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1

Gledhill, Duke. "3D panoramic imaging for virtual environment construction". Thesis, University of Huddersfield, 2009. http://eprints.hud.ac.uk/id/eprint/6981/.

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The project is concerned with the development of algorithms for the creation of photo-realistic 3D virtual environments, overcoming problems in mosaicing, colour and lighting changes, correspondence search speed and correspondence errors due to lack of surface texture. A number of related new algorithms have been investigated for image stitching, content based colour correction and efficient 3D surface reconstruction. All of the investigations were undertaken by using multiple views from normal digital cameras, web cameras and a ”one-shot” panoramic system. In the process of 3D reconstruction a new interest points based mosaicing method, a new interest points based colour correction method, a new hybrid feature and area based correspondence constraint and a new structured light based 3D reconstruction method have been investigated. The major contributions and results can be summarised as follows: • A new interest point based image stitching method has been proposed and investigated. The robustness of interest points has been tested and evaluated. Interest points have been proved robust to changes in lighting, viewpoint, rotation and scale. • A new interest point based method for colour correction has been proposed and investigated. The results of linear and linear plus affine colour transforms have proved more accurate than traditional diagonal transforms in accurately matching colours in panoramic images. • A new structured light based method for correspondence point based 3D reconstruction has been proposed and investigated. The method has been proved to increase the accuracy of the correspondence search for areas with low texture. Correspondence speed has also been increased with a new hybrid feature and area based correspondence search constraint. • Based on the investigation, a software framework has been developed for image based 3D virtual environment construction. The GUI includes abilities for importing images, colour correction, mosaicing, 3D surface reconstruction, texture recovery and visualisation. • 11 research papers have been published.
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Sjöö, 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.

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This report is a contribution to an existing research project, which works on supporting motion capture actors by improving their immersion and experiences through an augmented reality setup. The problem definition is that a motion capture studio, up to now, does not provide a large scenery for an actor. A motion capture scene is made almost entirely out of props and actors wearing motion capture (mocap) suits. To set the stage and environment there is usually a director explaining what the props are and what the situation is. The rest lies in the hands of the actors to imagine the scene. This project provided the controls for viewing a virtual environment using a smartphone with an Android operating system. The result was an application containing a virtual world that the user could look and walk around in using the smartphone's gyroscope and accelerometer respectively. This shall help the actor to get a better view of the surrounding world in which he or she is supposed to act in. The phone was connected to a pico projector and both devices were mounted on the user's head to get all needed input such as turning, tilting and physical movements. The phone can also be mounted in several positions which can be changed in real time. Some user testing was made to see how users handled the devices and what they thought of the application.
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Joliat, 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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged 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.
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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.

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This thesis is focused on interaction with object in 3D environment. For detection of user is used the Microsoft Kinect device. Interaction is based on touchless control which is inspirated by reality.  Behaviour of designed solution is researched in experiments and some application is created for demonstration of functionality.
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Milvich, Michael Lazar. "JavaCAVE : A 3D immersive environment in Java". Thesis, Montana State University, 2004. http://etd.lib.montana.edu/etd/2004/milvich/MilvichM0805.pdf.

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Kuželová, 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.

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The thesis deals with the creation of a three-dimensional virtual view with the use of the new WebGL standard in combination with O3D javascript framework. The result is freely available web application which generates a virtual tour of sent series of photographs. Afterwards, the photographs are processed by the server, which on the basis of found corresponding points creates 3D scene. The application is based on a freeware application Bundler [40] which is used for identifying 3D points in uploaded photographs and related cameras (the places from which the photographs were taken). Bundler outputs are processed by Jetty web server with the use of Java script. At this point, all data required for the creation of a view are gathered. The display of the final result is then realized via HTML5, CSS, WebGL and Javascript using O3D.
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Zeng, 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.

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Chamberlain, 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.

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Thesis (MSc (Computer Science))--University of Stellenbosch, 2009.
ENGLISH 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.
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Steed, Robin. "Cultural Competency Instruction in a 3D Virtual World". NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/315.

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Approximately one third of the population of Louisiana is African American. According to federal reports, Blacks in Louisiana receive a poorer quality of healthcare compared to the White population. Occupational therapy is a profession of predominately White, middle class females who report in surveys that they are not adequately prepared to provide culturally sensitive care to minorities. Leaders in occupational therapy have suggested instruction in cultural competency as a way to remediate the gap in quality of healthcare services for African Americans. This pilot study examined the efficacy of providing thirteen Louisiana occupational therapists with an immersive cultural experience in the virtual 3D world of Second Life in an effort to bring about increased sensitivity towards the African American culture. The study employed a pre-test, post-test case study design using the Race Argument Scale and the Race Attitude Implicit Association Test as outcome measures. Analysis of quantitative post-test data indicated that some participants had negative attitudes towards African Americans that might affect interactions with minority clients and that the instruction in cultural competency did not significantly change these attitudes. Examination of the qualitative data collected during the instructional intervention supported this conclusion, although many occupational therapists stated that the intervention increased their awareness of the effects of discrimination on the health of African Americans.
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10

Nantes, 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.

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Virtual environments can provide, through digital games and online social interfaces, extremely exciting forms of interactive entertainment. Because of their capability in displaying and manipulating information in natural and intuitive ways, such environments have found extensive applications in decision support, education and training in the health and science domains amongst others. Currently, the burden of validating both the interactive functionality and visual consistency of a virtual environment content is entirely carried out by developers and play-testers. While considerable research has been conducted in assisting the design of virtual world content and mechanics, to date, only limited contributions have been made regarding the automatic testing of the underpinning graphics software and hardware. The aim of this thesis is to determine whether the correctness of the images generated by a virtual environment can be quantitatively defined, and automatically measured, in order to facilitate the validation of the content. In an attempt to provide an environment-independent definition of visual consistency, a number of classification approaches were developed. First, a novel model-based object description was proposed in order to enable reasoning about the color and geometry change of virtual entities during a play-session. From such an analysis, two view-based connectionist approaches were developed to map from geometry and color spaces to a single, environment-independent, geometric transformation space; we used such a mapping to predict the correct visualization of the scene. Finally, an appearance-based aliasing detector was developed to show how incorrectness too, can be quantified for debugging purposes. Since computer games heavily rely on the use of highly complex and interactive virtual worlds, they provide an excellent test bed against which to develop, calibrate and validate our techniques. Experiments were conducted on a game engine and other virtual worlds prototypes to determine the applicability and effectiveness of our algorithms. The results show that quantifying visual correctness in virtual scenes is a feasible enterprise, and that effective automatic bug detection can be performed through the techniques we have developed. We expect these techniques to find application in large 3D games and virtual world studios that require a scalable solution to testing their virtual world software and digital content.
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Miller, 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.

