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1

Steed, Anthony James. "Defining interaction within immersive virtual environments." Thesis, Online version, 1996. http://ethos.bl.uk/OrderDetails.do?did=1&uin=uk.bl.ethos.243940.

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2

Bierz, Torsten. "Intuitive interaction for immersive visualization systems." München Verl. Dr. Hut, 2008. http://d-nb.info/989219283/04.

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3

Pinto, João Henrique Bastos. "Virtual reality environment for immersive walkthroughs and interaction." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/16530.

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Mestrado em Engenharia de Computadores e Telemática
Como solução para visitas virtuais imersivas a museus, propomos uma extensão à plataforma previamente desenvolvida para efectuar a configuração de ambientes virtuais imersivos (pSIVE), mantendo todas as funcionalidades de criação de ambientes virtuais e de associação de conteúdos (PDF, videos, texto), mas também permitindo interações baseadas em gestos e navegação. Para isso, propomos navegação um para um usando rastreamento do esqueleto com uma Kinect que é calibrada no espaço do mundo real em que o utilizador se situa, assim como métodos de interação por gestos. Para validar os métodos propostos de navegação e interação, foi efetuado um estudo comparativo entre a interação e navegação à base de gestos e em botões. Com os resultados desse estudo em mente, desenvolvemos novos métodos de interação com seleção via direção do olhar. A aplicação desenvolvida foi testada num cenário real, como parte de uma instalação artística no museu da cidade de Aveiro, onde os visitantes podiam navegar uma sala virtual do museu e manipular objetos de maneira a criar a sua própria exposição.
Como solução para visitas virtuais imersivas a museus, propomos uma extensão à plataforma previamente desenvolvida para efectuar a configuração de ambientes virtuais imersivos (pSIVE), mantendo todas as funcionalidades de criação de ambientes virtuais e de associação de conteúdos (PDF, videos, texto), mas também permitindo interações baseadas em gestos e navegação. Para isso, propomos navegação um para um usando rastreamento do esqueleto com uma Kinect que é calibrada no espaço do mundo real em que o utilizador se situa, assim como métodos de interação por gestos. Para validar os métodos propostos de navegação e interação, foi efetuado um estudo comparativo entre a interação e navegação à base de gestos e em botões. Com os resultados desse estudo em mente, desenvolvemos novos métodos de interação com seleção via direção do olhar. A aplicação desenvolvida foi testada num cenário real, como parte de uma instalação artística no museu da cidade de Aveiro, onde os visitantes podiam navegar uma sala virtual do museu e manipular objetos de maneira a criar a sua própria exposição.
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4

Wang, Jia. "Hybrid and Coordinated 3D Interaction in Immersive Virtual Environments." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-dissertations/226.

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Through immersive stereoscopic displays and natural user interfaces, virtual reality (VR) is capable of offering the user a sense of presence in the virtual space, and has been long expected to revolutionize how people interact with virtual content in various application scenarios. However, with many technical challenges solved over the last three decades to bring low cost and high fidelity to VR experiences, we still do not see VR technology used frequently in many seemingly suitable applications. Part of this is due to the lack of expressiveness and efficiency of traditional “simple and reality-based� 3D user interfaces (3DUIs). The challenge is especially obvious when complex interaction tasks with diverse requirements are involved, such as editing virtual objects from multiple scales, angles, perspectives, reference frames, and dimensions. A common approach to overcome such problems is through hybrid user interface (HUI) systems that combine complementary interface elements to leverage their strengths. Based on this method, the first contribution of this dissertation is the proposal of Force Extension, an interaction technique that seamlessly integrates position-controlled touch and rate-controlled force input for efficient multi-touch interaction in virtual environments. Using carefully designed mapping functions, it is capable of offering fluid transitions between the two contexts, as well as simulating shear force input realistically for multi-touch gestures. The second contribution extends the HUI concept into immersive VR by introducing a Hybrid Virtual Environment (HVE) level editing system that combines a tablet and a Head-Mounted Display (HMD). The HVE system improves user performance and experience in complex high-level world editing tasks by using a “World-In-Miniature� and 2D GUI rendered on a multi-touch tablet device to compensate for the interaction limitations of a traditional HMD- and wand-based VR system. The concept of Interaction Context (IC) is introduced to explain the relationship between tablet interaction and the immersive interaction, and four coordination mechanisms are proposed to keep the perceptual, functional, and cognitive flow continuous during IC transitions. To offer intuitive and realistic interaction experiences, most immersive 3DUIs are centered on the user’s virtual avatar, and obey the same physics rules of the real world. However, this design paradigm also employs unnecessary limitations that hinders the performance of certain tasks, such as selecting objects in cluttered space, manipulating objects in six degrees of freedom, and inspecting remote spaces. The third contribution of this dissertation proposes the Object Impersonation technique, which breaks the common assumption that one can only immerse in the VE from a single avatar, and allows the user to impersonate objects in the VE and interact from their perspectives and reference frames. This hybrid solution of avatar- and object-based interaction blurs the line between travel and object selection, creating a unique cross-task interaction experience in the immersive environment. Many traditional 3DUIs in immersive VR use simple and intuitive interaction paradigms derived from real world metaphors. But they can be just as limiting and ineffective as in the real world. Using the coordinated HUI or HVE systems presented in this dissertation, one can benefit from the complementary advantages of multiple heterogeneous interfaces (Force Extension), VE representations (HVE Level Editor), and interaction techniques (Object Impersonation). This advances traditional 3D interaction into the more powerful hybrid space, and allows future VR systems to be applied in more application scenarios to provide not only presence, but also improved productivity in people’s everyday tasks.
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5

