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1

Cicconi, Sergio. "Augmented learning: the development of a learning environment in augmented reality". Doctoral thesis, Università degli studi di Trento, 2020. http://hdl.handle.net/11572/277674.

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In this thesis we present our research project on an augmented environment developed using the technology available in the field of Augmented Reality, capable of delivering learning contents on Information and Communication Technologies and e-services to older adults without computer and digital literacy. The learning environment is meant to provide a contribution in solving a problem of social exclusion in older adults. In recent years, technology has helped older adults in many ways to slow down the effects of ageing. Yet, at the same time, technology has also created new problems for older adults. Indeed, technology has transformed society into a strongly technological-based e-society, in which citizens without competences on the use of computer and digital tools, such as older adults, are progressively pushed to the margins, and run the risk of being socially excluded. Learning is the key-concept for a possible solution to such a problem. Older adults can still learn, even in older age. Learning is beneficial to older adults in many ways. So, why not using learning for teaching older adults the basic of technology necessary to make them citizens of e-society? That is the purpose of our research: our learning environment is meant to teach older adults the basic of technology through a technological device. We designed our augmented environment specifically for older adults without computer and digital literacy: it takes into account older adults’ needs and possible disabilities; it does not require any particular psycho-physical competence to be used; it does not require any technological knowledge. In this thesis we show how we designed a learning augmented environment with such features, how we developed it, and how we tested it on a group of older adults to ensure that what we have developed meets the requirements we set during the design process.
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2

Almeida, Caio Sacramento de Britto. "A multi-view environment for markerless augmented reality". Instituto de Matemática. Departamento de ciência da Computação, 2014. http://repositorio.ufba.br/ri/handle/ri/19287.

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Realidade aumentada e uma tecnologia que permite que gr a cos computacionais 2D e 3D sejam alinhados ou registrados com cenas do mundo real em tempo real. Esta proje ção de imagens virtuais requer uma referência na imagem real capturada, o que geralmente e obtido atrav es da utiliza c~ao de um ou mais marcadores. Mas existem situa c~oes em que a utiliza c~ao de marcadores pode não ser adequada, como por exemplo em aplica cões m edicas. Neste trabalho, e apresentado um ambiente multi-câmera, composto por oculos de realidade aumentada e dois dispositivos Kinect, o qual n~ao utiliza marcadores duciais para executar aplica cões de realidade aumentada. Todos os equipamentos s~ao calibrados de acordo com um sistema de referência comum, e então os modelos virtuais são transformados de acordo, tamb em. Para isso, duas abordagens foram especi cadas e implementadas: a primeira, baseada em um Kinect e dados de uxo otico e acelerômetro dos oculos de realidade aumentada, e outra baseada somente em dois dispositivos Kinect. Os resultados relacionados a qualidade e a performance obtidas por estas duas abordagens s~ao apresentados e discutidos, bem como uma compara c~ao entre eles, al em de todas as questões relacionadas que foram encontradas e tratadas neste trabalho.
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3

Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment". Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

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This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real world objects which can then be translated into virtual silhouettes within Unity that can interact with, and occlude, the virtual objects. The end result is a system that can handle the occlusion in real time, while allowing both the real and virtual objects to translate and rotate within the scene while still maintaining the occlusion. The big drawback of the solution is that it requires a well defined environment without visual clutter and with even lighting to work as intended. This makes it unsuitable for outdoor usage.
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Li, Lijiang. "Human-computer collaboration in video-augmented environment for 3D input". Thesis, University of York, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.488737.

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Nelson, Jason A. "Realistic reflections for Marine environment in augmented reality training systems". Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FNelson.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation (MOVES))--Naval Postgraduate School, September 2009.
Thesis Advisor(s): Kolsch, Mathias. "September 2009." Description based on title screen as viewed on November 5, 2009. Author(s) subject terms: Augmented Reality, Fragment Shader, Water Reflection Includes bibliographical references (p. 61-62). Also available in print.
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6

Holstensson, Erik, Ram Hamid i Sarbast Jundi. "Evaluation of augmented reality in a manufacturing environment : A feasibility study". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15766.

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Augmented Reality (AR) is a fast-emerging technology and it has been applied in many fields e.g. education, health, entertainment, gaming and tracking systems in logistics. AR technology combines the virtual world with the reality by superimposing digital information onto the physical world. This study evaluates the usability of the AR in industrial environment focusing on effectiveness, efficiency, and user acceptance in comparison to other instructional medium e.g. paper-based instructions or manuals. An AR prototype was developed to be used in the usability evaluation. To evaluate the AR application in the field of industry an experiment was conducted. To get the user experience and acceptance questionnaires and interviews were used involving real assembly workers where they used the AR prototype. The results of the study show that when using AR as assistance in the assembly assurance process, the number of faults and task completion time were reduced significantly compared to the traditional methods. Also, the users had a positive attitude and a high level of satisfaction when using AR.
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Macedo, Marcio Cerqueira de Farias. "A Markerless Augmented Reality Environment for On-Patient Medical Data Visualization". Instituto de Matemática. Departamento de ciência da Computação, 2014. http://repositorio.ufba.br/ri/handle/ri/19283.

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Visualiza c~ao de dados m edicos no paciente e desej avel em muitas situa cões, como planejamento cir urgico e treinamento m edico. Atualmente, esta visualiza c~ao e possí vel com o uso da realidade aumentada, uma tecnologia que habilita a visualiza c~ao da anatomia virtual do paciente na localiza c~ao da anatomia real em um display convencional. Nesta disserta c~ao, e apresentado um ambiente de realidade aumentada sem marcadores para visualiza c~ao de dados m edicos no paciente com suporte ao fotorrealismo, a m etodos so sticados para composi ção de dados reais e virtuais e a caracter ísticas adicionais como oclusão. A partir de uma avalia ção do ambiente proposto, os resultados obtidos mostram que o ambiente executa em tempo real e provê boa qualidade visual da cena aumentada.
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8

Beilstein, Del L. "Visual simulation of night vision goggles in a chromakeyed, augmented, virtual environment". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FBeilstein.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, June 2003.
Thesis advisor(s): Rudolph P. Darken, Joseph A. Sullivan. Includes bibliographical references (p. 77). Also available online.
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9

Kolčárek, Michal. "Augmented Reality in CAVE". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236405.

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Tato práce se zaměřuje na technologii Cave Automatic Virtual Environment a konkrétně pak na využití principů rozšířené reality v tomto prostředí. Dává si za cíl odpovědět na otázku, zdali je možné použít v prostředí CAVE existující frameworky pro rozšířenou realitu, konkrétně ty, pracující na platformě iOS. Hlavní důraz je kladen na rozpoznávání markerů v tomto prostředí a na zvýšení přesnosti jejich rozpoznání. Práce odpovídá na množství otázek z této oblasti, jako jaké markery je vhodné použít, jaké jsou omezení a největší obtíže. Výstupem je demonstrační aplikace, pracující na platformě iOS, která v je prostředí CAVE otestovaná a plně použitelná. Tato aplikace by měla vylepšit uživatelský vjem z prostředí CAVE tím, že mu poskytne dodatečné informace a také základní možnosti interakce se zobrazenými objekty.
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10

Wheeler, Alison. "Virtual primitives for the representation of features and objects in a remote telepresence environment". Thesis, University of Surrey, 2000. http://epubs.surrey.ac.uk/843738/.

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This thesis presents the development of a set of novel graphical tools Known as 'virtual primitives' that allow the user of a stereoscopic telepresence system to actively and intuitively model features in a remote environment. The virtual primitives provide visual feedback during the model creating process in the form of a dynamic wireframe of the primitive overlaid and registered with the real object. The operator can immediately see the effect of his decisions and if necessary make minor corrections to improve the fit of the primitive during its generation. Virtual primitives are a generic augmented reality (AR) tool and their applications extend past the modelling of a workspace for telerobot operation to other remote tasks such as visual inspection, surveying and collaborative design. An AR system has been developed and integrated with the existing Surrey Telepresence System. The graphical overlays are generated using virtual reality software and combined with the video images. To achieve a one-to-one correspondence between the real and virtual worlds the AR system is calibrated using a simple pinhole camera model and standard calibration algorithm. An average RMS registration error between the video and graphical images of less than one framegrabber pixel is achieved. An assessment of a virtual pointer confirms that this level of accuracy is acceptable for use with the virtual primitives. The concept of the virtual primitives has been evaluated in an experiment to model three test objects. The results show that using a virtual primitive was superior in accuracy and task completion time to using a pointer alone. Finally, a case study on the remote inspection of sewers demonstrates the advantages of virtual primitives in a real application. It confirms that the use of virtual primitives significantly reduces the subjective nature of the task, offers an increase in precision by an order of magnitude over conventional inspection methods, and provides additional useful data on the characteristics of the sewer features not previously available.
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Phan, Tam Xuan. "Integrating Traditional Tools to Enable Rapid Ideation in an Augmented Reality Virtual Environment". Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103777.

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This paper presents a design, implementation, and evaluation of an augmented reality virtual environment to support collaborative brainstorming sessions. We specifically support brainstorming in the form of ideation on sticky notes, a common method to organize a large number of ideas in space with sticky notes on a board. Our environment allows users to integrate physical pen and paper used in a brainstorming session with the support of augmented reality headsets, so that we can support further interaction modes and remote collaboration as well. We use an AR HMD to capture images containing notes, detect and crop them with a remote server, then spawn the detected notes in to enable virtual viewing and manipulation. We evaluate our input method for generating notes in a user study In doing so, we attempt to determine whether traditional input tools like pen and paper can be seamlessly integrated into augmented reality, and see if these tools improve efficiency and comprehensibility over previous augmented reality input methods.
Master of Science
Collaborative brainstorming sessions often involve rapid ideation and outputting those ideas on physical sticky notes with others. We built a virtual environment, IdeaSpace, to support collaborative brainstorming in augmented reality head-mounted devices. To support the activities of rapid ideation and creating notes to express those ideas, we developed an input method for creating virtual note objects for augmented reality collaborative brain- storming sessions. We allow users to use traditional tools like pens and sticky notes to write out their notes, then scan them in using device cameras by uttering a voice command. We evaluated this input method to determine the advantages and disadvantages it brings to rapid ideation in augmented reality, and how it affects comprehensibility compared to ex- isting gesture-based input methods in augmented reality. We found that our pen and paper input method outperformed our own baseline gesture input method in efficiency, comfort, usability, and comprehensibility when creating virtual notes. While we cannot conclude that our experiment proved that pen and paper is outright better than all gesture-based input methods, we can safely say pen and paper can be a valuable input method in augmented reality brainstorming for creating notes.
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Ip, Jessica. "An augmented reality prototype for investigating tangible and virtual components in a gaming environment". Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103585.