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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.
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12

Polydorou, Doros. "Immersion and interaction : creating virtual 3D worlds for stage performances". Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/6408.

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This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts. Two choreographic performance/installations are used as cases studies to demonstrate in practice the proposed methodologies. First, the interactive dance work Suna No Onna, created in collaboration with Birringer/Danjoux and the Dap Lab, investigates the use of interactive pre-rendered animations in a real time setting and in real time by incorporating wearable sensors in the performance. Secondly, the potentials offered by the sensor technology and real time rendering engines led to the “creation scene", a key scene in the choreographic installation UKIYO (Moveable Worlds). This thesis investigates the design, creation and interaction qualities of virtual 3d spaces by exploring the potentialities offered by a shared space, between an intelligent space and a dancer in a hybrid world. The methodology applied uses as a theoretical base the phenomenological approach of Merleau-Ponty and Mark Hansen‟s mixed reality paradigm proposing the concept of the “space schema", a system which replicates and embeds proprioception, perception and motility into the space fabric offering a world which “lives”, functions and interacts with the performer. The outcome of the research is the generation of an interactive, non-linear, randomized 3d virtual space that collaborates with a technologically embedded performer in creating a 3d world which evolves and transforms, driven by the performer‟s intention and agency. This research contributes to the field of interactive performance art by making transparent the methodology, the instruments and the code used, in a non-technical terminology, making it accessible for both team members with less technological expertise as well as artists aspiring to engage interactive 3d media promoting further experimentation and conceptual discussions.
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Wang, Jia. "Hybrid and Coordinated 3D Interaction in Immersive Virtual Environments". Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-dissertations/226.

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Through immersive stereoscopic displays and natural user interfaces, virtual reality (VR) is capable of offering the user a sense of presence in the virtual space, and has been long expected to revolutionize how people interact with virtual content in various application scenarios. However, with many technical challenges solved over the last three decades to bring low cost and high fidelity to VR experiences, we still do not see VR technology used frequently in many seemingly suitable applications. Part of this is due to the lack of expressiveness and efficiency of traditional “simple and reality-based� 3D user interfaces (3DUIs). The challenge is especially obvious when complex interaction tasks with diverse requirements are involved, such as editing virtual objects from multiple scales, angles, perspectives, reference frames, and dimensions. A common approach to overcome such problems is through hybrid user interface (HUI) systems that combine complementary interface elements to leverage their strengths. Based on this method, the first contribution of this dissertation is the proposal of Force Extension, an interaction technique that seamlessly integrates position-controlled touch and rate-controlled force input for efficient multi-touch interaction in virtual environments. Using carefully designed mapping functions, it is capable of offering fluid transitions between the two contexts, as well as simulating shear force input realistically for multi-touch gestures. The second contribution extends the HUI concept into immersive VR by introducing a Hybrid Virtual Environment (HVE) level editing system that combines a tablet and a Head-Mounted Display (HMD). The HVE system improves user performance and experience in complex high-level world editing tasks by using a “World-In-Miniature� and 2D GUI rendered on a multi-touch tablet device to compensate for the interaction limitations of a traditional HMD- and wand-based VR system. The concept of Interaction Context (IC) is introduced to explain the relationship between tablet interaction and the immersive interaction, and four coordination mechanisms are proposed to keep the perceptual, functional, and cognitive flow continuous during IC transitions. To offer intuitive and realistic interaction experiences, most immersive 3DUIs are centered on the user’s virtual avatar, and obey the same physics rules of the real world. However, this design paradigm also employs unnecessary limitations that hinders the performance of certain tasks, such as selecting objects in cluttered space, manipulating objects in six degrees of freedom, and inspecting remote spaces. The third contribution of this dissertation proposes the Object Impersonation technique, which breaks the common assumption that one can only immerse in the VE from a single avatar, and allows the user to impersonate objects in the VE and interact from their perspectives and reference frames. This hybrid solution of avatar- and object-based interaction blurs the line between travel and object selection, creating a unique cross-task interaction experience in the immersive environment. Many traditional 3DUIs in immersive VR use simple and intuitive interaction paradigms derived from real world metaphors. But they can be just as limiting and ineffective as in the real world. Using the coordinated HUI or HVE systems presented in this dissertation, one can benefit from the complementary advantages of multiple heterogeneous interfaces (Force Extension), VE representations (HVE Level Editor), and interaction techniques (Object Impersonation). This advances traditional 3D interaction into the more powerful hybrid space, and allows future VR systems to be applied in more application scenarios to provide not only presence, but also improved productivity in people’s everyday tasks.
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Laflam, 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.

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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.
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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.

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This thesis proposes a novel concept for managing large volumes of imagery data through a web-based 3D virtual environment, and describes the development of a prototype system for demonstrate the feasibility of this concept. The system, called Vista, allows users to upload imagery data (such as images, videos and presentations) through a web browser, and the data are automatically placed into virtual galleries, cinemas and studios. The environment modifies itself dynamically to accommodate addition and deletion of imagery data. The system empowers ordinary users to utilise the Internet as a global data repository and showplace and provides an intuitive and stimulating way to visualise and explore large volumes of imagery data. It removes the burden of non-trivial management of large volumes of data, including ontological organisation of users files and geometrical design of the virtual environment. Several advanced interaction techniques have been developed to support such a virtual environment. In particular, the concept of treemaps has been adapted to provide global view of a virtual environment, resulting in a new visual representation, warped treemap, which has been used as a navigation atlas. Many adaptive features have been incorporated into the prototypes for improving the general usability and reducing users cognitive loading. In addition, several interesting and useful metaphors, such as virtual archives and space-warp zones have been introduced. Such a technology not only offers users a novel and intuitive experience of interacting with computers, but also provides a convenient tool for managing huge volumes of data in a largely automatic manner. In addition, the use of the technology can be extended to other applications, including commercial sectors (e.g., housing), industrial sectors (e.g., inspection), health care (e.g., medical images) and public sectors (e.g., archiving and museums).
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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.