Picon, Flavien. "Interaction haptique pour la conception de formes en CAO immersive." Phd thesis, Université Paris Sud - Paris XI, 2010. http://tel.archives-ouvertes.fr/tel-00596464.

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Les travaux présentés dans cette thèse traitent de l'utilisation de la Réalité Virtuelle (RV) et plus particulièrement du retour d'effort pour améliorer l'interaction dans les applications de Conception Assistée par Ordinateur (CAO). Dans ce document, nous décrivons le rôle actuel du Product Lifecycle Management (PLM) dans l'industrie, et plus spécifiquement la place tenue par l'outil CAO. Celui-ci offre de nombreuses fonctionnalités pour l'édition d'une maquette en trois dimensions, mais, actuellement, ne bénéficie pas pleinement des méthodes d'interactions les plus récentes. Notre positionnement de recherche concerne l'utilisation des dispositifs de visualisation ainsi que les nouvelles méthodes d'interaction offertes par la RV, pour rendre l'édition de forme plus intuitive. Toutefois, de nombreuses applications industrielles du PLM, telles que l'assemblage ou l'ergonomie, utilisent déjà des solutions de RV pour augmenter l'interaction avec le produit. Afin de bien appréhender les solutions haptiques que nous proposons, un rappel des principaux concepts de la CAO est effectué, en particulier relatif à ses modèles de données (B-Rep, graphe d'historique, persistent naming). On décrit également les informations perceptibles autour de trois principales catégories : référents, informations géométriques et guides, puis les retours tactiles et d'efforts envisagés pour traduire les différents types d'informations que l'on peut rencontrer. Le travail du concepteur s'articulant autour de deux catégories de tâches : la sélection et la modification de la maquette CAO, nous avons structuré nos travaux de recherche en haptique autour de ces deux grandes classes. De fait, nous abordons ensuite les problématiques de sélection dans une maquette 3d, sélection assistée par des retours haptiques adaptés, et ce en particulier pour permettre une perception fine des composants topologiques. Dans un second temps, nous présentons deux tâches représentatives des activités de modification en CAO : l'édition de courbes et surfaces et l'extrusion. Ces deux fonctionnalités permettent de montrer l'apport de l'haptique pour la manipulation de paramètres sur deux types d'édition CAO très différents. Nous nous intéressons à l'impact de différents facteurs comme le contexte de réalisation de la tâche, la manipulation simultanée des paramètres, la cohabitation de multiples retours haptiques, ou la prise en main, par les tilisateurs, des solutions haptiques. L'analyse des expérimentations relatées dans cette thèse montre des résultats mitigés sur l'apport de l'haptique. Si ce canal sensorimoteur est généralement plebiscité, il convient néanmoins de faire attention au paramétrage des retours d'effort et à la mise en relation des différentes méthodes haptiques, au risque de gener le travail de l'utilisateur du système CAO. Au demeurant, une fois cet écueil évité, les perspectives de l'intégration de l'interaction haptique pour l'aide 'a l'édition CAO semblent prometteuses. Nous concluons cette recherche en esquissant la méthodologie d'intégration RV-CAO qu'il conviendrait de suivre pour mener à bien une évaluation complète de nos solutions avec des utilisateurs CAO experts.
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Laha, Bireswar. "Immersive Virtual Reality and 3D Interaction for Volume Data Analysis." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/51817.

