Rozprawy doktorskie na temat „3D Virtual Environment (3D VE)”
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Gledhill, Duke. "3D panoramic imaging for virtual environment construction". Thesis, University of Huddersfield, 2009. http://eprints.hud.ac.uk/id/eprint/6981/.
Pełny tekst źródłaSjöö, Patrick. "Mobile Virtual Reality Environment in Unity 3D". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-26496.
Pełny tekst źródłaJoliat, Nicholas D. (Nicholas David). "DoppelLab : spatialized data sonification in a 3D virtual environment". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85427.
Pełny tekst źródłaCataloged from PDF version of thesis.
Includes bibliographical references (pages 67-69).
This thesis explores new ways to communicate sensor data by combining spatialized sonification with data visualiation in a 3D virtual environment. A system for sonifying a space using spatialized recorded audio streams is designed, implemented, and integrated into an existing 3D graphical interface. Exploration of both real-time and archived data is enabled. In particular, algorithms for obfuscating audio to protect privacy, and for time-compressing audio to allow for exploration on diverse time scales are implemented. Synthesized data sonification in this context is also explored.
by Nicholas D. Joliat.
M. Eng.
Studeník, Pavel. "Interakce s objekty ve 3D prostoru". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-235408.
Pełny tekst źródłaMilvich, Michael Lazar. "JavaCAVE : A 3D immersive environment in Java". Thesis, Montana State University, 2004. http://etd.lib.montana.edu/etd/2004/milvich/MilvichM0805.pdf.
Pełny tekst źródłaKuželová, Ludmila. "Zobrazení 3D scény ve webovém prohlížeči". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236552.
Pełny tekst źródłaZeng, Xin. "Generation of a 3D virtual environment based on story descriptions". Thesis, University of Wolverhampton, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.435666.
Pełny tekst źródłaChamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools". Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.
Pełny tekst źródłaENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
Steed, Robin. "Cultural Competency Instruction in a 3D Virtual World". NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/315.
Pełny tekst źródłaNantes, Alfredo. "Computational approaches to the visual validation of 3D virtual environments". Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/48341/1/Alfredo_Nantes_Thesis.pdf.
Pełny tekst źródłaMiller, Thomas Erik. "Integrating realistic human group behaviors into a networked 3D virtual environment". Thesis, Monterey, California. Naval Postgraduate School, 2000. http://hdl.handle.net/10945/42176.
Pełny tekst źródłaNo PDF currently available
Virtual humans operating inside large-scale virtual environments (VE) are typically controlled as single entities. Coordination of group activity and movement is usually the responsibility of their real world human controllers. Georeferencing coordinate systems, single-precision versus double-precision number representation and network delay requirements make group operations difficult. Mounting multiple humans inside shared or single vehicles, (i.e. air-assault operations, mechanized infantry operations, or small boat/riverine operations) with high fidelity is often impossible. The approach taken in this thesis is to reengineer the DIS-Java-VRML Capture the Flag game geolocated at Fort Irwin, California to allow the inclusion of human entities. Human operators are given the capability of aggregating or mounting nonhuman entities for coordinated actions. Additionally, rapid content creation of human entities is addressed through the development of a native tag set for the Humanoid Animation (H-Anim) 1.1 Specification in Extensible 3D (X3D). Conventions are demonstrated for integrating the DIS-Java-VRML and H-Anim draft standards using either VRML97 or X3D encodings. The result of this work is an interface to aggregate and control articulated humans using an existing model with a standardized motion library in a networked virtual environment. Virtual human avatars can be mounted and unmounted from aggregation entities. Simple demonstration examples show coordinated tactical maneuver among multiple humans with and without vehicles. Live 3D visualization of animated humanoids on realistic terrain is then portrayed inside freely available web browsers.
Polydorou, Doros. "Immersion and interaction : creating virtual 3D worlds for stage performances". Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/6408.
Pełny tekst źródłaWang, Jia. "Hybrid and Coordinated 3D Interaction in Immersive Virtual Environments". Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-dissertations/226.
Pełny tekst źródłaLaflam, David W. "3D visualization of Theater-level Radio Communications using a networked virtual environment". Thesis, Monterey, California. Naval Postgraduate School, 2000. http://hdl.handle.net/10945/42175.