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Balaa, Eliane. "Study of the interaction with a virtual 3D environment displayed on a smartphone". Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30134.

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Les environnements virtuels à 3D (EV 3D) sont de plus en plus utilisés dans différentes applications telles que la CAO, les jeux ou la téléopération. L'évolution des performances matérielles des Smartphones a conduit à l'introduction des applications 3D sur les appareils mobiles. En outre, les Smartphones offrent de nouvelles capacités bien au-delà de la communication vocale traditionnelle qui sont consentis par l'intégrité d'une grande variété de capteurs et par la connectivité via Internet. En conséquence, plusieurs intéressantes applications 3D peuvent être conçues en permettant aux capacités de l'appareil d'interagir dans un EV 3D. Sachant que les Smartphones ont de petits et aplatis écrans et que EV 3D est large, dense et contenant un grand nombre de cibles de tailles différentes, les appareils mobiles présentent certaines contraintes d'interaction dans l'EV 3D comme : la densité de l'environnement, la profondeur de cibles et l'occlusion. La tâche de sélection fait face à ces trois problèmes pour sélectionner une cible. De plus, la tâche de sélection peut être décomposée en trois sous-tâches : la Navigation, le Pointage et la Validation. En conséquence, les chercheurs dans un environnement virtuel 3D ont développé de nouvelles techniques et métaphores pour l'interaction en 3D afin d'améliorer l'utilisation des applications 3D sur les appareils mobiles, de maintenir la tâche de sélection et de faire face aux problèmes ou facteurs affectant la performance de sélection. En tenant compte de ces considérations, cette thèse expose un état de l'art des techniques de sélection existantes dans un EV 3D et des techniques de sélection sur Smartphone. Il expose les techniques de sélection dans un EV 3D structurées autour des trois sous-tâches de sélection: navigation, pointage et validation. En outre, il décrit les techniques de désambiguïsation permettant de sélectionner une cible parmi un ensemble d'objets présélectionnés. Ultérieurement, il expose certaines techniques d'interaction décrites dans la littérature et conçues pour être implémenter sur un Smartphone. Ces techniques sont divisées en deux groupes : techniques effectuant des tâches de sélection bidimensionnelle sur un Smartphone et techniques exécutant des tâches de sélection tridimensionnelle sur un Smartphone. Enfin, nous exposons les techniques qui utilisaient le Smartphone comme un périphérique de saisie. Ensuite, nous discuterons la problématique de sélection dans un EV 3D affichée sur un Smartphone. Il expose les trois problèmes identifiés de sélection : la densité de l'environnement, la profondeur des cibles et l'occlusion. Ensuite, il établit l'amélioration offerte par chaque technique existante pour la résolution des problèmes de sélection. Il analyse les atouts proposés par les différentes techniques, la manière dont ils éliminent les problèmes, leurs avantages et leurs inconvénients. En outre, il illustre la classification des techniques de sélection pour un EV 3D en fonction des trois problèmes discutés (densité, profondeur et occlusion) affectant les performances de sélection dans un environnement dense à 3D. Hormis pour les jeux vidéo, l'utilisation d'environnement virtuel 3D sur Smartphone n'est pas encore démocratisée. Ceci est dû au manque de techniques d'interaction proposées pour interagir avec un dense EV 3D composé de nombreux objets proches les uns des autres et affichés sur un petit écran aplati et les problèmes de sélection pour afficher l' EV 3D sur un petit écran plutôt sur un grand écran. En conséquence, cette thèse se concentre sur la proposition et la description du fruit de cette étude : la technique d'interaction DichotoZoom. Elle compare et évalue la technique proposée à la technique de circulation suggérée par la littérature. L'analyse comparative montre l'efficacité de la technique DichotoZoom par rapport à sa contrepartie
3D 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
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18

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.

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19

Yeh, Andy Ju-Chih. "Knowledge construction of 3D geometry in virtual reality microworlds". Queensland University of Technology, 2007. http://eprints.qut.edu.au/16648/.

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The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research study. The research methodology employed was design experiments or design-based research. Informed by this methodology, the research design consisted of iterative cycles of developing/revising a conceptual framework, designing/prototyping a VRLE, enacting/evaluating the VRLE, and reflecting/redesigning the research. An initial conceptual framework was generated through extensive literature review to inform the design and evaluation of a VRLE. Based on the conceptual framework, a prototype VRLE named VRMath was then designed and implemented. The enactment and evaluation of VRMath consisted of two iterations. Iteration 1 (six hours/sessions with two students of Year 5 and 6) was conducted using the prototype VRMath (Yeh & Nason, 2004). Based on the findings from Iteration 1, nine learning activities were developed and research protocols (e.g., observation and interview) were revised for Iteration 2. Iteration 2 involved six primary school students (Year 4-5) for eight weeks (two hours/sessions per week). Findings from Iteration 2 confirmed and identified some usability issues of VRMath system and many new ways of thinking and doing 3D geometry when students interacted with VRMath. These have implications on the design of VRMath and the teaching and learning of 3D geometry within the VRMath environment. Justifications about the conceptual framework and students' learning within VRMath were made after the two iterations of enactment and evaluation. The learning activities and VRMath were also revised and redesigned for the preparation of future iterations. After a full cycle of the design-experiments, this research study concluded with a proto-theory (semiotic framework) for the design of and learning within VRLEs, and visions for using VRLEs in mathematic and technology education.
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20

Yeh, 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.

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The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research study. The research methodology employed was design experiments or design-based research. Informed by this methodology, the research design consisted of iterative cycles of developing/revising a conceptual framework, designing/prototyping a VRLE, enacting/evaluating the VRLE, and reflecting/redesigning the research. An initial conceptual framework was generated through extensive literature review to inform the design and evaluation of a VRLE. Based on the conceptual framework, a prototype VRLE named VRMath was then designed and implemented. The enactment and evaluation of VRMath consisted of two iterations. Iteration 1 (six hours/sessions with two students of Year 5 and 6) was conducted using the prototype VRMath (Yeh & Nason, 2004). Based on the findings from Iteration 1, nine learning activities were developed and research protocols (e.g., observation and interview) were revised for Iteration 2. Iteration 2 involved six primary school students (Year 4-5) for eight weeks (two hours/sessions per week). Findings from Iteration 2 confirmed and identified some usability issues of VRMath system and many new ways of thinking and doing 3D geometry when students interacted with VRMath. These have implications on the design of VRMath and the teaching and learning of 3D geometry within the VRMath environment. Justifications about the conceptual framework and students' learning within VRMath were made after the two iterations of enactment and evaluation. The learning activities and VRMath were also revised and redesigned for the preparation of future iterations. After a full cycle of the design-experiments, this research study concluded with a proto-theory (semiotic framework) for the design of and learning within VRLEs, and visions for using VRLEs in mathematic and technology education.
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21

Míchal, Vít. "3D video browser". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-235486.