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This dissertation provides empirical evidence for the effects of the fidelity of VR system components, and novel 3D interaction techniques for analyzing volume datasets. It provides domain-independent results based on an abstract task taxonomy for visual analysis of scientific datasets. Scientific data generated through various modalities e.g. computed tomography (CT), magnetic resonance imaging (MRI), etc. are in 3D spatial or volumetric format. Scientists from various domains e.g., geophysics, medical biology, etc. use visualizations to analyze data. This dissertation seeks to improve effectiveness of scientific visualizations. Traditional volume data analysis is performed on desktop computers with mouse and keyboard interfaces. Previous research and anecdotal experiences indicate improvements in volume data analysis in systems with very high fidelity of display and interaction (e.g., CAVE) over desktop environments. However, prior results are not generalizable beyond specific hardware platforms, or specific scientific domains and do not look into the effectiveness of 3D interaction techniques. We ran three controlled experiments to study the effects of a few components of VR system fidelity (field of regard, stereo and head tracking) on volume data analysis. We used volume data from paleontology, medical biology and biomechanics. Our results indicate that different components of system fidelity have different effects on the analysis of volume visualizations. One of our experiments provides evidence for validating the concept of Mixed Reality (MR) simulation. Our approach of controlled experimentation with MR simulation provides a methodology to generalize the effects of immersive virtual reality (VR) beyond individual systems. To generalize our (and other researchers') findings across disparate domains, we developed and evaluated a taxonomy of visual analysis tasks with volume visualizations. We report our empirical results tied to this taxonomy. We developed the Volume Cracker (VC) technique for improving the effectiveness of volume visualizations. This is a free-hand gesture-based novel 3D interaction (3DI) technique. We describe the design decisions in the development of the Volume Cracker (with a list of usability criteria), and provide the results from an evaluation study. Based on the results, we further demonstrate the design of a bare-hand version of the VC with the Leap Motion controller device. Our evaluations of the VC show the benefits of using 3DI over standard 2DI techniques. This body of work provides the building blocks for a three-way many-many-many mapping between the sets of VR system fidelity components, interaction techniques and visual analysis tasks with volume visualizations. Such a comprehensive mapping can inform the design of next-generation VR systems to improve the effectiveness of scientific data analysis.
Ph. D.
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7

Wang, Dong. "Developing Immersive Experience in Virtual Tour Applications on Mobile Devices." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176274.

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

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

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Chien, Yi-Ting. "Immersive Tour at Umeå’s Prison Hotel." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150339.

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The overall purpose of this project is to develop an immersive storytelling experience that connects with both physical and social environment. To be specific, it focuses on the old prison in Umeå which was closed in 1981 and nowadays serves as a hotel. There are abundant historical materials related to the old prison preserved, and how might we transform such textual, historical information into relatively interactive experience. By collaborating with Hotell Gamla Fängelset ( Umeå’s Prison Hotel ), the result turns out to be an application in combination with augmented reality (AR), to build a guided tour that brings history to life at Umeå’s Prison Hotel. The tour not only demonstrates the plight of the prisoners, but also showcases the reform to humanized treatment over time, at the end linking back to the cozy hotel where the guests are staying. After users experience the tour application, it stimulates people’s imagination of the prisoners’ story and raises their awareness towards the cultural heritage that has always been forgotten.
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9

Glashüttner, Robert. "The perception of video games : from visual power to immersive interaction." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2457/.

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This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games.
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RODRIGUES, PAULO GALLOTTI. "V-GLOVE: PROPOSING AN INTERACTION DEVICE FOR IMMERSIVE VIRTUAL REALITY APPLICATIONS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28799@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Dispositivos de interação tradicionais como mouse e teclado não se adaptam adequadamente a aplicações imersivas, uma vez que sua utilização nesse tipo de ambiente não é ergonômica, já que o usuário pode estar em pé ou até mesmo em movimento. Além disso, utilizando o modelo atual de interação para esse tipo de aplicação (baseado em wands e mouses 3D), o usuário se vê obrigado a realizar diversas mudanças de contexto a cada vez que necessita realizar uma tarefa não suportada no modo imersivo, especialmente a entrada de símbolos. Essas mudanças constantes de contexto da imersão para o WIMP (Windows, Icons, Menus and Pointers) introduzem uma ruptura no modo de interação do usuário com a aplicação. O objetivo deste trabalho é explorar as possibilidades de uso de um dispositivo que mapeia uma interface de toque em um ambiente imersivo de realidade virtual. Foi desenvolvida uma luva para interação com ambientes imersivos de realidade virtual 3D (v-Glove) com duas funcionalidades principais: rastreamento da posição referente ao dedo indicador do usuário no espaço e a geração de uma vibração na extremidade do dedo indicador no momento em que este atinge a localização de uma área plana mapeada no espaço de interação. Foram feitos testes quantitativos e qualitativos com usuários para avaliar a v-Glove, comparando-a com um mouse 3D tradicionalmente utilizado em ambientes imersivos.
Traditional interaction devices such as mouse and keyboard don t adapt to immersive applications, since their use in this kind of environment isn t ergonomic, because the user may be standing or in movement. Moreover, in the current interaction model for this kind of application (based on wands and 3D mice), the users have to change context every time they need to execute a nonimmersive task, specially the symbolic input. These constant context changes from immersion to WIMP (Windows, Icons, Menus and Pointers) introduce a rupture in the user interaction with the application. The objective of this work is to explore the use possibilities of a device that maps a touch interface in a virtual reality immersive environment. We developed a glove for interaction in 3D virtual reality immersive environments (v-Glove), which has two main functionalities: tracking of the position of the user s forefinger in the space and the generation of a vibration in the fingertip when it reaches an area mapped in the interaction space. We performed quantitative and qualitative tests with users to evaluate v-Glove, comparing it with a 3D mouse used in immersive environments.
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Wang, Nan. "Visualisation et interaction pour l’exploration et la perception immersive de données 3D." Thesis, Paris, ENMP, 2012. http://www.theses.fr/2012ENMP0090/document.

