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Dissertations / Theses on the topic 'Virtual reality'

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1

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

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Vlasenko, О. І., and L. V. Simonchuk. "Virtual reality." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/5016.

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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova, and A. V. Kolesova. "Virtual reality." Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22221.

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Mykhailov. "VIRTUAL REALITY." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33819.

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Almansa, Fernández Jesús Tomás, and Maqueda Juan Pablo Vargas. "Virtual commissioning with virtual reality." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18574.

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The industry is nowadays going through a transformation in networking technologies which leads to what it is called Industry 4.0. This stage of the industry is arriving from the hand of the internet of things. Having connected all the elements within a factory allows to control and keep track of them telematically. Virtual commissioning is in charge of designing, testing and debugging the system before it is even built. This project tries to approach virtual reality to virtual commissioning and create the virtual model of a human in these simulated environments. Technology allows introducing human interaction for many purposes such as operator training. To do this project properly a methodology will be followed for the design and creation. Once the background, frame of reference and literature review are established, the development can start. The development of the project has taken place alongside Simumatik Open Emulation Platform, consisting of creating the body of a person, as simple as possible, following ergonomics, into this platform for commissioning purposes. The model will be able to interact with the virtual environment like robots, boxes, and sensors. To sum up, the complexity of the model will be limited to the inputs coming from the head and the hands. There exist infinite solutions for which position should be the rest of the body, therefore, this project aims to fix some variables to find valid solutions. Finally, the project achieved building a digital human model in which the main goal was building the arms that are estimated. The model is capable of interact with Simumatik´s environment that has been created specifically to show the functionalities of this project, being detected for sensors and robots of the system.
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Premadasa, V. N. "Reality and realism in virtual architectural reconstruction." Thesis, University of Strathclyde, 2005. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21605.

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Computer-aided modelling and visualisation techniques have found widespread use in architectural practice as tools to illustrate proposed buildings and environments. The same techniques have also been utilised to aid in the interpretation of the architecture of the past, principally by recreating, in a virtual environment, structures which either no longer exist or which have been substantially altered or damaged over the years. However, much interest in this area has been focused on creating visually alluring images with a strong public appeal, with rather less emphasis given to illustrating the uncertainty that usually underlies any attempt at reconstructing the past. This thesis consists of a critical analysis of the way in which the computeraided visualisation techniques are commonly perceived and employed by researchers in architectural history and archaeology, with the 11th century church of Sant Vicenc de Cardona in Spain being used as a case study. The main issues raised are then discussed, both in terms of current trends and possible future directions, with a view to identifying a general approach to the illustration of uncertainty in virtual architectural reconstructions.
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Voronenko, A. S. "Virtual reality technology." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40508.

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Modern technology grows faster and faster. A lot of new gadgets and devices appears in our everyday life. Huge corporations compete for being the first in the fields of technology. Indie developers try to invent something new. All these things lead humanity to prosperity.
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Chan, Melanie A. "Reality kicks back : Representions of virtual reality." Thesis, Leeds Beckett University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.517111.

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This study examines representations of virtual reality within Western and Westernised culture. Particular attention will be given to the 1980s and 1990s when representations of virtual reality were prolific. Semiotic analysis will be used as a theoretical tool with which to study these representations in order to question such concepts as simulacra, simulation, hyperreality, the virtual and the real. This study has some interdisciplinary aspects as it draws upon representations of virtual reality in art history, cultural studies, film studies, computer science, cognitive science and philosophy. Three case studies are presented to provide an in-depth exploration of representations of virtual reality, these are: Neuromancer (1986), a science fiction novel by William Gibson, The Matrix (dir. A. & L. Wachowski, 1999), a major Hollywood Film and Osmose (1995) and Ephemere (1998) by Char Davies, which are virtual works of art. During this study attention is given to the relationships between perception, embodiment and virtual reality in order to move beyond binary notions of the mind versus the body. Upon investigation representations of virtual reality indicate that there is a sense of ambivalence surrounding this technology, particularly in relation to embodiment. In some instances there are claims that the body can be repressed or somehow denied; whilst in some cases the human body is denigrated as 'meat'. There are even calls for a post embodied and possibly post-human existence via immersion in virtual reality environments. Countering these dismissals of embodiment this study calls for a returned emphasis on the body as the ground of human experience. Embodiment cannot be repressed or denied; it is central to the immersive and interactive experiences that are made possible by virtual reality technology. In summary it is possible that embodiment both encompasses signification and interaction in virtual environments and the world around us.
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Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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Johansson, Niklas, and Tony Lin. "Växande kunskaper i virtual reality : Virtual reality som ett verktyg för lärande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18309.

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Denna undersökning diskuterar virtual reality (VR) spel i förhållande till lärande och underhållning. Gestaltningen kommer ske genom det existerande spelet GROW’em från företaget Okay Games där vi undersökte effekten av virtual reality på lärande i just spel. Målet är att förse spelaren med engagerande uppgifter för att sköta ett växthus tillsammans med lekfulla VR-interaktioner och möjligheten att kunna påverka den egna omgivningen. Syftet är att spelaren ska lära sig om genuin flora och kanske en dag framöver byta ut sin virtuella växt till en riktig planta. Med denna undersökningen vill vi lyfta fram spel och virtual reality som ett verktyg för lärande, där kroppens del i lärandet syftar på hur inlärning sker genom ens handlingar.
This study discusses virtual reality (VR) games in relation to learning and entertainment. The digital portrayal will take place through the existing game GROW’em from the company Okay Games, where we examined how the effect on learning in a virtual reality game. The goal is to provide the player with engaging tasks in order to manage their greenhouse together with playful VR-interactions and the ability to influence their own environment. The purpose is for the player to learn about genuine flora and maybe one day replace their virtual plant with an actual plant. With this study we want to highlight games and virtual reality as a tool for learning, where the body's part in learning refers to how learning takes place through one's actions.
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Maksakov, Evgeny. "Whale Tank Virtual Reality." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12925.

