Дисертації з теми "Reality science"

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1

Crompton, R. J. R. "Science and reality." Thesis, University of Oxford, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.305815.

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2

Ralston, Stuart Edward. "Virtual reality science centre exhibits." Thesis, University of Canterbury. Computer Science, 1994. http://hdl.handle.net/10092/9275.

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Анотація:
Virtual Reality (VR) systems have become widely recognised by the public as a result of media attention, but the cost of the underlying hardware has limited research in the field. Recent improvements in computing power, rendering software, and their availability have started to lower the price of personal VR system components, allowing VR to become an increasingly affordable technology. Science centre exhibits have traditionally been a starting point for high impact science products, presenting them directly to the public. VR technology is currently in a state where its introduction into a science centre is feasible. This thesis describes three computer-based science exhibits that have been designed and introduced to the Science Alive! science centre in Christchurch, New Zealand. The first exhibit, called Juggling In a Virtual Environment (JIVE), teaches the user to juggle virtual objects in VR. The exhibit was constructed using an IBM compatible personal computer, a modified Mattei PowerGlove, a data projector, a 2 metre by 1.5 metre fabric screen, and public domain rendering software. The main advantages of the system are that it is economical and it attempts to teach skills that are otherwise difficult to learn. Overall, the PowerGlove proved to be unreliable due to background noise, a restricted working angle of the ultrasonic tracking, and a high breakage rate of the finger sensors. The second exhibit, called Cybertennis, was constructed using the same hardware as JIVE, except for modifying the breakage-prone PowerGlove into a bat. A new virtual world was designed to allow the user to play a game of tennis with an artificial opponent. The third exhibit, called the Data Digester, is an electronic questionnaire; consisting of a Macintosh personal computer, a touch screen device, and HyperCard developing software. The Data Digester gathers information for market research, demographic investigations, and exhibit evaluation.
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3

Bell, Catherine. "Science with personality: reality science - the future of science communication." Thesis, Canberra, ACT : The Australian National University, 2011. http://hdl.handle.net/1885/8746.

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In this sub-thesis I introduce the idea of Reality Science. Reality science involves the telling of personal stories, such as with autobiography, biography, mentoring, documentaries, profiles and public lectures. The importance of reality science in shaping positive stereotypes and perceptions of science is discussed and ways of approaching reality science is given. Reality science can be used to encourage, inspire and inform people of the various roles scientists play and the diversity of science, breaking down stereotypes and normalising science and scientists. Reality science gives us insight into the minds of the scientists and the nature of the science. They inspire people, inform people and create controversy. Reality science is a tool the contemporary scientist can use to encourage new scientists into their field, inform the public about their research in a less typically scientific manner, and inspire their colleagues to do the same. Reality science can contribute to creating a more accurate public perception of science, as more and more realities will create more relevant stereotypes and bridge the gap by creating dialogues; dialogues between author and audience, and between third parties, depending on the type of reality science used. To demonstrate reality science, an artefact is included. This artefact is in the form of a book, and is entitled Colours of the South. This shows how reality science can be used to break down barriers, create new perceptions and encourage engagement with science.
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4

Drews, Timothy. "Shared augmented reality: a framework for networked augmented reality applications." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119674.

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In this thesis we detail the development of a software framework for networked augmented reality applications. We discuss vision-based tracking of planar surfaces, sensor fusion based pose estimation, and the overall implementation of our system. The primary focus of this thesis is our sensor fusion based tracking approach, which uses a novel extended Kalman filter formulation that takes advantage of the group structure of rotations. We provide an extensive derivation of this formulation, and validate the approach using both simulation and ground truth data obtained via a motion capture system.
Dans cette thèse, nous détaillons le développement d'une architecture logicielle dédiée à réalité augmentée en réseau. Nous explorons plusieurs procédés de la vision numérique tels que la détection et suivi de surfaces planes et la localisation spatiale à partir de plusieurs capteurs et discutons de la conception de notre système. Cette thèse se concentre principalement sur la combination d'information sensorielle provenant de plusieurs sources. Notre technique utilise une nouvelle extension du filtre de Kalman qui exploite la structure des rotations. Nous offrons une dérivation extensive de cette formulation et nous validons cette approche d'une part par des données simulées mais aussi par des données réelles obtenues par un système de capture de mouvement.
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5

Cross, Julian Stamford. "Return to reality : a causal realist approach to re-construction in science teaching /." Connect to thesis, 2001. http://eprints.unimelb.edu.au/archive/0002048.

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6

Khan, Mina S. M. Massachusetts Institute of Technology. "Wonderland : constructionist science learning in mixed reality." Thesis, Massachusetts Institute of Technology, 2018. https://hdl.handle.net/1721.1/122896.

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Анотація:
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 95-99).
Science concepts lie at the heart of our everyday experiences, yet people feel disconnected from science because of the abstract way it is taught in schools. We wanted people to learn science concepts in the real world in playful ways, and used Mixed Reality (MR) to allow people to visualize and play with science concepts in the real world. We focused on Newtonian physics as our first science concept in Wonderland because Newtonian physics is commonly experienced by people in their everyday lives, especially in playful contexts, e.g., when they throw a ball. We created simple Newtonian physics tools, which served as building blocks of Newtonian physics systems to allow learners to build their own Newtonian physics models and puzzles for constructionist learning. We include different types of custom visualizations, e.g., graphs, velocity and acceleration vectors, etc, to allow the users to visualize the underlying physics of objects in scientifically accurate, yet intuitive ways. Our rewinding interface also enables users to play, pause, rewind, replay, speed up and slow down physics so that users can learn from repeated physics experimentation. We created two versions of Wonderland: a Hololens version for an immersive head-worn MR experience, and an ARKit version for a more widely accessible MR experience on iOS devices. Our experiments show that users enjoy solving Newtonian physics puzzles in Wonderland, and find the visuals and simulations helpful in understanding Newtonian physics concepts. We aim to further develop and deploy Wonderland to promote science learning and exploration in the real world.
by Mina Khan.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
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7

Tiiro, A. (Arttu). "Effect of visual realism on cybersickness in virtual reality." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201802091218.

