Dissertations / Theses on the topic 'VR'
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Tymoshenko. "VR-TECHNOLOGY." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33924.
Full textDam, Roadley-Battin Nikolaj. "Educational VR : An exploration of educational VR for professional users." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144071.
Full textChatterjee, Prateek. "Classic Driver VR." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1251.
Full textForsman, Dina. "Säkerhetsutbildning med VR." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20126.
Full textIn this bachelor thesis I’m examining how to create a factory environment with virtual reality (VR) to contribute to increased awareness and safety mindset in the factory. The examination is based on a challenge from Volvo with their own factory in focus where they wanted to have a safety training for their pedestrians in the factory. With help from the design perspective design thinking, Volvo has been involved through the whole process where we could create a product for them together. The survey question is ”How can you with help from Virtual Reality create the experience of a factory environment to contribute to increased awareness and safety mindset in the factory?” where I chose to shape this into a game integrated with VR. With help from the selected methods for the design process I could put myself into Volvo’s problem and create a factory that resembles theirs as much as possible. Volvo took part of the creation themselves through pictures and videos to provide feedback on the environment and how realistic the experience felt compared to their own factory. For the design to be tested and approved by Volvo, they were constantly involved in the project. The examination resulted in a VR game with a short safety training about the environment of the factory and some dangers that may occur in it. Because increased awareness and safety thinking in people within the work can not be measured directly, the survey question has been answered after only a few tests. The people at Volvo who have tested it gave positive results and new thoughts and ideas about technical training in security, such as these, have been awakened by many.
Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.
Full textValenta, Marek. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385947.
Full textLundgren, Kristoffer. "VR Museum Experience." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80669.
Full textMuseum Anna Nordlander är en del av Skellefteå Museum och är inriktat på konstnären Anna Nordlander. Målet med projektet var att utveckla en VR upplevelse centrerad kring Anna Nordlander och en av hennes konstverk. Innehållet i upplevelsen spelades in och skickades till utvecklarna från Museum Anna Nordlander. Syftet var att skapa ett spelbart demo med funktioner som ljuduppspelning, interagerbara objekt, och en modulärt tillvägagångssätt vilket skule tillåta framtida tillskott till projektet. Denna artikel använder sig också av användartester för att undersöka hur några av designvalen påverkar användarupplevelsen. Specifikt sett hur våra val påverkar användarna fysikt, hur prevalent vanliga VR-symptom är i produkten. För att samla in den nödvändiga datan gjordes tester med både Oculus GO och Oculus Quest. Användartesterna visade att room-scale tracking är en viktig function för att minska obehag och illamående bland användarna, och att rörelse genom teleportering inte är en bra lösning för Oculus GO. Resultatet är ett spelbart demo som innehåller allt innehåll som utvecklarna fick samt alla funktioner som efterfrågades. Projektet är också tänkt att vara modulärt och lätt att fortsätta arbeta på i framtiden.
Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.
Full textMaster of Fine Arts
Immunology Virtual Reality is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogen invasions at an infection site in the human body. It explores levels of interactivity and storytelling in educational VR and their impact on learning.
Persson, Malin. "Panorama och VR teknik." Thesis, University of Skövde, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4366.
Full textKelkkanen, Viktor. "Remote Rendering for VR." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21382.
Full textPelánek, Lukáš. "Virtuální prohlídka ve VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403818.
Full textBobuľa, Matej. "Neeuklidovské vykreslování ve VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445563.
Full textAstner, Thomas. "Forest thinning in VR : A VR application with the theme of forest thinning." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-34064.
Full textBennerhed, Erik. "Investigating joint referencing between VR and non-VR users and its effect on collaboration." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149635.
Full textRhein, Mirjam Simone. "Die Nichtigkeit von VR-Beschlüssen /." Zürich : Schulthess, Jur. Medien, 2001. http://www.gbv.de/dms/spk/sbb/recht/toc/32814150X.pdf.
Full textZhen, Tong. "Das Bodenrecht der VR China /." Hamburg : Kovač, 2004. http://www.gbv.de/dms/spk/sbb/recht/toc/393025470.pdf.
Full textHeimonen, Magnus. "Virtual Musicality : Soundtrack enters VR." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.
Full textKarlsson, Patrik, Oscar Larsson, and Sebastian Widéen. "VR som komplement i projekteringsfasen." Thesis, Linnéuniversitetet, Institutionen för byggteknik (BY), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-77350.
Full textOertel, Lars, Jonathan Dyrna, Helge Fischer, and Marius Brade. "DOmIcILE-VR – Wohnungsabnahmen virtuell trainieren." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36592.
