in the form of VR modeling. The evolution of Web technologies in recent years has enabled the use of VR modeling for visualisation of manufacturing processes. The VR modeling language (VRML), which has become the standard for transmitting 3D virtual worlds across the Internet, can be used to control and monitor manufacturing processes visually. A 3D model of a manufacturing process, specifically an industrial robot arm, was created for this project. This model was successfully linked to the industrial robot that it represents in order to control and monitor the robot’s actions remotely via the Internet using Web technologies. This dissertation proves the viablity of using Virtual Reality to effectively visualise, monitor and control an industrial robot via the Internet. It also describes the methodology that was followed in modeling the industrial robot arm in VRML as well as linking the model to the real world application.
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Lakey, Charles. "Cleared hot a forward air control (airborne) concepts trainer." Thesis, Monterey, California. Naval Postgraduate School, 2006. http://hdl.handle.net/10945/2643.

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With the aim of creating a skill trainer of conceptual knowledge, what is the development process for ensuring the correct set of objectives are determined, matched to appropriate technology, and implemented? Months and years prior to the first instance of trainer use, the initial steps of the developer determine the end product s success. Computer based trainers fielded for use by the military are rife with poorly matched tasks to technology, often the product of contracts that begin with a list of high-level objectives imitating a detailed requirements document. In those cases, software developers are forced to make best guesses about how to meet those objectives. Is there a better method? We embarked on a project to create a trainer for the military aviation mission of Forward Air Control (Airborne) using a development process that first identified critical tasks, then matched technology to facilitate training those tasks, and finally allowed expert evaluation of positive transfer. We do not assume that our methodology which foregoes a comprehensive transfer study is the preferred approach; rather, in cases where such a study is not feasible, we assert that a good development process, reinforced with subsequent expert evaluation, is a comparable alternative.
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Gun, 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.

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Thesis (M.S. in Modeling, Simulation, and Virtual Environments)--Naval Postgraduate School, September 2005.
Thesis Advisor(s): Susan M. Sanchez, Karen Guttieri. Includes bibliographical references (p. 105-107). Also available online.
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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.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, September 2006.
Thesis Advisor(s): Anthony Ciavarelli. "September 2006." Includes bibliographical references (p. 95-100). Also available in print.
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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.

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Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level. The scope of this study examined the collective and leader tasks that are required for successful execution of Infantry squad missions (using the Army Training and Evaluation Plan ARTEP 7-8 Drill), and how those tasks could be trained with the use of commercial off-the-shelf multiplayer gaming software. The end-state of this research study is to provide initial analysis on what collective skills games can be used to train at the Infantry squad level, and develop a training model recommendation for the integration of this tool into existing unit plans.
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Glass, 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.

