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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 contributes to and fills the need for the development of MEMS dynamic visualisation, showing the movement of fluid within microdevices in time scale. Microfluidic MEMS devices are used in a wide range of applications, such as in chemical analysis, gene expression analysis, electronic cooling system and inkjet printers. Their success lies in their microdimensions, enabling the creation of systems that are considerably minute yet can contain many complex subsystems. With this reduction in size, the advantages of requiring less material for analysis, less power consumption, less wastage and an increase in portability becomes their selling point. Market size is in excess of US$50 billion in 2004, according to a study made by Nexus. New applications are constantly being developed leading to creation of new devices, such as the DNA and the protein chip. Applications are found in pharmaceuticals, diagnostic, biotechnology and the food industry. An example is the outcome of the mapping and sequencing of the human genome DNA in the late 1990's leading to greater understanding of our genetic makeup. Armed with this knowledge, doctors will be able to treat diseases that were deemed untreatable before, such as diabetes or cancer. Among the tools with which that can be achieved include the DNA chip which is used to analyse an individual's genetic makeup and the Gene chip used in the study of cancer. With this burgeoning influx of new devices and an increase in demand for them there is a need for better and more efficient designs. The MEMS design process is time consuming and costly. Many calculations rely on Finite Element Analysis, which has slow and time consuming algorithms, that make interactive CAD unworkable. This is because the iterative algorithms for calculating the animated images showing the ongoing proccess as they occur, are too slow. Faster computers do not solve the void of efficient algorithms, because with faster computer also comes the demand for a fasters response. A 40 - 90 minute FEA calculation will not be replaced by a faster computer in the next decades to an almost instant response. Efficient design tools are required to shorten this process. These interactive CAD tools need to be able to give quick yet accurate results. Current CAD tools involve time consuming numerical analysis technique which requires hours of numerous iterations for the device structure design followed by more calculations to achieve the required output specification. Although there is a need for a detailed analysis, especially in solving for a particular aspect of the design, having a tool to quickly get a first approximation will greatly shorten the guesswork involved in determining the overall requirement. The underlying theory for the fluid flow model is based on traditional continuum theory and the Navier-Stokes equation is used in the derivation of a layered flow model in which the flow region is segmented into layered sections, each having different flow rates. The flow characteristics of each sections are modeled as electrical components in an electrical circuit. Matlab 6.5 (MatlabTM) is used for the modelling aspect and Simulink is used for the simulation.
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2

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 contributes to and fills the need for the development of MEMS dynamic visualisation, showing the movement of fluid within microdevices in time scale. Microfluidic MEMS devices are used in a wide range of applications, such as in chemical analysis, gene expression analysis, electronic cooling system and inkjet printers. Their success lies in their microdimensions, enabling the creation of systems that are considerably minute yet can contain many complex subsystems. With this reduction in size, the advantages of requiring less material for analysis, less power consumption, less wastage and an increase in portability becomes their selling point. Market size is in excess of US$50 billion in 2004, according to a study made by Nexus. New applications are constantly being developed leading to creation of new devices, such as the DNA and the protein chip. Applications are found in pharmaceuticals, diagnostic, biotechnology and the food industry. An example is the outcome of the mapping and sequencing of the human genome DNA in the late 1990's leading to greater understanding of our genetic makeup. Armed with this knowledge, doctors will be able to treat diseases that were deemed untreatable before, such as diabetes or cancer. Among the tools with which that can be achieved include the DNA chip which is used to analyse an individual's genetic makeup and the Gene chip used in the study of cancer. With this burgeoning influx of new devices and an increase in demand for them there is a need for better and more efficient designs. The MEMS design process is time consuming and costly. Many calculations rely on Finite Element Analysis, which has slow and time consuming algorithms, that make interactive CAD unworkable. This is because the iterative algorithms for calculating the animated images showing the ongoing proccess as they occur, are too slow. Faster computers do not solve the void of efficient algorithms, because with faster computer also comes the demand for a fasters response. A 40 - 90 minute FEA calculation will not be replaced by a faster computer in the next decades to an almost instant response. Efficient design tools are required to shorten this process. These interactive CAD tools need to be able to give quick yet accurate results. Current CAD tools involve time consuming numerical analysis technique which requires hours of numerous iterations for the device structure design followed by more calculations to achieve the required output specification. Although there is a need for a detailed analysis, especially in solving for a particular aspect of the design, having a tool to quickly get a first approximation will greatly shorten the guesswork involved in determining the overall requirement. The underlying theory for the fluid flow model is based on traditional continuum theory and the Navier-Stokes equation is used in the derivation of a layered flow model in which the flow region is segmented into layered sections, each having different flow rates. The flow characteristics of each sections are modeled as electrical components in an electrical circuit. Matlab 6.5 (MatlabTM) is used for the modelling aspect and Simulink is used for the simulation.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
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3

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 satisfatórios. Neste trabalho são descritos os passos referentes à implementação de um protótipo virtual, baseado no anteprojeto em desenvolvimento do projeto de pesquisa do Laboratório de Simulação e Controle de Sistemas Discretos do SEM-EESC, com auxílio pesquisa FAPESP processo: 2003/06582-0 \"Veículo agrícola autônomo (VAA): uma plataforma para desenvolvimento de tecnologias de navegação autônoma e para aquisição de dados em agricultura de precisão\". Além da descrição da implementação do protótipo virtual, neste trabalho são analisadas cinco ferramentas de desenvolvimento virtual disponíveis para testes no laboratório de simulação: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS e EON Professional. Os critérios de avaliação das ferramentas foram baseados nas necessidades principais do projeto em questão, como implementação de centros de massa distribuídos, criação de terrenos não-estruturados (constituídos por morros, buracos etc.), controles de tração, torque, além de outras características físicas essenciais. A fase inicial da implementação foi desenvolvida em EON Studio 4.0. Devido à falta de recursos disponíveis nessa ferramenta, a fase final da implementação foi desenvolvida no software EON Professional. A análise do comportamento da plataforma em terrenos não-estruturados, a verificação dos ângulos de inclinação suportados e a análise da reconfiguração das laterais da plataforma são alguns dos resultados obtidos.