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In recent years, button-based controllers for gaming consoles have evolved into dynamic, sensor based controllers that track movement and mimic real life instruments. The sudden popularity growth of this novel and interactive sensing technique has led us to consider whether realistic motion controllers will become the standard of future entertainment. This notion inspired us to investigate the preferability of physical interaction techniques over their virtualized equivalents. To accomplish this, a multi-user prototype was developed and designed using affordable and portable commercial hardware components. Our system features an overhead camera as the main form of input, coupled with a vibration sensor for touch-detection, and a projector for graphical output. Three gaming applications, an augmented tower defense game, roll-and-move board game, and augmented Settlers of Catan, were implemented to test the hypothesis that physical components will be most suitable for social situations while digitization is preferred for mundane tasks. Additionally, two formal experiments were conducted in the context of the last two gaming applications to determine the overall effects on player enjoyment. Our findings suggest that while it is possible to use either physical or digital implementations of game components, scenarios involving more than two simultaneously interactive players benefit from tangible components.
Depuis quelque temps, les contrôleurs de jeux vidéo évoluent en instruments à bases de capteurs qui suivent les mouvements dynamiques et naturelles, et imitent les instruments utilisés dans la vie de tous les jours. La popularité soudaine de ce type de contrôleurs nous mène à considérer si cette nouvelle manière d'interaction naturel va devenir la norme pour l'avenir du divertissement électronique. Cette notion nous a inspiré à investiguer la préférence de l'interaction physique versus les modes virtuels conventionnels. Pour accomplir ceci, un système prototype multiutilisateur a été développé en utilisant des composantes matérielles commerciales à prix modiques. Notre système comprend une caméra montée sur le plafond, qui sert de capteur principal, couplé avec un capteur de vibration pour la détection tactile et finalement un projecteur servant à projeter des graphiques sur une table. Trois applications de divertissements on été crées: un jeu de défense de tours augmenté, un jeu de dés et un jeu Settles of Catan augmenté. Ces jeux ont été développés pour tester notre hypothèse que les modes d'interactions physiques sont préférés dans des situations sociales, tandis que les modes virtuels sont plus adaptés pour des tâches banales. De plus, deux expériences ont été menées dans le contexte des deux derniers jeux pour déterminer l'effet sur le plaisir des joueurs. Nos résultats démontrent qu'il est possible d'utiliser les modes physiques ou virtuels d'interaction des jeux, mais que les modes tangibles procurent plus de bénéfices lorsqu'il y a plus de deux joueurs simultanés.
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Marques, Luis Fílipe do Espíritu Santo Correia. "Augmented valuation of cultural heritage through digital representatiton based upon geographic information technologies : the case study of Lisbon Aqueduct System within an augmented reality environment". Doctoral thesis, Universitat Politècnica de Catalunya, 2017. http://hdl.handle.net/10803/457567.

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The thesis focus in the central idea of Digital Representations and the Valuation of Cultural Heritage, in the relation between Technology, Agents and several knowledge Domains, seeking to analyse the Augmented Valuation of Cultural Heritage, based on Geographic Information Technologies (GIT). It introduces the significance of (digital) representations through the concepts of the individual's spatial cognition (internal/mental representations) and physical (external) perceptions and their epistemological importance, revealing what are the GIT contributing to these representations: Global Navigation Satellite Systems (GNSS), Remote Sensing (RS), Geographical Information Systems (GIS), 3D data Acquisition, Modelling and Visualisation and Virtual/Mixed Environments. The methodology consists of point clouds (x,y,z) data acquisition using terrestrial and Unmanned Aerial Vehicles (UAV), 3D modelling procedures, integration between 3D-GIS and virtual environments applied to cultural heritage systems and elements in urban areas. The results consist of geographical information products and 3D acquisition and modelling processes to be visualised in an Augmented Reality environment, through mobiles platforms. It was discussed experiments using mobile applications (App) available in the market that have enabled the adjustment of core solutions for further development of the App Lx_W, consisting in the related Apps: AqueductAR and AqueductGPS. Selecting the ancient Lisbon (Aqueduct) water supply system (classified as a national monument in 1910) as a case study and considering the fact that most of the structure is unnoticeable, due to the large extent of underground galleries, these types of synthetized enhanced environments enable onsite visualisation and the perception of the relation between the system and the city. The prototype of Lx_W App was evaluated during the workshop with the purpose of analysing the application that had been developed using the answers obtained in survey, relating this App and some experiments carried out with other Apps available in the market. A second survey was conducted supported by a video where the heritage system and the Lx_W App were introduced, showing the App's features and capabilities applied to this specific case study. The methods used aimed to strengthen the idea of the potential application of this technology for heritage valuation, introducing the concept of Augmented Valuation of Cultural Heritage, associating the use of geographic information to fields commonly related to a strong visual perception of space, providing essential data to the Agents, not only for occasional users (public), but also for specialised technicians, opinion/decision makers, promoters and other stakeholders, addressing solutions (or contributions) to the existing problems in the several technical-scientific, socio-economic, political-administrative, ideological-symbolic-religious Domains.
La tesis se centra en la idea de las Representaciones Digitales y la Valoración del Patrimonio Cultural, en la relación entre Tecnología, Agentes y los diversos Dominios del conocimiento, procurando identificar y analizar la Valoración Aumentada del Patrimonio Cultural mediante las Tecnologías de Información Geográfica (TIG). Introduce la importancia de las representaciones (digitales), a través de conceptos cognición espacial (representaciones internas/mentales) y la relevancia epistemológica de las percepciones individuales del ambiente físico (externo), revelando as TIG que contribuyen a la construcciones de estas representaciones: Sistemas Globales de Navegación por Satélite, Detección Remota, Sistemas de Información Geográfica, adquisición de datos/modelado en 3D y la visualización de los Ambientes Virtuales. La metodología consiste en la adquisición de nubes de puntos (x, y, z) obtenidos en el suelo o por medio de vehículos aéreos no tripulados (UAV) para el modelado 3D, integración en ambientes 3D-SIG y la creación de ambientes virtuales aplicados a los elementos y conjuntos patrimoniales en áreas urbanas. Los resultados consisten en productos y procesos de adquisición y modelación 3D de información geográfica para ser vistos en ambientes de Realidad Aumentada a través de plataformas móviles. Se discuten varios experimentos utilizando aplicaciones móviles (App) disponibles en el mercado que han permitido el ajuste de soluciones para el desarrollo de la App Lx_W, que consiste en la asociación de las aplicaciones: AqueductAR y AqueductGPS. Seleccionando el antiguo sistema de abastecimiento de agua de Lisboa (Acueducto de Águas Livres, clasificado como monumento nacional en 1910) como estudio de caso y teniendo en cuenta que la mayor parte de la estructura es imperceptible, debido a la gran extensión de las galerías subterráneas, estos tipos de ambientes sintetizados permiten la visualización y la percepción, in situ, de la relación entre el sistema y la ciudad. El prototipo de la App Lx_W se evaluó recurriendo a un workshop con el objetivo de analizar la aplicación desarrollada a través de las respuestas obtenidas en cuestionario que tevé como intuito comparar esta aplicación y algunos experimentos realizados con otras App disponibles en el mercado. Se realizó un segundo cuestionario de evaluación con suporte en un video donde se introdujeron el estructura edificada y la App Lx_W, demostrando algunas principales características y capacidades. Los métodos utilizados apuntan a reforzar la idea de la potencial aplicación de esta tecnología para la valoración del patrimonio, introduciendo el concepto de Valoración Aumentada del Patrimonio Cultural, asociando el uso de la información geográfica a campos comúnmente relacionados con una fuerte percepción visual del espacio, providenciando información a los Agentes, no únicamente para los usuarios ocasionales (público), como también para los técnicos especializados, decisores, promotores y otras interesados, criando soluciones (o contribuciones) a los problemas existentes en los diversos Dominios Técnico-científico, Político-Administrativo y Ideológico-Simbólico-Religioso.
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Reynal, Maxime. "Non-visual interaction concepts : considering hearing, haptics and kinesthetics for an augmented remote tower environment". Thesis, Toulouse, ISAE, 2019. http://www.theses.fr/2019ESAE0034.

