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Dissertations / Theses on the topic 'Virtual reality prototyping tool'

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1

Aumeerally, Manisah, and n/a. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20061106.095352.

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This thesis derives a first approximation model that will describe the flow of fluid in microfluidic devices such as in microchannels, microdiffusers and micronozzles using electrical network modelling. The important parameter that is of concern is the flow rates of these devices. The purpose of this work is to contribute to the physical component of our interactive Virtual Reality (VR)-prototyping tool for MEMS, with emphasis on fast calculations for interactive CAD design. Current calculations are too time consuming and not suitable for interactive CAD with dynamic animations. This work c
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Aumeerally, Manisah. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD." Thesis, Griffith University, 2006. http://hdl.handle.net/10072/367272.

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This thesis derives a first approximation model that will describe the flow of fluid in microfluidic devices such as in microchannels, microdiffusers and micronozzles using electrical network modelling. The important parameter that is of concern is the flow rates of these devices. The purpose of this work is to contribute to the physical component of our interactive Virtual Reality (VR)-prototyping tool for MEMS, with emphasis on fast calculations for interactive CAD design. Current calculations are too time consuming and not suitable for interactive CAD with dynamic animations. This work c
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Vale, Heleno Murilo Campeão. "Prototipação virtual de plataforma agrícola móvel." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/18/18145/tde-08022017-105356/.

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A realidade virtual (RV) tem como principal área de aplicação o entretenimento. Porém, nos últimos anos, devido ao desenvolvimento acelerado do hardware de computadores, a RV se tornou mais acessível, sendo amplamente utilizada, também, nas áreas acadêmica e industrial. Uma parte da RV que, a cada dia, se torna mais importante para as áreas da engenharia é a prototipação virtual (PV). Normalmente, a prototipação física de um produto pode ser dispendiosa e inviável para determinados projetos. Nesses casos, a PV pode ser utilizada para evitar gastos desnecessários, alcançando resultados satisfat
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Barnes, Evans Katie. "Beyond the Screen: Embedded Interfaces as Retail Wayfinding Tools." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1493251709396537.

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Boodé, Henrik. "Prototyping of a mobile, Augmented Reality assisted maintenance tool." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105191.

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The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android o
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Cheung, Hoi-hoi. "A versatile multi-material virtual prototyping system." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B3931988X.

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Cheung, Hoi-hoi, and 張凱凱. "A versatile multi-material virtual prototyping system." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B3931988X.

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Bándi, Gergely. "Virtual living organism : a rapid prototyping tool to emulate biology." Thesis, Cranfield University, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/7230.

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Rapid prototyping tools exist in many fields of science and engineering, but are rare in biology especially not general tools that can handle the diversity and complexity of the many spatial and temporal scales in nature. In this thesis a general use, cell-based, middle-out biology emulation programming framework (outlining a programming paradigm) is presented, that enables biologists to emulate and use virtual biological systems of previously unimaginable complexity and potentially get results accurate enough to be used in research and ultimately, in clinical practice, such as diagnosis or op
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9

Paternesi, Claudio. "Virtual Reality Labelling Tool for 3D Semantic Segmentation." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Durante gli ultimi anni nel campo della Computer Vision si sono susseguiti studi sempre più approfonditi sulla segmentazione semantica 3D, questi lavori richiedono spesso una enorme quantità di modelli 3D su cui fare le elaborazioni. Non sempre però, i dataset disponibili forniscono delle informazioni complete riguardanti anche la segmentazione dei modelli 3D. In questa tesi si propone uno strumento software con cui si possa creare, a partire da un modello 3D, la sua versione segmentata semanticamente, così da poter creare dei dataset completi da usare nelle fasi di training e test di modelli
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Chan, Mei-mei Amy. "An integrated system for virtual simulation and visualization of rapid prototyping /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23829655.

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Sjöström, Elin. "Virtual Reality as a Sales Tool for Industrial Companies." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105504.

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To display large and complex products at sales meetings or fairs can be a challenge for industrial companies. Customers want to experience the product before purchase, yet this is not always possible due to high shipping costs and logistic problems. Virtual Reality (VR) achieved by Head-mounted Displays (HMD) is growing bigger by every day and is becoming accessible to more people. With this technology, there must be a new way to facilitate the sales process in the industry. The first goal with this master thesis was to investigate what challenges and opportunities there are in today’s sales pr
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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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Dalbom, Axel, Markuss Sprogis, Emil Stolpe, and Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.

