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1

Zhao, Hongyi. "Augmented Reality Technologies on iPhone : What and how iPhone could achieve with Augmented Reality and 3D-graphics." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-130628.

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<p>Augmented Reality Technology becomes closer to normal life when found in hand-held devices. And hand-held devices get more and more computing power as the rising of chip energy efficiency. iPhone, as a quickly growing handset, is a promising platform for Augmented Reality application with its various built-in sensors. The author gave a review of iPhone platform regarding Augmented Reality. Then, the author attempted to carry out two prototypes of Augmented Reality games and performed evaluation of the two prototypes in terms of performance, noise and calibration. Finally, the author gave the conclusion of how iPhone could deal with Augmented Reality based on the data collected in the evaluation of prototypes.</p>
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Kozlov, Alex. "Augmented Reality technologies for the visualisation of SLAM systems." Thesis, University of Auckland, 2012. http://hdl.handle.net/2292/10633.

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Simultaneous Localisation and Mapping (SLAM) is a popular and important autonomous mapping and navigation technique in mobile robotics. Due to the probabilistic nature and the real world uncertainties in which the robot operates, SLAM development and testing is challenging. The difficulty exists because of a lack of perceptual and cognitive overlap between the robot and the human developer, i.e. understanding what the robot is seeing and processing. The most promising way of achieving this overlap is through the use of visualisations, because the human visual system is highly perceptive with advanced pattern recognition abilities. The research presented in this thesis investigates the application of Augmented Reality (AR) for SLAM visualisations, with the goal of assisting SLAM development and testing. AR is well suited for this application as it provides a real world view of the robot and its physical environment. A literature survey in SLAM, visualisation and AR showed that while SLAM visualisations are lacking AR has been applied in other areas of mobile robotics. An anonymous web based survey of SLAM developers confirmed that SLAM development is challenging and that graphical visualisations of SLAM are essential but lacking. SLAM algorithms were analysed in order to identify parameters needing to be visualised for error detection and correction, and visualisation requirements were formulated from this analysis. An AR visualisation system for SLAM was developed and implemented, presenting novel visualisation techniques for the Extended Kalman Filter SLAM and the Rao-Blackwellized Particle Filter FastSLAM. An evaluation was designed and carried out, investigating the effectiveness of the AR visualisation system in assisting SLAM debugging, and its performance and registration accuracy characteristics. The findings show that the existing state of the art visualisations are more effective, and should be used, for detecting fault effects. The findings further show that the novel feature correlation and data association AR visualisations are more effective and more preferred, and thus should be used, for detecting fault causes. Fault correction findings seem to indicate that the novel feature correlations and colour-mapping AR visualisations are more effective and more preferred. Qualitative user feedback showed that the novel AR visualisations are useful for SLAM debugging. Overall, the usability evaluation findings illustrate that the best approach is to utilise a combination of all of the visualisation methods. The findings also show that the overhead fixed camera hardware configuration possesses superior performance and registration accuracy characteristics compared to the Head Mounted Display configuration. Comparison with previous publications shows that the system compares well in terms of performance and registration accuracy, thus indicating that the system has sufficient attributes for the intended purpose of SLAM debugging.
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Lukianykhin, O. V. "Augmented reality is the next step of information technologies." Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/46841.

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Every day something changes. It’s integral part of the modern world. They say: “He who owns the information owns the world”. And everybody knows it is really so. Its influence on mankind’s development is amazing.. Every new stage of development follows the breakthrough in methods of storing and transferring information. The invention of writing and printing press gave rise to scientific progress and technological revolution. They contributed improving and spreading education and eradication of illiteracy. It is equally important that each of these breakthrough are connected with fundamental changes in society.
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Arkhаnhelskа, Yelyzaveta, Oksana Ovsak, Єлизавета Архангельська, and Оксана Овсак. "Virtual and augmented reality technologies in human resources management." Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/53436.

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Архангельська Є., Овсак О. Технології віртуальної і доповненої реальності в управлінні людськими ресурсами// Сучасні проблеми менеджменту: матеріали XVII Міжнародної науково-практичної конференції. – Національний авіаційний університет. – Київ, 2021. - С. 13-15<br>Technology аnd IT аre the most rаpidly developing industries in the modern world. Whether we like it or not, whether we аre аfrаid of it or looking forwаrd to it, if technology is neglected, the business cаn fаll fаr behind its competitors. Nowadays, virtual (VR) and augmented (AR) technologies are widely used in marketing, advertisement, and PR (VR/AR represents a new technology that provokes new emotions from clients and makes them interested in the company or/and product, make them more engaged), retail (for example, virtual fitting rooms that help customers to decide on the size and the color of the good they want to purchase - it increases sales and attract new clients), production and engineering (for example, a 3D model of the projected construction/item in VR, the designer can see the project at a 1: 1 scale and better assess the design quality, as well as the ergonomic characteristics of the object, which cannot be done by looking at the 3D model on the monitor screen) and any other sphere of human life.<br>Технології та інформаційні технології є найбільш швидко розвиваються галузями в сучасному світі. Подобається нам це чи ні, боїмося ми цього або з нетерпінням чекаємо, але якщо нехтувати технологіями, бізнес може сильно відстати від своїх конкурентів. В даний час віртуальні (VR) і доповнені (AR) технології широко використовуються в маркетингу, рекламі та PR (VR/AR являє собою нову технологію, яка викликає у клієнтів нові емоції і змушує їх цікавитися компанією або/і продуктом, робить їх більш зацікавленими), роздрібної торгівлі (наприклад, віртуальні примірочні, які допомагають клієнтам визначитися з розміром і кольором товару, який вони хочуть придбати - це збільшує продажі і приваблює нових клієнтів), Виробництво та інжиніринг (наприклад, 3D-модель проектованої споруди/вироби у віртуальній реальності, дизайнер може побачити проект в масштабі 1:1 і краще оцінити якість дизайну, а також ергономічні характеристики об'єкта, чого не можна зробити, дивлячись на 3D-модель на екрані монітора) і будь-яку іншу сферу життя людини.
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Bergquist, Robin, and Nicholas Stenbeck. "Using Augmented Reality to Measure Vertical Surfaces." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148868.

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Augmented Reality is commonly used for entertainment purposes on today’s smartphones. We intend to aid the evolution of Augmented Reality as a tool as opposed to a toy. With the use of Apple’s ARKit 1.5 release, which features vertical surface recognition, we implement and evaluate a solution to a target problem which aims to contribute to the knowledge of Augmented Reality’s strength and weaknesses. The implementation allows an iPhone user to measure surface areas by placing anchors to mark an area to be measured. We find that our Augmented Reality tool does not provide the same precision as manual measurements but is still reasonably within boundaries if an estimation is acceptable.
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Jimenez, Parra Jefferson, and Milan Radulovic. "AUGMENTED REALITY SOM DIGITALT VERKTYG I PRODUKTIONSSKEDET." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Byggnadsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-41076.

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Detta examensarbete utreder augmented reality (AR) som digitalt verktyg i byggproduktionen. Byggproduktionen präglas av kollisionsproblem och bakgrunden till dessa problem ligger ofta i bristande kommunikation och bristande samordning i byggprojekten. Installationsarbeten tar mer än 50% av produktionstiden och kräver mycket kommunikation och samordning. Installationsarbeten utförs ofta på begränsade arbetsytor och med en dålig samordning mellan de inblandade yrkesgrupperna bidrar detta till att det uppstår kollisioner och farliga arbetssituationer. Skanska vill effektivisera deras arbetsproccess genom nya teknologier och har därmed valt att testa Microsoft Hololens som använder teknologin AR i sina byggprojekt. Målet med arbetet är att undersöka genom en fallstudie om AR är lämpligt att användas i byggproduktionen genom att besvara (1) Hur lämplig är AR för informationsöverföringen och hantering i byggproduktionen? (2) Hur noggrann är AR teknologin för att kunna användas i installationsarbeten? (3)Vilka möjlighter har AR att implementeras i Skanskas verksamhet? Studien innefattar en fallstudie med observationer och intervjuer på ett av Skanskas byggprojekt i Göteborg, Tändstickan 3. Arbetarna får använda Microsoft Hololens som ett arbetsverktyg medan författarna observerar deras arbete. Intervjuer utförs före och efter användnigen av Microsoft Hololens. En dokumentanalys och litteraturstudie kommer att utföras för att bekräfta eller motsäga resultatet. Arbetarna som ingår i observationerna intervjuas efter användningen av Microsoft Hololens för att kontrollera om AR är lämpligt för deras arbete. Resultatet från intervjuerna och observationerna visar att AR kan minimera kollisionerna och effektivisera arbetet. Jämförelsen av resultaten från intervjuerna av AR specialister, arbetsledare, installationsledare, platschef och montörer visar att teknologin har potentialen att implementeras i Skanskas verksamhet. Svårigheten ligger i användarvänligheten och om hårdvaran är lämplig att användas på en arbetsplats. Studien utfördes under ett pågående projekt där installationsarbeten var i slutskedet, vilket påverkar studiens resultat. Det arbeten som medför mest svårigheter var redan avklarade vilket minskar resultatens giltighet. Studien utfördes i samarbeten med Skanska vilket gör det svårt att generallisera med mindre företag eftersom de inte har lika mycket resurser.
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Fay, John J. "Transforming fleet network operations with collaborative decision support and augmented reality technologies." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FFay.pdf.

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Pavlenko, V., I. Ponomarenko, and A. Turan. "Innovative technologies in distance education." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/19373.

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D'Anniballe, Andrea. "Augmented reality technologies as an aiding tool in aircraft accident investigations and training." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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The aim of this project is to develop digital visualization tools which will be used to assist air accident investigators and for training purposes. The AR (Augmented Reality) technology is used to re-create a real aircraft crash scene, i.e. wreckage and surroundings, in a full scale 3D representation. This will enable investigators to transpose the accident scene to a different environment without compromising accuracy of the data acquired at the crash site. Investigators will then have a capability to access a high fidelity model of the crash scene at any time upon removing the wreckage from the accident location. This model can also be shared with other parties involved in the investigation process using online platforms. 3D models of crash scenes may also be used for training purposes of future investigators/students without requiring them to go to a real crash site. Furthermore, AR tools of air crash scenes will allow the creation of a digital database for future reference to investigators regardless of their physical location around the world, providing greater flexibility for cooperative and collaborative investigations by experts from different organizations. The work described in this report has been mainly carried out at RMIT Bundoora campus, Australia.
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Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

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In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer. This thesis has examined design guidelines for AR in a literature study, along with general principles for user experience (UX). Based on the findings from the literature study, a prototype for a webshop with integrated VTO, targeting IFE, has been build in an iterative design process. Furthermore, a small application has been built using Google’s AR-framework ARCore for Android, where users can try different virtual glasses. The literature study, along with usability testing in each design iteration, showed that there are no guidelines which can cover everything when designing for AR; however, the design guidelines presented by Google and Apple are a great place to start. Furthermore, the usability testing showed that people have certain expectations of a webshop, which indicates that VTO should be integrated seamlessly into the application without interfering with the layout. The application development showed that ARCore certainly is a potent tool when it comes to AR-development. However, ARCore is not open source,which could make it less appealing for companies in need of highly flexible solutions.
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Lindqvist, David. "Augmented Reality and an Inside-Object-View Concept : A Usability Evaluation." Thesis, Linköpings universitet, Informationskodning, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138982.

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This thesis presents a usability evaluation of a non conventional way to visualize virtual objects in Augmented Reality (AR). The virtual objects consists of a window that can be placed on a real surface and then opened to view a virtual room containing some virtual objects. This concept was applied to a smartphone application created and designed to evaluate the usability of the concept. The usability was evaluated with user testing methods designed to gather information about the interaction and the perception of handheld Augmented Reality (HAR) applications. The usefulness of the concept was also evaluated by designing the application to be intended for entertainment and then evaluating the users interest for such an application. Design guidelines and design patterns created for HAR applications was followed when designing the application. The results of this project has shown that the concept is easy to both comprehend and interact with. This applies to users with previous smartphone experience but not much experience with AR. The results has also shown that smartphone users find an interest in using an application of this type. An application designed for entertainment and with the described concept. The purpose of evaluating this concept has been to verify its usefulness to promote its use in AR applications. This would create a variety in the visualization of virtual objects in AR. It would also open up for new opportunities in the use of AR.
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Sjöberg, Jesper. "Making use of the environmental space in augmented reality." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156664.

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Augmented reality (AR) is constantly moving forward and pushing its bound- aries forward. New applications and frameworks for mobile devices are rapidly developing. Head mounted displays are evolving and making an impact on in- dustries and people. In this thesis, we are going to evaluate the concept of how to make use of the environmental space in augmented reality. Within the environmental space, we are going to focus on secondary elements — elements and objects that not are in the focus of the users. Both augmented reality in smartphones and head-mounted displays are going to be considered. Through an evaluation conducted with four participants during a week, we are going to find use cases and scenarios where this type of concept could be used and where it can be applied. The results of this thesis shows where and how the can be use for a concept such as this.
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Igelmo, Victor. "Context-aware augmented reality experiences using cloud-based systems." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19172.

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The new reality is about connectivity. From social media to collaborative tools in work environments, people and their devices are highly intercommunicated. This reality also affects the manufacturing industry, which has been developing standards to keep up with technology and take advantage of it. These technologies are encompassed in what has been called Industry 4.0. Out of all the technologies, apart from artificial intelligence, the main drives of Industry 4.0 are considered by many studies augmented reality (AR) and industrial internet of things (IIoT). This thesis suggests that these drivers have been mostly tested either in an isolated fashion or with limited connectivity. The main objective is to explore the advantages of connecting AR, IIoT, and the main source of information in the manufacturing process: product lifecycle management (PLM) systems. Two sub-objectives are extracted from the main one: to study of value created from real-time role-dependent AR information displaying, and to study how the connection AR-IIoT-PLM can affect developing and deploying times of AR experiences. To achieve the mentioned objectives, a case of study is built, and the combined system implemented on it. Following design and creation methodology, an artefact is created, and conclusions are extracted from the design, implementation, and usage stages. Main results are an improvement in developing and deploying time of AR experiences, along with guidelines to extract as much value as possible from the implementation of a combined system of this sort. This thesis includes a discussion section, where the potential of the system is explained and framed within the near future of manufacturing companies.
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Xu, Yinan. "Exploring the benefits and challenges of AR in an outdoor tourism experience." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235328.

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With the development of resilient computer vision algorithms, mobile augmented reality (MAR) technology is now accessible for most smartphone users. There are a lot of MAR applications available on the App Store and Google Play. However, most of the applications are games for indoor usage. Outdoor MAR commercial applications are rare. Evidently, outdoor MAR in tourism is a promising and challenging field. This study focuses on Djurgården, an island in Stockholm. The purpose is to develop a MAR prototype for some underexplored places on the island and see the benefits and challenges of AR as a method for helping tourists in sightseeing. A MAR application was developed to explore the research question surrounding its benefits and challenges. a user study was conducted to compare the MAR prototype with general usage of smartphone applications, where both quantitative and qualitative data was gathered. The results indicate that MAR has an advantage in providing more immersive, content travelling experience as well as reducing feelings of boredom. However, MAR also has challenges in avoiding collision with real objects and limiting possible risks.<br>Utvecklingen av robusta och effektiva algoritmer för datorseenede har lett till att de flesta med en smarttelefon idag har tillgång till Mobile Augmented Reality (MAR) teknologi. Det finns många MAR applikationer tillgängliga på App Store och Google Play, däremot är de flesta anpassade för användning inomhus. Kommersiella MAR applikationer för utomhusbruk är ovanliga. Uppenbarligen är utomhusbaserade MAR applikationer inom turism ett lovande och utmanande fält. Den här studien fokuserar på ön Djurgården i Stockholm. Målet är att utveckla en MAR prototyp för några av öns mindre besökta platser och undersöka fördelar och utmaningar med AR som ett verktyg för att hjälpa turistande på ön. En MAR applikation för att undersöka detta utvecklades och en användarstudie genomfördes. Användarstudien jämförde MAR prototypen mot generella applikationer på smarttelefoner, där både kvantitativ och kvalitativ data insamlades. Resultaten visar att MAR har fördelar i att förmedla mer engagerande innehåll för reseupplevelser och i att reducera känslor av tristess och utmattning. Däremot finns det utmaningar inom MAR i att undvika kollisioner med verkliga objekt och att minimera skaderisker.
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Palm, Kajsa. "Design and use of 3D typography for indoor Augmented Reality mobile applications." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148619.