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Afin de simplifier la gestion des ressources humaines et de réduire les coûts d’exploitation, certaines tours de contrôle sont désormais conçues pour ne pas être implantées directement sur l’aéroport. Ce concept, connu sous le nom de tour de contrôle distante (remote tower), offre un contexte de travail “digital” : la vue sur les pistes est diffusée via des caméras situées sur le terrain distant. Ce concept pourrait également être étendu au contrôle simultanés de plusieurs aéroports à partir d’une seule salle de contrôle, par un contrôleur seul (tour de contrôle distante multiple). Ces notions nouvelles offrent aux concepteurs la possibilité de développer des formes d’interaction novatrices. Cependant, la plupart des augmentations actuelles reposent sur la vue, qui est largement utilisée et, par conséquent, parfois surchargée.Nous nous sommes ainsi concentrés sur la conception et l’évaluation de nouvelles techniques d’interaction faisant appel aux sens non visuels, plus particulièrement l’ouïe, le toucher et la proprioception. Deux campagnes expérimentales ont été menées. Durant les processus de conception, nous avons identifié, avec l’aide d’experts du domaine, certaines situations pertinentes pour les contrôleurs aériens en raison de leur criticité: a) la mauvaise visibilité (brouillard épais,perte de signal vidéo), b) les mouvements non autorisés au sol (lorsque les pilotes déplacent leur appareil sans y avoir été préalablement autorisés), c) l’incursion de piste (lorsqu’un avion traverse le point d’attente afin d’entrer sur la piste alors qu’un autre, simultanément, s’apprête à atterrir) et d) le cas des communications radio simultanées provenant de plusieurs aéroports distants. La première campagne expérimentale visait à quantifier la contribution d’une technique d’interaction basée sur le son spatial, l’interaction kinesthésique et des stimuli vibrotactiles, afin de proposer une solution au cas de perte de visibilité sur le terrain contrôlé. L’objectif était d’améliorer la perception de contrôleurs et d’accroître le niveau général de sécurité, en leur offrant un moyen différent pour localiser les appareils. 22 contrôleurs ont été impliqués dans une tâche de laboratoire en environnement simulé. Des résultats objectifs et subjectifs ont montré une précision significativement plus élevée en cas de visibilité dégradée lorsque la modalité d’interaction testée était activée. Parallèlement, les temps de réponse étaient significativement plus longs relativement courts par rapport à la temporalité de la tâche. L’objectif de la seconde campagne expérimentale, quant à elle, était d’évaluer 3 autres modalités d’interaction visant à proposer des solutions à 3 autres situations critiques : les mouvements non autorisés au sol,les incursions de piste et les appels provenant d’un aéroport secondaire contrôlé. Le son spatial interactif, la stimulation tactile et les mouvements du corps ont été pris en compte pour la conception de 3 autres techniques interactives. 16contrôleurs aériens ont participé à une expérience écologique dans laquelle ils ont contrôlé 1 ou 2 aéroport(s), avec ou sans augmentation. Les résultats comportementaux ont montré une augmentation significative de la performance globale des participants lorsque les modalités d’augmentation étaient activées pour un seul aéroport. La première campagne a été la première étape dans le développement d’une nouvelle technique d’interaction qui utilise le son interactif comme moyen de localisation lorsque la vue seule ne suffit pas. Ces deux campagnes ont constitué les premières étapes de la prise en compte des augmentations multimodales non visuelles dans les contextes des tours de contrôles déportées Simples et Multiples
In an effort to simplify human resource management and reduce operational costs, control towers are now increasingly designed to not be implanted directly on the airport but remotely. This concept, known as remote tower, offers a “digital”working context: the view on the runways is broadcast remotely using cameras located on site. Furthermore, this concept could be enhanced to the control of several airports simultaneously from one remote tower facility, by only one air traffic controller (multiple remote tower). These concepts offer designers the possibility to develop novel interaction forms. However, the most part of the current augmentations rely on sight, which is largely used and, therefore, is sometimes becoming overloaded. In this Ph.D. work, the design and the evaluation of new interaction techniques that rely onnon-visual human senses have been considered (e.g. hearing, touch and proprioception). Two experimental campaigns have been led to address specific use cases. These use cases have been identified during the design process by involving experts from the field, appearing relevant to controllers due to the criticality of the situation they define. These situations are a) poor visibility (heavy fog conditions, loss of video signal in remote context), b) unauthorized movements on ground (when pilots move their aircraft without having been previously cleared), c) runway incursion (which occurs when an aircraft crosses the holding point to enter the runway while another one is about to land), and d) how to deal with multiple calls associated to distinct radio frequencies coming from multiple airports. The first experimental campaign aimed at quantifying the contribution of a multimodal interaction technique based on spatial sound, kinaesthetic interaction and vibrotactile feedback to address the first use case of poor visibility conditions. The purpose was to enhance controllers’ perception and increase overall level of safety, by providing them a novel way to locate aircraft when they are deprived of their sight. 22 controllers have been involved in a laboratory task within a simulated environment.Objective and subjective results showed significantly higher performance in poor visibility using interactives patial sound coupled with vibrotactile feedback, which gave the participants notably higher accuracy in degraded visibility.Meanwhile, response times were significantly longer while remaining acceptably short considering the temporal aspect of the task. The goal of the second experimental campaign was to evaluate 3 other interaction modalities and feedback addressing 3 other critical situations, namely unauthorized movements on ground, runway incursion and calls from a secondary airport. We considered interactive spatial sound, tactile stimulation and body movements to design3 different interaction techniques and feedback. 16 controllers’ participated in an ecological experiment in which they were asked to control 1 or 2 airport(s) (Single Vs. Multiple operations), with augmentations activated or not. Having no neat results regarding the interaction modalities into multiple remote tower operations, behavioural results shown asignificant increase in overall participants’ performance when augmentation modalities were activated in single remotecontrol tower operations. The first campaign was the initial step in the development of a novel interaction technique that uses sound as a precise means of location. These two campaigns constituted the first steps for considering non-visual multimodal augmentations into remote tower operations
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15

Hogler, Marcus. "Comparing head- and eye direction and accuracy during smooth pursuit in an augmented reality environment". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254999.

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Smooth pursuit is the movement that occurs when the eyes meticulously follow an object in motion. While smooth pursuit can be achieved with a stationary head, it generally relies on the head following the visual target as well. During smooth pursuit, a coordinating vestibular mechanism, shared by both the head and the eyes, is used. Therefore, smooth pursuit can reveal much about where a person is looking based on only the direction of the head. To investigate the interplay between the eyes and the head, an application was made for the augmented reality head-mounted display Magic Leap. The application gathered data of the head and eyes respective movements. The data was analyzed using visualizations to find relationships within the eye-head coordination. User studies were conducted and the eyes proved to be incredibly accurate and the head direction was close to the target at all times. The results point towards the possibility of using head direction as a model for visual attention in the shape of a cone. The users’ head direction was a good indicator of where they put their attention, making it a valuable tool for developing augmented reality applications for head-mounted displays and smart glasses. By only using head direction, a software developer can measure where most of the users’ attention is put and hence optimize the application according to this information.
Följerörelser är det som sker när ögonen noggrant följer ett objekt i rörelse. Följerörelser kan uppnås med ett stationärt huvud, men generellt används även huvudet för att följa det visuella målet. Ögonen och huvudet delar en vestibulär koordineringsmekanism som är aktiv under följerörelser och därför kan enbart huvudrörelser avslöja mycket om var en person har sin uppmärksamhet.För att undersöka samspelet mellan ögonen och huvudet gjordes en applikation för ett augmented reality headsetet Magic Leap. Applikationen samlade in data på ögonrespektive huvudrörelser. Den insamlade datan analyserades med hjälp av visualiseringar för att hitta förhållanden inom ögon-huvud koordinationen.Användarstudier utfördes och ögonen visade sig vara väldigt exakta och huvudets riktning var hela tiden i närheten av målet. Resultatet pekar mot möjligheten att använda huvudriktning som en modell för visuell uppmärksamhet i formen av en kon. Användarnas huvudriktning var en bra indikator på var de hade sin uppmärksamhet, vilket gör den till ett användbart verktyg för utveckling av augmented reality applikationer för headsets och smartglasögon. En mjukvaruutvecklare kan mäta var användarnas uppmärksamhet dras genom att använda huvudriktningen och kan därmed optimera applikationen utefter den informationen.
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Lennerton, Mark J. "Exploring a chromakeyed augmented virtual environment for viability as an embedded training system for military helicopters". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FLennerton.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, June 2004.
Thesis advisor(s): Rudolph Darken, Joseph A. Sullivan. Includes bibliographical references (p. 103-104). Also available online.
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Hahn, Mark E. "Implementation and analysis of the Chromakey Augmented Virtual Environment (ChrAVE) version 3.0 and Virtual Environment Helicopter (VEHELO) version 2.0 in simulated helicopter training". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Jun%5FHahn%5FMark.pdf.

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Thesis (M.S. in Information Technology Management)--Naval Postgraduate School, June 2005.
Thesis Advisor(s): Joseph A. Sullivan, Rudolph Darken. Includes bibliographical references (p. 113-115). Also available online.
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18

Nobile, Rosario. "A computational fluid dynamics investigation of a vertical axis augmented wind turbine designed for the built environment". Thesis, University of Reading, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.631700.

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In recent years, there has been an increasing interest in vertical axis wind turbines (VA WTs); as they show a number of benefits when installed in the built environment. Nevertheless, VAWTs still suffer from: complex aerodynamics; dynamic stall and hence lower efficiency. Additionally, when they are integrated in the built environment the challenges are low/zero starting torque, noise and vibrations, visual impact and blade safety. In response to these needs, a vertical axis augmented wind turbine (A WT) has been developed, which is composed of a stator and a rotor. In this thesis, the aerodynamics of the vertical axis augmented wind turbine (A WT) was examined by employing a Computational Fluid Dynamics (CFD) tool. The main focus was on the 2D and 3D simulations of the vertical axis augmented wind turbine (A WT). In the 2D investigation, an open rotor was analysed in order to select the most appropriate mesh, turbulence model, and timestep. Successively, the rotor was combined with a stator and the results compared to the open rotor. The development of dynamic stall in both open and augmented rotors was also examined. The CFD results of the open rotor were validated using experimental data. In the 3D stator, the focus was to understand how the stator blades, the diameter and the conical surfaces could affect the flow. In the 3D open and augmented rotors, the results were compared to the 2D cases in order to evaluate similarities and dissimilarities. The 2D investigation has shown that the forces generated on the blades of an open rotor were dependent on the mesh resolution and turbulence model selected, while the timestep had small impact. The introduction of an augmenter has the potential to increase the power coefficient by 1.35 times when compared to the open rotor. However, the stator blade and conical surface orientation were found to affect the performance of the A WT, while changing the rotor blade orientation had small impact. The generation of dynamic stall was detected at low tip speed ratios (TSRs), but the turbulence model could affect its formation. The CFD results of the open rotor were found to be in good agreement with experimental data. In the 3D investigation, the stator was found to guide and accelerate the flow, but the orientation of both conical surface and stator blade play an important role. The 3D simulations, related to open and augmented rotor, were found to have similarities and dissimilarities when compared to the 2D. This research has developed a modelling technique, which could help with the further development of the AWT.
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Wilson, William. "Surgical training with an augmented digital environment (SurgADE) an adaptable approach for teaching minimally invasive surgery techniques /". [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0006300.

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Koehring, Andrew. "The application of polynomial response surface and polynomial chaos expansion metamodels within an augmented reality conceptual design environment". [Ames, Iowa : Iowa State University], 2008.

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Didakis, Stavros. "In search of the DomoNovus : speculative designs for the computationally-enhanced domestic environment". Thesis, University of Plymouth, 2017. http://hdl.handle.net/10026.1/8342.

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The home is a physical place that provides isolation, comfort, access to essential needs on a daily basis, and it has a strong impact on a person’s life. Computational and media technologies (digital and electronic objects, devices, protocols, virtual spaces, telematics, interaction, social media, and cyberspace) become an important and vital part of the home ecology, although they have the ability to transform the domestic experience and the understanding of what a personal space is. For this reason, this work investigates the domestication of computational media technology; how objects, systems, and devices become part of the personal and intimate space of the inhabitants. To better understand the taming process, the home is studied and analysed from a range of perspectives (philosophy, sociology, architecture, art, and technology), and a methodological process is proposed for critically exploring the topic with the development of artworks, designs, and computational systems. The methodology of this research, which consists of five points (Context, Media Layers, Invisible Matter, Diffusion, and Symbiosis), suggests a procedure that is fundamental to the development and critical integration of the computationally enhanced home. Accordingly, the home is observed as an ecological system that contains numerous properties (organic, inorganic, hybrid, virtual, augmented), and is viewed on a range of scales (micro, meso and macro). To identify the “choreographies” that are formed between these properties and scales, case studies have been developed to suggest, provoke, and speculate concepts, ideas, and alternative realities of the home. Part of the speculation proposes the concept of DomoNovus (the “New Home”), where technological ubiquity supports the inhabitants’ awareness, perception, and imagination. DomoNovus intends to challenge our understanding of the domestic environment, and demonstrates a range of possibilities, threats, and limitations in relation to the future of home. This thesis, thus, presents methods, experiments, and speculations that intend to inform and inspire, as well as define creative and imaginative dimensions of the computationally-enhanced home, suggesting directions for the further understanding of the domestic life.
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Pavlenko, V., I. Ponomarenko i A. Turan. "Innovative technologies in distance education". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/19373.