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There are various tools used for teaching purposes, be it computers or even pen and paper. Virtual reality is used to simulate immersive environments. While it is mostly used in the video game industry we have made an attempt to use it as a learning tool, in this case for courses related to signal processing by trying to build intuition for digital filter design. The end product is a tool in virtual reality that allows the user to alter digital filter specifications and see how these alterations affect it. With this project we show that there is potential for virtual reality to be used as a te
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Marques, Bernardo José Santos. "Veracity: low cost physiology assessment tool using virtual reality." Master's thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/22731.

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Mestrado em Engenharia de Computadores e Telemática<br>Anxiety disorders affect many individuals, conditioning their daily life routines. Specific phobia is one example of an anxiety disorder, which is an irrational fear towards an object, or situation. Phobics felt a distorted reality, and usually try to avoid the phobic element, which will only intensify the problem. The evolution of technology and the miniaturization brought to the foreground not only allow the development of portable solutions for the assessment of psychological and behavior but also new possibility to mimic the re
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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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Ardal, Dui. "A Collaborative Previsualization Tool for Filmmaking in Virtual Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262722.

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Previsualization is a process within pre-production of filmmaking where filmmakers can visually plan specific scenes with camera works, lighting, character movements, etc. We developed and assess a prototype for previsualization in virtual reality for collaborative purposes where multiple filmmakers can be present in a virtual environment to share a creative work experience, remotely. The costs of computer graphics-based effects are substantial within film production, using previsualization, these scenes can be planned in detail to reduce the amount of work put on effects in the later producti
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Florea, C. (Ciprian). "Virtual reality interface for the PATIO user involvement tool." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201906272675.

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Abstract. The objective of this thesis was to explore, implement, and evaluate means to improve user participation using virtual reality. Thus, two applications were implemented: a VR client for user feedback collection, and a web tool that works as a moderator creation editor. These tools offer an approach to collecting feedback about activities taking place in VR 3D spaces and combine different functionalities such as geolocated points of interest and 3D user interfaces. Through these applications, users are able to explore spaces and answer geolocated surveys in an interactive and immersive
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Rehnberg, Andrée. "Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.

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This thesis explores the use of virtual reality as a prototyping tool for designpractitioners to utilize when designing artifacts situated in physical places.Methods used in the study are qualitative and derive from the field ofinteraction design. The topic is explored through literature review on theattributes of virtual reality and sense of place, presented in the theorychapter, and is connected to the empirical research throughout the designprocess chapter. The theories presented strongly indicate that places affecthuman behavior, making them a substantial part of the user experience whenin
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Dudczig, Manuel. "Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36943.

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Der Beitrag gibt einerseits eine Übersicht über die Möglichkeiten von virtuellen Produktdarstellungen durch Virtual Reality (VR), Augmented Reality (AR) und 360° Medien und vergleicht diese hinsichtlich geeigneter Kriterien um eine gezielte Kommunikation zu erreichen. [... aus der Einleitung]
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Griffiths, Gareth David. "Virtual environment usability and user competence : the Nottingham Assessment of Interaction within Virtual Environments (NAIVE) tool." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368972.

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Cai, Yi, and 蔡毅. "A virtual prototyping system with reconfigurable manipulators for layered manufacturing." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2011. http://hub.hku.hk/bib/B47046144.

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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,
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Ekström, Marcus. "Communication tool in virtual reality – A telepresence alternative : An alternative to telepresence – bringing the shared space to a virtual environment in virtual reality." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31450.

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Videoconferencing is one of the most common telepresence methods today and educational videos is rising in popularity among distance learners. Traditional videoconferencing is unable to convey gestures and mutual eye contact between participants. This study aim to propose a Virtual Reality telepresence solution using game engines. A literature study confirmed the effectiveness achieved in VR is comparable to the effectiveness in face-to-face meetings. The suggested solution implements whiteboard functionality from a real-life perspective, confirming it is possible to include new functionality
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Hendricks, Zayd. "A meta-authoring tool for specifying behaviour in virtual reality environments." Master's thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/11671.

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Includes bibliographical references (leaves 94-99).<br>In this dissertation, we explore methods for empowering non-programmers with the ability to develop their own virtual environment applications. We explored some of the existing systems to determine what methodologies have already been successfully (or unsuccessfully) applied in the fields of virtual environment systems, authoring tools, and graphical user interfaces. From these methodologies we describe an ideal virtual environment authoring system with which comparisons may be drawn to evaluate existing systems. This ideal system represen
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White, Paul. "An immersive virtual reality navigational tool for diagnosing and treating neurodegeneration." Libertas, 2016. http://hdl.handle.net/1993/31979.

