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1

Rodriguez, Farfán Jean Paul Rafael. "Desarrollo de videojuego de estrategia de cartas usando HTC Vive." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/623834.

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El presente proyecto tiene como objetivo el desarrollo de un videojuego de estrategia de cartas de realidad virtual para HTC Vive, el cual implementa dos algoritmos de inteligencia artificial para el oponente del jugador, con el que cuenta el videojuego. El proceso de creación del videojuego tuvo 3 etapas: Diseño, desarrollo y testing. El nombre del videojuego es SoulBound, es del género estrategia de cartas; en donde el jugador asume el rol en primera persona, encarna a un maestro de cartas que enfrenta a un enemigo en una batalla. El juego cuenta con 3 mazos de 21 cartas cada uno, además cuenta con dos algoritmos de inteligencia artificial, uno de nivel básico y otro de nivel intermedio. El primero de ellos toma decisiones aleatorias con validaciones que siguen las reglas del juego, pero usualmente elige movimientos que terminan siendo perjudiciales para sus puntos de vida. El algoritmo de inteligencia artificial intermedio se desarrolló basado en 3 pasos del algoritmo de búsqueda MTS (Montecarlo Tree Search): seleccionar, expandir y simular. La diferencia principal entre ambos algoritmos es el uso de heurísticas en el algoritmo de inteligencia artificial intermedio que le permiten evaluar el contexto del juego y las consecuencias que traerían sus posibles movimientos, mientras que el algoritmo básico toma decisiones aleatorias sin tomar en cuenta el riesgo que estas implican. El público objetivo del videojuego son personas con edad entre 15 y 30 años que disfruten de los juegos de estrategia, sobre todo de juegos de mesa y cartas, y que de preferencia tengan experiencia con algún juego de cartas. Para validar el nivel de jugabilidad y la dificultad del algoritmo de inteligencia artificial se realizaron encuestas a los usuarios. Los resultados obtenidos en las encuestas se afirma que el 80 % de los encuestados considera original el juego. También, el 90% de los encuestados consideran que existe inmersión dentro del juego. Finalmente, el 60 % de los encuestados consideran entretenido el videojuego. Las conclusiones obtenidas en términos de desarrollo de un videojuego de estrategia de cartas fueron: aumentar la variedad de cartas e implementar una modalidad de juego multijugador.
The objective of this project is the development of a virtual reality card strategy video game for HTC Vive, which implements two artificial intelligence algorithms for the opponent of the player, with which the video game counts. The process of creating the game had 3 stages: Design, development and testing. The name of the game is SoulBound, it's from the card strategy genre; where the player takes the role in the first person, incarnates a card master who confronts an enemy in a battle. The game has 3 decks of 21 cards each, also has two artificial intelligence algorithms, one basic level and one intermediate level. The first of them makes random decisions with validations that follow the rules of the game, but usually chooses movements that end up being harmful to their points of life. The intermediate artificial intelligence algorithm was developed based on 3 steps of the MTS search algorithm (Montecarlo Tree Search): select, expand and simulate. The main difference between both algorithms is the use of heuristics in the intermediate artificial intelligence algorithm that allow them to evaluate the context of the game and the consequences that their possible movements would bring, while the basic algorithm makes random decisions without taking into account the risk that these imply. The target audience of the game are people between 15 and 30 years old who enjoy strategy games, especially board games and cards, and preferably have experience with a card game. To validate the level of playability and the difficulty of the artificial intelligence algorithm, user surveys were conducted. The results obtained in the surveys affirms that 80% of the respondents consider the game original. Also, 90% of the respondents consider that there is immersion within the game. Finally, 60% of the respondents consider the video game entertaining. The conclusions obtained in terms of development of a videogame of card strategy were: increase the variety of cards and implement a multiplayer game mode.
Tesis
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Essinger, Karl. "A comparison of interaction models in Virtual Reality using the HTC Vive." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17227.

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Virtual Reality (VR) is a field within the gaming industry which has gained much popularity during the last few years. This is caused mainly by the release of the VR-headsets Oculus Rift [1] and HTC Vive [2] two years ago. As the field has grown from almost nothing in a short time there has not yet been much research done in all VR-related areas. One such area is performance comparisons of different interaction models independent of VR-hardware. This study compares the effectiveness of four software-based interaction models for a specific simple pick-and-place task. Two of the interaction models depend on the user moving a motion controller to touch a virtual object, one automatically picks them up on touch, the other requires a button press. The other two interaction models have the user move a laser pointer to point at an object to pick it up. The first has the laser pointer emitted from a motion controller and the second has it emitted from the user’s head. All four interaction models use the same hardware, the default HTC Vive equipment. The effectiveness is measured in three metrics, time to complete the task, number of errors made during the task, and the amount of participant enjoyment rated on a scale from one to five. The first two metrics are measured through an observational experiment where the application running the virtual environment also logs all relevant information. The user enjoyment is gathered through a questionnaire the participant answers during the experiment. These are the research questions: • How do the interaction models compare in terms of accuracy and time efficiency when completing basic pick and place tasks in this experiment? • Which interaction models are subjectively more enjoyable to use according to participants? The results of the experiment are displayed as charts in the results chapter and then further analysed in the analysis and discussion chapter. Possible sources of error and theories about why the results turned out the way they did are also discussed. The study concludes that the laser pointer based interaction models, 3 and 4, were much less accurate than the handheld interaction models, 1 and 2, in this experiment. All interaction models except 4 achieved about the same test duration while interaction model 4 lagged several seconds behind. The participants liked interaction model 1 the most, followed closely by 3. They disliked 4 the most and rated 2 at a point in the middle of the rest.
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Wildt, Anna, and Nelly Lindborg. "Står monstret bakom mig? : En kvalitativ undersökning av skräck i Virtual Reality." Thesis, Karlstads universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-55178.

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Virtual Reality har existerat i olika former runt 80 år tillbaka, men i dess nuvarande form har den en mer signifikant plats på marknaden. Med detta behövs mer forskning på hur VR fungerar och hur människor påverkas av VR för att kunna utveckla produkter till detta växande medium. Forskningen är idag bristande, så för att bredda förståelsen om VR och framförallt VR som konsol för spel har den här kvalitativa studien undersökt hur skräckelement upplevs i en VR-miljö. Studien undersökte även vad som kan påverka “immersion”, fördjupning i miljön, samt om tidigare erfarenheter kan påverka upplevelser i en VR-miljö. Dessa frågor analyserades utifrån två speltest som gjordes på VR-konsolen HTC Vive. Första speltestet fokuserade på kontroller och “immersion” för att se hur pass lättförstådd och intuitiv konsolen är. Det andra testet undersökte skräckelement i VR och vad för slags element kunde bidra till en mer effektiv och intensiv skräckupplevelse. Totalt deltog 16 personer mellan 19-26 år i speltesterna. Deltagarna var studenter vid Karlstad Universitet eller hade tidigare varit det. Deltagarna blev indelade i olika grupper baserade på tidigare erfarenhet inom spel (första testet) och skräck (andra testet). Med hjälp av observation av videoinspelningar och intervjuer kunde den insamlade datan delas in i teman. De teman som användes för att analysera datan var kontroller, obehag/desorientering, “immersion” och skräckelement. Resultaten visade att HTC Vive har goda förutsättningar för “immersion”. Dock med några problematiska faktorer, utrustning exempelvis, som störde upplevelsen. Trots detta skapade konsolen en stark känsla av “immersion” då deltagarna upplevde sig närvarande i VR-miljön på grund av sådant som bakgrundsljud och naturligt perspektiv på VR-miljön i headsetet. Det som spelade störst roll för “immersion” var att miljön behövde agera verklighetstroget, alltså som spelaren förväntar sig. Den sortens närvaro bidrog positivt till skräckupplevelsen då spelarna tycktes uppleva sig hotade av skräckelementen som att det var riktat mot dem personligen och inte bara en karaktär i ett spel. Gällande skillnader mellan grupperna i erfarenhet fanns det inte många substantiella skillnader. Det kunde märkas lite skillnad i hur kontrollerna hanterades mellan de spelerfarna och icke erfarna. De med tidigare erfarenhet tycktes ha med sig förväntningar om hur kontrollerna skulle fungera. Studien hade, på grund av dess kvalitativa natur, inte möjlighet att få fram generaliserbara resultat. Dock så öppnade den upp för frågor till framtida forskning gällande både VR-spel och dess användare samt om VR-konsoler.
Virtual Reality has existed in different forms since around 80 years ago, but in its current form it has a more significant place on the current market. With this change, more research on how VR works and how humans are affected by it is needed to be able to develop products for this growing medium. The research today is lacking, so to expand the understanding of VR and specifically VR as a console for games, this qualitative study has researched how elements of fear are experienced in a VR-environment. The study also studied what can affect “immersion”, depth in the environment, as well as if previous experience can affect experiences in a VR-environment. These questions were analyzed based on two game tests that were made on the VR-console HTC Vive. The first test focused on controls and “immersion” to see how intuitive and easily understood the console is. The second test examined horror elements in VR and what kinds of elements could contribute to a more effective and intense horror experience. A total of 16 people between the ages of 19-26 participated in the game tests. The participants were students at Karlstad University, or had previously been so. The participants were divided in different kinds of groups depending on previous experiences in digital games (the first test) and horror (the second test). With the help of observation of the video recordings and the interviews the collected data could be divided into themes. The themes used to analyze the data were controls, disorientation/discomfort, “immersion” and horror elements. The results showed that HTC Vive have good qualifications for “immersion”. Though with a few problematic factors, the equipment for example, which disturbed the experience. Despite this, the console created a strong feeling of “immersion” as the participants experienced themselves to be present in the VR-environment because of factors such as background noise and a natural point-of-view of the VR-environment through the headset. The biggest contributor for “immersion” was that the environment needed to have a natural and believable behavior, acting the way the user expects it to. This kind of presence contributed positively to the horror experience as the participants seemed to believe themselves to be threatened by the horror elements as if it was directed at them personally and not just a character in a game.   In the subject of differences between the groups in experience there not a lot of substantial differences. A small difference could be found regarding how the controls were handled between the different groups of game experience. The participants with previous experience seemed to bring expectations about how the controls should work. The study had, because of its qualitative nature, no possibility to receive generalizable results. But the study did open up for questions for future research related to VR-games and their users, as well as VR-consoles.
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Manzini, Marco Valerio. "Progettazione e realizzazione di una applicazione di realtà virtuale immersiva utilizzando la tecnologia HTC Vive." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12919/.