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Popular fiction books describe rich visual environments that contain characters, objects, and behaviour. This research develops automated processes for converting text sourced from fiction books into animated virtual environments and multi-modal films. This involves the analysis of unrestricted natural language fiction to identify appropriate visual descriptions, and the interpretation of the identified descriptions for constructing animated 3D virtual environments. The goal of the text analysis stage is the creation of annotated fiction text, which identifies visual descriptions in a structured manner. A hierarchical rule-based learning system is created that induces patterns from example annotations provided by a human, and uses these for the creation of additional annotations. Patterns are expressed as tree structures that abstract the input text on different levels according to structural (token, sentence) and syntactic (parts-of-speech, syntactic function) categories. Patterns are generalized using pair-wise merging, where dissimilar sub-trees are replaced with wild-cards. The result is a small set of generalized patterns that are able to create correct annotations. A set of generalized patterns represents a model of an annotator's mental process regarding a particular annotation category. Annotated text is interpreted automatically for constructing detailed scene descriptions. This includes identifying which scenes to visualize, and identifying the contents and behaviour in each scene. Entity behaviour in a 3D virtual environment is formulated using time-based constraints that are automatically derived from annotations. Constraints are expressed as non-linear symbolic functions that restrict the trajectories of a pair of entities over a continuous interval of time. Solutions to these constraints specify precise behaviour. We create an innovative quantified constraint optimizer for locating sound solutions, which uses interval arithmetic for treating time and space as contiguous quantities. This optimization method uses a technique of constraint relaxation and tightening that allows solution approximations to be located where constraint systems are inconsistent (an ability not previously explored in interval-based quantified constraint solving). 3D virtual environments are populated by automatically selecting geometric models or procedural geometry-creation methods from a library. 3D models are animated according to trajectories derived from constraint solutions. The final animated film is sequenced using a range of modalities including animated 3D graphics, textual subtitles, audio narrations, and foleys. Hierarchical rule-based learning is evaluated over a range of annotation categories. Models are induced for different categories of annotation without modifying the core learning algorithms, and these models are shown to be applicable to different types of books. Models are induced automatically with accuracies ranging between 51.4% and 90.4%, depending on the category. We show that models are refined if further examples are provided, and this supports a boot-strapping process for training the learning mechanism. The task of interpreting annotated fiction text and populating 3D virtual environments is successfully automated using our described techniques. Detailed scene descriptions are created accurately, where between 83% and 96% of the automatically generated descriptions require no manual modification (depending on the type of description). The interval-based quantified constraint optimizer fully automates the behaviour specification process. Sample animated multi-modal 3D films are created using extracts from fiction books that are unrestricted in terms of complexity or subject matter (unlike existing text-to-graphics systems). These examples demonstrate that: behaviour is visualized that corresponds to the descriptions in the original text; appropriate geometry is selected (or created) for visualizing entities in each scene; sequences of scenes are created for a film-like presentation of the story; and that multiple modalities are combined to create a coherent multi-modal representation of the fiction text. This research demonstrates that visual descriptions in fiction text can be automatically identified, and that these descriptions can be converted into corresponding animated virtual environments. Unlike existing text-to-graphics systems, we describe techniques that function over unrestricted natural language text and perform the conversion process without the need for manually constructed repositories of world knowledge. This enables the rapid production of animated 3D virtual environments, allowing the human designer to focus on creative aspects.
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Yildiz, 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.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2004.
Thesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-62). Also available online.
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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.

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11

Duffy, 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.

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Thesis (M.A.)--West Virginia University, 2003.
Title 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).
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12

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.

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This case study documented how a group of 14 academically at-risk Primary 5 students were engaged in academic related tasks in an after-school program mediated by a game-like 3D Multi User Virtual Environment (MUVE), Quest Atlantis (QA). Although there was no significant difference in the students' academic performance, they were observed to be more engaged in the-learning tasks and had acquired a range of information and communication technology (lCT) skills. The program started off with irregular students' attendance. However, this situation gradually improved over the year long program. It had also attracted other Primary 5 students to enrol themselves in the program. The planned schedule of the after-school program and the 3D MUVE provided the structures and online learning environment to engage these students. Adopting an activity theoretical perspective, this thesis reported on the after-school program from the perspectives of the students and teacher, emphasising on the context that was made up of rules, community, and roles. Activity theory was used to organise and analyse the actions, repair actions, and identify the disturbances in the activity systems of both teacher-researcher and students and through this, the more systemic contradictions were identified. Activity theory provided the framework to reveal and illuminate the disturbances and contradictions during the implementation of the after-school program. The insights and findings from this study emerged through the analysis of the disturbances and contradictions. A case study approach was used in this thesis to look into the effectiveness of the intervention of the use of a 3D MUVE to re-engage a group of academically at-risk students in an after-school program, using both quantitative and qualitative methods. The main findings suggested that: (1) the importance of the less visible social mediators - the rules, community, and division of labour - in this after school activity system; (2) the pivotal role of the teacher; (3) that QA is both a tool and an object to the students; (4) the importance of the object of the activity in determining focus and direction of an activity; and (5) that authenticity of learning tasks enhances learning engagement. This study illuminated the possibilities and potentials of the use of a game-like 3D MUVE for the re-engagement of this group of academically at-risk students. However, the context, the teacher, and the design of the learning tasks also played crucial roles in the engagement of these students.
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Yipu, 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.

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

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15

Varahamurthy, Varun. "Virtual Reality Engine Development." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1214.

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With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an application in virtual and augmented reality as well, allowing for a higher level of interaction between the real and the simulated. There are still issues that persist, however. Many modern graphics/game engines still do not provide developers with an intuitive or adaptable interface to incorporate these new technologies. Those that do, tend to think of VR as a novelty afterthought, and even then only provide tailor-made extensions for specific hardware. The goal of this paper is to design and implement a functional, general-purpose VR engine using abstract interfaces for much of the hardware components involved to allow for easy extensibility for the developer.
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16

Salanitri, Davide. "Trust in virtual reality." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52322/.