Pełny tekst źródłaNo PDF currently available
The military is heavily reliant on the transfer of information among various networks in day-to-day operations. Radio-based communications networks that support this volume of information are complex, difficult to manage, and change frequently. Communications network planners need a way to clearly visualize and communicate mobile operational network capabilities, particularly to network users. By using the DJS-Java-VRML simulation and modeling toolkit, visualizations of radio-frequency energy and radio path- profiling data can be quickly generated as 3D models. These animated 3D visualizations can be loaded into a networked virtual environment, so that communications planners can detect a variety of problems such as radio frequency interference and gaps in coverage. Planners can also brief senior staff, plan within their own staff, and collaborate with communications staff planners in distant locations using such virtual environments. DIS-Java-VRML visualization tools can provide a clear picture of the battle space with respect to the deployed communications architecture. The prototypes presented in this thesis demonstrate the ability to generate a shared visualization that can show a radio communications network in 3D. Such dynamic visualizations increase communications planning information bandwidth and yield more intuitive ways of presenting information to users. Higher information density in a more intuitive format enables better understanding with quicker reaction times. This thesis and the visualization tool discussed provide the foundation for fundamental improvements in visualizing radio communications environments.
Smith, A. "A web-based 3D virtual environment for managing large volumes of imagery data". Thesis, Swansea University, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.639078.
Pełny tekst źródła魯葉大 i Yip-tai Darryl Lo. "A study of a 3D virtual learning environment in education: active world Eduverse". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256405.
Pełny tekst źródłaBalaa, Eliane. "Study of the interaction with a virtual 3D environment displayed on a smartphone". Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30134.
Pełny tekst źródła3D Virtual Environments (3D VE) are more and more used in different applications such as CAD, games, or teleoperation. Due to the improvement of smartphones hardware performance, 3D applications were also introduced to mobile devices. In addition, smartphones provide new computing capabilities far beyond the traditional voice communication. They are permitted by the variety of built-in sensors and the internet connectivity. In consequence, interesting 3D applications can be designed by enabling the device capabilities to interact in a 3D VE. Due to the fact that smartphones have small and flat screens and that a 3D VE is wide and dense with a large number of targets of various sizes, mobile devices present some constraints in interacting on the 3D VE like: the environment density, the depth of targets and the occlusion. The selection task faces these three problems to select a target. In addition, the selection task can be decomposed into three subtasks: Navigation, Pointing and Validation. In consequence, researchers in 3D virtual environment have developed new techniques and metaphors for 3D interaction to improve 3D application usability on mobile devices, to support the selection task and to face the problems or factors affecting selection performance. In light of these considerations, this thesis exposes a state of the art of the existing selection techniques in 3D VE and the selection techniques on smartphones. It exposes the selection techniques in 3D VE structured around the selection subtasks: navigation, pointing and validation. Moreover, it describes disambiguation techniques providing the selection of a target from a set of pre-selected objects. Afterward, it exposes some interaction techniques described in literature and designed for implementation on Smartphone. These techniques are divided into two groups: techniques performing two-dimensional selection tasks on smartphones, and techniques performing three-dimensional selection tasks on smartphones. Finally, we expose techniques that used the smartphone as an input device. Then, we will discuss the problematic of selecting in 3D VE displayed on a Smartphone. It exposes the three identified selection problems: the environment density, the depth of targets and the occlusion. Afterward, it establishes the enhancement offered by each existing technique in solving the selection problems. It analysis the assets proposed by different techniques, the way they eliminates the problems, their advantages and their inconvenient. Furthermore, it illustrates the classification of the selection techniques for 3D VE according to the three discussed problems (density, depth and occlusion) affecting the selection performance in a dense 3D VE. Except for video games, the use of 3D virtual environment (3D VE) on Smartphone has not yet been popularized. This is due to the lack of interaction techniques to interact with a dense 3D VE composed of many objects close to each other and displayed on a small and flat screen and the selection problems to display the 3D VE on a small screen rather on a large screen. Accordingly, this thesis focuses on defining and describing the fruit of this study: DichotoZoom interaction technique. It compares and evaluates the proposed technique to the Circulation technique, suggested by the literature. The comparative analysis shows the effectiveness of DichotoZoom technique compared to its counterpart. Then, DichotoZoom was evaluated in different modalities of interaction available on Smartphones. It reports on the performance of the proposed selection technique based on the following four interaction modalities: using physical buttons, using graphical buttons, using gestural interactions via touchscreen or moving the device itself. Finally, this thesis lists our contributions to the field of 3D interaction techniques used in a dense 3D virtual environment displayed on small screens and proposes some future works
Lo, Yip-tai Darryl. "A study of a 3D virtual learning environment in education : active world Eduverse /". Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25148369.
