Rozprawy doktorskie na temat „Virtual reality visualization”
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Modjeska, David K. "Hierarchical data visualization in desktop virtual reality". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0014/NQ53695.pdf.
Pełny tekst źródłaGustafsson, Mattias, i Oliver Odd. "Virtual Reality Data Visualization : Concepts, technologies and more". Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37222.
Pełny tekst źródłaDatavisualisering (DV) kan ses som ett viktigt verktyg för kommunikation och dataanalys, speciellt när stora mängder data behandlas. Visuell representation kan främja observationen av trender och mönster samt förståelsen av datan. För närvarande används tvådimensionella displayer huvudsakligen för datavisualisering, både i två och tre dimensioner (2D och 3D). Emellertid är tvådimensionella displayer begränsade i 3D-visualisering eftersom de inte möjliggör äkta djupseende, och täcker inte observatörens fulla synfält (Field Of View (FOV)). Ett alternativ tillvägagångssätt är att använda Virtual Reality (VR), vilket tillhandahåller en omslutande och interaktiv 3D-miljö. VR har huvudsakligen används för spel och simulerad träning. Däremot börjar nya användningsområden uppstå då VR teknologin har blivit mer prisvärd. Ett användningsområde är VR för DV, vilket var det huvudsakliga syftet för det här arbetet. För att uppnå syftet utfördes en litteraturstudie för att identifiera teknologier och definitioner, hårdvaru- och mjukvaruteknologier, tekniker och exempel inom området av DV och VR. Dessutom, för att exemplifiera DV genom VR, utvecklades ett prototypsystem. Vilket implementerades genom Unity 3D, en av de ledande spelmotorerna. För att visualisera den utvecklade VR-miljön användes ett HTC Vive Head Mounted Display (HMD). Den utvecklade prototypen kan visualisera data från ett lokalt dataset genom ett spridningsdiagram med 3 axlar, i VR. I den virtuella miljön som skapas av systemet tillåts användaren att välja attribut från datasetet för att sedan visualisera dessa genom det tredimensionella spridningsdiagrammet. När datan väl är visualiserad, kan användaren använda de handhållna kontrollerna för att flytta, rotera, luta och skala grafen. Uppnådda resultat indikerar på omslutning och interaktion som de huvudsakliga fördelarna av DV genom VR.
Bidoshi, Kosta. "Virtual Reality Visualization for Maps of the Future". The Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=osu1046459366.
Pełny tekst źródłaSeibold, Andreas, Ralph Stelzer i Bernhard Saske. "Virtual Reality bei Kärcher". Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228177.
Pełny tekst źródłaDye, Michael P. "Vesuvius interactive atmospheric visualization in a virtual environment /". abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447607.
Pełny tekst źródłaChan, Mei-mei Amy, i 陳美美. "An integrated system for virtual simulation and visualization of rapidprototyping". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B30502135.
Pełny tekst źródłaSätterkvist, Arvid. "Visualizing conversational data in virtual reality". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209590.
Pełny tekst źródłaSedan den första implementationen av en chatbot år 1964, har en stor mängd forskning och utveckling skett för att göra den fascinerandeidén att prata med en dator verklighet. Det är inte förens på senare tid som chatbot har spridit sig till det vardagliga livet hos den stora massan.Samtidigt som utspridningen av chatbotar ökar så höjs kraven på funktionalitet vilket i sin tur utökar storleken och komplexiteten hoschatboten. Konversionsdata hos en chatbot kan bli väldigt komplex och svår att förstå. För att säkerställa den fortsatta utvecklingen avchatbotar behövs därför verktyg och instrument utvecklas för att hjälpa utvecklare av chatbotar. Genom en prototypbaserad designprocess identifieras ett problem hos utvecklare att visualisera och förstå konversationsdata från en chatbot.En prototyp av en konversationdata-visualisering (KDV) är sedan utvecklad med syftet att hjälpa utvecklare förstå och utforskakonversationsdata från chatbotar de jobbar på. Designen på KDV är baserad på teorier angående nyckelområden inom 3D-visualisering ochrelaterade forskningsarbeten som studerar visualiseringar med data liknande konversationsdata från chatbotar. Designen av KDV är ocksåbaserad på problem som identifieras hos utvecklare av chatbotar. På grund av hur viktigt det är att inkludera användaren i designprocesser såutförs en utforskande användbarhetsstudie på KDV för att utforska implementeringarna av dem identifierade designbesluten angående detidentifierade problemen hos utvecklare. Konversationsdata är visualiserad med trädstrukturer i en cirkulär formation för att tillåta visualisering av länkar mellan olika konversationer.Resultat från den utforskande användarbarhetsstudien indikerar att KDV är en visualisering som förstås av användarna. Dock så identifieradesett problem med att hitta specifika noder i konversationsdata eftersom översikten av visualisering inte innehöll tillräckligt med information.