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L'attuale tecnologia, sviluppatasi negli ultimi 20 anni, ha permesso l'introduzione nel mercato di consumo diversi dispositivi di Realtà Virtuale (VR) a basso costo, grazie ai quali negli ultimi sette anni si è visto un'esplosione di applicazioni legate ai campi più disparati, di cui i principali sono: intrattenimento, addestramento, apprendimento, commerciale, e perfino in campo medico. Il lavoro di tesi descrive la realizzazione di una applicazione immersiva di Realtà Virtuale basata su Head-Mounted Display(HMD) HTC Vive e piattaforma Game Engine Unity3D 5.5.0f3. Per sviluppare tale applicazione è stato creato un ambiente di sviluppo che si intende utilizzare per la realizzazione di altre applicazioni. Nel lavoro di tesi vengono anche presentate le caratteristiche delle tecnologie attualmente disponibili sul mercato.
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Lindvall, Tobias, and Özgun Mirtchev. "Survey of Virtual and Augmented Reality lmplementations for Development of Prototype for Practical Technician Training." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-59337.

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Virtuell träning är ett viktigt sätt att utbilda tekniker för att förbereda dem för underhållsarbete i verkligheten. Tekniker som utbildas för att utföra underhållsarbete på JAS 39 Gripen, genomför delar av utbildningen genom programmet Virtual Maintenance Trainer (VMT), som kan återge en detaljerad simulering av flygplanet under drift. Teknikerna kan delta i lektioner med specifika uppgifter som inkluderar att felsöka interna datorer och delar av flygplanet samt utföra underhållsarbete för att åtgärda fel. Programmet är dock skrivbordsbaserat och för att göra utbildningen mer effektiv, finns det en önskan om att utforska möjligheterna i virtual och augmented reality. Denna rapport undersöker alternativen för utbildningsverktyg i virtual reality och augmentedreality genom en teoretisk undersökning. I undersökningen vägs fördelar och nackdelar för nuvarande implementeringar för att tillhandahålla ett optimalt system som kan fungera för att ge tekniker praktisk erfarenhet i en realitisk träningssimulering. Baserat på resultaten från undersökningen och genom att använda spelmotorn Unity, har enprototypsapplikation skapats som kan simulera teknikerutbildning på en modell av JAS 39 Gripen. HTC Vive och Leap Motion användes för att låta användaren kliva in i simuleringsvärlden och för att möjliggöra realistisk interaktion. En tekniker kan lära sig att utföra underhållsåtgärder genom att genomföra olika träningsförfaranden i simuleringen genom att gå runt och interagera med ett fullskaligt Gripen-flygplan.
Virtual training is a vital way of educating technicians to make them prepared for real maintenance work. Technicians that are educated to perform maintenance work on JAS 39 Gripen, complete parts of their training through the application Virtual Maintenance Trainer (VMT), which can provide a detailed simulation of the aircraft during operation. The technicians are able to complete courses and lessons with specific procedures such as debugging internal computers and parts of the aircraft and performing maintenance work to fix errors. However, the application is desktop-based and to make the education even more effective, there is a desire to explore the possibilities in virtual and augmented reality. This report explores the alternatives of education tools in virtual reality and augmented reality through a survey. In the survey, the advantages and disadvantages of current implementations are examined to provide an optimal system which could work to give technicians a realistic practical training simulation experience. Based on the results of the survey and by using the game engine Unity, a prototype application is built which can simulate technician training procedures on a model of JAS 39 Gripen. HTC Vive and Leap Motion were used to immerse the user into the simulation world and to enable realistic interaction. A technician may be able to learn through completing different training procedures in the simulation by walking around and interacting with a full-scaled Gripen aircraft.
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Liu, Fang. "Forbidden City: An Immersive Virtual Reality World Using the HTC VIVE to explore the real imperial palace of China." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/77943.

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Forbidden City is a 3D virtual tour of an ancient Chinese architectural masterpiece, first of the world's top five palaces -The Imperial Palace in Beijing, China. This travel guide is designed to give you useful information that will greatly enhance your experience, and it will bring you into an immersive virtual world by using the device of the HTC VIVE rather than static texts and images. This 3D guide integrates cultural and historical information, which is practical and informative. You can get a comprehensive understanding of the palace history, architectural characteristics and Chinese culture through interaction within the immersive experience. Forbidden City travel guide 3D virtual tour provides all the necessary functions and information for planning a visit to the Forbidden Cty palace in the capital of Beijing, China. With the tour guide character "Doctor Guider" within this experience/game, your tour to this Forbidden City will be purposeful and fun.
Master of Fine Arts
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Jörgensen, Tanja. "Den virtuella verklighetens magiska cirkel : En kvalitativ studie av ljud, bild, interaktion och immersion för applikationen Tilt Brush i VR-headsetet HTC Vive." Thesis, Högskolan Dalarna, Akademin Humaniora och medier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-28679.

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I denna studie som utgår från Huizingas begrepp ”den magiska cirkeln” undersöksapplikationen Tilt Brush för VR headsetet HTC Vive med avseende på dess bild ochljud samt hur detta tolkas och används under interaktionen med applikationens verktyg.Begreppet utgår ifrån att användaren kan låta sig uppslukas i ett spel så längeförväntningarna enligt spelets regler inte störs. Genom en fallstudie har applikationenstuderats med metoder som autoetnografi och multimodal analys utifrånsocialsemiotiska begrepp, samt öppna intervjuer med inslag av ”think-aloud”. Deliknande iakttagelser som framkommit med hjälp av olika metoder får anses styrkastudiens resultat. Resultaten i studien pekar på att det för interaktionens del är viktigt attvissa aspekter av ljudet, som har med positionering eller fysikens lagar att göra,stämmer överens med våra erfarenheter från verkligheten och att detta i sin tur stämmeröverens med det visuellt representerade. För bildens och ljudens meningserbjudanden iövrigt är användaren beredd att gå med på vilka oerhörda illusioner som helst så längebild och ljud kommuniceras i överensstämmelse och på ett trovärdigt sätt som lever upptill användarens förväntningar inom den magiska cirkeln, platsen för själva spelet.Förväntningarna behöver då inte ha med verkligheten att göra. Vad som uppfattas somhög modalitet styrs av vilken genre användaren förväntar sig att möta. Detta i sin turrelateras till användarens tidigare erfarenheter och sociala och kulturella bakgrund.
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Mai, Kristina Lynn. "Evaluation of PC-Based Virtual Reality as a Tool to Analyze Pedestrian Behavior at Midblock Crossings." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1746.

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The aim of this research was to analyze if current generation PC-driven virtual reality simulations can be used to accurately mimic and therefore, observe behavior at a crosswalk. Toward that goal, the following research tasks were carried out: a) Designing a 3D virtual crosswalk and recruiting volunteers to wear the HTC Vive headset and to walk across the street, b) Setting up cameras near the midblock crosswalk on University Drive at California Polytechnic State University, San Luis Obispo to observe pedestrians, and c) Comparing pedestrian behavior data from both the virtual and real midblock crosswalk. The comparison was based on the following criteria: a) Pedestrian walking speed, b) Observation patterns prior to crossing the road, characterized by glancing left and right to detect cars, and c) Pedestrians’ decisions as to where to cross, defined by if they chose to walk directly on or outside of the midblock crosswalk. Walking speed and the number of pedestrians who looked left and right before crossing were significantly different in both the virtual and real environments. On the other hand, the proportion of people who chose to walk on the crosswalk was similar in both environments. This result indicates that there is a future potential in using virtual reality to analyze pedestrian behavior at roundabouts. Although this study showed that PC-driven virtual reality is not effective in replicating pedestrian walking speeds or pedestrian observation patterns at a midblock crosswalk, researchers may expect PC-driven virtual reality to have greater applications within the transportation discipline once the technology improves over the years. Potential improvements in technology that would help include being wireless, allowing users to walk in a non-confining space, and making the equipment more affordable, allowing the technology to become more mainstream.
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Sandström, Anton. "Virtuella möten i skogen : Ett verktyg för att underlätta Gällö skogs möten i skogen genom 3D-konferens." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-34049.