Virtual reality (VR) has entertainment as its main area of application. However, over the last few years, due to a fast-paced development of computers hardware, VR has become more accessible, being widely used both in the academic and industrial areas. A part of VR that is becoming more important for the engineering areas is virtual protoyping (VP). Normally, the physical prototyping of a product can be expensive and impracticable for some projects. In such cases, VP can be used to prevent unnecessary operating costs, reaching satisfactory results. In this paper, the steps of the implementation of a virtual prototype are described, based on the first draft in development of the research project of the Laboratory of Simulation and Control of Discrete Systems of SEM-EESC, with FAPESP support process: 2003/06582-0 \"Autonomous agricultural vehicle (AAV): a platform for development of technologies for independent navigation and for data acquisition in precision agriculture\". Besides the description of the virtual prototype implementation, in this paper five tools for virtual development, available for tests in the laboratory of simulation, are analyzed: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS and EON Professional. The criteria of evaluation of the tools were based on the main necessities of the project, such as the implementation of distributed centers of mass, not-structuralized land creation (made up of hills, holes etc.), traction controls,torque, besides other essential physical characteristics. The initial stage of the implementation was developed at EON Studio 4.0. Due to the lack of available resources in this tool, the final stage of the implementation was developed in EON Professional software. The behavior analysis of the platform at non-structuralized lands, the verification of the supported inclination angles and the analysis of the platform laterals reconfiguration are some of the achieved results.
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4

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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5

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 operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android. NyARToolkit uses OpenGL to visualize 3D models. The 3D models used isin the metasequoia fileformat. The application that implements the framework gets reasonableperformance on Galaxy Tab 2 and the visualization of 3D model is accomplished. A stabile markerrecognition is not attained.The usability has not been studied thoroughly, but it is designed based on the unofficial standard fordesign on mobile devices and for 3D manipulation on mobile devices. The graphical design is aimingfor an open workspace with as few interrupting objects as possible. Clear descriptions of objects are apart that has resulted from usertesting.Judging by the functionality that the prototype indicates it could be assumed that an application of thistype is possible in the given field, which is worked performed by a service technician. The testingequipment that has been used is not of the latest generation of mobile devices which can mean thatnewer models perform better than the ones used for testing. What seems to be limiting the use of themarker recognition is the quality of the video input. The device’s processing power affects howadvanced the 3D environment can be, which in turn can reduce performance when more complex 3Dmodels are used. Since there are several frameworks for the Android platform there is also severalsolutions to making a prototype with the sane functionality. Since I have only explored oneframework there is a possibility that another framework could have produced a more stabile prototypeThe user testing that has been performed points out that a distinct design is needed. Clearly describingtexts for different objects should be used to make the user less confused. An unofficial user designthat is generally used has to be implemented so that the users fell at home when handling theapplication on mobile devices.
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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 operations. With this technology, virtual organisms can be created that are viable, fit and can be optimised for any task that arises. The tool, realised with a programming framework created for the C++ language is detailed and demonstrated through several examples of increasing complexity, namely several example organisms and a cancer emulation, showing both viable virtual organisms and usable experimental results.
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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 computazionali. Per garantire una buona usabilità e coinvolgere a pieno l’utente, il software è stato sviluppato tramite strumenti di realtà virtuale. Il tool è stato infine validato tramite dei test eseguiti su dei dataset già esistenti con l’obiettivo di valutare l’efficienza e l’accuratezza del software stesso.
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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 process and develop a concept for a sales tool that uses the VR technology. The second goal was to explore how today’s technology could evolve and how the future sales process could work. To achieve these goals the Research Learning Spiral was used together with interviews and a workshop. By investigating how the sales process works in today’s industry, through interviews with people that are active in the field and a workshop, a number of challenges were identified. Three of these challenges were: to display large and complex products to the customers, to know what arguments that triggers a specific customer and to explain advantages with the product to the customer. Based on data from the interviews a prototype of a sales tool using VR was designed. The goal with the prototype was to counteract the challenges found in today’s sales process. The prototype uses a tablet where the salesman can control a 3D visualization of the product through a menu with different choices. This tablet is connected to the Samsung Gear VR, which is a VR device that uses a HMD to achieve VR, where the customer can experience the product in a virtual environment controlled by the salesman. With data from the interviews together with a conducted workshop, suggestions for the future sales process were obtained. The future sales process is very likely to use VR as a tool to both display products and to reduce traveling. The technology will possibly be smarter and be able to facilitate the sales process, for instance through artificial intelligence, smart materials and 3D printing. VR as a sales tool for large and complex products has the potential to be a great aid for the salesman during the sales process. Companies will not be required to ship large and complex products to fairs or meetings which will save money for the company and also contribute to less impact on the environment. This area of research is fairly new and there are a lot of opportunities still to be investigated.
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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 teaching assistant. The main drawbacks for tool creation in virtual reality are that there is a limited amount of frameworks that support virtual reality and that they are mainly created for video game development.
Det finns många olika verktyg för lärande ändamål, det kan bland annat vara datorer eller penna och papper. Virtuell verklighet är ett verktyg för att skapa datorgenererade miljöer. Det används mestadels inom spelindustrin men vi i det här projektet försöker utöka användningsområdet för virtuell verklighet inom utbildning, i detta fall för kurser relaterade till signalbehandling genom att hjälpa användare att bygga intuition för designen av digitala filter. Slutprodukten är ett hjälpmedel i virtuell verklighet som tillåter användaren att skapa och ändra digitala filters specifikationer och sedan se vad dessa förändringar har för konsekvenser för filtren. Med det här projektet visar vi att det finns potential för virtuell verklighet i lärande ändamål, även om det huvudsakliga användingsområdet är inom spelindustrin.
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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
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 real world likes Virtual Reality (VR) outside of the laboratory setting. Recent studies, describe Virtual Reality exposure as effective, when compared to in vivo exposure, with the benefit of being less aggressive to the phobic individual. In this dissertation, we propose Veracity, an affordable and portable system, which relies on VR to present more ecological and virtual stimuli to phobic individuals while monitoring their physiological and behaviour response. We used spider phobias as the main case study of our system. While presenting the VR stimuli, using a game divided in a set of increasing difficulty levels, Veracity allows the interaction with the virtual environment through hand gesture. Simultaneously the individual’s reaction is acquired (ECG, HR, RR, VIDEO, Screenshots, 3D objects tracking, etc.) using external resources and two smartphone applications. Veracity also supports data management for post processing integrated with the cloud. The gamification approach and its ability to customize the virtual stimuli provides enough versatility to foster its usefulness in clinical practice as a solution to monitor and elicit natural reactions from individuals with specific phobias.
