Дисертації з теми "Mixed reality interfaces"
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Santos, Lages Wallace. "Walk-Centric User Interfaces for Mixed Reality." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/84460.
Повний текст джерелаPh. D.
Lacoche, Jérémy. "Plasticity for user interfaces in mixed reality." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S034/document.
Повний текст джерелаThis PhD thesis focuses on plasticity for Mixed Reality (MR) User interfaces, which includes Virtual Reality (VR), Augmented Reality (AR) and Augmented Virtuality (AV) applications. Today, there is a growing interest for this kind of applications thanks to the generalization of devices such as Head Mounted Displays, Depth sensors and tracking systems. Mixed Reality application can be used in a wide variety of domains such as entertainment, data visualization, education and training, and engineering. Plasticity refers to the capacity of an interactive system to withstand variations of both the system physical characteristics and the environment while preserving its usability. Usability continuity of a plastic interface is ensured whatever the context of use. Therefore, we propose a set of software models, integrated in a software solution named 3DPlasticToolkit, which allow any developer to create plastic MR user interfaces. First, we propose three models for modeling adaptation sources: a model for the description of display devices and interaction devices, a model for the description of the users and their preferences, a model for the description of data structure and semantic. These adaptation sources are taken into account by an adaptation process that deploys application components adapted to the context of use thanks to a scoring system. The deployment of these application components lets the system adapt the interaction techniques of the application of its content presentation. We also propose a redistribution process that allows the end-user to change the distribution of his/her application components across multiple dimensions: display, user and platform. Thus, it allows the end-user to switch dynamically of platform or to combine multiple platforms. The implementation of these models in 3DPlasticToolkit provides developers with a ready to use solution for the development of plastic MR user interfaces. Indeed, the solution already integrates different display devices and interaction devices and also includes multiple interaction techniques, visual effects and data visualization metaphors
Marchesi, Marco <1977>. "Advanced Technologies for Human-Computer Interfaces in Mixed Reality." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7522/.
Повний текст джерелаYoo, Yong Ho [Verfasser]. "Mixed Reality Design Using Unified Energy Interfaces / Yong Ho Yoo." Aachen : Shaker, 2007. http://d-nb.info/1166511200/34.
Повний текст джерелаEnglmeier, David [Verfasser], and Andreas [Akademischer Betreuer] Butz. "Spherical tangible user interfaces in mixed reality / David Englmeier ; Betreuer: Andreas Butz." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2021. http://d-nb.info/1238017150/34.
Повний текст джерелаPanahi, Aliakbar. "Big Data Visualization Platform for Mixed Reality." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5198.
Повний текст джерелаYannier, Nesra. "Bridging Physical and Virtual Learning: A Mixed-Reality System for Early Science." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/752.
Повний текст джерелаDahl, Tyler. "Real-Time Object Removal in Augmented Reality." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1905.
Повний текст джерелаEns, Barrett. "Spatial Analytic Interfaces." ACM, 2014. http://hdl.handle.net/1993/31595.
Повний текст джерелаOctober 2016
Pederson, Thomas. "From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space." Doctoral thesis, Umeå : Univ, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-137.
Повний текст джерелаPouke, M. (Matti). "Augmented virtuality:transforming real human activity into virtual environments." Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526208343.
Повний текст джерелаTiivistelmä 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
Bambušek, Daniel. "User Interface for ARTable and Microsoft Hololens." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-386023.
Повний текст джерелаJuntunen, J. (Johan). "A cyber-physical system with a mixed reality interface." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201606092492.