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Whale Tank Virtual Reality is a novel technique for collocated collaboration in virtual reality. It provides a simple solution for head-coupled virtual reality technology allowing more than one user at a time to observe a 3D scene from a correct perspective. Whale Tank VR employs natural interaction using a large touch screen display. It provides each user with a personal viewport into the virtual scene that may be joined and shared with other users’ viewports in certain circumstances of collaboration. We conducted an experiment to study the influence of head coupling on users’ awareness-and-recall of collocated coworker’s actions. The study employed a simulated collaborative situation under several levels of task difficulty. The results revealed no statistically significant difference in awareness-and-recall performance with or without the presence of head coupling. This suggests that in situations where head coupling is employed, there is no degradation in users' awareness of collocated activity. There are a number of benefits to Whale Tank VR. The head coupling is advantageous because it allows a user to experience the sense of a third dimension and to observe difficult-to-see objects without requiring additional navigation other than natural head movement. The multiple viewports available in our Whale Tank VR technique enable collocated collaboration by seamlessly adjusting the head-coupled perspectives in each viewport according to the proximity of the collaborators to ensure a consistent display at all times.
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12

Knight, Claire. "Virtual software in reality." Thesis, Durham University, 2000. http://etheses.dur.ac.uk/4244/.

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Software visualisation is an important weapon in the program comprehension armoury. It is a technique that can, when designed and used effectively, aid in understanding existing program code. It can achieve this by displaying information in new and different forms, which may make obvious something missed in reading the code. It can also be used to present many aspects of the data at once. Software, despite many software engineering advances in requirements, design and implementation techniques, continues to be complex and large and if anything seems to be growing in these respects. This means that techniques that failed to aid comprehension and maintenance are certainly not going to be able to deal with the current software. Therefore this area requires research to be able to suggest solutions to deal with the information overload that is sure to occur. There are several issues that this thesis addresses; all of them related to the creation of software visualisation systems that are capable of being used and useful well into the next generation of software systems. The scale and complexity of software are pressing issues, as is the associated information overload problem that this brings. In an attempt to address this problem the following are considered to be important: abstractions, representations, mappings, metaphors, and visualisations. These areas are interrelated and the first four enable the final one, visualisations. These problems are not the only ones that face software visualisation systems. There are many that are based on the general theory of the applicability of the technique to such tasks as program comprehension, rather than the detail of how a particular code fragment is shown. These problems are also related to the enabling technology of three- dimensional visualisations; virtual reality. In summary the areas of interest are: automation, evolution, scalability, navigation and interaction, correlation, and visual complexity. This thesis provides an exploration of these identified areas in the context of software visualisation. Relationships that describe, and distinguish between, existing and future software visualisations are presented, with examples based on recent software visualisation research. Two real world metaphors (and their associated mappings and representations) are defined for the purpose of visualising software as an aid to program comprehension. These metaphors also provide a vehicle for the exploration of the areas identified above. Finally, an evaluation of the visualisations is presented using a framework developed for the comparative evaluation of three-dimensional, comprehension oriented, software visualisations. This thesis has shown the viability of using three-dimensional software visualisations. The important issues of automation, evolution, scalability, and navigation have been presented and discussed, and their relationship to real world metaphors examined. This has been done in conjunction with an investigation into the use of such real world metaphors for software visualisation. The thesis as a whole has provided an important examination of many of the issues related to these types of visualisation in the context of software and is therefore a valuable basis for future work in this area.
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Kolva, Mykyta. "Virtual reality in education." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15200.

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Zabara, M., Інна Олексіївна Зайцева, Инна Алексеевна Зайцева, and Inna Oleksiivna Zaitseva. "Virtual and augmented reality." Thesis, Sumy State University, 2020. https://essuir.sumdu.edu.ua/handle/123456789/77882.

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What is virtual and augmented reality? First of all, for a better understating what these two terms mean let me give you a definition. Virtual reality – is a simulated experience that can even be out of this world. When augmented reality is some addons to your life. Examples of virtual reality would be you with the help of technology to go out of this world (basically it has no effect on your real life). Examples of augmented reality can be some devices that would give you the opportunity to effect things in the real world.
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Chernenko, S. O. "Virtual reality contact lenses." Thesis, Сумський державний університет, 2012. http://essuir.sumdu.edu.ua/handle/123456789/28515.

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Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.

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This paper investigates how VR Impacts game user satisfaction. Four games were tested. Each game has a different genre to help better understand if it will affect player’s preferences in platforms. This study uses a customized ‘The Game User Experience Satisfaction Scale’ (GUESS) which has seven key factors that are used to determine a satisfaction grade for each game on each platform. The results are then compared between each other to analyze the differences and similarities. The result of this thesis showed that the playtesters preferred playing on VR, and that both people with more gaming experience and those with less, preferred VR interactions over PC.
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Seibold, Andreas, Ralph Stelzer, and Bernhard Saske. "Virtual Reality bei Kärcher." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228177.

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Die Firma Kärcher wurde 1935 von Alfred Kärcher in Stuttgart-Bad Cannstatt zur Entwicklung und Herstellung industrieller Produkte auf dem Gebiet der Heiztechnik gegründet. Der erste Heißwasser-Hochdruckreiniger Europas entstand 1950 am neuen Stammsitz in Winnenden und bedeutete für Kärcher den Durchbruch in der Reinigungstechnik. Ein weiterer Meilenstein in der Firmengeschichte war die Einführung des ersten tragbaren Hochdruckreinigers und die damit verbundene Erschließung des Consumer-Marktes 1984.
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Salanitri, Davide. "Trust in virtual reality." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52322/.