Full textSwart, Andrea Nicole. "Fairy Tales Reimagined in VR." Ohio University Honors Tutorial College / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1534513157316142.
Full textKarlsson, Johan, Isak Glindrönn, and Selhan Bajra. "Volvo Säkerhetsträning : Volvo VR-träning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21934.
Full textIn this bachelor thesis, we investigate how, with the help of virtual reality (VR), we can create a factory environment and experience that increases the safety thinking for new employees at Volvo in Olofström. The survey is based on our collaboration with Volvo and their own factory, which is in focus where they have wanted a safety training in VR for their new employees and pedestrians in the factory. With the help of the design perspective digital didactic design, we have been able to put the focus on learning in practice, to plan and create activities for someone so that the user in question can acquire new knowledge. The question in this study is "How to create a factory environment within VR that promotes learning." With the help of the methods we chose for the design process, we were able to design a factory that simulates theirs and also promote learning for safety thinking, which was an important part to gain insight into. The result of our research is that we have created a prototype with the help of the game engine Unity through this process that takes the user through a lively and hectic factory environment that reflects what we ourselves have experienced through our observations when we visited Volvo in Olofström. Through our research in VR security, we have raised our understanding of what opportunities VR has in learning and to convey information. The important points for us were to increase the security thinking of the user by placing them in scenarios where they really get to experience what it really is like to be in a lively factory and what is expected of them Keywords: Virtual reality (VR), safety training, factory environment, Volvo
Friberg, Andreas, and Rasmus Johansson. "VR-teknik i en ombyggnadsprocess." Thesis, Linnéuniversitetet, Institutionen för byggteknik (BY), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-67354.
Full textGrüner, Annika. "Internet in der VR China." [S.l. : s.n.], 2005. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB11759314.
Full textBäcklund, Dakhil Ishtar. "Aldrig ensam : Bilderbok till VR." Thesis, Konstfack, Grafisk design & illustration, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6834.
Full textNever Alone: Picture Book into VR I have studied the picture book and tried to develop a new narrative form that invites the reader to enter a deeper dimension while also giving the picture book a chance to come to “life” in a physical way. I have done this by recreating a children’s book, which I illustrated and wrote in collaboration with Dr. Heather Briscoe, into a VR experience. By bringing in my watercolour illustrations from the picture book, I explore the contrast between the analogue two-dimensional and the digital three-dimensional through the theme “Relationship to nature”. The narrative is about moments from a child’s life and the family ties that introduce nature’s cycles through timeless wisdom.
Elfving, Isabell, and Pernilla Segerström. "Mindre arkitektföretags möjlighet att implicera VR." Thesis, Jönköping University, JTH, Byggnadsteknik och belysningsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52107.
Full textPurpose: VR improves communication between stakeholders but extra work is a demand to create a VR-model. Additional limitations general for BIM is legal uncertainty, lack of competence among employees and changed workflow. Especially smaller companies need more research if they are going to use BIM application as VR. The goal is to show a suggestion, in an attractive way, how smaller architectural firms can use VR-models and presentation in early stage of the project during end customer meetings. This based on the firms desire and resources. Method: Qualitative method case studies and interviews is used to achieve the goal. First interviews are conducted with BIM-manger and designers. The case studies are based on an existing 3D-model processed to a VR-model and tested in a workshop. The participants in the workshop are designers and end customers. The participants in the workshop are interviewed to sum up the workshop. Findings: To create a VR-model and to hold end clients meeting with help of VR was appreciate by planers and end clients. Time for creating and learn new working strategy was the recurs that the company was in lack of. HMD in combination with computer screen was considered a good presentation. Material was hardest to present through VR restricted to a smaller architect firm. The end clients’ perceived that VR only was a guide. Implications: A smaller architect firm can use VR when holding an end client meeting. Time need to be assigned to create VR-models and learn new working strategy is. HMD in combination with computer screen is to prefer to when presenting VR. To clarify that VR is a guide a delivering message can be used. Limitations: The study focuses on a firm’s point of view. One firm is included in the study.
Gunnarsson, Filip, and Ali Khan Francois Mirza. "The Effects of VR on Consumer Attitudes : Lessons from Implementing VR Technologies in Real Estate Marketing." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414757.
Full textMIRZA, ALI KHAN FRANCOIS, and FILIP GUNNARSSON. "The Effects of VR on Consumer Attitudes – Lessons from Implementing VR Technologies in Real Estate Marketing." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414977.