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Within Gällö skog there is an increasing need for meetings in the forest at a distance. This is because many landowners do not live at or close to their forest property. The aim of this work was therefore to find a 3D conference solution for Gällö skog. The work has been carried out using the design process and Pugh's relative decision matrix. First, a requirement specification was made for both hardware and software selection. Then the Facebook Spaces, Rumii and AltSpaceVR software were investigated against this. When none of the aforementioned software was sufficiently satisfactory for this work, it was decided to develop a software. The developed software is based on a website and was developed by modifying an existing project from github.com. Through the modification made in the project, all requirements in the specification could ultimately be achieved. However, with some restrictions. The software works best in the Mozilla Firefox browser, and is not compatible with the iPhone. The user friendliness of Gällö skog also has development potential. The hardware in this work was chosen by comparing the VR glasses HTC Vive and Oculus Rift against each other and the developed requirement specification. As a result, HTC Vive was bought for the project. This because it fulfilled most of the work requirements, and that it had other features that enabled the headset to be used in future work. Finally, The conclusion of this work was that until this technology has come further, this solution may be insufficient. The idea is good, the solution is good, but the technology needs to come further for fully satisfactory results. When the VR technololgy have advanced further, a solution like this could be something that could be useful to companies. This because the inertaction of a 3D conference is improved compared to today's video chat.
Inom Gällö skog finns ett ökande behov av att hålla möten i skogen på distans. Detta eftersom många markägare inte bor på, eller vid sin skogsfastighet. Målet med detta arbete var därför att hitta en 3D-konferenslösning åt Gällö skog. Arbetet har genomförts med hjälp av designprocessen samt Pughs relativa beslutsmatris. Först togs en kravspecifikation fram både för val av hårdvara och mjukvara. Efter det undersöktes mjukvarorna Facebook Spaces, Rumii och AltSpaceVR mot denna. När ingen av de nämnda mjukvarorna var tillräckligt tillfredsställande för detta arbete så valdes att ta fram en egen mjukvara. Den framtagna mjukvaran baseras på en webbplats och togs fram genom att modifiera ett befintligt projekt från github.com. Genom den modifikation som gjordes i projektet så kunde alla krav i kravspecifikationen till slut uppnås. Dock med vissa restriktioner. Mjukvaran fungerar bäst i webbläsaren Mozilla Firefox, och är ej kompatibel med Iphone. Även användarvänligheten för Gällö skog har utvecklingspotential. Hårdvaran i detta arbete togs fram genom att jämföra VR-glasögonen HTC Vive och Oculus Rift mot varandra och den framtagna kravspecifikationen. Resultatet av detta blev att HTC Vive köptes in till projektet. Detta för att de uppfyllde flest av arbetets krav, samt att de hade övriga funktioner som gjorde att de kan användas även i framtida arbeten. Slutsatsen av detta arbete blev till slut att tills dess att tekniken kring detta har hunnit längre så blir denna lösning möjligtvis otillräcklig. Tanken är god, lösningen bra, men tekniken behöver komma längre för fullt tillfredsställande resultat. När VR-tekniken kommit längre skulle en lösning likt denna kunna vara något som kan bli användbart för fler företag. Detta eftersom interaktionen i en 3D-konferens förbättras jämfört med dagens videochattar.
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Yu, Haisheng. "Training novice robot operators to complete simple industrial tasks by using a VR training program." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280857.

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This paper studies a Virtual Reality (VR) training program for novice industrial robot operators. The VR training program is constructed using Unity and HTC Vive. The paper presents the result of comparative experiments allowing novices to learn and operate virtual and physical robots to complete simple industrial production tasks. The results include their time to complete the task, the pass rate of the task, and the results of the questionnaire survey as evidence of their learning efficiency and user satisfaction. Finally, through data analysis, we compare the impact the two methods have on novices. The two approaches are the VR training program and the conventional physical robot training method. The experiment results show that novices who use the VR training program at first show a high degree of user satisfaction, and they can more quickly and efficiently master the knowledge of manipulating industrial robots and apply it to practice. The findings of this article also show that the use of VR technology in industrial production improves y and is a feasible and reliable method which still has room‌‌‌ or improvement.
Den här uppsatsen undersöker ett Virtual Reality-träningsprogram för industriella robot operatörer som är nybörjare. VR-träningsprogrammet är skapat i Unity för HTC Vive. Uppsatsen presenterar resultaten av en jämförande studie där nybörjare fick lära sig att använda en VR och en fysisk robot för att slutföra enkla industriella produktionsuppgifter. Resultatet inkluderar deltagarnas tid att slutföra uppgifterna, andel lyckade försök samt resultaten av ett frågeformulär som bevis på deltagarnas inlärnings effektivitet samt användartillfredsställelse. Genom en dataanalys jämfördes de effekter ett VR- träningsprogram och en konventionell metod på fysiska robotar hade på nybörjare. Studiens resultat visar att nybörjare som använder VR-träningsprogrammet visar en högre grad av användartillfredsställelse och att dem är snabbare och effektivare när dem bemästrar kunskapen som behövs för att manipulera industrirobotar, samt att tillämpa detta i verkligheten. Resultaten visar också att användningen av VR i industriell produktion förbättrar effektiviteten och är en rimlig och trovärdig metod, men som fortfarande har rum för förbättringar.
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Ma, Xiang Xiang. "Rendering volumetrico di dati provenienti da RM e TAC in realtà virtuale." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15612/.

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L’obiettivo di questa tesi è quello di approfondire le tematiche relative allo sviluppo di applicazioni di realtà virtuale, prendendo come caso di studio la visualizzazione volumetrica, di dati provenienti dalle scansioni TAC e RM. Lo scopo dell’elaborato è quello di facilitare il lavoro di diagnosi, mettendo a disposizione un insieme di funzionalità che permettono al medico di: visualizzare i dati come se si trovassero nello spazio tridimensionale reale, manipolare il volume in modo da poter osservare una qualsiasi regione al suo interno mediante la dissezione; la possibilità di scalarlo, ruotalo e di marcare i punti d’interesse con pennarelli 3D.
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Rödström, Herman, and Pontus Fredriksson. "Virtual Reality's Effect on Engagement in Educational Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325370.

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This thesis explores how virtual reality solutions affect children in their learning through educational games. The goal is to improve educational games in terms of how engaging they are. Therefore, a game was developed for both desktop monitors and VR, some children played both versions and were then interviewed. The collected data indicates that VR engages the pupils more, however it does not seem to necessarily make them learn more. This may be in part because of VR’s novelty, only gaining a mainstream status in the recent years.
Denna uppsats undersöker hur virtuell verklighet (VR) påverkar barns lärande genom utbildningsspel. Målet är att förbättra utbildningsspel för att öka elevernas engagemang. Därför utvecklades ett spel för både datorskärmar och VR-glasögon, några barn fick spela båda versionerna och blev därefter intervjuade. Resultatet av undersökningen indikerar att VR ökar elevernas engagemang, men inte nödvändigtvis att de lär sig mer. Detta kan delvis bero på att VR är relativt nytt och endast börjat bli allmänt förekommande under de senaste åren.
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Ekström, Marcus. "Communication tool in virtual reality – A telepresence alternative : An alternative to telepresence – bringing the shared space to a virtual environment in virtual reality." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31450.

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Videoconferencing is one of the most common telepresence methods today and educational videos is rising in popularity among distance learners. Traditional videoconferencing is unable to convey gestures and mutual eye contact between participants. This study aim to propose a Virtual Reality telepresence solution using game engines. A literature study confirmed the effectiveness achieved in VR is comparable to the effectiveness in face-to-face meetings. The suggested solution implements whiteboard functionality from a real-life perspective, confirming it is possible to include new functionality and directly transfer old functionality to the VR system from the communication systems today. The system was evaluated based on the response time, packet loss, bandwidth, frame rate and through user tests. The evaluation shows it is possible to design a telepresence system with VR capable of passing the Turing Test for Telepresence. The participants of the user tests did not experience discomfort and they were positively inclined to the telepresence system. Though, discomfort may emerge if the VR character is used with a common office workstation. Future studies in this topic would involve modifications of the third person camera, making the head's rotation follow the direction of the camera view and implementing movable eye pupils on the VR character using the upcoming eye-tracking accessory.
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Andersson, Karl. "Manipulating Control-Display Ratios in Room-Scale Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211675.

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This study examined how reduced control-display ratios on motion-tracked handheld controllers in virtual reality affected user immersion and sense of control. 24 participants played a puzzle game in virtual reality using one of three control-display ratios: one normal, and two that were reduced using the “Go-Go” technique. Results indicate that the control-display ratio can be reduced drastically while retaining user immersion and sense of control, but that the effectiveness of this seems to differ between individuals and is heavily influenced by previous experiences. Even so, these results could be of use for future virtual reality interaction designers as well as researchers studying the senses of vision and proprioception.
Den här studien undersökte hur sänkta control-display-förhållanden på handhållna kontroller i virtual reality påverkade användares inlevelse och upplevda kontroll. 24 deltagare spelade ett pusselspel i virtual reality med en av tre control-display-förhållanden: en normal, och två som var sänkta med "Go-Go"-metoden. Resultaten indikerar att control-display-förhållandet kan sänkas markant utan att förlora användarens inlevelse eller upplevda kontroll, men till vilken grad detta sker tycks variera mellan individer och även påverkas av tidigare erfarenheter. Trots detta kan dessa resultat vara till nytta för framtida interaktionsdesigners i virtual reality samt för forskare som studerar sinnena syn och proprioception.
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Conti, Enrico. "Progetto di uno strumento per corsi di formazione aziendale da remoto tramite realtà virtuale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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La tesi contiene uno studio e un'analisi di mercato sulle applicazioni delle tecnologie immersive nel contesto aziendale al giorno d'oggi. Dopodiché cerca di rispondere tramite il progetto di un prodotto servizio all'esigenza di poter svolgere formazione aziendale da remoto della parte pratica, tramite la messa a punto di un kit riutilizzabile che sfrutta i vantaggi della realtà virtuale.
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Notstrand, Sofie. "Virtual Reality för Offentliga Miljöer : Utformning av en självgående VR-installation." Thesis, Högskolan i Gävle, Design och formgivning, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29314.