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The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying technologies, it is fundamental to study the interaction between the technology and the end users. This thesis takes into consideration one aspect of human-computer interaction: trust. Trust has been seen as fundamental in technologies such as e-commerce, e-marketing, autonomous systems and social networks. This is because trust has been found to be associated with the intention to use a technology, and lack of trust could deter users from adopting the technology. This concept is particularly important for VR, since it is only recently gaining widespread adoption. However, studies on users’ trust in VR systems are limited in the literature and there is uncertainty regarding the factors which could influence end user trust. This research aimed at developing a model to investigate trust in VR. The goal was to identify the factors which have a theoretical influence on trust in VR through an analysis of the literature on trust in VR and trust in technology in general. This permitted the creation of a framework with usability, technology acceptance and presence as possible predictors of trust in VR. In order to validate this framework, six user experiments were conducted. The experiments investigated the relationships among the factors identified in the literature and their influence on trust. The first study was designed to explore possible methodological issues. The next three studies, conducted in collaboration with researchers at the University of Nottingham, analysed further the relationship between usability and trust and between technology acceptance and presence with trust. The fifth experiment was conducted to specifically explore the influence of presence on trust. The last study looked at all factors, and validated the framework, demonstrating that technology acceptance and presence are predictors of trust in VR, and usability has an indirect effect on trust, as it is a strong predictor of technology acceptance. This research generated a model which includes well-studied factors in human computer interaction and human factors and could be applied to study trust in VR for different systems. This model increases the amount of information on VR, both on an academic and industrial point of view. In addition, guidelines based on the model were generated to inform the evaluation of existing VR systems and the design of new ones.
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Varahamurthy, Varun. "Virtual Reality Engine Development." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1214.

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With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an application in virtual and augmented reality as well, allowing for a higher level of interaction between the real and the simulated. There are still issues that persist, however. Many modern graphics/game engines still do not provide developers with an intuitive or adaptable interface to incorporate these new technologies. Those that do, tend to think of VR as a novelty afterthought, and even then only provide tailor-made extensions for specific hardware. The goal of this paper is to design and implement a functional, general-purpose VR engine using abstract interfaces for much of the hardware components involved to allow for easy extensibility for the developer.
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Tiiro, A. (Arttu). "Effect of visual realism on cybersickness in virtual reality." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201802091218.

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Virtual reality has been developing rapidly and gaining popularity in the past years as new devices and applications have been released. It is utilized in many fields like entertainment, health and science. Virtual reality is characterized by head-mounted devices that can immerse the user to the virtual environment, but it has been found out to cause an undesirable side-effect called cybersickness. Cybersickness has been studied vastly for many years and it has roots in simulators and motion sickness studies. Cybersickness has many symptoms including nausea, headache, eye stress and dizziness. There are many factors that can cause cybersickness, but the root cause is still unclear whether it is caused by a mismatch between visual and vestibular system or by instabilities in posture. With modern devices and applications, visual realism has been developing far from the first wave of virtual reality in the 1990s, but there are not many studies that have been linking it to cybersickness. In this study, three graphical styles with different levels of graphical realism are compared to find out if high visual realism causes cybersickness. Cybersickness is measured with questionnaires that have become the standard in cybersickness studies. Results have been analyzed with quantitative methods. Results of the study indicate higher visual realism causes more cybersickness than lower visual realism. Increased level of detail in high visual realism graphics causes more visual flow and stronger sensory mismatches that causes cybersickness. Reduced details also reduce depth cues in the graphics and does not cause as strong mismatches between visual and vestibular systems.
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Gugenheimer, Jan [Verfasser]. "Nomadic virtual reality : overcoming challenges of mobile virtual reality head-mounted displays / Jan Gugenheimer." Ulm : Universität Ulm, 2020. http://d-nb.info/1204481172/34.

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Lorenz, Mario, and Marco Wenisch. "3D Grafik und Virtual Reality." Universitätsbibliothek Chemnitz, 1998. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-199800329.

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Linn, Andreas. "Gaze Teleportation in Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216585.

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This paper reports preliminary investigations into gaze teleportation, a locomotion interaction inside virtual reality in which the user can push a button and teleport to the point at which they are looking. The results could help future application creators design intuitive locomotion interfaces to allow users to more easily scale virtual worlds larger than their play space. In a study consisting of 12 participants, gaze teleportation was compared to the conventional hand-tracked controller. Participants played a portion of Valve’s The Lab with an HTC Vive and a Tobii Eyetracker; half of the participants completed the set tasks with gaze teleportation, and the other half used hand-tracking. Using Likert questions, they then rated their experiences in terms of enjoyment, frustration, effort, distance, occlusion, immersion, and motion sickness. After answering the questions, the participants got to try both methods and were interviewed on their preferences and opinions. Our results suggest that gaze teleportation is an enjoyable, fast, intuitive, and natural locomotion method that performs similarly to hand-tracked teleportation but is preferred by users when they are given a choice. We conclude that gaze teleportation is a good fit for applications in which users are expected to locomote in their direction of focus without too many distractions.
I det här dokumentet rapporteras preliminära resultat av blickteleportation, en rörelseinteraktion för virtuella verkligheter där användaren kan trycka på en knapp och teleportera till den punkt som de tittar på. Resultaten kan hjälpa framtida applikationsskapare att designa intuitiva rörelsegränssnitt så att användarna lättare kan röra sig i virtuella världar som är större än deras spelrum. I en studie med 12 deltagare jämfördes blick med teleportation med den konventionella handkontroll metoden. Deltagarna spelade en del av Valve’s The Lab med en HTC Vive och en Tobii Eyetracker; Hälften av deltagarna slutförde de uppsatta uppgifterna med blickteleportation, och den andra hälften använde handmetoden. Med Likert-frågor bedömde de sedan sina erfarenheter när det gällde njutning, frustration, ansträngning, avstånd, ocklusion och rörelsesjuka. Efter att ha besvarat frågorna fick deltagarna prova båda metoderna och intervjuades om sina preferenser och åsikter. Våra resultat tyder på att blickteleportation är en trevlig, snabb, intuitiv och naturlig rörelseinteraktion som presterar likt handmetoden, men föredras av användarna när de får välja. Vi drar slutsatsen att blickteleportation passar bra för applikationer där användarna förväntas förflytta sig i samma riktning som deras fokus.
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Lentz, Tobias. "Binaural technology for virtual reality." Berlin Logos, 2007. http://d-nb.info/988919621/04.