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23

Vijay, Venkatesh Chennam. "A Knowledge Based Educational (KBEd) framework for enhancing practical skills in engineering distance learners through an augmented reality environment". Thesis, Birmingham City University, 2017. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.705053.

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The technology advancement has changed distance learning teaching and learning approaches, for example, virtual laboratories are increasingly used to deliver engineering courses. These advancements enhance the distance learners practical experience of engineering courses. While most of these efforts emphasise the importance of the technology, few have sought to understand the techniques for capturing, modelling and automating the on-campus laboratory tutors’ knowledge. The lack of automation of tutors’ knowledge has also affected the practical learning outcomes of engineering distance learners. Hence, there is a need to explore further on how to integrate the tutor's knowledge, which is necessary for imparting and assessing practical skills through current technological advances in distance learning. One approach to address this concern is through the use of Knowledge Based Engineering (KBE) principles. These KBE principles facilitate the utilisation of standardised methods for capturing, modelling and embedding experts’ knowledge into engineering design applications for the automation of product design. Hence, utilising such principles could facilitate, automating engineering laboratory tutors’ knowledge for teaching and assessing practical skills. However, there is limited research in the application of KBE principles in the educational domain. Therefore, this research explores the use of KBE principles to automate instructional design in engineering distance learning technologies. As a result, a Knowledge Based Educational (KBEd) framework that facilitates the capturing, modelling and automating on-campus tutors’ knowledge and introduces it to distance learning and teaching approaches. This study used a four-stage experimental approach, which involved rapid prototyping method to design and develop the proposed KBEd framework to a functional prototype. The developed prototype was further refined through internal and external expert group using face validity methods such as questionnaire, observation and discussion. The refined prototype was then evaluated through welding task use-case. The use cases were assessed by first year engineering undergraduate students with no prior experience of welding from Birmingham City University. The participants were randomly separated into two groups (N = 46). One group learned and practised basic welding in the proposed KBEd system, while the other learned and practised in the conventional on-campus environment. A concurrent validity assessment was used in determining the usefulness of the proposed system in learning hands-on practical engineering skills through proposed KBEd system. The results of the evaluation indicate that students who trained with the proposed KBEd system successfully gained the practical skills equivalent to those in the real laboratory environment. Although there was little performance variation between the two groups, it was rooted in the limitations of the system’s hardware. The learning outcomes achieved also demonstrated the successful application of KBE principles in capturing, modelling and transforming the knowledge from the real tutor to the AI tutor for automating the teaching and assessing of the practical skills for distance learners. Further the data analysis has shown the potential of KBEd to be extendable to other taught distance-learning courses involving practical skills.
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Gheisari, Masoud. "An ambient intelligent environment for accessing building information in facility management operations; A healthcare facility scenario". Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/52967.

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The Architecture, Engineering, Construction, and Operations (AECO) industry is constantly searching for new methods for increasing efficiency and productivity. Facility managers, as a part of the owner/operator role, work in complex and dynamic environments where critical decisions are constantly made. This decision-making process and its consequent performance can be improved by enhancing Situation Awareness (SA) of the facility managers through new digital technologies. SA, as a user-centered approach for understanding facility managers’ information requirement, together with Mobile Augmented Reality (MAR) was used for developing an Ambient Intelligent (AmI) environment for accessing building information in facilities. Augmented Reality has been considered as a viable option to reduce inefficiencies of data overload by providing facility managers with an SA-based tool for visualizing their “real-world” environment with added interactive data. Moreover, Building Information Modeling (BIM) was used as the data repository of the required building information. A pilot study was done to study the integration between SA, MAR, and BIM. InfoSPOT (Information Surveyed Point for Observation and Tracking) was developed as a low-cost solution that leverage current AR technology, showing that it is possible to take an idealized BIM model and integrate its data and 3D information in an MAR environment. A within-subjects user participation experiment and analysis was also conducted to evaluate the usability of the InfoSPOT in facility management related practices. The outcome of statistical analysis (a one-way repeated measure ANOVA) revealed that on average the mobile AR-based environment was relatively seamless and efficient for all participants in the study. Building on the InfoSPOT pilot study, an in-depth research was conducted in the area of healthcare facility management, integrating SA, MAR, and BIM to develop an AmI environment where facility mangers’ information requirement would be superimposed on their real-word view of the facility they maintain and would be interactively accessible through current mobile handheld technology. This AmI environment was compared to the traditional approach of conducting preventive and corrective maintenance using paper-based forms. The purpose of this part of the research was to investigate the hypothesis of “bringing 3D BIM models of building components in an AR environment and making it accessible through handheld mobile devices would help the facility managers to locate those components easier and faster compared to facility managers’ paper-based approach”. The result of this study shows that this innovative application of AR and integrating it with BIM to enhance the SA has the potential to improve construction practices, and in this case, facility management.
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25

Sarver, Nina. "Evaluating the utility of a virtual environment for childhood social anxiety disorder". Doctoral diss., University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5858.

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Objective: Two significant challenges for the dissemination of social skills training programs are (a) the need to provide sufficient practice opportunities to assure skill consolidation and (b) the need to assure skill generalization (i.e., use of the skills outside the clinic setting). In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This investigation describes the development of an interactive skills-oriented virtual school environment and evaluated its utility for the treatment of social anxiety disorder in preadolescent children (Study 1). This environment included both in-clinic and at-home solutions. In addition, a pilot replication/extension study further examined preliminary treatment efficacy between children who received a standard multi-component treatment and children who received the modified treatment with social skills practice in a virtual environment (Study 2). Method: Eleven children with a primary diagnosis of social anxiety disorder between 7 to 12 years old participated in the initial feasibility trial (Study 1). Five additional children participated in the replication/extension study (Study 2). To investigate preliminary treatment efficacy, clinical outcome measures for the Study 2 sample were compared to a comparison sample who received the standard treatment. Results: Overall, the virtual environment program was viewed as acceptable, feasible, and credible treatment components to children, parents, and clinicians alike but modifications would likely improve the current version. Additionally, although preliminary, children who received the modified treatment with virtual environment practice demonstrated significant improvement at post-treatment on clinician ratings but not parent or self-reported measures. Conclusion: Virtual environments are feasible, acceptable, and credible treatment components for clinical use. Future investigations will determine if the addition of this dose-controlled and intensive social skills practice results in treatment outcome equivalent to traditional cognitive-behavioral programs.
Ph.D.
Doctorate
Psychology
Sciences
Psychology; Clinical Psychology
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26

Nemrow, Andrew Craig. "Implementing an IIoT Core System for Simulated Intelligent Manufacturing in an Educational Environment". BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8822.

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In this new digital age, efficiency, quality and competition are all increasing rapidly as companies leverage the Industrial Internet of Things (IIoT). However, while industrial innovation moves at a faster and faster pace, educational institutions have lagged in the development of the curriculum and environment needed to support further development of the IIoT. To fully realize the potential of the IIoT in the manufacturing sector educational institutions must support the technological training and education rigor demanded to instill the skills and thought leadership to move the industry forward. The purpose of this research is to provide an IIoT core system in an educational factory environment. This system will assist in teaching basic principles of IIoT in the factory while simultaneously allowing for students to envision the manufacturing journey of any facility by implementing principles of IIoT. This will be accomplished by providing all the following capabilities together in a single data system: unified connectivity, role-based data display, real-time issue identification, data analytics, and augmented reality.
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27

Martinsson, Anton. "Intrusiveness VS Awareness: Laying The Groundwork For Presenting Offers To Customers With AR In A Retail Environment". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254992.

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The term Augmented Reality (AR) was first coined back in 1968. Research on the subject would then for decades remain largely focused on technical aspects of the phenomenon. At the time, little to no attention was paid to the potential user audience or what would later be known as Human-Computer Interaction theory. Some previous studies have touched upon user satisfaction of general AR interfaces, but most studies that cover the topic of indoor navigation with AR tend to focus on technical solutions. Few try to establish any kind of visual language or research what visual interfaces are most intuitive, effective and user friendly. Consequently, this thesis investigates how to visually seek the attention of the user to present offers in an AR application for smartphones meant to be used to navigate an indoor retail environment. It does so by conducting a user study in a real retail store in Stockholm, Sweden, where participants completed three laps around a certain part of the store using an AR indoor navigation application. For every lap, each participant tried out one of three different versions of the application. These three versions varied in how intrusive the presentation of offers was to the customer’s experience with the application. The participants filled in a Likert scale questionnaire for each of the three versions, as well as answered some more open-ended questions at the end of every test session. The conclusion is that a balanced approach to intrusiveness is the wisest in order to make customers aware of discounts around them while not considerably annoying them. The most positively received approach presented an offer promptly to the user, but did not take up too much screen space or force the user to take any action towards it. Future studies could investigate whether there is a higher tolerance for visual intrusion among customers if the discount is considered big or very personally relevant. Subsequent studies could also use high-end AR head-mounted displays that might be more prominently used by everyday consumers in the future.
Termen Augmented Reality (AR) myntades år 1968. Vetenskap och forskning kring ämnet kom sedan i decennier att fokuseras på fenomenets tekniska aspekter. Till en början lades nästintill ingen uppmärksamhet på den potentiella användargruppen eller på det som senare kom att kallas Människa-Dator Interaktions-teori. Under senare år har en ökad mängd studier berört just denna aspekt, där användarens tillfredsställelse med allmänna AR-gränssnitt satts i fokus. För studier fokuserade på inomhusnavigering med hjälp av AR har dock inte utvecklingen varit fullständigt i linje med ovanstående, då det är få som i dag undersökt vilken typ av visuella gränssnitt som är mest intuitiva, effektiva och användarvänliga. Studierna har istället fokuseras på den tekniska aspekten av ämnet. Denna avhandling undersöker därav hur användarens uppmärksamhet bör sökas för att visuellt presentera erbjudanden i en AR-applikation anpassad för smarta telefoner vid navigation i detaljhandelsmiljö inomhus. För att undersöka detta genomfördes en användarstudie i en matbutik i Stockholm. Deltagare i studien fick vid tre direkt efterföljande tillfällen gå en bestämd rutt genom matbutiken där tre olika visuella presentationer av erbjudanden visades i en AR-baserad navigationsapp. De olika versionerna av presentationer var mer eller mindre visuellt påträngande på deltagarnas upplevelse. Resultatet av deras upplevelse kom senare att utvärderas med hjälp av Likertskalor som deltagarna fyllde i efter vardera version som testades, samt öppna frågor i slutet av varje användartest. Slutsatsen är att ett balanserat angreppssätt är det mest effektiva för att göra den potentiella kunden medveten om rabatter och andra erbjudanden inuti butiksmiljön. Mest positiv inställning hade deltagarna då erbjudanden visades på ett enkelt och avskalat vis, där presentationen varken upptog mycket skärutrymme eller krävde att användaren vidtog några åtgärder. Vidare skulle framtida studier kunna undersöka huruvida det finns en högre tolerans gentemot erbjudanden som presenteras på detta eller andra sätt om de anses ha en hög personlig relevans. Efterföljande studier kommer även kunna använda ny AR-teknik och se hur den kommer kunna användas mot framtida konsumenter.
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28

Hickey, S. (Seamus). "Enhancing telepresence with mobile virtual proxies". Doctoral thesis, University of Oulu, 2005. http://urn.fi/urn:isbn:9514276841.