Pełny tekst źródłaYeh, Andy Ju-Chih. "Knowledge construction of 3D geometry in virtual reality microworlds". Queensland University of Technology, 2007. http://eprints.qut.edu.au/16648/.
Pełny tekst źródłaYeh, Andy Ju Chih. "Knowledge construction of 3D geometry in virtual reality microworlds". Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16648/1/Andy_Ju-Chih_Yeh_Thesis.pdf.
Pełny tekst źródłaMíchal, Vít. "3D video browser". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-235486.
Pełny tekst źródłaRamesh, Ashwin. "Stiffness Perception in a Virtual Environment". Thesis, KTH, Maskinkonstruktion (Inst.), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-99310.
Pełny tekst źródłaAvsikten med denna rapport är att beskriva utvecklingen av en virtuell miljö för att med hjälp av en haptisk utrustning (Omega 7) studera och analysera kraftåterkoppling under varierande dynamiska förhållanden. Haptisk återkoppling från virtuella objekt har utvecklats för detta ändamål. Målet med projektet är att med hjälp av utvecklat system genomföra experiment för att studera hur försökspersoner kan hantera bristande överensstämmelse mellan visuell och proprioceptiv återkoppling. Studien avser också kognitiv karaktärisering av mänsklig interaktion med ett virtuellt objekt, speciellt med fokus på objektets styvhet. Detta bedöms vara relevant inom rehabiliteringsområdet eftersom en virtuell verklighet i kombination med haptisk återkoppling möjliggör full kontroll över, och registrering av, hur interaktionen sker. Av speciellt intresse är att studera hur rörelse i, och kraftåterkoppling från den virtuella miljön påverkar vår upplevelse av densamma. För utveckling av den virtuella miljön har CHAI 3D använts. CHAI 3D är ett C++ bibliotek med öppen källkod avsedd för realtidssimulering av haptisk återkoppling och visualisering.
Waly, Ahmed Fathi. "A Virtual Construction Environment (VCE) for Macro Planning". Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28068.
Pełny tekst źródłaPh. D.
McIntire, John Paul. "Visual Search Performance in a Dynamic Environment with 3D Auditory Cues". Wright State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=wright1175611457.
Pełny tekst źródłaForgione, Thomas. "Transmission adaptative de modèles 3D massifs". Thesis, Toulouse, INPT, 2019. http://www.theses.fr/2019INPT0114.
Pełny tekst źródłaWith the advances in 3D models editing and 3D reconstruction techniques, more and more 3D models are available and their quality is increasing. Furthermore, the support of 3D visualisation on the web has become standard during the last years. A major challenge is thus to deliver these remote heavy models and to allow users to visualize and navigate in these virtual environments. This thesis focuses on 3D content streaming and interaction, and proposes three major contributions. First, we develop a 3D scene navigation interface with bookmarks -- small virtual objects added to the scene that the user can click on to ease reaching a recommended location. We describe a user study where participants navigate in 3D scenes with and without bookmarks. We show that users navigate (and accomplish a given task) faster when using bookmarks. However, this faster navigation has a drawback on the streaming performance: a user who moves faster in a scene requires higher streaming capabilities in order to enjoy the same quality of service. This drawback can be mitigated using the fact that bookmarks positions are known in advance: by ordering the faces of the 3D model according to their visibility at a bookmark, we optimize the streaming and thus, decrease the latency when users click on bookmarks. Secondly, we propose an adaptation of Dynamic Adaptive Streaming over HTTP (DASH), the video streaming standard, to 3D textured meshes streaming. To do so, we partition the scene into a k-d tree where each cell corresponds to a DASH adaptation set. Each cell is further divided into DASH segments of a fixed number of faces, grouping together faces of similar areas. Each texture is indexed in its own adaptation set, and multiple DASH representations are available for different resolutions of the textures. All the metadata (the cells of the k-d tree, the resolutions of the textures, etc.) is encoded in the Media Presentation Description (MPD): an XML file that DASH uses to index content. Thus, our framework inherits DASH scalability. We then propose clients capable of evaluating the usefulness of each chunk of data depending on their viewpoint, and streaming policies that decide which chunks to download. Finally, we investigate the setting of 3D streaming and navigation on mobile devices. We integrate bookmarks in our 3D version of DASH and propose an improved version of our DASH client that benefits from bookmarks. A user study shows that with our dedicated bookmark streaming policy, bookmarks are more likely to be clicked on, enhancing both users quality of service and quality of experience
Shiratuddin, Mohd Fairuz. "Framework for Context-Aware Information Processing for Design Review in a Virtual Environment". Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/26311.