Chan, Mei-mei Amy. "An integrated system for virtual simulation and visualization of rapid prototyping /". Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23829655.
Pełny tekst źródłaHe, Changming. "Volume Visualization in Projection-Based Virtual Environments: Interaction and Exploration Tools Design and Evaluation". Thesis, Griffith University, 2011. http://hdl.handle.net/10072/367768.
Pełny tekst źródłaThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Science, Environment, Engineering and Technology
Full Text
Hetsel, Gene A. (Gene Arthur). "Virtual Reality for Scientific Visualization: an Exploratory Analysis of Presentation Methods". Thesis, University of North Texas, 1997. https://digital.library.unt.edu/ark:/67531/metadc500890/.
Pełny tekst źródłaKrólewiak, Adam. "Stereoscopic and interactive visualization of electromagnetic fields in virtual reality environments". Artois, 2004. http://www.theses.fr/2004ARTO0204.
Pełny tekst źródłaThe thesis is devoted to the methods of electromagnetic fields' scientific visualization set in multidimensional virtual reality environment which gives spatial image and interaction with data space. Developed methods concern three domains: graphical methods of scientific data presentation, human-machine communication and realization of stereoscopy. In order to present volumetric and vector features the standard methods were adopted: colored maps (interactively cutting data set), isosurfaces and cones (vectors). The method of navigation within data space, objects' manipulation and control of application using menu system were developed. The most interesting method is numerical data querying directly from graphical objects realized based on the author's data structures. Much attention was devoted to stereo image creation and its influence on the space perception improvement. The result is the method of stereo parameters' automatic calculation
Cheung, Wai Shan. "Augmented reality system based on silicon microdisplay /". View abstract or full-text, 2006. http://library.ust.hk/cgi/db/thesis.pl?ECED%202006%20CHEUNG.
Pełny tekst źródłaSela, Sebastian, i Elliot Gustafsson. "Interactive Visualization of Underground Infrastructures via Mixed Reality". Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39771.
Pełny tekst źródłaLaha, Bireswar. "Immersive Virtual Reality and 3D Interaction for Volume Data Analysis". Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/51817.
Pełny tekst źródłaPh. D.
Panahi, Aliakbar. "Big Data Visualization Platform for Mixed Reality". VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5198.
Pełny tekst źródłaПарфененко, Юлія Вікторівна, Юлия Викторовна Парфененко, Yuliia Viktorivna Parfenenko i I. Nazarov. "Information System for Interactive Visualization of Three-Dimensional Objects Using Virtual Reality". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/47059.
Pełny tekst źródłaSullivan, Paul Andrew. "Graph-Based Data Visualization in Virtual Reality: A Comparison of User Experiences". DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1598.
Pełny tekst źródłaGarrison, Kevin Laurence. "Exploration of multiple pathways for the development of immersive virtual reality environments /". Full text available online, 2008. http://www.lib.rowan.edu/find/theses.
Pełny tekst źródłaLin, Dawei. "A virtual visualization strategy for the creation of personalized products". Swinburne Research Bank, 2006. http://hdl.handle.net/1959.3/38322.
Pełny tekst źródłaSubmitted in partial fulfillment of the requirements for the degree of Doctor in Design, Faculty of Design, Swinburne University of Technology - 2006. Typescript. Submitted in partial fulfilment of the requirements for the degree of Doctor in Design, Swinburne University of Technology, 2006. Bibliography: p. 88-101.
Tipparach, Santipab. "The Design of Virtual Reality Based Data Visualization and User Interface Design in a Semi-Automated Cyber-Security Research Application". Thesis, North Dakota State University, 2019. https://hdl.handle.net/10365/31720.