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The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying technologies, it is fundamental to study the interaction between the technology and the end users. This thesis takes into consideration one aspect of human-computer interaction: trust. Trust has been seen as fundamental in technologies such as e-commerce, e-marketing, autonomous systems and social networks. This is because trust has been found to be associated with the intention to use a technology, and lack of trust could deter users from adopting the technology. This concept is particularly important for VR, since it is only recently gaining widespread adoption. However, studies on users’ trust in VR systems are limited in the literature and there is uncertainty regarding the factors which could influence end user trust. This research aimed at developing a model to investigate trust in VR. The goal was to identify the factors which have a theoretical influence on trust in VR through an analysis of the literature on trust in VR and trust in technology in general. This permitted the creation of a framework with usability, technology acceptance and presence as possible predictors of trust in VR. In order to validate this framework, six user experiments were conducted. The experiments investigated the relationships among the factors identified in the literature and their influence on trust. The first study was designed to explore possible methodological issues. The next three studies, conducted in collaboration with researchers at the University of Nottingham, analysed further the relationship between usability and trust and between technology acceptance and presence with trust. The fifth experiment was conducted to specifically explore the influence of presence on trust. The last study looked at all factors, and validated the framework, demonstrating that technology acceptance and presence are predictors of trust in VR, and usability has an indirect effect on trust, as it is a strong predictor of technology acceptance. This research generated a model which includes well-studied factors in human computer interaction and human factors and could be applied to study trust in VR for different systems. This model increases the amount of information on VR, both on an academic and industrial point of view. In addition, guidelines based on the model were generated to inform the evaluation of existing VR systems and the design of new ones.
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Bergvik, 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.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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Kandikonda, Keerthi. "Using Virtual Reality and Augmented Reality to Teach Human Anatomy." University of Toledo / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1302096342.

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19

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

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Real world military and civilian training causes hundreds of lethal accidents each year around the world. Until now the reality has been impossible to replace in civilian and military training. But with the emergence of serious games combined with the latest advances in 3d simulated environments Bohemia Interactive developed the COTS (Commercially Of The Shelf) game VBS2(Virtual BattleSpace 2). BAE Systems Hägglunds’ goal with this thesis is to investigate the potential of using VBS2 as the simulation platform in a new cost effective and realistic vehicle training systems. The major focus of this thesis is to find a way to control vehicles in VBS2. After evaluating the tools available during this thesis project DSF (Device Simulation Framework) is chosen to control VBS2. DSF is used to solve the problem by simulating a USB HID Joystick which controls VBS2 through DirectInput. This thesis therefore contains an in-depth study of the USB2.0 protocol, the HID protocol, and the DSF framework. The thesis shows in the end a prototype that can control VBS2 or any other game that supports DirectInput. The thesis also reveals a general design of the core of the vehicle trainer that connects the hardware simulator SimBas with VBS2.
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Cofranscesco, Paul William. "Virtual reality, education and the Macintosh /." Online version of thesis, 1993. http://hdl.handle.net/1850/12186.

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Huang, 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.

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Duffield, Austin (James Austin). "Enabling high-quality untethered virtual reality." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/119520.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This 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.
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Belson, Itamar David. "A cross-platform virtual reality experience." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112897.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February 2017.
Cataloged 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.
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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.

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Thesis (M.S.)--West Virginia University, 2001.
Title from document title page. Document formatted into pages; contains ix, 87 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 35-36).
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Rorke, Michael. "Designing and implementing a virtual reality interaction framework." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006491.

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Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
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Van, 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.

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Linn, 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.