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Dunk, Andrew. "Immersive authoring for virtual reality." Thesis, University of Reading, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.606946.

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Virtual Reality (VR) is a powerful tool for visualising and interacting with information. VR is inherently 3D whereas the majority of VR authoring tools are 2D. Many of the resources we use to judge 3D form and appearance, like stereopsis, focus and judgement with respect to one's own body, are not available to us when using 2D technology. While 2D solutions usually provide a reasonable representation of 3D, what looks plausible in 2D can be incorrect or impossible to achieve when studied in 3D; an example of this is artwork by Escher. Additionally, the amount of effort and expertise required to create useful Virtual Environments (VEs) limits the use of the technology to small and specific user groups. Research is held back because of these limitations. Although VR provides potential solutions to current issues in research, visualising and interacting within complex data or performing repeatable experiences of an environment for different users for example; academics from other fields are not applying their research domain to this technology because of the cost, time and expertise required to use VR effectively. There is currently a skills bottleneck with VR technology. This thesis aims to alleviate this bottleneck and provide a springboard for other science by creating a usable immersive VE authoring tool named VRIDE. A literature survey confirmed this need and lack of such tools as well as the importance of UI/GUI and the need for and lack of software libraries capable of providing this functionality to programmers for creating immersive VR applications. Usability tests document participant's perception of their own mental and physical effort using VRIDE; task performance and behavioural analysis from videos are also reported. This data is compared to determine the overall performance of VRIDE. It is concluded that VRIDE and its associated 3DGUI development library provide a solid springboard for both novice and expert users wishing to use VR technology.
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Ralston, Stuart Edward. "Virtual reality science centre exhibits." Thesis, University of Canterbury. Computer Science, 1994. http://hdl.handle.net/10092/9275.

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Virtual Reality (VR) systems have become widely recognised by the public as a result of media attention, but the cost of the underlying hardware has limited research in the field. Recent improvements in computing power, rendering software, and their availability have started to lower the price of personal VR system components, allowing VR to become an increasingly affordable technology. Science centre exhibits have traditionally been a starting point for high impact science products, presenting them directly to the public. VR technology is currently in a state where its introduction into a science centre is feasible. This thesis describes three computer-based science exhibits that have been designed and introduced to the Science Alive! science centre in Christchurch, New Zealand. The first exhibit, called Juggling In a Virtual Environment (JIVE), teaches the user to juggle virtual objects in VR. The exhibit was constructed using an IBM compatible personal computer, a modified Mattei PowerGlove, a data projector, a 2 metre by 1.5 metre fabric screen, and public domain rendering software. The main advantages of the system are that it is economical and it attempts to teach skills that are otherwise difficult to learn. Overall, the PowerGlove proved to be unreliable due to background noise, a restricted working angle of the ultrasonic tracking, and a high breakage rate of the finger sensors. The second exhibit, called Cybertennis, was constructed using the same hardware as JIVE, except for modifying the breakage-prone PowerGlove into a bat. A new virtual world was designed to allow the user to play a game of tennis with an artificial opponent. The third exhibit, called the Data Digester, is an electronic questionnaire; consisting of a Macintosh personal computer, a touch screen device, and HyperCard developing software. The Data Digester gathers information for market research, demographic investigations, and exhibit evaluation.
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McCabe, Jonathan Aiden. "Reinforcement learning in virtual reality." Thesis, University of Cambridge, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.608852.

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Stinson, Cheryl Ann. "Virtual Reality for Sport Training." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23179.

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Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. In this work we investigated the feasibility and usefulness of using VR for two sport subdomains: sport psychology and sport biomechanics. In terms of sport psychology training, high-fidelity VR systems could be used to display realistic 3D environments to induce anxiety, allowing resilience-training systems to prepare athletes for real-world, high-pressure situations. For sport biomechanical training, we could take advantage of the 3D tracking available in VR systems to capture and display full-body movements in real-time, and could design flexible 3D environments to foster a valuable and engaging training experience.
To address using VR for sport psychology training, in this work we present a case study and a controlled experiment. Our work addresses whether a VR system can induce anxiety in participants, and if so, how this anxiety impacts performance, and what the implications are for VR system design.
To address using VR for sport biomechanical training, in this work we present a case study describing the development of a VR-based jump training application. Our work addresses whether an effective VR biomechanical training system can be achieved using standard computer equipment and commodity tracking devices, and how we should design the user experience of a VR sport training system to effectively deliver biomechanical principles.
Master of Science
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29

Taranova, D. V. "The technologies of virtual reality." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40497.

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Virtual Reality is a simulated environment that can imitate real or imagined world, recreating sensory experience: sight, sound, touch, taste and smell. The technology of virtual reality is constantly in progress. In 1860‘s was invented one of the first examples of virtual reality – 360-degree art through panoramic murals. Nowadays the amount of different devices strikes the imagination.
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Kyrylenko. "VIRTUAL REALITY: HEALS OR MAIMS." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33786.

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31

Pallamin, Nico. "Social interaction in virtual reality." Toulouse 3, 2008. http://thesesups.ups-tlse.fr/331/.