Pełny tekst źródłaLönnerberg, Mattias. "Cutting Tetrahedra : Affordances and Limitations of Using Virtual Reality Visualization for Tetrahedral Cutting". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211544.
Pełny tekst źródłaForskare försöker skapa algoritmer för att optimalt skära komplexa 3D former i flera tetraeder för att simplifiera simuleringar. Det är svårt att skapa en mental representation av 3D figurerna när dom blir mer komplexa. En virtual reality visualisering skulle kunna hjälpa till att skapa denna mentala 3D representation. Genom att skapa ett verktyg för en dator med 2D monitor och ett verktyg som använder VR och därefter jämföra dem i en kontrollerad användarstudie med upprepade försök, visade det sig att VR gav en bättre förståelse av 3D objekten. Det var dessutom mer intuitivt och njutbart. Dock minskade det inte tiden som behövdes för att avsluta studiens uppgifter och trots att användarna uppfattade att dom var mer pricksäkra i VR så påvisade den observerade datan att användare gjorde mer träffsäkra skärningar i verktyget utan VR.
Li, Zhaoyi, i n/a. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool". Griffith University. School of Information and Communication Technology, 2005. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20060731.121340.
Pełny tekst źródłaLi, Zhaoyi. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool". Thesis, Griffith University, 2005. http://hdl.handle.net/10072/366361.
Pełny tekst źródłaThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Full Text
Penick, Michael Alan. "VFIRE virtual fire in realistic environments : a framework for wildfire visualization in immersive environments /". abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1442845.
Pełny tekst źródłaForsberg, Erik. "Interacting with information visualizations in virtual reality : Motion tracked hand controller interaction for common filtering operations in a VR information visualization application". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210043.
Pełny tekst źródłaI och med framfarten av VR och dess olika användningsområden – där underhållning gått i bräschen på senare tid – borde vi fundera på hur vi designar interaktiva informationsvisualiseringar för VR. Är det klokt att hålla fast vid samma interaktionselement som vi känner igen från webbaserade gränssnitt? Studien utforskar denna fråga tillsammans med andra, för att utforska sätt att genomföra bekanta filtreringsoperationer som känns igen från webbmiljöer, i VR. En interaktiv informationsvisualiseringsapplikation i VR skapades för att utvärdera två webbinspirerade interaktionsmetoder som användes för att filtrera data. Tretton användare deltog i studien, där varje deltagare tog sig igenom åtta förbestämda uppgifter samt en öppen uppgift. Kvalitativ återkoppling samlades in både via think-alouds under uppgifterna samt i semistrukturerade intervjuer när testet hade avslutats. Kvantitativa data samlades in i applikationen och innehöll användningsstatistik. Resultaten visar att användandet av webbinspirerade interaktionsmetoder för att genomföra filtreringsoperationer i VR hjälpte deltagarna att förstå interaktionens funktionalitet. Genom att implementera haptisk och visuell feedback kan naturliga interaktioner efterliknas, vilket enligt studiens resultat uppfattas som hjälpsamt samtidigt som interaktionerna kändes mer naturliga. Att utforma interaktionsmetoderna för att efterlikna de som återfinns i webbgränssnitt hjälpte deltagarna att förstå filtrens funktionalitet.
Ram, Mohan Nethra Mettuchetty. "Emerging technologies in architectural visualization implementation strategies for practice /". Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04072003-164447.
Pełny tekst źródłaWagner, Filho Jorge Alberto. "Evaluating immersive approaches to multidimensional information visualization". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/175082.