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Virtual reality has been developing rapidly and gaining popularity in the past years as new devices and applications have been released. It is utilized in many fields like entertainment, health and science. Virtual reality is characterized by head-mounted devices that can immerse the user to the virtual environment, but it has been found out to cause an undesirable side-effect called cybersickness. Cybersickness has been studied vastly for many years and it has roots in simulators and motion sickness studies. Cybersickness has many symptoms including nausea, headache, eye stress and dizziness. There are many factors that can cause cybersickness, but the root cause is still unclear whether it is caused by a mismatch between visual and vestibular system or by instabilities in posture. With modern devices and applications, visual realism has been developing far from the first wave of virtual reality in the 1990s, but there are not many studies that have been linking it to cybersickness. In this study, three graphical styles with different levels of graphical realism are compared to find out if high visual realism causes cybersickness. Cybersickness is measured with questionnaires that have become the standard in cybersickness studies. Results have been analyzed with quantitative methods. Results of the study indicate higher visual realism causes more cybersickness than lower visual realism. Increased level of detail in high visual realism graphics causes more visual flow and stronger sensory mismatches that causes cybersickness. Reduced details also reduce depth cues in the graphics and does not cause as strong mismatches between visual and vestibular systems.
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8

Kandikonda, Keerthi. "Using Virtual Reality and Augmented Reality to Teach Human Anatomy." University of Toledo / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1302096342.

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9

Bhattacharya, Devarun. "A framework for reality over web." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119727.

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Video over the web is gaining a lot of popularity nowadays. Video is used as an information sharing mechanism in a number of spheres like communication, entertainment, and education. Video essentially transfers the visual and auditory information captured by the camera from a scene to a viewer. When videos are rendered over web browsers many opportunities emerge to provide additional information channels over the video.The Reality over Web (RoW) is an attempt at loading the video with additional information. RoW overlays a two way channel on top of the video which can transfer information between viewers of the video and actors present in the video. Using this mechanism the viewers can influence the happenings in the video or obtain additional information that is not readily available in the video about the scene.This thesis work developed an architecture for RoW and implemented a proof-of-concept prototype of RoW. One particular problem that is central to RoW is locating the devices in a video frame. This requires a locationing scheme that is highly accurate and does not require any special hardware support on the device side. Because existing schemes did not fit the requirements of RoW, this thesis research developed a new locationing scheme based on the directionality of high frequency sound waves. Once the devices have been detected, they are addressed on the video. The video is made interactive in a way that user gestures on the addressed area on the video are converted into commands and sent to the corresponding device. The experiments carried out with the prototype in a laboratory setting and inside a sound isolation room indicate thatour locationing scheme is capable of reaching the high-level of accuracy required by RoW.
De nos jours, la vidéo sur Internet se popularise de plus en plus. La vidéo est utilisée comme un mécanisme de partage d'informations dans un grand nombre des domaines, tels que la communication, le divertissement ou l'éducation. La vidéo sert essentiellement à transférer d'une scène à un spectateur, l'information visuelle et audio capturée à l'aide d'une caméra. Quand les vidéos sont rendues sur les navigateurs Web de nombreuses possibilités émergent pour fournir des canaux d'information supplémentaires sur ces vidéos.La RoW (Reality over Web) est une tentative de charger une vidéo avec des informations additionnelles. La RoW ajoute un lien bidirectionnel au dessus de la vidéo qui permet le transfert de l'information entre les spectateurs et les acteurs présents dans la vidéo. Grâce à ce mécanisme, les spectateurs peuvent influencer les évènements de la vidéo ou obtenir de l'information additionnelle qui n'est pas facilement accessible à propos de la scène. Dans ce travail nous avons développé une architecture pour la RoW et avons mis au point un système prototype de RoW, qui met en évidence le concept de l'emprise. Un problème particulier qui est au cœur de l'emprise est de localiser les périphériques dans une image vidéo. Cela nécessite un système de positionnement (locationing) qui doit être très précis et qui ne nécessite aucun support matériel spécial sur le côté de l'appareil. Puisque les systèmes existants ne répondaient pas à ces exigences, ce travail apporte une contribution au développement d'un nouveau système de positionnement (locationing) basé sur la directivité des ondes sonores à haute fréquence.Une fois les appareils détectés, ils sont appliqués (adressés) sur la vidéo. La vidéo est alors rendue interactive d'une manière qui permet de convertir les mouvements gestuels de l'utilisateur sur cette partie spécifique de la vidéo en des commandes appropriées à l'appareil correspondant. Les expériences menées avec le prototype développé dans un environnement de laboratoire et à l'intérieur d'une chambre d'isolement sonore indiquent que notre système de positionnement (locationing) est capable d'atteindre le haut niveau de précision requise par la RoW.
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10

Saw, Yihui. "Enlight : a projected augmented reality approach to science education." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/100671.

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Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 73-77).
Advances in augmented reality (AR) interfaces create a new possibility for innovative learning tools in education. This thesis explores the application of a projected augmented reality system and its use in science education. Through this work, we provide some brief insights into the potential and challenges of using the projection augmented model in a learning environment. With a focus on physics education, we developed tangible simulations of magnetic fields and other phenomena through the means of augmentation. We describe also the means to integrate and apply AR in a classroom environment. Our investigation analyzes the effects of augmented reality on student learning outcomes and the usability of our model. Quantitative and qualitative evidence suggests that the projection augmented model may complement learning in ways that current interfaces and learning methods are lacking.
by Yihui Saw.
M. Eng.
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11

Valiathazhel, James Daniel. "Science for all - myth or reality?: a research project." Thesis, Rhodes University, 2002. http://hdl.handle.net/10962/d1004391.