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Mitt examensarbete är genomfört som en undersökande designprocess, vars syfte är att undersöka vilka krav en VR-upplevelse, med hög immersion, ställer på den fysiska miljön för att sedan omsätta dessa krav i ett färdigt koncept av ett fysiskt rum som ska fungera självgående. Med det fysiska rummet syftar jag till det verkliga rummet i vilket det virtuella rummet finns tillgängligt att uppleva via VR-utrustning. Det fysiska rummet är i detta fall också platsspecifikt då jag har jobbat med beställarna Länsmuseet Gävleborg samt Region Gävleborg, men konceptet går att anpassa till andra miljöer, utefter kraven som dessa ställer.  Detta rum kommer främst att användas för visning av olika världsarv i VR, och världsarvet som inviger rummet är Hälsingegården Bortom Åa, även kallad Fågelsjö Gammelgård. Det virtuella innehållet har delvis påverkat rummets utformning, främst i valen av grafisk utsmyckning.  Designprocessen har bestått av ett kontinuerligt researcharbete, problemanalys, användarobservationer, idégenerering som innefattar workshop, deltagarobservationer, prototypbygge, konceptutveckling och sammanställande samt visualiserande av färdigt koncept.  Jag har under processen arbetat med det fysiska rummet i dessa fem problemområden: planlösning, säkerhet, inbjudande och inkluderande, utrustning samt instruerande. Något som har präglat min process mycket är kravet om att rummet ska fungera självgående, det vill säga att ingen extra instruktör eller övervakare ska behövas för användning av rummet. Detta är ett krav från Länsmuseet Gävleborg och är av ekonomiska och praktiska skäl. En viktig poäng med mitt arbete har varit att tillgängliggöra kulturella upplevelser för de som inte har möjlighet att ta sig till den verkliga platsen. Av den anledningen har jag jobbat mot att rummet bör vara tillgängligt för så många som möjligt. Genom att presentera ett världsarv via en modern och spännande teknik kan det bidra till ökat intresse av historia och kultur bland unga samt generera fler besökare till museet och i förlängningen ekonomiskt gynna kulturutvecklingen i Gävle. Det kan även minska klimatpåverkan genom att resor till platser långt bort inte behöver genomföras, så som studiebesök.  Mitt examensarbete har resulterat i ett innovativt koncept av ett rum tillägnat offentliga utställningar i VR, med vissa plats- och situationsspecifika detaljer, så som storlek och val av vissa grafiska detaljer. Det fysiska rummet består i sin helhet av två mindre delrum. I de rummen finns både rent tekniska, visuella och sensoriska lösningar som behandlar de olika problemområdena.  Detta rum har presenterats med renderingar, illustrationer samt skalmodell. I skrivande stund har konceptet i sin helhet redan förverkligats på Länsmuseet Gävleborg och finns där att besöka, men det jag presenterar i denna uppsats är arbetet som ledde fram till konceptet.
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Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.

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The goal of this thesis is to learn about virtual reality and the aspects of the development for this platform. The next goal is to find well suited development environment for the application and test the capabilities and limits of them both. The thesis will be completed by designing, implementing and then testing the aplication using knowledge learnt.
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Lu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.

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People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study. The results of this study has validated several existing frameworks for VR. And in conclusion, this study has also shown that both previous motion sickness experiences and gender factors weren’t significant in terms of general accessibility issues on PCVR platforms. There are hints showing that the VR technology on PC platform could be universal accessible, since both of the quantitative and qualitative results has provided some evidences supporting this finding. However, more similar studies need to be carried out in order to identify more possible factors that would give an impact on user experiences in VR. The results of this study has also given implications of that today’s VR technology is developing on the right track and it could slowly become adopted by the mainstream and mass-market in the future.
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Karlsson, Rasmus, and Alvar Sveninge. "Virtual Reality Locomotion : Four Evaluated Locomotion Methods." Thesis, Högskolan Väst, Avd för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-11651.

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Virtual Reality consumer hardware is now available for the masses through the HTC Vive, Oculus Rift and PlayStation VR. Locomotion or virtual travel inside immersive experiences is an area which is yet to be fully solved due to space constraints, problems with retaining immersion and potential sickness. This thesis had the goal of evaluating user preferences for four locomotion methods in Virtual Reality with a first generation HTC Vive through the gaming platform Steam.  The theoretical framework provides an elementary understanding of the field of Virtual Reality and how humans interact and get affected by locomotion in that context. To contextualize the experience of evaluating the locomotion systems the Hedonic-Motivation System Adoption Model is used as it covers intrinsic motivation which is common in video games, social networking and virtual worlds.  An extensive process for games selection has been performed which has resulted in four locomotion methods with four games per method. Sixteen participants got to test one locomotion method each where their gameplay got recorded for later observation. After each game session answers were provided by the participants based on surveys and after completion of all games a questionnaire gauged their sickness level.  The conclusion proved inconclusive. While the results without interpretation showed the locomotion method Artificial as the overall winner a range of potential problems were found with the study in general. Some problems included observations which did not provide the expected results, introducing doubt into either how the study was conducted or the reliability of certain users. A larger sampler size along with a better study procedure could possibly have provided a more conclusive answer.
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Vondráček, Martin. "Bezpečnostní analýza virtuální reality a její dopady." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399192.

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Virtuální realita je v současné době využívána nejen pro zábavu, ale i pro práci a sociální interakci, kde má soukromí a důvěrnost informací vysokou prioritu. Avšak bohužel, bezpečnostní opatření uplatňovaná dodavateli softwaru často nejsou dostačující. Tato práce přináší rozsáhlou bezpečnostní analýzu populární aplikace Bigscreen pro virtuální realitu, která má více než 500 000 uživatelů. Byly využity techniky analýzy síťového provozu, penetračního testování, reverzního inženýrství a dokonce i metody pro application crippling. Výzkum vedl k odhalení kritických zranitelností, které přímo narušovaly soukromí uživatelů a umožnily útočníkovi plně převzít kontrolu nad počítačem oběti. Nalezené bezpečnostní chyby umožnily distribuci škodlivého softwaru a vytvoření botnetu pomocí počítačového červa šířícího se ve virtuálních prostředích. Byl vytvořen nový kybernetický útok ve virtální realitě nazvaný Man-in-the-Room. Dále byla objevena bezpečnostní chyba v Unity engine. Zodpovědné nahlášení objevených chyb pomohlo zmírnit rizika pro více než půl milionu uživatelů aplikace Bigscreen a uživatele všech dotčených aplikací v Unity po celém světě.
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Strömgren, Aron. "Real-time previsualization on set." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64398.

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The execution of this thesis was based on one primare question and threesecondary questions: Primary question at issue: Is it possible to develop a system to previsualize computer generatedgraphics in real-time on a film set with available equipment on theuniversity? Secondary questions at issue: Is it possible to sync the camera feed with the motions of the HTC Vive to getan acceptable result in the game engine with existing equipment? Will the result be able to be integrated with the Computer Graphicsprogramme at LTU? How much access to control and manipulate the previsualized computergenerated graphics, while filming can be achieved? The purpose of this report is to try a method with the available equipment, toproduce a prototype of a tool to previsualize computer generated graphics inreal-time. The equipment used for the method was a computer, web camera, HTC Vive anda green screen. All the equipment was linked together with the game engineUnity. This resulted in a prototype of a tool that in real-time can mimic themotions of the camera, replace colored background and has the feature of realtimescene editing, as the previsualization runs.
Utförandet av detta examensarbete baserades på en primär frågeställning, samttre ytterligare sekundära frågor: Primär frågeställning: Kan man med hjälp av befintlig utrustning på universitetet ta fram enmodell för att previsualisera datorgenererad grafik i real-tid vid en inspelning? Sekundära frågeställningar: Kommer det gå att synka bild från webcamera med fångade rörelser frånHTC Vive och få ett godtagbart resultat från spelmotorn med befintligutrustning? Kan man använda resultatet som ett verktyg för utbildningen Datorgrafikpå LTU? Hur mycket kontroll för den förhandsvisade grafiken går att uppnå i realtid? Syftet med rapporten är att framställa och bepröva en prototyp av en produkt föratt kunna förhandsvisa datorgenererad grafik i real-tid, med befintlig utrustning. Metoden utövades med en dator, web kamera, HTC Vive och en green screen.Genom att använda spelmotorn Unity knöts utrustningen samman för attresultera i en prototyp som i real-tid fångar kamerans rörelser, ersätter färgadbakgrund och kan manipuleras direkt vid inspelning.
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Zouhar, Marek. "Tvorba a demonstrace 3D modelů pro VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363852.