Pełny tekst źródłaThe use of novel displays and interaction resources to support immersive data visualization and improve the analytical reasoning is a research trend in Information Visualization. In this work, we evaluate the use of HMD-based environments for the exploration of multidimensional data, represented in 3D scatterplots as a result of dimensionality reduction. We present a new modelling for the evaluation problem in such a context, accounting for the two factors whose interplay determine the impact on the overall task performance: the difference in errors introduced by performing dimensionality reduction to 2D or 3D, and the difference in human perception errors under different visualization conditions. This two-step framework offers a simple approach to estimate the benefits of using an immersive 3D setup for a particular dataset. As use case, the dimensionality reduction errors for a series of roll calls datasets when using two or three dimensions are evaluated through an empirical task-based approach. The perception error and overall task performance are assessed through controlled comparative user studies. When comparing desktop-based (2D and 3D) with an HMD-based (3D) visualization, initial results indicated that perception errors were low and similar in all approaches, resulting in overall performance benefits in both 3D techniques. The immersive condition, however, was found to require less effort to find information and less navigation, besides providing much larger subjective perception of accuracy and engagement. Nonetheless, the use of flying navigation resulted in inefficient times and frequent user discomfort In a second moment, we implemented and evaluated an alternative data exploration approach where the user remains seated and viewpoint change is only realisable through physical movements. All manipulation is done directly by natural mid-air gestures, with the data being rendered at arm’s reach. The virtual reproduction of an exact copy of the analyst’s desk aims to increase immersion and enable tangible interaction with controls and two dimensional associated information. A second user study was carried out comparing this scenario to a desktop-based equivalent, exploring a set of 9 representative perception and interaction tasks based on previous literature. We demonstrate that our prototype setup, named VirtualDesk, presents excellent results regarding user comfort and immersion, and performs equally or better in all analytical tasks, while adding minimal or no time overhead and amplifying data exploration.
Elias, Ricardo. "A VIRTUAL REALITY VISUALIZATION OFAN ANALYTICAL SOLUTION TOMOBILE ROBOT TRAJECTORY GENERATIONIN THE PRESENCE OF MOVING OBSTACLES". Master's thesis, University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2438.
Pełny tekst źródłaM.S.E.E.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Electrical Engineering MSEE
Wong, Hgoc-kei, i 黃學麒. "A VR-based information visualization framework for effective perception and cognition in manual material handling system". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hdl.handle.net/10722/210299.
Pełny tekst źródłaRodello, Ildeberto Aparecido. "VRMol - um ambiente virtual distribuído para visualização e análise de moléculas de proteínas". Universidade de São Paulo, 2003. http://www.teses.usp.br/teses/disponiveis/76/76132/tde-28052009-101825/.
Pełny tekst źródłaThis work use the Virtual Reality and the Distributed Systems concepts to develop a Distributed Virtual Environment to visualize and analyze molecules of proteins, called VRMol. The system was implemented with the Java programming language, including the Java 3D and Java RMI APIs, aiming to allow geographically disperse researches exchange information in a quick and efficient way, speeding up the remote research and discussion. Thus, was developed a graphical interface with Java 3D and a set of methods to exchange messages according to a client/server communication model with Java RMI. Furthermore, the system also allows the use of some non-conventional input devices as joysticks and gloves.
Rick, Tobias [Verfasser]. "Interactive tracing of radio waves and neuronal fiber pathways for exploratory visualization in virtual reality / Tobias Rick". Aachen : Hochschulbibliothek der Rheinisch-Westfälischen Technischen Hochschule Aachen, 2012. http://d-nb.info/1026309298/34.
Pełny tekst źródłaYaacoub, Fadi. "Development of virtual reality tools for arthroscopic surgery training". Phd thesis, Université Paris-Est, 2008. http://tel.archives-ouvertes.fr/tel-00481944.
Pełny tekst źródłaZiegeler, Sean Bernard. "Using virtual environments to visualize atmospheric data : can it improve a meteorologist's potential to analyze the information?" Master's thesis, Mississippi State : Mississippi State University, 2002. http://library.msstate.edu/etd/show.asp?etd=etd-04032002-162001.
Pełny tekst źródłaRagan, Eric Dennis. "Supporting Learning through Spatial Information Presentations in Virtual Environments". Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/23207.
Pełny tekst źródłaComplicating these issues are details regarding display types and interaction devices used for educational applications. Compared to desktop displays, more immersive VE systems often provide display features (e.g., stereoscopy, increased field of view) that support improved perception and understanding of spatial information. Additionally, immersive VE often allow more familiar, natural interaction methods (e.g., physical walking or rotation of the head and body) to control viewing within the virtual space. It is unknown how these features interact with the types of spatial information presentations to affect learning.
