Dissertations / Theses on the topic 'HTC Vive'
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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.
Full textThe 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
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.
Full textWildt, 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.
Full textVirtual 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.
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/.
Full textLindvall, 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.
Full textVirtual 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.
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.
Full textMaster of Fine Arts
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.
Full textMai, 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.
Full textSandström, 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.
Full textInom 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.
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.
Full textDen 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.
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/.
Full textRödström, 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.
Full textDenna 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.
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.
Full textAndersson, 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.
Full textDen 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.
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.
Find full textNotstrand, 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.
Full textNovotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.
Full textLu, 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.
Full textKarlsson, 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.
Full textVondráček, 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.
Full textStrömgren, 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.
Full textUtförandet 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.
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.
Full textTinka, 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.
Full textBergvik, 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.
Full textHamidouche, 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.
Full textIn 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
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.
Full textLucas, 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.
Full textLaner, 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.
Full textDemmer, 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.
Full textDuncker, 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.
Full textBeaudry, 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.
Full textMahé, 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.
Full textThe 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
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.
Full textSchweppe, Hendrik. "Sécurité et protection de la vie privée dans les systèmes embarqués automobiles." Thesis, Paris, ENST, 2012. http://www.theses.fr/2012ENST0062/document.
Full textElectronic 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
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.
Full textRez, 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.
Full textRODRIGUEZ, 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.
Full textLi, 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.
Full textAmbroschütz, 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.
Full textNguyen, 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.
Full textLautenschläger, 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.
Full textNavailles, 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.
Full textThis 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
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.
Full textThe 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
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.
Full textLi, 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.
Full text國立中山大學
資訊管理學系研究所
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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.
"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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(6858902), Shanmugam Muruga Palaniappan. "A USER-SPECIFIC APPROACH TO DEVELOP AN ADAPTIVE VR EXERGAME FOR INDIVIDUALS WITH SCI." Thesis, 2019.
Find full textPatients 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.
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.
Full textReuter, 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.
Full textLaner, 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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