Tesis sobre el tema "Virtual reality prototyping tool"
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Aumeerally, Manisah y n/a. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD". Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20061106.095352.
Texto completoAumeerally, Manisah. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD". Thesis, Griffith University, 2006. http://hdl.handle.net/10072/367272.
Texto completoThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Full Text
Vale, Heleno Murilo Campeão. "Prototipação virtual de plataforma agrícola móvel". Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/18/18145/tde-08022017-105356/.
Texto completoVirtual reality (VR) has entertainment as its main area of application. However, over the last few years, due to a fast-paced development of computers hardware, VR has become more accessible, being widely used both in the academic and industrial areas. A part of VR that is becoming more important for the engineering areas is virtual protoyping (VP). Normally, the physical prototyping of a product can be expensive and impracticable for some projects. In such cases, VP can be used to prevent unnecessary operating costs, reaching satisfactory results. In this paper, the steps of the implementation of a virtual prototype are described, based on the first draft in development of the research project of the Laboratory of Simulation and Control of Discrete Systems of SEM-EESC, with FAPESP support process: 2003/06582-0 \"Autonomous agricultural vehicle (AAV): a platform for development of technologies for independent navigation and for data acquisition in precision agriculture\". Besides the description of the virtual prototype implementation, in this paper five tools for virtual development, available for tests in the laboratory of simulation, are analyzed: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS and EON Professional. The criteria of evaluation of the tools were based on the main necessities of the project, such as the implementation of distributed centers of mass, not-structuralized land creation (made up of hills, holes etc.), traction controls,torque, besides other essential physical characteristics. The initial stage of the implementation was developed at EON Studio 4.0. Due to the lack of available resources in this tool, the final stage of the implementation was developed in EON Professional software. The behavior analysis of the platform at non-structuralized lands, the verification of the supported inclination angles and the analysis of the platform laterals reconfiguration are some of the achieved results.
Barnes, Evans Katie. "Beyond the Screen: Embedded Interfaces as Retail Wayfinding Tools". Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1493251709396537.
Texto completoBoodé, Henrik. "Prototyping of a mobile, Augmented Reality assisted maintenance tool". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105191.
Texto completoCheung, Hoi-hoi. "A versatile multi-material virtual prototyping system". Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B3931988X.
Texto completoCheung, Hoi-hoi y 張凱凱. "A versatile multi-material virtual prototyping system". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B3931988X.
Texto completoBándi, Gergely. "Virtual living organism : a rapid prototyping tool to emulate biology". Thesis, Cranfield University, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/7230.
Texto completoPaternesi, Claudio. "Virtual Reality Labelling Tool for 3D Semantic Segmentation". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.
Buscar texto completoChan, Mei-mei Amy. "An integrated system for virtual simulation and visualization of rapid prototyping /". Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23829655.
Texto completoSjöström, Elin. "Virtual Reality as a Sales Tool for Industrial Companies". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105504.
Texto completo黃偉生 y Wai-sang Wong. "A virtual reality modeling tool for students of architecture". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31223679.
Texto completoDalbom, Axel, Markuss Sprogis, Emil Stolpe y Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.
Texto completoDet finns många olika verktyg för lärande ändamål, det kan bland annat vara datorer eller penna och papper. Virtuell verklighet är ett verktyg för att skapa datorgenererade miljöer. Det används mestadels inom spelindustrin men vi i det här projektet försöker utöka användningsområdet för virtuell verklighet inom utbildning, i detta fall för kurser relaterade till signalbehandling genom att hjälpa användare att bygga intuition för designen av digitala filter. Slutprodukten är ett hjälpmedel i virtuell verklighet som tillåter användaren att skapa och ändra digitala filters specifikationer och sedan se vad dessa förändringar har för konsekvenser för filtren. Med det här projektet visar vi att det finns potential för virtuell verklighet i lärande ändamål, även om det huvudsakliga användingsområdet är inom spelindustrin.
Marques, Bernardo José Santos. "Veracity: low cost physiology assessment tool using virtual reality". Master's thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/22731.