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Анотація:
Abstract: Transformation at a historically disadvantaged technikon in South Africa : a research project: South Africa is in the seventh year of democracy. During the first term of office, the ANC government proposed radical shift from the system(s) of education that was/were in existence in this country. A change in the education system in South Africa was inevitable. The ANC government have realised the need and proposed plans for a change in the education system in this country. We might be able to overcome the inequalities of the past and have an education system relevant for all South Africans that promote an equal opportunity for success as envisaged by Outcomes Based Education (OBE). This research project, using a qualitative case study methodology, reports on the readiness of Border Technikon in implementing Outcomes Based Education (OBE) as a teaching/lecturing strategy. Since 1998 Border Technikon organised a series of staff training workshops to empower the academic staff in Outcomes Based Education. A preliminary study on the topic was conducted during 1999, in which questionnaires (to 16 academic staff) and semi-structured interviews (with three academic staff) were used to collect data. During 2000, when the second and final round of this study was conducted semistructured interviews were employed with 4 staff members to gather data. Literature review and document analysis was also part of the research. The analysis of data indicated that the very nature of most of the Technikon Programmes demands an OBE approach in teaching/lecturing and hence OBE based teaching/lecturing is largely practised at Border Technikon. However a few areas of concerns were identified. Some of these concerns were: (i) Technikon employed academic staff (from industry, etc...) with no professional qualification in teaching and it was difficult to provide OBE training to such people and (ii) lack of sufficient support from the Technikon Management might be a cause for the poor attendance of academic staff during the training programme. Another aspect emerged from the data analysis was that all academic staff participated in this study expressed the need for further training in OBE and related topics. Abstract: Science for all - myth or reality?: Different educational projects around the world have made Scientific Literacy a world-wide concern. This study through a literature review shows that Scientific Literacy is a term that has many definitions and interpretations. This literature review reveals that, in the present system Science for All is a myth for various reasons. Governments around the world in general, and South Africa in particular, are in the process of introducing different projects such as the Year of Science and Technology (YEAST), science week and science exhibitions for the purpose of popularising science and technology. The Department of Education in Thailand has modified its education system to accommodate Science for All. In this literature review among other issues the status quo in South African science education and the Thailand model were examined. A few recommendations to achieve Science for All are also included in this project. Abstract: Developing and evaluating the use of learning material in science - a constructivist approach towards learning Newton's laws : a research project: The Government of National Unity in 1994 introduced a new educational policy for South Africa. This represented a shift in paradigm from a transmission mode of teaching and learning to a learner-centred education. The shift marks a transformation from a content-based curriculum to an Outcomes Based Education (OBE). Various authors found that different sections in the Physical Science syllabus in South Africa are often misunderstood by students for different reasons. One of the reasons was that students had their own ideas about laws of nature and these (mis)conceptions were resistant to change. From the literature and from the author's personal experience it was found that Bodies in Motion is a topic that is difficult to conceptualise by students of different age groups. The challenge facing educators is how to tackle this issue. In this research project a diagnostic test is developed and used to identify the topics where students have conceptual problems. To address these problem areas further, concept sheets/work sheets where developed and implemented. The different challenges and tasks given in the work sheets/learning material are organised in such a way as to make the students aware of their own ideas about Bodies in Motion in general and the key-concepts in particular and also to make them aware of the ideas of their peers (group members). It was also aimed at offering the learners the scientific alternative to their own beliefs. At the end, it was discovered that, even though the general understanding of the learners has improved in this topic (namely, Bodies in Motion), their original beliefs were largely unaffected. It is the hope of the researcher that the project would be the basis for further research on the development of learning material in science.
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12

Collier, Rohan. "The reality of species." Thesis, Royal Holloway, University of London, 1985. http://repository.royalholloway.ac.uk/items/73428683-ea4a-4855-a8be-e422b3a953e3/1/.

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Анотація:
This thesis examines the nature of biological species, and argues that species are real. The thesis starts with a descriptive account of species drawn from biology. This includes taxonomic views, theories of speciation and theories in ecology. In this chapter a particular definition of species, 'the biospecies', is reached. The thesis continues in Chapter Two with a philosophical account of species, which aims at reaching an understanding of the kind of entities species are. The chapter concludes that species are natural kinds, but not as traditionally construed. Chapter Three looks closely at the use biologists make of species terms, and argues that biological theories are committed to such terms. That species terms cannot be dispensed with in biological statements indicates that species are real. If species are real, they are entities for which questions of identity make sense. Chapter Four reviews different criteria for the individuation and identity of species. All the criteria are found to suffer from problems of vagueness. In view of the difficulty of providing criteria for species identity, the thesis turns in the fifth chapter to two biological views---numerical taxonomy and neo-Darwinism---which claim that biological theories can dispense with species terms. But a look at these reductive theories shows that one loses a certain measure of explanation if species are dispensed with. In the light of the failure of the reductive theories, a fresh attempt is made in Chapter Six at giving a criterion for species sameness. This last chapter also serves as a general conclusion to the thesis.
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13

Hobin, James Keat. "Editing reality made easy." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113151.

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Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Pages unnumbered. Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages [44]-[45]).
The Reality Editor is a system based around the concept that physical objects may serve augmented reality web interfaces while communicating information about their state to the local environment. Its combination of an augmented reality web browser with an object messaging system leads to high usability and simplicity. In my contribution to the project, I reduce the difficulty of creating and controlling compelling augmented reality Internet of Things experiences using the Reality Editor. I simplify the creation process through three areas of work: creating reusable user interface components, designing an in-browser editor, and implementing a drag-and-drop in-app editor. My work on enhancing control takes two forms: developing an object memory system and integrating networked cameras. Finally, I improve the Reality Editor as a whole through a series of efforts targeting its documentation, performance, and reliability.
by James Keat Hobin.
M. Eng.
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14

Salanitri, Davide. "Trust in virtual reality." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52322/.

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Анотація:
The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying technologies, it is fundamental to study the interaction between the technology and the end users. This thesis takes into consideration one aspect of human-computer interaction: trust. Trust has been seen as fundamental in technologies such as e-commerce, e-marketing, autonomous systems and social networks. This is because trust has been found to be associated with the intention to use a technology, and lack of trust could deter users from adopting the technology. This concept is particularly important for VR, since it is only recently gaining widespread adoption. However, studies on users’ trust in VR systems are limited in the literature and there is uncertainty regarding the factors which could influence end user trust. This research aimed at developing a model to investigate trust in VR. The goal was to identify the factors which have a theoretical influence on trust in VR through an analysis of the literature on trust in VR and trust in technology in general. This permitted the creation of a framework with usability, technology acceptance and presence as possible predictors of trust in VR. In order to validate this framework, six user experiments were conducted. The experiments investigated the relationships among the factors identified in the literature and their influence on trust. The first study was designed to explore possible methodological issues. The next three studies, conducted in collaboration with researchers at the University of Nottingham, analysed further the relationship between usability and trust and between technology acceptance and presence with trust. The fifth experiment was conducted to specifically explore the influence of presence on trust. The last study looked at all factors, and validated the framework, demonstrating that technology acceptance and presence are predictors of trust in VR, and usability has an indirect effect on trust, as it is a strong predictor of technology acceptance. This research generated a model which includes well-studied factors in human computer interaction and human factors and could be applied to study trust in VR for different systems. This model increases the amount of information on VR, both on an academic and industrial point of view. In addition, guidelines based on the model were generated to inform the evaluation of existing VR systems and the design of new ones.
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15

Crosier, Joanna. "Virtual environments for science education : a schools-based development." Thesis, University of Nottingham, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.323181.

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16

Flintham, Martin. "Supporting mobile mixed-reality experiences." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10632/.