Distúrbios de ansiedade afetam muitos indivíduos, condicionando as suas rotinas. Um exemplo é o caso da fobia específica, um medo irracional em relação a um objeto ou situação. Indivíduos fóbicos sentem uma realidade distorcida, e geralmente, tentam evitar o elemento fóbico, o que intensifica o problema. A evolução da tecnologia não só permite o desenvolvimento de soluções portáteis para a avaliação fisiológica e comportamental, criando novas possibilidades para imitar o mundo real utilizando Realidade Virtual (VR) fora do ambiente controlado de laboratório. Estudos recentes, descrevem a exposição a VR como sendo eficaz quando comparada com a exposição in vivo, sendo menos agressiva para o individuo. Nesta dissertação, propomos o Veracity, um sistema portátil e economicamente acessível, para apresentação de estímulos virtuais a indivíduos fóbicos e interação com esse ambiente através do reconhecimento da mão e gestos enquanto a sua resposta fisiológica e comportamental é monitorizada. O principal caso de estudo do nosso sistema é a fobia de aranhas. O sistema é rápido de configurar, permite a recolha de dados fora do ambiente de laboratório e a exposição a estímulos, que permitem reações mais naturais. Simultaneamente, a reação do indivíduo é adquirida (ECG, HR, RR, VIDEO, Imagens, 3D tracking, etc.), utilizando recursos externos e duas aplicações para dispositivos móveis. Veracity suporta ainda a gestão dos dados recolhidos, para pósprocessamento integrado com a cloud. A sua aproximação baseada em jogos e a sua capacidade de personalizar os estímulos virtuais, proporciona um nível de versatilidadeque, que promove a sua utilidade na prática clínica como uma solução para provocar reações naturais e monitorizarem individuos com fobias específicas.
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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 production phase. By performing a within-group study on 20 filmmakers, our findings show that the use of virtual reality for distributed, collaborative previsualization processes is useful for real-life pre-production purposes. These results provide insights on how to best design collaborative, virtual reality-applications used for remote work, and highlights the pitfalls of certain design choices.
Previsualisering är en process inom filmskapande där filmskapare visuellt kan planera specifika scener med kamerafunktioner, belysning, karaktärsrörelser, etc. I denna uppsats utvärderas en prototyp för previsualisering i virtual reality för samarbete där flera filmskapare kan vara närvarande i en virtuell miljö för att dela ett kreativt arbete i realtid. Kostnaderna för datorgrafikbaserade effekter är betydande inom filmproduktion. I och med previsualisering kan dessa scener planeras i detalj för att minska mängden arbete som påverkar den senare produktionsfasen. Genom att utföra en studie med 20 filmskapare visar resultaten att användningen av virtual reality för distribuerade previsualiseringsprocesser för samarbete är användbart för verkliga scenarion. Dessa resultat ger insikter om hur man bäst utformar virtual reality-applikationer som kan användas för distribuerat arbete och lyfter fram fallgropar inom vissa designval.
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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 way. These two clients were developed side by side with other clients of the same user involvement tool and thus involved several iterations to achieve a good user experience. In addition, related work was studied to research about building VR experiences and interactive 3D user interfaces. The VR client was tested with real users (n = 14) where their experiences were gathered using a five-point Likert scale questionnaire and an Adjective cards selection method, while also being watched and interviewed. The study conducted for evaluation shows that the VR solution is important to users because they can be involved in research and product development even when it is not possible to be in a certain location or when an environment does not exist, or it no longer exists. However, better interaction methods in the virtual environment, as well as additional graphics performance optimization are needed for a better experience in the user involvement process.
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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 wheninteracting with designed artifacts in specific locations, which is echoedthough the target audience who voice the need to prototype design conceptsin the context of place. The study culminates in two kinds of virtual realityprototypes, dubbed contextual prototypes, that are suggested to havedifferent use cases depending on what the purpose for prototyping is.
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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, 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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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 and directly transfer old functionality to the VR system from the communication systems today. The system was evaluated based on the response time, packet loss, bandwidth, frame rate and through user tests. The evaluation shows it is possible to design a telepresence system with VR capable of passing the Turing Test for Telepresence. The participants of the user tests did not experience discomfort and they were positively inclined to the telepresence system. Though, discomfort may emerge if the VR character is used with a common office workstation. Future studies in this topic would involve modifications of the third person camera, making the head's rotation follow the direction of the camera view and implementing movable eye pupils on the VR character using the upcoming eye-tracking accessory.
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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).
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 represents a tool ideal in its ability to allow users of differing levels of skill to rapidly create virtual environment applications of any sophistication. Creating such a single, generic authoring tool for every different kind of application is, practically, an impossible task - more so if the authors are non-programmers. A more realistic solution to the problem would be to think of every environment as having a particular context such as a virtual museum or gallery. Creating authoring tools specific to these types of environment contexts greatly reduces the problem. We have therefore produced a progressive meta-authoring system that allows both novice and advanced users to create useful virtual reality applications, allowing the smooth migration of novice users to becoming more experienced. We believe that our system overcomes problems in architecture and support for novice users that can be found in many other authoring systems for virtual environments.
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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 Stage AD (ESA) participant and a Late Stage AD (LSA) participant. We found that the ESA participant was able to significantly improve his navigation skills, and we observed some qualitative improvements in memory and navigation in his personal life. The LSA participant did not improve noticeably at the VRN tasks, but his mood improved after participating in the treatment sessions. These case studies suggested that VRN treatment may be beneficial for people with AD, especially at the onset stage.