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One of the earliest symptoms of Alzheimer’s Disease (AD) is a loss of spatial navigation. In this work, we improved an existing screening test for AD that analyzed a patient’s spatial navigation ability. The existing screening test was made more immersive, and therefore more reliable, by integrating support for a leading-edge consumer-targeted Head-Mounted Display (HMD). This integration brought some technical and usability challenges, that were addressed. Furthermore, we investigated the rehabilitative potential of Virtual Reality Navigational (VRN) activities in two case studies: an Early St
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de, Sousa Moura Guilherme. "An authoring tool of photo-realistic virtual objects for augmented reality." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2385.

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Made available in DSpace on 2014-06-12T15:57:36Z (GMT). No. of bitstreams: 2 arquivo3212_1.pdf: 6659432 bytes, checksum: 29ec979f8895b39460684d09a38f9764 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2010<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico<br>Esta dissertação de mestrado apresenta uma ferramenta de autoria para auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma API de fotorrealismo (RPR-SORS) e tem co
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Byrne, Christine M. "Water on tap : the use of virtual reality as an educational tool /." Thesis, Connect to this title online; UW restricted, 1996. http://hdl.handle.net/1773/7114.

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Yung, Rui Yuan. "The Future Is Now: Exploring the Effectiveness of Virtual Reality for Tourism Marketing Through Presence and Emotion." Thesis, Griffith University, 2021. http://hdl.handle.net/10072/405203.

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Virtual Reality (VR)’s unprecedented ability to virtually transport the user is purported to be its biggest strength. Yet, despite postulations about VR’s benefits as a tourism marketing tool; the concept of presence, ubiquitous in ICT and cyberpsychology research on immersive technologies, remains nascent in tourism literature. More importantly, researchers in the field have called for empirical studies focused on the determinants as well as consequences of presence, particularly in commercial environments. Existing presence literature has shown that both determinants and consequences of pres
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Kim, Okjoon. "An approach to enhance a traditional ergonomics tool with assembly capabilities and algorithms from an immersive environment." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Spring2007/O_KIM_050107.pdf.

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Phillips, O. C. "Virtual reality : treatment efficacy and a tool to study reactivity in antisocial personality disorder." Thesis, University College London (University of London), 2012. http://discovery.ucl.ac.uk/1361009/.

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Part one is a meta-analytic review comparing the efficacy of virtual reality treatments (VRTs) and standard psychological therapies for achieving mental health symptom reduction. Outcomes from twenty-two randomised-controlled trials were quality assessed and meta-analysed. Results indicated that VRTs were equal to, and in some cases superior to comparative treatments, depending on the type of mental health problem being treated. Methodological and heterogeneity issues complicate interpretation. Continued methodologically robust research is required before recommendations for practice can be ma
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Andersen, Nicolas. "Spatial memory training program: using virtual reality as a tool to provide spatial memory training." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=86516.

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The hippocampus is a structure critical to the formation of allocentric spatial representations of an environment. While its role in spatial memory has long been established, evidence points to further implications in various neurological and psychiatric conditions, most notably Alzheimer's Disease. Some symptoms typical of Alzheimer's Disease include loss of spatial orientation as well as difficulty forming temporal and spatial relationships. These symptoms affect the quality of life of those affected by the disease and those caring for them. Accompanying these symptoms is a marked decrease i
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Watson, Gareth A. "Virtual reality as a methodological tool for exploring learning and skill acquisition in applied domains." Thesis, Queen's University Belfast, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.534587.

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CURASMA, HERMINIO PAUCAR. "A TOOL FOR THE INTRODUCTION OF PROGRAMMING AND COMPUTATIONAL THINKING WITH MOTIVATION USING VIRTUAL REALITY." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=36299@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE EXCELENCIA ACADEMICA<br>No nosso quotidiano ouvimos com frequência falar da importância das Tecnologias de Informação e Comunicação (TIC) pelos diversos atores sociais. A influência das TIC atravessa as diversas áreas da sociedade como: agricultura, serviços, comércio, indústria, investigação, entre outros. Se fizermos um raciocínio inverso será difícil nomearmos campos sociais que não sejam influenciados direta ou indiretamente pelas TIC. Além disso a demanda de tr
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Sanderson, Elizabeth Anne. "Evaluating the Use Of A Virtual Reality Patient Simulator an An Educational Tool In An Audiological Setting." Thesis, University of Canterbury. Communication Disorders, 2013. http://hdl.handle.net/10092/10368.