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Анотація:
Mobile mixed-reality experiences mix physical and digital spaces, enabling participants to simultaneously inhabit a shared environment online and on the streets. These experiences take the form of games, educational applications and new forms of performance and art, and engender new opportunities for interaction, collaboration and play. As mobile mixed-reality experiences move out of the laboratory and into more public settings they raise new challenges concerning how to support these experiences in the wild. This thesis argues that mobile mixed-reality experiences in which artists retain creative control over the content and operation of each experience, particularly those that are deployed as theatrical performances, require dedicated support for content authoring and reactive orchestration tools and paradigms in order to be successfully and robustly operated in public settings. These requirements are examined in detail, drawing on the experience of supporting four publicly toured mobile mixed-reality experiences; Can You See Me Now?, Uncle Roy All Around You, I Like Frank in Adelaide and Savannah, which have provided a platform to practically develop, refine and evaluate new solutions to answer these challenges in the face of presenting the experiences to many thousands of participants over a four year period. This thesis presents two significant supporting frameworks. The ColourMaps system enables designers to author location-based content by directly colouring over maps; providing a simple, familiar and yet highly flexible approach to matching location-triggers to complex physical spaces. It provides support for multiple and specialised content layers, and the ability to configure and manage other aspects of an experience, including filtering inaccurate position data and underpinning orchestration tools. Second, the Orchestration framework supports the day-to-day operation of public experiences; providing dedicated control-room tools for monitoring that reveal the content landscape and historical events, intervention and improvisation techniques for steering and shaping each participant's experience as it unfolds both physically and virtually, and processes to manage a constant flow of participants.
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17

Laurendi, Joseph Michael. "Augmented reality games : improved data layers." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66436.

Повний текст джерела
Анотація:
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 73-74).
The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own games based on a map, a set of characters, and a plot of their choosing. In an earlier version of the software, students were allowed to add "substances" (e.g. oil spills) to their games. The functionality for doing so did not give the student much control and was unintuitive to use. In this thesis, I propose and analyze a prototype of the design and implementation of a new, improved interface that allows students to add a generalized version of a "substance" to their AR games. This generalization of a "substance" is termed a "data layer"
by Joseph Michael Laurendi.
M.Eng.
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18

Duffield, Austin (James Austin). "Enabling high-quality untethered virtual reality." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/119520.

Повний текст джерела
Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 47-50).
Today's virtual reality (VR) headsets require a cable connection to a PC or game console. This cable significantly limits the player's mobility and, hence, her VR experience. The high data rate requirement of this link (multiple Gbps) precludes its replacement by WiFi. Thus, in this thesis, we focus on using mmWave technology to deliver multi-Gbps wireless communication between VR headsets and their game consoles. We address the two key problems that prevent existing mmWave links from being used in VR systems. First, mmWave signals suffer from a blockage problem, i.e., they operate mainly in line-of-sight and can be blocked by simple obstacles such as the player lifting her hand in front of the headset. Second, mmWave radios use highly directional antennas with very narrow beams; they work only when the transmitter's beam is aligned with the receiver's beam. Any small movement of the headset can break the alignment and stall the data stream. We present MoVR, a novel system that allows mmWave links to sustain high data rates even in the presence of a blockage and mobility. MoVR does this by introducing a smart mmWave mirror and leveraging VR headset tracking information. We implement MoVR and empirically demonstrate its performance using an HTC VR headset.
by Austin Duffield.
M. Eng.
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19

Chin, Tze Kwang. "Augmented reality on the iPhone platform." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61277.

Повний текст джерела
Анотація:
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 69).
In this thesis, I designed and implemented an iPhone implementation of the Outdoor Augmented Reality client developed by the Schellar Teacher Education Program at MIT. The work began as a simple port, but it soon became clear that a redesign of the current system architecture was necessary to provide better cross platform compatibility, especially in light of the possibility of a future Android implementation of the game client. I designed a flexible and extensible new architecture that achieves that purpose. Furthermore, the new architecture also adds more features to the game such as having basic Al for game characters.
by Tze Kwang Chin.
M.Eng.
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20

Belson, Itamar David. "A cross-platform virtual reality experience." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112897.

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Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February 2017.
Cataloged from PDF version of thesis. "December 2016."
Includes bibliographical references (page 30).
Virtual reality refers to a realistic and interactive experience whereby a user is able to observe and interact with a simulated three-dimensional environment. However, although immersive by nature, most modern virtual reality systems require the use of specialized head-mounted displays that result in experiences that are wholly detached and isolated from other potential users as well as from the primary user's immediate surrounding. This thesis describes a system that aims to solve the isolative nature of virtual reality through incorporating a new form of multi-person interaction within virtual reality worlds that enables cross-platform observation and agency within the digital domain. Namely, this new form of human-to-human virtual interaction method allows two or more individuals to simultaneously observe and interact with the same virtual world through inherently different perspectives. More specifically, this thesis details an example application of such a system in which two users, one connected through a virtual reality interface and the other connected via a standard monitor interface, concurrently play a virtual air hockey game similar to the physical equivalent. Although a single example, the principles of the described system may be extended and applied to a variety of applications within the virtual reality domain.
by Itamar David Belson.
M. Eng.
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21

Wedgwood, F. Ruth. "Aspiration and reality in the teaching and learning of science in Tanzania." Thesis, University of Edinburgh, 2007. http://hdl.handle.net/1842/25294.

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Анотація:
This study examined Tanzanian science educators’ views about the type of knowledge that should be promoted in schools and the models of learning that guide their practice. Data relating to practitioners were generated through lesson observations and follow up interviews with teachers, trainees and tutors at six secondary schools and one teacher training college. These data were supported by ethnographic observations, analysis of curricular materials and interviews with policy makers. Findings indicate that many teachers based their science teaching on a model of science as a set body of codified knowledge that needs to be learned verbatim. This body of knowledge is replicated and conserved through hand-copied student notes. Teachers interpreted the ability to reproduce the resulting “sacred text” orally as evidence of successful learning. Observation, analysis and knowledge manipulation were not highly valued. Many aspects of the observed folk pedagogy were similar to those found in highly oral societies. Aspirations to achieve modernity have led to the rapid expansion of the education system, high resource demands for science teaching in terms of equipment and the use of English as the medium of instruction. The teachers shared these high aspirations and yet were faced with realities that made them unattainable. Teachers lacked robust content knowledge, schools lacked books and apparatus and students lacked access to understanding due to the language barrier. This appeared to have contributed to the development of a survivalist pedagogy that had become culturally engrained and resistant to change.
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22

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

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Анотація:
Immunology Virtual Reality (VR) project is an immersive educational virtual reality experience that intends to provide an informal learning experience of specific immunology concepts to college freshmen in the Department of Biological Sciences at Virginia Tech (VT). The project is an interdisciplinary endeavor between my collaboration between people from different domain areas at VT: Creative Technologies, Education, Biological Sciences, and Computer Sciences. This thesis elaborates on the whole design process of how I created a working prototype of the project demo and shares insights from my design experience.
Master of Fine Arts
Immunology Virtual Reality is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogen invasions at an infection site in the human body. It explores levels of interactivity and storytelling in educational VR and their impact on learning.
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23

Yannier, Nesra. "Bridging Physical and Virtual Learning: A Mixed-Reality System for Early Science." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/752.