Full textMenghini, Roman. "Nachfolgeplanung auf VR-Ebene in Familienunternehmen." St. Gallen, 2007. http://www.biblio.unisg.ch/org/biblio/edoc.nsf/wwwDisplayIdentifier/02602696001/$FILE/02602696001.pdf.
Full textJobst, Christoph. "Alternative Steuerungen für das VR-Labor." Bachelor's thesis, Universitätsbibliothek Leipzig, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-64155.
Full textLönroth, Lisa. "Tablet-based interaction methods for VR." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-97142.
Full textGONZALEZ, ARMANDO ENRIQUE MARTINEZ. "FALL RISK ANALYSIS DURING VR INTERACTION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=30738@1.
Full textCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
Com o aumento da popularidade e acessibilidade de sistemas de realidade virtual (RV) de alta qualidade, tem-se levantado preocupações com relação a tendência dos sistemas de realidade virtual em provocar perda de equilíbrio. O equilíbrio é essencial para o uso seguro da realidade virtual e a perda do mesmo pode causar lesões graves. O objetivo deste trabalho é criar um sistema para avaliar o impacto da realidade virtual no equilíbrio humano. Neste trabalho, propomos e conduzimos um experimento usando o Oculus Rift e o MS Kinect Sensor. Nesse experimento, foi possível observar, quantificar e comparar o efeito de diferentes cenas de RV no equilíbrio dos usuários, bem como o efeito de avisos visuais e sonoros sobre perda de equilíbrio.
With the increasing popularity and accessibility of high-quality Virtual Reality (VR) systems, concerns have been raised about the propensity of VR to induce balance loss. Balance is essential for safe use of VR experience and its loss can result in severe injury. This project is set to create a system able to measure the impact of VR in the human balance system. In this work, we design and conduct an experiment making use of the Oculus Rift VR headset and MS Kinect Sensor. In this experiment, we are able to visualize, quantify, and compare the effect of different VR scenes on the balance of the experiment subjects as well as the effect of visual and auditory warnings of balance loss.
Зіркевич, Вікторія Ігорівна. "VR and AR technology in fashion." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18244.
Full textАртемчук, А. В., and М. В. Чередник. "Напрями розвитку та проблеми VR-технологій." Thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/67106.
Full textMasaryková, Katarína. "Finančná analýza spoločnosti VR Group, a.s." Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-5242.
Full textAulig, Thomas. "Wirtschaft und Bildung in der VR China." Diss., lmu, 2006. http://nbn-resolving.de/urn:nbn:de:bvb:19-73904.
Full textNeugebauer, 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.
Full textCruz, Cebrian Adria. "Enhancing VR experiences with blowing input techniques." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215221.
Full textVirtual Reality (VR) har starkt framkommit som en av teknikerna för att spela en viktig roll inom områden som underhållning, vetenskap, simulering och forskning. VR använder visuella, auditiva och andra känslor för att simulera en användares fysiska närvaro i en virtuell miljö (VE). Att lägga till ett nytt lager av interaktion med VR kan förbättra användarens försjunkenhet inom VE. I detta dokument presenteras en explorativ studie som ger insikter om vilka faktorer som måste beaktas vid utformningen av en ny blåsinmatningsteknik inom VR. För att bära studien skapades två ingående blås-prototyptekniker med hjälp av Arduinos, en kopplad till headsetet och en till HTC Vive. Även 8 olika VR-interaktioner utvecklades. Tio användare deltog i användarstudien som testade prototyperna på tio minuters sessioner följt av ett frågeformulär och en intervju. Studiens resultat visar att headsetprototypen föredrogs med det naturliga sättet att interagera med. I allmänhet upplevdes interaktionerna som mer engagerande beroende på de prototyper som användes för att interagera. Slutsatsen är att när man utvecklar VR-interaktioner med hjälp av dessa blås-prototyper måste olika faktorer beaktas, såsom placering och utformning av den virtuella representationen, utlösningsavståndet, syftet med interaktionen och användbarheten. Det drog också slutsatsen att det är avgörande att inte använda blås under lång tid, vilket kan orsaka utmattning och/eller yrsel. Slutligen visade det sig att varje prototyp fungerade bättre beroende på vilken av interaktionerna som användes.
Guillermo, Vásquez Orlando Abel, and Moreno Alejandro Rafael Yupanqui. "Desarrollo de aplicaciones con SAMSUNG GEAR VR." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/622930.
Full textDescribes the development of the project "Development of Applications with Samsung Gear VR", which seeks to explore the functionalities, capabilities and limitations of the Gear VR device, since it was released less than 2 years ago and have not been Investigations that determine its potential. The project will investigate the main features and benefits of this new virtual reality device for mobile devices. To do this, the technical file, as well as the existing tools for the development of applications were reviewed and we did concept tests that demonstrate the functionalities and capacities of the development of applications with this device. In addition, the project focused on the development of 2 video games that made use of the Gear VR device and allowed to show the capabilities of this.