Повний текст джерелаTyössä esitetään kyberfysikaalinen järjestelmä, joka peilaa ja täydentää reaalimaailman laitteet ja niiden toiminnallisuuden reaalimaailman virtuaalisessa esityksessä. Reaalimaailman laitteiden energiatasoja mitataan ja ne esitetään virtuaalitodellisuuden rajapinnassa reaaliaikaisesti. Virtuaaliset sisään- ja ulostulot virtuaalitodellisuuden rajapinnassa täydentävät reaalimaailman järjestelmän toiminnallisuutta. Järjestelmä suunnitellaan ja toteutetaan moniagentti- ohjelmistomallia käyttäen. Reaali- ja virtuaalimaailmojen synkronisuuden ja yhdenmukaisuuden takaamisen tuoma haaste ratkaistaan työssä esitettävän synkronointilohkon avulla. Reaali- ja virtuaalimaailman synkronisuuden ja yhdenmukaisuuden arviointi tehtiin teknisestä näkökulmasta. Synkronointi arvioitiin ajoitusmittausten perusteella. Mittausten mukaan järjestelmä toimi pääsääntöisesti ajoitusvaatimusten puitteissa. Ajoittaisia ajoitusvaatimuksia rikkovia viiveitä kuitenkin esiintyi. Järjestelmän yhdenmukaisuus arvioitiin empiirisesti havainnoimalla järjestelmän silminhavaittavia tiloja. Järjestelmän vaste käyttäjän toimiin oli yhdenmukaista lukuunottamatta toimintahäiriötä, joka tietyissä olosuhteissa johti todellisuuden ja virtuaalimaailman esityksen epäyhdenmukaisuuteen. Tulokset osoittavat, että reaalimaailman laitteiden ja niitä vastaavien virtuaalisten esitysten ohjaus on synkronissa ja silminhavaittavat tilat pysyvät yhdenmukaisina. Työ osoittaa, että on mahdollista täydentää kyberfysikaalista järjestelmää virtuaalisilla objekteilla, esimerkiksi virtuaalisilla sensoreilla, jotka toimivat ja vuorovaikuttavat synkronisesti reaalimaailman järjestelmän kanssa. Työn lopuksi käsitellään esiinnousseita havaintoja ja järjestelmän parannusehdotuksia
García, Sanjuan Fernando. "CREAME: CReation of Educative Affordable Multi-surface Environments." Doctoral thesis, Universitat Politècnica de València, 2019. http://hdl.handle.net/10251/101942.
Повний текст джерелаCollaborative serious games have a positive impact on behavior and learning, but the majority are still being developed for traditional technological platforms, e.g., video consoles and desktop/laptop computers, which have been deemed suboptimal for children by several studies. Instead, the use of handheld devices such as tablets and smartphones presents several advantages: they are affordable, very widespread, and mobile---which enables physical activity and being able to engage in a game without requiring users to gather around a fixed, dedicated, location. Plus, combining several of these devices and coordinating interactions across them in what is called a Multi-Display Environment (MDE) brings on additional benefits to collaboration like higher scalability, awareness, parallelism, and fluidity of the interaction. How to interact with these multi-tablet environments is therefore a critical issue. Mobile devices are designed to be interacted mainly via touch, which is very straightforward but usually limited to the small area of the displays, which can lead to the occlusion of the screen and the underuse of the peripheral space. For this reason, this thesis focuses on the exploration of another interaction mechanism that can complement touch: tangible around-device interactions. Tangible interactions are based on the manipulation of physical objects, which have an added value in childhood education as they resonate with traditional learning manipulatives and enable the exploration of the physical world. On the other hand, the exploitation of the space surrounding the displays has several potential benefits for collaborative-learning activities: reduced on-screen occlusion (which may increase workspace awareness), the use of tangible objects as containers of digital information that can be seamlessly moved across devices, and the identification of a given student through the encoding of their ID in a tangible manipulator (which facilitates the tracking of their actions and progress throughout the game). This thesis describes two different approaches to build collaborative-learning games for MDEs using tangible around-device interactions. One, called MarkAirs, is a mid-air optical solution relying on no additional hardware besides the tablets except for several cardboard printed cards. The other, Tangibot, introduces a tangible-mediated robot and other physical props in the environment and is based on RFID technology. Both interactions are respectively evaluated, and it is observed that MarkAirs is usable and undemanding both for adults and for children, and that fine-grained gestures above the tablets can be successfully conducted with it. Also, when applied to collaborative games, it can help reduce screen occlusion and interference among the different users' actions, which is a problem that may arise in such settings when only touch interactions are available. A collaborative learning game with MarkAirs is evaluated with primary school children, revealing this mechanism as capable of creating collaborative learning experiences and presenting an added value in user experience, although not in performance. With respect to Tangibot, we show how collaboratively controlling a mobile robot with tangible paddles and achieving certain precision with it is feasible for children from 3 years of age, and even for elderly people with mild cognitive impairment. Furthermore, it provides a fun experience for children and maintains them in a constant state of flow.