Pełny tekst źródłaPh. D.
Nilsson, David. "Implementing virtual sets in a 2D environment : A study in how to efficiently integrate 3D virtual sets with photos". Thesis, Umeå universitet, Institutionen för informatik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-37249.
Pełny tekst źródłaDasgupta, Sumantra. "Reconstruction of 3D rigid body motion in a virtual environment from a 2D image sequence". Thesis, [College Station, Tex. : Texas A&M University, 2004. http://hdl.handle.net/1969.1/469.
Pełny tekst źródła"Major Subject: Electrical Engineering" Title from author supplied metadata (record created on Jul. 18, 2005.) Vita. Abstract. Includes bibliographical references.
Jaime, Mérida Carlos. "Simulation of AGVs in MATLAB : Virtual 3D environment for testing different AGV kinematics and algorithms". Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18561.
Pełny tekst źródłaPazdera, Michal. "Uživatelské rozhraní pro práci s počítačem ve virtuální realitě". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255484.
Pełny tekst źródłaChard, Susan M. "Building a virtual classroom : an education environment for the internet generation". Thesis, Curtin University, 2011. http://hdl.handle.net/20.500.11937/491.
Pełny tekst źródłaCherenkova, Nina. "Educational games within fully immersive 3D virtual reality environment and assessment of user's possible learning outcomes". Thesis, University of Reading, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.606368.
Pełny tekst źródłaZhong, Ying. "iVirtualWorld: A Domain-Oriented End-User Development Environment for Building 3D Virtual Chemistry Experiments". Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1364899801.
Pełny tekst źródłaDavoli, Mario. "Cellular phone network service prototyping direct manipulation 3D virtual environment for design, training, marketing and documentation /". Swinburne Research Bank, 2001. http://hdl.handle.net/1959.3/22429.
Pełny tekst źródłaSubmitted for the degree of Doctor of Philosophy, Swinburne University of Technology - 2001. Typescript. Includes bibliographical references (p. 120-128).
D’, Alba Adriana. "Analyzing Visitors’ Discourse, Attitudes, Perceptions, and Knowledge Acquisition in an Art Museum Tour After Using a 3D Virtual Environment". Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc115062/.
Pełny tekst źródłaAugustsson, 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.
Pełny tekst źródłaDenna 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.
Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning". Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.
Pełny tekst źródłaMaster 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.
Bush, Zachary. "Calvary". Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/74398.
Pełny tekst źródłaMaster of Fine Arts
Marcelino, Roderval. "Ambiente virtual de aprendizagem integrado a mundo virtual 3D e a experimento remoto aplicados ao tema resistência dos materiais". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/27926.