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This thesis deals with the concept of virtual reality, its history, present-day possibilities and available devices and technologies for virtual reality and ways of creating assets such as models, textures and animations for virtual reality applications. The practical part of this work deals with design and creation of three-dimensional models, textures, animations and environment for use in interactive application in virtual reality and also with design and creation of such application to demonstrate their use.
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Tinka, Jan. "Lepší vymezení herního prostoru pro VR pomocí 3D sensorů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-413328.

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Room-scale tracking encourages users to move more freely and even walk. Even though there has been much research on making the limited physical workspace feel larger in the VR,  these approaches have their limitations and require certain conditions to be met. This thesis proposes an alternative approach to the conventional play-area boundaries of high-end VR products such as the HTC Vive and Oculus Rift which are set by the user in a 2-D fashion as a means of enhance workspace utilization. A 3-D scanner is used to make a 3-D point-cloud model of the play area's surroundings. This model is then used to detect collisions and provide feedback to the user. Evaluation based on user tests showed that this approach can be useful, is well accepted by users and might be worth further research.
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Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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Hamidouche, Katia. "Intérêt de stratégie multi-cibles (cholinergique et sérotoninergique) pour le traitement de la maladie d'Alzheimer : étude in vivo et ex vivo dans différents modèles murins." Thesis, Normandie, 2018. http://www.theses.fr/2018NORMC406.

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Environs 70 millions de personnes seront atteintes par la maladie d’Alzheimer (MA) en 2030 et les coûts engendrés par la prise en charge des patients affectés par cette pathologie excédera quatre fois les coûts des maladies cancéreuses. Dans le but lutter contre cette pathologie multifactorielle, des stratégies thérapeutiques combinatoires ainsi que le développement de MTDL « Multi Target Directed Ligands » suscitent un grand intérêt. Dans ce contexte, l’association d’inhibiteurs de l’acétylcholinestérase (AChE) avec les agonistes des récepteurs sérotoninergiques de type 4 (5-HT4) a montré des effets bénéfiques sur la mémoire et la protection du cerveau chez les rongeurs. Après avoir démontré l’avantage de l’association de la galantamine, un inhibiteur de l’AChE avec le RS 67333, un agoniste des récepteurs 5-HT4 dans un modèle de déficit mnésique induit par la scopolamine sur les performances de mémoires de travail et de référence, nous avons étudié le donecopride, un MTDL récemment développé, à la fois inhibiteur de l’AChE et agoniste partiel des récepteurs 5-HT4. Chez les souris sauvages, une administration unique de donecopride augmente la sécrétion du neuropeptide protecteur sAPPα et a démontré des effets anti-amnésiants et pro-cognitifs. Dans un modèle amyloïdogénique de la MA (5xFAD), six mois de traitement chronique par le donecopride ont amélioré les performances de mémoire de travail à l’âge de 9 mois, sans modifier la densité des plaques amyloïdes au niveau cérébral. Par ailleurs, nous avons également étudié les effets d’un autre composé MTDL « 7m » qui est à la fois agoniste des récepteurs 5-HT4 et antagoniste des récepteurs 5-HT6, qui a montré des effets anti-amnésiants chez les souris sauvages lorsque le déficit mnésique est induit par administration de scopolamine. Ainsi, la modulation chronique et simultanée de différentes cibles centrales d’intérêt représente un potentiel thérapeutique important dans le cadre du traitement de la MA
In 2030, the number of people affected by Alzheimer’s disease (AD) is expected to reach almost 70 million, and the cost of the disease would be over four folds cost of cancer diseases care. To face the multifactorial disease combining drugs arouse a big interest and the concept of MTDL “Multi Target Directed Ligands” has emerged. Thus, combining acetylcholinesterase (AChE) inhibitors with serotonergic receptor type 4 (5-HT4) showed beneficial effects on memory and brain protection in rodents. First, we showed beneficial effects of galatamine, an AChE inhibitor while combined to RS 67333, a 5-HT4 receptors partial agonist, on working and reference memory performances in a pharmacological model with scopolamine-induced amnesia. Then, we assessed effects of donecopride, the AChE inhibitor and partial agonist of 5-HT4 receptors. Donecopride, which increases sAPPα release in cell culture and C57BL/6 mice, showed anti-amnesiant and pro-cognitive effects in NMRI mice. In 5xFAD mice, an amyloidogenic mice model of AD, six months of chronic treatment of donecopride improves working memory performances in 9 months old 5xFAD mice, but does not affect spatial learning performances neither flexibility. Moreover, donecopride inhibits AChE and does not affect 5-HT4 receptor expression level neither amyloid plaque density in the brain. In the other hand, we also showed that the MTDL, which modulate 5-HT4 and 5-HT6 receptors, recovers working memory performances in NMRI mice where scopolamine induced memory deficit. Thus, hitting multiple targets, particularly while administered early and chronically, accounts for a hopeful strategy to better face AD
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Abbas, Atheir Ibrahim. "PSD-95 Regulates Serotonin Receptor Function in vivo." Case Western Reserve University School of Graduate Studies / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=case1237990096.

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Lucas, Guillaume. "Etude in vivo des modalités d'intervention de la sérotonine et des récepteurs sérotoninergiques de type 5-HT/2A/2C, 5-HT3 et 5-HT4 dans le contrôle de la transmission dopaminergique nigro-striée et mésoaccumbale chez le rat." Bordeaux 2, 1999. http://www.theses.fr/1999BOR28692.

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Laner, Andreas. "Entwicklung von DNA- und Expressions-Markern zum Nachweis von menschlichen künstlichen Chromosomen und in vivo Transfektionsanalyse verbesserter HAC Vektoren." Diss., lmu, 2005. http://nbn-resolving.de/urn:nbn:de:bvb:19-42861.

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Demmer, Wolfram [Verfasser]. "Induktion einer tumorspezifischen Immunantwort zur Therapie des HCC durch CD40L- und IL2-exprimierende Dendritische Zellen, in vivo / Wolfram Demmer." Bonn : Universitäts- und Landesbibliothek Bonn, 2012. http://d-nb.info/1043510230/34.

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Duncker, Martin Andreas. "Strafrechtlicher Lebensschutz in vivo das ungeborene menschliche Leben als Schutzgut des Strafgesetzbuches - eine medizinstrafrechtliche Untersuchung." Hamburg Kovač, 2006. http://www.verlagdrkovac.de/3-8300-2678-1.htm.

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Beaudry, Jeanette T. "Effect of hemoglobins S and C on the in vivo expression and immune recognition of Plasmodium falciparum erythrocyte membrane protein 1 variants in Malian children." Thesis, University of Oxford, 2012. http://ora.ox.ac.uk/objects/uuid:21f27887-e7e8-4480-a8e4-c7072f3b392c.

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The enormous mortality burden exerted by P. falciparum malaria has evolutionarily selected for red blood cell (RBC) polymorphisms which confer protection against the severe manifestations of this disease. Although the epidemiological protection by these polymorphisms has been well-established for the past half-century, the mechanisms underlying this protection are still being uncovered. Recent studies implicate impaired cytoadherence to microvascular endothelial cells (MVECs) due to reduced surface levels and altered display of Plasmodium falciparum erythrocyte membrane protein 1 (PfEMP1) as a mechanism of protection against severe malaria by sickle hemoglobin (Hb) S and HbC. Consequently, in this thesis, I have described three separate, but related investigations into whether hemoglobins S and C influence a parasite’s cytoadherence binding phenotype (Chapter 3), the PfEMP1 variants that parasites express in vivo (Chapter 4), and the IgG recognition of PfEMP1 domains in Malian children (Chapter 5). We found that parasites from HbAS children show statistically insignificant increased binding to MVECs and that parasites did not express a restricted subset of var genes in HbAS and HbAC children. Compared to HbAA and HbAC children, HbAS children demonstrated a slower rate of acquisition of IgG responses to a repertoire of PfEMP1 domains. These findings suggest that, although hemoglobin type influences the binding phenotype of P. falciparum isolates and the acquisition of PfEMP1-specific IgG responses, other factors more likely determine the expressed var gene repertoire within parasites than hemoglobin type.
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Mahé, Cécile. "Récepteur sérotonergique 5-HT7 et induction d'interleukine-6 : étude in vitro sur cellules gliales et in vivo chez le rat." Strasbourg 1, 2005. https://publication-theses.unistra.fr/public/theses_doctorat/2005/MAHE_Cecile_2005.pdf.