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Abstract Traditional telepresence systems are comprised of a person remotely controlling a robot in a hostile environment while receiving visual feedback from a camera mounted on the robot. While useful for a number of applications, this model is not particularly useful for everyday work applications. The size of the robot is intrusive, the robot needs to be designed for specific interactions and only one person can use the robot at any one time. This work seeks to address this problem by replacing the physical proxy with a virtual proxy. The purpose of this virtual proxy is to enhance the system by providing improved support for multiple users, interaction and navigation in the remote environment. This enhanced, or improved, version of telepresence is termed TeleReality as it combines elements of virtual reality with traditional telepresence technologies. To achieve this goal, the basic building blocks, or constructs, of traditional telepresence systems need to be changed. This thesis identifies and evaluates the base constructs needed to build any TeleReality system. These constructs include the need to support navigation of the remote environment and this is achieved by using a network of cameras and image processing software to calculate the various perspective viewpoints of the users. These constructs govern the means in which this collection of cameras are organised and connected. Each user receives a common set of video images from which they calculate their own perspective viewpoints, and consequently supporting a multi-user system. Interaction within the remote environment is promoted using ad-hoc networks and augmented reality technologies. Constructs also cover security and privacy issues that arise from using multiple cameras by adopting both an organisational and technological viewpoint. The focus is on establishing trust within the system by divesting control to the user. An example of these constructs is given by the implementation of a TeleReality model called a 'Visual Cell' system. The conclusion of this work identifies the constructs that are needed to support a telepresence system using a virtual proxy where the primary interaction framework is informational exchange, although physical interaction can also be supported depending upon the environmental support. This work also identifies the technical issues that require additional research for the implementation of a TeleReality system, from the need for improved image processing, video codec's, broadcast and ad-hoc security protocols, software architecture, registration and the availability of suitable head mounted displays.
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29

Granlund, Linnéa. "Did you notice that? A comparison between auditory and vibrotactile feedback in an AR environment". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254996.

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There are different ways to interact with different hardware, therefore it is important to have an understanding about what factors that affect the experience when designing interactions and interfaces. This study focuses on exploring how auditory and vibrotactile feedback are perceived by the users when they interact in a virtual AR environment. An application was developed to the AR glasses Magic Leap with different interactions, both passive and active. An experimental study was conducted with 28 participants that got to interact in this virtual environment. The study included two parts. First the participants interacted in the virtual environment where they did a think aloud. Thereafter they were interviewed. There were a total of three test cases. One with only auditory feedback, one with vibrotactile feedback, and a third that had both auditory and vibrotactile feedback. Seven of the 28 participants acted as a control group that did not have any feedback to their interactions. The study shows that using only vibrotactile feedback creates different impressions depending on earlier experiences with the same AR environment. Using only auditory feedback created an atmosphere that were close to reality. Having both feedbacks active at the same time reduced the noticed feedback and some interactions were here not even noticed at all. Passive interactions were more noticed than active interactions in all cases.
Det finns flera olika sätt att interagera med olika hårdvaror och därför är det viktigt att ha en förståelse kring vilka faktorer som påverkar upplevelsen när man designar för diverse gränssnitt och interaktioner. Den här studien fokuserar på att utforska hur auditiv och vibrationsåterkoppling uppfattas av användaren när de interagerar i en virtuell AR-miljö. En applikation var utvecklad till AR-glasögonen Magic Leap One med olika aktiva och passiva interaktioner.En experimentell studie genomfördes med 28 deltagare som fick interagera i en virtuell miljö. Studien bestod av av två delar. Först fick deltagarna interagera i en virtuell miljö där de gjorde en think aloud. Efter detta blev de intervjuade. Det var totalt tre testfall, ett hade endast auditiv återkoppling, ett hade vibrationsåterkoppling och det sista hade både auditiv och vibrationsåterkoppling. Sju av de 28 deltagarna agerade kontrollgrupp och de hade ingen återkoppling på deras interaktioner.Studien visade att bara använda vibrationsåterkoppling skapade olika intryck beroende på de tidigare erfarenheterna i samma AR-miljö. Att endast använda auditiv återkoppling skapade en atmosfär som vara nära verkligheten. Att ha båda återkopplingarna aktiva samtidigt reducerade den totala märkta återkopplingen och några interaktioner hade inte någon person som noterade någon av dem. Passiva interaktioner var mer uppmärksammade än aktiva interaktioner i alla testfallen.
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30

Svahn, Niclas, i Philip Bergstedt. "A comparison between remote and physically co-located, Plane and AR tag, as well as 2D and 3D supervision in a collaborative AR-environment". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20101.

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As Covid-19 has been a long-lasting worldwide pandemic, more companies wish to find a solution in collaborative Augmented Reality (AR). That makes AR a growing technology that allows users to observe a virtual object in the real world in real-time. The virtual object can interact with real-world objects to fully augment the user’s reality. This paper's first aim is to evaluate whether a remote or aphysically co-located AR space is most efficient. The second aim concerns whether AR planes or AR tags will increase efficiency in the virtual environment. The third is to evaluate whether having a supervisor on a desktop with a mouse and keyboard and a screen or holding a phone connected to the same AR space is most efficient. The paper’s experiment’s focus will be to measure efficiency by fetching quantifiable data from the application while the pair of subjects complete the task of building a pyramid with cubes. Three paired t-tests have been done, one for each of the different test requirements. Co-located have been tested against remote, AR tag against AR plane, and 2D against 3D. The null hypothesis for these three tests is that there is no difference. A survey was done to collect qualitative data to determine which configuration was preferred. It was shown that co-located, 2D supervising, and AR planes were perceived as the best configuration. The results of the paired t-tests show that the difference between co-located and remote is significant with a 99% accuracy. At the same time, the two other tests have an insignificant difference, even with a 95% accuracy.
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31

Stafford-Fraser, James Quentin. "Video-augmented environments". Thesis, University of Cambridge, 1996. https://www.repository.cam.ac.uk/handle/1810/272415.

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32

Delamare, William. "Interaction à distance en environnement physique augmenté". Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM032/document.

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Nous nous intéressons à l'interaction dans le contexte d'environnements physiques augmentés, plus précisément avec les objets physiques qui les composent. Bien que l'augmentation de ces objets offre de nouvelles possibilités d'interaction, notamment celle d'interagir à distance, le monde physique possède des caractéristiques propres rendant difficile l'adaptation de techniques d'interaction existantes en environnements virtuels. Il convient alors d'identifier ces caractéristiques afin de concevoir des techniques d'interaction à la fois efficaces et plaisantes dédiées à ces environnements physiques augmentés. Dans nos travaux, nous décomposons cette interaction à distance avec des objets physiques augmentés en deux étapes complémentaires : la sélection et le contrôle. Nous apportons deux contributions à chacun de ces champs de recherche. Ces contributions sont à la fois conceptuelles, avec la création d'espaces de conception, et pratiques, avec la conception, la réalisation logicielle et l'évaluation expérimentale de techniques d'interaction :- Pour l'étape de sélection, nous explorons la désambiguïsation potentielle après un geste de pointage à distance définissant un volume de sélection comme avec une télécommande infrarouge par exemple. En effet, bien que ce type de pointage sollicite moins de précision de la part de l'utilisateur, il peut néanmoins impliquer la sélection de plusieurs objets dans le volume de sélection et donc nécessiter une phase de désambiguïsation. Nous définissons et utilisons un espace de conception afin de concevoir et évaluer expérimentalement deux techniques de désambiguïsation visant à maintenir l'attention visuelle de l'utilisateur sur les objets physiques.- Pour l'étape de contrôle, nous explorons le guidage de gestes 3D lors d'une interaction gestuelle afin de spécifier des commandes à distance. Ce guidage est nécessaire afin d'indiquer à l'utilisateur les commandes disponibles ainsi que les gestes associés. Nous définissons un espace de conception capturant les caractéristiques comportementales d'un large ensemble de guides ainsi qu'un outil en ligne facilitant son utilisation. Nous explorons ensuite plusieurs options de conception afin d'étudier expérimentalement leurs impacts sur la qualité du guidage de gestes 3D
We explore interaction with augmented physical objects within physical environments. Augmented physical objects allow new ways of interaction, including distant interaction. However, the physical world has specificities making difficult the adaptation of interaction techniques already existing in virtual environments. These specificities need to be identified in order to design efficient and enjoyable interaction techniques dedicated to augmented physical environments. In our work, we split up distant interaction into two complementary stages: the selection and the control of augmented physical objects. For each of these stages, our contribution is two-fold. These contributions are both theoretical, with the establishment of design spaces, and practical, with the design, the implementation and the experimental evaluation of interaction techniques:- For the selection stage, we study the disambiguation potentially needed after a distal pointing gesture using a volume selection such as an infrared remote controller. Indeed, although the volume selection can facilitate the aiming action, several objects can fall into the selected volume. Thus, users should disambiguate this coarse pointing selection. We define and use a design space in order to design and experimentally evaluate two disambiguation techniques that maintain the user's focus on the physical objects.- For the control stage, we study the guidance of 3D hand gestures in order to trigger commands at a distance. Such guidance is essential in order to reveal available commands and the associated gestures. We define a design space capturing specificities of a wide range of guiding systems. We also provide an online tool, easing the use of such a large design space. We then explore the impact of several design options on the quality of 3D gestures guidance
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33

Tanner, Lisa. "Effects of early acoustic stimulation on prepulse inhibition in mice". Scholar Commons, 2003. https://scholarcommons.usf.edu/etd/1490.

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The purpose of this study was to determine the effects of an atypical pattern of early acoustic stimulation on auditory development. Previous human research suggests that the acoustic environment of pre-term human infants in the Neonatal Intensive Care Unit (NICU) negatively affects some aspects of auditory development. Animal research suggests that premature auditory stimulation interrupts auditory development. Because mice are born before their auditory systems are developed, they make an excellent model for research on fetal and postnatal plasticity of the auditory system. The premature auditory state of newborn mice is similar to that of the NICU pre-term infant, albeit, natural for mice C57 mouse pups were exposed to an augmented acoustic environment (AAE) of a nightly 12-hour regiment of 70 dB SPL noise burst, beginning before age 12 days (onset of hearing) and lasting for one month. The prepulse inhibition (PPI) of mice exposed to the AAE was compared to that of non-exposed mice to observe short-term and long-term effects. Results showed that the prepulse inhibition of the AAE exposed mice did not differ significantly from that of the non-exposed mice. However, it is possible that the measurement used, PPI, may not have been appropriate or that the AAE may not have been an appropriate simulation of the NICU environment.
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34

Parnham, Daniel. "An infrastructure for video-augmented environments". Thesis, University of York, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.444725.