Texto completoAnxiety disorders affect many individuals, conditioning their daily life routines. Specific phobia is one example of an anxiety disorder, which is an irrational fear towards an object, or situation. Phobics felt a distorted reality, and usually try to avoid the phobic element, which will only intensify the problem. The evolution of technology and the miniaturization brought to the foreground not only allow the development of portable solutions for the assessment of psychological and behavior but also new possibility to mimic the real world likes Virtual Reality (VR) outside of the laboratory setting. Recent studies, describe Virtual Reality exposure as effective, when compared to in vivo exposure, with the benefit of being less aggressive to the phobic individual. In this dissertation, we propose Veracity, an affordable and portable system, which relies on VR to present more ecological and virtual stimuli to phobic individuals while monitoring their physiological and behaviour response. We used spider phobias as the main case study of our system. While presenting the VR stimuli, using a game divided in a set of increasing difficulty levels, Veracity allows the interaction with the virtual environment through hand gesture. Simultaneously the individual’s reaction is acquired (ECG, HR, RR, VIDEO, Screenshots, 3D objects tracking, etc.) using external resources and two smartphone applications. Veracity also supports data management for post processing integrated with the cloud. The gamification approach and its ability to customize the virtual stimuli provides enough versatility to foster its usefulness in clinical practice as a solution to monitor and elicit natural reactions from individuals with specific phobias.
Distúrbios de ansiedade afetam muitos indivíduos, condicionando as suas rotinas. Um exemplo é o caso da fobia específica, um medo irracional em relação a um objeto ou situação. Indivíduos fóbicos sentem uma realidade distorcida, e geralmente, tentam evitar o elemento fóbico, o que intensifica o problema. A evolução da tecnologia não só permite o desenvolvimento de soluções portáteis para a avaliação fisiológica e comportamental, criando novas possibilidades para imitar o mundo real utilizando Realidade Virtual (VR) fora do ambiente controlado de laboratório. Estudos recentes, descrevem a exposição a VR como sendo eficaz quando comparada com a exposição in vivo, sendo menos agressiva para o individuo. Nesta dissertação, propomos o Veracity, um sistema portátil e economicamente acessível, para apresentação de estímulos virtuais a indivíduos fóbicos e interação com esse ambiente através do reconhecimento da mão e gestos enquanto a sua resposta fisiológica e comportamental é monitorizada. O principal caso de estudo do nosso sistema é a fobia de aranhas. O sistema é rápido de configurar, permite a recolha de dados fora do ambiente de laboratório e a exposição a estímulos, que permitem reações mais naturais. Simultaneamente, a reação do indivíduo é adquirida (ECG, HR, RR, VIDEO, Imagens, 3D tracking, etc.), utilizando recursos externos e duas aplicações para dispositivos móveis. Veracity suporta ainda a gestão dos dados recolhidos, para pósprocessamento integrado com a cloud. A sua aproximação baseada em jogos e a sua capacidade de personalizar os estímulos virtuais, proporciona um nível de versatilidadeque, que promove a sua utilidade na prática clínica como uma solução para provocar reações naturais e monitorizarem individuos com fobias específicas.
Wong, Wai-sang. "A virtual reality modeling tool for students of architecture /". Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22088994.
Texto completoArdal, Dui. "A Collaborative Previsualization Tool for Filmmaking in Virtual Reality". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262722.
Texto completoPrevisualisering är en process inom filmskapande där filmskapare visuellt kan planera specifika scener med kamerafunktioner, belysning, karaktärsrörelser, etc. I denna uppsats utvärderas en prototyp för previsualisering i virtual reality för samarbete där flera filmskapare kan vara närvarande i en virtuell miljö för att dela ett kreativt arbete i realtid. Kostnaderna för datorgrafikbaserade effekter är betydande inom filmproduktion. I och med previsualisering kan dessa scener planeras i detalj för att minska mängden arbete som påverkar den senare produktionsfasen. Genom att utföra en studie med 20 filmskapare visar resultaten att användningen av virtual reality för distribuerade previsualiseringsprocesser för samarbete är användbart för verkliga scenarion. Dessa resultat ger insikter om hur man bäst utformar virtual reality-applikationer som kan användas för distribuerat arbete och lyfter fram fallgropar inom vissa designval.
Florea, C. (Ciprian). "Virtual reality interface for the PATIO user involvement tool". Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201906272675.
Texto completoRehnberg, Andrée. "Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.
Texto completoDudczig, Manuel. "Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen". Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36943.
Texto completoGriffiths, Gareth David. "Virtual environment usability and user competence : the Nottingham Assessment of Interaction within Virtual Environments (NAIVE) tool". Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368972.