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Анотація:
Tangible interfaces and mixed-reality environments have potential to bring together the advantages of physical and virtual environments to improve children’s learning and enjoyment. However, there are too few controlled experiments that investigate whether interacting with physical objects in the real world accompanied by interactive feedback may actually improve student learning compared to flat-screen interaction. Furthermore, we do not have a sufficient empirical basis for understanding how a mixed-reality environment should be designed to maximize learning and enjoyment for children. I created EarthShake, a mixed-reality game bridging physical and virtual worlds via a Kinect depth-camera and a specialized computer vision algorithm to help children learn physics. I have conducted three controlled experiments with EarthShake that have identified features that are more and less important to student learning and enjoyment. The first experiment examined the effect of observing physical phenomena and collaboration (pairs versus solo), while the second experiment replicated the effect of observing physical phenomena while also testing whether adding simple physical control, such as shaking a tablet, improves learning and enjoyment. The experiments revealed that observing physical phenomena in the context of a mixed-reality game leads to significantly more learning (5 times more) and enjoyment compared to equivalent screen-only versions, while adding simple physical control or changing group size (solo or pairs) do not have significant effects. Furthermore, gesture analysis provides insight as to why experiencing physical phenomena may enhance learning. My thesis work further investigates what features of a mixed-reality system yield better learning and enjoyment, especially in the context of limited experimental results from other mixed-reality learning research. Most mixed-reality environments, including tangible interfaces (where users manipulate physical objects to create an interactive output), currently emphasize open-ended exploration and problem solving, and are claimed to be most effective when used in a discovery-learning mode with minimal guidance. I investigated how critical to learning and enjoyment interactive guidance and feedback is (e.g. predict/observe/explain prompting structure with interactive feedback), in the context of EarthShake. In a third experiment, I compared the learning and enjoyment outcomes of children interacting with a version of EarthShake that supports guided-discovery, another version that supports exploration in discovery-learning mode, and a version that is a combination of both guideddiscovery and exploration. The results of the experiment reveals that Guided-discovery and Combined conditions where children are exposed to the guided discovery activities with the predict-observe-explain cycle with interactive feedback yield better explanation and reasoning. Thus, having guided-discovery in a mixed-reality environment helps with formulating explanation theories in children’s minds. However, the results also suggest that, children are able to activate explanatory theory in action better when the guided discovery activities are combined with exploratory activities in the mixed-reality system. Adding exploration to guided-discovery activities, not only fosters better learning of the balance/physics principles, but also better application of those principles in a hands-on, constructive problem-solving task. My dissertation contributes to the literatures on the effects of physical observation and mixed-reality interaction on students’ science learning outcomes in learning technologies. Specifically, I have shown that a mixed-reality system (i.e., combining physical and virtual environments) can lead to superior learning and enjoyment outcomes than screen-only alternatives, based on different measures. My work also contributes to the literature of exploration and guided-discovery learning, by demonstrating that having guided-discovery activities in a mixed-reality setting can improve children’s fundamental principle learning by helping them formulate explanations. It also shows that combining an engineering approach with scientific thinking practice (by combining exploration and guided-discovery activities) can lead to better engineering outcomes such as transferring to constructive hands-on activities in the real world. Lastly, my work aims to make a contribution from the design perspective by creating a new mixed-reality educational system that bridges physical and virtual environments to improve children’s learning and enjoyment in a collaborative way, fostering productive dialogue and scientific curiosity in museum and school settings, through an iterative design methodology to ensure effective learning and enjoyment outcomes in these settings.
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24

Swerhun, Bryce. "Social and natural reality : prospects for a consilient theory of nationalism." Thesis, Stellenbosch : Stellenbosch University, 2008. http://hdl.handle.net/10019.1/3107.

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Анотація:
Thesis (MA (Political Science))--Stellenbosch University, 2008.
Nationalism is quite easy to understand, but somewhat difficult to explain. In terms of understanding nationalism, we do not need to know anything more about society and sentiment than what is taken for granted in everyday life. An individual who ‘drops’ into a foreign culture may know absolutely nothing about its people’s songs, rituals, amusements and traditions: why some customs evoke tears, and others, bravado. This person would feel no sense of collective awe or inspiration when touring historic battlefields and monuments of an unfamiliar country. Nevertheless, he or she would likely understand and appreciate that all of these things are steeped in meaning and identity. These instances of meaning and identity may not be felt, shared or even fully known, but their role as expressions of nationalism can be readily appreciated. The global spread of nations entails an array of mutually unfamiliar national identities, but the actual phenomenon nationalism is rarely foreign to anyone. From an outsider’s perspective we do not know how certain expressions are significant to a particular group, but we do understand that they are expressions of national belonging. Explaining nationalism is more difficult for the simple reason that experiencing and recognizing a phenomenon is not sufficient to account for its existence. Customs and rituals are two suggested properties of nationalism, but what is the causal relationship between such properties and the end phenomenon (how does custom actually lead to nationalism, if at all)? The answers to these questions are still a matter of debate. The situation is only made worse by the fact that most theories explaining nationalism seem to rest on a tower of abstractions. For instance, it may seem uncontroversial for some to argue that nationalism is an outgrowth of ethnic identity. However, this just begs the question. What is ethnicity? The potential for regress to abstraction is a major impediment to theory. This thesis will examine the problem of explanation: the reasons why theories of nationalism have struggled with explaining nationalism, and a discussion on how to overcome these difficulties. Specifically, this thesis will show that: 1) The problem of explaining nationalism is due in part to the ‘classical’ problem found in the literature: whether nationalism is an ‘ancient’ social phenomenon, or a ‘modern’ phenomenon which can be dated (roughly) to the late eighteenth century. 2) Debates regarding the classical problem are closely affected by philosophical issues in the social sciences. 3) The incorporation of a consilient methodology (i.e. a research program that unifies theories of social science with theories of natural science) can provide a new strategy for future theories of nationalism and work to solve the classical problem.
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25

Adler, Sean. "Montanita: A Modern Augmented Reality System." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/789.