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L'interaction sociale en univers virtuel est un domaine émergent en l'informatique et en sciences sociales. L'objectif de cette recherche était de qualifier ce qu'est une interaction sociale et d'identifier les conditions que doit fournir un environnement virtuel pour qu'effectivement, cette interaction sociale puisse se dérouler (se co-construire). Nous nous sommes particulièrement intéressés à la dimension non verbale de la communication ainsi qu'à l'articulation entre animation intentionnelle et non intentionnelle. Alors qu'une grande partie des travaux dans ce domaine est basée sur un paradigme d'interaction entre humain et avatar, notre approche concerne l'interaction entre des avatars animés par des humains. Notre objectif était d'identifier un ensemble de règles d'interaction susceptibles de respecter deux principes fondamentaux de l'interaction sociale : la réflexivité et l'indexicalité. C'est la mise en œuvre de ces deux principes qui permettent aux acteurs humains de co-construire le sens de leur interaction en temps réel. Plutôt que de représenter toutes les fonctions cognitives humaines, nous avons développé un moteur d'animation capable de reproduire la dimension dynamique de l'interaction sociale. Ce moteur permet de gérer la fusion entre l'animation intentionnelle produite par l'acteur humain et les animations autonomes de l'avatar. La validation de notre modèle est basée sur une analyse ethnométhodologique visant à comparer les interactions sociales entre interlocuteurs en situation réel et en univers virtuel
Virtual reality is an emerging technology that has proved its great potentiality in various fields. In these last years, researchers start to investigate the problem of realistic and effective social interaction in virtual worlds. The aim of our research is to improve the level of efficiency of virtual communication focusing mostly on the role of non-verbal communication. Our approach is mostly based on non-deterministic social theories that stress the role of emergence and contextual intelligence in contraposition of the classical cognitive modelling and plan-based artificial intelligence. Considering the limits of artificial intelligence to reproduce in an effective way the complexity of human social interaction, we decide to develop an architecture able to leave the user free to exploit all his contextual intelligence to drive the social interaction. In such way we are able to grant that the characteristics of reflexivity and indexicality are taken in care during the interaction. The result of our work is a virtual environment in which a set of basic social interaction rules partially drive the behaviours of the avatars. The virtual reality platform includes an animation system that handle the priority between the animations driven by the automatic modules and the one controlled by the user. The user in then always in control of his avatar and can stop the automatic animations at any moment via his voluntary control. The validation of the model is based on a series of ethnomethodological analysis performed to directly compare similar social interactions between users in real world and in virtual environments
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Yoon, Sohhyoun. "VIRTUAL REALITY IN ART EDUCATION." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2021.

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This thesis project presents possible uses of Virtual Reality for art education. To understand VR, this thesis reviews the history of using technology in educational environments and explores the concepts, definitions, and characteristics of VR in general. Then, it shows diverse purposes of VR for education and art educational environments. For an art class, the units present the use of Teen Second Life, which is a free on-line virtual world. The units demonstrate how art educators may use Teen Second life for high school art classes to build students’ understandings of their identities by creating their avatars, clothing, objects and artwork and by displaying the artwork in a virtual community. The purpose of this thesis project is to suggest possible uses of VR for art educational environments.
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Lentz, Tobias. "Binaural technology for virtual reality /." Berlin : Logos, 2008. http://d-nb.info/988919621/04.

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Ingerstam, Karl. "Virtual Reality andAugmented Reality : A Survey from Scania’s Perspective." Thesis, KTH, Maskinkonstruktion (Avd.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-252019.

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Virtual reality and augmented reality are technological fields that have developed and expanded ata great pace the last few years. A virtual reality is a digitally created environment where computergeneratedelements are displayed to a user via different interfaces for the respective senses. Videois used for displaying images, creating a realistic environment, while audio is played to stimulatehearing and other sorts of feedback is used to stimulate the sense of touch in particular.Augmented reality is a sub-category of virtual reality where the user sees the real surroundings,but computer-generated imagery is displayed on top of objects in the environment. This type oftechnology brings a lot of new possibilities and potential use cases in all sorts of areas, rangingfrom personal entertainment, communication and education to medicine and heavy industry. Scania is a global manufacturer of heavy trucks and buses, and provider of related services, basedin Sweden. By studying Scania’s different departments and surveying the fields of virtual realityand augmented reality, the aim of this thesis is to identify situations and use cases where there ispotential for Scania to implement virtual reality and augmented reality technology. This thesisalso studies what obstacles implementation of these technologies bring. This thesis does not conduct any new research in the topic, but presents a summary of the stateof-the-art technology and research of virtual reality and augmented reality. It also presents athorough description of Scania’s departments, with focus on production and logistics, andresearch and development, along with an analysis of where virtual reality and augmented can beimplemented. The greatest potential use for virtual reality is within research and development,where it provides new possibilities for communication and presenting products and parts in lifelikesituations in different Scania settings early in the development process. For augmentedreality, the best potential is within production and logistics, with emphasis on the latter. Here itcan provide new ways of working, with shorter times from picking to delivery and qualityverification done by machine instead of manually. Lastly, this thesis discusses which areas are bestsuited for virtual reality and augmented reality, what obstacles exist and how to handle them,along with presenting a road map with a recommendation for how Scania should proceed.Among other things, this road map suggests to standardize what equipment and software to use,to build and maintain an internal network for employees working with these technologies, and tobuild automated processes for providing 3D models of Scania’s parts and products in formatsthat are suitable for use in virtual reality and augmented reality.
Virtual reality (”virtuell verklighet”) och augmented reality (”förstärkt verklighet”) ärteknikområden som har utvecklats och expanderat i rask takt de senaste åren. En virtuellverklighet är en digitalt skapad miljö där datorgenererade inslag presenteras för användarengenom olika gränssnitt för de respektive sinnena. Video används för att visa bilder som skapar enrealistisk miljö, medan ljud spelas för att stimulera hörseln och andra typer av feedback användsför att stimulera i synnerhet känseln. Augmented reality är en underkategori till virtual reality däranvändaren ser den riktiga miljön runt omkring, men datorgenerade bilder visas ovanpå föremål iomgivningen. Den här typen av teknik medför en uppsjö av nya möjligheter och potentiellaanvändningsområden i olika branscher; alltifrån personlig underhållning, kommunikation ochutbildning till medicin och tung industri. Scania är en global tillverkare av tunga lastbilar och bussar med tillhörande tjänster, baserad iSverige. Genom att studera Scanias olika avdelningar och kartlägga teknikområdena virtual realityoch augmented reality, är avsikten att identifiera situationer och användningsområden där detfinns potential att implementera virtual reality och augmented reality på Scania. Arbetetundersöker också vilka hinder som står i vägen för implementation av dessa två teknikområden. Det här arbetet genomför ingen ny forskning inom ämnet, utan presenterar istället en summeringav spjutspetsteknologi och forskning inom virtual reality och augmented reality. En gedigenbeskrivning av Scanias olika avdelningar presenteras, med fokus på produktion och logistik samtforskning och utveckling, tillsammans med en analys av var virtual reality och augmented realitykan implementeras. Den största potentialen för virtual reality finns inom forskning ochutveckling, där det medför nya möjligheter för kommunikation och presentation av produkteroch artiklar i verklighetstrogna Scaniamiljöer och -situationer i ett tidigt skede iproduktutvecklingsprocessen. För augmented reality finns den största potentialen inomproduktion och logistik, med tonvikt på den sistnämnda. Här finns möjlighet till nya arbetssätt,med kortare ledtider från plock till leverans och kvalitetssäkring som sker maskinellt istället förmanuellt. Slutligen diskuteras vilka områden som är bäst lämpade för virtual reality ochaugmented reality, vilka hinder som finns vid implementation, samt en ”road map” medrekommendationer för hur Scania bör gå vidare. Bland annat föreslår denna ”road map” attScania ska standardisera vilken utrustning och mjukvara som ska användas inom företaget, attskapa och upprätthålla ett internt nätverk för medarbetar som arbetar med virtual reality ochaugmented reality, samt att bygga automatiska processer för att tillhandahålla 3D-modeller avScanias produkter och artiklar i format som är lämpade för virtual reality och augmented reality.
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35