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Augmented Reality (AR), a concept where the real word is being enhanced with computer generated objects and text, has evolved and become a popular tool to communicate information through. Research on how the technique can be optimized regarding the technical aspects has been made, but not regarding how typography in three dimensions should be designed and used in AR applications. Therefore this master’s thesis investigates three different design attributes of typography in three dimensions. The three attributes are: typeface style, color, and weight including depth, and how they affect the visibility of the text in an indoor AR environment. A user study was conducted, both with regular users but also with users that were considered experts in the field of typography and design, to investigate differences of the visibility regarding the typography’s design attributes. The result shows noteworthy differences between two pairs of AR simulations containing different typography among the regular users. This along with a slight favoritism of bright colored text against dark colored text, even though no notable different could be seen regarding color alone. Discussions regarding the design attributes of the typography affect the legibility of the text, and what could have been done differently to achieve an even more conclusive result. To summarize this thesis, the objective resulted in design guidelines regarding typography for indoor mobile AR applications.
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Arbogast, Michelle A. "Immersive Technologies in Preservice Teacher Education: The Impact of Augmented Reality in Project-Based Teaching and Learning Experiences." University of Toledo / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1553266590134835.

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Hylin, Frida, and Dennis Lithander. "AYM - Augment Your Moments : En studie om digitala turistupplevelser och utforskande av destinationer med Augmented Reality." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-46310.

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Modern society largely consists of digital artifacts such as smartphones, smart watches and virtual technology that have the ability to change, expand or enhance the reality of the user. Technologies such as Augmented Reality are a relatively new phenomenon that in the future is believed to have an impact in the tourism industry since it can provide optimized user experiences. Digitization and the development of new technologies have, however, led to a change in consumer behavior in the tourism sector and sets higher demands on companies than before. How this technology can be beneficial in alignment with tourist experiences is something that this thesis has been based on, and with the help of a digital survey, people's attitude towards an Augmented Reality application in digital discovery and what functions meet people's needs regarding accommodation, eating, travel and activities during their holiday are investigated. The results indicate that people are generally positive about both downloading and using digital Augmented Reality applications in digital discovery, provided that the user's integrity is protected and that the general security is well developed. The results of this inquiry suggest that people prefer features that meet the user's primary needs, such as hotel and restaurant suggestions.
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Marques, Luis Fílipe do Espíritu Santo Correia. "Augmented valuation of cultural heritage through digital representatiton based upon geographic information technologies : the case study of Lisbon Aqueduct System within an augmented reality environment." Doctoral thesis, Universitat Politècnica de Catalunya, 2017. http://hdl.handle.net/10803/457567.

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The thesis focus in the central idea of Digital Representations and the Valuation of Cultural Heritage, in the relation between Technology, Agents and several knowledge Domains, seeking to analyse the Augmented Valuation of Cultural Heritage, based on Geographic Information Technologies (GIT). It introduces the significance of (digital) representations through the concepts of the individual's spatial cognition (internal/mental representations) and physical (external) perceptions and their epistemological importance, revealing what are the GIT contributing to these representations: Global Navigation Satellite Systems (GNSS), Remote Sensing (RS), Geographical Information Systems (GIS), 3D data Acquisition, Modelling and Visualisation and Virtual/Mixed Environments. The methodology consists of point clouds (x,y,z) data acquisition using terrestrial and Unmanned Aerial Vehicles (UAV), 3D modelling procedures, integration between 3D-GIS and virtual environments applied to cultural heritage systems and elements in urban areas. The results consist of geographical information products and 3D acquisition and modelling processes to be visualised in an Augmented Reality environment, through mobiles platforms. It was discussed experiments using mobile applications (App) available in the market that have enabled the adjustment of core solutions for further development of the App Lx_W, consisting in the related Apps: AqueductAR and AqueductGPS. Selecting the ancient Lisbon (Aqueduct) water supply system (classified as a national monument in 1910) as a case study and considering the fact that most of the structure is unnoticeable, due to the large extent of underground galleries, these types of synthetized enhanced environments enable onsite visualisation and the perception of the relation between the system and the city. The prototype of Lx_W App was evaluated during the workshop with the purpose of analysing the application that had been developed using the answers obtained in survey, relating this App and some experiments carried out with other Apps available in the market. A second survey was conducted supported by a video where the heritage system and the Lx_W App were introduced, showing the App's features and capabilities applied to this specific case study. The methods used aimed to strengthen the idea of the potential application of this technology for heritage valuation, introducing the concept of Augmented Valuation of Cultural Heritage, associating the use of geographic information to fields commonly related to a strong visual perception of space, providing essential data to the Agents, not only for occasional users (public), but also for specialised technicians, opinion/decision makers, promoters and other stakeholders, addressing solutions (or contributions) to the existing problems in the several technical-scientific, socio-economic, political-administrative, ideological-symbolic-religious Domains.<br>La tesis se centra en la idea de las Representaciones Digitales y la Valoración del Patrimonio Cultural, en la relación entre Tecnología, Agentes y los diversos Dominios del conocimiento, procurando identificar y analizar la Valoración Aumentada del Patrimonio Cultural mediante las Tecnologías de Información Geográfica (TIG). Introduce la importancia de las representaciones (digitales), a través de conceptos cognición espacial (representaciones internas/mentales) y la relevancia epistemológica de las percepciones individuales del ambiente físico (externo), revelando as TIG que contribuyen a la construcciones de estas representaciones: Sistemas Globales de Navegación por Satélite, Detección Remota, Sistemas de Información Geográfica, adquisición de datos/modelado en 3D y la visualización de los Ambientes Virtuales. La metodología consiste en la adquisición de nubes de puntos (x, y, z) obtenidos en el suelo o por medio de vehículos aéreos no tripulados (UAV) para el modelado 3D, integración en ambientes 3D-SIG y la creación de ambientes virtuales aplicados a los elementos y conjuntos patrimoniales en áreas urbanas. Los resultados consisten en productos y procesos de adquisición y modelación 3D de información geográfica para ser vistos en ambientes de Realidad Aumentada a través de plataformas móviles. Se discuten varios experimentos utilizando aplicaciones móviles (App) disponibles en el mercado que han permitido el ajuste de soluciones para el desarrollo de la App Lx_W, que consiste en la asociación de las aplicaciones: AqueductAR y AqueductGPS. Seleccionando el antiguo sistema de abastecimiento de agua de Lisboa (Acueducto de Águas Livres, clasificado como monumento nacional en 1910) como estudio de caso y teniendo en cuenta que la mayor parte de la estructura es imperceptible, debido a la gran extensión de las galerías subterráneas, estos tipos de ambientes sintetizados permiten la visualización y la percepción, in situ, de la relación entre el sistema y la ciudad. El prototipo de la App Lx_W se evaluó recurriendo a un workshop con el objetivo de analizar la aplicación desarrollada a través de las respuestas obtenidas en cuestionario que tevé como intuito comparar esta aplicación y algunos experimentos realizados con otras App disponibles en el mercado. Se realizó un segundo cuestionario de evaluación con suporte en un video donde se introdujeron el estructura edificada y la App Lx_W, demostrando algunas principales características y capacidades. Los métodos utilizados apuntan a reforzar la idea de la potencial aplicación de esta tecnología para la valoración del patrimonio, introduciendo el concepto de Valoración Aumentada del Patrimonio Cultural, asociando el uso de la información geográfica a campos comúnmente relacionados con una fuerte percepción visual del espacio, providenciando información a los Agentes, no únicamente para los usuarios ocasionales (público), como también para los técnicos especializados, decisores, promotores y otras interesados, criando soluciones (o contribuciones) a los problemas existentes en los diversos Dominios Técnico-científico, Político-Administrativo y Ideológico-Simbólico-Religioso.
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Gdey, Muse, and Itte Achuairam. "Är byggnadsbranschen redo för Virtual Reality?" Thesis, Högskolan i Gävle, Energisystem och byggnadsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-37046.

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Tekniken utvecklas ständigt inom alla delar av samhället. Inom byggbranschen så ställsdet allt högre och högre krav på byggnadstekniken. Man bygger höga men smalabyggnader men även långa och komplexa byggnader för att besvara kraven som ställsutifrån ett hållbarhetsperspektiv (Linneuniversitetet, u.å). Inför detta arbete så fanns detett intresse för att ta reda på vad som kommer att bli nästa “stora” teknologiskahjälpmedel.Vi tror att VR har stor potential inom byggbranschen och därav frågeställningen “Ärbyggbranschen redo för VR-Teknik?”. Efter ett handledarmöte så var vi eniga om att detfinns en hel mängd fördelar med tekniken. Metoder som har använts i detta arbete är detbåde kvalitativa och kvantitativ datainsamling. För att besvara frågeställningen såkontaktades byggbolag över hela Sverige för att sedan kunna skicka enkäter till dem.Intervjuer genomfördes med två personer på Högskolan i Gävle som hade relevantkunskap inom området VR, under intervjun med Torsten Jonsson och Stefan Seipel såvar dialogen kring ämnet öppen för att få en bättre bild av hur det ser ut i dagsläget.Resultatet visade att byggbranschen i dagsläget var redo att använda sig utav teknikenmen tekniken måste fortfarande utvecklas. I dagsläget så finns det stora kostnader medatt skapa en simulering vilket kan vara kostnadseffektivt i stora projekt men i mindreprojekt så kan det vara svårt att motivera ekonomiskt.Slutsatsen är att byggbranschen är redo för VR.<br>Technology is constantly evolving in every aspect of society. The requirements forbuilding are constantly growing. Buildings have been built thinner and higher but wehave also seen advances in width and complexity to fulfill the need for buildingsustainable buildings. With this study there has been an interest in finding what the next“ big” technology will be within the construction industry.We think VR has great potential in the construction industry which led to the question “Is the construction industry ready for VR-technology?”. After an interesting discussionwith our supervisor we agreed that this subject had lots of interesting benefits for theindustry. Within this study we have used both qualitative and quantitative research. Toanswer the issue we contacted construction companies all over Sweden in order to sendsurveys. The interviews were conducted with two persons from University of Gävle, thepeople contacted for the interview were chosen because they had relevant knowledgewithin the issue. The interviews were formed as diskussion to get a clear understandingof the subject.The results of the studies showed that the industry was ready to use the technology butit still must develop for the smaller projects. With VR today there is a massive cost ofusing it which can be beneficial in bigger projects but for smaller projects the cost is too big.The conclusion that can be drawn is that the industry is ready for VR
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Amenabar, Leire, and Leire Carreras. "Augmented Reality Framework for Supporting and Monitoring Operators during Maintenance Operations in Industrial Environments." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15717.

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In an ever-changing and demanding world where short assembly and innovation times are indispensable, it is of paramount importance to ensure that the machinery used throughout the whole process of a product are in their best possible condition. This guarantees that the performance of each machine will be optimal, and hence, the process times will be the shortest possible, while the best quality products are obtained. Moreover, having a machine in an impeccable status permits making the necessary changes to it, in order to fulfil the requirements that a more advanced or complex product may have. Maintenance operations and their corresponding trainings have historically been time-consuming, and a vast amount of information has been transmitted from an expert to a newer operator. This means that there has been the need of working with experienced operators to secure that a good service is provided. However, different technologies like augmented reality (AR) have been shown to have a positive impact in the support and monitoring of operators in industrial maintenance operations.The present project gathers information in regard to the framework of AR, with the aim of supporting and monitoring operators in industrial environments. The proposed method consists on the development of an artefact, which would lead to a possible improvement of the already existing solutions. It is believed that the development of an AR application could grant the necessary aid to any operator in maintenance operations. The result of this suggestion is an AR application which superimposes visual information on the physical equipment.
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Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. There are existing solutions today where the usercan change materials in houses online in virtual reality, this thesisexplores how this functionality could be conceived in an AR (AugmentedReality) environment. With this, the user can see their housein real size on the site before the construction has even begun.Neava AB has developed an application called Arvue where it is possibleto view an AR model of a house in real size. The houses NeavaAB produce belong to their customers, who are house companies.But as the team at Neava AB worked on developing customized configuratorsfor virtual reality, some challenges began to emerge.It takes a long time to agree with the customer which colour shadeis correct and the communication between the two at this stage ofproduction can sometimes take a long time. During which Neavahas to wait for the customer’s reply before they can continue theirwork. The problem regarding to the colours is also connected to thecustomers brand identity as the house companies all have their ownspecific appearance and want both the interface and images to reflectthis as strongly as possible. This increases the communicationbetween the two even further.The aim of the thesis is to design a tool where the house companycan administrate their own interface in the interactive AR configurator.The interface design is focused on user experience and evaluatedby measuring the usability and user experience.The work presented in this thesis applied a user centered designprocess, in which the most important part is to involve the users inthe design and to base the decisions upon their needs and feedbackin different ways. This work applied interviews, surveys, evaluationsand user testing continuously to control how well the results were inline with the identified needs.The thesis presents a proof of concept for how this tool for the housecompanies could be conceived by designing both the interface to administrateand the tool itself. By developing this tool Neava AB wouldboth reduce the time they spend on communication but also have aprogressive and innovative product service which could help reducethe environmental impact of building new houses. This is achievedby helping the users make better decisions and reduce the amountof re-buildt houses.<br>För många människor är det svårt att ta stora beslut, att bygga hus är ett av dessa. Det är kanske den största investeringen och projekt som man tar sig an. I ett husbygge är det många saker som ska stämma överrens, man ska hitta en tomt, välja en husmodell och till sist alla de där andra valen som till exempel köks- och badrumsdetaljer. Det är i detta beslutskede som det kan vara skönt att kunna testa olika husmodeller och material innan det slutliga beslutet tas. Det är denna process som är i fokus i detta examensarbete, eller rättare sagt ett verktyg för att underlätta besluten. Det handlar nämligenom en AR-applikation för hus. AR står för augmented reality(förstärkt verklighet) och med hjälp av denna kan användaren se sitt hus i verklig storlek på tomten innan någonting är bestämt eller ens påbörjat. Neava AB har utvecklat en applikation där det i dagsläget går att visa en AR-modell av ett hus i verklig storlek. Deras huvudsakliga kunder är husföretag som bygger modulära hus. Då teamet på Neava AB arbetat med att utveckla kundanpassade konfiguratorer för virtuell verklighet har några utmaningar börjat visa sig.Det tar lång tid att komma överens om vilken färgnyans som är korrekt och kommunikationen i detta skede av produktionen tar iblandväldigt lång tid varvid Neava måste invänta kundens bedöming påderas modeller. Detta problem är också kopplat till kundernas grafiska profil då kunderna alla har en specifik framtoning och vill att både gränssnitt och bilder ska återspegla denna så starkt som möjligt. Målsättningen med arbetet är att utforska hur ett verktyg för husföretagen att skapa sina egna gränssnitt skulle kunna se ut. Gränssnittet designas med fokus på användbarhet och användarupplevelse och utvärderas kontinuerligt jäntemot dessa kriterier. Projektet tillämpar en användarcentrerad designprocess där det centrala är att involvera användarna i designprocessen på olika sätt. Detta arbete tillämpar intervjuer, enkäter, utvärderingar och användartester genomgående för att kontrollera hur väl resultaten stämmer överrens med de identifierade behoven. Designen tas fram med utgånspunkt i de identifierade utmaningar och problem som funnits med hjälp av dessa metoder.Resultatet är ett koncept som illusterar hur detta verktyg skulle kunna se ut och fungera. Både hur en konfigurator för AR men också för hur en administrativ tjänst för en huskonfigurator skulle kunna se ut.Genom att designa gränssnittet för huskonfiguratorn i AR och medföljande administrativa tjänst så kunde ett förslag för detta verktyg presenteras. Om Neava skulle utveckla detta verktyg så skulle det både minska tiden som de lägger på kommunikation, men också ha tagit fram en innovativ och nytänkande produkt som kan bidra till att minska miljöpåverkan av nybyggnation genom säkrare beslut och minskad ombyggnation.
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Zellaya, Ibrahim, and William Brushwood. "Examining the performance of AR technologies to provide instructions for operators : a study at Siemens." Thesis, Högskolan Väst, Avd för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-15285.