February 2017
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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
Conselho Nacional de Desenvolvimento Científico e Tecnológico
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 como foco a criação e edição de objetos virtuais. A ferramenta desenvolvida é capaz de manipular de forma interativa os parâmetros de materiais do RPR-SORS e do motor de renderização utilizado (OGRE), com a opção de visualizar os objetos fotorrealistícos em Realidade Aumentada. O resultado final da edição pode ser exportado para uma outra aplicação que utilize a API de fotorrealismo e o motor de renderização citados. Um estudo de caso referente a uma aplicação de Realidade Aumentada para arquitetura foi realizado de forma a avaliar a ferramenta desenvolvida
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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 presence are not transferrable across contexts. Understanding the interplay of presence determinants is vital for optimising the technology’s utilisation in different contexts, especially for budget and development focus considerations. A VR experience developed for education or training purposes would have differing impacts and emphasis when compared to a VR experience developed for tourism marketing purposes. Thus, the objective of this project was to investigate the effectiveness of VR as a tourism marketing tool, anchored through establishing a framework encompassing the determinants (immersion, ecological validity, engagement) and consequences of presence on emotional response – an association that has been suggested in cyberpsychology studies. Using a mixedmethod randomised within-subjects experiment, 72 participants experienced computergenerated, fully synthetic virtual environments of a cruise ship. The experiences were administered across pictures, video, and VR. This thesis is structured as a series of three papers. Paper 1 was a critical review aimed at establishing the presence-emotion-intention conceptual framework. Through reviewing VR and presence literature across disciplines, the paper uncovered gaps in previous presence research, compounded by the fragmented and evolving approach to exploring presence. Methodologically, paper 1 revealed the lack of qualitative approaches to presence and VR research, informing the mixed-methods approach of this thesis. The literature review also highlighted that whilst VR research in tourism is growing, researchers have called for future studies to focus specifically on presence determinants. Quantitative findings were presented through Paper 2. Findings from this paper suggest that VR is significantly more effective than traditional media in evoking positive emotional responses to the stimuli. Theoretical implications include suggestions that fully-interactive synthetic VR may be more effective than 360° VR due to the significance of engagement as a presence determinant. Managerial implications include suggestions to focus on engagement mechanics, rather than chasing photo-realistic VR advancements, for impact on emotional response. Paper 3 presented qualitative phase findings. 36 participants were interviewed after experiencing all three stimuli. In terms of triangulation, similar results were found – participants associated the engagement and immersion presence determinants with increases in their positive emotional response as well as intention to visit the cruise. However, several unexpected themes emerged – the sense of agency and goal congruence that users associated with the levels of engagement that VR provided. Participants felt that being in control to see what they wanted, how they wanted, and when they wanted, positively affected their emotional response toward the stimuli and corresponding behavioural intentions toward the cruise. Several participants also attributed a positive shift in perception of cruising to the presence levels from VR, suggesting that the influence of higher presence was amplified for marketing enclosed, all-inclusive tourism products such as cruising or resorts. Theoretically, paper 3 introduced the association between engagement and sense of agency as a key component to the effectiveness of VR for marketing; previously unexplored. The findings also suggested the incorporation of dimensions from cognitive appraisal theory such as goal congruence into the presence-emotion framework from papers 1 and 2. Methodologically, the thesis overall highlights the importance and value of mixed-methods in VR research; traditionally heavily focused only on quantitative approaches. Practically, this thesis emphasises the focus on engagement and level of agency that marketers introducing VR should provide potential travellers. Users should be given a sense that they are in control and involved as an active participant to the virtual experience. As a whole, this thesis established a top-to-bottom presence-emotion-intention framework; a platform for future theoretical exploration and practical applications of VR in tourism and marketing. More importantly, the framework and insights from the papers in this thesis provide avenues for future VR research in tourism to focus on comparing differences in VR platforms, instead of against traditional media.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Dept Tourism, Sport & Hot Mgmt
Griffith Business School
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29

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 made with confidence. Part two presents an empirical study in which virtual reality (VR) was used to investigate emotional reactivity and aggression in antisocial personality disorder (ASPD). Fifteen individuals diagnosed with ASPD and twenty healthy volunteers took part in VR provocation. In response, ASPD participants showed greater negative emotional reactivity, less prosocial behaviour, and a trend towards more aggression than healthy volunteers. Findings tentatively support the notion that ASPD entails difficulties regulating emotions and inhibiting aggression under conditions of perceived threat. Modified large-scale replications are required to substantiate findings. Improved understanding could inform practices for assessing and treating risk of aggression/violence in this population. Part three is a critical appraisal of the empirical study. It describes my background interest in the research area and critiques a multi-method approach to measurement. The potential for VR to be used as a tool to assess and treat criminogenic risk in ASPD is discussed in more detail. It concludes with personal reflections, highlighting some of the ethical and risk management considerations raised by conducting research with this population.
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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 in hippocampal volume, which may explain the associated symptomatological specificity. Previous studies have provided evidence for the effectiveness of intervention and training programs aimed at improving cognitive and affective abilities. However, these programs were not specifically constructed to tap into hippocampal function. As such, a cognitive intervention program based on spatial memory, targeting specifically the hippocampus using virtual reality, was developed over the course of several years. In order to determine the effectiveness of this program, participants were administered a battery of neurological and behavioural tests before and after the training program, and their results were compared to a group of controls. We hypothesized that participants in the experimental group would show greater improvements than participants in the control groups, and that these improvements would be specific to tests that assess spatial memory and hippocampal function. Results, gathered from subjective reports as well as from the test battery, indicate an increase in spatial memory-specific abilities in those given the training program. Further, participants reported increased feelings of autonomy, self-confidence and attention to details, indications of increased quality of life.