Texto completoCai, Yi y 蔡毅. "A virtual prototyping system with reconfigurable manipulators for layered manufacturing". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2011. http://hub.hku.hk/bib/B47046144.
Texto completoAofeng, Zhuang y Bao Han. "Virtual Reality in Marketing—An explorative study". Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12148.
Texto completoEkström, Marcus. "Communication tool in virtual reality – A telepresence alternative : An alternative to telepresence – bringing the shared space to a virtual environment in virtual reality". Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31450.
Texto completoHendricks, Zayd. "A meta-authoring tool for specifying behaviour in virtual reality environments". Master's thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/11671.
Texto completoIn this dissertation, we explore methods for empowering non-programmers with the ability to develop their own virtual environment applications. We explored some of the existing systems to determine what methodologies have already been successfully (or unsuccessfully) applied in the fields of virtual environment systems, authoring tools, and graphical user interfaces. From these methodologies we describe an ideal virtual environment authoring system with which comparisons may be drawn to evaluate existing systems. This ideal system represents a tool ideal in its ability to allow users of differing levels of skill to rapidly create virtual environment applications of any sophistication. Creating such a single, generic authoring tool for every different kind of application is, practically, an impossible task - more so if the authors are non-programmers. A more realistic solution to the problem would be to think of every environment as having a particular context such as a virtual museum or gallery. Creating authoring tools specific to these types of environment contexts greatly reduces the problem. We have therefore produced a progressive meta-authoring system that allows both novice and advanced users to create useful virtual reality applications, allowing the smooth migration of novice users to becoming more experienced. We believe that our system overcomes problems in architecture and support for novice users that can be found in many other authoring systems for virtual environments.
White, Paul. "An immersive virtual reality navigational tool for diagnosing and treating neurodegeneration". Libertas, 2016. http://hdl.handle.net/1993/31979.
Texto completoFebruary 2017
de, Sousa Moura Guilherme. "An authoring tool of photo-realistic virtual objects for augmented reality". Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2385.
Texto completoConselho Nacional de Desenvolvimento Científico e Tecnológico
Esta dissertação de mestrado apresenta uma ferramenta de autoria para auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma API de fotorrealismo (RPR-SORS) e tem como foco a criação e edição de objetos virtuais. A ferramenta desenvolvida é capaz de manipular de forma interativa os parâmetros de materiais do RPR-SORS e do motor de renderização utilizado (OGRE), com a opção de visualizar os objetos fotorrealistícos em Realidade Aumentada. O resultado final da edição pode ser exportado para uma outra aplicação que utilize a API de fotorrealismo e o motor de renderização citados. Um estudo de caso referente a uma aplicação de Realidade Aumentada para arquitetura foi realizado de forma a avaliar a ferramenta desenvolvida
Byrne, Christine M. "Water on tap : the use of virtual reality as an educational tool /". Thesis, Connect to this title online; UW restricted, 1996. http://hdl.handle.net/1773/7114.
Texto completoYung, Rui Yuan. "The Future Is Now: Exploring the Effectiveness of Virtual Reality for Tourism Marketing Through Presence and Emotion". Thesis, Griffith University, 2021. http://hdl.handle.net/10072/405203.
Texto completoThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Dept Tourism, Sport & Hot Mgmt
Griffith Business School
Full Text
Kim, Okjoon. "An approach to enhance a traditional ergonomics tool with assembly capabilities and algorithms from an immersive environment". Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Spring2007/O_KIM_050107.pdf.
Texto completoPhillips, O. C. "Virtual reality : treatment efficacy and a tool to study reactivity in antisocial personality disorder". Thesis, University College London (University of London), 2012. http://discovery.ucl.ac.uk/1361009/.
Texto completoAndersen, Nicolas. "Spatial memory training program: using virtual reality as a tool to provide spatial memory training". Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=86516.