Els jocs seriosos col·laboratius tenen un impacte positiu en el comportament i l'aprenentatge, però continuen sent desenvolupats per a plataformes tecnològiques tradicionals com videoconsoles i ordinadors de sobretaula o portàtils, els quals han sigut identificats com sub-òptims per a xiquets en diversos estudis. D'altra banda, l'ús de dispositius mòbils com ara tabletes i telèfons intel·ligents presenta diversos avantatges: són econòmicament assequibles, estan àmpliament distribuïts i poden ser transportats, la qual cosa permet l'activitat física i poder iniciar un joc sense necessitat de què els usuaris es traslladen a una localització fixa i especialment dedicada per a eixa finalitat. A més, combinar diversos d'estos dispositius i coordinar la interacció entre ells en el que es denomina Entorn Multi-Pantalla (EMP) proporciona beneficis addicionals per a la col·laboració tals com una major escalabilitat, consciència de l'espai de treball, paral·lelisme i fluïdesa de les interaccions. La interacció amb estos entorns multi-tableta és per tant crítica. Els dispositius mòbils estan dissenyats per a ser interactuats mitjançant tocs de dit principalment, mecanisme molt senzill i directe, però està normalment limitat a la reduïda dimensió de les pantalles, cosa que pot ocasionar l'oclusió de la pantalla i la infrautilització de l'espai perifèric. Per aquesta raó, la present tesi se centra en l'exploració d'un altre mecanisme d'interacció que pot complementar al tàctil: interaccions tangible al voltant dels dispositius. Les interaccions tangibles estan basades en la manipulació d'objectes físics, cosa que presenta un valor addicional en l'educació dels xiquets ja que ressona amb els manipulatius tradicionals i permet l'exploració del món físic. D'altra banda, l'explotació de l'espai que envolta a les pantalles té diversos beneficis addicionals per a activitats educatives col·laboratives: reduïda oclusió de la pantalla (la qual cosa pot incrementar la consciència de l'espai de treball), l'ús d'objectes tangibles com a contenidors d'informació digital que pot ser transportada de forma continua entre dispositius, i la identificació d'un estudiant determinat a través de la codificació de la seua identitat en un operador tangible (cosa que facilita el seguiment de les seues accions i progrés durant el joc). Aquesta tesi descriu dos enfocaments distints per a construir jocs educatius col·laboratius en EMPs utilitzant interaccions tangibles al voltant dels dispositius. Una, denominada MarkAirs, és una solució òptica aèria que no precisa de cap maquinari addicional a banda de les tabletes, exceptuant diverses targetes de cartró impreses. L'altra, Tangibot, introdueix un robot controlat tangiblement i attrezzo físic addicional en l'entorn, i es basa en tecnologia RFID. Ambdues interaccions són avaluades respectivament, i s'observa que MarkAirs és usable i poc exigent tant per a adults com per a xiquets, i que es poden realitzar gestos de granularitat fina dalt de les tabletes amb ella. A més a més, en aplicar-se a jocs col·laboratius, pot ajudar a reduir l'oclusió de les pantalles i la interferència entre les distintes accions dels usuaris, problema que pot aparèixer en este tipus d'escenaris quan solament es disposa d'interaccions tàctils. S'avalua un joc educatiu col·laboratiu amb MarkAirs amb xiquets d'educació primària, i es conclou que aquest mecanisme és capaç de crear experiències d'aprenentatge col·laboratiu i de presentar un valor afegit en termes d'experiència d'usuari, tot i que no en eficiència. Respecte a Tangibot, es mostra que controlar conjuntament un robot mòbil mitjançant unes pales tangibles amb certa precisió és factible per a xiquets a partir de tres anys i inclús per a persones majors amb un lleu deteriorament cognitiu. A més, proporciona una experiència divertida per als xiquets i els manté en un estat constant de flow.
García Sanjuan, F. (2018). CREAME: CReation of Educative Affordable Multi-surface Environments [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/101942
TESIS
Zhao, Chen. "HUMAN POINT-TO-POINT REACHING AND SWARM-TEAMING PERFORMANCE IN MIXED REALITY." Case Western Reserve University School of Graduate Studies / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=case1607079526355402.
Повний текст джерелаJohansson, 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.
Повний текст джерелаRedfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.
Повний текст джерелаPh. D.
Orliac, Charlotte. "Modèles et outils pour la conception de Learning Games en Réalité Mixte." Phd thesis, INSA de Lyon, 2013. http://tel.archives-ouvertes.fr/tel-00952892.
Повний текст джерелаMahieux, Pierre. "Interactions tangibles pour naviguer spatialement et temporellement en environnements virtuels. : application à la médiation culturelle en histoire des sciences et techniques." Thesis, École nationale d'ingénieurs de Brest, 2022. https://nuxeo.enib.fr/nuxeo/nxpath/default/default-domain/workspaces/D%C3%A9p%C3%B4t%20des%20th%C3%A8ses@view_documents?tabIds=%3A&old_conversationId=0NXMAIN1.