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Siemens Industrial Turbomachinery AB är intresserade av att digitalisera deras arbetsprocesser. Således är syftet med denna studie att undersöka om AR presterar bättre än papper som en instruktionsmetod för operatorer på Siemens i Trollhättan. För att kunna svara på frågan "Hur väl presterar Augmented Reality (AR) teknik som instruktionsmetod till skillnad från papper för operatorer i en produktionsmiljö?", har två kvalitativa metoder tillämpats. Datainsamling skedde med hjälp av observationer och semi-strukturerade intervjuer för analys tillstudien. Vårt val av teoretiskt ramverk tillämpades inte endast för att undersöka prestanda, det användes även för undersökning av operatörernas vilja att införa AR som en instruktionsmetod. Resultaten från denna studie visar att AR presterade bättre som en instruktionsmetod och att operatörerna hade en positiv inställning vid användning av AR. Däremot, är det fortfarande oklart hur väl denna teknologi kommer att accepteras. Detta beror huvudsakligen på faktum att framtida förbättringar behöver utföras när det kommer till hårdvara och avsaknaden av skräddarsydda applikationer för operatörernas behov.<br>Siemens Industrial Turbomachinery AB is interested in digitizing their current work processes. Therefore, the reason for this study is to examine if AR performs better than paper as an instruction method for operators at Siemens in Trollhättan. In order to answer the question "How well does Augmented Reality (AR) technology perform compared to physical papers as an instruction method for operators in a production environment?", two qualitative methods have been applied. Data was collected by using observations and semi-structured interviews for the analysis of this study. Our choice of theoretical framework was not only applied for evaluating the performance, but also the operators' willingness to adopt AR as a form of instruction method. The findings from the results show that AR performs better as an instruction method and that the operators had a positive attitude when using AR. However, it is still unclear how well this technology will be accepted. This is mainly due to the fact that future improvements still need to be made to the hardware and the lack of customized applications for the operators' needs.
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Jiang, Haotian. "WEARABLE COMPUTING TECHNOLOGIES FOR DISTRIBUTED LEARNING." Case Western Reserve University School of Graduate Studies / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=case1571072941323463.

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24

Guerville-Ballé, Alice. "Valorisation du patrimoine et techniques multimédia : de nouvelles technologies pour de nouveaux publics, l'avenir de la valorisation patrimoniale?" Thesis, Pau, 2019. http://www.theses.fr/2019PAUU1067.

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Ce travail de thèse pose la question de l’utilisation des outils numériques dans la valorisation patrimoniale, et explore plus précisément le potentiel de la réalité augmentée. Alors même que le patrimoine traverse de profondes mutations et se heurte à des dynamiques conflictuelles, sa « mission » est devenue plus complexe et plus importante que jamais. La conception d’expériences patrimoniales voit l’ensemble de ses composantes transformé, que cela soit l’objet, le public ou encore les méthodes et les outils pour les faire se rencontrer. Face à des individus équipés numériquement, d’âges et d’origines sociales multiples, et dont la capacité de concentration et d’émerveillement a considérablement changé, la valorisation du patrimoine doit se réinventer. Nous soutenons dans ce travail que les outils numériques proposent des réponses pertinentes et inédites, mais qu’ils représentent aussi un défi à part entière pour être utilisés à bon escient. Loin d’être évidente, cette problématique requiert d’être replacée dans un cadre plus global qui implique plusieurs questionnements d’orientations philosophiques, tant sur le concept de patrimoine que sur les systèmes techniques et les nouvelles réalités numériques. Après avoir mis en place un cadre théorique et un vocabulaire stable (dont notre propre définition de la réalité augmentée), ce travail propose une approche à trois échelles distinctes : empirique, conjoncturelle et structurelle. Nous présentons le potentiel de la réalité augmentée pour le patrimoine et les éventuelles raisons des dysfonctionnements observés à un niveau conjoncturel. Nous proposons ensuite une réflexion sur les racines structurelles de ces problèmes ainsi qu’une modélisation du phénomène global qui, selon nous, sous-tend cette situation, à travers le concept de delta et de désajustement socio-technologique. Enfin, plusieurs études de cas sont présentées à travers la France, le Japon et le Brésil, ainsi que des restitutions d’entretiens<br>This thesis raises the question of the use of digital tools in heritage enhancement, and explores more precisely the potential of augmented reality. While heritage is going through profound changes and facing conflict dynamics, its ”mission” has become more complex and important than ever. Henceforth, the design of heritage experiences sees all its components transformed, whether it is the object, the audience, or the methods and tools to bring them together. The heritage is now dealing with an audience digitally equipped, of multiple ages and social origins, whose concentration and wonder abilities has changed considerably. The enhancement of heritage must be reinvented. In this thesis, we argue that digital tools offer relevant and innovative answers, but that they also represent a challenge in their own right to be used wisely. Far from being easy, this problem needs to be placed in a more global framework that involves several questions of philosophical orientations, both on the concept of heritage and on technical systems and new digital realities. After having established a theoretical framework and a stable vocabulary (including our own definition of augmented reality), this work proposes an approach at three distinct scales: empirical, situational and structural. We present the potential of augmented reality for heritage experiences and the possible reasons for the dysfunctions observed at a situational level. We propose a reflection on the structural roots of these problems as well as a theoretical model to illustrate the global phenomenon that, in our opinion, underlies this situation (through the concept of socio-technological delta and socio-technological discrepancy). Finally, several case studies are presented across France, Japan and Brazil, as well as the respective interviews and reports
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Olsson, Eric. "History Hunt : Raising User’s Curiosity towards Places of Historical Value using Narrative-driven, Location-based Augmented Reality." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65615.

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Today our society is greatly built on modern technologies. In most parts of the world itis a social standard to have access to a smartphone and the Internet. Being able to keepin touch with others, consuming information, or being entertained independent of placeand time are assumed standards. From an entertainment perspective, the interactivemedium has changed in the modern society, the gaming community is still growing, andfor many it is a daily routine to play some sort of game, either on the computer, tablet orsmartphone. However, new ways to engage the user in fun activities are still beingexplored. At the same time, the consumption of media and use of digital technologiesraises concerns towards health issues and time spend outside in the nature, according tocritics. Pokemon Go, a smartphone application released in 2016, presented a possiblesolution to this problem, encouraging users to go outside and catch Pokemons due to thelocation-based nature of the application. The need to physically move to certain placesin order to catch a certain Pokemon facilitated not just people’s exercise, but also socialaspects as one would likely meet other players trying to catch Pokemons. While this is astep in the right direction, I strongly believe that this technological advancement couldalso be used for other entertaining and beneficial needs to people. This thesis investigates an approach of using similar technologies compared to thoseused in Pokemon Go, combined with narrative elements and a linear task system, inorder to create an experience with the purpose to engage users with local places ofhistorical value. By using geolocation-based technology, the application guides the userto places of historical value, while augmented reality (AR) elements are used to raisethe user’s interest, and further engage them in an interactive way. The developedapplication allows the user to solve tasks, which require interaction and exploration withthe real world environment in order to gain the necessary information, related to thehistorical value of the place, to solve the task. To provide a more meaningful scenario,all this is accompanied with a complete narrative. Design and concept have beenevaluated by four experts within explorative discussions, which lead to the laterimplementation of a digital prototype. This prototype was then tested and evaluated,providing practical feedback and insights. The user interaction study, conducted withnine participants around the Linnéparken area in Växjö, suggests that the users overallfelt engaged interacting with the application and the real world environment. They alsoseemed to have developed a better understanding about the local history by gaining newinsights about the information and areas presented to them. Users also stated that duringprevious visits to the area they had not payed attention to the statues and otherinformation signs, thus resulting in a new experience visiting the area facilitated throughthe use of the developed application. The users were positive about exploring even morepoints of interest in the future if presented this way, indicating their acceptance towardsthe developed application. Some users also stated that the narrative elements made theexperience interesting and motivating. While both application design and concept wereunderstandable, the applied navigation system would need further improvements,although all users were successfully able to navigate to the real world points of interest.The AR-features seemed to increase the user’s enjoyment, while being useful at thesame time, as the AR-markers provided necessary clues considering where to findanswers to the presented questions as well as a sense of progression with the narrative.<br>Idag är vårt samhälle starkt byggt på modern teknik. I de flesta delar av världen är deten social standard att ha tillgång till en smartphone och Internet. Att kunna hållakontakten med andra, konsumera information, eller underhållas oberoende av plats ochtid, antas vara normer. Ur ett underhållningsperspektiv har det interaktiva medietförändrats i samhället, spelindustrin växer fortfarande och för många är det en dagligrutin att spela något slags spel, antingen på datorn, surfplattan eller smartphonen. Mennya sätt att engagera användaren i roliga aktiviteter undersöks fortfarande. Samtidigt,enligt kritiker, ger konsumtionen av media och användningen av digital teknikanledning till oro för hälsoproblem samt tid spenderad ute i naturen. Pokemon Go, ensmartphone-applikation som släpptes 2016, presenterade en möjlig lösning på dessaproblem, och uppmuntrade användarna till att gå ut för att fånga Pokemons tack vareapplikationens platsbaserade karaktär. Behovet av att fysiskt flytta sig till olika platserför att fånga Pokemons underlättad inte bara människors motionering, men bidrogockså med sociala aspekter då man sannolikt kommer möta andra spelare ute iverkligheten. Även om detta är ett steg i rätt riktning, tror jag starkt att dessa tekniskaframsteg också kan användas för andra underhållande och fördelaktiga syften. Denna studie undersöker ett sätt att använda liknande tekniker jämfört med de somanvänds i Pokemon Go, kombinerat med narrativ och ett linjärt uppdragssystem, för attskapa en upplevelse med syfte att engagera användare mot lokalhistoriska platser.Genom att använda geolocation-baserad teknik, guidar applikationen användaren tilllokalhistoriska platser, medans elementen inom förstärkt verklighet (AR) används föratt höja användarens intresse och engagera dem på ett interaktivt sätt. Den utveckladeapplikationen låter användaren lösa uppgifter som kräver interaktion och utforskning avden verkliga världsmiljön, för att få den information som krävs för att lösa uppgiften.För att ge ett mer meningsfullt scenario kompletteras detta med ett narrativ. Design ochkoncept har utvärderats av fyra experter genom utforskande diskussioner, vilket senareledde till implementering av en digital prototyp. Denna prototyp testades ochutvärderades mot användare, vilket gav feedback och insikter. Interaktionsstudier medanvändare, vilken genomfördes med nio deltagare vid Linnéparken i Växjö, föreslår attanvändarna i allmänhet kände sig engagerade under interaktion med applikationen ochvärldsmiljön. De verkade också ha utvecklat en bättre förståelse om lokalhistoriagenom att få nya insikter om informationen som presenteras för dem. Användareuppgav också att de under tidigare besök i området inte hade uppmärksammat statyernaeller andra informationsskyltar, vilket resulterade i en ny upplevelse genom att besökaområdet tack vare applikationen. Användarna var positiva till att utforska flerintressanta platser i framtiden om de presenterades på detta sätt, vilket indikerar derasacceptans mot den utvecklade applikationen. Vissa användare uppgav också att denarrativa elementen gjorde upplevelsen intressant och motiverande. Medans bådeapplikationsdesign och koncept var förståeligt skulle det tillämpadenavigationssystemet behöva ytterligare förbättringar, även om användarna lyckadesnavigera till platserna i den verkliga världen. AR-funktionen verkade öka användarensnöje samtidigt som den var användbar eftersom att AR-markörerna tillhandahöllnödvändiga ledtrådar åt vart användaren kunde hitta svaren på presenterade frågor.
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Lam, Benny, and Jakob Nilsson. "Creating Good User Experience in a Hand-Gesture-Based Augmented Reality Game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156878.

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The dissemination of new innovative technology requires feasibility and simplicity. The problem with marker-based augmented reality is similar to glove-based hand gesture recognition: they both require an additional component to function. This thesis investigates the possibility of combining markerless augmented reality together with appearance-based hand gesture recognition by implementing a game with good user experience. The methods employed in this research consist of a game implementation and a pre-study meant for measuring interactive accuracy and precision, and for deciding upon which gestures should be utilized in the game. A test environment was realized in Unity using ARKit and Manomotion SDK. Similarly, the implementation of the game used the same development tools. However, Blender was used for creating the 3D models. The results from 15 testers showed that the pinching gesture was the most favorable one. The game was evaluated with a System Usability Scale (SUS) and received a score of 70.77 among 12 game testers, which indicates that the augmented reality game, which interaction method is solely based on bare-hands, can be quite enjoyable.
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ETEMADY, QESHMY DANIAL, and JACOB MAKDISI. "Human error management 4.0 : Augmented Reality Systems as a tool in the quality journey." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239544.

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The manufacturing industry is shifting, entering a new era with smart and connected devices. The fourth industrial revolution (Industry 4.0) is promising increased growth and productivity by the Smart Factory and within the enabling technologies is Augmented Reality (AR). This is a technology that can be used to augment the reality with digital information. At the same time as the technology is introduced, errors in manufacturing are a problem which are affecting the productivity and the quality. The errors can be caused by humans and companies strive to eliminate the errors caused by humans. This research aims to find the main causes of human errors in assembly lines and thereafter explores whether AR is an appropriate tool to be used in order to address those issues. Based on a literature review that identified and characterized a preliminary set of root causes for human errors in assembly lines, these causes were empirically studied in an exercise that covered an in-depth case study at a multinational automotive company. Data in form of interviews and deviation reports have been used to identify the causing factors and the result showed that the main causes of human errors are the amount of thinking, deciding and searching for information which affected the cognitive load of the operator and in result their performance. Several interviews with experts in AR allowed to verify if this technology would be feasible to solve or mitigate the found causes. Besides that, in repetitive manual assembly operations, AR is better used showing the process in order to train new operators, at the same time as for experienced operators AR show information only when an error occurs and when there is a need of taking an active choice is more appropriate. Nevertheless, while theoretically able to managing human error when fully developed, the desired application makes the augmentation of visual objects redundant and increasingly complex for solving the identified causes of errors which questions the appropriateness of using AR systems. However, the empirical findings showed that for managing human errors, the main bottleneck of an AR system is the software and AI.<br>Den tillverkande industrin skiftar och går in i en ny era där smart och uppkopplad teknologi introduceras i de operativa delarna av tillverkningen. Denna fjärde industriella revolution (Industry 4.0) som den även kallas för med smarta fabriker, utlovar ökad produktivitet och tillväxt. Bland de teknologier som representeras i detta nya landskap återfinns Augmented Reality (AR), vilket är en teknik som används för att förstärka verkligheten med digital information. I samband med att denna nya teknik introduceras, är avvikelser i produktion ett problem som påverkar företags produktivitet och kvalitet. Den mänskliga faktorn är en bidragande del till detta problem och företag strävar efter att eliminera felen orsakade av människor. Denna studie syftar till att hitta orsakerna till att människor orsakar fel i produktion och därefter utforska om AR är ett lämpligt verktyg att använda för att råda bot på dessa orsaker och därmed eliminera felen. Genom en litteraturstudie har det identifierats ett antal faktorer som påverkar den mentala belastningen hos människor i produktionssammanhang. Dessa faktorer har därefter undersökts genom en fallstudie hos en multinationell tillverkare av kommersiella fordon. Datainsamling i form av intervjuer och avvikelsedata har använts för att identifiera de påverkande faktorerna och resultaten pekade på att behovet av att behöva tänka, leta efter information och fatta beslut påverkade den mentala belastningen mest. Intervjuer hölls med forskare och montörer för att definiera en lämplig AR funktion som sedan undersöktes genom flera intervjuer med forskare inom AR för att verifiera om AR är en lämplig teknik att använda för de identifierade orsakerna. I termer av AR i en arbetsmiljö med repetitiva aktiviteter efterfrågas en funktion som visualiserar fel för montörer som är erfarna medan det för oerfarna montörer är bättre med visualisering av hela arbetsprocessen. Men, trots att systemet i teorin är lämpligt att använda för att hantera orsakerna till att felen uppstår så är den efterfrågade funktionen överflödig då visualisering kommer visas väldigt sällan samt att tekniken är väldigt komplex. Detta gör att det går att ifrågasätta hela funktionen av att använda AR system i det fall som studerades. Dessutom visade sig tekniken vara olämplig att använda i den miljö fallet utspelar sig i på grund av svårigheter med artificiell intelligens (AI).
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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games.<br>Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
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Mercan, Hasan Mert. "Integrated augmented reality and product lifecycle management framework for operator support optimization and improvement of reporting during the manufacturing operation." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16521.