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Le récepteur 5-HT7 est présent dans les astrocytes mais son rôle est inconnu (Shimizu et al. , 1996 ; Hirst et al. , 1997). Dans les astrocytes, la sérotonine entraîne une augmentation de l'expression de l'ARNm de l'IL-6, mais le récepteur médiant cet effet n'est pas encore identifié (Pousset et al. , 1996). Le récepteur 5-HT7 serait-il impliqué dans cet effet ?Nous avons tout d'abord identifié plusieurs lignées de cellules gliales humaines, des glioblastomes (U-373 MG, U-138 MG, U-87 MG, DBTRG-05MG, T98G, H4, CCF-STTG1 et Hs 683) et une lignée de microglies nommée MC-3 exprimant de façon fonctionnelle le récepteur 5-HT7, par des études pharmacologiques de mesure de l'AMPc confirmées par des expériences de Western-blot et de RT-PCR. Ces cellules constituent les premiers modèles humains d'étude de ce récepteur dans les cellules gliales. Dans les glioblastomes humains (U-373MG, DBTRG-05MG, T98G et H4), l'activation du récepteur 5-HT7 entraîne une stimulation de l'expression de l'ARNm, visualisée par des analyses de PCR en temps réel, et de la libération de l'IL-6, mesurée à l'aide d'un ELISA spécifique. Par contre, dans les glioblastomes U-138MG et U-87MG ainsi que la lignée de microglies MC-3, ce récepteur activé induit seulement une augmentation de l'expression de l'ARNm de l'IL-6. Cet effet est dépendant du niveau d'expression et de fonctionnalité du récepteur 5-HT7. Les lignées cellulaires tumorales ou immortalisées peuvent constituer de bons modèles dans un premier temps, mais leur phénotype peut être modifié par diverses mutations. Il est donc nécessaire de revenir à des modèles plus proches de la situation physiologique pour valider les résultats obtenus sur lignées cellulaires. Dans un premier temps, nous avons montré que les astrocytes en culture primaires issus du cortex frontal et de l'hippocampe de rat expriment de façon fonctionnelle le récepteur 5-HT7, mais son expression est très faible et son activation n'a pas d'effet sur la synthèse de l'IL-6. Néanmoins, in vivo, chez le rat, des études préliminaires ont suggéré que l'activation du récepteur 5-HT7 entraîne une augmentation du taux plasmatique de l'IL-6. Ainsi, la découverte d'un lien de cause à effet entre stimulation du récepteur 5-HT7 et induction d'IL-6 suggère que ce récepteur pourrait devenir une cible thérapeutique dans des domaines aussi variés que l'inflammation, l'immunologie, la cancérologie où l'IL-6 joue un rôle majeur, et peut-être dans d'autres comme la psychiatrie où des dérèglements de l'IL-6 ont été signalés
The 5-HT7 receptor is known to be present in astrocytes but its role remains unknown (Shimizu et al. , 1996 ; Hirst et al. , 1997). The action of serotonin leads to an increase of IL-6 mRNA expression in astrocytes, but the receptor responsible for this effect is unknown (Pousset et al. , 1996). Is the 5-HT7 receptor implicated in this effect?We first identified several glial cell lines, human glioblastoma (U-373 MG, U-138 MG, U-87 MG, DBTRG-05MG, T98G, H4, CCF-STTG1 et Hs 683) and a human microglial cell lines, named MC-3, which expressed functionally the 5-HT7 receptor, by pharmacological studies of cAMP accumulation assays confirmed by Western-blot and RT-PCR analysis. These cells are the first human models to study the 5-HT7 receptor in glial cells. Concerning the glioblastoma cells (U-373MG, DBTRG-05MG, T98G et H4), the 5-HT7 receptor activation leads to an increase IL-6 mRNA expression, visualized by Real-Time PCR, and IL-6 release, measured by a specific ELISA. In U-138MG et U-87MG glioblastoma cells as well as in the microglial cell line MC-3, 5-HT7 receptor activation leads only to an increase in IL-6 mRNA expression. This effect depends on the level of functional expression of the 5-HT7 receptor. These cell lines can be considered as good models but because of their tumoral or immortalized nature, they could contain a number of mutations. Thus it would be nice to confirm the results obtained with cell lines on more physiological models. We first showed that primary rat astrocytes (frontocortex and hippocampus) expressed the 5-HT7 receptor but its expression is relatively low. As a consequence, 5-HT7 receptor activation failed to increase IL-6 mRNA expression in these cells. Nevertheless, preliminary in vivo studies in rats suggested that 5-HT7 receptor activation leads to an increase in plasmatic levels of IL-6. To conclude, the discovery of a link between 5-HT7 activation and induction of IL-6 suggests that this receptor could have therapeutical potential in inflammation, immunology, and oncology, where IL-6 plays a prominent role and maybe in others areas like psychiatric disorders where IL-6 dysregulations have been described
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33

Rhim, Achour. "Prévision du temps de vie du lien pour améliorer la stabilité de routage dans les réseaux Ad hoc." Mémoire, École de technologie supérieure, 2009. http://espace.etsmtl.ca/77/1/RHIM_Achour.pdf.

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Les réseaux MANETs {Mobile Ad hoc NETworks) ont été le sujet de nombreux travaux de recherche au cours des dernières années. Ces recherches ont couvert plusieurs aspects tels que la qualité de service, les problèmes de routage et le problème d'accès au niveau de la couche MAC, mais bien d'autres ont essayé de résoudre ces problématiques avec une approche plus globale et ceci en diminuant l'importance de l'indépendance des couches pour introduire la collaboration entre les couches {cross-layer). La variation constante de la qualité des liens entre les noeuds, suite au mouvement des noeuds, est un des principaux problèmes dans les MANETs. En effet, de nombreuses approches ont été développées pour prédire la qualité de lien, les modèles de mouvement et aussi le temps de rupture. Nous proposons l'intégration de deux méthodes mathématiques de prédiction de temps de vie de lien en utilisant le Global Posisioning System (GPS), la puissance du signal ou les deux systèmes en même temps. Ce qui nous ramène à trois implantations différentes. Le but est de permettre aux noeuds ad hoc de tirer avantage des technologies et outils qui existent sur le marché pour prédire le temps de connectivité restant avec leurs voisins. Dynamic Source Routing (DSR) est notre choix du protocole de routage du réseau ad hoc. Par conséquent, nous avons comparé quatre variantes du protocole DSR, notant qu'il est toujours possible d'utiliser les méthodes avec tout autre protocole de routage tout en prenant compte des spécificités de chacun. Pour tester les propositions, une simulation d'un réseau MANET est de loin meilleure à une étude mathématique ou purement théorique. Pour cette raison le simulateur OPNET a été ufilisé pour l'implantation de différentes méthodes de prédiction de temps de vie de lien, a fin de comparer les performances des MANETs avec les différentes variantes du protocole DSR. À travers des simulations sous OPNET, nous montrons l'avantage des approches implantées par rapport à la version originale du protocole DSR et le paramètre qui permet de maximiser les performances des réseaux MANETs.
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Schweppe, Hendrik. "Sécurité et protection de la vie privée dans les systèmes embarqués automobiles." Thesis, Paris, ENST, 2012. http://www.theses.fr/2012ENST0062/document.

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L'équipement électronique de bord est maintenant devenue partie intégrante de l'architecture réseau des véhicules. Elle s’appuie sur l'interconnexion de microcontroleurs appelés ECUs par des bus divers. On commence maintenant à connecter ces ECUs au monde extérieur, comme le montrent les systèmes de navigation, de divertissement, ou de communication mobile embarqués, et les fonctionnalités Car2X. Des analyses récentes ont montré de graves vulnérabilités des ECUs et protocoles employés qui permettent à un attaquant de prendre le contrôle du véhicule. Comme les systèmes critiques du véhicule ne peuvent plus être complètement isolés, nous proposons une nouvelle approche pour sécuriser l'informatique embarquée combinant des mécanismes à différents niveaux de la pile protocolaire comme des environnements d'exécution. Nous décrivons nos protocoles sécurisés qui s'appuient sur une cryptographie efficace et intégrée au paradigme de communication dominant dans l'automobile et sur des modules de sécurité matériels fournissant un stockage sécurisé et un noyau de confiance. Nous décrivons aussi comment surveiller les flux d'information distribués dans le véhicule pour assurer une exécution conforme à la politique de sécurité des communications. L'instrumentation binaire du code, nécessaire pour l’industrialisation, est utilisée pour réaliser cette surveillance durant l’exécution (par data tainting) et entre ECUs (dans l’intergiciel). Nous évaluons la faisabilité de nos mécanismes pour sécuriser la communication sur le bus CAN aujourd'hui omniprésent dans les véhicules. Une preuve de concept montre aussi la faisabilité d'intégrer des mécanismes de sécurité dans des véhicules réels
Electronic equipment has become an integral part of a vehicle's network architecture, which consists of multiple buses and microcontrollers called Electronic Control Units (ECUs). These ECUs recently also connect to the outside world. Navigation and entertainment system, consumer devices, and Car2X functions are examples for this. Recent security analyses have shown severe vulnerabilities of exposed ECUs and protocols, which may make it possible for attackers to gain control over a vehicle. Given that car safety-critical systems can no longer be fully isolated from such third party devices and infotainment services, we propose a new approach to securing vehicular on-board systems that combines mechanisms at different layers of the communication stack and of the execution platforms. We describe our secure communication protocols, which are designed to provide strong cryptographic assurances together with an efficient implementation fitting the prevalent vehicular communication paradigms. They rely on hardware security modules providing secure storage and acting as root of trust. A distributed data flow tracking based approach is employed for checking code execution against a security policy describing authorized communication patterns. Binary instrumentation is used to track data flows throughout execution (taint engine) and also between control units (middleware), thus making it applicable to industrial applications. We evaluate the feasibility of our mechanisms to secure communication on the CAN bus, which is ubiquitously implemented in cars today. A proof of concept demonstrator also shows the feasibility of integrating security features into real vehicles
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Rudalska, Ramona [Verfasser], and Christiane [Akademischer Betreuer] Ritter. "Multiplex in vitro and in vivo RNAi screening to identify treatment response modifiers of targeted therapies in HCC / Ramona Rudalska ; Betreuer: Christiane Ritter." Braunschweig : Technische Universität Braunschweig, 2014. http://d-nb.info/1175820806/34.