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

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Real world military and civilian training causes hundreds of lethal accidents each year around the world. Until now the reality has been impossible to replace in civilian and military training. But with the emergence of serious games combined with the latest advances in 3d simulated environments Bohemia Interactive developed the COTS (Commercially Of The Shelf) game VBS2(Virtual BattleSpace 2). BAE Systems Hägglunds’ goal with this thesis is to investigate the potential of using VBS2 as the simulation platform in a new cost effective and realistic vehicle training systems. The major focus of this thesis is to find a way to control vehicles in VBS2. After evaluating the tools available during this thesis project DSF (Device Simulation Framework) is chosen to control VBS2. DSF is used to solve the problem by simulating a USB HID Joystick which controls VBS2 through DirectInput. This thesis therefore contains an in-depth study of the USB2.0 protocol, the HID protocol, and the DSF framework. The thesis shows in the end a prototype that can control VBS2 or any other game that supports DirectInput. The thesis also reveals a general design of the core of the vehicle trainer that connects the hardware simulator SimBas with VBS2.
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36

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

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While 3D degree video in recent times have been object of research, 2D flat frame videos in virtual environments (VE) seemingly have not received the same amount of attention. Specifically, 2D video playback in Virtual Reality (VR) and Mixed Reality (MR) appears to lack exploration in both features and qualities of resolution, audio and interaction, which finally are contributors of presence. This paper reflects on the definitions of Virtual Reality and Mixed Reality, while extending known concepts of immersion and presence to 2D videos in VEs. Relevant attributes of presence that can applied to 2D videos were then investigated in the literature. The main problem was to find out the components and processes of the playback software in VR and MR with company request features and delimitations in consideration, and possibly, how to adjust those components to induce a greater presence within primarily the 2D video, and secondary the VE, although the mediums of visual information indeed are related and thus influence each other. The thesis work took place at Advrty, a company developing a brand advertising platform for VR and MR. The exploration and testing of the components, was done through the increment of a creating a basic standalone 2D video player, then through a second increment by implementing a video player into VR and MR. Comparisons with the proof-of-concept video players in VR and MR as well as the standalone video player were made. The results of the study show a feasible way of making a video player for VR and MR. In the discussion of the work, open source libraries in a commercial software; the technical limitations of the current VR and MR Head-mounted Displays (HMD); relevant presence inducing attributes as well as the choice of method were reflected upon.
Medan 360 graders video under senare tid varit föremål för studier, så verkar inte traditionella rektangulära 2D videos i virtuella miljöer ha fått samma uppmärksamhet. Mer specifikt, 2D videouppspelning i Virtual Reality (VR) och Mixed Reality (MR) verkar sakna utforskning i egenskaper som upplösning, ljud och interaktion, som slutligen bidrar till ”presence” i videon och den virtuella miljön. Det här pappret reflekterar över definitionerna VR och MR, samtidigt som den utökar de kända koncepten ”immersion” och ”presence” för 2D video i virtuella miljöer. Relevanta attribut till ”presence” som kan appliceras på 2D video utreddes sedan med hjälp av litteraturen. Det huvudsakliga problemet var att ta reda på komponenterna och processerna i den mjukvara som skall spela upp video i VR och MR med företagsönskemål och avgränsningar i åtanke, och möjligen, hur man kan justera dessa komponenter för att utöka närvaron i framförallt 2D video och sekundärt den virtuella miljön, även om dessa medium är relaterade och kan påverka varandra. Examensarbetet tog plats på Advrty, ett företag som utvecklar en annonseringsplattform för VR och MR. Utveckling och framtagande av komponenterna, var gjorda genom inkrementell utveckling där en enklare 2D videospelare skapades, sedan genom en andra inkrementell fas där videospelaren implementerades i VR och MR. Jämförelser med proof-of-concept-videospelaren i VR och MR samt den enklare videospelaren gjordes. I diskussionen om arbetet, gjordes reflektioner på användningen av open source-bibliotek i en kommersiell applikation, de tekniska begränsningarna i nuvarande VR och MR Head-mounted displays, relevanta ”presence” inducerande attribut samt val av metod för utvecklingen av videospelaren.
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37

Mögel, Jens. "Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215197.