The research presented in this dissertation investigates these issues in order to further the knowledge of how to design VEs to support learning. The research includes six studies (five empirical experiments and one case study) designed to investigate how spatial information presentations affect learning effectiveness and learner strategies. This investigation includes consideration for the complexity of spatial information layouts, the features of display systems that could affect the effectiveness of spatial strategies, and the degree of navigational control for accessing information. Based on the results of these studies, we created a set of design guidelines for developing VEs for learning-related activities. By considering factors of virtual information presentation, as well as those based on the display-systems, our guidelines support design decisions for both the software and hardware required for creating effective educational VEs.
Ph. D.
Helbig, Carolin. "Concept and Workflow for 3D Visualization of Multifaceted Meteorological Data". Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-163901.
Pełny tekst źródłaIn nahezu allen Wissenschaftsdisziplinen steigt der Umfang erhobener Daten. Diese sind oftmals heterogen und besitzen eine komplexe Struktur, was ihre Analyse zu einer Herausforderung macht. Die wissenschaftliche Visualisierung bietet hier Möglichkeiten, Wissenschaftler bei der Untersuchung ihrer Forschungsergebnisse zu unterstützen. Eine der Disziplinen, in denen räumlich-zeitliche Daten aus verschiedenen Quellen inklusive Simulations- und Observationsdaten eine Rolle spielen, ist die Meteorologie. In dieser Arbeit wurde in Zusammenarbeit mit Experten der Meteorologie ein Konzept und ein Workflow für die 3D-Visualisierung meteorologischer Daten entwickelt. Dabei wurden drei Fallstudien erarbeitet, die zum einen auf dem erstellten Konzept beruhen und zum anderen durch die während der Fallstudie gesammelten Erfahrungen das Konzept erweiterten. Der Workflow besteht aus einer Kombination existierender Software sowie Erweiterungen dieser. Damit wurden Funktionen zur Verfügung gestellt, die bei anderen Lösungsansätzen in diesem Bereich, die oft nur eine geringere Anzahl an Funktionalität bieten, nicht zur Verfügung stehen. Der Workflow beinhaltet Methoden zur Datenintegration sowie für die Abstraktion und Darstellung der Daten. Es wurden Lösungen für die Visualisierung einer Vielzahl an Variablen sowie zur vergleichenden Darstellung verschiedener Simulationsläufe und Simulationen verschiedener Modelle präsentiert. Die generierten Visualisierungsszenen wurden mit Hilfe von 3D-Geräten, beispielsweise eine Virtual-Reality-Umgebung, dargestellt. Die stereoskopische Projektion bietet dabei die Möglichkeit, diese komplexen Daten mit verbessertem räumlichem Eindruck darzustellen. Um dem Nutzer eine umfassende Analyse der Daten zu ermöglichen, wurden eine Reihe von Funktionen zur Interaktion zur Verfügung gestellt, um beispielsweise Zeit, Kamera und die Anzeige von 3D-Objekten zu steuern. Das Konzept und der Workflow wurden entsprechend der Anforderungen entwickelt, die zusammen mit Fachexperten definiert wurden. Des Weiteren wurden die Anwendungen in verschiedenen Entwicklungsstadien durch Nutzer getestet und deren Feedback in die Entwicklung einbezogen. Die Ergebnisse der Fallstudien wurden von den Wissenschaftlern benutzt, um ihre Daten zu analysieren, sowie diese zu präsentieren und in der Lehre einzusetzen. Da der vorgeschlagene Workflow allgemein anwendbare Konzepte beinhaltet, kann dieser auch für die Analyse wissenschaftlicher Daten anderer Disziplinen verwendet werden
Nevalainen, Susanna. "A Comparative Study of Monitoring Data Center Temperature Through Visualizations in Virtual Reality Versus 2D Screen". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-233132.