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35

Sinclair, Patrick. "Integrating hypermedia techniques with augmented reality environments". Thesis, University of Southampton, 2004. https://eprints.soton.ac.uk/264088/.

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Augmented Reality systems, which overlay virtual information over the real world, can benefit greatly from the techniques established by the Open Hypermedia research field. Storing information and links separately from a document can be advantageous for augmented reality applications and can enable the adaption of content to suit users’ preferences. This thesis explores how Open Hypermedia systems might be used as the information systems behind AR environments. This provides benefits to augmented reality developers, not only because of the existing Open Hypermedia methods but also because of the applicability of Open Hypermedia interaction techniques to the augmented reality domain. Tangible augmented reality techniques, in which graphics are overlaid on physical objects that can be manipulated as input devices, can be used to interact with the resulting information spaces by exposing the adaptation processes in the Open Hypermedia systems. This thesis describes the development of various physical interaction metaphors that allow users to physically manipulate the underlying hypermedia structures to their liking, resulting in a natural and intuitive way to navigate complex information spaces.
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36

Pouke, M. (Matti). "Augmented virtuality:transforming real human activity into virtual environments". Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526208343.

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Abstract The topic of this work is the transformation of real-world human activity into virtual environments. More specifically, the topic is the process of identifying various aspects of visible human activity with sensor networks and studying the different ways how the identified activity can be visualized in a virtual environment. The transformation of human activities into virtual environments is a rather new research area. While there is existing research on sensing and visualizing human activity in virtual environments, the focus of the research is carried out usually within a specific type of human activity, such as basic actions and locomotion. However, different types of sensors can provide very different human activity data, as well as lend itself to very different use-cases. This work is among the first to study the transformation of human activities on a larger scale, comparing various types of transformations from multiple theoretical viewpoints. This work utilizes constructs built for use-cases that require the transformation of human activity for various purposes. Each construct is a mixed reality application that utilizes a different type of source data and visualizes human activity in a different way. The constructs are evaluated from practical as well as theoretical viewpoints. The results imply that different types of activity transformations have significantly different characteristics. The most distinct theoretical finding is that there is a relationship between the level of detail of the transformed activity, specificity of the sensors involved and the extent of world knowledge required to transform the activity. The results also provide novel insights into using human activity transformations for various practical purposes. Transformations are evaluated as control devices for virtual environments, as well as in the context of visualization and simulation tools in elderly home care and urban studies
Tiivistelmä Tämän väitöskirjatyön aiheena on ihmistoiminnan muuntaminen todellisesta maailmasta virtuaalitodellisuuteen. Työssä käsitellään kuinka näkyvästä ihmistoiminnasta tunnistetaan sensoriverkkojen avulla erilaisia ominaisuuksia ja kuinka nämä ominaisuudet voidaan esittää eri tavoin virtuaaliympäristöissä. Ihmistoiminnan muuntaminen virtuaaliympäristöihin on kohtalaisen uusi tutkimusalue. Olemassa oleva tutkimus keskittyy yleensä kerrallaan vain tietyntyyppisen ihmistoiminnan, kuten perustoimintojen tai liikkumisen, tunnistamiseen ja visualisointiin. Erilaiset anturit ja muut datalähteet pystyvät kuitenkin tuottamaan hyvin erityyppistä dataa ja siten soveltuvat hyvin erilaisiin käyttötapauksiin. Tämä työ tutkii ensimmäisten joukossa ihmistoiminnan tunnistamista ja visualisointia virtuaaliympäristössä laajemmassa mittakaavassa ja useista teoreettisista näkökulmista tarkasteltuna. Työssä hyödynnetään konstrukteja jotka on kehitetty eri käyttötapauksia varten. Konstruktit ovat sekoitetun todellisuuden sovelluksia joissa hyödynnetään erityyppistä lähdedataa ja visualisoidaan ihmistoimintaa eri tavoin. Konstrukteja arvioidaan sekä niiden käytännön sovellusalueen, että erilaisten teoreettisten viitekehysten kannalta. Tulokset viittaavat siihen, että erilaisilla muunnoksilla on selkeästi erityyppiset ominaisuudet. Selkein teoreettinen löydös on, että mitä yksityiskohtaisemmasta toiminnasta on kyse, sitä vähemmän tunnistuksessa voidaan hyödyntää kontekstuaalista tietoa tai tavanomaisia datalähteitä. Tuloksissa tuodaan myös uusia näkökulmia ihmistoiminnan visualisoinnin hyödyntämisestä erilaisissa käytännön sovelluskohteissa. Sovelluskohteina toimivat ihmiskehon käyttäminen ohjauslaitteena sekä ihmistoiminnan visualisointi ja simulointi kotihoidon ja kaupunkisuunnittelun sovellusalueilla
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37

Paakkola, Dennis, i Robin Rännar. "Ökad användarberedskap för digitala miljösimuleringar : Kravställning,utveckling och utvärdering av digital prototyp för användarintroduktion". Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38021.

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Digital environmental simulations can be performed with different techniques and the most common technologies are virtual reality, augmented reality and mixed reality. Digital environmental simulations have proven to be effective in practicing surgery, industrial activities and for military exercises. Previous studies have shown that technology habits are a factor that affects whether digital environmental simulations can be used effectively. Thus, the purpose of the study was to investigate how users can be introduced to digital environmental simulations. To achieve the purpose, the following question was needed: How can a digital prototype be designed to introduce users to digital environmental simulations based on user needs? The study was based on design science as a research strategy, which meant that the study was carried out in three phases: development of requirements, development and evaluation of digital prototype. The production of requirements was made through a qualitative data collection in the form of semi-structured interviews. The interview questions were developed using a theoretical framework on digital competence. The interviews resulted in a requirement specification containing 15 user stories that were prioritized.Based onthe requirement specification, a digital prototype was developed in thedevelopment environment Unity. The evaluation of the digital prototype wascarried out in two stages, where the first was to evaluate internally and thesecond step was to evaluate externally. The external evaluation was conductedwith respondents who carried out a use test of the digital prototype thatresulted in proposals for further development. But it also resulted in usershaving increased knowledge and ability to see opportunities with digitalenvironmental simulations. The conclusion is that users can be introduced to digitalenvironmental simulations through a digital prototype designed based on userneeds.
Digitala miljösimuleringar kan utföras med olika tekniker och de vanligaste teknikerna är virtual reality, augmented reality och mixed reality. Digitala miljösimuleringar har visat sig vara effektiva för att öva på kirurgi, industrimoment samt för militärövningar. Tidigare studier har visat att teknikvana är en faktor som påverkar om digitala miljösimuleringar kan användas effektivt. Således var syftet med studien att undersöka hur användare kan introduceras till digitala miljösimuleringar. För att uppnå syftet behövdes följande frågeställning besvaras: Hur kan en digital prototyp utformas för att introducera användare till digitala miljösimuleringar baserat på användares behov? Studien har utgått från design science som forskningsstrategi, vilket medförde att studien har utförts i tre faser: framtagning av krav, utveckling och utvärdering av digital prototyp. Framtagning av krav skedde genom en kvalitativ datainsamling i form av semistrukturerade intervjuer. Intervjufrågorna togs fram med hjälp av ett teoretiskt ramverk om digital kompetens. Intervjuerna resulterade i en kravspecifikation innehållande 15 användarberättelser som prioriterades.   Utifrån kravspecifikationen utvecklades en digital prototyp i utvecklingsmiljön Unity. Utvärderingen av den digitala prototypen genomfördes i två steg, där det första var att utvärdera internt och det andra steget var att utvärdera externt. Den externa utvärderingen genomfördes med respondenter som utförde ett användningstest av den digitala prototypen som resulterade i förslag till vidareutvecklingMen det resulterade även i att användare fick ökadkunskap och förmåga att se möjligheter med digitala miljösimuleringar.Slutsatsen är att användare kan introduceras till digitala miljösimuleringargenom en digital prototyp som utformats baserat på användares behov.
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38

Lieberknecht, Sebastian Verfasser], Nassir [Akademischer Betreuer] [Navab i Gerhard [Akademischer Betreuer] Reitmayr. "Contributions to Real-time Visual Tracking and Live Environment Modeling for Augmented Reality Applications : Design and Implementation of New Methods and Evaluations on Real Image-based Ground Truth Data / Sebastian Lieberknecht. Gutachter: Nassir Navab ; Gerhard Reitmayr. Betreuer: Nassir Navab". München : Universitätsbibliothek der TU München, 2013. http://d-nb.info/1031280359/34.

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39

Sun, Yongbin Ph D. Massachusetts Institute of Technology. "Enhancing internet of things experience in augmented reality environments". Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/127062.

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Thesis: Ph. D., Massachusetts Institute of Technology, Department of Mechanical Engineering, May, 2020
Cataloged from the official PDF of thesis.
Includes bibliographical references (pages 111-125).
Seamless perception of objects' physical properties, such as temperature, is a key to improving the way we live and work. Thanks to the rapid development of sensor technology, Internet of Things (IoT) is shaping our world by expanding digital connectivity to real objects. In this way, physical properties of objects can be effectively collected, processed, transmitted and shared. Yet, only being able to sense the surrounding environment is not enough: A user-friendly way to visualize information is also required. Today, Augmented Reality (AR), which overlays digital information onto physical objects, is growing fast, and has been adopted successfully in many fields. This thesis focuses on fusing advantages of various technologies to create a better IoT experience in AR environment.
First, we describe an integrated system to enhance users' IoT experience in AR environments: Users are allowed to directly visualize objects' physical properties and control IoT devices in an immersive manner. This system is able to localize in-view target objects based on their natural appearances without using fiducial markers, such as QR codes. In this way, a more seamless user experience can be achieved. Second, existing handcrafted computer vision methods can estimate objects' poses only for simple cases (i.e. textured patterns or simple shapes), and usually fail for complex cases. Recently, deep learning has shown promise to handle various tasks in a data-driven approach. In this thesis, 3D deep learning models are explored to estimate objects' pose parameters in a more accurate manner. Hence, better robustness and accuracy can be achieved to support IoT-AR applications.
Third, standard deep learning training pipeline for object pose estimation is supervised, which requires ground truth pose parameters to be known. Manually obtaining such data is time consuming and expensive, making it hard to scale. As the last contribution, methods using synthetic data are studied to automatically train object pose estimation models without human labelling.
by Yongbin Sun.
Ph. D.
Ph.D. Massachusetts Institute of Technology, Department of Mechanical Engineering
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40

Clarkson, Adam James. "Keyframe tagging : unambiguous content delivery for augmented reality environments". Thesis, Durham University, 2015. http://etheses.dur.ac.uk/11332/.