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Rez, Mohammed Fayez al. "Modelling and measurement of the O2-concentration for the ex vivo cultivation of cells and tissues." Dresden TUDpress, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?id=2960243&prov=M&dok_var=1&dok_ext=htm.

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37

RODRIGUEZ, MARTIN MARIA LUZ. "Effets des traitements hyperthermiques in vivo et in vitro dans l'ovocyte de l'amphibien pleurodeles waltl et comportement de la proteine hsc-hsp70 au cours du developpement." Paris 6, 1992. http://www.theses.fr/1992PA066312.

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Le controle de l'expression genique peut s'exercer au niveau de tous les evenements qui participent a cette expression depuis la transcription jusqu'a la traduction. Une des facons d'analyser les mecanismes qui controlent chacune des etapes de l'expression genique est de la modifier par des stimuli externes. Il est connu que les chocs thermiques sont des bons elements perturbateurs et qu'ils induisent dans tous les organismes la mise en route de systemes de defense. Dans le cas des evenements qui ont lieu dans le noyau, l'ovocyte de l'amphibien pleurodeles waltl est un systeme de choix car il presente des chromosomes en ecouvillon specialement bien developpes et toute modification de l'activite genique est directement visible. Nos resultats montrent qu'au cours de l'ovogenese les traitements hyperthermiques induisent des modifications transcriptionnelles et traductionnelles qui varient selon les modalites de traitement (in vivo et in vitro). L'analyse immunocytochimique d'hsp70 indique qu'a 20c: 1) hsp70 est stockee durant l'ovogenese et utilisee pendant la segmentation. A partir du stade blastula, sa concentration augmente, presentant ensuite des variations; 2) la proteine s'accumule dans la region nucleaire ou perinucleaire pendant l'ovogenese. Cette localisation est conservee pendant la segmentation. A partir de la gastrulation, la localisation nucleaire depend de la destinee cellulaire. A 34c: 1) au cours de l'ovogenese la concentration de la proteine augmente et de facon particulierement importante dans les ovocytes en fin de vitellogenese; 2) la proteine se concentre dans les noyaux des ovocytes depuis le debut de l'ovogenese
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Li, Li. "Antitumor Activities of 2-Methoxyestradiol on Cervical and Endometrial Cancers In Vitro and In Vivo." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis : Univ.-bibl. [distributör], 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4554.

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39

Ambroschütz, Julia Herrmann Jeannine. "Hardau claro que sí, c'est comme ça, c'est la vie." Zürich Salis, 2006. http://deposit.d-nb.de/cgi-bin/dokserv?id=3202290&prov=M&dok_var=1&dok_ext=htm.

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40

Nguyen, Thanh Hai. "Cibles sérotoninergiques et non sérotoninergiques des ISRS : approches Pharmacologique et Génétique in vivo chez la souris." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00663312.

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Les inhibiteurs sélectifs de recapture de la sérotonine (5-HT) (ISRS) bloquent directement le transporteur de la 5-HT (SERT) et stimulent indirectement de multiples auto- et hétérorécepteurs5-HT par l'augmentation de la concentration extracellulaire de 5-HT dans la fente synaptique. Cependant, le rôle des différents récepteurs ainsi que leur interaction dans les effets thérapeutiques des ISRS restent mal connus. Nous avons tenté de les identifier à l'aide de tests neurochimiques (microdialyse intracérébrale in vivo) et électrophysiologiques en utilisant une approche pharmacologique (utilisation de escitalopram, de ligands des récepteurs 5-HT1A/2A) et génétique (utilisation de souris knock-out [KO] SERT, 5-HT1A ou 5-HT2A). Les études neurochimiques et électrophysiologiques révèlent que les auto-(1A) et hétéro-(2A) récepteursagissent de concert pour maintenir une influence inhibitrice sur le système sérotoninergique, en particulier, en réponse au escitalopram : l'absence d'un récepteur est compensée par une régulation de l'autre. Enfin, les souris KO SERT constituent un nouveau modèle pour tester le mécanisme du escitalopram dans l'augmentation des concentrations de noradrénaline (NA).
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Lautenschläger, Ingmar [Verfasser], Tomislav [Akademischer Betreuer] Stojanovic, and Aiman [Akademischer Betreuer] Obed. "In-vivo-Validierung einer neuen modifizierten HTK-Protektionslösung für Dünndarmtransplantate: eine experimentelle Untersuchung an einem Dünndarm-Transplantationsmodell der Ratte / Ingmar Lautenschläger. Gutachter: Tomislav Stojanovic ; Aiman Obed. Betreuer: Tomislav Stojanovic." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2011. http://d-nb.info/1042348529/34.

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42

Navailles, Sylvia. "Etude in vivo du contrôle inhibiteur tonique et phasique exercé par les récepteurs sérotoninergiques de type 5-HT2c sur l'activité des voies dopaminergiques nigrostriée et mésoaccumbale chez le rat." Bordeaux 2, 2005. http://www.theses.fr/2005BOR21226.

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Ce travail, portant sur le récepteur sérotoninergique 2C (5-HT2c), a eu pour but d'approfondir la nature du contrôle tonique et phasique inhibiteur exercé par ce récepteur sur la libération de DA mesurée par microdyalyse intracérébrale dans le noyau accumbens (NAc) et le striatum chez le rat anestrhésié à l'halothane. A l'aide d'outils pharmacologiques appropriés (agoniste, agoniste inverse et antagoniste des récepteurs 5-HT2c), nous avons évalué 1) la participation de l'activité constitutive des récepteurs 5-HT2c in vivo 2) l'importance du niveau d'activité des neurones DA ascendants, et 3) l'existence de contrôles région-dépendants sur la voie DA mésolimbique. Dans les deux régions d'intérêt, l'effet excitateur de l'agoniste inverse 5 HT2c le SB 206553 sur la libération de DA est bloqué par l'antagoniste 5-HT2c le SB 242084 mais pas modifié par une réduction du tonus 5-HT central. Le SB 206553, sans effet sur la libération de DA induite par la clozapine, potentialise celle induite par l'halopéridol, alors que le SB 242084, sans effet sur l'halopéridol, bloque de façon dose-dépendante l'effet de la clozapine. Ces deux ligands 5-HT2c potentialisent la libération de DA évoquée par la cocaine alors que l'agoniste 5-HT2c le Ro 60-0175 ne la modifie pas, mais réduit celle induite par l'halopéridol. Enfin, l'application locale d'antagonistes 5-HT2c dans l'aire tegmentale ventrale (ATV) et le NAc bloque la diminution de la libération accumbale de DA induite par l'administration systémique du Ro 60-0175. Nos données montrent que 1) l'activité constitutive des récepteurs 5-HT2c participe au contrôle tonique inhibiteur exercé sur les neurones DA mésoaccumbaux et nigrostriés in vivo en conditions basales et activées ; 2) les récepteurs 5-HT2c modulent l'exocytose de DA de façon dépendante du degré d'activation des neurones DA ; 3) le contrôle inhibiteur de la voie DA mésolimbique implique, au moins en partie, les récepteurs 5-HT2c de l'ATV et du NAc. Ce travail ouvre des perspectives tant physiologiques que thérapeutiques quant au rôle des récepteurs 5-HT2c au sein des ganglions de la base
This study, concerning the serotonergic 2C (5-HT2c) receptor, was aimed to go deeper into the mechanisms of the tonic and phasic inhibitory control exerted by this receptor on DA release measured by intracerebral microdialysis in the halothane-anesthetized rat nucleus accumbens (NAc) and striatum. By using appropriate pharmacological tools (agonist, inverse agonist, antagonist of 5-HT2c receptors), we explored 1) the participation of the constitutive activity of 5-HT2c receptors in vivo 2) the relevance of the degree of activity of mesolimbic and nigrostriatal DA neurons, and 3) the existence of region-dependant controls of the mesolimbic DA pathway. In both brain regions, the excitatory effect of the 5-HT2c inverse agonist SB 206553 on DA release is blocked by the 5-HT2c antahonist SB 242084 but not modified by the reduction of the central 5-HT tone. SB 206553, without effect on clozapine-stimulated DA release, potentiates haloperidol-induced DA release, whereas SB 242084, without effect on haloperidol, dose-dependently blocks the DA effect of clozapine. Both 5-HT2c ligands potentiate cocaine-stimulated DA release while the 5-HT2c agonist Ro 60-0175 does not affect the DA effect of cocaine but reduces that of haloperidol. Finally, the local application of 5-HT2c antagonists in the ventral tegmental area (VTA) and the NAc blocks the inhibition of accumbal DA release induced by the systemic administration of Ro 60-0175. These findings show that 1) the constititive activity of 5-HT2c receptors participates in the tonic inhibitory control of mesoaccumbal and nigrostriatal DA neurons in vivo ; 2) 5-HT2c receptors modulate DA exocytosis in a manner that is dependent of the degree of activation of ascending DA neurons ; 3) the 5-HT2c-dependent inhibitory control of the mesolimbic DA pathway is mediated, at least in part, by 5-HT2c receptors located in the VTA and the NAc. This work brings up new physiological and therapeutical perspectivesconcerning the role of 5-HT2c receptors in the basal ganglia
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43

Verger, Elise. "Microparticules à base d’amidon (SBMP) comme agent théranostique unique pour la radiothérapie sélective interne des tumeurs hépatiques : radiomarquage au gallium-68 et rhénium-188 et étude préliminaire in vivo." Thesis, Angers, 2016. http://www.theses.fr/2016ANGE0054/document.