Pełny tekst źródłaPå grund av den ständigt ökande mängden av data, har behovet till effektivare datacenterhanteringslösningar ökat dramatiskt. Cirka 40% av kostnaderna för datacentrar används till kylning, vilket gör temperaturhanteringen till en kritisk del av datacentrets lönsamhet, prestanda och hållbarhet. Nuvarande datacenterhanteringsprogramvaror saknar visuella och kontextuella tillvägagångssätt för datacenterövervakning och förbiser de hierarkiska och spatiotemporala datastrukturerna för datacenterdata i programvarudesign. Denna studie jämförde två potentiella datacentertemperaturvisualiseringar — en tredimensionell visualisering i virtuell verklighet (VV) och en tvådimensionell visualisering på en 2D skärm — i jämförelsen beaktas tid till uppgiftens slutförande, antalet riktiga svar och tillfredsställelse av användaren. Resultatet av användarstudien med 13 datacenterspecialister antydde att användare uppfattar tredimensionellaelektronikrack och enheter snabbare i VV än med 2D-visualisering, medan en tvådimensionell graf tolkas snabbare och noggrannare på en 2D skärm. Användartillfredsställelse av båda visualiseringarna fick över 80 poäng i SUS mätningen, vilket antyder att de genomförda visualiseringarna har en stor potential för att förbättra datacentertemperaturhanteringen.
Fontaeus, Oliwer. "Virtual Reality i planering : Ett kompletterande underlag för ungdomars förståelse av plankartor". Thesis, Högskolan i Gävle, Samhällsbyggnad, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30995.
Pełny tekst źródłaA lot of Swedish citizens struggle to understand parts of detailed development plans when they are presented by Municipalities. The presented material can at often times be seen as difficult to understand and previous knowledge regarding development plans are usually needed to fully understand them. In occurrence with this, Swedish municipalities find themselves struggling in order to attract participants to public participation events regarding upcoming development plans. Today’s youth is especially difficult to attract and also integrate into planning dialogue events and are thus greatly underrepresented and some youth even feel like their voice goes unheard (Alinazari & Alvinder, 2018). In order to change this downgrade in citizens dialogue attendance, and to increase citizens knowledge regarding detailed development plans, municipalities could use a couple of new techniques. These techniques range from the use of 3D-renderings to using Virtual Reality (VR), which also in some cases could be used with the help smartphones. The use of VR is although a pretty fresh establishment to the market which means that there’s only a few municipalities who actually established it as part of their citizens dialogue techniques. The majority of Sweden's municipalities don’t even know that it is possible to use VR in citizens dialogue nor have the knowledge of how to use it. By implementing smartphone based VR with a sharp focus on youth, they would be able to take part of 3D/VR based development plans anywhere at any time. This study aimed to test how smartphone based VR could be used as a complementary visualization material to development plans with the help of other visualizations such as the software Juxtapose. The provision of smartphone based VR was handed out with the help of an online service called RoundMe (2019), which took part in this study. The visualized material which were present in the study had been made with Sketchup. A software which not only is easy to access but also widely used by Sweden's municipalities. Questions regarding the different visualizations was handed out through a questionnaire. The summed up statistics was then analysed with the help of simple linear regression analysis. The participants were also able to rank their own understanding of the presented material. The actual representation of their knowledge was analysed with the help of their answers from the questionnaire. The result of the study could with the help of the answered questionnaires be analysed and the answered that followed was that the complementary use of visualized material and VR could actually increase the understanding of development plans. The biggest noted implication during the study was that participants with a urban planning background had the lowest actual knowledge of the presented visualizations. The implementation of this could thus be of viable use when it comes to improving on younger people's understanding of development plans. And also mean that other societal groups learning would improve and interest more people to attend at public consultation events.
Ospina, Eslava David Mauricio, i Avendaño Flores Santiago. "Virtual Commissioning of Robotic Cell Using Cloud-based Technologies and Advanced Visualization System". Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19793.
Pełny tekst źródłaNugraha, Bahar Yudi. "Representation of thermal building simulation in virtual reality for sustainable building". Thesis, Dijon, 2014. http://www.theses.fr/2014DIJOS016/document.