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Context: When considering the use of Augmented Reality to provide navigation cues in a completely unknown environment, the content must be delivered into the environment with a repeatable level of accuracy such that the navigation cues can be understood and interpreted correctly by the user. Aims: This thesis aims to investigate whether a still image based reconstruction of an Augmented Reality environment can be used to develop a content delivery system that providers a repeatable level of accuracy for content placement. It will also investigate whether manipulation of the properties of a Spatial Marker object is sufficient to reduce object selection ambiguity in an Augmented Reality environment. Methods: A series of experiments were conducted to test the separate aspects of these aims. Participants were required to use the developed Keyframe Tagging tool to introduce virtual navigation markers into an Augmented Reality environment, and also to identify objects within an Augmented Reality environment that was signposted using different Virtual Spatial Markers. This tested the accuracy and repeatability of content placement of the approach, while also testing participants’ ability to reliably interpret virtual signposts within an Augmented Reality environment. Finally the Keyframe Tagging tool was tested by an expert user against a pre-existing solution to evaluate the time savings offered by this approach against the overall accuracy of content placement. Results: The average accuracy score for content placement across 20 participants was 64%, categorised as “Good” when compared with an expert benchmark result, while no tags were considered “incorrect” and only 8 from 200 tags were considered to have “Poor” accuracy, supporting the Keyframe Tagging approach. In terms of object identification from virtual cues, some of the predicted cognitive links between virtual marker property and target object did not surface, though participants reliably identified the correct objects across several trials. Conclusions: This thesis has demonstrated that accurate content delivery can be achieved through the use of a still image based reconstruction of an Augmented Reality environment. By using the Keyframe Tagging approach, content can be placed quickly and with a sufficient level of accuracy to demonstrate its utility in the scenarios outlined within this thesis. There are some observable limitations to the approach, which are discussed with the proposals for further work in this area.
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41

Santos, Bruno Miguel Inácio. "Changing environmental behaviors through smartphone-based augmented experiences". Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/8865.

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Dissertação para obtenção do Grau de Mestrado em Engenharia de Informática
The use of persuasive technologies can induce changes in attitudes or behaviours, even in individuals that other strategies of persuasion can not reach effectively. In addition, this type of technology can be applied in numerous areas such as health, education, finance, e-business, among others. Although persuasion can be seen as something negative, being used to serve the interests of the persuader rather than the interests of the persuaded, this work aims to achieve a common and shared goal: to change people's behaviour towards the environment. A significant part of the population is still not aware of the sustainability problems that our planet is facing, so it is important to inform people about the theme while persuading them to change their behaviour and acquire proenvironmental attitudes. In this dissertation, work was conducted to alert citizens to this issue in a fun and immersive way using mobile devices, more specifically smartphones, and augmented reality technology that was used to create an environmental scanner. This scanner provided the user with informative insight about the surrounding environment, while highlighting the environmental threats. In addition to augmented reality, pro-environmental actions were positively reinforced using a reward system and a virtual character that interacted and motivated the user. A form of rapid spread through social networks was also created, allowing the persuasive effect to quickly reach a large number of users. Finally was performed a study to assess the success of the work done in changing behaviour towards environmental issues, and to study the influence of augmented reality and positive reinforcement in the changing of behaviours and acquisition of pro-environmental attitudes.
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42

McGee, Michael K. "Integral Perception in Augmented Reality". Diss., Virginia Tech, 1999. http://hdl.handle.net/10919/26737.

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Augmented reality, the superimposing of graphics or text onto an actual visual scene, is intended to enhance a user's understanding of the real world. This research examines the perceptual, cognitive, and human factors implications of combining integrally designed computer-generated imagery with real world scenes. Three experiments were conducted to test the theoretical and practical consequences of integral perception in augmented reality. The first experiment was a psychophysical study that had participants subjectively assess the integrality of 32 scenes comprising four different augmented reality object environments (computer, brain, text, and liquid dynamic model), projected at two transparency levels (opaque, and semi-transparent), and presented with four different graphic textures (color, grayscale, white, and wireframe). The second experiment expanded the psychophysical integrality assessment of augmented scenes to 32 different images composed of four new environments (housing development, computer lab, planetary photo, and trees in countryside), with multiple computer-generated graphics (two, four, six, and eight), at two levels of integrality as defined by experiment one (high, low). The third experiment was an applied study that had two phases: 1) learning tasks using three augmented environments; and, 2) assembly tasks using eight augmented video instructions. The computer-generated graphics for each phase of experiment three were presented at two levels of integrality (high, low) as defined by experiment one. The primary results of the three experiments show that augmented reality scenes with computer-generated imagery presented transparently and in color were perceived most integrally; increasing the number of graphics from two to eight decreased integral perception; and, high integral graphics aided performance in learning and real assembly tasks. From the statistical results and experimenter observation of the three experiments, guidelines for designing integrally perceived graphics in augmented environments were compiled based on principles of human factors, perception, and graphic design. The key themes of the design guidelines were: 1) maintaining true shape information in the computer-generated graphics 2) using highly realistic graphics for naturalistic augmented settings; 3) considering the hardware limitations of the augmented system, particularly the display; and, 4) designing appropriately for the task (simple, complex, hands-on, cognitive, dynamic, static, etc.).
Ph. D.
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43

Nunes, Eunice Pereira dos Santos. "Um método para avaliar a aquisição de conhecimento em ambientes virtuais de aprendizagem tridimensionais interativos". Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-26122014-154342/.

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Com a popularização de ferramentas computacionais aplicadas ao ensino e o advento da Web 2.0, os Ambientes Virtuais de Aprendizagem (AVAs) evoluíram com os recursos proporcionados pelas tecnologias de Realidade Virtual (RV) e Realidade Aumentada (RA), surgindo os AVAs tridimensionais (3D), amplamente adotados em diversos domínios de conhecimento. Aliado a este avanço, o processo de aquisição de conhecimento em AVAs 3D tem sido alvo de pesquisas a fim de que tal aspecto seja considerado na concepção dos ambientes virtuais. Uma discussão que é delineada neste contexto se refere à contribuição que os AVAs 3D efetivamente oferecem para a aquisição de conhecimento do aprendiz e como é possível avaliar tal aprendizado. Estudos têm demonstrado que os métodos amplamente aplicados para avaliação da cognição nos AVAs 3D têm feito uso intensivo de preenchimento de questionários, aplicados fora dos AVAs. É possível perceber ainda que os instrumentos de avaliação aplicados nos AVAs 3D não incorporam no processo de avaliação as próprias tecnologias interativas disponíveis no ambiente. Sendo assim, o propósito inicial desta pesquisa é identificar o processo de aquisição de conhecimento nos AVAs 3D, como também os métodos existentes para avaliar se ocorre de fato a aquisição de conhecimento e em que grau ela ocorre. A partir deste estudo, o objetivo deste trabalho é definir uma metodologia para avaliar a aquisição de conhecimento, usando as próprias tecnologias interativas disponíveis nos AVAs 3D, de forma inovadora, em complementação aos questionários amplamente empregados como instrumentos de avaliação. Além da proposição do método conceitual, foi definida uma arquitetura e implementado um sistema computacional capaz de registrar as interações dos usuários em AVAs 3D, de forma não intrusiva à aplicação. Também foi sugerido um modelo matemático que propõe a avaliação da aprendizagem sem a necessidade de execução de provas de conhecimento. Experimentos foram conduzidos para avaliar cada uma das fases do modelo. Os resultados dos experimentos mostraram que é factível avaliar a aquisição de conhecimento dentro de contextos pré-determinados e que há indícios de que alguns tipos de interações do usuário com os AVAs mantêm correlação com o nível de aprendizado do usuário.
The popularization of computational tools applied to teaching and the advent of Web 2.0 have led to the advancement of Virtual Learning Environments (VLE) through resources rendered by Virtual Reality (VR) and Augmented Reality (AR) technologies, leading to the emergence of Tridimensional VLEs (3D), which are widely employed in diverse fields of knowledge. In alliance with this advancement, the 3D VLE knowledge acquisition process has been the object of research studies which consider the conception of virtual environments. One of the discussions outlined in this context refers to the contribution that 3D VLEs effectively offer for knowledge acquisition and how it is possible to evaluate this learning process. Studies have demonstrated that methods widely employed for assessing cognition in 3D VLEs have made intense use of questionnaire application outside VLEs. It is possible to perceive that, in the evaluation process, the assessment tools applied in 3D VLEs do not incorporate the same interactive technologies available in the environment. Thus, the initial aim of this research is to identify the knowledge acquisition process in 3D VLEs, as well as existing methods for assessing if knowledge acquisition actually occurs and to which degree it occurs. From this study, the aim of the research is to define a method for assessing knowledge acquisition employing the same interactive technologies available in 3D VLEs, in an innovative manner, complementing widely used questionnaires as assessment tools. In addition to the suggestion of the conceptual method, an architecture was defined and a computational system capable of registering user interactions in 3D VLEs was implemented, in a non intrusive form of application. A mathematical model that offers learning assessment without the need of knowledge tests was also suggested. Experiments were conducted to evaluate each phase of the model. The results of the experiments show that it is feasible to evaluate knowledge acquisition within predetermined contexts and that there is evidence that some types of user interactions with VLEs are correlated with the user\'s learning level.
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44

Vahalík, Tomáš. "Rekonstrukce 3D modelu prostředí a lokalizace kamery". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236029.

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This thesis focuses on reconstruction of 3D environment model from a set of photographs followed by camera localization. It describes basic principles and techniques used to create environmental models and techniques for camera pose estimation from 2D camera points to 3D model points. It also examines the influence of parameters on the quality of reconstruction and the possibilities of localization. It compares the quality of the descriptors in the process of creation of the model and based on localization it allows to implement augmented reality.
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45

Weng, Ng Giap. "Modelling skill learning for augmented and virtual reality learning environments". Thesis, University of Salford, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.502807.

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Wang, Xiyao. "Augmented reality environments for the interactive exploration of 3D data". Electronic Thesis or Diss., université Paris-Saclay, 2020. http://www.theses.fr/2020UPASG052.