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Nowadays, production environment became more and more competitive due to innovative improvements and applications in industrial systems. Manufacturers aim to implement technological solutions into their production systems from the design phase until the product’s end of life. This approach provides several benefits to manufacturers such as; reduced cost, increased productivity, reduced time-to-market etc. Augmented Reality (AR) is one of the most popular technologies which provides innovative solution to manufacturers. There is a variety of use of AR applications in manufacturing world such as; assemble, training, maintenance, recycling etc. On the other hand, the product data andits traceability became more and more important within supply chain. In order to improve their competitiveness on the market, manufacturers started to search for solutions which helps to improve production practices in terms of cost and time. PLM solutions have provided a better understanding to use of product data and improved the production systems. This project aims to develop a framework which integrates the AR and PLM context with the purpose of optimization of the support given to the operator and reporting of the manufacturing operations. An AR –PLM Framework has been developed and a demonstrator has been implemented as a proof of the concept in this project.
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Abdel-Razek, Abdul-Rahman. "Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.

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De nos jours, le prototypage est largement utilisé dans l'industrie pour explorer des alternatives de conception en impliquant toutes les parties prenantes du projet. Cela est particulièrement vrai au stade antérieur du processus de conception lors des activités de Co-création et d'exploration. Cependant, les prototypes ont différentes formes, telles que : des formes physiques comme des maquettes, souvent basées sur l'impression 3D, ou des formes virtuelles basées sur des technologies immersives comme la réalité virtuelle (VR), la réalité augmentée (AR) ou même la réalité mixte (MR). Le principal avantage du prototypage a été synthétisé dans une phrase simple, exprimée par John Meada, un ancien professeur du MIT : « Si une image vaut mille mots, un prototype vaut mille réunions », cité par Banfield et al. (2017). Plus récemment, le secteur des services a également commencé à adopter le prototypage pour explorer des alternatives de conception de services (Blomkvist, 2014). Cela implique différents niveaux de complexité de service, tels que : conseil en ligne, configurateurs de machines et simulateurs pour la formation des opérateurs de machines ou plus simplement des conseils de montage et de démontage. Néanmoins, le corpus actuel de connaissances sur le prototypage de services manque de comparaison entre les formes de prototype de service (SP) - conventionnelles et immersives - qui aideraient les entreprises du secteur des services à sélectionner la forme de SP la plus appropriée. Dans ce contexte du secteur des services, notre enquête vise à apporter de nouvelles connaissances sur l'impact potentiel des technologies immersives sur la SP. Dans l'ensemble, cela aiderait les organisations de services à expérimenter une idée de service avant même que ce service existe réellement ou à prévoir la forme de SP la plus appropriée en fonction de leur contexte spécifique et du degré de complexité du service.Une revue de la littérature a été réalisée afin d'identifier les facteurs d'impact objectifs et subjectifs potentiels. Notre modèle théorique d'adoption de SP créé permet de comparer différentes formes de prototypes de services en fonction de leurs performances respectives en termes d'achèvement, d'erreurs et de perception de l'utilisation. Ce modèle a été utilisé pour concevoir une expérience, qui implique des méthodes mixtes, permettant de collecter une quantité suffisante de données quantitatives pour exécuter une approche formative d'analyse statistique pour valider notre modèle d'adoption de SP. Tout d'abord, notre étude empirique a permis de valider notre modèle d'adoption de SP. Deuxièmement, il a dévoilé l'impact positif des technologies immersives sur le prototypage de services pour obtenir une expérience anticipée avant la mise en œuvre d'un service. Troisièmement, il a révélé les performances supérieures des formes AR et MR-SP par rapport aux formes VR et SP conventionnelles. Enfin, outre le fait évident que seules les formes AR et MR-SP permettent d'apprendre simultanément une opération de service, la forme VR-SP est celle qui présente le score d'immersion et d'adoption le plus élevé, notamment parce qu'elle permet d'explorer un service avant qu'il n'existe réellement<br>Nowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
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Eynard, Rémy. "Investigation de l’impact de l’interaction sociale vocale sur l’expérience utilisateur dans les environnements 3D temps-réel immersif." Thesis, Paris, ENSAM, 2016. http://www.theses.fr/2016ENAM0013/document.

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L’expérience utilisateur est récemment devenue un sujet central dans la conception de produits ou services. Avec la démocratisation de la Réalité Virtuelle (RV), de plus en plus d’acteurs économiques prennent conscience du potentiel de la RV dans leurs secteurs respectifs.Dans ce contexte de plus en plus dynamique, l’expérience utilisateur (UX) permet d’anticiper les attentes des utilisateurs et des concepteurs afin de proposer l’expérience la plus satisfaisante possible. De plus, au travers de l’anticipation de l’expérience utilisateur, nous sommes en mesure de prédire de plus en plus précisément le degré d’adoption d’une solution technologique par les futurs utilisateurs. Nous avons aujourd’hui compris que la seule dimension technologique n’est plus suffisante pour assurer la réussite d’un produit matériel et/ou logiciel. En revanche, ce produit doit correspondre à l’usage que l’utilisateur compte en faire, et plus encore, il doit offrir une expérience unique, au travers de sensations, de perceptions, d’émotions et de réflexion, induisant un degré de satisfaction le plus élevé possible.Un consensus est depuis longtemps établi sur le fait que jouer, créer, apprendre ensemble est plus efficace et amusant qu’une activité solitaire. Partager et communiquer est primordial, c’est au travers des interactions sociales avec nos semblables que nous sommes capables de combler nombre de nos besoins, des plus pragmatiques aux plus éthérés. Nous avons, au travers de l’étude empirique conduite dans le cadre de cette thèse, apporté une meilleure compréhension de l’impact des interactions sociales (par la modalité vocale) dans le processus d’expérience utilisateur en 3D-IVE (3D Immersive Virtual Environment). À l’aide d’un état de l’art s’appuyant sur les études existantes de l’impact de l’interaction sociale sur la présence virtuelle (sentiment d’être là) ou l’engagement de l’utilisateur (flow). Nous proposons une vision plus holistique de cet impact par une étude centrée sur l’expérience utilisateur globale.Pour ce faire, nous avons conduit trois expérimentations immergeant des binômes d’utilisateurs dans un 3D-IVE. Par la répartition des participants en deux échantillons, l’un étant en mesure de communiquer vocalement, l’autre ne l’étant pas, nous avons pu comparer des données quantitatives et qualitatives afin de mettre en exergue l’impact des interactions sociales (vocales) sur l’expérience vécue. Les résultats quantitatifs obtenus ont confirmé nos postulats quant à l’impact bénéfique de l’interaction sociale (vocale) sur les performances des utilisateurs. Fait surprenant, nous avons aussi observé que la présence virtuelle ressentie tendait à être plus forte lorsque les participants, ne pouvant pas communiquer vocalement, se complétaient par le phénomène naturel de « translucence ». Toutefois, nous avons dû pondérer ces résultats, eu égard aux groupes de discussion qui ont fait émerger des différences d’appréhension de la performance, de la présence virtuelle et sociale. Cette triangulation entre quantitatif objectif, quantitatif subjectif et qualitatif a confirmé la nature variable de l’UX (en fonction de l’utilisateur et du temps) et l’influence forte de la nature de l'activité de l’expérimentation.Nos travaux ont permis de valider la capacité des environnements immersifs simples (logiciel de jeu Minecraft) à générer un bon niveau de présence virtuelle et d’engagement et, de manière générale, un haut niveau de satisfaction chez les utilisateurs. Nous apportons aussi un éclairage sur les méthodes à employer dans ce type de contexte vis-à-vis de la conception des tâches à accomplir; en effet, une même tâche présentée différemment peut induire une expérience assez dissemblable. Malgré la difficulté à généraliser un résultat dû à la nature très variable de l’expérience utilisateur, nous pensons que nos travaux contribueront à une plus grande compréhension de l’impact des interactions sociales vocales sur l’UX dans les 3D-IVEs<br>User experience has recently become a central issue regarding to the design of products or services. With the democratization of Virtual Reality (VR), more and more economic actors start to being aware of the potential of VR in their respective sectors.In this increasingly dynamic context, user experience (UX) allows the anticipation of users’ and designers’ expectations in order to offer the most satisfying experience as possible. In addition, through the anticipation of user experience, we are able to predict more precisely the adoption level of a technological solution by future users. We have understood today that the only technological dimension is no longer enough to ensure the success of a hardware and/or software product. However, this must fit to the use that user will have of it, and more, it must provide a unique experience, through sensations, perceptions, emotions and thinking, inducing the highest satisfaction possible.A consensus has been established since a long time about the fact that play, create, learn together are more effective and fun than a lonely activity. Share and communicate is a primary need, it is through social interactions with our peers that we are able to fulfill many of our needs, from the most pragmatic to the most ethereal. We have, through the empirical study conducted as part of this thesis, brought a better understanding of the impact of social interactions (vocal mode) on the user experience process in a 3D-IVE (3D Immersive Virtual Environment). Through a literature review based on existing studies of the impact of social interaction on virtual presence (feeling of being there) or on users’ engagement (flow), we propose a more holistic view of this impact by a study focused on the overall user experience.With this aim, we have conducted three experiments immersing pairs of users in a 3D-IVE. By the division of participants into two samples, one being able to vocally communicate, the other not being so, we were able to compare quantitative and qualitative data to highlight the impact of social interactions (voice) on the user experience. Obtained quantitative results have confirmed our assumptions regarding the beneficial impact of social interaction (voice) on user performance. Surprisingly, we also observed that the perceived virtual presence tended to be higher when participants that were not able to communicate vocally, relied on the natural phenomenon of “translucence”. However, we had to balance these results, given to focus groups that have arisen differences regarding to the apprehension of performances, virtual and social presence. This triangulation between objective quantitative, subjective quantitative and qualitative data has confirmed the variable nature of the UX (depending on the user and time) and the strong influence of the nature of the activity of the experimentation.Our studies have validated the ability of simple immersive environments (Minecraft game software) to generate a high level of virtual presence and engagement, and in general, a high level of satisfaction among users. We also provide an insight into methods to be used in this type of context regarding to the design of tasks. Indeed, the same task presented differently can induce a quite dissimilar experience. Despite the difficulty to generalize a result due to the highly variable nature of user experience, we believe that our work will contribute to a greater understanding of the impact of vocal social interactions on UX in 3D-IVEs
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Villagrasa, Falip Sergio. "Technologies enhanced learning and gamification for teaching and learning innovation." Doctoral thesis, Universitat Ramon Llull, 2016. http://hdl.handle.net/10803/351961.

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La present memòria de tesi, aborda d'un mode interdisciplinar i holístic l'ús d'estratègies de joc (conegudes com gamificació) per incrementar la motivació de l'estudiant universitari usant les anomenades TEL (Technology Enhanced Learning). Amb l'ús d'aquest tipus de tecnologies (entre les que es podrien trobar la Realitat Virtual, RV, la Realitat Augmentada, RA; mètodes híbrids de presentació, etc.) es pretén aconseguir una manera de fer més eficaç, eficient i satisfactoria en l'adquisició de determinades competències. Aquest plantejament basat en tècniques d'investigació lligades a l'experiència d'usuari (UX), es focalitza en millorar el rendiment acadèmic (currículum) dels alumnes objecte d'estudi: estudiants de 1r i 2n any dels graus d'Arquitectura, Ciències i Tecnologies de la Construcció i Enginyeria Multimèdia (La Salle Campus Barcelona, Universitat Ramon Llull). La tesi comença definint els objectius i hipòtesis de treball, per a continuació analitzar les metodologies de l'aprenentatge i de l'educació, i presentar la metodologia emprada en la investigació. Seguidament es centra en els aspectes de l'avaluació de la motivació, la tecnologia TEL i la gamificació aplicada a l'educació. S'han desenvolupat diferents casos d'estudi en les matèries d'Eines Informàtiques I - II i Animació per Ordinador I - II de les àrees anteriorment indicades. Aquestes matèries comparteixen una sèrie de competències transversals: capacitat espacial, treball autònom i en equip, habilitat informàtica, visualització tridimensional. La introducció de mètodes gamificats per a la millora en l'adquisició d'aquestes competències i l'avaluació dels sistemes tecnològics utilitzats per a la seva consecució, és sens dubte, el fet diferencial i innovador d'aquesta tesi. Els articles presentats per compendi en aquesta tesi són un clar exemple dels resultats obtinguts. En ells es pot observar, com l'ús conjunt de mecàniques de joc i tecnologies avançades de visualització generen una major motivació de l'estudiant. Aquests resultats comporten una més ràpida i millor adquisició de les competències on es comproba una correlació directa d’una millora curricular.<br>La presente memoria de tesis, aborda de un modo interdisciplinar y holístico el uso de estrategias de juego (conocidas como gamificación) para incrementar la motivación del estudiante universitario usando las denominadas TEL (Technology Enhanced Learning). Con el uso de este tipo de tecnologías (entre las que se podrían encontrar la Realidad Virtual, RV; la Realidad Aumentada, RA; métodos híbridos de presentación, etc) se pretende conseguir un modo más eficaz, eficiente y satisfactorio en la adquisición de determinadas competencias. Este planteamiento basado en técnicas de investigación ligadas a la eXperiencia de Usuario (UX), se focaliza en mejorar el rendimiento académico (curriculum) de los alumnos objeto de estudio: estudiantes de 1er y 2º año de los grados de Arquitectura, Ciencias y Tecnologías de la Construcción e Ingeniería Multimedia (La Salle Campus Barcelona, Universitat Ramon Llull). La tesis comienza definiendo los objetivos e hipótesis de trabajo, para a continuación analizar las metodologías del aprendizaje y de la educación, y presentar la metodología empleada en la investigación. Seguidamente se centra en los aspectos de la evaluación de la motivación, la tecnología TEL y la gamificación aplicada en la educación. Se han desarrollado diferentes casos de estudio en las materias de Herramientas Informáticas I - II y Animación por Ordenador I - II de las áreas anteriormente indicadas. Dichas materias comparten una serie de competencias transversales: capacidad espacial, trabajo autónomo y en equipo, habilidad informática, visualización tridimensional. La introducción de métodos gamificados para la mejora en la adquisición de dichas competencias y la evaluación de los sistemas tecnológicos utilizados para su consecución, es sin duda alguna, el hecho diferencial e innovador de esta tesis. Los artículos presentados por compendio en esta tesis son un claro ejemplo de los resultados obtenidos. En ellos se puede observar, como el uso conjunto de mecánicas de juego y tecnologías avanzadas de visualización generan una mayor motivación del estudiante. Estos resultados conllevan una más rápida y mejor adquisición de las competencias lo cual se correla directamente con una mejora curricular.<br>This PhD dissertation addresses an interdisciplinary and holistic manner using game strategies (known as gamificación) to increase the motivation of college student using TEL (Technology Enhanced Learning). With the use of these technologies (among them could find the Virtual Reality, RV, Augmented Reality, RA; hybrid methods of presentation, etc) is to achieve a more effective, efficient and satisfactory manner in the acquisition of certain competences. This research based on techniques related to user experience (UX) approach focuses on improving academic performance (curriculum) of students under study: students 1st and 2nd year of the Degree of Architecture, Building Engineering and Multimedia Engineering (La Salle Campus Barcelona, Universitat Ramon Llull). The thesis begins defining the objectives and working hypotheses, then analyze the methodologies of learning and education, and the methodology used in the investigation. Then it focuses on aspects of assessing motivation, TEL and gamification technology applied in education. They have developed different case studies in the areas of software tools I - II and Computer Animation I - II of the areas indicated above. These materials have a number of generic skills: spatial ability, autonomous and team work, computer skills, three-dimensional visualization. Gamification methods for acquiring these skills and assessment of technological systems undoubtedly innovative differential fact of this thesis. The papers presented in this thesis by compendium are a clear example of the results obtained. These papers explain how game mechanics and advanced display technologies generate greater student motivation. These results imply a faster and better acquisition of skills which are directly correlates with curriculum improvement.
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Fabre, Diandra. "Retour articulatoire visuel par échographie linguale augmentée : développements et application clinique." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAT076/document.

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Dans le cadre de la rééducation orthophonique des troubles de la parole associés à un mauvais positionnement de la langue, il peut être utile au patient et à l’orthophoniste de visualiser la position et les mouvements de cet articulateur naturellement très peu visible. L’imagerie échographique peut pallier ce manque, comme en témoignent de nombreuses études de cas menées depuis plusieurs années dans les pays anglo-saxons. Appuyés par de nombreux travaux sur les liens entre production et perception de la parole, ces études font l’hypothèse que ce retour articulatoire visuel faciliterait la rééducation du patient. Lors des séances orthophoniques, le patient semble, en effet, mieux appréhender les déplacements de sa langue, malgré la difficulté d’interprétation sous-jacente de l’image échographique liée au bruit inhérent à l’image et à l’absence de vision des autres articulateurs. Nous développons dans cette thèse le concept d’échographie linguale augmentée. Nous proposons deux approches afin d’améliorer l’image échographique brute, et présentons une première application clinique de ce dispositif. La première approche porte sur le suivi du contour de la langue sur des images échographiques. Nous proposons une méthode basée sur une modélisation par apprentissage supervisé des relations entre l’intensité de l’ensemble des pixels de l’image et les coordonnées du contour de langue. Une étape de réduction de la dimension des images et des contours par analyse en composantes principales est suivie d’une étape de modélisation par réseaux de neurones. Nous déclinons des implémentations mono-locuteur et multi-locuteur de cette approche dont les performances sont évaluées en fonction de la quantité de contours manuellement annotés (données d’apprentissage). Nous obtenons pour des modèles mono-locuteur une erreur de 1,29 mm avec seulement 80 images, performance meilleure que celle de la méthode de référence EdgeTrak utilisant les contours actifs. La deuxième approche vise l’animation automatique, à partir des images échographiques, d’une tête parlante articulatoire, c’est-à-dire l’avatar d’un locuteur de référence qui révèle les structures externes comme internes de l’appareil vocal (palais, pharynx, dent, etc.). Nous construisons tout d’abord un modèle d’association entre les images échographiques et les paramètres de contrôle de la langue acquis sur ce locuteur de référence. Nous adaptons ensuite ce modèle à de nouveaux locuteurs dits locuteurs source. Pour cette adaptation, nous évaluons la technique Cascaded Gaussian Mixture Regression (C-GMR), qui s’appuie sur une modélisation conjointe des données échographiques du locuteur de référence, des paramètres de contrôle de la tête parlante, et des données échographique d’adaptation du locuteur source. Nous comparons cette approche avec une régression directe par GMR entre données du locuteur source et paramètre de contrôle de la tête parlante. Nous montrons que l’approche par C-GMR réalise le meilleur compromis entre quantité de données d’adaptation d’une part, et qualité de la prédiction d’autre part. Enfin, nous évaluons la capacité de généralisation de l’approche C-GMR et montrons que l’information a priori sur le locuteur de référence exploitée par ce modèle permet de généraliser à des configurations articulatoires du locuteur source non vues pendant la phase d’adaptation. Enfin, nous présentons les premiers résultats d’une application clinique de l’échographie augmentée à une population de patients ayant subi une ablation du plancher de la bouche ou d’une partie de la langue. Nous évaluons l’usage du retour visuel en temps réel de la langue du patient et l’usage de séquences enregistrées préalablement sur un orthophoniste pour illustrer les articulations cibles, par des bilans orthophoniques classiques pratiqués entre chaque série de séances. Les premiers résultats montrent une amélioration des performances des patients, notamment sur le placement de la langue<br>In the framework of speech therapy for articulatory troubles associated with tongue misplacement, providing a visual feedback might be very useful for both the therapist and the patient, as the tongue is not a naturally visible articulator. In the last years, ultrasound imaging has been successfully applied to speech therapy in English speaking countries, as reported in several case studies. The assumption that visual articulatory biofeedback may facilitate the rehabilitation of the patient is supported by studies on the links between speech production and perception. During speech therapy sessions, the patient seems to better understand his/her tongue movements, despite the poor quality of the image due to inherent noise and the lack of information about other speech articulators. We develop in this thesis the concept of augmented lingual ultrasound. We propose two approaches to improve the raw ultrasound image, and describe a first clinical application of this device.The first approach focuses on tongue tracking in ultrasound images. We propose a method based on supervised machine learning, where we model the relationship between the intensity of all the pixels of the image and the contour coordinates. The size of the images and of the contours is reduced using a principal component analysis, and a neural network models their relationship. We developed speaker-dependent and speaker-independent implementations and evaluated the performances as a function of the amount of manually annotated contours used as training data. We obtained an error of 1.29 mm for the speaker-dependent model with only 80 annotated images, which is better than the performance of the EdgeTrak reference method based on active contours.The second approach intends to automatically animate an articulatory talking head from the ultrasound images. This talking head is the avatar of a reference speaker that reveals the external and internal structures of the vocal tract (palate, pharynx, teeth, etc.). First, we build a mapping model between ultrasound images and tongue control parameters acquired on the reference speaker. We then adapt this model to new speakers referred to as source speakers. This adaptation is performed by the Cascaded Gaussian Mixture Regression (C-GMR) technique based on a joint model of the ultrasound data of the reference speaker, control parameters of the talking head, and adaptation ultrasound data of the source speaker. This approach is compared to a direct GMR regression between the source speaker data and the control parameters of the talking head. We show that C-GMR approach achieves the best compromise between amount of adaptation data and prediction quality. We also evaluate the generalization capability of the C-GMR approach and show that prior information of the reference speaker helps the model generalize to articulatory configurations of the source speaker unseen during the adaptation phase.Finally, we present preliminary results of a clinical application of augmented ultrasound imaging to a population of patients after partial glossectomy. We evaluate the use of visual feedback of the patient’s tongue in real time and the use of sequences recorded with a speech therapist to illustrate the targeted articulation. Classical speech therapy probes are led after each series of sessions. The first results show an improvement of the patients’ performance, especially for tongue placement
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34

Wirdelius, Oscar. "BRIDGING THE GAPS BETWEEN PHYSICAL DIGITAL CO-CREATION." Thesis, Jönköping University, JTH, Industridesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54497.

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The remote work environment poses many challenges, especially for collaboration and co-creation. Digital tools are available but they lack important properties of the physical meeting. This project applies emerging technologies in an attempt to enable a more suitable interface for creative collaboration. The goal is to produce an innovative solution in the form of a conceptual design based on user experience research. It follows the design process from brief to resulting conclusions and concept. The process is inspired by the learnings from Bootcamp Bootleg in combination with mentorship and guidance of experienced active designers from Shift Design, now part of Yellon.<br>Att arbeta från distans innebär många utmaningar, särskilt för samarbete och samskapande. Digitala verktyg finns tillgängliga men de saknar viktiga egenskaper hos det fysiska mötet. Detta projekt tillämpar ny teknik i ett försök att möjliggöra ett lämpligare gränssnitt för kreativt samarbete. Målet är att ta fram en innovativ lösning i form av en konceptuell design baserad på användarupplevelseforskning. Arbetet följer designprocessen från uppdragsbeskrivning till resulterande slutsatser och koncept. Processen är inspirerad av lärdomarna från Bootcamp Bootleg i kombination med mentorskap och vägledning av erfarna aktiva designers från Shift Design, nu en del av Yellon.
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Sjödahl, Hanna, and Felix Svanbäck. "Användarcentrerad Gruvmaskinstyrning 2030 : Design av Extended Reality gränssnitt för ökad effektivitet och säkerhet i underjordsgruvor." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79733.

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The history of Swedish mining industry goes far back in time and is today one of Sweden's largest exports. Epiroc Industrial Design Competence Center in Örebro is constantly working to develop solutions for safer and more efficient mines. Automation and remote control are two innovations that are currently in the spotlight for development in the mining industry. Another innovation that, according to future forecasts, will increase in the upcoming years is the use of Extended Reality (XR). XR includes the concepts of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) and provides the opportunity to create virtual objects that can be used in conjunction with reality to enhance information. Based on these innovations and challenges a task has been developed that can be summarized in the following mission statement: "develop a remote-controlled concept that, with the help of reinforced information, enables safer work for mining operators in 2030". Thus, the purpose of this assignment is to show how future control of mining machines can be done 10 years in the future. As this project focuses on a future concept, a new competence of operators will be needed. XR technology creates new conditions for the interaction and experience of the machines. Therefore, the target group is not limited to today's miners, but mainly focuses on tomorrow's miners, where technology enthusiasts are seen as the primary target group. To support the work process and the design choices that have been made, a literary study of the areas of cognition, Human Machine Interaction (HMI), user interface and user experience has been conducted. The area of cognition intends to describe how people uses their senses in decision making. HMI deals with autonomous processes and how they are used in the mine today. In the case of user interfaces, the design guidelines that apply to the graphic design of interfaces are explored. While usability describes the theory for good usability and user experience for human interaction withdigital systems. The work process used in the assignment is an iterative process and is based on IDEO's user-centered three-phase model consisting of the phases of inspiration, ideation and implementation. In the initial phase of inspiration, different methods have been used to support the work of exploring the context, the user and its needs. Interviews with today's miners and a survey have been used to gather information about the target groups. This resulted in two different personas as well as a user journey. During the second phase of ideation, the aim was to implement methods that generate a wide variety of ideas, which are then examined, narrowed down and then concretized into early prototypes. During this phase, three design sprints were performed according to an iterative scrum form. These were information, feedback and interaction. From the first sprint, inform, a concept was developed that described how different kinds of information should be visualized. During the second sprint, feedback, a scenario was developed that described how the solution should be visualized and what kind of feedback the system should provide. The third and final sprint, interaction, resulted in different sequences where interaction with the machine took place and how these interactions should be illustrated using AR. Based on the different results from the design prints, this was combined into a final prototype consisting of an animated mining machine with visual information and an animated contextual environment. The final concept has been developed to assist the operators with a semi-automated system where the operator can control mining machines remotely. This is done through a touch-based interface where the operator can see a camera view from the machine in real time with reinforced information applied using AR technology. The information helps the operator to work safely remotely and creates a more efficient mining process that is adapted for the operators in 2030.<br>Den svenska gruvdriftens historia sträcker sig långt bak i tiden och är idag en av Sveriges största exporter. Den har även en historia av att ligga i framkant vad gäller tekniska innovationer, vilket gör det naturligt att även de senaste innovationerna bör appliceras i gruvan. Epiroc Industrial Design Competence Center i Örebro arbetar ständigt med att utveckla lösningar för en säkrare och effektivare gruvdrift. Automation och fjärrstyrning är två innovationer som just nu är i stort fokus för utveckling inom gruvbranschen. En annan innovation som enligt framtidsprognoser kommer öka i samhället de kommande åren är användningen av Extended Reality (XR). XR innefattar begreppen Virtual Reality (VR), Augmented Reality (AR) och Mixed Reality (MR) och innebär möjligheten att visa virtuella objekt som kan användas tillsammans med verkligheten för att förstärka information. Utifrån dessa nya innovationer och utmaningar har därför ett uppdrag tagits fram som kan sammanfattas i följande mission statement: ”utveckla ett fjärrstyrt koncept som med hjälp av förstärkt information möjliggör ett säkrare arbete för gruvmaskinsoperatörer år 2030”. Syftet med arbetet var således att kunna visa hur framtidens styrning av gruvmaskiner kan gå till 10 år fram i tiden. Då detta arbete fokuserar på ett framtidskoncept kommer en ny kompetens av operatörer behövas. XR-tekniken skapar nya förutsättningar för hur interaktionen och upplevelsen av maskinerna blir. Därför är målgruppen inte begränsad till dagens gruvarbetare utan fokuserar framförallt på morgondagens gruvarbetare där teknikintresserade ses som den primära målgruppen. För att stödja arbetsprocessen och de designval som gjorts har en litteraturstudie av områdena kognition, Människa Maskin Interaktion (MMI), användargränssnitt och användarupplevelse genomförts. Kognitionen avser att beskriva hur människan använder sinnena vid beslutsfattning. MMI behandlar autonoma processer samt hur de används i gruvan idag. Vid användargränssnitt utforskas de designriktlinjer som finns gällande grafisk utformning av gränssnitt. Till sist beskriver kapitlet användbarhet teori för god användbarhet och användarupplevelse för människans interaktion med digitala system. Arbetsprocessen som används är en iterativ process och utgår från IDEOs användarcentrerade trefasmodell som består av faserna inspiration, ideation och implementation. I den inledande fasen inspiration har olika metoder använts för att stödja arbetet med att utforska kontexten, användaren och dess behov. Intervjuer med dagens gruvarbetare samt en enkät har använts för att samla information om målgruppen. Detta resulterade i två olika personas samt en användarresa. Under den andra fasen ideation var syftet att genomföra metoder som genererar en stor mängd olika idéer som sedan granskas, gallras ner och därefter konkretiseras till tidiga prototyper Under denna fas genomfördes tre stycken design sprintar enligt en iterativ scrumform, dessa var informera, återkoppla och interagera. Utifrån sprinten informera togs ett koncept fram som beskrev hur olika sort information kan visualiseras. Under den andra designsprinten återkoppla togs ett scenario fram som beskrev hur lösningen skulle visualiseras samt vilken sorts återkoppling systemet skulle ge. Den tredje och sista fasen interagera resulterade i vilka sekvenser interaktion sker i med maskinen och hur de är illustrerade i AR. Utifrån de olika resultaten från designsprintarna sammanfogades detta i en slutprototyp bestående av en animerad gruvmaskin med visuell information samt en animerad kontextmiljö. Det slutliga konceptet är utvecklat för att kunna bistå operatören med ett halvautomatiserat system där operatören kan styra gruvmaskiner på distans. Detta sker genom ett touch baserat gränssnitt där operatören kan se en kameravy från maskinen i realtid med pålagd förstärk information med hjälp av AR teknik. Informationen hjälper operatören att kunna arbeta säkert på distans och skapar ett effektivare gruvarbetare som är anpassat för operatörerna år 2030.
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Hartwich, Franziska. "Supporting Older Drivers through Emerging In-Vehicle Technologies: Performance-Related Aspects and User Acceptance." Doctoral thesis, Universitätsbibliothek Chemnitz, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-230565.

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In the course of the current demographic change, the proportion of the population aged 65 and older is projected to steadily increase in many countries of the world (UN DESA Population Division, 2015). The ageing society is reflected in an increasing number of older road users (Koppel &amp; Berecki-Gisolf, 2015), especially considering the growing need for older adults to maintain individual mobility (Eby &amp; Molnar, 2012). This development raises new issues of transportation research, since age-related changes in mobility patterns as well as sensory, cognitive, and motor functions reduce older adults’ traffic safety (Polders, Vlahogianni, Leopold, &amp; Durso, 2015). Accordingly, new strategies to aid older drivers and their mobility needs are required, which could potentially be provided by emerging in-vehicle technologies (Karthaus &amp; Falkenstein, 2016). The overall aim of present dissertation project was to evaluate whether in-vehicle technologies that appear promising to support older drivers can actually contribute to their individual mobility, which requires an improvement in aspects related to driving performance as well as the acceptance of such systems in this age group. Therefore, contact-analogue head-up displays (also labelled as Augmented Reality Displays, ARDs) and highly automated driving were selected as two exemplary technologies, representing completely different levels of driving automation and accordingly different approaches to support drivers. The ARD-technology represents a technical implementation approach for IVIS and therefore an example for Automation Level 0 (no automation; SAE International, 2014) by helping the driver to execute the driving task manually through useful information. In contrast, the HAD-technology aims at supporting the driver by taking over the driving task, which corresponds to Automation Level 4 (high automation; SAE International, 2014). Despite these different approaches, both technologies were previously assumed to have a strong potential to support especially older drivers (Meyer &amp; Deix, 2014; Polders et al., 2015; Rusch et al., 2013; Schall et al., 2013). Three empirical studies were conducted to examine performance- and acceptance-related aspects of both technologies. All studies were carried out with a group of older drivers (maximum age range: 65 85 years) and a younger comparison group (maximum age range: 25-45 years) representing the ‘average’ (i.e. young, but experienced) driver in order to identify age-specific results. Focusing on performance-related aspects of the ARD-technology, Study I represents a reaction time experiment conducted in a driving simulator. One age-specific beneficial function of such an ARD is to provide prior information about approaching complex traffic situations, which addresses older drivers’ tendency to process multiple information successively (serially) rather than simultaneously (parallel) (Davidse, Hagenzieker, van Wolffelaar, &amp; Brouwer, 2009; Küting &amp; Krüger, 2002). Therefore, the aim of this study was to examine the effects of an ARD providing prior information about approaching intersections on drivers’ speed and accuracy of perceiving these intersections, which is considered a necessary precondition for a safe driving performance (Crundall &amp; Underwood, 2011). Based on concerns about the counterproductive effects of presenting information via an ARD, especially in cases of inaccurate information, system failures were included in this examination. The ARD-information aided drivers from both age groups in identifying more relevant aspects of the intersections without increasing response time, indicating the potential of the system to support both older and younger drivers in complex traffic situations. Experiencing system failures (i.e. inaccurate information) did offset this positive effect for the study’s duration, particularly for older drivers. This might be because it was difficult to ignore inaccurate prior information due to their presentation via an ARD. Study II represents a driving simulator study on acceptance-related aspects of an ARD providing prior information about approaching intersections. This study focused on the effects of system experience on drivers’ acceptance as well as on the identification of age-specific acceptance barriers that could prevent older drivers from using the technology. In summary, older and younger drivers’ evaluation of the ARD was positive, with a tendency to more positive evaluations with than without system experience in the driving simulator. Compared to the younger group, older drivers reported a more positive attitude towards using the ARD, even though they evaluated their self-efficacy in handling the system and environmental conditions facilitating its usage as less strong. Both performance- and acceptance-related aspects of HAD were addressed in Study III, a two-stage driving simulator study. The focus of the performance perspective shifted in parallel with the shift of the human role from driver to passenger due to the increasing driving automation. Accordingly, the examination of HAD was focused on the human evaluation of the automated system’s driving performance. In this context, affective components of human-automation interaction, such as comfort and enjoyment, are considered important for the acceptance and thus usage of automated vehicles (Tischler &amp; Renner, 2007). It is assumed that the implemented driving style has an impact on such affective components in the context of HAD (Bellem, Schönenberg, Krems, &amp; Schrauf, 2016). One theoretical approach to increase the comfort of HAD recommends the implementation of familiar, natural driving styles to mimic human control (Elbanhawi, Simic, &amp; Jazar, 2015). Therefore, the effects of driving automation and the familiarity of the HAD-style on driving comfort and enjoyment were examined. Automation increased both age groups’ comfort, but decreased younger drivers’ enjoyment. For all dependent variables, driving style familiarity significantly interacted with drivers’ age the same way: while younger drivers preferred a familiar HAD-style, older drivers preferred an unfamiliar driving style in a highly automated context. Accordingly, the familiarity approach can be supported at least for younger drivers, but not for older drivers, whose manual driving styles are characterised by strategies to compensate for age-related impairments of sensory, cognitive, or motor functions. HAD-style preferences of this age group seem to be more influenced by the desire to regain a driving style free from these compensation strategies than by a need for familiar driving manoeuvres. In parallel with the evaluation of the ARD, acceptance-related issues in the context of HAD included the effects of system experience on drivers’ acceptance and potential age-specific acceptance barriers. Considering a system-specific design issue, it was additionally examined whether drivers’ acceptance of HAD is modifiable by the familiarity of the implemented driving style. In this driving simulator study, members of both age groups showed slightly positive a priori acceptance ratings, which significantly increased after the initial experience and remained stable afterwards. Similar to drivers’ acceptance of the ARD, older drivers reported a more positive attitude towards using HAD despite their lower self-assessed self-efficacy and environmental conditions facilitating HAD-usage compared to younger drivers. Regarding HAD-style, acceptance was subject to the same interaction between drivers’ age and driving style familiarity as driving comfort and enjoyment. These findings demonstrate that effective approaches to support the independent mobility of older adults are provided by emerging in-vehicle technologies on different levels of driving automation. The majority of the performance-related improvements did apply to both older and younger drivers, confirming that automotive technologies suggested for older drivers have the potential to support drivers of other age groups as well. Regarding drivers’ acceptance, findings suggest that both systems would be accepted by different age groups, which correspondents to the results from the performance perspective. The comparable acceptance patterns identified for two systems at different stages of driving automation, such as ARDs and HAD, indicate underlying general aspects of older adults’ acceptance of in-vehicle technologies. This includes their strong need to preserve their individual mobility as well as their lower self-efficacy in handling relevant technologies and insufficient access to a support infrastructure. These insights can enrich both theories of older drivers’ acceptance of in-vehicle technologies and measures to ensure the successful development and introduction of systems aiding them in maintaining a safe individual mobility. Considering the importance of driving for older adults’ physiological and psychological well-being (e.g. Adler &amp; Rottunda, 2006; Lutin, Kornhauser, &amp; Lerner-Lam, 2013), these results emphasise the potential of emerging in-vehicle technologies to improve both older drivers’ traffic safety and quality of life<br>Im Zuge des aktuellen demografischen Wandels wird für zahlreiche Länder der Welt eine stetige Zunahme des Bevölkerungsanteils von Personen im Alter von 65 Jahren und älter prognostiziert (UN DESA Population Division, 2015). Die daraus resultierende alternde Gesellschaft spiegelt sich auch in der steigenden Anzahl älterer Verkehrsteilnehmer wieder (Koppel &amp; Berecki-Gisolf, 2015). Dieser Effekt wird durch das ebenfalls ansteigende Bedürfnis älterer Personen, ihre Individualmobilität auch bis ins hohe Alter hinein aufrecht zu erhalten, noch verstärkt (Eby &amp; Molnar, 2012). Berücksichtigt man die Auswirkungen altersbedingter Veränderungen von Mobilitätsmustern und fahrrelevanten Fähigkeiten auf die Sicherheit älterer Verkehrsteilnehmer (Polders et al., 2015), stellt diese demographische Entwicklung neue Herausforderungen an die Verkehrsforschung. So bedarf es neuartiger Strategien zur Unterstützung älterer Fahrzeugführer und ihrer Mobilitätsbedürfnisse. Aufgrund aktueller technologischer Entwicklungen eröffnen vor allem durch neuartige Fahrzeugtechnologien zur Fahrerunterstützung innovative Möglichkeiten, diesem Bedarf gerecht zu werden (Karthaus &amp; Falkenstein, 2016). An diesem Punkt setzt die vorliegende Dissertation an. Ziel des Dissertationsprojektes war es zu evaluieren, inwieweit aktuell in Entwicklung befindliche Fahrzeugtechnologien, die aus theoretischer Sicht als geeignete Mittel zur Unterstützung älterer Fahrer erscheinen, tatsächlich zu deren Individualmobilität beitragen können. Um das Potential derartiger Technologien abzuschätzen, wurde einerseits untersucht, inwieweit sie zur Verbesserung von Variablen, die in Beziehung zur Fahrleistung stehen, beitragen können. Anderseits wurde ihre Akzeptanz bei potentiellen zukünftigen Nutzern evaluiert. Für diese Untersuchungen wurden zwei exemplarische Technologien als Repräsentanten grundlegend unterschiedlicher Stufen der Fahrzeugautomatisierung ausgewählt: ein kontaktanaloge Head-up Display (auch Augmented Reality Display, ARD) und hochautomatisiertes Fahren. ARDs stellen einen technologischen Ansatz zur Implementierung von Fahrerinformationssystemen und dementsprechend ein Beispiel für Automatisierungsstufe 0 (no automation; SAE International, 2014) dar, indem sie den Fahrer durch die Bereitstellung verkehrsrelevanter Informationen bei der manuellen Ausführung der Fahraufgabe unterstützen. Im Gegensatz dazu zielt die Technologie des hochautomatisierten Fahrens auf eine Unterstützung des Fahrers durch die vollständige Übernahme der Fahraufgabe ab, was Automatisierungsstufe 4 (high automation; SAE International, 2014) entspricht. Trotz dieser grundlegend unterschiedlichen Ansätze wird beiden Technologien ein hohes Potential zur Unterstützung insbesondere älterer Fahrer zugesprochen (Meyer &amp; Deix, 2014; Polders et al., 2015; Rusch et al., 2013; Schall et al., 2013). Die Untersuchung Performanz- und Akzeptanz-bezogener Aspekte beider Technologien erfolgte im Rahmen von drei empirische Studien. Um altersspezifische Befunde identifizieren zu können, wurden allen Studien mit Vertretern der Zielgruppe von älteren Fahrern (65-85 Jahre alt) sowie einer jüngeren Vergleichsgruppe ‚durchschnittlicher‘ (d.h. junger, erfahrener) Fahrer (25-45 Jahre alt) durchgeführt. Bei Studie I handelte es sich um eine im Fahrsimulator durchgeführte Reaktionszeitstudie, in deren Rahmen Leistungs-bezogene Aspekte von ARDs untersucht wurden. Unter den vielfältigen Möglichkeiten zur Anwendung dieser Technologie wird vor allem die Präsentation von Vorinformationen über bevorstehende komplexe Fahrsituationen während der Fahrt als gewinnbringend für ältere Fahrer eingestuft. Diese Strategie adressiert die Tendenz älterer Fahrer zu einer eher seriellen als parallelen Verarbeitung gleichzeitig verfügbarer Informationen während der Fahrt (Davidse et al., 2009; Küting &amp; Krüger, 2002). Vor diesem Hintergrund lag der Fokus von Studie I auf den Effekten einer kontaktanalogen Präsentation von Vorinformationen über bevorstehende Kreuzungen auf die Geschwindigkeit und Genauigkeit der Wahrnehmung dieser Kreuzungen durch den Fahrer, was eine Grundvoraussetzung für eine sichere Fahrleistung darstellt (Crundall &amp; Underwood, 2011). Basierend auf bestehenden Befürchtungen über kontraproduktive Effekte einer kontaktanalogen Informationsdarstellung während der Fahrt, insbesondere im Falle inkorrekter Informationen, wurden zudem die Auswirkungen von Systemfehlern untersucht. Mit Hilfe der kontaktanalogen Vorinformationen gelang es sowohl älteren als auch jüngeren Fahrern, ohne erhöhten Zeitbedarf einen höheren Anteil relevanter Aspekte in Kreuzungssituationen wahrzunehmen. Allerdings wurde die positive Systemwirkung durch das Erleben von Systemfehlern (in diesem Fall inkorrekten Vorinformationen) zumindest für die Dauer der Untersuchung aufgehoben. Dieser Effekt war besonders ausgeprägt für ältere Fahrer und könnte auf die Schwierigkeit, inkorrekte Informationen auf Grund ihrer Darstellung im ARD zu ignorieren, zurückzuführen sein. Studie II stellte eine Fahrsimulatorstudie zu Akzeptanz-bezogenen Aspekten eines ARDs, welches dem Fahrer Vorinformationen über bevorstehende Kreuzungen zur Verfügung stellt, dar. Inhalt dieser Studie waren zum einen die Effekte von Systemerfahrung auf die Nutzerakzeptanz des Systems, zum anderen altersspezifische Akzeptanzbarrieren, welche ältere Fahrer potentiell von der Nutzung der Technologie abhalten könnten. Insgesamt bewerteten sowohl ältere als auch jüngere Fahrer das ARD positiv. Dabei fielen Bewertungen auf Basis von Systemerfahrung im Fahrsimulator tendenziell besser aus als Bewertungen ohne vorherige Systemerfahrung. Obwohl ältere Fahrer im Vergleich zu jüngeren Fahrern ihre Selbstwirksamkeit im Umgang mit dem ARD sowie Umgebungsfaktoren, welche dessen Nutzung unterstützen könnten, als geringer ausgeprägt wahrnahmen, war die positive Einstellung gegenüber der Nutzung des Systems bei ihnen im Durchschnitt stärker ausgeprägt. Leistungs- und Akzeptanz-bezogene Aspekte des hochautomatisierten Fahrens wurden in Studie III, einer zweistufigen Fahrsimulatorstudie, untersucht. Parallel zur Veränderung der Rolle des Menschen vom Fahrzeugführer zum Passagier im Zuge der zunehmenden Fahrzeugautomatisierung veränderte sich dabei auch der Fokus der Leistungsperspektive. Dem entsprechend stand die Bewertung der Fahrleistung des automatisierten Systems durch den mitfahrenden Menschen im Mittelpunkt dieser Untersuchung. Affektive Komponenten der Mensch-Automatisierungs-Interaktion wie Fahrkomfort und Fahrspaß werden in diesem Kontext als bedeutsam zur Gewährleistung der Nutzerakzeptanz und damit auch Nutzung automatisierter Fahrzeuge betrachtet (Tischler &amp; Renner, 2007). Es wird angenommen, dass derartige affektive Komponenten im Kontext des hochautomatisierten Fahrens vor allem vom implementierten Fahrstil abhängen (Bellem et al., 2016). In einem theoretischen Ansatz zur Verbesserung des Fahrkomforts wird die Implementierung vertrauter (d.h. dem eigenen manuellen Fahrstil ähnlicher) Fahrstile empfohlen, um einen menschlichen Fahrzeugführer nachzuahmen und so Bedenken gegenüber einer automatisierten Fahrzeugführung abzubauen (Elbanhawi et al., 2015). Diesem Ansatz folgend wurden in Studie III die Effekte der Fahrzeugautomatisierung sowie der Ähnlichkeit des implementierten Fahrstils zum individuellen manuellen Fahrstil des jeweiligen Fahrers auf Fahrkomfort und Fahrspaß untersucht. Es konnte gezeigt werden, dass mit höherer Automatisierung der Fahrkomfort älterer und jüngerer Fahrer anstieg, der Fahrspaß jüngerer Fahrer sich jedoch verringerte. Alle abhängigen Variablen wurden von einer vergleichbaren Interaktion zwischen Fahreralter und Fahrstilähnlichkeit beeinflusst: Während jüngere Fahrer hochautomatisierte Fahrstile bevorzugten, die ihren jeweiligen manuellen Fahrstilen ähnelten, präferierten ältere Fahrer im hochautomatisierten Kontext eher unähnliche Fahrstile. Dem entsprechend kann der Vertrautheitsansatz basierend auf den Ergebnissen von Studie III zumindest für jüngere Fahrer unterstützt werden, nicht aber für die Zielgruppe älterer Fahrer, deren manuelle Fahrstile durch Kompensationsstrategien zum Ausgleich altersbedingter Einschränkungen ihrer sensorischen, kognitiven und motorischen Fähigkeiten geprägt sind. Fahrstilpräferenzen im hochautomatisierten Kontext scheinen in dieser Altersgruppe mehr von dem Wunsch, einen von diesen Kompensationsstrategien unbeeinträchtigten Fahrstil wiederzuerlangen, geprägt zu sein als von dem Bedürfnis nach vertraut gestalteten Fahrmanövern. Analog zur Evaluation des ARDs beinhaltete die Untersuchung Akzeptanz-bezogener Aspekte des hochautomatisierten Fahrens die Effekte von Systemerfahrung auf die Nutzerakzeptanz sowie potentielle altersspezifische Akzeptanzbarrieren. Einen systemspezifischen Designaspekt aufgreifend wurde zudem untersucht, ob die Nutzerakzeptanz des hochautomatisierten Fahrens ebenfalls durch den implementierten Fahrstil modifizierbar ist. Fahrer beider Altersgruppen berichteten tendenziell positive a priori Akzeptanzwerte, welche sich nach der Ersterfahrung mit dem System signifikant erhöhten und sich anschließend stabilisierten. Vergleichbar mit den Ergebnissen zum ARD war die positive Einstellung gegenüber der Nutzung eines hochautomatisierten Fahrzeuges bei älteren Fahrern im Durchschnitt stärker ausgeprägt als bei jüngeren, obwohl sie ihre Selbstwirksamkeit im Umgang mit dem System sowie unterstützende Umgebungsfaktoren als geringer ausgeprägt bewerteten. Bezüglich des hochautomatisierten Fahrstils unterlag die Systemakzeptanz derselben Interaktion zwischen Fahreralter und Fahrstilähnlichkeit wie Fahrkomfort und Fahrspaß. Diese Ergebnisse demonstrieren, dass Fahrzeugtechnologien auf verschiedenen Automatisierungsstufen effektive Ansätze zur Unterstützung der Individualmobilität älterer Personen liefern können. Die Mehrzahl der identifizierten Leistungs-bezogenen Verbesserungen zeigte sich sowohl für ältere als auch jüngere Fahrer. Diese Befunde weißen auf das Potential von Systemen, welche den Bedürfnissen älterer Fahrer entsprechen, zur Unterstützung verschiedener Altersgruppen hin. Die Ergebnisse der Akzeptanzperspektive deuten an, dass die evaluierten Systeme von Fahrern verschiedener Altersgruppen akzeptiert werden würden, was die Ergebnisse der Leistungsebene widerspiegelt. Die Vergleichbarkeit der Muster verschiedener Akzeptanzprädiktoren, welche für zwei Systeme auf grundlegend unterschiedlichen Automatisierungsstufen identifiziert werden konnten, legt die Existenz zugrundeliegender genereller Aspekte der Fahrzeugtechnologie-Akzeptanz älterer Fahrer nahe. Diese beinhalten deren stark ausgeprägtes Bedürfnis zur Erhaltung ihrer Individualmobilität sowie deren geringere Selbstwirksamkeit im Umgang mit relevanten Technologien und den unzureichenden Zugang zu unterstützenden Infrastrukturen. Diese Erkenntnisse liefern Implikationen für theoretische Modelle der Akzeptanz von Fahrzeugtechnologien durch ältere Fahrer sowie für Maßnahmen zur Absicherung einer erfolgreichen Entwicklung und Markteinführung von Systemen, die darauf abzielen, ältere Menschen beim Erhalt ihrer Individualmobilität zu unterstützen. Berücksichtigt man die Bedeutsamkeit des Fahrens eines eigenen Automobils für das physiologische und psychologische Wohlbefinden im Alter (Adler &amp; Rottunda, 2006; Lutin et al., 2013; Whelan, Langford, Oxley, Koppel, &amp; Charlton, 2006), unterstreichen diese Ergebnisse das Potential neu entstehender Fahrerunterstützungstechnologien für die Verbesserung der Verkehrssicherheit, aber auch Lebensqualität älterer Menschen
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Hübsch, Jacob, and Magnus Persson. "Förstärkt verklighet med ARCore : Utveckling av en förstärkt verklighetsapplikation i Android med Kotlin och Azure." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72384.

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The technology of “augmented reality” has existed in an experimental stage since the early 1990s, but it is not until around year 2010 that commercial use in the form of both hardware and software became available, for example, when Pokémon GO and Google Glass were announced. The aim of this thesis is to develop a mobile application that utilizes the technique of augmented reality to gain an insight into the technique’s potential, as well as the various tools available in this type of development. The project resulted in an augmented reality application, written in the program language Kotlin for the mobile operating system Android. The main use of the application includes group activities such as tourism, as the main functionality is to visualize other users' location via the mobile camera using the tools ARCore and Azure’s database Cosmos DB. Even though the technology is relatively new, the work has progressed without major difficulties, and even with basic programming knowledge it is possible to do software development in this area.
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Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools : Two Case Studies in Italy and Great Britain." Thesis, Lille 3, 2019. http://www.theses.fr/2019LIL3H054.

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Le doctorat étudie l'impact des nouvelles technologies sur la transmission et la promotion du patrimoine culturel sur les élèves des écoles primaires afin de démontrer l’importance d’une pensée éducative qui allie ‘histoire’, culture visuelle et 'technologie'. Deux études de cas à partir de deux « corpus » distincts ont permis de conduire deux expérimentations in situ : l’architecture antique en Italie à Vérone et le jardin paysager du XVIIIe siècle en Angleterre à Hestercombe. La cotutelleété encadrée par un spécialiste italien du story-telling éducatif en réalité augmentée (Prof. Corrado Petrucco, Padoue) et un spécialiste français des jardins et du paysage dans la culture britannique des Lumières (Prof.Laurent Châtel, Lille). Il ressort de l’étude que l’apprentissage par réalité mixte mobile (Augmented and mixed Reality Mobile Learning) est particulièrement pertinent.L'apprentissage mobile est né dans les années 80 lorsque l'ordinateur portable (sommet de la technologie de l'époque) a été introduit dans la classe sur une base expérimentale. Puis sa popularité est venue à la fin des années 90 grâce à des programmes éducatifs expérimentaux pour explorer le potentiel éducatif du PDA (Personal Digital Assistant). Depuis le milieu des années 90, on a pu identifier trois principales phases de l'apprentissage mobile, qui ont trois approches paradigmatiques différentes : les outils, l'apprentissage en dehors de la salle de classe, la mobilité des étudiants. Le rôle de l'enseignant devient plus fondamental encore : l’utilisation d’une application sur tablette ne vise pas à remplacer la guide ou l’éducateur culturel, mais à compléter et à enrichir la visite. Du point de vue pédagogique,l'accent sera mis sur une approche constructiviste de l'enseignement et l'apprentissage qui va stimuler les étudiants à devenir des citoyens actifs, bien conscients de leur identité historique : en tant que personnes informées et responsables, elles sont en meilleure mesure de préserver leur patrimoine. Danssa publication " Cultural Heritage Counts for Europe (CHCfE) Vers un indice européen pour le patrimoine culturel", le Conseil de l'UE des ministres européens considère le patrimoine comme une "ressource stratégique pour une Europe durable" et une source importante de créativité et d'innovation, qui génère de nouvelles solutions aux problèmes, tout en créant des services innovants - allant de la numérisation des biens culturels à l'utilisation de la technologie de la réalité virtuelle de pointe - dans le but d'interpréter les espaces et les bâtiments historiques et les rendre accessibles aux citoyens et aux visiteurs<br>The thesis studies the impact of new technology on the transmission and promotionof heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The cosupervisionwas done under a specialist in digital storytelling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille).Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to explore the didactic potential of PDAs (Personal Digital Assistant). From the mid-’90s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on-site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings and also makes them accessible to citizens and visitors
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Mendonça, Helena Andrade. "Letramentos digitais e formação educacional na educação básica: investigação de práticas." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/8/8147/tde-10032017-151750/.

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Este trabalho apresenta uma pesquisa desenvolvida em uma instituição de educação básica e investiga práticas que usam ou refletem sobre o uso das tecnologias digitais na formação docente e discente. Para tanto, utilizou-se das contribuições de autores de diversas áreas do conhecimento como da educação, comunicação e linguística, além de autores que discutem sobre os novos letramentos e a contemporaneidade. A introdução deste trabalho apresenta as justificativas e questões de investigação, as escolhas metodológicas e o campo investigado. Os dados da pesquisa foram organizados a partir de práticas de letramento digital que tinham como foco o estudo sobre as tecnologias; ações que se utilizaram dos recursos e ambientes virtuais como apoio à prática pedagógica e atividades cujo objetivo era a reflexão sobre o tempo presente e a ubiquidade das tecnologias. No capítulo 1 analiso algumas concepções teóricas usadas na análise dos dados e relato uma sequência de aulas de história, cujo tema de estudos é a globalização. Parte dos aspectos discutidos se relaciona com a chamada pós-modernidade, a circulação de informação na Internet e o uso das tecnologias digitais nos movimentos sociais. No segundo relato e respectiva análise (capítulo 2), os alunos exploram recursos digitais e constroem um jogo de caça ao tesouro com realidade aumentada; trata-se aqui do conceito de apropriação das tecnologias numa perspectiva crítica. Ao final, no capítulo 3, são relatadas e analisadas práticas de formação docente a partir de oficinas técnico pedagógicas, visando a apropriação e a reflexão sobre o uso de recursos digitais; atividades que usam ferramentas de apoio à prática pedagógica e que promovem a reflexão sobre aspectos éticos do uso dos ambientes virtuais no ensino fundamental. Ainda neste capítulo, analiso as mudanças de procedimentos de estudos com o uso das tecnologias digitais a partir de práticas investigadas.<br>This study presents the research developed in a primary and secondary educational institution and investigates practices which use and reflect upon digital technologies in the development of teachers and students. For this, the contributions of authors from diverse areas of knowledge were used, such as education, communication and linguistics, as well as authors who discuss approaches to new literacies and contemporary society. The introduction of this study presents the investigation justifications and questions, methodological choices and the investigated field. The data from the research were collected from the digital literacy practices which focused on the study of technology; actions which used virtual resources and environments as support for the pedagogical practices and activities which had as an objective the reflection on the present times and the ubiquity of technology. In chapter 1, I analyze some theoretic conceptions used in the data analysis and I report a sequence of history classes, where the object of study is globalization. Part of the aspects discussed are related to post-modernity, the circulation of information on the internet and the use of digital technologies in social movements. In the second chapter, the students explore digital resources to build a treasure-hunt game with augmented reality; based on the concept of appropriation of technologies from a critical perspective. Finally, in chapter 3, teacher development practices are described and analyzed during technical-pedagogical workshops, focusing on the appropriation and reflection on the use of digital resources; activities that use the tools to support pedagogical practices and promote reflection on ethical aspects and the use of virtual environments in primary education. Still in this chapter, I analyze the change in study procedures with the use of digital technologies from the investigated practices.
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40

Štěpánová, Ludmila. "Možnosti využití mobilních technologií a rozšířené reality v destinačním marketingu." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-205753.

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ŠTĚPÁNOVÁ LUDMILA: Possibilities of application of mobile technology and augmented reality in destination marketing. Masters thesis. University of Economics, Prague. Department of Tourism. Thesis supervisor: Ing. Martin Vaško. Grade of qualification: Masters degree. Prague 2016. 80 pages. Masters thesis focuses on new trends in development of mobile technologies and their application in tourism. The objective of this thesis is to find out possibilities of application of mobile technologies, advergaming, augmented and virtual reality in destinations marketing activities. The thesis is also looking into activities of CzechTourism agency in this field.
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Wiedenmaier, Stefan [Verfasser]. "Unterstützung manueller Montage durch Augmented Reality-Technologien / Stefan Wiedenmaier." Aachen : Shaker, 2004. http://d-nb.info/1172612048/34.

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Wiedenmaier, Stefan Johannes [Verfasser]. "Unterstützung manueller Montage durch Augmented Reality-Technologien / Stefan Wiedenmaier." Aachen : Shaker, 2004. http://d-nb.info/1172612048/34.

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43

Holešovský, Jiří. "Výzkum využití technologie rozšířené reality při práci konstruktérů." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2018. http://www.nusl.cz/ntk/nusl-412925.

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This diploma thesis summarizes the principles of augmented reality and the possibilities how this technology could be used in the work of designers. The thesis also describes the possibilities of realizing an augmented reality (AR) program and compares specific AR devices. The process of the designer's work is also analyzed, and concepts how AR could be used during the work process were designed. One concept of use has been implemented. It was a visual-ization of new constructed parts of autonomous robot, developed in project "FOLLOWme". The designers will use this program to detect collisions between parts and verify overall design of the robot.
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44

Eklind, Sebastian, and Michelle Larsson. "Samarbetet mellan människa och automation i det avhjälpande underhållet : behovsanalys och krav på framtida utveckling av automationsutrustning." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13897.

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Detta arbete har utforskat interaktionen mellan människa och automation inom det avhjälpande underhållet på två tillverkande företag. Arbetets syfte är bidra till att människor och automationsutrustningar framgångsrikt kan samarbeta i framtidens fabriker. Studien har undersökt hur interaktionen ser ut i dagsläget, var det idag saknas interaktion, hur interaktionen kan komma att se ut i framtiden samt vilka krav som behöver uppnås för att komma dit. Studien har också haft ett fokus på hållbar utveckling och hur interaktionen kan påverka denna. Projektets resultat är framtaget genom att utföra två deltagande observationer, en på vartdera företaget samt fyra semistrukturerade intervjuer per företag. I dagsläget sker mycket kommunikation genom telefon för att påkalla uppmärksamhet hos personal med information om larm och plats. Felsökning sker genom en panel vid maskinen alternativt via dator som kopplas upp mot maskinen vid djupare felsökning. Det finns i dagsläget även teknik såsom kommunikationsradio, tangentbord och mus som undviks att användas i största möjliga mån eftersom de anses vara svåra att manövrera. Resultaten visar att det finns ett behov av att få mer information i underhållets alla faser och att tekniken som används behöver vara mer mobil än i dagsläget. Författarna ger förslag på att handhållna enheter kan användas i framtidens underhåll och att röstigenkänning, Virtual Reality och Augmented Reality kan användas i dessa. Även smarta klockor rekommenderas att användas för att påkalla uppmärksamhet hos personal och samtidigt ge information om larm. Det finns en förhoppning om att mer information och mer mobil teknik kan effektivisera underhållet och därmed minska tiden för att utföra ett avhjälpande underhåll. Författarna rekommenderar starkt att all teknik som är tänkt att bli implementerad först testas i en realistisk miljö av de personer som ska använda tekniken.<br>The project has explored the interaction between humans and automation within the remedial maintenance on two manufacturing companies. The purpose of the project is to contribute to the interaction between humans and automation and by that make it successful in the future. The study has investigated how the present interaction is designed, where there is a need for interaction, how the interaction can be designed in the future together with the requirements that will need to be achieved to get there. In this study there is also a focus on sustainable development and how the interaction affects it. The result of the project is produced by performing two attendance observations, one at each company and four semi-structured interviews at each company. Today a lot of communication is done by phone to get the attention of personnel and summon them to the machine that has stopped. The troubleshooting of the machine is done in a panel or with a computer if deeper troubleshooting is needed. The computer needs to be connected to the machine. Today there are some technics that are present but these are not used due to the fact that they are perceived tedious to use. These technics are communication radio, mouse and keyboard. The result of the study indicates that there is a need for more information in all the phases of a remedial maintenance work. It also shows that the technics needs to be more mobile compared to how it is today. The authors recommends that handheld devices are used in the future and that softwares such as voice recognition, Virtual Reality and Augmented Reality are used within the handheld devices. Smartwatches are also interesting in an attention point of view where alarm messages can be shown. There is a belief that with more information and more mobility the maintenance will be more effective in the future and that the time for remedial maintenance will reduce. The authors strongly recommend that all technics that will be implemented need to first be tested in a realistic environment and by the people that should use it.
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Kadlecová, Petra. "Analýza využití nových technologií pro vizuální komunikaci a jejich společenský dopad." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162505.

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The work focuses on the analysis of new technologies, which are used in visual communication. This is especially the description, characterization and their use. Another section focuses on social trends that permeate contemporary Western society, and their relationship with new technologies in the field of visual communication. It deals therefore also examines the social changes and changes in the perception of individual development and dissemination of new technologies causes. Describes the important role of visual communication in today's world and the changes in society due to widespread use of modern technology. The aim is to make the analysis and therefore a comprehensive overview of new technologies and their use in the field of visual communication. Finally, the work seeks to estimate the next direction of new technologies in the field of visual communication and create a prediction of further development in the future.
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Digregorio, Giuseppe. "Real - time data and BIM: automated protocol for management and visualisation of data in real time : A case study in the "Teaching House" of the KTH campus." Thesis, KTH, Byggnadsmaterial, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-294265.

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Nowadays BIM and real-time data are becoming a central topic for the AECO (Architecture, Engineering, Construction and Operations) industry, they represent new powerful tools for the design and management of facilities.Building monitoring and real-time data can represent a solution to many important challenges like energy efficiency, indoor climate quality and cost management. Although it is clear the importance of data for a correct use of BIM technology and its potentiality, in literature, are not so common examples of complete workflows for a complete management of data from the input phase to the output one.The scope of the study is to design a protocol for entering, managing and exporting real-time data using Revit and Dynamo where the customers have a central role during the input phase and a dedicated mode for data display including a desktop version and an augmented reality one for a more immersive experience.In order to show the real potentiality of the project, the protocol has been utilised for the calculation of thermal comfort parameters of the “Teaching House” situated in KTH campus. All data entered from the students into a form online, via QR-code, have been inserted into Dynamo in order to calculate the desired parameters values which are successively stored into a database for further analysis, everything automatically.<br>Numera blir BIM och realtidsdata ett centralt ämne för AECO (Architecture, Engineering, Construction and Operations) industrin, de representerar nya kraftfulla verktyg för design och hantering av anläggningar.Byggnadsövervakning och realtidsdata kan vara en lösning på många viktiga utmaningar som energieffektivitet, inomhusklimatkvalitet och kostnadshantering. Även om det är tydligt är betydelsen av data för en korrekt användning av BIM-teknik och dess potential i litteraturen inte så vanliga exempel på fullständiga arbetsflöden för en fullständig hantering av data från inmatningsfasen till den utgående.Studiens omfattning är att utforma ett protokoll för inmatning, hantering och export av realtidsdata med Revit och Dynamo där kunderna har en central roll under inmatningsfasen och ett dedikerat läge för datavisning inklusive en stationär version och en förstärkt verklighet en för en mer uppslukande upplevelse.För att visa projektets verkliga potential har protokollet använts för beräkning av termiska komfortparametrar för ”Teaching House” beläget på KTH campus. Alla data som matats in från eleverna i ett formulär online, via QR-kod, har införts i Dynamo för att beräkna önskade parametervärden som successivt lagras i en databas för vidare analys, allt automatiskt.
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Müller, Frederik. "Systém pro využití technologie rozšířené reality v muzeích a galeriích." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417299.

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The aim of the master thesis is to provide visitors of various types of objects - typically galleries, museums, etc. with additional information about exhibited objects with emphasis on visual display in augmented reality. It includes an analysis of already existing solutions, design and implementation of the entire system needed for deployment. From the point of view of the content creator (administrator), the system represents a complex solution enabling the creation of an interactive walk - scanning 3D objects, scanning 2D objects and adding content to the given objects. On the other hand, the tool for visitors (users) who are part of an interactive walk, provides additional information about objects primarily located near the user, which are automatically detected by the camera on the mobile phone. Solution includes augmented reality, which is implemented using ARKit technology, so the final application is built on the iOS platform. The work addresses the issue of detection of 3D objects and their subsequent recognition, along with the way to work with this information, how to store it and then use it for purposes of this thesis. In the final solution, emphasis is placed on the simplicity of the usage (guide marks, hints...) and overall user experience.
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48

Ivan, Stojšić. "Могућности примене проширене и виртуелне реалности у настави и учењу географије". Phd thesis, Univerzitet u Novom Sadu, Prirodno-matematički fakultet u Novom Sadu, 2020. https://www.cris.uns.ac.rs/record.jsf?recordId=114428&source=NDLTD&language=en.

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Развој&nbsp; проширене&nbsp; и&nbsp; виртуелне&nbsp; реалности&nbsp; у&nbsp; последњих неколико година створио је могућности за укључивање и примену ових технологија на свим нивоима образовања. Бројна истраживања истичу да&nbsp; имерзивне&nbsp; технологије&nbsp; могу&nbsp; позитивно&nbsp; утицати&nbsp; на исходе&nbsp; учења&nbsp; и&nbsp; мотивисаност&nbsp; ученика.&nbsp; Такође, географија&nbsp; се&nbsp; често&nbsp; издваја&nbsp; као&nbsp; предмет&nbsp; који посебно&nbsp; може&nbsp; да&nbsp; искористи&nbsp; те&nbsp; потенцијале&nbsp; за унапређење&nbsp; и&nbsp; осавремењавање&nbsp; наставне&nbsp; праксе. Међутим,&nbsp; поставља&nbsp; се&nbsp; питање&nbsp; спремности наставника&nbsp; и&nbsp; студената&nbsp; географије&nbsp; (наставног усмерења)&nbsp; да&nbsp; организују&nbsp; наставу&nbsp; са&nbsp; мобилним&nbsp; и имерзивним&nbsp; технологијама.&nbsp; Притом,&nbsp; неопходно&nbsp; је свеобухватно&nbsp; сагледати&nbsp; позитивне&nbsp; и&nbsp; негативне факторе који утичу или могу утицати на интеграцију ових технологија у географско образовање. Сходнонаведеном,&nbsp; ова&nbsp; дисертација&nbsp; разматра&nbsp; како,&nbsp; када&nbsp; и зашто користити проширену и виртуелну реалност у настави и учењу географије.<br>Razvoj&nbsp; proširene&nbsp; i&nbsp; virtuelne&nbsp; realnosti&nbsp; u&nbsp; poslednjih nekoliko godina stvorio je mogućnosti za uključivanje i primenu ovih tehnologija na svim nivoima obrazovanja. Brojna istraživanja ističu da&nbsp; imerzivne&nbsp; tehnologije&nbsp; mogu&nbsp; pozitivno&nbsp; uticati&nbsp; na ishode&nbsp; učenja&nbsp; i&nbsp; motivisanost&nbsp; učenika.&nbsp; Takođe, geografija&nbsp; se&nbsp; često&nbsp; izdvaja&nbsp; kao&nbsp; predmet&nbsp; koji posebno&nbsp; može&nbsp; da&nbsp; iskoristi&nbsp; te&nbsp; potencijale&nbsp; za unapređenje&nbsp; i&nbsp; osavremenjavanje&nbsp; nastavne&nbsp; prakse. Međutim,&nbsp; postavlja&nbsp; se&nbsp; pitanje&nbsp; spremnosti nastavnika&nbsp; i&nbsp; studenata&nbsp; geografije&nbsp; (nastavnog usmerenja)&nbsp; da&nbsp; organizuju&nbsp; nastavu&nbsp; sa&nbsp; mobilnim&nbsp; i imerzivnim&nbsp; tehnologijama.&nbsp; Pritom,&nbsp; neophodno&nbsp; je sveobuhvatno&nbsp; sagledati&nbsp; pozitivne&nbsp; i&nbsp; negativne faktore koji utiču ili mogu uticati na integraciju ovih tehnologija u geografsko obrazovanje. Shodnonavedenom,&nbsp; ova&nbsp; disertacija&nbsp; razmatra&nbsp; kako,&nbsp; kada&nbsp; i zašto koristiti proširenu i virtuelnu realnost u nastavi i učenju geografije.<br>In&nbsp; recent&nbsp; years,&nbsp; the&nbsp; development&nbsp; of&nbsp; augmented&nbsp; and&nbsp; virtual&nbsp; reality&nbsp; has&nbsp; created&nbsp; opportunities&nbsp; for&nbsp; integration and use of these technologies at all levels of&nbsp; education.Numerous&nbsp; studies&nbsp; showed&nbsp; that&nbsp; immersive&nbsp; technologies have the potential to improve student learning outcomes and&nbsp; motivation.&nbsp; Geography&nbsp; is&nbsp; also&nbsp; often&nbsp; indicated&nbsp; as&nbsp; a subject&nbsp; that&nbsp; can&nbsp; utilize&nbsp; these&nbsp; potentials&nbsp; to&nbsp; improve&nbsp; and modernize&nbsp; teaching&nbsp; practice.&nbsp; However,&nbsp; the&nbsp; integration raises the question of the readiness of geography pre- and in-service&nbsp; teachers&nbsp; to&nbsp; organize&nbsp; classes&nbsp; with&nbsp; mobile&nbsp; and immersive technologies. Also, a comprehensive overlook regarding the positive and negative factors that influence or&nbsp; may influence the integration of these technologies in geographic&nbsp; education&nbsp; is&nbsp; necessary.&nbsp; Accordingly,&nbsp; this dissertation&nbsp; examines&nbsp; how,&nbsp; when,&nbsp; and&nbsp; why&nbsp; to&nbsp; use augmented and virtual reality in geography teaching and&nbsp; learning.
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49

Lavric, Traian. "Methodologies and tools for expert knowledge sharing in manual assembly industries by using augmented reality." Electronic Thesis or Diss., Institut polytechnique de Paris, 2022. http://www.theses.fr/2022IPPAS015.

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Pour rester compétitifs, les secteurs manufacturiers doivent assurer une grande flexibilité au niveau de la production, un besoin mieux satisfait par des travailleurs qualifiés. Alors que la formation traditionnelle devient de plus en plus inefficace, trouver une meilleure façon de former les travailleurs novices devient une exigence critique. La littérature suggère que la réalité augmentée (RA), une technologie émergente proposée par l'industrie 4.0, peut répondre à cette question.Les avantages des outils de partage des connaissances basés sur la RA ont été démontrés dans divers domaines, y compris l'industrie, de la fabrication à la validation et à la maintenance. Cependant, malgré les progrès de la RA ces dernières années, aucune percée industrielle significative n'est à noter. Nous avons constaté que la plupart des systèmes RA sont élaborés et évalués dans des environnements contrôlés, sans l'implication des utilisateurs finaux.Guidés par les recommandations de la littérature, nous avons mené une étude de cas au long cours dans une usine d'assemblage manuel, afin d'identifier les besoins auxquels un système de formation en RA devrait répondre, pour adresser de manière optimale le secteur industriel considéré. De plus, nous avons mené une analyse approfondie de la représentation et de la transmission de l'information dans la RA, en ce qui concerne les implications cognitives et les efforts de création de contenu. Nous avons également exploré les paradigmes d'interaction homme-machine pour identifier les principes et les lignes directrices de conception pour l'élaboration d'un outil de RA dédié au contexte atelier. Nous avons constaté que la représentation visuelle de l'expertise d'assemblage en RA peut s'appuyer sur des éléments visuels peu coûteux, tandis qu'une conception centrée sur l'humain devrait être adoptée lors de l'élaboration du système, en privilégiant l'utilisabilité et l'utilité plutôt que la performance.Nous avons défini une représentation visuelle formalisée des opérations d'assemblage en RA, qui prend en compte les problématiques de création et soutient les performances de formation. Nous avons proposé une approche de création immersive qui permet de capturer son expertise d'assemblage in-situ, lors de l'assemblage. La création des instructions en RA est un processus en une étape, ne s'appuie pas sur des données existantes ou des services externes et ne nécessite pas d'expertise AR ou technique, de pré- ou post-traitement des données. Pendant la formation, les informations d'assemblage sont transmises en suivant le principe 2W1H, conçu pour guider les novices de manière naturelle et non intrusive, en minimisant les entrées de l'utilisateur et l'encombrement de l'interface utilisateur, et en visant à maximiser la compréhension et l'apprentissage.Nous avons évalué notre proposition en menant plusieurs études. La première a confirmé l'hypothèse selon laquelle des éléments visuels à faible coût enregistrés dans l'espace peuvent transmettre efficacement l'expertise d'assemblage manuel aux travailleurs novices dans une configuration industrielle. Les résultats de la deuxième étude ont soutenu l'hypothèse selon laquelle la valeur de la création d'instructions AR basées sur la CAO dans un contexte industriel similaire est discutable. Une dernière étude a prouvé que le système RA proposé, comprenant à la fois la procédure de création et de formation, peut être utilisé efficacement par des novices en quelques minutes. Dans l'ensemble, les résultats rapportés ont démontré la usabilité et l'efficacité de l'approche de formation en RA proposée, indiquant qu'une mise en œuvre de système similaire pourrait être adoptée avec succès dans les secteurs manufacturiers.Les travaux futurs devraient valider les résultats expérimentaux rapportés dans des évaluations industrielles à grande échelle et proposer des modules "intelligents pour mieux aider les novices pendant leur formation et optimiser la procédure de création<br>Abstract: To remain competitive in the ongoing industrial revolution (i.e., Industry 4.0), manufacturing sectors must ensure high flexibility at the production level, a need best addressed by skilled human workforce. As traditional training becomes increasingly inefficient, finding a better way of training novice workers becomes a critical requirement. Literature suggests that augmented reality (AR), an emerging technology proposed by Industry 4.0, can potentially address this concern.The benefits of AR-based knowledge sharing tools have been demonstrated in a variety of domains, including industry, from manufacturing to validation and maintenance. However, despite the progress of AR in recent years, no significant industrial breakthrough can be noted. We found that most AR systems are elaborated and evaluated under controlled settings, without the implication of the eventual end users. Guided by literature recommendations, we conducted a long-term case study in a manual assembly factory, to identify needs and expectations that an AR training system should meet, to optimally address the considered industrial sector.Further, we conducted an in-depth analysis on information representation and conveyance in AR, with respect to cognitive implications and content authoring efforts. We explored as well human-computer interaction paradigms to identify principles and design guidelines for elaborating an AR tool dedicated to the shop floor context. We found that the visual representation of the assembly expertise in AR can rely on spatially registered low-cost visual assets (i.e., text, photo, video, and predefined auxiliary data), while a human-centered design should be adopted during the elaboration of the AR system, prioritizing usability and usefulness rather than performance.We defined a formalized visual representation (i.e., 2W1H principle) of assembly operations in AR, that considers authoring concerns and supports training performance. We proposed an HMD-only immersive authoring that allows one to capture his assembly expertise in-situ, during the assembly itself. The authoring is a one-step process, does not rely on existing data or external services and does not require AR or technical expertise, pre- or post-processing of data. During training, the assembly information is conveyed via AR by following the 2W1H principle, designed to guide novice workers in a natural, non-intrusive manner, minimizing user input and UI clutter, and aiming to optimize comprehension and learning.We evaluated our proposal by conducting several experiments. The first, conducted on a real-world assembly workstation, confirmed the hypothesis that spatially registered low-cost visual assets can effectively convey manual assembly expertise to novice workers via AR in an industrial setup. The findings of the second experiment supported the assumption that the worthiness of authoring CAD-based AR instructions in similar industrial context is questionable. A final experiment proved that the proposed AR system, including both authoring and training procedures, can be used effectively by novices in a matter of minutes. The overall reported feedback demonstrated the usability and efficiency of the proposed AR training approach, indicating that a similar system implementation could be successfully adopted in shop floor environments.Future work should validate the reported experimental findings in large-scale industrial evaluations and propose reliable “intelligent” modules (e.g., assembly validation and feedback) to better assist novice workers during training and optimize the authoring procedure as well
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50

Seelbach, Ina Sybille [Verfasser], and Ekkehard [Akademischer Betreuer] Euler. "Der Magic Mirror : Analyse und Bewertung einer Augmented Reality Technologie für die anatomische Lehre / Ina Sybille Seelbach ; Betreuer: Ekkehard Euler." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2017. http://d-nb.info/1144177898/34.

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