Pełny tekst źródłaThe importance of energy efficiency as well as integration of advances in sustainable buildingdesign and VR technology have lead this research to focus on thermal simulation results visualized in avirtual environment (VE). The emphasis is on the representation of thermal building simulation (TBS)results and on the perception of thermal data simulated in a VE. The current application of the designprocess through energy efficiency in VR systems is limited mostly to building performance predictionsand design review, as the issue of the data formats and the workflow used for 3D modeling, thermalcalculation and VR visualization.Different applications and tools involved to represent TBS in VE are become the challenge ofthis work. Many 3D modeller, thermal simulation tools and VR tools are available and they are differ intheir function and platform. Issues of data format exchange, appropriate tools and equipments from thissituation require an interoperability solution that needs to be structured in a workflow method.Significances and barriers to integration design with CAD and TBS tools are also outlined in order totransfer the model to VR system. Therefore, the idea then is to use Building Information Model (BIM)extensively used in Architecture, Engineering and Construction (AEC) community. It then continued toevaluate the current trends for TBS representation in VE, to create data transfer method, and tointegrate them in the workflow. After a review in thermal simulation and an evaluation of related works,we specify the application, method and tools for our objectives.An application of a method of data transfer and presentation of data in VE are formulated andtested. This effort conduct using a specific data workflow which performed the data transfer through 3phases. This relies on the smooth exchange of data workflow between CAD tools, thermal calculationtools and VR tools. Presentation of data in VE is conducted through immersive visualization andintuitive interaction. An experiment scenario of a thermal simulation in VR system was created tointeractively visualize the results in the immersion room and tested by some respondents. The systeminclude with friendly interface for interaction. It presents a realistic 3D model of the project (Gunzoroom) in existing condition and renovated version, and their TBS results visualized in somevisualization metaphor. In the experiment, the method which bundled in an application brings togetherwithin a couple of virtual scenario and a software/hardware solution. The obtained results concentrateon visualization, interaction and its feedback. Some visualization metaphor are tested and evaluated topresent more informative TBS results where the user can interact and perceive the impact of theiraction.Evaluation of the application prototype showed various levels of user satisfaction, andimprovements in the accuracy and efficiency of data interpretation. The research has demonstrated it ispossible to improve the representation and interpretation of building performance data, particularly TBSresults using visualization techniques. Using specific method, the data flow that starts from the designprocess is completely and accurately channelled to the VR system. The method can be used with anykind of construction project and, being a flexible application, accepts new data when necessary,allowing for a comparison between the planned and the constructed
Hunsberger, Michael G. "3D visualization of tactical communications for planning and operations using Virtual Reality Modeling Language (VRML) and Extensible 3D (X3D)". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA393819.
Pełny tekst źródłaThesis advisors, Dan Brutzman, Dave Laflam, Dan Boger. Includes bibliographical references (p. 267-270). Also Available online.
Pouke, 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
BUG, DANIEL. "Oculus Rift Control of a Mobile Robot : Providing a 3D Virtual Reality Visualization for TeleoperationorHow to Enter a Robots Mind". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-153959.
Pełny tekst źródłaFärber, Markus, Johannes Ghiletiuc, Peter Schwarz i Beat Brüderlin. "Echtzeit-Visualisierung von sehr großen Virtual- und Augmented-Reality-Szenen auf Smartphones und mobilen Tablet-Computern". Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228216.
Pełny tekst źródłaAlbracht, Ryan. "Visualizing urban development: improved planning & communication with 3D interactive visualizations". Kansas State University, 2016. http://hdl.handle.net/2097/32631.
Pełny tekst źródłaDepartment of Landscape Architecture/Regional and Community Planning
Brent Chamberlain
3D interactive visualizations can communicate complex urban design ideas to communities to improve planning (Bertol & Foell, 1997; Bishop et al., 2008; Griffon et al., 2011; Lange & Bishop, 2005). Unfortunately, many landscape architects, urban designers, and city planners currently re-frame from using such gaming technology capable of creating 3D interactive visualizations (Deane, 2015a). Many firms use verbal descriptions with images. This method is insufficient for facilitating feedback (Bratteteig & Wagner, 2010; Gordon, et al, 2010; Stakeholder Engagement, 2009; Zhang, 2004). According to Lange and Bishop (2005) there is no reason why real-time visualizations should not be used in urban design. Design fields will be moving toward procedural modeling software that is code-based to quickly model urban development (Flachbart & Weibel, 2005). However, this type of software, i.e., ESRI CityEngine, is only being used by approximately 10% of firms (Deane, 2015a). This paper is one of the first to analyze how ESRI CityEngine can be used and improved to support the workflow of landscape architects, urban designers, and planners for urban development projects. The project explored ESRI CityEngine’s procedural modeling and metric capabilities, and how it could be used to visualize a proposed Urban Core Residential District in Manhattan, Kansas. This process involved applying CGA (computer generated architecture) rules to GIS data, to model trees, streetscapes, landscapes, and buildings. Visuals that were produced include a CityEngine Web Scene and a Unity game.