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There is currently an international shortage of Audiologists (McIntyre, 2010). Audiology is a professional degree undertaken at a postgraduate level at most universities around the world. Students have training in anatomy and physiology, hearing aids, cochlear implants, electrophysiology and acoustics; combined with a clinical component to the course. The clinical component is undertaken throughout the entirety of the course and involves a mixture of observation and supervised clinical practice in a variety of settings. Clinical training often begins with students crowded around a single piece
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Netto, Antonio Valerio. "Prototipação de um torno CNC utilizando realidade virtual." Universidade de São Paulo, 1998. http://www.teses.usp.br/teses/disponiveis/18/18135/tde-08012002-135526/.

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Este trabalho tem como objetivo o desenvolvimento de um procedimento para a implementação de um protótipo de um torno CNC utilizando realidade virtual. Enfocando principalmente, seu sistema de intertravamento (funcionalidade) e seu modelo geométrico (design físico). Este trabalho se inicia com uma revisão sobre o emprego da realidade virtual em várias áreas inclusive na indústria, e posteriormente discorre sucintamente sobre a estrutura de programação e a justificativa da utilização da ferramenta de construção de ambientes virtuais utilizada no projeto. Em seguida enfoca as especificações d
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Li, Zhaoyi, and n/a. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool." Griffith University. School of Information and Communication Technology, 2005. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20060731.121340.

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Since the proliferation of CAD tools, visualizations have gained importance.. They provide invaluable visual feedback at the time of design, regardless whether it is fbi civil engineering or electronic circuit design-layout. Typically dynamic visualizations are produced in a two phase process: the calculation of positions and rendering of the image and its presentation as an animated video clip. This is a slow process that is unsuitable fbr interactive CAD visualizations, because the former two require finite element analysis Faster hardware eases the problem, but does not overcome it, because
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Mai, Kristina Lynn. "Evaluation of PC-Based Virtual Reality as a Tool to Analyze Pedestrian Behavior at Midblock Crossings." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1746.

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The aim of this research was to analyze if current generation PC-driven virtual reality simulations can be used to accurately mimic and therefore, observe behavior at a crosswalk. Toward that goal, the following research tasks were carried out: a) Designing a 3D virtual crosswalk and recruiting volunteers to wear the HTC Vive headset and to walk across the street, b) Setting up cameras near the midblock crosswalk on University Drive at California Polytechnic State University, San Luis Obispo to observe pedestrians, and c) Comparing pedestrian behavior data from both the virtual and real midblo
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Li, Zhaoyi. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool." Thesis, Griffith University, 2005. http://hdl.handle.net/10072/366361.

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Since the proliferation of CAD tools, visualizations have gained importance.. They provide invaluable visual feedback at the time of design, regardless whether it is fbi civil engineering or electronic circuit design-layout. Typically dynamic visualizations are produced in a two phase process: the calculation of positions and rendering of the image and its presentation as an animated video clip. This is a slow process that is unsuitable fbr interactive CAD visualizations, because the former two require finite element analysis Faster hardware eases the problem, but does not overcome it, because
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Bawelkiewicz, Konrad Jack Mining Engineering Faculty of Engineering UNSW. "The development of a virtual reality self escape simulation tool for the purposes of training and assessment." Awarded by:University of New South Wales. Mining Engineering, 2005. http://handle.unsw.edu.au/1959.4/22304.

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This study investigates the research on current self escape practices, the need for training on emergency evacuation procedures and the use of virtual reality simulations for the purposes of training. Thus, this project focuses on the advantages of using virtual reality as an educational tool and follows the development and design aspects of the tool. It includes each phase in development of the tool, including current research on self escape practices, training needs analyses and the actual design phases of the simulation. The design phase focuses on the objects and animations required to be
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Redfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.

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As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research em
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Prior, Anthony. "Real-time collaborative volumetric virtual sculpting with haptic force-feedback." University of Western Australia. School of Computer Science and Software Engineering, 2008. http://theses.library.uwa.edu.au/adt-WU2009.0002.

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[Truncated abstract] Virtual sculpting is an interactive 3D modeling process that allows users to create and modify solid objects in a virtual world, with applications in art, rapid proto- typing and design. This thesis investigates methods for a collaborative, voxel-based virtual sculpting with haptic force-feedback. The objective is to devise such a system that operates in real-time. I make three main contributions in the fields of voxel-based virtual sculpting, haptics and collaborative virtual environments. First, I have devised a method for virtual sculpting where a voxel-based sculpture
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McLeod, Charles S. "Development of a toolkit for component-based automation systems." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/12657.