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The aim of this project is to design and create application for the visualization of interconnected video data. Visualization takes place in 3D space and seeks to exploit its advantages (such as depth perception). This document contains survey to different categories of spatial user interfaces. In addition, includes three possible designs of user interfaces and control. Implementation details and made usability tests are also described. Application is implemented in C++ using Open Inventor. The document includes evaluation of the results and made tests.
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22

Ramesh, Ashwin. "Stiffness Perception in a Virtual Environment". Thesis, KTH, Maskinkonstruktion (Inst.), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-99310.

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This report is aimed at setting up a virtual environment to study and analyze the force feedback during varying dynamic conditions of the virtual environment with the help of a Haptic Device ( Omega.7 ). Adequate Haptic feedback with the virtual object is also implemented. The objective of the project is to perform experiments to study how the subject tries to elude a visioproprioceptive mismatch during robotically arbitrated manipulations in virtual reality when he/she instigates an action, and then to assess the results. The study is also aimed at cognitively characterizing interaction with a virtual object, focusing particularly on stiffness. This might be of relevance for the rehabilitation field, as Virtual Reality and Haptic feedback allows fully controlled interactions and monitoring of subjects’ performances and also to specifically scrutinize how movement and force feedback influence our perception of the virtual environment. In order to set up the virtual environment, CHAI 3D is used, which is an open source set of C++ libraries for computer haptics, visualization and interactive real-time simulation [2].
Avsikten 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.
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23

Waly, Ahmed Fathi. "A Virtual Construction Environment (VCE) for Macro Planning". Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28068.

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Macro Planning of construction projects is among the most challenging tasks faced by the project team. Decisions made during this process have a tremendous impact on the successful execution of the project from its early conceptual phases, through the project construction and completion. For a large majority of construction projects, the current planning practices remain manually based. General and project specific data are communicated among project participants through design drawings in a 2D paper-based format. Due to the interdependence between the different elements and the large amount of information that needs to be manually processed, the current manual implementation approach is very difficult to undertake, and imposes a heavy burden on the project team to carry out the planning process. Various research efforts have been undertaken in an attempt to capture current planning techniques and allow for the development of new innovative and automated ways in planning. The developed planning systems are characterized as responsive decision systems, relying mainly on programmed knowledge and heuristics for decision making, hence reducing or eliminating the role of the human planner. This research presents the framework for a new interactive planning environment called the Virtual Construction Environment (VCE) that supports the thinking process of the project team during the macro planning phase of design-build projects. Unlike previous responsive-type systems developed, the approach utilized in the VCE is supportive to the project team enabling them to be an active participant in the decision making process. The main purpose of the VCE is to assist the project team during decision making, by providing pertinent information necessary for making appropriate decisions in a structured format. This information may be organized, stored, and retrieved by the project team whenever needed during the virtual sessions. The VCE also provides the project team with appropriate tools to test different work execution and site layout planning scenarios early during project development. During the virtual sessions, the project team reconstructs the facility by bringing graphical elements together. The project teamâ s movements and interactions are recorded to capture their thinking process on how to construct the facility (i.e. sequence of major assemblies). Other project participants can retrieve recorded decisions for further review or modification. The project team is also able to specify construction methods, and allocate resources required for the implementation of major assemblies. The VCE guides the project team to perform these interdependent planning functions interactively and concurrently. Using system graphical libraries, major equipment and temporary facilities can be superimposed and displayed as graphical objects for site layout planning. This enables the project team to visually check for space and accessibility conflicts during different virtual construction time intervals. In order to define required information in the VCE, the author has developed a MAcro Planning Information Classification (MAPIC) model under which information required for macro planning decision making could be classified and organized in a structured standardized format. The project team may then retrieve and utilize this information whenever needed during the virtual sessions. A prototype computer tool is developed to illustrate the framework of the VCE. The computer prototype is implemented using available commercial software tools.
Ph. D.
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24

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.

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25

Forgione, Thomas. "Transmission adaptative de modèles 3D massifs". Thesis, Toulouse, INPT, 2019. http://www.theses.fr/2019INPT0114.

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Avec les progrès de l'édition de modèles 3D et des techniques de reconstruction 3D, de plus en plus de modèles 3D sont disponibles et leur qualité augmente. De plus, le support de la visualisation 3D sur le web s'est standardisé ces dernières années. Un défi majeur est donc de transmettre des modèles massifs à distance et de permettre aux utilisateurs de visualiser et de naviguer dans ces environnements virtuels. Cette thèse porte sur la transmission et l'interaction de contenus 3D et propose trois contributions majeures. Tout d'abord, nous développons une interface de navigation dans une scène 3D avec des signets -- de petits objets virtuels ajoutés à la scène sur lesquels l'utilisateur peut cliquer pour atteindre facilement un emplacement recommandé. Nous décrivons une étude d'utilisateurs où les participants naviguent dans des scènes 3D avec ou sans signets. Nous montrons que les utilisateurs naviguent (et accomplissent une tâche donnée) plus rapidement en utilisant des signets. Cependant, cette navigation plus rapide a un inconvénient sur les performances de la transmission : un utilisateur qui se déplace plus rapidement dans une scène a besoin de capacités de transmission plus élevées afin de bénéficier de la même qualité de service. Cet inconvénient peut être atténué par le fait que les positions des signets sont connues à l'avance : en ordonnant les faces du modèle 3D en fonction de leur visibilité depuis un signet, on optimise la transmission et donc, on diminue la latence lorsque les utilisateurs cliquent sur les signets. Deuxièmement, nous proposons une adaptation du standard de transmission DASH (Dynamic Adaptive Streaming over HTTP), très utilisé en vidéo, à la transmission de maillages texturés 3D. Pour ce faire, nous divisons la scène en un arbre k-d où chaque cellule correspond à un adaptation set DASH. Chaque cellule est en outre divisée en segments DASH d'un nombre fixe de faces, regroupant des faces de surfaces comparables. Chaque texture est indexée dans son propre adaptation set à différentes résolutions. Toutes les métadonnées (les cellules de l'arbre k-d, les résolutions des textures, etc.) sont référencées dans un fichier XML utilisé par DASH pour indexer le contenu: le MPD (Media Presentation Description). Ainsi, notre framework hérite de la scalabilité offerte par DASH. Nous proposons ensuite des algorithmes capables d'évaluer l'utilité de chaque segment de données en fonction du point de vue du client, et des politiques de transmission qui décident des segments à télécharger. Enfin, nous étudions la mise en place de la transmission et de la navigation 3D sur les appareils mobiles. Nous intégrons des signets dans notre version 3D de DASH et proposons une version améliorée de notre client DASH qui bénéficie des signets. Une étude sur les utilisateurs montre qu'avec notre politique de chargement adaptée aux signets, les signets sont plus susceptibles d'être cliqués, ce qui améliore à la fois la qualité de service et la qualité d'expérience des utilisateurs
With 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
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26