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This paper reports preliminary investigations into gaze teleportation, a locomotion interaction inside virtual reality in which the user can push a button and teleport to the point at which they are looking. The results could help future application creators design intuitive locomotion interfaces to allow users to more easily scale virtual worlds larger than their play space. In a study consisting of 12 participants, gaze teleportation was compared to the conventional hand-tracked controller. Participants played a portion of Valve’s The Lab with an HTC Vive and a Tobii Eyetracker; half of the participants completed the set tasks with gaze teleportation, and the other half used hand-tracking. Using Likert questions, they then rated their experiences in terms of enjoyment, frustration, effort, distance, occlusion, immersion, and motion sickness. After answering the questions, the participants got to try both methods and were interviewed on their preferences and opinions. Our results suggest that gaze teleportation is an enjoyable, fast, intuitive, and natural locomotion method that performs similarly to hand-tracked teleportation but is preferred by users when they are given a choice. We conclude that gaze teleportation is a good fit for applications in which users are expected to locomote in their direction of focus without too many distractions.
I 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.
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28

Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
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29

Vargas, David Anthony. "Multiplayer collaboration in educational virtual reality games." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119701.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This 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.
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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.

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Denna rapport behandlar det kandidatarbete som projektgruppen SurVive utfört under vårterminen 2017 vid Linköpings universitet. Arbetet gick ut på att i forskningssyfte, konstruera en virtuell miljö för studenter att träna på krävande situationer. Rapporten syftar att diskutera och analysera både virtuell verklighets applicerbarhet på prestationsförbättring samt utvecklingen av den virtuella miljön. Systemet som har utvecklats ska ge en säker och trygg miljö för användaren att praktisera sin presentation. Vidare kommer relevant användardata illustreras på en hemsida för att tillhandahålla återkoppling på framförandet. Huruvida det utvecklade systemet egentligen bidrar till prestationsförbättring, kräver ytterligare forskning och användning.
This 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.
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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.

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This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
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32

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

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

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.

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This thesis was created to support research and development of a virtual reality application allowing users to explore a virtual world. The main focus would be on creating a solution for streaming the screen of a PC to a mobile phone, for the purpose of taking advantage of the computer’s rendering capability. This would result in graphics with higher quality than if the rendering was done by the phone. The resulting application is a prototype, able to stream images from one PC to another, with a delay of about 200ms. The prototype uses TCP as its transmission protocol and also uses the Graphics Device Interface (GDI) to capture the host computer’s screen.This thesis also provides some information and reflections on different concepts of tracking the movement of the user, e.g. body worn sensors used to capture relative positions and translating into a position and orientation of the user. The possibility of using magnetic fields, tracking with a camera, inertial sensors, and finally triangulation and trilateration together with Bluetooth, are all concepts investigated in this thesis. The purpose of investigating these methods is to help with the development of a motion tracking system where the user is not restricted by wires or cameras, although one camera solution was also reviewed.
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34

Vildan, Tanriverdi. "A virtual reality interface design (VRID) model and methodology /." Thesis, Connect to Dissertations & Theses @ Tufts University, 2001.

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Thesis (Ph.D.)--Tufts University, 2001.
Adviser: 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;
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35

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.

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36

Garrido, 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.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, Sept. 2004.
Thesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
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37

Mader, Ted. "Integrating Virtual Reality with Use-of-Force Training Simulations." ScholarWorks@UNO, 2017. https://scholarworks.uno.edu/honors_theses/87.

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38

Seichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.

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39

Sätterkvist, 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.

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Since the first implementation of a simple chatbot was made in1964, countless research and development have been made to makethe fascinating idea of talking to a computer a reality. But not untilrecently, have chatbots started to make an appearance in everydaylives amongst a broader audience. As the popularity of chatbotsincreases, the demands and functionality of the chatbots rises whichconsequently expands the size and complexity of the chatbot. Theconversational data from a chatbot can become very complex andhard to understand. Therefore, to ensure the continuousadvancement of features in chatbots, the developer needs tools andinstruments to compete in the growing market. Through a prototype based design process, a problem amongstdevelopers to visualize and understand the conversational data froma chatbot is first identified and addressed. A Conversational DataVisualization (CDV) prototype in virtual reality is then developedwith the intention to help developers understand and explore theconversational data from the chatbot they are working on. Thedesign of the CDV is based on theories about key features ofvisualizations in 3D and related work that study visualizations withsimilar data structures as the conversational data from chatbots.Furthermore, the features of the CDV is based on the identifiedproblem of visualizing conversational data amongst developers.Due to the importance of participatory design in a design process,an exploratory usability test of the CDV prototype was conductedto further explore the design choices regarding the identifiedproblem. The conversational data is visualized with tree structures in acircular formation to allow for visualization of links betweendifferent conversations. Results from the explorative usability testindicates that the visualization gave the users of the CDV anunderstandable overview of the conversational data. However,finding specific stories and nodes in the conversational data wasidentified as a problem due to inadequate information in theoverview of the visualization.
Sedan 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.
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40

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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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.