Ban, Hyowon. "Visualization Of Urban Concepts In Two Directions Of Thinking". The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1249306949.
Pełny tekst źródłaFärber, Markus, Johannes Ghiletiuc, Peter Schwarz i Beat Brüderlin. "Echtzeit-Visualisierung von sehr großen Virtual- und Augmented-Reality-Szenen auf Smartphones und mobilen Tablet-Computern". TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30500.
Pełny tekst źródłaAugste, Jan. "Využití technologie virtuální reality k monitoringu a vizualizaci vybraných provozních vlastností stroje a jejich analýze". Doctoral thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-319154.
Pełny tekst źródłaRajashekar, Raksha. "Speech Enabled Navigation in Virtual Environments". Wright State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=wright1567554934550569.
Pełny tekst źródłaRosante, Júnior César [UNESP]. "Proposta de uma ferramenta de visualização e realidade virtual para o monitoramento de tráfego de redes de computadores". Universidade Estadual Paulista (UNESP), 2011. http://hdl.handle.net/11449/98695.
Pełny tekst źródłaO crescimento das redes de computadores e telecomunicações assim como do número de dispositivos conectados a essas provoca um aumento expressivo da quantidade de tráfego de dados gerando maior dificuldade no seu gerenciamento e demandas crescentes da necessidade de prover segurança dos dados e continuidade dos serviços de rede prestados pelas instituições. Existem ferramentas para auxiliar no trabalho de monitoramento de redes como o Tcpdump e o Snort. Este auxilia no trabalho de detecção e bloqueio de tráfegos maliciosos como portscans e ataques de denial of services (DoS) através da análise de tráfego por verificação de assinaturas e padrões. Ainda que sejam de suma importância, ferramentas deste tipo descartam a capacidade cognitiva do ser humano de aprendizado e reconhecimento de padrões. Para contornar essa carência e aproveitar a capacidade de cognição visual humana, este trabalho propõe o uso de conceitos de Realidade Virtual aliados a Visualização de Informação na implementação de uma ferramenta de visualização de informações. Esta deve apresentar os dados brutos do tráfego da rede através de novas perspectivas e metáforas visuais utilizando as técnicas de Realidade Virtual com suas características de imersão, interação e envolvimento em um espaço sintético tridimensional. A representação do tráfego de rede através de metáforas visuais pela ferramenta desperta o senso cognitivo do administrador de redes possibilitando a identificação de tráfego anômalo e de comportamentos estranhos. A ferramenta deve fornecer possibilidades de configurações para exibir diferentes aspectos do tráfego servindo tanto para auxílio administrativo de comportamentos dos usuários quanto para análise e detecção de acessos maliciosos
The growth of computer networks and telecommunications as well as the number of devices connected to these causes a significant increase in the amount of data traffic generating greater difficulty in its management and growing demands on the need to provide data security and continuity of network services provided institutions. There are tools to assist in the work of monitoring networks such as Tcpdump and Snort. This helps in detecting and blocking malicious traffic and attacks such as portscans and denial of service (DoS) attacks by analyzing traffic for verification of signatures and patterns. Though they are very important, tool of this type discard the cognitive capacity of human learning and pattern recognition. To address this need and the ability to take advantage of human visual cognition, this work proposes the use of concepts of Virtual Reality to Information Visualization in the implementation of an information visualization tool. This should provide the raw data of network traffic through new perspectives and visual metaphors using Virtual Reality techniques to their characteristics of immersion, interaction and involvement in a synthetic three-dimensional space. The representation of network traffic through visual metaphors for the cognitive tool awakens the sense of enabling network administrators to identify anomalous traffic and strange behavior. The tool should give you plenty of settings to display different aspects of traffic serving both to assist administrators and users' behavior for analysis and detection of malicious access
Robertson, Cindy Marie. "Using Graphical Context to Reduce the Effects of Registration Error in Augmented Reality". Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19775.
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