Texto completoL'hippocampe est une structure essentielle à la formation de représentations spatiales allocentriques d'un environnement. Son rôle vis-à-vis la mémoire spatiale étant déjà établi, des recherches semblent établir un lien entre l'hippocampe et de nombreuses conditions neurologiques et psychiatriques, notamment la maladie d'Alzheimer. Les symptômes typiques de la maladie d'Alzheimer incluent une perte de l'orientation spatiale ainsi qu'une difficulté à former des relations temporelles et spatiales. Ces symptômes affectent grandement la qualité de vie de ceux souffrant de la maladie et de ceux qui s'en occupent. Ces symptômes sont aussi accompagnés d'une forte baisse de volume hippocampique, ce qui pourrait expliquer la spécificité des symptômes. Plusieurs études précédentes ont démontré l'efficacité de programmes d'intervention et d'entraînement de la mémoire dans le but d'améliorer les habilités cognitives et affectives. Par contre, ces programmes d'intervention n'ont pas été construits en fonction du rôle de l'hippocampe. Donc, un programme d'entraînement de la mémoire spatiale, axé spécifiquement sur l'hippocampe en utilisant la réalité virtuelle, a été développé au cours de plusieurs années. Dans le but de déterminer l'efficacité de ce programme, une batterie de tests neurologiques et comportementaux a été donnée à des participants avant et après avoir suivi le programme d'entraînement. Leurs résultats ont alors été comparés à ceux d'un groupe de sujets contrôles. Nos avons émis l'hypothèse que les participants du groupe expérimental seraient associés à de plus grandes améliorations que les participants du groupe contrôle, et que ces améliorations seraient spécifiques aux tests évaluant la mémoire spatiale ainsi que le fonctionnement hippocampique. D'après les résultats des tests et les rapports subjectifs, le programme d'entraînement a amené une amélioration marquée des habilités spa
Watson, Gareth A. "Virtual reality as a methodological tool for exploring learning and skill acquisition in applied domains". Thesis, Queen's University Belfast, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.534587.
Texto completoCURASMA, HERMINIO PAUCAR. "A TOOL FOR THE INTRODUCTION OF PROGRAMMING AND COMPUTATIONAL THINKING WITH MOTIVATION USING VIRTUAL REALITY". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=36299@1.
Texto completoCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
No nosso quotidiano ouvimos com frequência falar da importância das Tecnologias de Informação e Comunicação (TIC) pelos diversos atores sociais. A influência das TIC atravessa as diversas áreas da sociedade como: agricultura, serviços, comércio, indústria, investigação, entre outros. Se fizermos um raciocínio inverso será difícil nomearmos campos sociais que não sejam influenciados direta ou indiretamente pelas TIC. Além disso a demanda de trabalhadores em Computer Science e áreas relacionadas a STEM (Science, Technology, Engineering and Mathematics) está em aumento. É por isso mesmo que é importante que as crianças desde tenra idade se interessem pela tecnologia (Programação de computadores) e participem dela de uma forma divertida e lúdica. O presente trabalho propõe a criação de uma ferramenta de Realidade Virtual que permite que os estudantes aprendem conceitos básicos da programação e pensamento computacional tendo como finalidade que eles desfrutem da tecnologia e se sintam motivados em aprender mais. A ferramenta é uma Linguagem Visual de Programação. Os algoritmos são formados mediante a montagem de blocos-, resolvendo com isso um dos principais problemas dos estudantes que são os erros de sintaxe. Além disso a ferramenta traz consigo um conjunto de desafios ordenados por níveis, que têm como finalidade ensinar aos estudantes princípios básicos da programação e a lógica (programação sequencial, estrutura de dados repetitiva e condicional), onde em cada nível o aluno aprenderá as diferentes conceitos e comportamentos do pensamento computacional. Para as avaliações com os usuários se contou com a participação de 18 alunos com idades entre 12 e 15 anos provenientes de duas instituições públicas do Rio de Janeiro. Nestas avaliações considerou-se também medir a sensação de imersão mediante a Telepresença, Presença Social e Usabilidade.
Nowadays, we often hear about the importance of Information and Communication Technologies (ICT) by various social actors. The influence of ICT crosses the various areas of society as agriculture, services, trade, industry, research, among others. If we do an inverse reasoning, it will be difficult to name social fields that are not directly or indirectly influenced by ICTs. In addition, the demand for workers in Computer Science and areas related to the STEM (Science, Technology, Engineering, and Mathematics) is on the rise. That is why it is important to make the young person interested in technology (Computer programming) and participate in it in a fun and playful way. The present work proposes the creation of a Virtual Reality tool that allows students to learn basic concepts of programming and computational thinking with the purpose that they enjoy the technology and feel motivated to learn more. The tool is a Visual Programming Language; the algorithms are formed by block-assembly, thereby solving one of the students main problems, which are syntax errors. In addition, the tool brings with it a set of level-ordered challenges aimed at teaching students basic principles of programming and logic (sequential programming, repetitive and conditional data structure), where at each level the student will learn the different concepts and behaviors of computational thinking. For the evaluations with the users we counted on the participation of 18 students between 12 and 15 years old coming from two public institutions of Rio de Janeiro. In these evaluations it was also considered to measure the sensation of immersion through Telepresence, Social Presence and Usability.