Повний текст джерелаCultural mediation institutions, especially museums, are increasingly using new technologies to attract visitors. On the one hand, Mixed Reality allows visitors to explore reconstructions of past or inaccessible places, but also to navigate spatially and temporally in these reconstructions. On the other hand, tangible interfaces are used to provide innovative and engaging interactive experiences.In this thesis we hypothesize that the use of tangible interfaces would facilitate spatio-temporal navigation on several scales within Virtual Environments. Our work has two objectives: 1) to propose a model to represent space and time on several scales; 2) to propose a tangible interface to navigate on these different scales.In response to the first objective, our proposition to represent time and space is based on notions used in the History of Science and Technology and proposes four layers. We rely on our model to respond to the second objective, for which we have set up a co-design process involving cultural mediation experts. The result of this approach is SABLIER, a tangible interactor allowing to navigate spatially and temporally within a Virtual Environment
Marinelli, Federico. "Un framework per lo sviluppo di interfacce utente innovative in applicazioni hands-free basate su smartglass: ideazione e sperimentazione in un caso di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10998/.
Повний текст джерелаLennerton, 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.
Повний текст джерелаThesis advisor(s): Rudolph Darken, Joseph A. Sullivan. Includes bibliographical references (p. 103-104). Also available online.
Hsu, Wei-Che, and 徐瑋澤. "Applying Mixed Reality to Construction Industry:the Issues in Technology and in Human-Machine Interfaces." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/na3s4m.
Повний текст джерела國立臺灣大學
土木工程學研究所
106
With the software support multifunction and hardware can run faster and faster, Virtual Reality (VR), this technology has been developed for more than two decades can be implemented today. More and more industries hope to use virtual reality’s immersive display to improve the efficiency of implementation and solve the problems that they encountered in current projects. Based on the technology development of virtual reality, there are two more visualization technologies: Augmented Reality (AR) and Mixed Reality (MR). This research expects to use the new visualization technique “Mixed Reality” to develop some function and explore its application direction in the construction industry. And the construction industry can refer to what we provide in the future. Construction industries usually use 2D CAD for drawings. In recent year, Building Information Modeling develops and prepare to improve 2D CAD’s problem. At now, we can effectively convert 2D CAD to 3D model and store the numerical data in building objects. And then the user can inquire the information more easily. But only large-scale consulting and construction companies have sufficient resources for R&D. It’s difficult for small and medium-scale manufacturers to develop BIM technique. This research implements Mixed Reality technique and proposed the development process. It’s based on Revit’s model and loads the building model to Unity, one kind of game engine. We expect to use easier development mode to reduce the development cost of visualization and provide the different way to develop this new technique. Construction Life Cycle is divided into six phases. In this research, we focus on the phase of planning and design. We focus the interactive function that MR support and provide the function for the user to operate in the model intuitively, including the display of information on each object, designing their own layout. With this Mixed Reality system structure, the user can clearly cognize the place where they will use in the future. In addition, this research explores the opportunities of Mixed Reality for the construction industry. We will conduct interviews with a different kind of construction company and let them understand what we do by using video and operation of software and hardware. After we get the feedback from the expert, we will suggest the research direction in the follow-up research to improve this Mixed Reality system.
Manuaba, Ida Bagus Kerthyayana. "Evaluation of gaming environments for mixed reality interfaces and human supervisory control in telerobotics." Phd thesis, 2014. http://hdl.handle.net/1885/11790.
Повний текст джерелаDriewer, Frauke. "Teleoperation Interfaces in Human-Robot Teams." Doctoral thesis, 2008. https://nbn-resolving.org/urn:nbn:de:bvb:20-opus-36351.