L'hippocampe est une structure essentielle à la formation de représentations spatiales allocentriques d'un environnement. Son rôle vis-à-vis la mémoire spatiale étant déjà établi, des recherches semblent établir un lien entre l'hippocampe et de nombreuses conditions neurologiques et psychiatriques, notamment la maladie d'Alzheimer. Les symptômes typiques de la maladie d'Alzheimer incluent une perte de l'orientation spatiale ainsi qu'une difficulté à former des relations temporelles et spatiales. Ces symptômes affectent grandement la qualité de vie de ceux souffrant de la maladie et de ceux qui s'en occupent. Ces symptômes sont aussi accompagnés d'une forte baisse de volume hippocampique, ce qui pourrait expliquer la spécificité des symptômes. Plusieurs études précédentes ont démontré l'efficacité de programmes d'intervention et d'entraînement de la mémoire dans le but d'améliorer les habilités cognitives et affectives. Par contre, ces programmes d'intervention n'ont pas été construits en fonction du rôle de l'hippocampe. Donc, un programme d'entraînement de la mémoire spatiale, axé spécifiquement sur l'hippocampe en utilisant la réalité virtuelle, a été développé au cours de plusieurs années. Dans le but de déterminer l'efficacité de ce programme, une batterie de tests neurologiques et comportementaux a été donnée à des participants avant et après avoir suivi le programme d'entraînement. Leurs résultats ont alors été comparés à ceux d'un groupe de sujets contrôles. Nos avons émis l'hypothèse que les participants du groupe expérimental seraient associés à de plus grandes améliorations que les participants du groupe contrôle, et que ces améliorations seraient spécifiques aux tests évaluant la mémoire spatiale ainsi que le fonctionnement hippocampique. D'après les résultats des tests et les rapports subjectifs, le programme d'entraînement a amené une amélioration marquée des habilités spa
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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
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
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 trabalhadores em Computer Science e áreas relacionadas a STEM (Science, Technology, Engineering and Mathematics) está em aumento. É por isso mesmo que é importante que as crianças desde tenra idade se interessem pela tecnologia (Programação de computadores) e participem dela de uma forma divertida e lúdica. O presente trabalho propõe a criação de uma ferramenta de Realidade Virtual que permite que os estudantes aprendem conceitos básicos da programação e pensamento computacional tendo como finalidade que eles desfrutem da tecnologia e se sintam motivados em aprender mais. A ferramenta é uma Linguagem Visual de Programação. Os algoritmos são formados mediante a montagem de blocos-, resolvendo com isso um dos principais problemas dos estudantes que são os erros de sintaxe. Além disso a ferramenta traz consigo um conjunto de desafios ordenados por níveis, que têm como finalidade ensinar aos estudantes princípios básicos da programação e a lógica (programação sequencial, estrutura de dados repetitiva e condicional), onde em cada nível o aluno aprenderá as diferentes conceitos e comportamentos do pensamento computacional. Para as avaliações com os usuários se contou com a participação de 18 alunos com idades entre 12 e 15 anos provenientes de duas instituições públicas do Rio de Janeiro. Nestas avaliações considerou-se também medir a sensação de imersão mediante a Telepresença, Presença Social e Usabilidade.
Nowadays, we often hear about the importance of Information and Communication Technologies (ICT) by various social actors. The influence of ICT crosses the various areas of society as agriculture, services, trade, industry, research, among others. If we do an inverse reasoning, it will be difficult to name social fields that are not directly or indirectly influenced by ICTs. In addition, the demand for workers in Computer Science and areas related to the STEM (Science, Technology, Engineering, and Mathematics) is on the rise. That is why it is important to make the young person interested in technology (Computer programming) and participate in it in a fun and playful way. The present work proposes the creation of a Virtual Reality tool that allows students to learn basic concepts of programming and computational thinking with the purpose that they enjoy the technology and feel motivated to learn more. The tool is a Visual Programming Language; the algorithms are formed by block-assembly, thereby solving one of the students main problems, which are syntax errors. In addition, the tool brings with it a set of level-ordered challenges aimed at teaching students basic principles of programming and logic (sequential programming, repetitive and conditional data structure), where at each level the student will learn the different concepts and behaviors of computational thinking. For the evaluations with the users we counted on the participation of 18 students between 12 and 15 years old coming from two public institutions of Rio de Janeiro. In these evaluations it was also considered to measure the sensation of immersion through Telepresence, Social Presence and Usability.
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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 of equipment, such as an audiometer for testing puretone-hearing thresholds or by pairing up and simulating a hearing loss. This process creates time and access constraints for students as it restricts their ability to practice performing audiometry, particularly if there is a shortage of equipment, and also limits their exposure to a wide variety of hearing loss pathologies. The potential for universities worldwide to use Virtual Reality and Computer Based Simulations to provide Audiology students with basic clinical skills without relying on extensive support from external clinics warrants further investigation. In particular, it needs to be determined whether Audiology students value these simulations as a useful supplement to their clinical training, and whether the use of these simulations translates into measurable improvements in student abilities in real clinical placements. A computer based training program for Audiology students developed at the Human Interface Technology Lab (HITLAB) New Zealand is evaluated in this study as an educational tool at the University of Canterbury, New Zealand. The present study aims to determine if a sample of twelve first year Audiology students felt their interactions with Virtual Patients improved their ability to interact with clients and perform masking which is often part of a basic audiometric assessment for a patient with hearing loss. The study measures the students’ competency in performing masking in puretone audiometry on the Virtual Patient and then on a patient in a real-world setting to see whether the Audiology Simulator training tool improved the student’s basic audiometry skills (a training effect) and whether these skills were maintained after a period of four weeks (a maintenance effect). Statistical analysis is applied to determine any training and maintenance effects. Students also gave subjective feedback on the usefulness of the simulator and suggestions for ways in which it could be improved. Results indicated that there was no statistically significant training effect between students that had used the Audiology Simulator and those that hadn’t. Once all students had used the Virtual Patient there was an overall maintenance effect present in that student’s scores stayed the same or improved even for those students who had not used the Virtual Patient for a period of time. Students overall reported that they found the Virtual Patient to be ‘Moderately Useful’ and had many recommendations for ways in which it could be improved to further assist their learning.The present study indicates that computer based simulation programs like the Virtual Patient are able to present and simulate realistic hearing losses to an acceptable level of complexity for students studying in the field of audiology and that the Audiology Simulator can be a useful and complementary training tool for components of audiological clinical competence, such as puretone audiometry and masking.
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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 do torno CNC virtual e do intertravamento proposto, inclusive com explicações dos passos utilizados para a obtenção da lógica funcional do torno. Adiante é exposto o procedimento adotado para a implementação do protótipo do torno virtual e quais foram os passos utilizados para o desenvolvimento do modelo gráfico incluindo as soluções encontradas para implementação das características deste modelo interativo. Por fim o trabalho apresenta um breve relato sobre a possibilidade do projeto ser empregado nas áreas de prototipação virtual, treinamento e markenting de produtos, e também sugere um roteiro para desenvolvimento de uma máquina-ferramenta utilizando a prototipação virtual.