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La visualisation exploratoire des données 3D est fondamentale dans des domaines scientifiques. Traditionnellement, les experts utilisent un PC et s'appuient sur la souris pour ajuster la vue. Cette configuration permet l'immersion par interaction---l'utilisateur peut contrôler précisément la vue, mais elle ne fournit pas de profondeur, qui limite la compréhension de données complexes. La réalité virtuelle ou augmentée (RV/A), en revanche, offre une immersion visuelle avec des vues stéréoscopiques. Bien que leurs avantages aient été prouvés, plusieurs points limitent leur application, notamment les besoins élevés de configuration/maintenance, les difficultés de contrôle précis et, plus important, la séparation des outils d'analyse traditionnels. Pour bénéficier des deux côtés, nous avons donc étudié un système hybride combinant l'environnement RA avec un PC pour fournir des immersions interactives et visuelles. Nous avons collaboré étroitement avec des physiciens des particules afin de comprendre leur processus de travail et leurs besoins de visualisation pour motiver notre conception. D'abord, basé sur nos discussions avec les physiciens, nous avons construit un prototype qui permet d'accomplir des tâches pour l'exploration de leurs données. Ce prototype traitait l'espace RA comme une extension de l'écran du PC et permettait aux utilisateurs d'interagir librement avec chacun d'eux avec la souris. Ainsi, les experts pouvaient bénéficier de l'immersion visuelle et utilisent les outils d'analyse sur PC. Une étude observationnelle menée avec 7 physiciens au CERN a validé la faisabilité et confirmé les avantages. Nous avons également constaté que la grande toile du RA et le fait de se déplacer pour observer les données dans le RA présentaient un grand potentiel. Cependant, la conception de l'interaction de la souris et l’utilisation de widgets dans la RA devaient être améliorés. Ensuite, nous avons décidé de ne pas utiliser intensivement les widgets plats dans la RA. Mais nous nous sommes demandé si l'utilisation de la souris pour naviguer dans la RA est problématique, et nous avons ensuite tenté d'étudier si la correspondance de la dimensionnalité entre les dispositifs d'entrée et de sortie joue un rôle important. Les résultats des études (qui ont comparé la performance de l'utilisation de la souris, de la souris spatiale et de la tablette tangible couplée à l'écran ou à l'espace de RA) n'ont pas montré que la correspondance était importante. Nous avons donc conclu que la dimensionnalité n'était pas un point critique à considérer, ce qui suggère que les utilisateurs sont libres de choisir toute entrée qui convient à une tâche spécifique. De plus, nos résultats ont montré que la souris restait un outil efficace. Nous pouvons donc valider notre conception et conserver la souris comme entrée principale, tandis que les autres modalités ne devraient servir que comme complément pour des cas spécifiques. Ensuite, pour favoriser l'interaction et conserver les informations pendant que les utilisateurs se déplacent en RA, nous avons proposé d'ajouter un appareil mobile. Nous avons introduit une nouvelle approche qui augmente l'interaction tactile avec la détection de pression pour la navigation 3D. Les résultats ont montré que cette méthode pouvait améliorer efficacement la précision, avec une influence limitée sur le temps. Nous pensons donc qu'elle est utile à des tâches de vis où une précision est exigée. Enfin, nous avons résumé tous les résultats obtenus et imaginé un scénario réaliste qui utilise un poste de travail PC, un casque RA et un appareil mobile. Les travaux présentés dans cette thèse montrent le potentiel de la combinaison d'un PC avec des environnements de RA pour améliorer le processus d'exploration de données 3D et confirment sa faisabilité, ce qui, nous l'espérons, inspirera la future conception qui apportera une visualisation immersive aux flux de travail scientifiques existants
Exploratory visualization of 3D data is fundamental in many scientific domains. Traditionally, experts use a PC workstation and rely on mouse and keyboard to interactively adjust the view to observe the data. This setup provides immersion through interaction---users can precisely control the view and the parameters, but it does not provide any depth clues which can limit the comprehension of large and complex 3D data. Virtual or augmented reality (V/AR) setups, in contrast, provide visual immersion with stereoscopic views. Although their benefits have been proven, several limitations restrict their application to existing workflows, including high setup/maintenance needs, difficulties of precise control, and, more importantly, the separation from traditional analysis tools. To benefit from both sides, we thus investigated a hybrid setting combining an AR environment with a traditional PC to provide both interactive and visual immersions for 3D data exploration. We closely collaborated with particle physicists to understand their general working process and visualization requirements to motivate our design. First, building on our observations and discussions with physicists, we built up a prototype that supports fundamental tasks for exploring their datasets. This prototype treated the AR space as an extension to the PC screen and allowed users to freely interact with each using the mouse. Thus, experts could benefit from the visual immersion while using analysis tools on the PC. An observational study with 7 physicists in CERN validated the feasibility of such a hybrid setting, and confirmed the benefits. We also found that the large canvas of the AR and walking around to observe the data in AR had a great potential for data exploration. However, the design of mouse interaction in AR and the use of PC widgets in AR needed improvements. Second, based on the results of the first study, we decided against intensively using flat widgets in AR. But we wondered if using the mouse for navigating in AR is problematic compared to high degrees of freedom (DOFs) input, and then attempted to investigate if the match or mismatch of dimensionality between input and output devices play an important role in users’ performance. Results of user studies (that compared the performance of using mouse, space mouse, and tangible tablet paired with the screen or the AR space) did not show that the (mis-)match was important. We thus concluded that the dimensionality was not a critical point to consider, which suggested that users are free to choose any input that is suitable for a specific task. Moreover, our results suggested that the mouse was still an efficient tool compared to high DOFs input. We can therefore validate our design of keeping the mouse as the primary input for the hybrid setting, while other modalities should only serve as an addition for specific use cases. Next, to support the interaction and to keep the background information while users are walking around to observe the data in AR, we proposed to add a mobile device. We introduced a novel approach that augments tactile interaction with pressure sensing for 3D object manipulation/view navigation. Results showed that this method could efficiently improve the accuracy, with limited influence on completion time. We thus believe that it is useful for visualization purposes where a high accuracy is usually demanded. Finally, we summed up in this thesis all the findings we have and came up with an envisioned setup for a realistic data exploration scenario that makes use of a PC workstation, an AR headset, and a mobile device. The work presented in this thesis shows the potential of combining a PC workstation with AR environments to improve the process of 3D data exploration and confirms its feasibility, all of which will hopefully inspire future designs that seamlessly bring immersive visualization to existing scientific workflows
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47

Himberg, Henry. "Latency and Distortion compensation in Augmented Environments using Electromagnetic trackers". VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/169.

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Augmented reality (AR) systems are often used to superimpose virtual objects or information on a scene to improve situational awareness. Delays in the display system or inaccurate registration of objects destroy the sense of immersion a user experiences when using AR systems. AC electromagnetic trackers are ideally for these applications when combined with head orientation prediction to compensate for display system delays. Unfortunately, these trackers do not perform well in environments that contain conductive or ferrous materials due to magnetic field distortion without expensive calibration techniques. In our work we focus on both the prediction and distortion compensation aspects of this application, developing a “small footprint” predictive filter for display lag compensation and a simplified calibration system for AC magnetic trackers. In the first phase of our study we presented a novel method of tracking angular head velocity from quaternion orientation using an Extended Kalman Filter in both single model (DQEKF) and multiple model (MMDQ) implementations. In the second phase of our work we have developed a new method of mapping the magnetic field generated by the tracker without high precision measurement equipment. This method uses simple fixtures with multiple sensors in a rigid geometry to collect magnetic field data in the tracking volume. We have developed a new algorithm to process the collected data and generate a map of the magnetic field distortion that can be used to compensation distorted measurement data.
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48

Sjöberg, Jesper. "Making use of the environmental space in augmented reality". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156664.

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Augmented reality (AR) is constantly moving forward and pushing its bound- aries forward. New applications and frameworks for mobile devices are rapidly developing. Head mounted displays are evolving and making an impact on in- dustries and people. In this thesis, we are going to evaluate the concept of how to make use of the environmental space in augmented reality. Within the environmental space, we are going to focus on secondary elements — elements and objects that not are in the focus of the users. Both augmented reality in smartphones and head-mounted displays are going to be considered. Through an evaluation conducted with four participants during a week, we are going to find use cases and scenarios where this type of concept could be used and where it can be applied. The results of this thesis shows where and how the can be use for a concept such as this.
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49

Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior". Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.

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This thesis addresses the subject of converging real and virtual environments to a combined entity that can facilitate physiologically complying interfaces for the purpose of training. Based on the mobility and physiological demands of dismounted soldiers, the base assumption is that greater immersion means better learning and potentially higher training transfer. As the user can interface with the system in a natural way, more focus and energy can be used for training rather than for control itself. Identified requirements on a simulator relating to physical and psychological user aspects are support for unobtrusive and wireless use, high field of view, high performance tracking, use of authentic tools, ability to see other trainees, unrestricted movement and physical feedback. Using only commercially available systems would be prohibitively expensive whilst not providing a solution that would be fully optimized for the target group for this simulator. For this reason, most of the systems that compose the simulator are custom made to facilitate physiological human aspects as well as to bring down costs. With the use of chroma keying, a cylindrical simulator room and parallax corrected high field of view video see-though head mounted displays, the real and virtual reality are mixed. This facilitates use of real tool as well as layering and manipulation of real and virtual objects. Furthermore, a novel omnidirectional floor and thereto interface scheme is developed to allow limitless physical walking to be used for virtual translation. A physically confined real space is thereby transformed into an infinite converged environment. The omnidirectional floor regulation algorithm can also provide physical feedback through adjustment of the velocity in order to synchronize virtual obstacles with the surrounding simulator walls. As an alternative simulator target use, an omnidirectional robotic platform has been developed that can match the user movements. This can be utilized to increase situation awareness in telepresence applications.
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Liu, Peiran. "Designing real-time vision-based augmented reality environments for mobile applications". Thesis, University of Ottawa (Canada), 2002. http://hdl.handle.net/10393/6367.

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Augmented Reality (AR) is a variation of Virtual Reality (VR). It allows the user to see computer generated virtual objects aligned with or superimposed upon objects in the real world through the use of some kind of see-through head-mounted display. Human users of such system can interact with the virtual world and perceive information, such as character descriptions of physical objects and instructions for performing physical tasks, in form of annotations, speech instructions, images and 3D models, from input devices such as screens, microphones, or haptic devices. This thesis describes our work of building a wireless collaborative augmented reality system, which supports vision-based tracking, video-based 3D graphics, and a keyboard interface over wearable computers to interact with virtual objects. Our goal is to have all the mobile users who work in the same real world space share the predefined virtual space and interact with the virtual world in real time. Multi-player Games in AR domain and Collaborative Conferences are two typical applications. One of the most critical requirements for augmented reality applications is to recognize and locate real world objects with respect to the person's head position and orientation. In this thesis, we propose a new technique for identifying real world objects. The method utilizes a Binary Square Marker, which can identify a great number of real world objects with markers tagged on them by using computer vision techniques. The marker is a link between the real world and the virtual world. It can be detected by a CCD camera attached to a mobile device. The marker works to determine the 3D position and orientation of the object with the marker tagged on it, as well as its unique ID number. Our technique is based on the observation that given four vertices of a square marker region, the coordinates of the projection of every point on the marker can be computed as a linear combination of the coordinates of the projections of four vertices under the assumption of affine transformation.
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