Seyfart, Jörg. "Innovation und Unternehmertum in der VR China." Berlin Pro Business, 2004. http://archiv.ub.uni-marburg.de/diss/z2005/0149/.
Full textSegerström, Niklas. "Utvärdering av VR-manövrering av en brandrobot." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-382263.
Full textSaade, Antony. "VR som arkitektoniskt kommunikationsverktyg : Realtidsvisualisering i designprocessen." Thesis, Luleå tekniska universitet, Arkitektur och vatten, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68423.
Full textHow people perceive space is a complex thing. People base the perceived space on professional expertise, experiences and what visual communication tools the room is presented with. The purpose of the study is to investigate the visual communication between architects and clients; how architects and clients perceive spatial characteristics and how the perception differs and whether communication between them can be made easier using real-time visualization (VR). In addition, the study investigates how such communication could go and how detailed a VR model needs to be. The game engine Unity and VR-platform HTC Vive are used to produce interactive VR models and investigate how these can be used as a visual communication tool between architects and clients to improve the communication between them. The literature shows a clear gap in the communication between architects and clients where information is lost. Using real-time visualization, the communication can be eased, and an increased understanding of space and scale achieved. In the study, three VR models are tested with three various levels of detail on respondents, three architects and two customers. After the test, the respondents are interviewed about their experiences and space perception of the different models. The interviews show that the difference in space perception between architect and client can be overcome using VR that can show architecture and allow everyone to understand spatiality on their own terms. The investigation shows that VR as a visual communication tool is useful. Not only as barrier-breaking between architects and clients, but also as an integral part of the iterative design process.
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.
Full textZouhar, Marek. "Tvorba a demonstrace 3D modelů pro VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363852.
Full textSateei, Shahin. "VR som verktyg vid kravställning för sjukhusbyggnation." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-422759.
Full textVon, Drasek Nathan James. "Return to Earth: Decayed Rulesets in VR." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1626166928722007.
Full textDong, Yiliang. "Zusammenschaltung in der Telekommunikationsregulierung der VR China." Baden-Baden Nomos, 2009. http://d-nb.info/996640908/04.
Full textGranström, Tim. "Inlärning med hjälp av VR inom byggnation." Thesis, Luleå tekniska universitet, Datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71616.
Full textRodriguez, Erik. "Hur påverkar VR spelupplevelsen i lugna spel?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17099.
Full textPettersson, Linda. "Användningav VR vid stressreducerande träning : En fallstudie." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-37967.
Full textMed Virtual Reality (VR) kan utbildning möjliggöras för personer som arbetar med riskfyllda situationer eller i farliga miljöer och som annars är svåra eller omöjliga att återskapa. Problemet är att användandet av VR för närvarande endast verkar ha studerats i samband med träning av riskfyllda situationer inom de fysiska arbetsmomenten. I och med att hot och våld på många arbetsplatser ökar behöver personal även tränas för att kunna hantera och bemöta hotfulla och våldsamma situationer. Syftet med studien är att utvärdera användningen av VR i samband med träning av att hantera hot och våld på arbetsplatsen genom stressreducerande bemötande, för att belysa vilka faktorer som är viktiga för användarna. Utifrån Technology Acceptance Model används kunskapen om användbarhet och användarvänlighet för att undersöka vilka faktorer som är viktiga. Genom att göra en fallstudie fångades användarnas upplevelser genom observationer, inspelning och intervjuer. Resultatet visade att individuella skillnader vad gäller vanan av att använda tekniken påverkar uppfattningen av uppfattad användarvänlighet. För systemegenskaperna var det faktorer som rör kommunikation, interaktion, realism, scenario och individuella inställningar som var viktigast för den upplevda användbarheten. Då träningssimulatorn fortfarande var under utveckling kunde studien endast ge en indikation om det sociala inflytandets påverkan samt vad för underlättande förhållanden som skulle behövas. Slutsatsen är att kommunikation är den viktigaste faktorn för den upplevda användbarheten samt att utbildning och erfarenhet av att använda VR är viktigast för den upplevda användarvänligheten för stressreducerande träning med VR.
Hugoson, Hampus. "VR för ett bättre samhälle : Hur VR-teknik kan användas för att skapa bättre förutsättningar för personer med funktionsnedsättningar." Thesis, Luleå tekniska universitet, Institutionen för samhällsbyggnad och naturresurser, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63777.
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