The aim of this work is the developing of a procedure for the implementation of a CNC lathe prototype using virtual reality, focusing mainly in its interlocking system (functionality) and its geometrical model (physical design). This work starts with a revision about the using of VR in many areas including industry, and afterwards refers briefly on the programming structure and the justificative for the use of the virtual-environment-building tool used in this project. Thereafter it focus the virtual CNC lathing machine’s specifications and the proposed interlocking, with explanations for the steps used in the obtaining of the machine’s functional logic. Later on, are exposed the chosen procedure for the implementation of the virtual machine prototype and which were the steps used for the developing of the graphical model including the found solutions for the implementation of this interactive model. Finally, the work presents a brief report about the possibility of using this project in the virtual prototyping, training and product marketing areas, and also suggests a procedure for the development of a machine tool using virtual prototyping.
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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 the algorithms are still too slow. Our MEMS CAD project works towards methods and techniques that are suitable for interactive design, with faster methods. The purpose of this PhD thesis is to contribute to the design of an interactive virtual prototyping of Micro Electro Mechanical Systems (MEMS) This research comprises the analysis of the visualization techniques that are appropriate for these tasks and identifying the difficulties that need to be overcome to be able to offer a MEMS design engineer a meaningful and interactive CAD design environment Such a VR-CAD system is being built in our research group with many participants in the team. Two particular problems are being addressed by presenting algorithms for truthful VR visualization methods: one is for displaying objects that are different in size on the computer screen. The other is modelling unsynchronized motion dynamics, that is different objects moving simultaneously at very high and vety low speed, by proposing stroboscopic simulation to present their dynamics on the screen They require specific size scaling and time scaling and filtering. It is these issues and challenges which make the design of a MEMS CAD tool different from other CAD tools. In the thesis I present algorithms for displaying animated virtual reality for MEMS virtual prototyping in a physically truthful way by using the simulated stroboscopic illumination to filter animated images to make it possible to show unsynchronized motion.. A scaling method was used to show or hide objects which cannot be shown simultaneously on the computer screen because of their large difference in size. The visualization of objects being designed and their animations is done with much consideration of visual perception and computer capability, which is rising attention, but not too often mentioned in the visualization domain.
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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 midblock crosswalk. The comparison was based on the following criteria: a) Pedestrian walking speed, b) Observation patterns prior to crossing the road, characterized by glancing left and right to detect cars, and c) Pedestrians’ decisions as to where to cross, defined by if they chose to walk directly on or outside of the midblock crosswalk. Walking speed and the number of pedestrians who looked left and right before crossing were significantly different in both the virtual and real environments. On the other hand, the proportion of people who chose to walk on the crosswalk was similar in both environments. This result indicates that there is a future potential in using virtual reality to analyze pedestrian behavior at roundabouts. Although this study showed that PC-driven virtual reality is not effective in replicating pedestrian walking speeds or pedestrian observation patterns at a midblock crosswalk, researchers may expect PC-driven virtual reality to have greater applications within the transportation discipline once the technology improves over the years. Potential improvements in technology that would help include being wireless, allowing users to walk in a non-confining space, and making the equipment more affordable, allowing the technology to become more mainstream.
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38

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 the algorithms are still too slow. Our MEMS CAD project works towards methods and techniques that are suitable for interactive design, with faster methods. The purpose of this PhD thesis is to contribute to the design of an interactive virtual prototyping of Micro Electro Mechanical Systems (MEMS) This research comprises the analysis of the visualization techniques that are appropriate for these tasks and identifying the difficulties that need to be overcome to be able to offer a MEMS design engineer a meaningful and interactive CAD design environment Such a VR-CAD system is being built in our research group with many participants in the team. Two particular problems are being addressed by presenting algorithms for truthful VR visualization methods: one is for displaying objects that are different in size on the computer screen. The other is modelling unsynchronized motion dynamics, that is different objects moving simultaneously at very high and vety low speed, by proposing stroboscopic simulation to present their dynamics on the screen They require specific size scaling and time scaling and filtering. It is these issues and challenges which make the design of a MEMS CAD tool different from other CAD tools. In the thesis I present algorithms for displaying animated virtual reality for MEMS virtual prototyping in a physically truthful way by using the simulated stroboscopic illumination to filter animated images to make it possible to show unsynchronized motion.. A scaling method was used to show or hide objects which cannot be shown simultaneously on the computer screen because of their large difference in size. The visualization of objects being designed and their animations is done with much consideration of visual perception and computer capability, which is rising attention, but not too often mentioned in the visualization domain.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
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39

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 implemented in order to create a realistic virtual mine. The programming logic of the simulation tool is also examined. Moreover, the final simulation is evaluated and proved to be an appropriate form of assessment and efficient learning environment for the trainee. Furthermore, recommendations are made for future developments.
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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 employed a series of standard user-centered design (UCD) methods to rapidly prototype 3D head-worn display (HWD) systems in the first responder domain. These methods were performed across a series of 13 experiments, resulting in an in-depth analysis of the most effective methods experienced herein and providing suggested paths forward for future researchers in 3D MR HWD systems. Lessons learned from each individual method and across all of the experiments are shared. Several characteristics are defined and described as they relate to each experiment, including interface, interaction, and cost.
Ph. D.
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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 is created using a tool to build up or erode material. In existing real-time systems, due to the complexity of the algorithms that determine which voxels have been touched by the tool in a given time-step, the size or shape of the sculpting tool is limited and can often only be applied at a fixed orientation. My solution allows the tool to take the shape of any arbitrary triangle-based polyhedron that can be applied at any orientation. To determine which voxels are intersected by the tool, the tool is voxelized (converted into its discrete voxel representation) at each time-step against the voxels of the sculpture, which are then modified according to the desired operation. To give the resulting voxel-based sculpture a realistic appearance, I use the well-known Marching Cubes algorithm to form a triangular- mesh isosurface where the voxels representing sculpture material meet free-space. '...' For this I have borrowed concepts from the existing Voxmap-PointShell (VPS) model where the tool is represented by an array of points that cover its surface, each of which is tested for collisions with the sculpture. Each colliding point will form a component force, and the overall collision force is the vector sum of these components. My model is unique in that the component forces are formed in a direction tangential to the isosurface nearest the voxel of collision and can operate while the voxels of the sculpture are changing. While the VPS model is designed for force-feedback on a 6- degrees-of-freedom haptic device (delivers translational and rotational forces to the user), my model is designed to suit commodity 3-degrees-of-freedom (translational forces only) devices which are much more common. Third, I have developed a collaborative virtual sculpting paradigm to allow several users to simultaneously work on the same sculpture from different locations. This allows collaborative design without the requirement of being co-present. I will discuss methods for relaying the rapidly changing voxel and isosurface data between workstations, such that the local environment on each is synchronized in a manner that is immediate and transparent to the users. In addition, collisions between the different users' tools are felt through force-feedback. I implemented a collaborative haptic virtual sculpting simulation using the above methods in order to validate the system. The simulation was used to test the capabilities and limits of each contribution, as well as the real-time capability of the overall system. Ultimately this thesis demonstrates that it is possible to combine these technologies to form a flexible and intuitive collaborative virtual sculpting experience that operates in real-time.