Sanderson, Elizabeth Anne. "Evaluating the Use Of A Virtual Reality Patient Simulator an An Educational Tool In An Audiological Setting". Thesis, University of Canterbury. Communication Disorders, 2013. http://hdl.handle.net/10092/10368.
Texto completoNetto, Antonio Valerio. "Prototipação de um torno CNC utilizando realidade virtual". Universidade de São Paulo, 1998. http://www.teses.usp.br/teses/disponiveis/18/18135/tde-08012002-135526/.
Texto completoThe aim of this work is the developing of a procedure for the implementation of a CNC lathe prototype using virtual reality, focusing mainly in its interlocking system (functionality) and its geometrical model (physical design). This work starts with a revision about the using of VR in many areas including industry, and afterwards refers briefly on the programming structure and the justificative for the use of the virtual-environment-building tool used in this project. Thereafter it focus the virtual CNC lathing machines specifications and the proposed interlocking, with explanations for the steps used in the obtaining of the machines functional logic. Later on, are exposed the chosen procedure for the implementation of the virtual machine prototype and which were the steps used for the developing of the graphical model including the found solutions for the implementation of this interactive model. Finally, the work presents a brief report about the possibility of using this project in the virtual prototyping, training and product marketing areas, and also suggests a procedure for the development of a machine tool using virtual prototyping.
Li, Zhaoyi y n/a. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool". Griffith University. School of Information and Communication Technology, 2005. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20060731.121340.
Texto completoMai, Kristina Lynn. "Evaluation of PC-Based Virtual Reality as a Tool to Analyze Pedestrian Behavior at Midblock Crossings". DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1746.
Texto completoLi, Zhaoyi. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool". Thesis, Griffith University, 2005. http://hdl.handle.net/10072/366361.
Texto completoThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Full Text
Bawelkiewicz, Konrad Jack Mining Engineering Faculty of Engineering UNSW. "The development of a virtual reality self escape simulation tool for the purposes of training and assessment". Awarded by:University of New South Wales. Mining Engineering, 2005. http://handle.unsw.edu.au/1959.4/22304.
Texto completoRedfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems". Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.
Texto completoPh. D.
Prior, Anthony. "Real-time collaborative volumetric virtual sculpting with haptic force-feedback". University of Western Australia. School of Computer Science and Software Engineering, 2008. http://theses.library.uwa.edu.au/adt-WU2009.0002.
Texto completoMcLeod, Charles S. "Development of a toolkit for component-based automation systems". Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/12657.
Texto completoPulijala, Yeshwanth. "Learning through surgeon's eyes : design, development, and evaluation of an immersive virtual reality training tool for oral and maxillofacial surgery". Thesis, University of Huddersfield, 2017. http://eprints.hud.ac.uk/id/eprint/34446/.
Texto completoCarlew, Anne R. "The Virtual Classroom As a Tool for the Assessment of Automatic and Controlled Processing in Autism Spectrum Disorders". Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804860/.
Texto completoViala, Romain. "Towards a model-based decision support tool for stringed musical instruments making". Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD002.
Texto completoThis work proposes a methodology for the transfer of industrial and research domain methods toward arts and crafts domain. The virtual prototyping and mechanical characterization of materials are used for the stringed musical instruments making domain. The works is adressed to the guitar and violin making. This domain is historically driven by empricism and it is studied here using objective criteria. The main topic is the mechanical vibratory behaviour of musical instruments. Firstly, the mechanical behaviour of the material used (tonewood) is studied. A non-destructive methodology is proposed and applied on spruce and maple species. The reliability of the numerical models is studied by method usually used in industry and research, the verification and validation process. The models developed are used as a support for the study of complex phenomena in musical acoustics. Finally, the utilization of numerical method for a practical application in instrument making (decision support under uncertainties, geometric and material optimization) is proposed. The methodology for a transfer to art and crafts domain is discussed
Neugebauer, Reimund, Volker Wittstock, René Heinig, Tino Riedel y 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.
