Rozprawy doktorskie na temat „Augmented environment”
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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.
Pełny tekst źródłaAlmeida, 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.
Pełny tekst źródłaMade available in DSpace on 2016-05-25T16:33:11Z (GMT). No. of bitstreams: 1 Caio Sacramento - Versão final.pdf: 44848885 bytes, checksum: 5e9d6d2dbd205475b3fd3d6642804fbc (MD5)
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.
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.
Pełny tekst źródłaLi, 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.
Pełny tekst źródłaNelson, 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.
Pełny tekst źródłaThesis 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.
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.
Pełny tekst źródłaMacedo, 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.
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.
Pełny tekst źródłaThesis advisor(s): Rudolph P. Darken, Joseph A. Sullivan. Includes bibliographical references (p. 77). Also available online.
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.
Pełny tekst źródłaWheeler, 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/.
Pełny tekst źródłaPhan, 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.
Pełny tekst źródłaMaster 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.
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.
Pełny tekst źródłaDepuis 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.
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.
Pełny tekst źródłaLa 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.
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.
Pełny tekst źródłaIn 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
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.
Pełny tekst źródłaFöljerörelser 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.
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.
Pełny tekst źródłaThesis advisor(s): Rudolph Darken, Joseph A. Sullivan. Includes bibliographical references (p. 103-104). Also available online.
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.
Pełny tekst źródłaThesis Advisor(s): Joseph A. Sullivan, Rudolph Darken. Includes bibliographical references (p. 113-115). Also available online.
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.
Pełny tekst źródłaWilson, 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.
Pełny tekst źródłaKoehring, 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.
Znajdź pełny tekst źródłaDidakis, 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.
Pełny tekst źródłaPavlenko, 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.
Pełny tekst źródłaVijay, 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.
Pełny tekst źródłaGheisari, 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.
Pełny tekst źródłaSarver, 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.
Pełny tekst źródłaPh.D.
Doctorate
Psychology
Sciences
Psychology; Clinical Psychology
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.
Pełny tekst źródłaMartinsson, 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.
Pełny tekst źródłaTermen 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.
Hickey, S. (Seamus). "Enhancing telepresence with mobile virtual proxies". Doctoral thesis, University of Oulu, 2005. http://urn.fi/urn:isbn:9514276841.
Pełny tekst źródłaGranlund, 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.
Pełny tekst źródłaDet 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.
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.
Pełny tekst źródłaStafford-Fraser, James Quentin. "Video-augmented environments". Thesis, University of Cambridge, 1996. https://www.repository.cam.ac.uk/handle/1810/272415.
Pełny tekst źródłaDelamare, William. "Interaction à distance en environnement physique augmenté". Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM032/document.
Pełny tekst źródłaWe 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
Tanner, Lisa. "Effects of early acoustic stimulation on prepulse inhibition in mice". Scholar Commons, 2003. https://scholarcommons.usf.edu/etd/1490.
Pełny tekst źródłaParnham, Daniel. "An infrastructure for video-augmented environments". Thesis, University of York, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.444725.
Pełny tekst źródłaSinclair, Patrick. "Integrating hypermedia techniques with augmented reality environments". Thesis, University of Southampton, 2004. https://eprints.soton.ac.uk/264088/.
Pełny tekst źródłaPouke, M. (Matti). "Augmented virtuality:transforming real human activity into virtual environments". Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526208343.
Pełny tekst źródłaTiivistelmä 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
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.
Pełny tekst źródłaDigitala 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.
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.
Pełny tekst źródłaSun, 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.
Pełny tekst źródłaCataloged 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
Clarkson, Adam James. "Keyframe tagging : unambiguous content delivery for augmented reality environments". Thesis, Durham University, 2015. http://etheses.dur.ac.uk/11332/.
Pełny tekst źródłaSantos, 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.
Pełny tekst źródłaThe 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.
McGee, Michael K. "Integral Perception in Augmented Reality". Diss., Virginia Tech, 1999. http://hdl.handle.net/10919/26737.
Pełny tekst źródłaPh. D.
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/.
Pełny tekst źródłaThe 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.
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.
Pełny tekst źródłaWeng, 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.
Pełny tekst źródłaWang, Xiyao. "Augmented reality environments for the interactive exploration of 3D data". Electronic Thesis or Diss., université Paris-Saclay, 2020. http://www.theses.fr/2020UPASG052.
Pełny tekst źródłaExploratory 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
Himberg, Henry. "Latency and Distortion compensation in Augmented Environments using Electromagnetic trackers". VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/169.
Pełny tekst źródłaSjöberg, 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.
Pełny tekst źródłaJohansson, 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.
Pełny tekst źródłaLiu, 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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