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42

Earnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos, and D. Thalmann. "Computer animation for virtual humans." IEEE, 1998. http://hdl.handle.net/10454/3505.

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Yes
Advances 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.
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43

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.

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Recently, virtual reality (VR), as a new form of technology is developing and evoking public interest. VR technology can provide an artificial realistic environment controlled by body movements. The technology has been applied in many areas for example movies and other entertainments. It provides interactive experiences and it is still developing to many other new fields like medicine and the military.It is exciting to look into how virtual reality technology can be helpful to some new areas such as marketing. The purpose of this thesis is to try to find out whether virtual reality technology, as a marketing tool, can attract customers’ attention more than traditional marketing tools.We choose IKEA as an experimental case study has been chosen as method for doing this research. We use IKEA’s virtual reality application on the Steam to do the experiment. IKEA is a big Swedish furniture retailer, which has stores all around the world. IKEA virtual reality application is a simulation of a kitchen environment. In the application, users can interact with virtual items such as cooking a meal with pan and meat balls. The application is available on the Steam, a digital distribution platform used for e.g. digital gaming. The thesis first introduces the background of virtual reality technology and marketing theory and then, analyzes marketing through virtual reality. We believe that the result of our experiment with IKEA’s application can be used as a reference for other companies.
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Gustafsson, 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.

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Data Visualization (DV) can be seen as an important tool for communication and data analysis. Especially when huge amounts of data are involved, visual representation of data can facilitate observation of trends and patterns as well as understanding. Currently, two dimensional displays are mainly used for Data Visualization, both in two and three dimensions (2D and 3D). However, two dimensional displays are limited in terms of 3D visualization because they do not allow for true sense of depth and do not cover the observer’s full Field Of View (FOV). An alternative approach is to use Virtual Reality (VR), which provides an immersive and interactive 3D environment. VR has been mainly used for gaming and simulated training. However, other areas are now emerging because VR technologies became relatively affordable. For example, one possibility is to explore VR for DV and this was the main goal of this project. To accomplish that, a literature study was performed to identify terminologies and definitions, hardware and software technologies, techniques and examples in the fields of DV and VR. In addition, in order to exemplify DV through VR, a prototype system was implemented using Unity 3D, a leading engine for VR. To visualize the developed VR environment, a HTC Vive Head Mounted Display (HMD) was used. The developed prototype system can display data from a local dataset in a scatter plot with three axis in VR. In the virtual environment created by the system, the user can select the attributes in the dataset to be displayed by the 3D scatter plot. Once the data is plotted, the user can use the handheld joystick to move, rotate, tilt and scale the scatter plot. Achieved results indicate immersion and interaction as the main perceived benefits of DV using VR.
Datavisualisering (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.
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45

Bogdanovych, Anton. "Virtual Institutions." Electronic version, 2007. http://hdl.handle.net/2100/536.

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University of Technology, Sydney. Faculty of Information Technology.
This 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.
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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.

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Brain-computer interfaces (BCIs) blend methods and concepts researched by cognitive neuroscience, electrophysiology, computer science and engineering, resulting in systems of bi-directional information exchange directly between brain and computer. BCIs contribute to medical applications that restore communication and mobility for disabled patients and provide new forms of sending information to devices for enhancement and entertainment. Virtual reality (VR) introduces humans into a computer-generated world, tackling immersion and involvement. VR technology extends the classical multimedia experience, as the user is able to move within the environment, interact with other virtual participants, and manipulate objects, in order to generate the feeling of presence. This essay presents the possibilities of merging BCI with VR and the challenges to be tackled in the future. Current attempts to combine BCI and VR technology have shown that VR is a useful tool to test the functioning of BCIs, with safe, controlled and realistic experiments; there are better outcomes for VR and BCI combinations used for medical purposes compared to solely BCI training; and, enhancement systems for healthy users seem promising with VR-BCIs designed for home users. Future trends include brain-to-brain communication, sharing of several users’ brain signals within the virtual environment, and better and more efficient interfaces.
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Ye, Jilin. "Integration of virtual reality techniques into computer-aided product design." Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/34024.