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L'objet de cette thèse est la perception dans les environnements immersifs de jeux de données complexes, une des applications est la visualisation scientifique de données volumiques scalaires issues de simulations de modèles physiques. Un exemple classique de ceci est la distribution de températures à l'intérieur d'un habitacle de véhicule.Dans la première partie de ce travail, notre objectif est d'étudier les limites perceptives dans le cadre d'un rendu volumétrique de données scientifiques dans un système de réalité virtuelle offrant la vision en stéréoscopie, et le suivi du point de vue de l'utilisateur. Nous étudions l'effet sur la perception de l'utilisateur de trois facteurs principaux : la taille des points utilisés pour le rendu, la densité du nuage de points, et enfin la position par rapport à l'utilisateur du premier plan de coupe. Nous présentons une étude dans laquelle une tâche de pointage est proposée à un ensemble d'utilisateurs. Les déplacements de celui-ci ainsi que les performances de pointage sont mesurées. L'étude a permis d'évaluer l'impact des paramètres de rendu du nuage de points et proposer un rendu améliorant la perception.La seconde partie du travail propose d'ajouter une dimension interactive à la première approche en permettant à l'utilisateur d'explorer plus activement la scène. L'hypothèse d'une meilleure compréhension des données par l'action est ici mise en avant. Nous évaluons une méthode d'interaction et quatre méthodes de rendu associées. L'approche proposée est de n'afficher qu'un sous ensemble des données volumiques, en l'occurrence des isosurfaces, et de permettre à l'utilisateur de naviguer par une gestuelle naturelle et interactive dans l'ensemble des isosurfaces du jeu de données explorées, dans cadre de manipulation directe. Une nouvelle étude est proposée, dans laquelle l'utilisateur doit effectuer une tâche de recherche et de pointage d'une propriété locale dans un jeu de températures 3D. Cette étude a permis de choisir une méthode de rendu adaptée à l'affichage immersif d'isosurfaces et de valider l'approche interactive pour l'exploration de données
The objective in this case is not only to be realistic, but also to provide new and intelligible ways of model representation. This raises new issues in data perception. The question of perception of complex data, especially regarding visual feedback, is an open question, and it is the subject of this work. This PhD thesis studied the human perception in Immersive Virtual Environments of complex datasets, one of the applications is the scientific visualization of scalar values stemming from physics models, such as temperature distribution inside a vehicle prototype.The objective of the first part is to study the perceptive limits of volumetric rendering for the display of scientific volumetric data, such as a volumetric temperature distribution rendering using point cloud. We investigate the effect on the user perception of three properties of a point cloud volumetric rendering: point size, cloud density and near clipping plane position. We present an experiment where a series of pointing tasks are proposed to a set of users. User behavior and task completion time are evaluated during the test. The study allowed to choose the most suitable combination of these properties, and provided guidelines for volumetric data representation in VR immersive systems.In the second part of our work, we evaluate one interaction method and four display techniques for exploring volumetric datasets in virtual reality immersive environments. We propose an approach based on the display of a subset of the volumetric data, as isosurfaces, and an interactive manipulation of the isosurfaces to allow the user to look for local properties in the datasets. We also studied the influence of four different rendering techniques for isosurface rendering in a virtual reality system. The study is based on a search and point task in a 3D temperature field. User precision, task completion time and user movement were evaluated during the test. The study allowed to choose the most suitable rendering mode for isosurface representation, and provided guidelines for data exploration tasks in immersive environments
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Wang, Nan. "Visualisation et interaction pour l'exploration et la perception immersive de données 3D." Phd thesis, Ecole Nationale Supérieure des Mines de Paris, 2012. http://pastel.archives-ouvertes.fr/pastel-00821004.