Texto completoPetersson, Frida y Charlotte Åkerlund. "Haptic Force Feedback Interaction for Planning in Maxillo-Facial Surgery". Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2036.
Texto completoNew Virtual Reality technologies provide the possibility of widening access to information in data. Haptics, the technology of touch, could be an interesting future aid and have large impact on medical applications. The use of haptic devices allows computer users to use their sense of touch, in order to feel virtual objects with a high degree of realism.
The aim of the thesis is to investigate the potential deployment and the benefits of using haptic force feedback instruments in maxillo-facial surgery. Based on a produced test application, the thesis includes suggested recommendations for future haptic implementations.
At the Department of Maxillo-Facial Surgery, at the Karolinska Hospital in Stockholm, Virtual Reality technologies are used as an aid to a limited extent during the production of physical medical models. The physical medical models are produced with Rapid Prototyping techniques. This process is examined and described in the thesis. Moreover, the future of the physical medical models is outlined, and a future alternative visualizing patient data in 3D and use haptics as an interaction tool, is described. Furthermore, we have examined the present use of haptic technology in medicine, and the benefits of using the technology as an aid for diagnostic and treatment planning.
Based on a presented literature study and an international outlook, we found that haptics could improve the management of medical models. The technology could be an aid, both for physical models as well as for virtual models. We found three different ways of implementing haptics in maxillo-facial surgery. A haptic system could be developed in order to only manage virtual medical models and be an alternative solution to the complete Rapid Prototyping process. A haptic system could serve as a software, handling the image processing and interfacing from a medical scanner to an Rapid Prototyping system. A haptic system could be developed as an alternative interaction tool, which could be implemented as an additional function in currently used image processing software, in order to improve the management of virtual medical models before the Rapid Prototyping process.
An implementation for planning and examination in maxillo-facial surgery, using haptic force feedback interaction, is developed and evaluated. The test implementation is underlying our aim of investigating the potential deployment and the benefits of using haptic force feedback instruments in maxillo-facial surgery.
After discussing the possible future of our implementation and the future of haptic force feedback in maxillo-facial surgery, a recommendation is given as a conclusion of our total work.
Neugebauer, Reimund, Volker Wittstock, René Heinig, Tino Riedel y Eckhart Wittstock. "VR-basierte Serviceanwendungen als Produkt im Werkzeugmaschinenbau". TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30513.
Texto completoSandberg, Staffan. "How do battery electric vehicle drivers behave in a range critical situation in VR when using a "guess-o-meter" vs a novel range management tool?" Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281696.
Texto completoBatterielbilar blir allt vanligare men når inte riktigt upp till samma nivå som bilar med förbränningsmotorer när det handlar om räckvidd och laddtid. Den kvarstående körsträckan som visas i elbilars instrumentpanel kan vara en instabil variabel och plötsligt sjunka med 10-20%, när man till exempel ökar hastigheten. Vilket kan leda till ett tillstånd som kallas räckviddsångest . Därav intresset för att undersöka i detalj hur förare agerar och tänker i scenarier där räckvidd är extra viktigt och bilens kvarstående körsträcka kan ändras drastiskt beroende på körstil. Sådana scenarier är problematiska att testa ute i trafiken av både praktiska och etiska skäl. I denna artikel, utan att placera någon i en verklig riskfylld situation, presenterar vi en studie där en bilsimulator i VR används för att testa ett kritiskt scenario där risken för att strömmen tar slut är stor. Två separata grupper (N=10) körde samma sträcka fast med olika instrumentpaneler. Där den ena är mer konventionell och endast visar kvarstående körsträcka. Medan den andra är mer originell och visar hur hastighet påverkar kvarstående körsträcka. Båda instrumentpanelerna tillåter föraren att ställa in hur långt man vill köra. Resultaten indikerar på att den originella instrumentpanelen tillåter en mer agil och adaptiv körstil, genom att byta mellan specifika hastigheter istället för att leta och gissa vilken hastighet som är optimal, vilket skedde med den konventionella instrumentpanelen. Men den kan även dölja andra faktorer som påverkar körsträckan, såsom acceleration och höjdskillnader. Vilket användare av den originella instrumentbrädan noterade i större utsträckning.
Abdel-Razek, Abdul-Rahman. "Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service". Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.
Texto completoNowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists