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1

Durnell, Linda A. "Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360?" Thesis, Fielding Graduate University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10747522.

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Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360° Immersive technology is being used to provoke emotion and move millions of people to action. Because organizations and filmmakers are exploring more ways to use the immersive technology of VR and 360-degree video to evoke emotion, it is important to investigate what emotional reactions are experienced. Both VR and 360° fall under the category of immersive media and the terms are used interchangeably in this study. NVivo 11 is used for the analysis of 1,700 Twitter texts between the years 2015 and 2017 after people view the crisis Clouds Over Sidra in VR/360°. The appraisal theory of emotion serves as the framework to explore the interpretation of the subject’s emotional reactions. Sentiment and thematic analysis reveal (a) an increase in empathy, (b) reports of emotional reactions including feelings of sadness, grief and anger, (c) greater understanding of the crisis (d) intentions to act related to the crisis, (e) importance of VR/360° for educational use, and (f) the power of VR/360° and its ability to alter fields of education, humanitarian work, and politics. This study finds the immersive experience of viewing a crisis in VR/360° generates a range of highly emotional reactions. It is an important goal to understand the role VR/360° plays in generating emotional reactions and behavioral change, particularly in view of the accelerating development of emotional VR/360° content and people’s access to immersive technology.

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Mögel, Jens. "Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215197.

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Aus Einleitung und Motivation "Die gegenwärtigen Entwicklungen von Head-Mounted Displays (HMD, hier synonym auch als Brille bezeichnet) für Virtual Reality (VR) und Augmented Reality (AR) schaffen ein nie da gewesenes Potential dieser Technologien als Werkzeuge in der Produktentwicklung. Wenngleich VR- und ARAnwendungen keineswegs neu in der Industrie sind, bringt der Fortschritt der Verbraucher-HMDs völlig neue Möglichkeiten. Immersive VR-Systeme bedeuten künftig keine hunderttausend Euro Anschaffung mehr – AR-Brillen dienen zukünftig nicht nur der Erweiterung der Realität mit zweidimensionalen Informationen. Cave Automatic Virtual Environments (CAVE), 360-Grad-Projektoren und interaktive Planungstische sind in der Fabrikplanung teilweise etabliert (Runde et al. 2015). Im Unterschied zu diesen Techniken können HMDs jedoch eine deutlich höhere Immersion ermöglichen, was auch für die Interaktion mit der virtuellen Umgebung von Vorteil sein kann. Das Gefühl der Immersion ist wichtig, um in bestimmten Entwicklungsphasen entsprechende Kriterien besser beurteilen zu können. Primär ist der VR-Einsatz für Bewertungsmerkmale sinnvoll, welche nur qualitativ und nicht quantitativ bewertbar sind (Pawellek 2014). Des Weiteren spielt auch die Eingabetechnologie eine essenzielle Rolle. Um mit virtuellen Elementen interagieren zu können, sollte das Eingabegerät echtzeitfähig und intuitiv sein. ..."
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Singh, Narendra. "Developing Trust in Sharing Rental Economy through Virtual Reality 360° Video." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263238.

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Students, especially international ones have a hard time seeking accommodation in big cities like Stockholm in Sweden at an adequate pricing. To facilitate such a search process and to create a sense of trust, tenants and landlords use video and/or voice calls for early communication with one another. However, the establishment of trust among tenants and landlords in this context is a challenging task. This study thus aims to investigate if innovative virtual reality (VR) approaches like 360° videos can be used to develop trust among tenants and landlords. This study undertakes an investigation from student perspective due to the limited timeframe. This study was carried out in collaboration with Ett tak (English: One roof) which is a startup working in the rental market in Stockholm. The tenants are the students and the landlords are senior people having spare space in their homes. A pre-study was conducted to identify the expectations of the students. A landlord was filmed for the 360° video which was developed into a Unity VR app. The results from the usability study indicate that most students felt a high degree of trust towards the landlord by using an immersive 360° VR tour. Conversely, the students showed hesitation to use the 360° VR by buying their own VR headsets unless VR becomes mainstream in the different areas of life. This study builds upon existing literature that validate the positive impact of attributes like profile photos, ratings and reviews on the trust level between the providers and the consumers in a sharing economy.
Studenter, särskilt internationella, har svårt att hitta boende i storstäder som Stockholm i Sverige till lämplig prissättning. För att underlätta en sådan sökprocess och skapa en känsla av förtroende använder hyresgäster och hyresvärdar video och / eller röstsamtal för tidig kommunikation med varandra. Upprättande av förtroende bland hyresgäster och hyresvärdar är dock en utmanande uppgift i detta sammanhang. Denna studie syftar således till att undersöka om virtuell verklighet (VR) som 360° video kan användas för att utveckla förtroende bland hyresgäster och hyresvärdar. Denna studie genomför en undersökning från ett studentperspektiv på grund av den begränsade tidsramen. Denna studie genomfördes i samverkan med Ett tak, som arbetar på hyresmarknaden i Stockholm. Hyresgästerna är studenterna och hyresvärdarna är äldre människor som har ledigt utrymme i sina hem. En förstudie genomfördes för att identifiera studenternas förväntningar. En hyresvärd filmades för en 360° video som utvecklades till en Unity VR app. Resultaten från användbarhetsstudien indikerar att de flesta studenter kände en hög grad av förtroende gentemot hyresvärden genom att använda en fördjupande 360 ° VR rundtur. Däremot visade eleverna att de inte skulle köpa egna VR-headset om VR inte blir vanligt i de olika områdena i livet. Denna studie bygger på befintlig litteratur och bekräftar den positiva effekten av attribut som profilbilder, betyg och recensioner på förtroendenivå mellan leverantörer och konsumenter i en delningsekonomi.
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Linder, Åsa. "Key Factors for Feeling Present During a Music Experience in Virtual Reality Using 360° Video." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-205969.

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This is a study on what factors are important for a user to feel present when watching a 360° video of a musical experience. This is of interest because experiences in VR are still under exploration. Some artists are trying to live stream their concerts in VR showing that music in VR is something that is of interest. The video used in this study was recorded in Adolf Fredriks Kyrka, a church in Stockholm. I used a GoPro Omni Rig that records 360 degrees simultaneously to shoot the video in the church. The video was then shown in a user study with 23 participants divided into two groups, one VR-group that watched the video with an Oculus Rift and one control group that watched the video on a regular computer screen. The participants got to answer questions regarding their experience both before and after having watched the video. The result shows that there are few differences in the experience between the two groups. For example the VR-group felt more present in the virtual world than the control group. The thing that most participants commented on was the image quality of the video. It was not high enough according to some and it was also a bit blurry. Even though the image quality was a bit poor, the VR-group did not feel that it was too distracting for them to feel present. Overall the participants felt that it was a good and fun experience to watch. The most important factor for the feeling of presence is the level of immersion in the system. A fully immersive system will most likely give a higher feeling of presence than a non-immersive system. Two other factors that are important are the image quality and the audio. These three factors combined with interesting content will most likely lead to an experience where the user feels present in the virtual world and forgets the real world for a while.
Det här arbetet fokuserar på de faktorer som är viktiga för att en användare ska känna sig närvarande när han eller hon tittar på en 360° video av en musikupplevelse. Detta är intressant då upplevelser i VR är något som fortfarande utforskas. Artister har börjat livesända sina konserter i VR vilket visar på att just musik i VR är av intresse. Videon som användes i denna studie spelades in i Adolf Fredriks kyrka i Stockholm. För att spela in videon använde jag mig av en GoPro Omni Rig som spelar in i 360 grader samtidigt. Videon visades sedan i en användarstudie med 23 deltagare fördelat på två grupper, den ena gruppen var en VR-grupp som tittade på videon i en Oculus Rift och den andra gruppen var en kontrollgrupp som fick titta på videon på en vanlig datorskärm. Användarna fick svara på frågor gällande deras upplevelse både före och efter dem hade tittat på videon. Resultatet visar att det finns skillnader i upplevelsen mellan de två grupperna. Till exempel så kände sig VR-gruppen mer närvarande i den virtuella miljön än vad kontrollgruppen gjorde. Det som de flesta av användarna kommenterade på var kvaliteten på bilden. Upplösningen var inte tillräckligt hög och bilden var också lite suddig. Även om bildkvaliteten var låg så kände inte VR-gruppen att det distraherade dem för mycket från att känna sig närvarande. Överlag så tyckte användarna att det var en rolig och bra upplevelse att titta på. Den viktigaste faktorn för känslan av närvaro är nivån av immersion i systemet. Ett fullt immersivt system kommer troligtvis generera en högre känsla av närvaro än ett icke-immersivt system. Två andra viktiga faktorer är bildkvaliteten och ljudet. Dessa tre faktorer kombinerat med intressant innehåll, kommer med största sannolikhet leda till en upplevelse där användaren känner sig närvarande i den virtuella miljön och glömmer bort den riktiga världen för en stund.
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Almquist, Mathias, and Viktor Almquist. "Analysis of 360° Video Viewing Behaviour." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144405.

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In this thesis we study users' viewing motions when watching 360° videos in order to provide information that can be used to optimize future view-dependent streaming protocols. More specifically, we develop an application that plays a sequence of 360° videos on an Oculus Rift Head Mounted Display and records the orientation and rotation velocity of the headset during playback. The application is used during an extensive user study in order to collect more than 21 hours of viewing data which is then analysed to expose viewing patterns, useful for optimizing 360° streaming protocols.
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Almquist, Mathias, and Viktor Almquist. "Analysis of 360° Video Viewing Behaviours." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144907.

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In this thesis we study users' viewing motions when watching 360° videos in order to provide information that can be used to optimize future view-dependent streaming protocols. More specifically, we develop an application that plays a sequence of 360° videos on an Oculus Rift Head Mounted Display and records the orientation and rotation velocity of the headset during playback. The application is used during an extensive user study in order to collect more than 21 hours of viewing data which is then analysed to expose viewing patterns, useful for optimizing 360° streaming protocols.
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7

Baumgartner, Emily E. "The Impact of Virtual Reality and 360-Degree Video on Spatial Reasoning Skills in Elementary Students." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1586598925128395.

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8

Rydenfors, Gabriella. "Telepresence and remote communication through virtual reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139936.

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This Master Thesis concerns a telepresence implementation which utilizes state-of-the-art virtual reality combined with live 360 degree video. Navigation interfaces for telepresence with virtual reality headsets were developed and evaluated through a user study. An evaluation of telepresence as a communication media was performed, comparing it to video communication. The result showed that telepresence was a better communication media than video communication.
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9

Johansson, Kristin, and Hedda Johansson. "Malmö by 360° – en studie om 360° video inom äldreomsorgen i Malmö." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20884.

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Den här studien undersöker i vilken grad 360° video betraktad i en HMD kan ha för livskvalitetshöjande effekt på boende inom äldreomsorgen i Malmö. Ensamhet och depression är ett av de vanligaste hälsoproblemen bland personer över 65 år idag. En av anledningarna till detta är fysiska och psykiska hinder som minskar möjligheterna för dem att kontinuerligt delta i sociala sammanhang och få ett miljöbyte. Med 360° video kan vad som helst upplevas och med en HMD kan känslan av att vara närvarande på platsen förstärkas. Med hjälp av denna teknik har ett prototyptest utförts på 2 olika äldreboende i Malmö där 9 stycken deltagare har fått testa att betrakta 360° video i en HMD, i form av olika utflyktsmål i Malmö som har skapats som prototyp i denna studie. Utifrån observationer, ”think-aloud”-tekniken och enkätsvar har slutsatserna kunnat dras att prototyptestet behöver göras under en längre period för att påvisa ett säkert resultat om vilken livshöjande effekt 360° video kan ha på de boende. Resultatet av testet kunde även påvisa en ökad positivitet om deltagarna fick se en plats de besökt tidigare.
This study examines the degree to which 360 ° video viewed in an HMD can have a life-quality enhancing effect on residents of elderly care in Malmö. Loneliness and depression are one of the most common health problems today among people with an age over 65. One of the reasons for this is physical and mental barriers that reduces the opportunities for them to continuously participate in social contexts and get an environmental change. With 360° video, anything can be experienced and with an HMD the feeling of being present on the site can be enhanced. With the help of this technique, a prototype test has been performed on 2 different retirement homes in Malmö where 9 participants have been tested to view 360° video in an HMD, in the form of various excursion destinations in Malmö that have been created as a prototype in this study. Based on observations, think-aloud technology and questionnaire responses, the conclusions have been drawn that the test needs to be done for a longer period to be able to demonstrate a safe result on which life-enhancing effect 360° video can have on the residents. The result of the test could also show an increased positivity if the participants saw a place they visited in the past.
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Holmes, Christine Margaret. "Exploration of Information Processing Outcomes in 360-Degree Video." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1544104147312149.

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Dupont, de Dinechin Grégoire. "Towards comfortable virtual reality viewing of virtual environments created from photographs of the real world." Thesis, Université Paris sciences et lettres, 2020. http://www.theses.fr/2020UPSLM049.

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La reconstitution en réalité virtuelle de lieux, personnes, et objets réels ouvre la voie à de nombreux usages, tels que préserver et promouvoir des sites culturels, générer des avatars photoréalistes pour se retrouver virtuellement avec famille et amis à distance, ou encore recréer des lieux ou situations spécifiques à des fins thérapeutiques ou de formation. Tout cela s'appuie sur notre capacité à transformer des images du monde réel (photos et vidéos) en environnements 360° immersifs et objets 3D interactifs. Cependant, ces environnements virtuels à base d'images demeurent souvent imparfaits, et peuvent ainsi rendre le visionnage en réalité virtuelle inconfortable pour les utilisateurs. En particulier, il est difficile de reconstituer avec précision la géométrie d'une scène réelle, et souvent de nombreuses approximations sont ainsi faites qui peuvent être source d'inconfort lors de l'observation ou du déplacement. De même, il est difficile de restituer fidèlement l'aspect visuel de la scène : les méthodes classiques ne peuvent ainsi restituer certains effets visuels complexes tels que transparence et réflexions spéculaires, tandis que les algorithmes de rendu plus spécialisés ont tendance à générer des artefacts visuels et peuvent être source de latence. Par ailleurs, ces problèmes deviennent d'autant plus complexes lorsqu'il s'agit de reconstituer des personnes, l'oeil humain étant très sensible aux défauts dans l'apparence ou le comportement de personnages virtuels. Par conséquent, l'objectif de cette thèse est d'étudier les méthodes permettant de rendre les utilisateurs plus confortables lors du visionnage immersif de reconstitutions digitales du monde réel, par l'amélioration et le développement de nouvelles méthodes de création d'environnements virtuels à partir de photos. Nous démontrons et évaluons ainsi des solutions permettant (1) de fournir une meilleure parallaxe de mouvement lors du visionnage d'images 360°, par le biais d'une interface immersive pour l'estimation de cartes de profondeur, (2) de générer automatiquement des agents virtuels 3D capables d'interaction à partir de vidéos 360°, en combinant des modèles pré-entrainés d'apprentissage profond, et (3) de restituer des effets visuels de façon photoréaliste en réalité virtuelle, par le développement d'outils que nous appliquons ensuite pour recréer virtuellement la collection d'un musée de minéralogie. Nous évaluons chaque approche par le biais d'études utilisateur, et rendons notre code accessible sous forme d'outils open source
There are many applications to capturing and digitally recreating real-world people and places for virtual reality (VR), such as preserving and promoting cultural heritage sites, placing users face-to-face with faraway family and friends, and creating photorealistic replicas of specific locations for therapy and training. This is typically done by transforming sets of input images, i.e. photographs and videos, into immersive 360° scenes and interactive 3D objects. However, such image-based virtual environments are often flawed such that they fail to provide users with a comfortable viewing experience. In particular, accurately recovering the scene's 3D geometry is a difficult task, causing many existing approaches to make approximations that are likely to cause discomfort, e.g. as the scene appears distorted or seems to move with the viewer during head motion. In the same way, existing solutions most often fail to accurately render the scene's visual appearance in a comfortable fashion. Standard 3D reconstruction pipelines thus commonly average out captured view-dependent effects such as specular reflections, whereas complex image-based rendering algorithms often fail to achieve VR-compatible framerates, and are likely to cause distracting visual artifacts outside of a small range of head motion. Finally, further complications arise when the goal is to virtually recreate people, as inaccuracies in the appearance of the displayed 3D characters or unconvincing responsive behavior may be additional sources of unease. Therefore, in this thesis, we investigate the extent to which users can be made more comfortable when viewing digital replicas of the real world in VR, by enhancing, combining, and designing new solutions for creating virtual environments from input sets of photographs. We thus demonstrate and evaluate solutions for (1) providing motion parallax during the viewing of 360° images, using a VR interface for estimating depth information, (2) automatically generating responsive 3D virtual agents from 360° videos, by combining pre-trained deep learning networks, and (3) rendering captured view-dependent effects at high framerates in a game engine widely used for VR development, which we apply to digitally recreate a museum's mineralogy collection. We evaluate and discuss each approach by way of user studies, and make our codebase available as an open-source toolkit
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Kinateder, Max [Verfasser], and Andreas [Akademischer Betreuer] Mühlberger. "Social Influence in Emergency Situations – Studies in Virtual Reality / Max Kinateder. Betreuer: Andreas Mühlberger." Würzburg : Universitätsbibliothek der Universität Würzburg, 2013. http://d-nb.info/1032482494/34.

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Dudczig, Manuel. "Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36943.

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Der Beitrag gibt einerseits eine Übersicht über die Möglichkeiten von virtuellen Produktdarstellungen durch Virtual Reality (VR), Augmented Reality (AR) und 360° Medien und vergleicht diese hinsichtlich geeigneter Kriterien um eine gezielte Kommunikation zu erreichen. [... aus der Einleitung]
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Guidi, Eleonora. "Ambiente di Mixed Reality per l'insegnamento della medicina veterinaria." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/12203/.

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La tesi progettuale, descritta in questo volume, nasce sulla base di un progetto accademico, sviluppato con la collaborazione di docenti della facoltà di Medicina Veterinaria dell’Università di Bologna. Obiettivo della tesi è lo sviluppo di un prototipo di un sistema per la realizzazione di un ambiente E-learning virtuale ed interattivo per uso didattico. Il progetto implementato ha permesso di creare un sistema basato su Realtà Mista che utilizza al suo interno immagini fotografiche a 360° della stalla della facoltà di Medicina Veterinaria su cui inserire modelli 3D animati di animali. L'utente potrà quindi visitare la fattoria, attraversando i vari ambienti in modalità di tour virtuale.
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Ghebremikael, Sharon. "Elderly Co-Watching 360-films – learnings and implications for sessions and design." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254948.

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With an ageing population, there is a need for elderly to be involved in the technology changes and be involved in finding ways for it to fit them and their needs. Virtual reality is one example of new technology that can be used to engage and help elderly. This, in combination with devising an experience with co-watching and co-location, there is potential to have something where watching creates value for the user. The aim of this thesis was to look at how co-located and co-watched 360-degree films in a head mounted device was experienced by elderly and which implications could be drawn in terms of arranging and executing 360-film sessions. The data was collected through non-participant observation and semi-structured interviews. Drawing from a thematic analysis two main themes emerged:Enriching the everyday life through new and reminiscing experiencesTogetherness while co-watching depends on external social factors From there, the results are discussed and summarized into six key implications; the role of the administrator, the group composition, value of watching, enhancing the cowatching experience, decrease weight of head mounted devices and the importance of content, to consider in future work.
I en värld med en åldrande befolkning, finns det ett behov av att inkludera äldre människor i hur tekniken förändras och hitta lösningar för tekniken att passa dem och deras behov. Virtual reality är ett exempel på ny teknik som kan användas för att engagera och hjälpa äldre, och detta i kombination med utformningen av en upplevelse med samtittning och samlokalisering finns det potential för att själva tittandet skapar värde för användaren. Syftet med denna uppsats var att se hur samtittande och samlokalisering i en head mounted device vid tittandet av 360-graders filmer upplevdes av äldre människor och vilka slutsatser som kunde dras beträffande arrangemanget och verkställandet av 360films sessioner. All data samlades in via icke-deltagande observation och semistrukturerade intervjuer. Genom att tematiskt analysera all data kunde två huvudteman fastställas:Berika vardagen genom nya och andra minnesvärda upplevelserGemenskapen under samtittande beror på yttre sociala faktorer Därifrån är resultatet av studien diskuterat och sammanfattat i sex viktiga slutsatser att ta hänsyn till i framtiden; rollen som sessionsledare, gruppsammansättningen, värdet i att titta, förbättra upplevelsen av samtittandet, minska vikten på head mounted devices och betydelsen av innehållet i filmerna.
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Lindskog, Eric. "Developing an emulator for 360° video : intended for algorithm development." Thesis, Linköpings universitet, Databas och informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171369.

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Streaming 360° video has become more commonplace with content delivery services such as YouTube having support for it. By its nature, 360° video requires more bandwidth as only a fraction of the image is actually in view, while the user is expecting the same "in view" quality as with a regular video. Several studies and lots of work have been done to mitigate this higher demand for bandwidth. One solution is advanced algorithms that take in to account the direction that the user is looking when fetching the video from the server; e.g., by fetching content that is not in the user’s view at a lower quality or by not fetching this data at all. Developing these algorithms is a timely process, especially in the later stages where tweaking one parameter might require the video to be re-encoded, and therefore taking up time that could otherwise be spent on getting results and continued iteration on the algorithm. The viewer should also be considered as the best experience might not correlate with the mathematically best solution calculated by the algorithm. This thesis presents a modular emulator that allows for easy implementation of fetching algorithms that make use of state-of-the-art techniques. It intends to reduce the time it takes to iterate over an algorithm through removing the need to set up a server and encode the video in all of the wanted quality levels when a parameter change would require it. It also makes it easy to include the viewer in the process so that the subjective performance is taken into consideration. The emulator is evaluated through the implementation and evaluation of two algorithms, one serving as a baseline to the second one, which is based on an algorithm developed by another group of researchers. These algorithms are tested on two different types of 360° videos, under four different network conditions and with two values for the maximum buffer size. The results from the evaluation of the two algorithms suggest that the emulator functions as intended from a technical point of view, and as such fulfills its purpose. There is, however, future work that would further prove the emulators performance in regards to replicating real scenarios and a few examples are suggested.
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Juul, Lisa. "Examining 360° storytelling in immersive music videos." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20828.

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Music videos invite the viewer to an enhanced experience of a song, and by combining it with360°, a new dimension of immersion emerges. However, a new wave of complex narrativeand user interface unfolds when intertwining 360° and the contemporary way of telling storiesin music videos.This thesis used an experimental mixed method research design, focusing on collecting,analyzing, and mixing both quantitative and qualitative data in a series of studies. A surveywas first conducted to get an overview of consensus with respect to music videos, VR, and360°. The majority of the respondents had tried VR and 40% of stated that they felt immersedwhile trying it. Around 18% argued it was experience-dependent and 42% did not feelimmersed at all. The survey was followed by experiments showing two 360° music videoswith different storytelling techniques. After the participants had seen the videos, theydiscussed the experience in focus groups in a semi-structured interview. The results were thencoded and benchmarked with theory, which led to the rise of six key 360° storytellingguidelines.All three focus groups concluded 360° music videos enable a deeper level of immersion.However, when combining novelty and a sometimes overwhelming visual experience, 360°music videos can distract the audience if not told right. The guidelines discuss the purpose ofa music video, how the technology affects the experience, if the medium is passive or active,and how different types of interaction can be used as a storytelling mean. They also discussways to pedagogically intertwine audio and visuals. Additionally, the guidelines includediscussions of how different cues and POV’s can be utilized to ensure that the filmmakers andviewers experiences are somewhat aligned, they also tackle the fear of missing out, andfinally compare 360° and traditional music videos.Conclusively, the research shows that storytelling in a 360° sphere will entail a journey oftrial and error, and that the audience have scattered preferences of what different narrativestyles they find work and do not.
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Atkins, Daniel Aaron. "Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1573830322607172.

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Sormain, Rémi. "Offline H.264 encoding method for omnidirectional videos with empirical region-of-interest." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211518.

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Panoramic virtual reality is an emerging technology that has recently gained the attention of both the research community and regular consumers. It allows the users to immerse themselves in omnidirectional videos with the help of a virtual reality headset : thanks to an increasing amount of affordable head-mounted-displays, any recent smartphone can offer a decent panoramic virtual reality experience. However since omnidirectional videos are videos with a large field-of-view that covers the entire sphere around the camera, they require large resolutions and thus high bitrates. This master degree project conducted at RE’FLEKT GmbH is an exploratory work that seeks to reduce the panoramic video bitrate. Because of the nature of omnidirectional videos, the user can only see a subpart of each video frame, and thus some zones of the video can attract more attention than others. The purpose of this study is to introduce the concept of region-of-interest encoding in panoramic VR. The main contribution is a method to encode panoramic videos in an H.264 video format stream with a space-variant level of details depending on the zones that attract the most the viewers’ interest. First, the region-of-interest are detected through a head-tracking module combined with a Gaussian attention model. Then, the reference video is encoded with the open source x264 encoder, with a quantization step adjusted to the region-of-interest information. The International Telecommunications Union standard subjective tests show that this method can perform better than classic H.264 encoding only in specific cases.
Panoramisk virtuell verklighet (VR) är en kommande teknik som nyligen har mött intresse från forskarsamhället och vanliga konsumenter. Det gör det möjligt för användarna att fördjupa sig i videor upptagna från flera riktningar, med hjälp av ett VR-headset : tack vare ett växande antal billiga och huvudburna bildskärmar, erbjuder alla nya smarttelefoner en passande panoramisk VR-erfarenhet. Men på grund av den breda synvinkeln i flerriktade media behöver videor med 360 graders synfält stor upplösning och därför höga bithastigheter. Detta masterexamensarbete som utförts på RE’FLEKT GmbH är ett utforskande arbete som strävar efter att reducera panoramabildens bithastighet. I flerriktade videoklipp kan användaren bara se en del av varje bildruta, härigenom får somliga zoner mer uppmärksamhet än andra. Syftet med denna studie är att introducera begreppet region-av-intresse (ROI) kodning i panoramisk VR. Huvudbidraget är en metod för att koda panoramisk video i en H.264-ström med en varierande nivå av detaljer som beror på de zoner som får mest av tittarnas intresse. Först detekteras ROI genom en huvudspårningsmodul kombinerad med en gaussisk uppmärksamhetsmodell. Därefter kodas referensvideoen med x264-kodaren (öppen källkod) med hjälp av ROI-informationen. ITU-standardens subjektiva test visar att den här metoden kan fungera bättre än klassisk H.264-kodning i enskilda fall.
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Wang, Dong. "Developing Immersive Experience in Virtual Tour Applications on Mobile Devices." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176274.

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As a cutting-edge technology, VR is applied to all aspects of life. Especially when the pandemic is spreading, the immersive experience of VR provides another possibility for people's virtual tours and online exhibitions. Limited by the high price of professional VR equipment, VR technology still exists in specific professional fields. This project mainly studies some of the challenges of immersive experience on mobile phones and improves the immersive experience to make the virtual tour convenient and straightforward on mobile phones. Through research, it is found that interactive 360-video may be a potential solution. Users can explore freely in 360-video and interact with people or things in the environment. The most important thing is that interactive 360-video can rely on mobile phones as a medium so that everyone can afford it, and it allows users to explore and discover anytime, anywhere.

Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet

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Adanin, Kristina. "Students’ Attitudes and Intentions of Using Technology such as Virtual Reality for Learning about Climate Change and Protecting Endangered Environments." Ohio University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1604061222276647.

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Dahlén, Peter. "Den sfäriska intervjun : En studie om hur tittare och producenter upplever 360°- intervjusekvenser i en VR-miljö." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30513.

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Studien handlar om hur tittare och producenter upplever intervjusekvenser i 360°-video i en VR-miljö och syftet är att synliggöra tittares upplevelser av produktion för att skapa bättre förutsättningar för journalistiska 360°- produktioner. Studien fokuserar på tittarens upplevelser av 360°-video i olikheter i gestaltningsval, utifrån gestaltningskomponenterna: point-of-view, distans till intervjupersonen, intervjupersonens blickriktning och hur reporter används i 360°-video, samt på vilka olika sätt man som producent kan gestalta intervjusekvenser i journalistisk 360°-video och hur det skiljer sig cinematografiskt och berättartekniskt från traditionell videoproduktion. Studien har utgått från ett egenproducerat testmaterial bestående av sex olika 360°-videor. Detta material har använts i en tittarstudie där testpersonerna har tittat på materialet i VR-headset, tänkt högt enligt thinking aloud-metoden och medverkat i en simulated recall-intervju med kortsortering. För att få ett producentperspektiv har även yrkesverksamma 360°-producenter intervjuats. Testpersonernas upplevelser har analyserats utifrån hur vi traditionellt gestaltar intervjuer i rörliga medier. Studien visar hur individuellt tittare upplever grundläggande parametrar i gestaltningsval i intervjusekvenserna, att tittarna vill känna sig delaktiga och uppleva ett förstahandsperspektiv med stabilitet och kameran placerad i ett för dem normalt perspektiv i höjdled, vara nära intervjusituationen men inte för nära och känna sig bekräftade av blickar från samtliga medverkande. Samtidigt påverkar närhet till intervjuperson och dennes blickriktning hur villig tittaren är att utforska miljön. En synlig reporter kan upplevas som en konkurrent om uppmärksamheten eller fungera som en bra guide. Studien visar också hur all 360°-produktion i möjligaste mån bör efterlikna verkligheten och hur en intervjusituation också bör efterlikna en verklig situation där tittaren upplever illusionen av att vara delaktig. Intervjusituationen i 360°- video konkurrerar många gånger om tittarens uppmärksamhet med den rena miljöupplevelsen och intervjupersoner blir väldigt utlämnade i 360°-formatet. Det är därför av stor vikt att man har en överenskommelse om produktionens stil innan inspelningen.
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Von, Drasek Nathan James. "Return to Earth: Decayed Rulesets in VR." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1626166928722007.

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Mittal, Ashutosh. "Novel Approach to Optimize Bandwidth Consumption for Video Streaming using Eye Tracking." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-212061.

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Recent leaps in eye tracking technology have made it possible to enable eye tracking as a cheap, reliable and efficient addition to the human computer interaction technologies. This thesis looks into the possibility of utilizing it for client aware video streaming. Increasingly people are consuming high quality video content on wireless network devices, thus there is need to optimize bandwidth consumption for efficient delivery of such high resolution content, both for 2D and 360°videos.This work proposes SEEN (Smart Eye-tracking Enabled Networking), a novel approach to streaming video content using real time eye tracking information. This uses HEVC video tiling techniques to display high and low qualities in the same video frame depending on where the user is looking. The viability of proposed approach is validated using extensive user testing conducted on a Quality of Experience (QoE) testbed which was also developed as part of this thesis. Test results show significant bandwidth savings of up to 71% for 2D videos on standard 4K screens, and up to 83% for 360°videos on Virtual Reality (VR) headsets for acceptable QoE ratings. A comparative study on viewport tracking and eye tracking for VR headsets is also included in the thesis in order to further advocate the necessity of eye tracking.This research was conducted in collaboration with Ericsson, Tobii and KTH under the umbrella project SEEN: Smart Eye-tracking Enabled Networking.
Nya framsteg inom ögonstyrningsteknologi har möjliggjort att betrakta ögonstyrning (o.k.s. eyetracking) som ett billigt, pålitligt och effektivt tillägg till teknologier för människa-dator interaktion. Det här examensarbetet utforskar möjligheten att använda ögonstyrning för klientmedveten videoströmning. Allt fler personer förbrukar videoinnehåll av hög kvalitet genom trådlösa nätverk, därmed finns det ett behov av att optimera bandbreddskonsumtionen för effektiv leverans av ett sådant högkvalitativt innehåll, både för 2Doch 360°-videor.Det här arbetet introducerar SEEN (Smart Eye-tracking Enabled Networking), en ny approach för att strömma videoinnehåll, som bygger på realtidsinformation från ögonstyrning. Den använder HEVC-metoder för rutindelning av video för att visa högkvalitativt och lågkvalitativt innehåll i samma videoram, beroende på vart användaren tittar. Lönsamheten av den föreslagna approachen validerades med hjälp av omfattande användartester utförda på en testbädd för upplevelsekvalité (Quality of Experience, QoE) som också utvecklades som en del av det här examensarbetet. Testresultaten visar betydande bandbreddsbesparingar på upp till 71% för 2D-videor på vanliga 4K-skärmar samt upp till 83% för 360°-videor på VR-headset för acceptabla QoE-betyg. En komparativ studie om viewport tracking och ögonstyrning i VR-headset är också inkluderad i det här examensarbetet för att ytterligare förespråka behovet av ögonstyrning.Denna forskning genomfördes i samarbete med Ericsson, Tobii och KTH under paraplyprojektet SEEN: Smart Eye-tracking Enabled Networking.
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Dantas, Silva Juliana. "Aurora - a study on the guided meditation using immersive media." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20253.

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Meditation is a practice that promotes improvements in physical and mental health, according to previous studies. The proven benefits, such as relaxation and stress reduction, have attracted people's interest in initiating training. However, practice demands discipline, time, and dedication. Despite the diversity of techniques available for training, beginners may find it difficult to concentrate during the learning phase of meditation. Technological advances have enabled the emergence of devices that offer guided meditation for users. In that sense, designers engaged with creating products that become tools to enrich the personal experience of users. Virtual Reality (VR) is one of the tools adopted for this purpose. The use of VR to stimulate meditative practice has been a topic of research in the field of technological media. However, research focuses on the practice known as Mindfulness. Also, researchers focus their attention on 3D graphics design. Therefore, this study explored the possibility of designing immersive technologies for the practice of guided meditation. More specifically, to investigate the effects of using 360-degrees Virtual Reality videos supporting the practice of Relaxation Response meditation exercise, developed by Dr. Herbert Benson, and Contemplative Inquiry presented by Robert Butera. Furthermore, the study aimed to explore if technology improves the meditation experience. Adopting the theoretical approaches of Positive Technology and Research through Design, the Aurora and Pandora prototypes were designed to explore the themes. The results indicate that guided meditation presented through immersive videos can provoke desirable emotional responses in people who practice meditation, such as calm and relaxation. However, undesirable physical effects were observed in the participants. The discomfort of vision, stress, and irritation were examples. Also, the experiments showed that it was possible to improve the experience of meditative practices.
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26

Zhu, Bolin. "The Palace of Monarch." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/350.

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Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places€”this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience.
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Hernandez, Edgar. "J4CK MERED34TH." CSUSB ScholarWorks, 2016. https://scholarworks.lib.csusb.edu/etd/369.

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ESCRIBO ERGO SUM is an analysis of my writing methods, and it seeks to understand the meaning and purpose behind my novel, J4CK MERED34TH. Through this explorative piece, I create parallels between my own life and my work in order to show a much closer history and context for the novel. In it, I ultimately conclude the importance of identity and its acceptance in my writing process. J4CK MERED34TH follows 19-year-old gamer and hacker Jack Meredith in a near distant future in which virtual reality has been achieved. After a small routine job, someone breaks Jack’s security and steals his identity. This novel seeks to explore the concept of identity and its importance through Jack’s journey as he fights to regain his identity.
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28

Cazin, Marie-Laure. "Cinéma et neurosciences : du cinéma émotif à emotive VR." Thesis, Aix-Marseille, 2020. http://www.theses.fr/2020AIXM0009.

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La thèse porte sur les enjeux théoriques et pratiques du croisement entre dispositif cinématographique et neurosciences. Le point d'étude initial est le cas du Cinéma émotif, réalisé par l'auteur en 2014, qui est un prototype de cinéma neuro-interactif dans lequel les émotions influencent le scénario du film (première partie). Cet exemple nous invite à une réflexion théorique sur les émotions et la perception (parties deux et trois), en convoquant de façon trans-disciplinaire des notions philosophiques et scientifiques A chaque fois l'enquête a pour enjeu de mieux comprendre ce qu'est l'expérience psycho-physiologique du spectateur de cinéma, s'intéressant aussi à des approches thérapeutiques qui explore la dimension psycho-somatique, comme le mesmérisme, l'hypnose et la psychanalyse. La quatrième partie se projette dans les possibles du cinéma à venir. Alors que le numérique multiplie les possibilités techniques, les nouveaux outils de mesure physiologiques donnent des indications sur l'expérience intérieure du spectateur, qui peuvent devenir des données d'interaction implicites avec le film. Les questions d'immersion et d'interaction, réactivés par la réalité virtuelle sont abordés à la lumière des parties précédentes, en s'appuyant sur une conception phénoménologique de la perception. La thèse se termine sur la présentation du dispositif neuro-interactif en réalité virtuelle et 360°, Emotive VR, avec son film pilote sur Freud, réalisé par l'auteur et constituant la partie pratique de la thèse
This Phd thesis is about the theoretical and practical stakes of the possibilities for cross-over between neurosciences and cinema. It takes as a starting point my project Emotive Cinema (2014). This is a prototype of neuro-interactive cinema, where the screenplay of the film is affected by the viewer’s emotional state (first part).This led us towards a theoretical questioning concerning emotions and perception (part two and three), applied to the cinematic situation, traversing different fields, such as the neurosciences, philosophy, psychology and psychoanalysis. Different approaches which have the common aim of better understanding the spectator's experience. The fourth part of the thesis seeks to imagine the future evolutions of cinema. The hypothesis has a tight proximity with sciences, which is why we are presenting therapeutic prototypes for psycho-somatic issues, as well as cinematic prototypes. This concludes with the recent explorations of Emotive Cinema into Virtual Reality, Emotive VR , a neuro-interactive prototype of a film in 360° and VR untitled Freud's last hypnosis” , which is presented as the practical part of the Phd
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Göbel, Gunther, and Ralph Sonntag. "Erfahrungen zur Nutzung von Mixed und Virtual Reality im Lehralltag an der HTW Dresden." TUDpress, 2017. https://tud.qucosa.de/id/qucosa%3A30911.

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Der Einsatz von immersiven Systemen, also Virtual Reality (VR), Augmented Reality (AR) und Mixed Reality (MR) Systemen in der Lehre ist naheliegend. Eigene interaktive Erfahrung einer Tätigkeit ist immer einer reinen rezeptiven Beobachtung bzw. verbalen Erläuterung vorzuziehen. Trotzdem ist heutige Lehre selbst in Praktika und Übungen zum sehr großen Teil passiv, die selbständige Umsetzung, etwa das Bedienen einer Anlage oder die eigenständige Synthese einer Chemikalie, können aus Gründen der Zeit, Verfügbarkeit, Sicherheitsbedenken und Kostengründen oft nur selten eingesetzt werden. Dem Einsatz o.g. neuer immersiven Technologien stand bisher nicht nur der erhebliche Aufwand zur Erstellung entsprechender Simulationen gegenüber. Vor allem aber auch der Hardwareaufwand bei gleichzeitigem nicht optimalem Grad an Immersivität ließ kaum Möglichkeiten offen. Jeden Studenten einzeln ausreichend Zeit in einer teuren und großen Cave-Umgebung zu ermöglichen, damit dieser virtuell technische Anlagen bedient, ist für größere Studentenzahlen untauglich. [... aus der Einleitung]
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Domin, Markus, Monique Janneck, and Stefanie Grimm. "Altersbezogene Unterschiede bei der Interaktion mit einem Virtual-Reality-System." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36544.

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Virtual Reality wird in immer mehr Bereichen eingesetzt, unter anderem im Trainings- und Lernkontext in der Arbeitswelt. Hier sind es nicht nur die jüngeren Arbeitnehmer, sondern auch ältere, welche mit der neuen Technik konfrontiert werden. Vor allem im Bereich der Gefahrensituationen ist es ein Vorteil, mit einem virtuellen System zu trainieren. Der Proband kann in die gewünschte Situation hineinversetzt werden, ohne sich und andere in Gefahr zu bringen. In der Bau- und Maschinenindustrie sind Arbeitsunfälle, auch mit Todesfolge, ein sehr großes Problem. Hier kann mit Hilfe von VR-Systemen eine sichere Arbeitsumgebung geschaffen werden, in der die Arbeiter den Umgang mit Maschinen lernen können (Kassem, Benomran, & Teizer, 2017). Auch im Bereich der Pflegeausbildung wird VR eingesetzt. So kann beispielsweise eine Krankenstation simuliert werden, sodass die Pflegeschüler unter verschiedenen Bedingungen Aufgaben lösen können, die ihrem späteren Arbeitsalltag entsprechen (Ng et al., 2018). Hier spielt auch der Faktor Stress eine große Rolle. Das Pflegepersonal arbeitet häufig unter Zeitdruck. In der virtuellen Welt kann trainiert werden, damit besser umzugehen (Gräßel, 1998; Zimber, 1998). Ebenfalls Einsatz findet VR in der Evaluation von Fluchtsystemen in Tunneln (Ronchi et al., 2016). [...aus der Einleitung]
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31

Heyde, Markus von der [Verfasser]. "A distributed virtual reality system for spatial updating : concepts, implementation, and experiments / vorgelegt von Markus von der Heyde." Berlin : Logos, 2001. http://nbn-resolving.de/urn:nbn:de:hbz:361-1648.

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32

Göbel, Gunther, and Ralph Sonntag. "Erfahrungen zur Nutzung von Mixed und Virtual Reality im Lehralltag an der HTW Dresden." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-234638.

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Der Einsatz von immersiven Systemen, also Virtual Reality (VR), Augmented Reality (AR) und Mixed Reality (MR) Systemen in der Lehre ist naheliegend. Eigene interaktive Erfahrung einer Tätigkeit ist immer einer reinen rezeptiven Beobachtung bzw. verbalen Erläuterung vorzuziehen. Trotzdem ist heutige Lehre selbst in Praktika und Übungen zum sehr großen Teil passiv, die selbständige Umsetzung, etwa das Bedienen einer Anlage oder die eigenständige Synthese einer Chemikalie, können aus Gründen der Zeit, Verfügbarkeit, Sicherheitsbedenken und Kostengründen oft nur selten eingesetzt werden. Dem Einsatz o.g. neuer immersiven Technologien stand bisher nicht nur der erhebliche Aufwand zur Erstellung entsprechender Simulationen gegenüber. Vor allem aber auch der Hardwareaufwand bei gleichzeitigem nicht optimalem Grad an Immersivität ließ kaum Möglichkeiten offen. Jeden Studenten einzeln ausreichend Zeit in einer teuren und großen Cave-Umgebung zu ermöglichen, damit dieser virtuell technische Anlagen bedient, ist für größere Studentenzahlen untauglich. [... aus der Einleitung]
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33

Turci, Laura. "La Realtà Virtuale per la gestione del dolore: modifica della applicazione Oculus 360 Video SDK per finalità di ricerca." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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Il dolore rappresenta una problematica rilevante sia per l’invecchiamento della popolazione, sia per l’aumento dell’incidenza dei tumori. E' quindi forte la necessità di sviluppare nuove strategie per la gestione del dolore. A questo scopo, una risorsa che la tecnologia offre è quella della realtà virtuale. Approfondimenti sulle modalità con cui realtà virtuale può offrire supporto a pazienti oncologici non ospedalizzati, sono stati portati avanti dalla fondazione ANT. Tuttavia, una delle problematiche riscontrate nella conduzione degli studi consiste nel fatto che questa tecnologia, allo stato dell’arte, non è concepita per finalità di ricerca. Questa tesi ha come obiettivi la presentazione dello stato dell’arte tecnologico e clinico e la modifica, dell’applicazione Oculus 360 Videos SDK al fine di agevolare la fase di raccolta dati nell’ambito di studi sull’efficacia della realtà virtuale nel trattamento del dolore oncologico. Nel primo capitolo viene trattata in generale la tecnologia della realtà virtuale, saranno descritti i suoi componenti principali e il problema della cybersickness ad essa legato; nel secondo capitolo vengono approfondite le basi neurobiologiche della riduzione del dolore mediata dalla realtà virtuale e presentati gli studi più rappresentativi fino ad ora condotti in questo campo; nel terzo capitolo invece viene spiegato l’intervento di modifica apportato a livello software al modello Samsung Gear VR allo scopo di agevolare l’avanzamento della ricerca.
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Jobst, Christoph. "Alternative Steuerungen für das VR-Labor." Bachelor's thesis, Universitätsbibliothek Leipzig, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-64155.

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Für das Virtual Reality-Labor des Instituts für Wirtschaftsinformatik der Universität Leipzig sollen Alternativen zu den bestehenden Steuerungsmöglichkeiten gefunden, an die Anlage angeschlossen und evaluiert werden. Es werden Vorgehensweisen dargelegt, die den Anschluss neuer Geräte ermöglichen sowie deren Anwendung am Beispiel der Nintendo Wii-Remote gezeigt.
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Domin, Markus, Helge Nissen, and Monique Janneck. "Virtuelles Training von Gefahrensituationen – am Beispiel der Entwicklung und Evaluation einer virtuellen Pannensimulation." TUDpress, 2018. https://tud.qucosa.de/id/qucosa%3A33853.

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In Deutschland kommt es jährlich zu durchschnittlich 4 Millionen Autopannen (ADAC, n.d.). Derartige Situationen sind für Betroffene stets Ausnahmesituationen. In der Fahrausbildung wird man zwar theoretisch darauf vorbereitet. Durch die mangelnde Routine erscheint es aber nicht verwunderlich, dass der korrekte Ablauf und ein möglichst sicheres Verhalten nicht umfänglich bekannt sind. Um eine solche Routine herzustellen, ist VR-Technologie ein vielversprechender Ansatz. Der vorliegende Beitrag hat zum Ziel, eine prototypische Anwendung zur VR-Simulation von Pannensituationen zu entwickeln und zu evaluieren. Weiterhin sollen Design-Aspekte identifiziert werden, die für VR-Anwendungen relevant sind. [Aus der Einleitung.]
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Staffeldt, Andreas Verfasser], Christine [Akademischer Betreuer] [Harbring, and Christian [Akademischer Betreuer] Grund. "Innovative approaches to economic experiments : control, respect, and virtual reality / Andreas Staffeldt ; Christine Harbring, Christian Grund." Aachen : Universitätsbibliothek der RWTH Aachen, 2018. http://d-nb.info/1181108675/34.

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37

Staffeldt, Andreas [Verfasser], Christine [Akademischer Betreuer] Harbring, and Christian [Akademischer Betreuer] Grund. "Innovative approaches to economic experiments : control, respect, and virtual reality / Andreas Staffeldt ; Christine Harbring, Christian Grund." Aachen : Universitätsbibliothek der RWTH Aachen, 2018. http://d-nb.info/1181108675/34.

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38

Köhler, Thomas, Sander Münster, and Lars Schlenker. "Smart communities in virtual reality. A comparison of design approaches for academic education." Technische Universität Dresden, 2015. https://tud.qucosa.de/id/qucosa%3A28944.

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The development of educational technologies under the concept of Virtual reality (VR) is neither a core issue in academic education nor in applied research publications, although potential exists. With the goal of closing this gap, the authors investigate possibilities of VR in teaching and training. Whether we can speak of a new didactic technique and if certain smart communities adopt such is investigated through three cases. Our focus is on who the target audience is, what requirements need to be considered, and how this manifests in the teachers' activity. Subsequently, a starting point for a target group-oriented design of virtual reality in higher education is provided.
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39

Gu, Yecheng [Verfasser], and Jörg [Akademischer Betreuer] Siekmann. "Intelligent tutoring in virtual reality for highly dynamic pedestrian safety training / Yecheng Gu ; Betreuer: Jörg Siekmann." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2019. http://d-nb.info/1188612050/34.

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40

Gu, Yecheng Verfasser], and Jörg H. [Akademischer Betreuer] [Siekmann. "Intelligent tutoring in virtual reality for highly dynamic pedestrian safety training / Yecheng Gu ; Betreuer: Jörg Siekmann." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2019. http://d-nb.info/1188612050/34.

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41

Souza, Guilherme Mendonça de. "Cinema imersivo: narratividade cinematográfica na perspectiva da realidade virtual." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/8271.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This exploratory research is based on the contemporary context of the relations between virtual reality and cinema. The thesis seeks to demonstrate how the technological advent influences the forms of communication and artistic manifestations, as well as brings out the emergence of emerging narratives. Immersive cinema (imercine), backed by the traditional cinematic language, suggests adaptations and significant changes in modes of production, exhibition and reception. The artistic project proposes the production of an immersive film (imerfilm) whose plot is inserted in the virtual reality environment.
Essa pesquisa exploratória é embasada no contexto contemporâneo das relações entre realidade virtual e cinema. A tese procura demonstrar como o advento tecnológico influencia nas formas de comunicação e manifestações artísticas, bem como traz à tona o surgimento de narrativas emergentes. O cinema imersivo (imercine), respaldado na linguagem cinematográfica tradicional, sugere adaptações e alterações significativas nos modos de produção, exibição e recepção. O projeto artístico propõe a produção de um filme imersivo (imerfilme) cuja trama se insere no ambiente da realidade virtual.
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42

Köhler, Thomas, Sander Münster, and Lars Schlenker. "Smart communities in virtual reality. A comparison of design approaches for academic education." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-181457.

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The development of educational technologies under the concept of Virtual reality (VR) is neither a core issue in academic education nor in applied research publications, although potential exists. With the goal of closing this gap, the authors investigate possibilities of VR in teaching and training. Whether we can speak of a new didactic technique and if certain smart communities adopt such is investigated through three cases. Our focus is on who the target audience is, what requirements need to be considered, and how this manifests in the teachers' activity. Subsequently, a starting point for a target group-oriented design of virtual reality in higher education is provided.
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43

Petri, Nils [Verfasser], Wolfram [Gutachter] Voelker, and Thorsten [Gutachter] Bley. "Verbessert Virtual-Reality-Simulationstraining die Fertigkeiten interventioneller Kardiologen? Eine stratifiziert randomisierte Studie / Nils Petri. Gutachter: Wolfram Voelker ; Thorsten Bley." Würzburg : Universität Würzburg, 2015. http://d-nb.info/1110985045/34.

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44

Palm, Daniel. "Eye on the Prize : Enhancing Realism during Interaction towards Non-Player-Characters with Natural Eye Movements." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3680.

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In the wake of motion capture and visual animation one aspect seems to be lacking. A realistic representation of the dynamic and unpredictable human visual perception. A human examines her surroundings in a unpredictable, saliency based and top-down task oriented manner. In the field of computer science, interaction design and the industry of game development, great leaps have been taken when it comes to capture motion of bodies. Motion capture helps developers and film makers to portray realistic humans in virtual environments. Where motion has come far, eyes and perception has not. As of yet a virtual representation of human visual perception, has not been mimicked as close as body motion. This thesis will examine perceived realism in virtual agents, with a focus on eye motion. In this study a virtual agent has been given eye movements of human beings and been compared to an agent based on current virtual agents in games. This is the first step towards synthesizing more than just human motion in virtual agents. It will provide future research with the data and tools needed to produce an algorithm based on the gathered data. Prior context research includes a study of current games. Two participant experiments have been be conducted, both has recorded eye positional data for analysis. The first experiment helps build the second as it compares virtual agents using a Likert scale for a subjective rating of realism. The results offers some very interesting data, indeed data that lie at the core of the study as well as data for further studies. While statistical analyses of Likert scales might be considered ambiguous this study has done so and reached a conclusion. A virtual agent enhanced with eye-motion based on human eye movements does portray a more realistic human like behaviour.
Arbetet undersöker uppfattad realism av virtuella karaktärer som använder mänskliga ögonrörelser. Med hjälp av en Tobii Eye-tracker har personers ögonrörelser spelats in medan de tittat på en virtuell karaktär. Därefter har den informationen använts till att skapa en virtuell karaktär med mänskliga ögonrörelser. En jämförelse mellan dessa har sedan gjorts för att bedöma vad som uppfattas mest realistiskt. Resultaten kan inte statistik säkerställas, även om datan ger indikationer på att det är en skillnad.
Programme: Master of Science Programme in Design, Interaction and Game Technologies/Masterprogram i design, interaktion och spelteknologier Phone nr: +46735305836
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45

Cardella, Benjamin. "Le droit des jeux vidéo, de la virtualité à la réalité juridique." Phd thesis, Toulon, 2011. http://tel.archives-ouvertes.fr/tel-00658291.

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Ces dernières années, le marché du jeu vidéo s'est grandement développé. Il touche des populations larges tant en terme d'âge, qu'en terme de nationalité. Ainsi, ce secteur constitue un poids non négligeable dans l'économie, puisque le chiffre d'affaires mondial issu de la vente de jeux vidéo devrait dépasser les 38 milliards d'euros en 2010. En France, bien que ce secteur génère un chiffre d'affaires de 4 milliards d'euros, avec de grands noms tels que GAMELOFT, ATARI, UNIVERSAL ou UBISOFT, il n'est pas offert aux intervenants du secteur de régime juridique clair ou univoque pour la création etl'exploitation de ce type d'oeuvre. Cette absence est à l'origine d'une perte de compétitivité de la France dans un marchémondialisé, où certains pays comme les Etat Unis offrent une sécurité propice à son développement. Elle entraine la fuite de projet à l'étranger et freine l'investissement. L'analyse amène donc à la proposition d'un régime propre appliqué aux jeux vidéo en matière de droit d'auteur. Certains jeux vidéo rassemblent au sein d'univers virtuels des dizaines de milliersd'utilisateurs, qui interagissent alors qu'ils se situent matériellement dans divers pays. Cette ouverture de l'espace de jeu, au départ individuel, à une communauté de joueurs, a profondément modifié la nature de ces jeux. A ce titre, ils soulèvent des questions relatives à leur régulation. Face au constat d'une autorégulation des univers virtuels, considérée comme despotique à l'aune des rapports déséquilibrés institués par les éditeurs et défaillante dans les rapports entre utilisateurs, il est envisagé de créer un cadre juridique spécifique aux univers virtuels.
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46

McCracken, Michael. "Prospects for a Deflationary Account of the Ontology of Propositions." Scholarly Repository, 2010. http://scholarlyrepository.miami.edu/oa_dissertations/368.

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A proposition ontology occupies a potentially rich and foundational place in a good deal of contemporary philosophical theorizing. Some of the biggest roadblocks to a wider acceptance and employment of propositions have been legitimate worries about their nature, or ontological "explanatory" power of theories that employ them. This dissertation attempts to understand and construct a deflationary or minimalist understanding of the notion of a proposition and its theoretical roles. On the basis of this understanding, following Stephen Schiffer (2003), I attempt to construct an ontology of propositions -focusing on general propositions- which avoids or dissolves the most pressing worries about their ontological nature, and the epistemological and explanatory statuses of propositions. In chapter one, I discuss the primary theoretical motivations for positing propositions, and argue for a general set of ontological constraints that fall out of a consideration of entities posited according to these motivations. In chapter two, after arguing that propositions are substantially ontologically independent of mind and language, I argue that propositions are conceptually mind- dependent, but that conceptual dependence of this kind does not amount to any sort of ontological dependence. In chapter three, drawing heavily on the work of Stephen Schiffer (2003), I substantially address the epistemological worries about propositions, arguing that propositions are pleonastic entities whose natures and existence we can know simply by reflecting on our proposition- introducing linguistic practices. In chapter four, I argue that propositions may or may not, in virtue of their status as pleonastic entities, play any substantial explanatory role, but that by utilizing the notion of a proposition, which, according to the pleonastic conception of them, guarantees their existence independent of our practices, is useful and perhaps indispensable to certain of our communicative and epistemic practices. Our propositional linguistic practices, involving essentially our reference to propositions, are thus pragmatically justified.
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47

Martin, Sylviane. "Approcher le re-vécu d'une expérience graphique située en formation continue des enseignants." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1032/document.

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Tirer un trait pourrait être considéré comme un acte du quotidien, un acte banal, machinal, fonctionnel. Mais cet acte n'est pas anodin: il engage son auteur et l'écriture est un apprentissage parfois difficile.Nous avons abordé le tracé, comme une expérience de la trace (Derrida), expérience singulière vécue du point de vue des sujets en situation de formation. Pour cela, nous avons choisi une activité de calligraphie proposée en formation continue à des professeurs des écoles Cette activité vise indirectement l'apprentissage de l'écriture pour des enfants de 3 à 7ans.Lors d'une activité de calligraphie, le trait de pinceau n'admet pas de repentir. Le "geste décisif" (Cheng) revêt un relief particulier en relation avec la prise de risque qui l'accompagne.Berthoz propose d'aborder la prise de décision comme un différentiel, non seulement entre deux vues (Derrida), mais entre deux corps : entre le corps de “chair sensible” et le corps “interne”, “virtuel” "émulé" par notre cerveau. Entre « invu »(Derrida) et présence virtuelle, la trace n'est pas qu'un objet visible exposé à soi-même comme à autrui, et la comprendre suppose d'embrasser l'ensemble du processus de production du tracé. Ce dernier a été compris en tant qu'acte réalisé du point de vue d'un sujet percevant, au sens de Merleau-Ponty.L'entretien d'aide à l'explicitation mis au point par P. Vermersch a été utilisé pour recueillir de l'information du point de vue du sujet et tenter d'accéder au « vécu de l'expérience ». Ainsi, nous avons réalisé dix-sept entretiens auprès de deux groupes d'enseignants. Le processus d'explicitation vise plus particulièrement à appréhender l'expression du point de vue du sujet en première personne. C'est pourquoi dans un deuxième temps, nous sommes allés aux marges du processus d'explicitation pour nous intéresser à l'expression en troisième personne. En différenciant point de vue en première personne et expression en première personne, nous avons envisagé un point du vue "polyphonique" du sujet parlant (Ducrot) et nous avons constaté que la présence d'une expression en troisième personne, dans ce qui est dit, rend compte de ce qui apparaît comme imperceptible au sujet parlant.L'expression en troisième personne, notamment par la présence de pronoms "démonstratifs" dans ce qui est dit, marque un passage entre un re-vécu de l'acte graphique qui peut se décrire, et un re-vécu d'événements antérieurs qui peut se reconstituer, comme une archéologie de l'histoire singulière du sujet.L'expression émotionnelle, énoncée comme un "re-senti", accompagne ce passage entre explicité et implicite. Elle exprime dans ce qui est dit une possible articulation entre ces deux dimensions (ou deux espaces) de l'expérience. Tout d'abord, la description de l'action re-vécue rend compte de micro-décisions, en amont du tracé calligraphique, qui participent d'un savoir-faire subtil, par lequel les sujets mettent en con-form-ité différents champs de perception. Le tracé est dit réussi par les sujets lorsqu'il est con-forme au tracé pré-vu (voir « ça…là ») et surtout à la perception d'événements antérieurs re-vécus (« c'est ça ») encore insaisissables pour eux-mêmes. Le tracé est une offre de visibilité, qui donne sens à l'acte graphique et à l'activité de formation. Ensuite, en situation de formation collective, les sujets com-posent avec les autres dans l'action et sur le support papier. La composition collective est alors regardée comme un "vécu commun", une expérience vécue avec les autres, expérience qui implique une reconnaissance de l'autre pour lui-même et par laquelle s'élabore un espace d'expérience de soi-même partageable avec autrui.Mots clés : expérience, perception, simulation de l'action, trace, re-vécu
Abstract :Drawing a line could be considered as a commonplace, mechanical, functional act. But this act is not trivial: it commits its author and writing is sometimes a difficult learning.We dealt with the drawing of a line as an experience of the trace (Derrida), as a singular experience lived from the viewpoint of the subjects in situation of training. For that purpose, we chose an activity of calligraphy in a continuing education course for primary school teachers. This activity aims indirectly at the learning of the writing for children from 3 to 7.During an activity of calligraphy, the brush stroke cannot allow any regret. The "decisive action" (Cheng) is of particular importance in relation to the risk-taking that goes with it.Berthoz suggests approaching the decision-making as a differential, not only between two views (Derrida), but between two bodies: between the body of "sensitive skin" and the "internal", " virtual" body, "emulated" by our brain. Between "unseen” (Derrida) and virtual presence, the trace is not only a visible object exposed to oneself as to others, and understand it involves embracing the whole production process of the line. This was understood as an act done from the viewpoint of a percipient within the meaning of Merleau-Ponty.The interview to the explicitation developed by Vermersch was used to collect information from the viewpoint of the subject and try to access the lived experience. Thus, seventeen interviews were conducted with two groups of teachers. The process of clarification aims more specifically at understanding the expression from the viewpoint of the subject in first person. That is why secondly, we went to the margins of the process of clarification to study the expression in the third person. By differentiating the point of view in first person and expression in the third person, we considered a "polyphonic" viewpoint of the subject speaking (Ducrot) and we noticed that the presence of an expression in the third person, in what is said, reflects what appears to be unnoticeable to the speaking subject.The expression in the third person, especially because of the presence of "demonstrative" pronouns in what is said marks a transition between a “re-lived” experience of the graphic act that can be described, and a “re-lived” experience of past events that can be reconstituted, as an archaeology of the unique story of the subject.The emotional expression, expressed as a "re-felt" experience, accompanies this passage between explicit and implicit. It expresses in what is said a possible link between these two dimensions (or two spaces) of the experience. First, the description of the re-lived action reports micro-decisions, upstream of the calligraphic line, which imply a subtle knowledge, by which the subjects put in con-form-ity different fields of perception. The line is said to be managed/achieved by the subjects when conform to the plan planned ("it there") and especially in the perception of previous re-lived events ("that's it") still elusive for themselves. The line is an offer of visibility, which gives meaning to the graphic act and to the training activity. Then, in a situation of collective training, the subjects com-pose with the others in action and on paper. The collective composition is then considered as a "common real-life experience ", an experience lived with the others, an experience which involves a recognition of the other one for himself and which prepares a space of experience of oneself shareable with others.Keywords:experience, perception, simulation of the action, trace, re-lived experience
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48