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.

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Design review is a process of reviewing construction design documents to ensure that they reflect the owner's design intent, and are accurate in describing the owner's desired building or facility. Information generation becomes more intensive as the design stage progresses. The use of valuable information during design review stage can lead to a more comprehensive and high quality design, and a building or facility that is constructible, and within the intended budget. However, in current design practices, valuable design review information is scattered, ineffectively placed, and is not used efficiently. The design review process will be more efficient if this valuable information is integrated and centralized. The author developed a framework to improve the design review process by incorporating a centralized repository of design review information and 3D CAD model, in an interactive Virtual Environment (VE). To develop the framework, the author used Action Research style where he identified and confirmed the design review problem area, promoted the potential solutions to the problem, and developed a prototype. In gathering and analyzing the data for the research, the author used the synthesis of three methods. They include review of literature, a case study (interviews with industry personnel and content analysis of design review documents), and dissemination of the author's progressive findings in conferences, conference proceedings and journal publications. From his findings, the author developed the framework to improve the design review process by using information filtering based on context-aware concept, coupled with the benefits of a VE. The required design review information in the form of textual, numerical and geometric information is processed (queried, retrieved and stored). The author defined four contexts for information filtering: discipline-centric, task-centric, object-centric, and location-centric. IF-THEN rules are used to trigger the processing of the required design review information and present it to the design reviewer in a VE. A low cost 3D Game Engine is used as the enabling development tool to develop a work-in-progress (WIP) prototype design review application in a VE.
Ph. D.
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27

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.

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In this paper I’ll be investigating how to implement and use virtual 3D sets using only simple 2D reference footage. There are many possible ways to achieve similar effects but I’ll be specifically targeting the lower end segment of the industry by using methods that require fewer resources. Other methods are used in large film productions in Hollywood but my goal with this paper is to make the technology more accessible for small-scale companies and productions.
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28

Dasgupta, 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.

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Thesis (M.S.)--Texas A&M University, 2003.
"Major Subject: Electrical Engineering" Title from author supplied metadata (record created on Jul. 18, 2005.) Vita. Abstract. Includes bibliographical references.
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29

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.

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The field of robotics is becoming increasingly more important and consequently, students need better tools to gain knowledge and experience with them. The University of Skövde was interested in developing a learning tool focused on a virtual simulation of mobile robots. Despite the fact that there are several programmes to create this tool, MATLAB was preferable because of its strong presence in educational institutions. The objectives were oriented towards testing different robot kinematics in an adjustable virtual 3D environment. Moreover, the simulation needed a part in which future users could design own algorithms in order to control the AGVs. Therefore, sensors such as LIDAR sensors were necessary to enable a possible interaction between the robot and the scenario created. This project was developed with a previous study and a comparison of some MATLAB projects and tools. After that, the scenario and the simulation were produced. As a result, a virtual simulation has been created emphasising that the user could modify and adapt multiple parameters such as the size of the AGV, the form of the virtual environment or the selection of forward or inverse kinematics in order to develop different types of algorithms. Other features can be adjusted manually such as the type or number of sensors as well as SLAM conditions. Finally, this thesis was conducted to give a basis about mobile robots and to be a first step for operating with real robots. The simulation also provides an easy to use interface in which students can keep working in it through the introduction of new applications related to image processing or more sophisticated algorithms and controllers.
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30

Pazdera, 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.

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This thesis explores various ways of controlling computer in virtual reality. The aim of this thesis is to create a user interface which would allow the user to control computer in virtual reality. First it explores the possibilities of detecting users actions using sensors and its usability for controls and various interaction techniques in virtual reality. Based on the information gathered about the described topics it focuses on various ways of interactions using hands as controllers. This thesis tackles the issue of selecting and manipulating virtual objects. It introduces the design of three interaction techniques, which are then tested and evaluated.
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31

Chard, 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.

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This thesis examines the provision of learning environments that enable people to participate in high-quality learning experiences without physically travelling to classrooms and classes. New technologies enable the asynchronous web currently based on text, images, and video, to be extended to facilitate multi-channel synchronous communications. There is significant potential to enhance learning using the 3D worlds used for interactive gaming, populated by avatars representing the participants, and chat systems using text and audio channels. The purpose of this study was to investigate the development and use of 3D web-based learning environments. Staff and students from an Information Technology degree programme at one New Zealand Polytechnic participated in the study. The design and use of 3D web-based learning environments were integrated into one paper over six years. Data were collected from the teachers of this paper and the programme in which it was embedded.A survey instrument was used to collect data, along with artefacts from the software design and development plus the web-based environments created. Computer logs, and records of chat sessions were collected to enable analysis of the activities that took place in the new learning environments. Follow-up interviews were conducted with a sample of students after the completion of their study. Analysis of these data included collations of statistically significant relationships between environmental factors and the design features of the 3D web-based environments created. Results indicate that the 3D web-based environments were well received by the students and show significant potential for the future provision of learning environments. The technology has no negative impact on students’ perception of their learning environment; however, it did not have the expected positive impact on their communications with peers or teaching staff. This research suggests directions for the future development and application of 3D webbased technologies to fully enable their potential to be achieved in educational learning environments.
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32

Cherenkova, 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.