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Анотація:
Augmented Reality (AR) applications require novel rendering technologies, sensors, and interaction techniques. This thesis describes the nascent field of AR, and outlines the design of a new college campus annotation application which serves as a concrete example of how to flesh out a full AR system. Code for the application is included in the Appendix. As such, this thesis demonstrates that AR is advanced paradigm that nonetheless constitutes a feasible challenge for independent programmers.
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26

Cowley, Brent. ""Reality" while Dreaming in a Labyrinth: Christopher Nolan as Realist Auteur." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1011762/.

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Анотація:
This thesis examines how the concept of an auteur (author of a film) has developed within contemporary Hollywood and popular culture. Building on concepts from Timothy Corrigan, this thesis adapts the ideas of the author and the commercial auteur to examine how director Christopher Nolan's name, and film work, has become branded as "realist" by the Hollywood film industry and by Nolan's consistent self-promotion. Through recurring signatures of "realism," such as, cinematic realism (immersive filmic techniques), technical realism (practical effects and actual locations), subjective realism (spectator access to a character's point of view), psychological realism (relatable motivations) and scientific realism (factual science), Nolan's work has become a recognizable and commoditized brand. Like many modern-day auteurs, Nolan himself has been used as a commodity to generate interest to his working methods and to appeal audiences to his studio films. Analyzing each of Christopher Nolan's films along with the industrial and cultural factors surrounding them, a method for understanding contemporary auteurism in Hollywood is presented. Through a consideration of extra-textual components, including promotional featurette's and journalistic interviews with Nolan, as well as his film crew, this thesis will explore how Nolan might be considered a template for a future of auteur branding.
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27

Menon, Sadan Suneesh. "ARiSE - Augmented Reality in Surgery and Education." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1626967290537148.

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28

Lyubomirsky, Ilya. "Quantum reality and squeezed states of light." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/36431.

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Анотація:
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (leaves 67-71).
by Ilya Lyubomirsky.
M.S.
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29

Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.

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Анотація:
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
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30

Vargas, David Anthony. "Multiplayer collaboration in educational virtual reality games." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119701.

Повний текст джерела
Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 59).
Recent innovations in Virtual Reality technology has made it more affordable and accessible to consumers and classrooms. This research works toward investigating the impact of VR in a collaborative learning environment as part of a larger cross- platform system. We have explored three primary research objectives: 1) how do we engage players in a cross platform education game 2) is it possible for VR to be one of these platforms effectively and 3) how do we design the game so that the players have to collaborate? For all of these tasks, I helped develop the collaborative aspect of a project called CLEVR, which is a multiplayer game that places one user inside of a biological cell through a VR headset while connecting another on a touch screen tablet. After discussing the progress made on the project and the contribu- tions I made, we discuss the results of various play test opportunities through our design-based iterative research and the conclusions drawn from them. Our results show promise for the impact of VR on education and the effect it could have on the engagement of students as part of a multiplayer cross-platform system.
by David Anthony Vargas.
M. Eng.
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31

Mellor, John Phillip 1965. "Enhanced reality visualization in a surgical environment." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/11861.

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32

Almansa, Fernández Jesús Tomás, and Maqueda Juan Pablo Vargas. "Virtual commissioning with virtual reality." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18574.

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Анотація:
The industry is nowadays going through a transformation in networking technologies which leads to what it is called Industry 4.0. This stage of the industry is arriving from the hand of the internet of things. Having connected all the elements within a factory allows to control and keep track of them telematically. Virtual commissioning is in charge of designing, testing and debugging the system before it is even built. This project tries to approach virtual reality to virtual commissioning and create the virtual model of a human in these simulated environments. Technology allows introducing human interaction for many purposes such as operator training. To do this project properly a methodology will be followed for the design and creation. Once the background, frame of reference and literature review are established, the development can start. The development of the project has taken place alongside Simumatik Open Emulation Platform, consisting of creating the body of a person, as simple as possible, following ergonomics, into this platform for commissioning purposes. The model will be able to interact with the virtual environment like robots, boxes, and sensors. To sum up, the complexity of the model will be limited to the inputs coming from the head and the hands. There exist infinite solutions for which position should be the rest of the body, therefore, this project aims to fix some variables to find valid solutions. Finally, the project achieved building a digital human model in which the main goal was building the arms that are estimated. The model is capable of interact with Simumatik´s environment that has been created specifically to show the functionalities of this project, being detected for sensors and robots of the system.
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33

Schmeckpeper, Benjamin Arthur. "Outdoor augmented reality n-th game editing suite." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41669.

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Анотація:
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.
Includes bibliographical references (p. 57).
OARnGES was developed to be a comprehensive Augmented Reality game development tool. Augmented Reality provides players a view of the real world augmented with virtual characters and information. Augmented Reality has proved to be a valuable educational tool, but bridging the gap between experimental game engines and in-class deployment has proved difficult. OARnGES attempts to close that gap by removing the technical barriers of game development. The Augmented Reality engine framework is still in flux and OARnGES provides a stabilizing layer between the developer and the platform.
by Benjamin Arthur Schmeckpeper.
M.Eng.
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34

Wang, Tiffany (Tiffany N. ). "Case for usability : designing Outdoor Augmented Reality games." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46527.

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Анотація:
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.
Pages 95-96 blank
Includes bibliographical references (p. 87-88).
Creating a successful Outdoor Augmented Reality (OAR) game can be a complicated process. With every new feature added to the OAR toolset, games gain more levels of complexity, grow in size of content, and become increasingly difficult to produce and manage. In order to identify plausible methods to help alleviate some of the difficulties when creating OAR games, a heuristic usability evaluation of the existing Game Editor toolkit and an assessment of the needs of game designers were made as part of this research. Two new applications, the Desktop Editor and Remote Editor, were designed, prototyped, and evaluated by new and experienced game designers. The Desktop Editor offers new methods of visualizing and working with data which have proven to be useful features for creating games but also add difficulties to overall learnability. The Remote Editor offers on-location game editing capabilities which help expedite many of the tasks involved with creating and testing OAR games. Feedback and user tests suggest that the new applications offer valuable ideas for game editing features that would be beneficial in future iterations of the OAR Game Editor toolkit.
by Tiffany Wang.
M.Eng.
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35

Wu, Ona. "An enhanced reality system or the great outdoors." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/37730.

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36

Bhunu, Solomon Tichaona. "Interactive 3-D spatial analysis in a virtual reality environment." Doctoral thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/6766.