Fricke, Ellen, and Matthias Meiler. "Transformations – Signs and their Objects in Transition: 16th International Congress of the German Semiotics Society 2021; September 28 to October 2, 2021." Universitätsverlag Chemnitz, 2021. https://monarch.qucosa.de/id/qucosa%3A75729.

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This volume contributes to the understanding of the fundamental, manifold, and ever-changing sign processes that underlie our access to the world. It contains the abstracts of the contributions to the 16th International Congress of the German Society for Semiotics “Transformations – Signs and their Objects in Transition”, which met digitally in Chemnitz from 28 September to 2 October 2021.:Geleitwort / Welcome Address PROGRAMM Programmübersicht Keynotes Panelübersicht Liste aller Vorträge RAHMEN­PROGRAMM Verleihung des DGS-­Nachwuchsförderpreises Dokumentarfilm Reading Circus Posterschau mit studentischen Forschungsprojekten Digitale Exkursion Chemnitz – Leben mit dem Vulkan Podium Transformationen und Infrastrukturen der Wissenschafts­kommunikation Diskussionsforen & Agora Semiotica, quo vadis? Transdisziplinärer Workshop Reading Circus Kolloquium Haus der Zeichen Gather.town PANELS ARCHÄOLOGIE Repräsentationen und Interpretationen dynamischer Prozesse und Aktionen in vormodernen Gesellschaften ARCHITEKTUR Transformationen in Architektur und Städtebau BILD Bilder als Agenten kultureller Transformationsprozesse DESIGN Rückkehr des Realen. Design und Designtheorie im Wandel DIGITAL HUMANITIES Digitale Transformation der Geisteswissenschaften? Theoretische und methodologische Provokationen durch die Digital Humanities KÖRPER Digitale Transformation und Virtualisierung von Körperzeichen KULTURWISSENSCHAFT Images as Agents of Cultural Transformation LITERATUR & JUGEND - UND SUBKULTUREN Mediale Transformationen und/als Innovation narrativer Formate: Aneignung, Literacy, Protest MEDIEN Mediale und semiotische Transformationsprozesse in der Wissenschaftspraxis MODE Religion, Politik und Mode – Zirkulation der Zeichen TANZ, THEATER UND ZIRKUS Zur (Ir)relevanz der Semiotik. Transformationen in den performativen Künsten UMWELT - UND KARTO-/ATLASSEMIOTIK Von der Kartosemiotik zur Atlassemiotik ZEICHENPHILOSOPHIE Das Ende der Referenz? Wahrheitsansprüche im „postfaktischen Zeitalter“ ASSOZIIERTES PANEL DES CHEMNITZER SFB 1410 HYBRID SOCIETIES Anthropomorphisierung aus semiotischer und kognitiver Perspektive. Ein Beitrag zur sozialen Robotik ASSOZIIERTES PANEL PALIMPSESTRÄUME Herausforderungen und Potentiale der Palimpsestraumtheorie PERSONENVERZEICHNIS
Der Band gibt einen Einblick in das Verständnis der fundamentalen, mannigfaltigen und immer im Wandel befindlichen Zeichenprozesse, die unserem Weltzugang zugrunde liegen. Er versammelt die Abstracts der Beiträge des 16. Internationalen Kongresses der Deutschen Gesellschaft für Semiotik „Transformationen – Zeichen und ihre Objekte im Wandel“, der vom 28. September bis 2. Oktober 2021 digital in Chemnitz tagte.:Geleitwort / Welcome Address PROGRAMM Programmübersicht Keynotes Panelübersicht Liste aller Vorträge RAHMEN­PROGRAMM Verleihung des DGS-­Nachwuchsförderpreises Dokumentarfilm Reading Circus Posterschau mit studentischen Forschungsprojekten Digitale Exkursion Chemnitz – Leben mit dem Vulkan Podium Transformationen und Infrastrukturen der Wissenschafts­kommunikation Diskussionsforen & Agora Semiotica, quo vadis? Transdisziplinärer Workshop Reading Circus Kolloquium Haus der Zeichen Gather.town PANELS ARCHÄOLOGIE Repräsentationen und Interpretationen dynamischer Prozesse und Aktionen in vormodernen Gesellschaften ARCHITEKTUR Transformationen in Architektur und Städtebau BILD Bilder als Agenten kultureller Transformationsprozesse DESIGN Rückkehr des Realen. Design und Designtheorie im Wandel DIGITAL HUMANITIES Digitale Transformation der Geisteswissenschaften? Theoretische und methodologische Provokationen durch die Digital Humanities KÖRPER Digitale Transformation und Virtualisierung von Körperzeichen KULTURWISSENSCHAFT Images as Agents of Cultural Transformation LITERATUR & JUGEND - UND SUBKULTUREN Mediale Transformationen und/als Innovation narrativer Formate: Aneignung, Literacy, Protest MEDIEN Mediale und semiotische Transformationsprozesse in der Wissenschaftspraxis MODE Religion, Politik und Mode – Zirkulation der Zeichen TANZ, THEATER UND ZIRKUS Zur (Ir)relevanz der Semiotik. Transformationen in den performativen Künsten UMWELT - UND KARTO-/ATLASSEMIOTIK Von der Kartosemiotik zur Atlassemiotik ZEICHENPHILOSOPHIE Das Ende der Referenz? Wahrheitsansprüche im „postfaktischen Zeitalter“ ASSOZIIERTES PANEL DES CHEMNITZER SFB 1410 HYBRID SOCIETIES Anthropomorphisierung aus semiotischer und kognitiver Perspektive. Ein Beitrag zur sozialen Robotik ASSOZIIERTES PANEL PALIMPSESTRÄUME Herausforderungen und Potentiale der Palimpsestraumtheorie PERSONENVERZEICHNIS
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49

Steinebach, Mario, Alexander Friebel, Christine Häckel-Riffler, Volker Tzschucke, Caroline Pollmer, Gabriela Horst, Antje Brabandt, and Kathrin Reichold. "TU-Spektrum 2/2004, Magazin der Technischen Universität Chemnitz." Universitätsbibliothek Chemnitz, 2004. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200401740.

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50

Lo, Wen-Chih, and 羅文志. "Edge-Assisted 360-degree Video Streaming for Head-Mounted Virtual Reality." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/849u53.

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碩士
國立清華大學
資訊工程學系所
106
Over the past years, 360◦ video streaming is getting increasingly popular. Watching these videos with Head-Mounted Displays (HMDs), also known as VR headsets, gives a better immersive experience than using traditional planar monitors. However, several open challenges keep state-of-the-art technology away from the immersive viewing experience, including high bandwidth consumption, long turn around latency, and heterogeneous HMD devices. In this thesis, we propose an edge-assisted 360◦ video streaming system, which leverage edge networks to perform viewport rendering. We formulate the optimization problem to determine which HMD client should be served without overloading the edge devices. We design an algorithm to solve the problem as mentioned earlier, and a real testbed is implemented to prove the concept. The resulting edge-assisted 360◦ video streaming system is evaluated through extensive experiments with an open-sourced 360◦ viewing dataset. With the assistance of edge devices, we can reduce the bandwidth usage and computation workload on HMD devices when serving the viewers. Also, the lower network latency is guaranteed. We also conduct several extensive experiment. The results show that compared to current 360◦ video streaming platforms, like YouTube, our edge-assisted rendering platform can: (i) save up to 62% in bandwidth consumption, (ii) achieve higher viewing video quality at a given bitrate, (iii) reduce the computation workload for those lightweight HMDs. Our proposed system and the viewing dataset are open-sourced and can be leveraged by researchers and engineers to improve the 360◦ video streaming further.
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