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Educational games are powerful activities in the learning process. They increase learners' motivation, engage them, and help develop not only subject matter knowledge, but also a diverse metacognitive skills set. However, educational games continuously change. Nowadays, Virtual Reality (VR) has become a place that accommodates educational digital games in a very attractive fashion. The virtual worlds can now be accessed through variety of devices ranging from standard desktop computers 10 more advanced systems such as fully immersive 3D VR environments (CAVE-like system) which offer a unique opportunity to be physically immersed. This is one of the factors that makes this advanced technology very attractive to be used for formal education. Therefore this research thesis focuses on possible combinations of educational games and 3D immersive CAVE-like environments. This work collected quantitative analyses of data on teachers' and students ' perceptions of 3D visualisation and fully immersive 3D VR environments. The results from the surveys and previous development of educational applications within ReaCTor (CAVE-like system based at the University of Reading) were used for the design of a language learning application as a case study. Obstacles found during the design and testing procesess indicate the main reasons of environments similar to ReaCTor being not used in formal education. These reasons are, for example, the absence of automatic tools to assess learner's play, and a tool that would let ordinary teachers create educational applications by themselves. Moreover, such tools should be adaptable to any subject area. Finally the thesis suggests a way of governing these obstacles and proposes two solutions for the creation of an assessment tool and a design tool. Both solutions are based on an ontological approach.
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33

Zhong, 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.

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Davoli, 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.

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Thesis (PhD) - Swinburne University of Technology, 2001.
Submitted for the degree of Doctor of Philosophy, Swinburne University of Technology - 2001. Typescript. Includes bibliographical references (p. 120-128).
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35

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/.

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The main purpose of this mixed methods research was to explore and analyze visitors’ overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared this knowledge acquired between a virtual museum versus a real one, employing a series of questionnaires, unobtrusive observations, surveys, personal and group interviews related to the exhibition and the artist. A group of twenty-seven undergraduate students in their first semester at the College of Architecture and Design of the Autonomous University of the State of Mexico participated in the research, and were divided in two groups, one of which used a 3D virtual representation previous to the museum visit. Results show that participants who experienced the virtual museum concurred that using it was a positive experience that prepared them to go to the real museum because they knew already what they were going to find. Most of the participants who experienced the virtual museum exhibited an increased activity during their museum visit, either agreeing, being more participative, concurring and showing acceptance, asking questions, or even giving their opinion and analysis, disagreeing with the guide and showing passive rejection. Also participants from this group showed an increase on their correct answers to the knowledge acquisition questionnaires, going from 27% answers responded correctly in the pre-test, to 67% of correct answers after the virtual museum usage. The research attempted to show that experiencing a virtual museum can be similar to the experience in physical museum visits, not only engaging participants to go to the museum, but sometimes even offering a more functional way to deliver content. Results of this research evidence that using a virtual museum creates a positive impact in users before, during, and after the museum visit, and that it can be a good alternative, not only for educational, but for promotional and recreational and purposes.
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36

Augustsson, Linus. "Design with Virtual Reality in Mind". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254500.

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This paper features an analysis of how some games are better designed for virtual reality than others and what we can learn from the games that work better to improve those that do not work as well. The thesis will briefly go through some of the problems in working with virtual reality. Data was collected by letting ten participants play four different games with the Oculus Rift and then answer questions related to their experience with these said games. Did the game cause the feeling of discomfort or create a sense of presence and did the game somehow break that presence? Based on the collected data and the analysis, the results indicate that some types of games work better than others for virtual reality, but that some design decisions can carry over to other games, granted with some effort, but that it is better if a game is created with virtual reality in mind from the start of the development.
Denna uppsats presenterar en analys om hur vissa spel är bättre designade för virtuell verklighet än andra och vad vi kan lära oss från spel som fungerar bättre för att förbättra de spel som inte fungerar lika bra. Uppsatsen kommer också behandla vissa problem som uppkommer när man arbetar med virtuell verklighet. Data samlades in genom att låta tio deltagare spela fyra olika spel med hjälp av Oculus Rift och sedan svara på några frågor relaterade till deras erfarenhet av dessa spel. Skapade spelen en känsla av obehag eller skapades en känsla av närvaro i spelvärlden och bröt spelet någonsin den med närvaron? Baserat på insamlad data och analys, indikerar resultatet på att vissa typer av spel fungerar bättre än andra för upplevelser i virtuella verkligheter, men att vissa designval kan överföras till andra spel, dock genom viss arbetsinsats, men att det är bättre om ett spel skapas med virtuell verklighet i åtanke från början av utvecklingen.
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37

Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning". Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.

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Immunology Virtual Reality (VR) project is an immersive educational virtual reality experience that intends to provide an informal learning experience of specific immunology concepts to college freshmen in the Department of Biological Sciences at Virginia Tech (VT). The project is an interdisciplinary endeavor between my collaboration between people from different domain areas at VT: Creative Technologies, Education, Biological Sciences, and Computer Sciences. This thesis elaborates on the whole design process of how I created a working prototype of the project demo and shares insights from my design experience.
Master 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.
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Bush, Zachary. "Calvary". Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/74398.

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Calvary is a 3D fictional cathedral that is based around Christian beliefs. It is a new way to experience spiritual landmarks, fictional or nonfictional, using virtual reality. The goal is to allow the viewer to experience this space wherever they are located and to create a dialogue about who God is to them.
Master of Fine Arts
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39

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.

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A cada dia convive-se com novas tecnologias da informação. As novas gerações estão sendo chamadas de “nativos digitais”, ou seja, nascem envolvidas no mundo informatizado. As distâncias estão tornando-se cada vez mais curtas e o mundo cada vez mais globalizado. O uso das novas tecnologias da informação e comunicação (NTIC´s) é um desafio para a humanidade quando o foco é a educação. Este trabalho representa a tentativa de submeter as NTIC´s no ensino superior como forma de flexibilizar a aprendizagem para cursos das áreas científicotecnológicas. Cada vez mais percebe-se a evasão nos cursos de engenharia, principalmente devido às disciplinas de exatas. Esta tese apresenta o desenvolvimento de uma plataforma tecnológica para dar suporte ao ensino presencial através de um ambiente de aprendizado virtual 3D. Este ambiente, baseado em software gratuito, simula a realidade de uma sala de aula e pode ser uma nova fronteira para o aluno do século XXI. O conceito de imersão é aplicado. Além disto, integrado a este ambiente virtual 3D, tem-se acoplado um experimento remoto que permite ao acadêmico realizar as atividades práticas do módulo de elasticidade envolvendo conceitos fundamentais da conformação mecânica. Com a realização da tese um laboratório de experimentação remota foi montado, diversos recursos tecnológicos utilizados como: servidor Linux, redes de computadores integradas, internet, microservidores (MSW), interfaces eletrônicas, motor de passo, software como OpenSimulador, SLOODLE e MOODLE. Para consolidar o trabalho, uma proposta de avaliação foi aplicada correlacionando as habilidades cognitivas dos acadêmicos (questionário VARK), questionário de avaliação da satisfação do estudante (QASE) e o histórico escolar de cada acadêmico quando eles foram envolvidos nas aulas virtuais e experimentação remota.
Everyday 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.
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40

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/.