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From the earliest days of mass production in the automotive industry there has been a progressive move towards the use of flexible manufacturing systems that cater for product variants that meet market demands. In recent years this market has become more demanding with pressures from legislation, globalisation and increased customer expectations. This has lead to the current trends of mass customisation in production. In order to support this manufacturing systems are not only becoming more flexible† to cope with the increased product variants, but also more agile‡ such that they may respond m
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Pulijala, Yeshwanth. "Learning through surgeon's eyes : design, development, and evaluation of an immersive virtual reality training tool for oral and maxillofacial surgery." Thesis, University of Huddersfield, 2017. http://eprints.hud.ac.uk/id/eprint/34446/.

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Background: Reduced training hours, over-crowded operating rooms, and lack of focus on non-technical skills are severely affecting surgical training. In specialities such as Oral and Maxillofacial Surgery, there is an increasing need for innovation in training. On the other hand, despite the application of technological advancements including virtual reality (VR) and augmented reality (AR), twenty-eight to forty percent of novice trainees are not confident in performing major surgery. The current research aims to address these challenges by finding a suitable way to develop an evidence-based i
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Carlew, Anne R. "The Virtual Classroom As a Tool for the Assessment of Automatic and Controlled Processing in Autism Spectrum Disorders." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804860/.

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Assessment of executive functioning in neurodevelopmental disorders (e.g., autism) is a crucial aspect of neuropsychological evaluations. The executive functions are accomplished by the supervisory attentional system (SAS) and include such processes as inhibition, switching, and planning. Autism spectrum disorder (ASD) tends to present similarly to other neurodevelopmental disorders (e.g., ADHD). For example, ASD and ADHD may share similar etiological underpinnings in the frontostriatal system of the frontal lobe. Research on executive functioning in ASD has been mixed, thus the precise natur
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45

Viala, Romain. "Towards a model-based decision support tool for stringed musical instruments making." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD002.

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Ce travail de thèse propose un transfert de méthodes industrielles et de recherche que sont le prototypage virtuel et la caractérisation mécanique des structures vers l'artisanat d'art : la fabrication des instruments de musique à cordes, plus particulièrement la guitare et le violon.Ce domaine, historiquement éminemment empirique, est étudié ici avec des critères objectifs. Le travail porte principalement sur le comportementmécanique vibratoire de ces instruments de musique. Le comportement mécanique du matériau utilisé (bois de lutherie) est tout d'abord étudié, et une méthode non-destructiv
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Neugebauer, Reimund, Volker Wittstock, René Heinig, Tino Riedel, and Eckhart Wittstock. "VR-basierte Serviceanwendungen als Produkt im Werkzeugmaschinenbau." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228394.

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Petersson, Frida, and Charlotte Åkerlund. "Haptic Force Feedback Interaction for Planning in Maxillo-Facial Surgery." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2036.

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<p>New Virtual Reality technologies provide the possibility of widening access to information in data. Haptics, the technology of touch, could be an interesting future aid and have large impact on medical applications. The use of haptic devices allows computer users to use their sense of touch, in order to feel virtual objects with a high degree of realism. </p><p>The aim of the thesis is to investigate the potential deployment and the benefits of using haptic force feedback instruments in maxillo-facial surgery. Based on a produced test application, the thesis includes suggested recommendatio
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Neugebauer, Reimund, Volker Wittstock, René Heinig, Tino Riedel, and Eckhart Wittstock. "VR-basierte Serviceanwendungen als Produkt im Werkzeugmaschinenbau." TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30513.

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Sandberg, Staffan. "How do battery electric vehicle drivers behave in a range critical situation in VR when using a "guess-o-meter" vs a novel range management tool?" Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281696.

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Battery electric vehicles are becoming more common but still fall behind combustion engine cars in terms of driving range and charging time. The displayed driving range in electric vehicles' dashboard can be a volatile parameter suddenly dropping by 10-20\%, for instance when speed is increased. Which can result in a condition referred to as range anxiety . Hence it is interesting to observe more in detail how drivers behave and think in scenarios where range is important and the cars' available range can change drastically depending on the drivers driving style. Such scenarios are problematic
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Abdel-Razek, Abdul-Rahman. "Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.

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De nos jours, le prototypage est largement utilisé dans l'industrie pour explorer des alternatives de conception en impliquant toutes les parties prenantes du projet. Cela est particulièrement vrai au stade antérieur du processus de conception lors des activités de Co-création et d'exploration. Cependant, les prototypes ont différentes formes, telles que : des formes physiques comme des maquettes, souvent basées sur l'impression 3D, ou des formes virtuelles basées sur des technologies immersives comme la réalité virtuelle (VR), la réalité augmentée (AR) ou même la réalité mixte (MR). Le princi
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