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Анотація:
Includes bibliographical references.
The emergence of virtual reality and related tools enables the fundamental infrastructure to begin building virtual cities, which can provide an interactive simulation and analysis environment for planning and management of urban places. The virtual city will provide urban managers with a computer environment to interface with the multitude of complex physical and social data needed to plan and manage cities. A range of innovative technologies are being developed that offer different ways of modelling and representing built-form and associated urban information with real-time interaction over the Internet. For all these efforts in technological development, one of the main topical issues remains, the development of a representation (data structure) that is capable of both static and dynamic spatial analysis operations. This research focuses on developing a 3-D data representation for urban management, which would fully support both static and dynamic spatial analysis operations. It further explores the possibilities inherent in a hybrid of the Boundary representation (B-rep) and distance field modelling (a technique which is finding application in 3-D medical imaging). The research makes an analysis of the existing B-reps before developing the best form which could easily be integrated with the Distance Field (DF). Since this is the first known research in application of DFs in urban GIS, the research further offers the design and adoption of Distance field maps. Further designs are undertaken for the necessary algorithms that would allow dynamic analysis operations to be implemented within the DF environment. The conceptual design is mapped through Entity-Relationship modelling into a Database Management System (DBMS). The B-rep component is maintained within the DBMS whilst the DF component is generated on the ""fly"". For the distributed application development, a 3-tier approach that merges the client-side (web browser), application server and database server is proposed. Based on this approach, a Web based prototype toolkit is designed and implemented using affordable ""off-the-shelf' software applications and resources that are relatively easy to set-up and use, and would require standard PC-processor power available to a home user with a modem link (i.e. not a high-end graphics workstation). The novel aspects of this thesis can be summarised as: 1. The use of a hybrid representation is new in 3-D GISs. 2. The use of Distance Fields and the development of related spatial analysis operations is new in Geo-Information Systems. Furthermore, the research proposes a new distance field modelling approach; the single Distance Fields (see Chapter 5). 3. The implementation environment makes use of the existing tools and integrates them in a novel way.
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37

Peppinck, Jon A. "Merging virtual reality with statistical modelling to improve environmental conservation." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/228754/1/Jon_Peppinck_Thesis.pdf.

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Environmental scientists are often interested in providing conservation insights on endangered species. Combining Virtual Reality with statistical modelling can help to achieve this. This thesis focuses on the development of new R2VR software, which allows researchers to conduct VR experiments within the R statistical software environment. This approach is demonstrated via a case study of crowd-sourced classification of underwater images of coral reefs. It is shown that R2VR has the potential to be combined with citizen science to make the image classification and analysis process more efficient and more accessible to both researchers and the community.
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38

Benoit, Melissa C. "Environmental Consulting: Turning Regulation Into Reality." Miami University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=miami1367271400.

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39

Aitkin, Alexander Lewis. "Playing at reality : exploring the potential of the digital game as a medium for science communication /." View thesis entry in Australian Digital Theses Program, 2004. http://thesis.anu.edu.au/public/adt-ANU20050826.102832/index.html.

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40

Straughn, Glen K. "Real-Time Inverse Lighting for Augmented Reality Using a Dodecahedral Marker." Thesis, Oklahoma State University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10810575.

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Анотація:

Lighting is a major factor in the perceived realism of virtual objects, and thus lighting virtual objects so that they appear to be illuminated by real-world light sources—a process known as inverse lighting —is a crucial component to creating realistic augmented reality images. This work presents a new, real-time inverse lighting method that samples the light reflected off of a regular, twelve-sided (dodecahedral), 3D object to estimate the light direction of a scene’s primary light source. Using the light sample results, each visible face of the dodecahedron is determined to either be in light or in shadow. One or more light vectors then are calculated for each face by either using the surface normal vector of the face as a light direction vector if the face is in light, or by reflecting the face’s surface normal across the normal vector of every adjacent illuminated face in the case of shadowed faces. If the shadowed face is not adjacent to any illuminated faces, the normal vector is reversed instead. These light vectors then are averaged to produce a vector pointing to the primary light source in the environment. This method is designed with special consideration to ease of use for the user, requiring no configuration stages.

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41

Oliker, Olga. "Between rhetoric and reality : explaining the Russian Federation's nuclear force posture." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/107537.

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Анотація:
Thesis: Ph. D., Massachusetts Institute of Technology, Department of Political Science, 2016.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 317-351).
This dissertation proposes and evaluates the performance of three theories that aim to explain Russia's nuclear force posture choices since the collapse of the Soviet Union. Two are rooted in concepts of inter-state competition. Of these, one begins with a central hypothesis that nuclear weapons, being more destructive than other weapons, are sufficient to deter a broad range of threats and will be preferred for doing so. The second argues that nuclear weapons contribute to a state's overall power and prestige, but are not sufficient to define it. They are preferred to deter nuclear, but not conventional, threats. The third theory postulates that strategic culture shapes which government actors will be most successful at garnering resources, resulting, in Russia's case, in a proclivity for offensive, ground-based weapons. I develop these theories and test them against the reality of Russia's nuclear rhetoric and force structure from 1992-2012. I find strongest support for the explanation rooted in cultural and bureaucratic factors. However, this theory predicts only force structure. In contrast, the theory that predicts states will treat nuclear weapons as one contributor to power and prestige appears to successfully predict Moscow's declaratory policy, but not its force structure (except between 2009 and 2012, when force structure is compatible with both this theory and the culture and bureaucracy theory). My analysis indicates that cultural and bureaucratic factors appear to play an important role in Russia's force structure choices, and help explain a continued emphasis on silo-based systems. Systemic factors appear crucial to Russian declaratory policy, but their impact on force structure is less pronounced, with the exception of Russia's desire for prestige driving larger force size. The divergence between declaratory policy and force structure is a notable finding not predicted by my theories (although allowed for by the culture and bureaucracy theory). Finally, I hope that with my culture and bureaucracy theory, I have proposed a useful way forward in operationalizing cultural factors for testing and analysis.
by Olga Oliker.
Ph. D.
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42

Hendricks, Zayd. "A meta-authoring tool for specifying behaviour in virtual reality environments." Master's thesis, University of Cape Town, 2004. http://hdl.handle.net/11427/11671.

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Анотація:
Includes bibliographical references (leaves 94-99).
In this dissertation, we explore methods for empowering non-programmers with the ability to develop their own virtual environment applications. We explored some of the existing systems to determine what methodologies have already been successfully (or unsuccessfully) applied in the fields of virtual environment systems, authoring tools, and graphical user interfaces. From these methodologies we describe an ideal virtual environment authoring system with which comparisons may be drawn to evaluate existing systems. This ideal system represents a tool ideal in its ability to allow users of differing levels of skill to rapidly create virtual environment applications of any sophistication. Creating such a single, generic authoring tool for every different kind of application is, practically, an impossible task - more so if the authors are non-programmers. A more realistic solution to the problem would be to think of every environment as having a particular context such as a virtual museum or gallery. Creating authoring tools specific to these types of environment contexts greatly reduces the problem. We have therefore produced a progressive meta-authoring system that allows both novice and advanced users to create useful virtual reality applications, allowing the smooth migration of novice users to becoming more experienced. We believe that our system overcomes problems in architecture and support for novice users that can be found in many other authoring systems for virtual environments.
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43

Anderson, Rick. "Open access in the real world: Confronting economic and legal reality." Association of College and Research Libraries, 2004. http://hdl.handle.net/10150/105928.