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Il presente elaborato descrive la realizzazione, presso il Laboratorio di Realtà Virtuale e Simulazione della Seconda Facoltà di Ingegneria, di un RVE (Reconfigurable Virtual Environment), per applicazioni nei settori dell’ingegneria industriale. La tesi ripercorre la fase di progettazione del sistema basato sull'integrazione di componenti COTS. E' definito, inoltre, un insieme di applicazioni target nei settori dell'ingegneria industriale di cui si valuta la compatibilità con il Virtual Environment. L'elaborato si conclude con la presentazione dei risultati e dei possibili sviluppi futuri.
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41

Wozniak, Peter. "Range imaging based obstacle detection for virtual environment systems and interactive metaphor based signalization". Thesis, Strasbourg, 2019. http://www.theses.fr/2019STRAD013/document.

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Avec cette génération d'appareils, la réalité virtuelle (RV) s'est réellement installée dans les salons des utilisateurs finaux. Ces appareils disposent de 6 degrés de liberté de suivi, ce qui leur permet de se déplacer naturellement dans les mondes virtuels. Cependant, pour une locomotion naturelle dans le virtuel, il faut un espace libre correspondant dans l'environnement réel. L'espace disponible est souvent limité. Les objets de la vie quotidienne peuvent rapidement devenir des obstacles pour les utilisateurs de RV s'ils ne sont pas éliminés. Les systèmes actuellement disponibles n'offrent qu'une aide rudimentaire pour résoudre ce problème. Il n'y a pas de détection d'objets potentiellement dangereux. Cette thèse montre comment les obstacles peuvent être détectés automatiquement avec des caméras d'imagerie à distance et comment les utilisateurs peuvent être avertis efficacement de leur présence dans l'environnement virtuel. 4 métaphores visuelles ont été évaluées à l'aide d'une étude des utilisateurs
With 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
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42

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.

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The use of virtual reality in engineering tasks, such as in virtual commissioning, has increased steadily in recent years, where a robot, machine or object of interest can be simulated and visualized. Yet, for a more immerse experience, an environment for the object in question needs to be constructed. However, the process for creatingan accurate environment, for a virtual simulation have remained a costly and a long endeavour. Because of this, many digital simulations are performed, either with no environment at all, or present a very basic and abstract representation of an intended environment.The aim of this thesis is to investigate if technologies such as LiDAR and digital photogrammetry could shorten the environment creation process. Therefore, a demonstrative virtual environment was created and analysed, in which the different technologies was investigated and presented in the form of a comprehensive review of the current state of the technologies with in digital recreation. Lastly, a technique specific evaluation of the time requirement, cost and user difficulty was conducted. As the field of LiDAR and digital photogrammetry is too vast to investigate all forms thereof within one project, this thesis is limited to the investigation of static laser scanners and wide lens camera photogrammetry. A semi industrious locale was chosen for digital replication, which through static laser scans and photographs would generate semi-automated 3D models.The resulting 3D models leave much to be desired, as large holes were present throughout the 3D models, sincecertain surfaces are not suitable for neither replication processes. Transparent and reflective surfaces lead to ripple effects within the 3D models geometry and textures. Moreover, certain surfaces, as blank areas for photogrammetry or black coloration for laser scanners led to missing features and model distortions.Yet despite the abnormalities, the majority of the test environment was successfully re-created. An evaluation of the created environments was performed, which list and illustrate with tables and figures the attributes, strengths and weaknesses of each technique. Moreover, technique specific limitations and a spatial analysis was carried out. With the result, seemingly illustrating that photogrammetry creates more visually accurate 3D models in comparison to the laser scanner, yet the laser scanner produces a more spatially accurate result. As such, a selective combination of the techniques can be suggested.Observations and interviews seem to point towards the full scale application, in which an accurate 3D model is re-created without much effort, to currently not exist. As both photogrammetry and static laser scanning require great effort, skill and time in order to create a seemingly perfect solid model. Yet, utilizing either, or both techniques as a template for 3D object creation could reduce the time to create an environment significantly.Furthermore, methods such as digital 3D sculpting could be used in order to remove imperfections and create what is missing from the digitally constructed 3D models. Thereby achieving an accurate result.
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43

Galyen, 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.

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The 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.

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44

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.