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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 more rapidly to market changes. Modularisation§ is widely used to increase the agility of automation systems, such that they may be more readily reconfigured¶. Also with globalisation into India and Asia semi-automatic machines (machines that interact with human operators) are more frequently used to reduce capital outlay and increase flexibility. There is an increasing need for tools and methodologies that support this in order to improve design robustness, reduce design time and gain a competitive edge in the market. The research presented in this thesis is built upon the work from COMPAG/COMPANION (COMponent- based Paradigm for AGile automation, and COmmon Model for PArtNers in automatION), and as part of the BDA (Business Driven Automation), SOCRADES (Service Oriented Cross-layer infrastructure for Distributed smart Embedded deviceS), and IMC-AESOP (ArchitecturE for Service- Oriented Process – monitoring and control) projects conducted at Loughborough University UK. This research details the design and implementation of a toolkit for building and simulating automation systems comprising components with behaviour described using Finite State Machines (FSM). The research focus is the development of the engineering toolkit that can support the automation system lifecycle from initial design through commissioning to maintenance and reconfiguration as well as the integration of a virtual human. This is achieved using a novel data structure that supports component definitions for control, simulation, maintenance and the novel integration of a virtual human into the automation system operation.
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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 immersive virtual reality (iVR) experience. Further, the research investigates the impact of this solution on the learning and confidence of trainees. This research introduces VR Surgery, an iVR experience, to address the gaps in the knowledge. VR Surgery is the first multi-sensory, holistic surgical training experience demonstrating Le Fort I osteotomy, a type of maxillofacial surgery, using Oculus Rift and Leap Motion devices. This research demonstrates the design, development and evaluation of VR Surgery and provides a way for future studies on the use of immersive technologies for surgical education. Methods: A design science research approach was followed to identify the problem, build the solution in collaboration with expert surgeons and evaluate it. Using a combination of multimedia, VR Surgery enables trainee surgeons to experience a realistic operating room environment, and interact with the patient’s anatomy while watching the surgery in a close-up stereoscopic 3D view. Consultant oral and maxillofacial surgeons in the UK evaluated VR Surgery for Face and Content validity. Surgeons commented on the content, usability and applicability of VR Surgery to surgical training. Further, to investigate the impact of VR Surgery on the perceived self-confidence of trainees, a single-blinded, parallel, randomised controlled trial (RCT) was performed. Surgical trainees (95) from seven dental schools took part in one of the first experiments to test the role of iVR on self-confidence. Experimental group participants learnt about the Le Fort I procedure using VR Surgery on an Oculus Rift. The control group used similar content in a standard PowerPoint presentation. The primary outcome measures were the self-assessment scores of trainees’ confidence as measured on a Likert scale and objective assessment based on the knowledge. Outcomes: The expert surgeons agreed with the validity of VR Surgery. The participants of the RCT were randomly divided into the experimental (51) and control (44) groups. Trainees had a mean age of 27∙14, and they were 45∙3% female students and 50∙5% male students. A repeated measures multivariate ANOVA was applied to the data to assess the overall impact of receiving the VR surgery intervention over conventional means on the confidence of trainees. Experimental group participants showed higher perceived self-confidence levels compared to those in the control group (p=0∙034, =0∙05). Novices in the first year of their training showed the highest improvement in their confidence, compared to those in the second and third year. Interpretation: Surgical trainees improve their knowledge and self-confidence levels after using an iVR training experience. The study proves that virtual reality applications such as VR Surgery have a substantial potential to bridge the differences in the quality of global surgical training. This research provides a framework for future researchers who use mixed reality for healthcare.
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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 nature of executive functioning deficits in ASD remains equivocal. In recent years, simulation technologies have emerged as an avenue to assess neurocognitive functioning in individuals with neurodevelopmental disorders impacting frontostriatal function. Simulation technology enables neuropsychologists to assess neurocognitive functioning within a testing environment that replicates environments in which the subject is likely to be in everyday life, as well as present controlled, real-world distractions, which may be better able to tap “hot” executive functions. A Virtual Classroom Continuous Performance Test (CPT) has been used successfully to assess attention in individuals with neurodevelopmental disorders impacting frontostriatal function. The current study aimed to investigate executive functioning in individuals with high functioning ASD using a new construct driven Stroop assessment embedded into the Virtual Classroom. Group differences were found in the Virtual Classroom with distractions condition, indicating individuals with ASD may be more vulnerable to external interference control than neurotypical individuals.
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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-destructive proposée et appliquée à l'épicéa et à l'érable. La fiabilité des modèles numériques et ensuite étudiée par des méthodes de vérification et de validation de modèle, habituellement utilisées dans les domaines industriels et de recherche Les modèles développés sont ensuite utilisés en support à l'étude de phénomènes complexes de l'acoustique musicale appliquée au violon et à la guitare. Pour finir, l'utilisation de ces méthodes numériques pour une application concrète en facture instrumentale (prise de décision en milieu incertain, innovation de la géométrie et des matériaux) est proposée
This work proposes a methodology for the transfer of industrial and research domain methods toward arts and crafts domain. The virtual prototyping and mechanical characterization of materials are used for the stringed musical instruments making domain. The works is adressed to the guitar and violin making. This domain is historically driven by empricism and it is studied here using objective criteria. The main topic is the mechanical vibratory behaviour of musical instruments. Firstly, the mechanical behaviour of the material used (tonewood) is studied. A non-destructive methodology is proposed and applied on spruce and maple species. The reliability of the numerical models is studied by method usually used in industry and research, the verification and validation process. The models developed are used as a support for the study of complex phenomena in musical acoustics. Finally, the utilization of numerical method for a practical application in instrument making (decision support under uncertainties, geometric and material optimization) is proposed. The methodology for a transfer to art and crafts domain is discussed
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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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47

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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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.