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Le Carcinome Hépatocellulaire a une incidence mondiale élevée et est associé à un mauvais pronostic. Les traitements curatifs existants ne sont applicables qu’à une minorité de patients. La radiothérapie sélective interne (SIRT) est un traitement palliatif de plus en plus utilisé. Elle consiste à l’injection sélective intra-tumorale de microsphères d’yttrium-90 par infusion intra-artérielle, et repose sur deux étapes : une étape pré-thérapeutique de simulation du traitement avec l’injection de macroagrégats d’albumines marqués au 99mTc et le traitement en lui-même. Cependant les caractéristiques de ces deux vecteurs diffèrent et peuvent conduire à des variations de biodistribution et à une dosimétrie approximative. Ce travail a pour but de développer un vecteur radiothéranostique unique pour la SIRT : les microparticules à base d’amidon (SBMP), afin de pallier aux différents problèmes rencontrés en clinique. L’optimisation du radiomarquage par le 68Ga et le 188Re sous forme de kits lyophilisés prêts-à-l’emploi, a permis d’obtenir une pureté radiochimique > 98 % et > 95 % respectivement. Une étude préliminaire par imagerie TEP/TDM in vivo chez le rat, suite à l’injection intraartérielle des 68Ga-SBMP a montré une biodistribution spécifique des microparticules avec plus de 95 % de l’activité retrouvée dans le foie et plus particulièrement dans les tumeurs. Les SBMP offrent plusieurs avantages répondant à différents problèmes actuels et constituent un agent théranostique prometteur pour la SIRT. Une présentation de la SIRT, des différentes microparticules en développement pour la SIRT et des modèles animaux de tumeur hépatique existants seront également développées dans ce travail
The Hepatocellular Carcinoma has a high incidence worldwide and is associated with a bad prognostic. The existing curative treatments can only be apply in a minority of cases. The selective internal radiation therapy (SIRT) is a palliative treatment that is increasingly used. This technique is define by the selective intratumoral injection of yttrium-90microspheres via intra-arterial infusion. It involves two steps : a pre-therapeutic one for treatment simulation purpose with the injection of serum albumin macroaggregates radiolabeled with 99mTc and the treatment itself. However the characteristics of these two vectors are different and can lead to variations in biodistribution and approximate dosimetry. This works aims to develop a unique radiotheranostic vector for the SIRT: the starch-basedmicroparticles (SBMP), in order to overcome the different currents clinical problems. The optimization of the radiolabeling by the 68Ga and the 188Re in the form of ready-to-use radiolabeling kits allowed to obtain a radiochemical purity > 98 % and > 95 % respectively. A preliminary in vivo study by PET/CT imaging in rat, following the intra-arterial injection of 68Ga-SBMP displayed a specific biodistribution of the microparticles with more than 95 % of the activity found in the liver and mostly in the tumors. The SBMP offer several advantages that answer different current issues and area promising theranostic agent for the SIRT. A presentation of the SIRT, the different microparticles in development and the existing animal models of hepatic tumor will also be developed in this work
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Blin, Jérôme. "Etudes in vivo du recepteur cerebral 5-ht2 de la serotonine avec la tomographie par emission de positons, la 18 f-ritanserine et la 18 f-setoperone chez le singe et l'homme : validations de la methode et applications a la recherche clinique." Paris 6, 1992. http://www.theses.fr/1992PA066048.

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A la recherche d'un radioligand pour l'etude in vivo du recepteur cerebral 5-ht2 de la serotonine nous avons etudie chez le singe et l'homme les cinetiques de la 18 f-ritanserine et de la 18 f-setoperone avec la camera a positons leti-ttv01 (7 coupes 12*12*13 mm de resolution spatiale). La 18 f-setoperone a presente les meilleures caracteristiques: avec une bonne sensibilite, le rapport cortex frontal sur cervelet variant de 2. 5 a 3. 1 de 20 a 26 ans, elle marque le seul recepteur 5-ht2 dans le cortex cerebral. Elle est metabolisee en dehors du cerveau en derives radioactifs hydrophyles qui visualisent les barrieres sang-lcr et sang-cerveau de l'homme sans y entrer en quantite appreciable. Dans le but d'etudier la quantite de radioactivite sanguine pouvant penetrer dans le cerveau la cinetique d'apparition de ces metabolites peut etre calculee a partir de la cinetique de la fraction libre de la radioactivite sanguine. La densite et l'affinite du recepteur 5-ht2 pourraient elles-memes etre etudiees separement en clinique avec la 18 f-setoperone a l'aide d'un modele cinetique ou a l'equilibre. Chez des sujets controles la fixation specifique de la 18 f-setoperone n'a pas presente de correlation significative avec les performances neuropsychologiques ni la consommation de glucose de leur cortex cerebral. Malgre le vieillissement qui reduit fortement sa densite une diminution significative du recepteur 5-ht2 a ete observe chez des patients ages avec probable maladie d'alzheimer par rapport a des controles de meme age. Ces resultats confirment pour la premiere fois in vivo les donnees post-mortem et devraient permettre d'etudier plus avant sa signification
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45

Li, Szu-Han, and 李思漢. "An Application of HTC Vive to the Design of Immersive Virtual Reality RPG Game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3x7puz.

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碩士
國立中山大學
資訊管理學系研究所
105
Virtual reality(VR) has grown immensely over the past few years, enabling businesses and individuals to develop 3D games. In this research an application of HTC Vive VR role playing game is developed to investigate how to effectively design 3D VR games that facilitate immersive storytelling, learning, and gaming experience. The study incorporates the Design Science methodology to study rapid development and design phase in the research process. The findings show that designing a good VR game includes core mechanism, space specification, interaction pattern, movement, and sound effects. In addition, the collaboration between script writers and software engineers to create interactive gameplay with strong storyline missions becomes the most challenging part in VR game. The key successful factors of this collaboration involve identifying restrictions in the team, basic knowledge of these domains and always be willing to share and listen for others opinions with inclusive attitude, keep the lines of communication open. These findings contribute to future research in the design of 3D VR game for the purpose of education and entertainment.
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46

"Real Time Cross Platform Collaboration Between Virtual Reality & Mixed Reality." Master's thesis, 2017. http://hdl.handle.net/2286/R.I.44162.

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abstract: Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR to collaborate in real time. The study of developing a real-time cross-platform collaboration system between VR and MR takes into consideration a scenario in which multiple device users are connected to a multiplayer network where they are guided to perform various tasks concurrently. Usability testing was conducted to evaluate participant perceptions of the system. Users were required to assemble a chair in alternating turns; thereafter users were required to fill a survey and give an audio interview. Results collected from the participants showed positive feedback towards using VR and MR for collaboration. However, there are several limitations with the current generation of devices that hinder mass adoption. Devices with better performance factors will lead to wider adoption.
Dissertation/Thesis
Final Output
Keynote
Thesis Demo
Masters Thesis Computer Science 2017
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47

(6858902), Shanmugam Muruga Palaniappan. "A USER-SPECIFIC APPROACH TO DEVELOP AN ADAPTIVE VR EXERGAME FOR INDIVIDUALS WITH SCI." Thesis, 2019.

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Patients with Spinal Cord Injury (SCI) have limited time with supervised therapy in rehabilitation hospitals. This makes it imperative for them to continue regular therapy at home so they can maximize motor recovery especially for performing Activities of Daily Living (ADL). However, physical therapy can be tedious and frustrating leading to a lack of motivation. A novel upper extremity movement measurement tool was developed using a commercial VR system to rapidly and objectively measure an individual’s range of motion, velocity of movement on an individual gesture basis, and frequency of movements in a three-dimensional space. Further, an exergame with varied and customizable gameplay parameters was developed. Through the analysis of participant interaction with the exergame, we identified gameplay parameters that can be adjusted to affect the player’s perceived and physiological effort. We observed that VR has a significant motivational effect on range of motion of upper limbs in individuals with tetraplegia. The motion data and kernel density estimation is used to determine areas of comfort. Moreover, the system allowed calculation of joint torques through inverse kinematics and dynamics to serve as an analysis tool to gauge muscular effort. The system can provide an improved rehabilitation experience for persons with tetraplegia in home settings while allowing oversight by clinical therapists through analysis of mixed reality videos or it could be used as a supplement or alternative to conventional therapy.

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48

Lautenschläger, Ingmar. "In-vivo-Validierung einer neuen modifizierten HTK-Protektionslösung für Dünndarmtransplantate: eine experimentelle Untersuchung an einem Dünndarm-Transplantationsmodell der Ratte." Doctoral thesis, 2011. http://hdl.handle.net/11858/00-1735-0000-0006-B1E3-F.

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49

Reuter, Felix. "Strahleninduzierte Expression von pro-inflammatorischen Zytokinen nach selektiver Ganzleberbestrahlung in vivo (Ratte)." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-0023-3F8D-B.

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50

Laner, Andreas [Verfasser]. "Entwicklung von DNA- und Expressions-Markern zum Nachweis von menschlichen künstlichen Chromosomen und In-vivo-Transfektionsanalyse verbesserter HAC-Vektoren / vorgelegt von Andreas Laner." 2004. http://d-nb.info/976757168/34.

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