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44

Moran, Andrew M. Eng Massachusetts Institute of Technology. "Improving big data visual analytics with interactive virtual reality." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105972.

Повний текст джерела
Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 80-84).
For decades, the growth and volume of digital data collection has made it challenging to digest large volumes of information and extract underlying structure. Coined 'Big Data', massive amounts of information has quite often been gathered inconsistently (e.g from many sources, of various forms, at different rates, etc.). These factors impede the practices of not only processing data, but also analyzing and displaying it in an efficient manner to the user. Many efforts have been completed in the data mining and visual analytics community to create effective ways to further improve analysis and achieve the knowledge desired for better understanding. Our approach for improved big data visual analytics is two-fold, focusing on both visualization and interaction. Given geo-tagged information, we are exploring the benefits of visualizing datasets in the original geospatial domain by utilizing a virtual reality platform. After running proven analytics on the data, we intend to represent the information in a more realistic 3D setting, where analysts can achieve an enhanced situational awareness and rely on familiar perceptions to draw in-depth conclusions on the dataset. In addition, developing a human-computer interface that responds to natural user actions and inputs creates a more intuitive environment. Tasks can be performed to manipulate the dataset and allow users to dive deeper upon request, adhering to desired demands and intentions. Due to the volume and popularity of social media, we developed a 3D tool visualizing Twitter on MIT's campus for analysis. Utilizing emerging technologies of today to create a fully immersive tool that promotes visualization and interaction can help ease the process of understanding and representing big data.
by Andrew Moran.
M. Eng.
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45

Ozier, Owen W. (Owen Whitfield) 1979. "Variable viewpoint reality : a protoype for realtime 3D reconstruction." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80232.

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46

Huang, Jane H. (Jane Hsu-Jen) 1978. "Multimodal integration in embodied conversational kiosk with augmented reality." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86704.

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Анотація:
Thesis (M.Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.
Includes bibliographical references (leaves 57-60).
by Jane H. Huang.
M.Eng.and S.B.
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47

Lin, Owen. "The development of network enabled augmented reality mobile applications." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61171.

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Анотація:
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 59).
In this thesis, I designed, implemented, and evaluated network-enabled augmented reality mobile applications by extending an implementation of the MITAR iPhone client designed by the Scheller Teacher Education Program. In particular, I designed a multiplayer version of the client, which allows multiple users to interact with each other in a single game across multiple handsets and multiple platforms, and a data collection service that allows users to log media (such as pictures and text) throughout the duration of their game. The end result is an augmented reality client that fully takes advantage of the ubiquitous network connectivity offered by most modern mobile handsets.
by Owen Lin.
M.Eng.
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48

Notaros, Jelena. "Integrated optical phased arrays : augmented reality, LiDAR, and beyond." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/127027.

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Анотація:
Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, May, 2020
Cataloged from the official PDF of thesis.
Includes bibliographical references (pages 129-139).
Integrated optical phased arrays, fabricated in advanced silicon-photonics platforms, enable manipulation and dynamic control of free-space light in a compact form factor, at low costs, and in a non-mechanical way. As such, integrated optical phased arrays have emerged as a promising technology for many wide-reaching applications, including LiDAR sensors and augmented-reality displays. In this thesis, novel integrated-optical-phased-array devices, systems, results, and applications are presented. First, beam-steering optical phased arrays for LiDAR are shown, including the first beam-steering optical phased arrays powered by monolithically-integrated on-chip rare-earth-doped lasers, the first beam-steering optical phased arrays controlled using heterogeneously-integrated CMOS driving electronics, and the first single-chip coherent LiDAR with integrated optical phased arrays and CMOS receiver electronics.
These demonstrations are important steps towards practical commercialization of low-cost and high-performance integrated LiDAR sensors for autonomous vehicles. Next, integrated optical phased arrays for optical manipulation in the near field are developed, including the first near-field-focusing integrated optical phased arrays, the first quasi-Bessel-beam-generating integrated optical phased arrays, and a novel active butterfly architecture for independent amplitude and phase control. These near-field modalities have the potential to advance a number of application areas, such as optical trapping for biological characterization, trapped-ion quantum computing, and laser-based 3D printing.
Finally, a novel transparent integrated-phased-array-based holographic display is proposed as a highly-discreet and fully-holographic solution for the next generation of augmented-reality head-mounted displays; novel passive near-eye displays that generate holograms, the first integrated visible-light liquid-crystal-based phase and amplitude modulators, and the first actively-tunable visible-light integrated optical phased arrays are presented.
by Jelena Notaros.
Ph. D.
Ph.D. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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49

Wang, Chiu Ni. "Challenges of a Pose Computation Augmented Reality Game Application." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1308343661.

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50

Bradford, Eric Mahathvan. "Interactively designing robots in mixed reality using gestural control." Thesis, Massachusetts Institute of Technology, 2021. https://hdl.handle.net/1721.1/130681.

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Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February, 2021
Cataloged from the official PDF of thesis.
Includes bibliographical references (pages 67-68).
The demand for automation and robots is rapidly increasing across many domains which implicitly requires a simple and robust design process. The current workflow usually consists of designing and simulating robots on a computer which are then attempted to be recreated in the real-world. However, this method abstracts away important attributes about the physical terrain which can generate inaccurate simulations. This workflow also causes a linear bottleneck as designers have to iterate between their digital simulations and the real-world environment many times which is an inefficient use of time, money, and resources. We propose a new workflow and our contributions for a mixed-reality tool to design, simulate, and produce a class of link-based robots with ground locomotion in the future. Users first scan the realworld environment for the deployment of the desired robot. This process is executed through a mixed-reality headset and the layout is quickly registered on the computer. After the landscape is established, users can begin augmented robot creation with their own hands as the system is trained to track gestural control. Intuitive motions allow for fluid assembly and modifications. Throughout the design process, our work provides the capability of connecting to software to optimize robots for the given terrain. Once users are satisfied with the final design, they are ready to fabricate and assemble the final robot. This workflow is interactive, user-friendly, and ensures the robot is properly equipped for its deployed terrain.
by Eric Mahathvan Bradford.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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