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 recommendations for future haptic implementations.

At the Department of Maxillo-Facial Surgery, at the Karolinska Hospital in Stockholm, Virtual Reality technologies are used as an aid to a limited extent during the production of physical medical models. The physical medical models are produced with Rapid Prototyping techniques. This process is examined and described in the thesis. Moreover, the future of the physical medical models is outlined, and a future alternative visualizing patient data in 3D and use haptics as an interaction tool, is described. Furthermore, we have examined the present use of haptic technology in medicine, and the benefits of using the technology as an aid for diagnostic and treatment planning.

Based on a presented literature study and an international outlook, we found that haptics could improve the management of medical models. The technology could be an aid, both for physical models as well as for virtual models. We found three different ways of implementing haptics in maxillo-facial surgery. A haptic system could be developed in order to only manage virtual medical models and be an alternative solution to the complete Rapid Prototyping process. A haptic system could serve as a software, handling the image processing and interfacing from a medical scanner to an Rapid Prototyping system. A haptic system could be developed as an alternative interaction tool, which could be implemented as an additional function in currently used image processing software, in order to improve the management of virtual medical models before the Rapid Prototyping process.

An implementation for planning and examination in maxillo-facial surgery, using haptic force feedback interaction, is developed and evaluated. The test implementation is underlying our aim of investigating the potential deployment and the benefits of using haptic force feedback instruments in maxillo-facial surgery.

After discussing the possible future of our implementation and the future of haptic force feedback in maxillo-facial surgery, a recommendation is given as a conclusion of our total work.

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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 to test in real traffic for practical and ethical reasons. In this article, without putting anyone at risk, we present a study using a VR driving simulator in a critical scenario with a substantial risk of running out of battery. Two separate groups (N=10) each drove on the same test track using two different range displays. One group had a typical range display showing the distance left to empty (out of battery) and the other group a novel and more transparent display. The novel display shows how speed is affecting the range. Both displays allow the driver to set a target driving range. The results indicate that the novel display allows for a more agile and adaptive driving style by changing between specific speeds rather than searching and "guessing" which speed is the most optimal as with typical range displays. Although, it can hide other affecting factors, such as acceleration and road height. Which was more prevalent amongst drivers who had to search and guess.
Batterielbilar blir allt vanligare men når inte riktigt upp till samma nivå som bilar med förbränningsmotorer när det handlar om räckvidd och laddtid. Den kvarstående körsträckan som visas i elbilars instrumentpanel kan vara en instabil variabel och plötsligt sjunka med 10-20%, när man till exempel ökar hastigheten. Vilket kan leda till ett tillstånd som kallas räckviddsångest . Därav intresset för att undersöka i detalj hur förare agerar och tänker i scenarier där räckvidd är extra viktigt och bilens kvarstående körsträcka kan ändras drastiskt beroende på körstil. Sådana scenarier är problematiska att testa ute i trafiken av både praktiska och etiska skäl. I denna artikel, utan att placera någon i en verklig riskfylld situation, presenterar vi en studie där en bilsimulator i VR används för att testa ett kritiskt scenario där risken för att strömmen tar slut är stor. Två separata grupper (N=10) körde samma sträcka fast med olika instrumentpaneler. Där den ena är mer konventionell och endast visar kvarstående körsträcka. Medan den andra är mer originell och visar hur hastighet påverkar kvarstående körsträcka. Båda instrumentpanelerna tillåter föraren att ställa in hur långt man vill köra. Resultaten indikerar på att den originella instrumentpanelen tillåter en mer agil och adaptiv körstil, genom att byta mellan specifika hastigheter istället för att leta och gissa vilken hastighet som är optimal, vilket skedde med den konventionella instrumentpanelen. Men den kan även dölja andra faktorer som påverkar körsträckan, såsom acceleration och höjdskillnader. Vilket  användare av den originella instrumentbrädan noterade i större utsträckning.
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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 principal avantage du prototypage a été synthétisé dans une phrase simple, exprimée par John Meada, un ancien professeur du MIT : « Si une image vaut mille mots, un prototype vaut mille réunions », cité par Banfield et al. (2017). Plus récemment, le secteur des services a également commencé à adopter le prototypage pour explorer des alternatives de conception de services (Blomkvist, 2014). Cela implique différents niveaux de complexité de service, tels que : conseil en ligne, configurateurs de machines et simulateurs pour la formation des opérateurs de machines ou plus simplement des conseils de montage et de démontage. Néanmoins, le corpus actuel de connaissances sur le prototypage de services manque de comparaison entre les formes de prototype de service (SP) - conventionnelles et immersives - qui aideraient les entreprises du secteur des services à sélectionner la forme de SP la plus appropriée. Dans ce contexte du secteur des services, notre enquête vise à apporter de nouvelles connaissances sur l'impact potentiel des technologies immersives sur la SP. Dans l'ensemble, cela aiderait les organisations de services à expérimenter une idée de service avant même que ce service existe réellement ou à prévoir la forme de SP la plus appropriée en fonction de leur contexte spécifique et du degré de complexité du service.Une revue de la littérature a été réalisée afin d'identifier les facteurs d'impact objectifs et subjectifs potentiels. Notre modèle théorique d'adoption de SP créé permet de comparer différentes formes de prototypes de services en fonction de leurs performances respectives en termes d'achèvement, d'erreurs et de perception de l'utilisation. Ce modèle a été utilisé pour concevoir une expérience, qui implique des méthodes mixtes, permettant de collecter une quantité suffisante de données quantitatives pour exécuter une approche formative d'analyse statistique pour valider notre modèle d'adoption de SP. Tout d'abord, notre étude empirique a permis de valider notre modèle d'adoption de SP. Deuxièmement, il a dévoilé l'impact positif des technologies immersives sur le prototypage de services pour obtenir une expérience anticipée avant la mise en œuvre d'un service. Troisièmement, il a révélé les performances supérieures des formes AR et MR-SP par rapport aux formes VR et SP conventionnelles. Enfin, outre le fait évident que seules les formes AR et MR-SP permettent d'apprendre simultanément une opération de service, la forme VR-SP est celle qui présente le score d'immersion et d'adoption le plus élevé, notamment parce qu'elle permet d'explorer un service avant qu'il n'existe réellement
Nowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
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