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Les travaux de cette thèse s'inscrivent à la frontière entre deux domaines de recherche complémentaires : le domaine des Environnements Virtuels 3D (EV3D) issus de l'Informatique Graphique (IG) et de la Réalité Virtuelle (RV) et le domaine de l'Interaction Homme-Machine (IHM). Ils s'appuient sur trois constats. D'une part, on observe une place grandissante des EV3D dans notre quotidien (jeux vidéo, jeux sérieux, e-commerce, dans les musées, à travers le web et sur les dispositifs mobiles). D'autre part, les IHM se complexifient notamment avec l'apparition de formes avancées d'interaction comme l'informatique ambiante, l'interaction tangible, ou encore l'interaction spatiale et gestuelle, et s'accompagne d'une diversification des dispositifs d'interaction (souris 3D, la Wiimote, la Kinect, le Leap Motion). Enfin, la conception de techniques d'interaction avancées avec des EV3D fait apparaitre des considérations différentes prises en compte par les communautés des domaines EV3D et IHM. Par conséquent, tirer profit des considérations les plus récentes des communautés EV3D (métaphores, qualité de l'interaction 3D) et IHM (formes avancées de technique d'interaction) se traduit par un besoin de développer le couplage entre formes avancées de technique d'interaction et EV3D. Dans ce contexte, l'objectif de ces travaux de thèse est de contribuer à l'essor des environnements 3D interactifs dans de multiples situations, et notamment des situations grand public, en adoptant une approche visant à faire converger les approches 3D et IHM pour mieux établir le couplage de Techniques d'Interaction Avancées avec des Environnements Virtuels 3D Interactifs. Après une analyse des méthodes de conception de techniques d'interaction pour les EV3D, une première contribution de nos travaux consiste en un cadre de conception de l'interaction 3D. En y agrégeant les problématiques issues de la 3D et de l'IHM, ce cadre de conception permet d'identifier les différents éléments de couplages impliqués lors d'une interaction avec un EV3D. Il se base sur l'analyse des liens entre les tâches utilisateurs et les éléments de l'EV3D impactés par ces tâches. Afin de caractériser finement chaque lien, nous avons introduit la notation 3DIM (3D Interaction Modality) qui décrit les caractéristiques des différents éléments constituant une " modalité d'interaction 3D " permettant la réalisation d'une tâche d'interaction de l'utilisateur dans un EV3D. Nous avons regroupé ces éléments en 6 blocs : l'utilisateur, les actions physiques, les objets physiques manipulés, les dispositifs utilisés, les comportements 3D et les éléments 3D. Nous complétons ce cadre conceptuel par des propriétés analytiques qui permettent de guider le concepteur et procurent ainsi un caractère descriptif, évaluatif et génératif à notre modèle conceptuel de techniques d'interaction avancées pour des EV3D. Dans la cadre d'une collaboration avec le musée de l'observatoire du Pic du Midi, une mise en œuvre de ce cadre nous a conduit à concevoir et développer des techniques d'interaction tangibles et basées smartphone. Ces techniques sont utilisées par les visiteurs du musée dans un EV3D représentatif du Télescope Bernard Lyot pour l'explorer et comprendre son fonctionnement. Nous avons mené trois évaluations utilisateur afin d'explorer l'usage d'un smartphone utilisé de trois manière différentes : comme dispositif tactile, comme un objet tangible ou comme support pour une interaction gestuelle autour du dispositif pour naviguer, sélectionner ou manipuler un objet 3D dans un EV3D affiché sur un grand écran distant
The 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
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45

Monzel, Daniel Robert. "Fabricated Preservation". Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98492.

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"Fabricated Preservation" aims to push the boundaries with traditional theses, creating a multi-layered experience that blends fact and fiction through a performance that centers around environmental storytelling in virtual reality. The experience questions the balance of theatrical elements in traditional storytelling which forefront text and human characters over architecture, props, and environment, and critically examines how an environment can play a crucial role in a narrative. The narrative itself focuses on one question: if a genealogy company had access to past environments via time travel, what new information could we learn about our ancestors?  The normal perceptions of a "game" are challenged, introducing real world elements to trick the audience and subtly influence how they navigate a virtual space. A complex fictional character is introduced through the performance and developed through the environment, with the hopes that the audience will gain some emotion toward them: either connecting with the character as if they were a close friend, or feeling unsettled that they observed the character's realistic personal space. This voyeuristic theme weaves its way through each layer of the storytelling, poking at the audience's morals with the hopes that they will question the experience around them.  Above all, the main goal of Fabricated Preservation is to challenge the audience to mentally engage with the virtual experience, by paying attention to the details of their environment and constructing their own version of a narrative from those details.
Master 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.
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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.

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Immersive virtual environments (VEs) are broadly applicable to situations where a user can directly perceive and interact with three-dimensional (3D) virtual objects. Currently, successful interactive applications of VEs are limited. Some interactive applications in the AEC (architecture / engineering / construction) domain have not yet benefited from applying VEs. A review of prior work has suggested that 3D interaction has not reached a level that meets real-world task requirements. Most interaction techniques pay little attention to the application contexts. When designers assemble these techniques to develop an interactive system, the interfaces often have very simple and not highly useful UIs. In this work, we describe a domain-specific design approach (DSD) that utilizes pervasive and accurate domain knowledge for interaction design. The purpose of this dissertation is to study the effects of domain knowledge on interaction design. The DSD approach uses a three-level interaction design framework to represents a continuous design space of interaction. The framework has generative power to suggest alternative interaction techniques. We choose the AEC domain as the subject of study. Cloning and object manipulation for massing study are the two example tasks to provide practical and empirical evidences for applying the DSD. This dissertation presents several important results of the knowledge use in the DSD approach. First, the DSD approach provides a theoretical foundation for designing 3D interaction. Techniques produced using DSD result in more useful real-world applications, at least in the domain of AEC. Second, the three-level interaction design framework forms a continuum of design and expands our understanding of 3D interaction design to a level that addresses real-world use. Third, this research proposes an integrated system design approach that integrates DSD and the usability engineering process. Fourth, this work produces a large set of empirical results and observations that demonstrate the effectiveness of domain-knowledge use in designing interaction techniques and applications. Finally, we apply domain-specific interaction techniques to real world applications and create a fairly complex application with improved usefulness.
Ph. D.
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47

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.

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Master of Landscape Architecture
Landscape 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.
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48

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.

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Det 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.

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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.

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Several researchers have successfully developed realistic models of real world objects/ phenomena and then have simulated them in the virtual world. In this thesis, we propose the opposite: instantiating virtual world events in the real world. The interactive 3D virtual environment provides a useful, realistic 3D world that resembles objects/phenomena of a real world, but it has limited capability to communicate with the physical environment. We argue that new and intuitive 3D user interfaces, such as 3D virtual environment interfaces, may provide an alternative form of media for communicating with the real environment. We propose a 3D virtual world-based add-on architecture that achieves a synchronized virtual-real communication. In this framework, we explored the possibilities of integrating haptic and real world object interactions with Linden Lab's multiuser online 3D virtual world, Second Life. We enhanced the open source Second Life viewer client in order to facilitate communications between the real and virtual world. Moreover, we analyzed the suitability of such an approach in terms of user perception, intuition and other common parameters. Our experiments suggest that the proposed approach not only demonstrates a more intuitive mode of communication system, but also is appealing and useful to the user. Some of the potential applications of the proposed approach include remote child-care, communication between distant lovers, stress recovery, and home automation.
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Lee, 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.

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Approved for public release, distribution is unlimited
alities. 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
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