Pełny tekst źródłaEveryday we are living with new information of technology. The new generation are being called “digital natives”, this means that they were born embedded a high tech world. The distances each day shorter and world each day more “globalized”. The use of New Information and Communication Technology (ICT´s) is a challenge to the humanity when the goal is education. This paper represents a try to submit the ICT´s in the university studies as a way to flexible the learning to scientific and technologic areas. Once more we are living with the evasion in engineering courses, mainly because the math subjects. This thesis shows the developing of a technologic framework to support the classroom learning through 3D virtual learning environment. This environment based in a free software, simulates the reality of a classroom and can be the new frontier XXI century student. The concept of immersion is applied. Beyond this, integrated in this 3D virtual environment, we have coupled a remote experiment that allows the student perform the practical activities of elasticity module involving fundamental concepts of mechanical conformation. To the accomplishment of this thesis a remote experimentation lab was build and many technologies resources was used, such as: linux server, integrated compute network, microservers (MSW), electronic interfaces, step motors, software like opensimulator, sloodle and moodle. To consolidate the work, proposal evaluation was applied correlating the cognitive abilities of the students (VARK questionnaire), questionnaire for assessing student satisfaction and the student score when they were involved in virtual class and remote experimentation.
Masotti, Nicola. "Progettazione e sviluppo di un RVE (Reconfigurable Virtual Environment) per applicazioni nei settori dell’ingegneria industriale". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5225/.
Pełny tekst źródłaWozniak, Peter. "Range imaging based obstacle detection for virtual environment systems and interactive metaphor based signalization". Thesis, Strasbourg, 2019. http://www.theses.fr/2019STRAD013/document.
Pełny tekst źródłaWith this generation of devices, virtual reality (VR) has actually made it into the living rooms of end-users. These devices feature 6 degrees of freedom tracking, allowing them to move naturally in virtual worlds. However, for a natural locomotion in the virtual, one needs a corresponding free space in the real environment. The available space is often limited. Objects of daily life can quickly become obstacles for VR users if they are not cleared away. The currently available systems offer only rudimentary assistance for this problem. There is no detection of potentially dangerous objects. This thesis shows how obstacles can be detected automatically with range imaging cameras and how users can be effectively warned about them in the virtual environment. 4 visual metaphors were evaluated with the help of a user study
Nyman, Jonas. "Faster Environment Modelling and Integration into Virtual Reality Simulations". Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19800.
Pełny tekst źródłaGalyen, Krista D. "Characterizing Performance via Behavior Co-occurrences in a 3D Collaborative Virtual Learning Environment| An Exploratory Study of Performance and Design". Thesis, University of Missouri - Columbia, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13877143.
Pełny tekst źródłaThe iSocial 3D CVLE is an innovative design for addressing special needs at a distance that require social and active learning. This exploratory retrospective case study explored innovative methods of analyzing co-occurrences of behavior to gain insight into understanding and evaluating student performance and 3D CVLE design. Visualization techniques were employed to model student behavior within similarly structured activities. Linear mixed models revealed that student performance significantly differed across environments. In addition, environmental design attributes were identified through qualitative memos. General behavior patterns were associated with design environment attributes, warranting further study.
Bergé, Louis-Pierre. "Couplage de techniques d'interaction avancées avec des environnements virtuels 3D interactifs". Thesis, Toulouse 3, 2015. http://www.theses.fr/2015TOU30136/document.