Повний текст джерелаThis work deals with teams in teleoperation scenarios, where one human team partner (supervisor) guides and controls multiple remote entities (either robotic or human) and coordinates their tasks. Such a team needs an appropriate infrastructure for sharing information and commands. The robots need to have a level of autonomy, which matches the assigned task. The humans in the team have to be provided with autonomous support, e.g. for information integration. Design and capabilities of the human-robot interfaces will strongly influence the performance of the team as well as the subjective feeling of the human team partners. Here, it is important to elaborate the information demand as well as how information is presented. Such human-robot systems need to allow the supervisor to gain an understanding of what is going on in the remote environment (situation awareness) by providing the necessary information. This includes achieving fast assessment of the robot´s or remote human´s state. Processing, integration and organization of data as well as suitable autonomous functions support decision making and task allocation and help to decrease the workload in this multi-entity teleoperation task. Interaction between humans and robots is improved by a common world model and a responsive system and robots. The remote human profits from a simplified user interface providing exactly the information needed for the actual task at hand. The topic of this thesis is the investigation of such teleoperation interfaces in human-robot teams, especially for high-risk, time-critical, and dangerous tasks. The aim is to provide a suitable human-robot team structure as well as analyze the demands on the user interfaces. On one side, it will be looked on the theoretical background (model, interactions, and information demand). On the other side, real implementations for system, robots, and user interfaces are presented and evaluated as testbeds for the claimed requirements. Rescue operations, more precisely fire-fighting, was chosen as an exemplary application scenario for this work. The challenges in such scenarios are high (highly dynamic environments, high risk, time criticality etc.) and it can be expected that results can be transferred to other applications, which have less strict requirements. The present work contributes to the introduction of human-robot teams in task-oriented scenarios, such as working in high risk domains, e.g. fire-fighting. It covers the theoretical background of the required system, the analysis of related human factors concepts, as well as discussions on implementation. An emphasis is placed on user interfaces, their design, requirements and user testing, as well as on the used techniques (three-dimensional sensor data representation, mixed reality, and user interface design guidelines). Further, the potential integration of 3D sensor data as well as the visualization on stereo visualization systems is introduced
Johnson, David. "MusE-XR: musical experiences in extended reality to enhance learning and performance." Thesis, 2019. http://hdl.handle.net/1828/10988.
Повний текст джерелаGraduate
Silva, Hugo João Leitão. "Mixed reality application to support building maintenance." Master's thesis, 2018. http://hdl.handle.net/10071/18793.
Повний текст джерелаEsta dissertação apresenta duas aplicações de realidade mista (RM) desenvolvidas para o head-mounted display Microsoft HoloLens (MH) - InOffice e InSitu, as quais auxiliam no desempenho de tarefas de manutenção de edifícios em construções com infraestrutura complexa. Estas soluções destinam-se a ajudar os técnicos de manutenção quando estes precisam de rastrear e consertar parte da infraestrutura, revelando componentes ocultos, exibindo informações adicionais sobre os materiais e orientando-os em tarefas complexas. As aplicações têm potencial para melhorar o desempenho de trabalhadores de manutenção, pois auxiliam na execução mais rápida e com maior precisão do seu trabalho. O trabalho apresentado explora a criação das aplicações e discute as metodologias usadas para criar ferramentas fáceis de usar. Ambas as aplicações de RM foram testadas com profissionais de manutenção no ativo, e os resultados revelaram que cada solução é útil para ajudar na manutenção de edifícios em diferentes tipos de situação. A InOffice, que exibe um modelo interativo e reduzido do edifício a ser mantido, é adequada para trabalhar fora do edifício, para planeamento e assistência remota. Na InSitu, o utilizador visualiza um holograma em escala 1:1 do edifício alinhado com o mundo real e é mais adequada para manutenção que requeira tarefas manuais no próprio local. A metodologia seguida baseou-se em design science research: uma necessidade de melhoria, e não necessariamente um problema, foi identificada, e a partir daí uma solução foi concebida. A RM tem sido aplicada como uma ferramenta de sucesso para ajudar em várias indústrias, e este trabalho fornece visão e conhecimento para muitas soluções futuras com realidade mista ou com MH que melhorem as tarefas em ambientes profissionais ou até em ambientes domésticos.
Chang, Yi-Jia, and 張益嘉. "Integrating Motion-Sensing User Interface into Spatial Perception Learning based on Mixed-Reality Environment." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/37213291550422084238.
Повний текст джерела國立新竹教育大學
數位學習科技研究所
101
To enhance one’s spatial perception is the key to explore the world. Furthermore, “Learning Outside” is the best way to experience the world and learn about the spatial perception. However, outside-learning is a time consuming and highly cost activity when traveling. These difficult made it a dream for most of the students to experiment the world. This thesis constructs a learning platform with three-dimensional GIS and Augmented Reality technology, which makes the learning environment familiar with the real world. Meanwhile, students could enhance their spatial perception when traveling in this platform to learn about the knowledge of Taiwan’s railway and stations. Moreover, the Motion-Sensing User Interface with Flow experience is supported for students to operate the system and immersed into the learning activity. Learners in this study divided into experimental group (which used Motion-Sensing User Interface), and control group (which used keyboard and mouse). It is found that the spatial perceptions in both groups were improved. And questionnaire of flow experience was proved that learning though Motion-Sensing User Interface can help students be immersed more in learning activities than the students with keyboard and mouse.