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Aus Einleitung und Motivation "Die gegenwärtigen Entwicklungen von Head-Mounted Displays (HMD, hier synonym auch als Brille bezeichnet) für Virtual Reality (VR) und Augmented Reality (AR) schaffen ein nie da gewesenes Potential dieser Technologien als Werkzeuge in der Produktentwicklung. Wenngleich VR- und ARAnwendungen keineswegs neu in der Industrie sind, bringt der Fortschritt der Verbraucher-HMDs völlig neue Möglichkeiten. Immersive VR-Systeme bedeuten künftig keine hunderttausend Euro Anschaffung mehr – AR-Brillen dienen zukünftig nicht nur der Erweiterung der Realität mit zweidimensionalen Informationen. Cave Automatic Virtual Environments (CAVE), 360-Grad-Projektoren und interaktive Planungstische sind in der Fabrikplanung teilweise etabliert (Runde et al. 2015). Im Unterschied zu diesen Techniken können HMDs jedoch eine deutlich höhere Immersion ermöglichen, was auch für die Interaktion mit der virtuellen Umgebung von Vorteil sein kann. Das Gefühl der Immersion ist wichtig, um in bestimmten Entwicklungsphasen entsprechende Kriterien besser beurteilen zu können. Primär ist der VR-Einsatz für Bewertungsmerkmale sinnvoll, welche nur qualitativ und nicht quantitativ bewertbar sind (Pawellek 2014). Des Weiteren spielt auch die Eingabetechnologie eine essenzielle Rolle. Um mit virtuellen Elementen interagieren zu können, sollte das Eingabegerät echtzeitfähig und intuitiv sein. ..."
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38

Titoff, Anton. "Augmented reality & virtual reality som studiehjälpmedel inom naturvetenskapliga ämnen." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20321.

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39

Kandikonda, Keerthi. "Using Virtual Reality and Augmented Reality to Teach Human Anatomy." University of Toledo / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1302096342.

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40

Yahaya, Ros Aizan. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16489/.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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41

Yahaya, Ros. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16489/1/Roy_Yahaya_Thesis.pdf.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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42

Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, interface implementations, and technical developments to express the structures and performance possibilities. This discussion uses Virtual Stage as an example with specific aesthetic and technical solutions, but addresses archetypal concerns in interactive audiovisual art. The creative documentation lists the interactive functions present in Virtual Stage as well as code reproductions of selected technical solutions. The included code excerpts document novel approaches to virtual reality implementation and acoustic physical modeling of musical instruments.
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43

Neugebauer, R., P. Klimant, and M. Witt. "Realistic Machine Simulation with Virtual Reality." Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-151993.

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Today highly complex components are manufactured on NC-controlled machine tools. The NC programs, controlling these machines, are usually automatically generated by CAM software. This automatic processing is often erroneous. The VR-based realistic machine simulation, presented in this paper, extends the usual content of a machine simulation, like material removal and collision detection, by various new aspects. The coupling of a real NC unit allows the recognition and elimination of all process- as well as controller-caused errors. The integration of the multi-body simulation enables the consideration of inertia, machine rigidity and milling cutter deflection.
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44

Pendlebury, Matthew. "3D virtual reality reconstruction on the Internet using VRML /." [S.l. : s.n.], 1996. http://www.doc.mmu.ac.uk/RESEARCH/virtual-museum/Menna/report.pdf.

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45

Pieretti, Mattia. "La comunicazione attraverso la Virtual Reality." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016.

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Il progetto di testi consiste in un caso di presentazione aziendale (FAAC), pensato attraverso l'utilizzo della Virtual Reality. Si tratta il percorso progettuale partendo dal Brief fino ad arrivare all'ambiente virtuale per la presentazione nelle fiere di un nuovo dissuasore mobile pensato per le infrastrutture.
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46

Arapan, Sergiu. "Understanding Physical Reality via Virtual Experiments." Doctoral thesis, Uppsala universitet, Institutionen för fysik och materialvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9314.

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In this thesis I have studied some problems of condensed matter at high pressures and temperatures by means of numerical simulations based on Density Functional Theory (DFT). The stability of MgCO3 and CaCO3 carbonates at the Earth's mantle conditions may play an important role in the global carbon cycle through the subduction of the oceanic crust. By performing ab initio electronic structure calculations, we observed a new high-pressure phase transition within the Pmcn structure of CaCO3. This transformation is characterized by the change of the sp-hybridization state of carbon atom and indicates a change to a new crystal-chemical regime. By performing ab initio Molecular Dynamics simulations we show the new phase to be stable at 250 GPa and 1000K. Thus, the formation of sp3 hybridized bonds in carbonates can explain the stability of MaCO3 and CaCO3 at pressures corresponding to the Earth's lower mantle conditions. We have also calculated phase transition sequence in CaCO3, SrCO3 and BaCO3, and have found that, despite the fact that these carbonates are isostructural and undergo the same type of aragonite to post-aragonite transition, their phase transformation sequences are different at high pressures. The continuous improvement of the high-pressure technique led to the discovery of new composite structures at high pressures and complex phases of many elements in the periodic table have been determined as composite host-guest incommensurate structures. We propose a procedure to accurately describe the structural parameters of an incommensurate phase using ab initio methods by approximating it with a set of analogous commensurate supercells and exploiting the fact that the total energy of the system is a function of structural parameters. By applying this method to the Sc-II phase, we have determined the incommensurate ratio, lattice parameters and Wyckoff positions of Sc-II in excellent agreement with the available experimental data. Moreover, we predict the occurrence of an incommensurate high-pressure phase in Ca from first-principle calculations within this approach. The implementation of DFT in modern electronic structure calculation methods proved to be very successful in predicting the physical properties of a solid at low temperature. One can rigorously describe the thermodynamics of a crystal via the collective excitation of the ionic lattice, and the ab initio calculations give an accurate phonon spectra in the quasi-harmonic approximation. Recently an elegant method to calculate phonon spectra at finite temperature in a self-consistent way by using first principles methods has been developed. Within the framework of self-consistent ab initio lattice dynamics approach (SCAILD) it is possible to reproduce the observed stable phonon spectra of high-temperature bcc phase of Ti, Zr and Hf with a good accuracy. We show that this method gives also a good description of the thermodynamics of hcp and bcc phases of Ti, Zr and Hf at high temperatures, and we provide a procedure for the correct estimation of the hcp to bcc phase transition temperature.
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Rundquist, Björn, and Johan Joensen. "Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.