Pełny tekst źródłaThe work of this thesis fit on the boundary between two complementary research areas: the field of 3D Virtual Environment (3DVE) from Computer Graphics (CG) and Virtual Reality (RV) and the field of Human-Computer Interaction (HCI). They rely on three assessments. Firstly, we observe that 3DVE takes more importance in our daily life (video games, serious games, e-commerce, museums, through the web and on mobile devices). Secondly, HCI becomes more complex with the emergence of advance forms of interaction like ambient computing, tangible interaction or spatial and gestural interactions. This evolution goes along with a diversification of devices (3D mouse, the Wiimote, the Kinect or the Leap Motion). Thirdly, the design of interaction techniques with 3DVE brings up some different considerations taken into account by the communities in the field of 3DVE and HCI. Therefore, take advantage of the latest considerations of EV3D communities (metaphors, quality of 3D interaction) and HCI (advance forms of interaction) results in the need to develop the coupling between advance forms of interaction techniques and EV3D. In this context, the objective of this thesis work is to contribute to the development of interactive 3D environments in multiple situations, including large audience situations. The approach we developed aimed to create a bridge between 3D and HCI design considerations. We intend to improve the coupling of advance interaction techniques with interactive 3D virtual environment. After analyzing methods for the design of interaction techniques for 3DVE, a first contribution consists in a design framework of 3D interaction. This framework aggregates design issues stem from 3D and HCI and help the designer to identify several elements involve in the coupling of interaction with a 3DVE. This design framework is based on the analysis of the links between user tasks and elements of the 3DVE impacted by these tasks. In order to precisely characterize each link, we have introduced the 3DIM (3D Interaction Modality) notation that describes the characteristics of the different elements constituting a "3D Interaction Modality" for the accomplishment of a user's interaction task in a 3DVE. We have grouped these elements into six blocks: the user, the physical actions, the physical objects, the input devices, the 3D behaviors and the 3D interactive objects. We complete our framework with analytical properties for guiding the designer and provide descriptive, evaluative and generative power at our conceptual model of advanced interaction techniques for 3DVE. Collaborating with the Museum of "Le Pic du Midi" observatory in France, we used our framework to design and implement tangible interaction and technique based on smartphone usage. Museum visitors can use these techniques in a 3DVE of the "Telescope Bernard Lyot" to explore and understand its functioning. We have conducted three users' studies in order to explore the design space of using a smartphone to interact with 3DVE. We used the smartphone in different ways to navigate, select and manipulate a 3D object displayed on a large remote screen. We explored several design solutions with a smartphone as a touch device, as a tangible object or mid-air interaction around the device
Monzel, Daniel Robert. "Fabricated Preservation". Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98492.
Pełny tekst źródłaMaster of Fine Arts
Fabricated Preservation examines how an environment can play a crucial role in a narrative. An environmental story was created that centers around a fictional character, influenced by a close friend's life. Virtual reality was used to allow the audience to immerse themselves more within a virtual bedroom environment, using virtual props to convey the personality of the character. A fictional genealogy company called The Fifth Turning was also created to convey that environmental story through a different perspective to the audience. There are two main stories that go hand in hand with this experience: the primary story is the life of a college girl in the 1990s. The secondary story is of the fictional company, the Fifth Turning, which uses time travel technology to access the bedroom environment of the college girl to obtain more personalized genealogy information.
Chen, Jian. "Design and Evaluation of Domain-Specific Interaction Techniques in the AEC Domain for Immersive Virtual Environments". Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/29490.
Pełny tekst źródłaPh. D.
Webb, Natalie. "Envisioning 3D learning environments in environmental education: an exploration of the Konza Prairie". Kansas State University, 2015. http://hdl.handle.net/2097/19033.
Pełny tekst źródłaLandscape Architecture/Regional and Community Planning
Howard D. Hahn
“There is an alarming gap between awareness and action on [environmental issues]” (Sheppard, 2005). Public awareness of how to cope and change with these issues is lacking (Sheppard, 2004; Nicholson-Cole, 2005; Dockerty et al., 2005), but new visualization technologies can begin to bridge the gap through environmental education. Environmental education focuses on the user exploring an environment, environmental issues, problem solving and ways to mitigate these issues. While the younger generations (middle to high school students) are much more aware of current and future environmental issues than older generations, the solutions to these problems may not be so apparent. By combining the need to educate young adults about climate change, regional ecosystem climate mitigation, and ecological management for technologically driven youth, middle and high school students can better understand their environment’s impact on climate-change regulation. Through literature synthesis, documentation of existing visualization exhibits and technologies, and preliminary technology exploration, a production process, criteria, framework, and technology recommendations were established. These components informed the final storyboards, which visually organized a proposal to build a 3D learning environment focused on the Konza Prairie and its ecological management practices.
Olsson, Mathias, i Malin Waldebjer. "Användbarhet och begränsad navigation i en interaktiv 3D-miljö : Inredningsverktyg för MIOs möbler". Thesis, University of Kalmar, School of Communication and Design, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-576.