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The main contributions of this research include: (i) a deeper understanding of both the limitations of current CAD systems and designers' expectations of the HCIs for the next generation of CAD systems has been obtained through case studies and user evaluation tests; (ii) a new direct, more natural and more intuitive interaction paradigm has been introduced which enables designers to take fuller advantage of their visual, auditory and tactile sensorial channels to create, view, touch, manipulate and listen to CAD digital models easily and freely; (iii) a new 3D freehand sketching design tool has been created to support a true 3D design capability; and (iv) freeform feature-based design functions have been developed for use with both direct haptic and sound feedback operations.
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48

Bhunu, 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.

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The 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.
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49

Rahimain, Pooya. "The effect of latency on steering behavior in virtual reality." Diss., University of Iowa, 2019. https://ir.uiowa.edu/etd/6839.

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A fundamental difference between interaction in real-world and virtual environments is that the natural interactions with the physical world are temporally synchronous, whereas interactions in a virtual environment always involve latency due to the time it takes to synthetically simulate cause and effect reactions. This inevitable delay in VR systems may impair user performance by creating a discrepancy between sensory systems. In contrast to virtual environments, we perceive our interactions with real world as seamless, coherent, and integrated despite the fact that there is more than a hundred milliseconds delay between our visual and motor command systems. In fact, our multisensory system is well adapted to cross-sensory temporal misalignments such that we perceive our interactions with real-world coherent and integrated. This raises questions about how we perform in presence of visuomotor latency and whether we can adapt to visuomotor latency. The question of whether we can adapt to visuomotor delay is a controversial topic. Some preliminary studies showed that users cannot adapt to visuomotor delay. They showed that users change their strategy to act-and-wait to mitigate the effect of latency and consequently, they do not adapt to the visuomotor latency. In contrast, new studies have shown that users are very capable of adapting to visuomotor latency. However, while there are many studies that have focused on visuomotor delay adaptation in ballistic movements (e.g., pushing a button or reaching to a stationary object), only a few studies have explored the visuomotor delay adaptation in continuous tasks (e.g., bike riding or driving vehicles). These studies suggest that users adapt to the visuomotor latency when a constant pace of interaction is imposed. We examined the effect of visuomotor latency on user steering performance in a continuous task which involved riding a bike in a virtual environment. In a preliminary experiment, we investigating three factors involved in user performance, consisting of the pace of the interaction (i.e., speed of bike), amount of visuomotor latency, and the complexity of the task (i.e., turning angle). Our preliminary results indicated that users adapted to different constant speeds and different levels of latency very quickly. In addition, we found that the size of the turn angle greatly affected user performance. In the main experiment, we examined how users adapt to visuomotor latency in two different conditions 1) when the bike traveled with a constant speed 2) when the user had control over speed of the bike by pedaling and braking. We found that users adapted to the imposed visuomotor latency rapidly and they readapted when the latency was removed. In addition, we showed that users performed better when they had control over the speed of bike. Users adjusted the speed of bike based on the complexity of the path, slowing down as they approached turning points and speeding up once they passed the turning point. Finally, we found that users gradually increased their speed as they adapted to the level of latency and gained better control. We hypothesize that this represents a process of balancing speed and error dependent on controllability. We call this “error homeostasis”. These findings support the idea that users can adapt to the visuomotor latency during a steering task in a virtual environment. In addition, our study suggests that visuomotor latency adaptation can happen whether or not users control the speed of self-movement.
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50

Augustsson, 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.

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This paper features an analysis of how some games are better designed for virtual reality than others and what we can learn from the games that work better to improve those that do not work as well. The thesis will briefly go through some of the problems in working with virtual reality. Data was collected by letting ten participants play four different games with the Oculus Rift and then answer questions related to their experience with these said games. Did the game cause the feeling of discomfort or create a sense of presence and did the game somehow break that presence? Based on the collected data and the analysis, the results indicate that some types of games work better than others for virtual reality, but that some design decisions can carry over to other games, granted with some effort, but that it is better if a game is created with virtual reality in mind from the start of the development.
Denna 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.
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