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Centralt inom Virtual Reality är upplevelsen att det digitala uppfattas som verkligt. Men varför känns just den här upplevelsen verklig? Genom att undersöka flera olika perspektiv på Virtual Reality, verklighet och nedbrytningar av begrepp inom tidigare Virtual Reality-forskning sökte vi att se hur denna verklighetskänsla uppstod, och kunde användas, inom Virtual Reality-spel. Genom ett gestaltningsarbete som fokuserade på olika typer av scener och kontrollsystem strävade vi mot att föra en diskussion om de olika teoriernas praktiska applikation.
Central to Virtual Reality is the experience of the digital as the real. But from where does this experience stem? By investigating several different perspectives on Virtual Reality, reality and deconstructions of concepts in previous Virtual Reality-science we’ve looked into the creation of this sensation of reality in Virtual Reality-games. Through a practical project, focusing on different types of scenes and control schemes, we then sought to create a discussion focusing on the practical application of the differing theories.
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Augustsson, Linus. "Design with Virtual Reality in Mind." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254500.

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This paper features an analysis of how some games are better designed for virtual reality than others and what we can learn from the games that work better to improve those that do not work as well. The thesis will briefly go through some of the problems in working with virtual reality. Data was collected by letting ten participants play four different games with the Oculus Rift and then answer questions related to their experience with these said games. Did the game cause the feeling of discomfort or create a sense of presence and did the game somehow break that presence? Based on the collected data and the analysis, the results indicate that some types of games work better than others for virtual reality, but that some design decisions can carry over to other games, granted with some effort, but that it is better if a game is created with virtual reality in mind from the start of the development.
Denna uppsats presenterar en analys om hur vissa spel är bättre designade för virtuell verklighet än andra och vad vi kan lära oss från spel som fungerar bättre för att förbättra de spel som inte fungerar lika bra. Uppsatsen kommer också behandla vissa problem som uppkommer när man arbetar med virtuell verklighet. Data samlades in genom att låta tio deltagare spela fyra olika spel med hjälp av Oculus Rift och sedan svara på några frågor relaterade till deras erfarenhet av dessa spel. Skapade spelen en känsla av obehag eller skapades en känsla av närvaro i spelvärlden och bröt spelet någonsin den med närvaron? Baserat på insamlad data och analys, indikerar resultatet på att vissa typer av spel fungerar bättre än andra för upplevelser i virtuella verkligheter, men att vissa designval kan överföras till andra spel, dock genom viss arbetsinsats, men att det är bättre om ett spel skapas med virtuell verklighet i åtanke från början av utvecklingen.
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Sätterkvist, Arvid. "Visualizing conversational data in virtual reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209590.

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Since the first implementation of a simple chatbot was made in1964, countless research and development have been made to makethe fascinating idea of talking to a computer a reality. But not untilrecently, have chatbots started to make an appearance in everydaylives amongst a broader audience. As the popularity of chatbotsincreases, the demands and functionality of the chatbots rises whichconsequently expands the size and complexity of the chatbot. Theconversational data from a chatbot can become very complex andhard to understand. Therefore, to ensure the continuousadvancement of features in chatbots, the developer needs tools andinstruments to compete in the growing market. Through a prototype based design process, a problem amongstdevelopers to visualize and understand the conversational data froma chatbot is first identified and addressed. A Conversational DataVisualization (CDV) prototype in virtual reality is then developedwith the intention to help developers understand and explore theconversational data from the chatbot they are working on. Thedesign of the CDV is based on theories about key features ofvisualizations in 3D and related work that study visualizations withsimilar data structures as the conversational data from chatbots.Furthermore, the features of the CDV is based on the identifiedproblem of visualizing conversational data amongst developers.Due to the importance of participatory design in a design process,an exploratory usability test of the CDV prototype was conductedto further explore the design choices regarding the identifiedproblem. The conversational data is visualized with tree structures in acircular formation to allow for visualization of links betweendifferent conversations. Results from the explorative usability testindicates that the visualization gave the users of the CDV anunderstandable overview of the conversational data. However,finding specific stories and nodes in the conversational data wasidentified as a problem due to inadequate information in theoverview of the visualization.
Sedan den första implementationen av en chatbot år 1964, har en stor mängd forskning och utveckling skett för att göra den fascinerandeidén att prata med en dator verklighet. Det är inte förens på senare tid som chatbot har spridit sig till det vardagliga livet hos den stora massan.Samtidigt som utspridningen av chatbotar ökar så höjs kraven på funktionalitet vilket i sin tur utökar storleken och komplexiteten hoschatboten. Konversionsdata hos en chatbot kan bli väldigt komplex och svår att förstå. För att säkerställa den fortsatta utvecklingen avchatbotar behövs därför verktyg och instrument utvecklas för att hjälpa utvecklare av chatbotar. Genom en prototypbaserad designprocess identifieras ett problem hos utvecklare att visualisera och förstå konversationsdata från en chatbot.En prototyp av en konversationdata-visualisering (KDV) är sedan utvecklad med syftet att hjälpa utvecklare förstå och utforskakonversationsdata från chatbotar de jobbar på. Designen på KDV är baserad på teorier angående nyckelområden inom 3D-visualisering ochrelaterade forskningsarbeten som studerar visualiseringar med data liknande konversationsdata från chatbotar. Designen av KDV är ocksåbaserad på problem som identifieras hos utvecklare av chatbotar. På grund av hur viktigt det är att inkludera användaren i designprocesser såutförs en utforskande användbarhetsstudie på KDV för att utforska implementeringarna av dem identifierade designbesluten angående detidentifierade problemen hos utvecklare. Konversationsdata är visualiserad med trädstrukturer i en cirkulär formation för att tillåta visualisering av länkar mellan olika konversationer.Resultat från den utforskande användarbarhetsstudien indikerar att KDV är en visualisering som förstås av användarna. Dock så identifieradesett problem med att hitta specifika noder i konversationsdata eftersom översikten av visualisering inte innehöll tillräckligt med information.
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Huang, Peter, and Pontus Gagnero. "Seamlessly Displaying Models in Virtual Reality." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-65781.

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