Pełny tekst źródłaDet har blivit allt mer populärt på senare tid med inredning av hemmet, och det finns idag stora möjligheter med virtuell 3D, vilket gör projektet relevant för tiden vi lever i. Projektet handlar om att skapa en första prototyp av en möblerbar 3D-miljö med tillhörande användarvänligt gränssnitt som ska kunna användas i Mios varuhus. Prototypen bygger på två demofilmer av applikationen där gränssnittet och användarens interaktionsmöjligheter har visualiserats i en vanlig skärm, och 3D-miljön i en 3D-skärm, dessa har sedan synkats med varandra för att ge ett helhetsintryck av applikationen. Gränssnittet skulle vara så pass användarvänligt att Mios kunder själva skulle kunna använda applikationen och med hjälp av speciella 3D-skärmar och renderingstekniker skulle miljön framstå som verklig. Projektet startade med en förstudie, med intervjuer och research. Teorier kring användarvänlighet, virtuell verklighet och framtagning av målgrupp togs fram som grund för arbetet. Teorier kring användarvänlighet tillsammans med ett scenario gjorde att gränssnittet kunde utvecklas utifrån användarvänlig design. Prototypen har presenterats för användare, resultaten tyder på att intresset var stort både bland Mios kunder och anställda på varuhuset i Kalmar. Resultaten från enkäterna bidrog också med information för en framtida utveckling av applikationen. Även användarvänligheten styrktes i enkätsvaren. 3D-miljön som skapades innehöll ett djup och kunde enligt presentationen på användare kunde förklaras som att den upplevdes som verklig.
We are becoming more interested in furnishing in our homes, and there is big opportunities with Virtual 3D, which makes this project relevant for the time we live in. The project is about making a first prototype of a furnish-able 3D environment with integrated user friendly interface to be trailed by Mio for use in their shops. The prototype builds on two demonstration movies of the application where the interface and the users interaction options has been visualized in a standard LCD computer monitor and are synchronized with a 3D environment showing in an auto stereoscopic display. The interface was designed to be user friendly so that Mio´s customer themselves should be able to use the application and with help of special 3D-monitors and rendering techniques the environment should be experienced as in reality. The project started with a feasibility study with interviews and research. Theories taken as the basis for the project were about usability, virtual reality and how to find the right users. Theories around usability together with a scenario made it possible to develop the interface from a user friendly point of view. The prototype has been presented to users, the result indicates that there was a big interest for both the customers of Mio and the employees of Mio in Kalmar. The result from the presentation also contributed to information aiding development of the application in the future. Even the usability was improved by the results of the presentation. The 3D environment that was made contained a depth dimension and according to the user results, it could be described as a real experience.
Hossain, SK Alamgir. "Design and Development of a Framework to Bridge the Gap Between Real and Virtual". Thèse, Université d'Ottawa / University of Ottawa, 2011. http://hdl.handle.net/10393/20346.
Pełny tekst źródłaLee, Chin Siong. "NPS AUV workbench: collaborative environment for autonomous underwater vehicles (AUV) mission planning and 3D visualization". Thesis, Monterey, California. Naval Postgraduate School, 2004. http://hdl.handle.net/10945/1658.
Pełny tekst źródłaalities. The extensible Markup Language (XML) is used for data storage and message exchange, Extensible 3D (X3D) Graphics for visualization and XML Schema-based Binary Compression (XSBC) for data compression. The AUV Workbench provides an intuitive cross-platform-capable tool with extensibility to provide for future enhancements such as agent-based control, asynchronous reporting and communication, loss-free message compression and built-in support for mission data archiving. This thesis also investigates the Jabber instant messaging protocol, showing its suitability for text and file messaging in a tactical environment. Exemplars show that the XML backbone of this open-source technology can be leveraged to enable both human and agent messaging with improvements over current systems. Integrated Jabber instant messaging support makes the NPS AUV Workbench the first custom application supporting XML Tactical Chat (XTC). Results demonstrate that the AUV Workbench provides a capable testbed for diverse AUV technologies, assisting in the development of traditional single-vehicle operations and agent-based multiple-vehicle methodologies. The flexible design of the Workbench further encourages integration of new extensions to serve operational needs. Exemplars demonstrate how in-mission and post-mission event monitoring by human operators can be achieved via simple web page, standard clients or custom instant messaging client. Finally, the AUV Workbench's potential as a tool in the development of multiple-AUV tactics and doctrine is discussed.
Civilian, Singapore Defence Science and Technology Agency