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L'objet de cette thèse est la perception dans les environnements immersifs de jeux de données complexes, une des applications est la visualisation scientifique de données volumiques scalaires issues de simulations de modèles physiques. Un exemple classique de ceci est la distribution de températures à l'intérieur d'un habitacle de véhicule.Dans la première partie de ce travail, notre objectif est d'étudier les limites perceptives dans le cadre d'un rendu volumétrique de données scientifiques dans un système de réalité virtuelle offrant la vision en stéréoscopie, et le suivi du point de vue de l'utilisateur. Nous étudions l'effet sur la perception de l'utilisateur de trois facteurs principaux : la taille des points utilisés pour le rendu, la densité du nuage de points, et enfin la position par rapport à l'utilisateur du premier plan de coupe. Nous présentons une étude dans laquelle une tâche de pointage est proposée à un ensemble d'utilisateurs. Les déplacements de celui-ci ainsi que les performances de pointage sont mesurées. L'étude a permis d'évaluer l'impact des paramètres de rendu du nuage de points et proposer un rendu améliorant la perception.La seconde partie du travail propose d'ajouter une dimension interactive à la première approche en permettant à l'utilisateur d'explorer plus activement la scène. L'hypothèse d'une meilleure compréhension des données par l'action est ici mise en avant. Nous évaluons une méthode d'interaction et quatre méthodes de rendu associées. L'approche proposée est de n'afficher qu'un sous ensemble des données volumiques, en l'occurrence des isosurfaces, et de permettre à l'utilisateur de naviguer par une gestuelle naturelle et interactive dans l'ensemble des isosurfaces du jeu de données explorées, dans cadre de manipulation directe. Une nouvelle étude est proposée, dans laquelle l'utilisateur doit effectuer une tâche de recherche et de pointage d'une propriété locale dans un jeu de températures 3D. Cette étude a permis de choisir une méthode de rendu adaptée à l'affichage immersif d'isosurfaces et de valider l'approche interactive pour l'exploration de données.
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Bowman, Douglas A. "Interaction techniques for common tasks in immersive virtual environments : design, evaluation, and application." Diss., Georgia Institute of Technology, 1999. http://hdl.handle.net/1853/8141.

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Vollmer, Florian. "Design for an interconnected world : home lighting as an immersive interactive system." Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/21691.

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Berton, Florian. "Immersive virtual crowds : evaluation of pedestrian behaviours in virtual reality." Thesis, Rennes 1, 2020. http://www.theses.fr/2020REN1S056.

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La réalité virtuelle (RV) est devenu un outil de plus en plus utilisé afin d'étudier le comportement humain. En effet, son utilisation permet d'avoir un contrôle absolu sur les conditions expérimentales et de reproduire le même stimulus pour tous les participants. Dans cette thèse, nous utilisons la RV pour étudier le comportement piétons dans les foules afin par la suite d'améliorer les simulateurs de foules. En particulier nous nous intéressons à l'analyse couplée de la marche et du regard pour pouvoir comprendre et modéliser le voisinage d'interaction lors de la navigation. Dans nos premiers travaux, nous nous avons évalué l'impact de la RV sur l'activité du regard lors d’une interaction entre deux piétons, dans une étude où les participants réalisaient une tâche d'évitement de collision dans un environnement réel et virtuel. Par la suite nous nous sommes intéressés à une situation plus complexe qui est la navigation dans une rue peuplée. Nous avons de nouveau évalué l'impact de la RV sur l'activité du regard, puis nous nous sommes intéressé à l'impact de la densité de la foule sur cette activité. Finalement, dans une troisième étude nous avons simulé, en utilisant un rendu haptique, les collisions se produisant lors de la navigation dans une foule dense, et nous avons évalué l'influence de tel rendu sur la navigation des participants. En conclusion, nos résultats montrent que la réalité virtuelle est un outil pertinent pour l'étude du comportement des piétons dans les foules. En particulier, avec les récentes innovations technologiques, cet outil est adapté à l'étude de l'activité du regard, qui a d’ailleurs été peu explorée jusqu'à présent pour ce type de situation
Virtual Reality (VR) has become more and more used as a tool to study human behaviour. Indeed, its use provides absolute control over experimental conditions and can reproduce the same stimulus for all participants. In this thesis, we use VR to investigate pedestrian behaviour in crowds in order to subsequently improve crowd simulators. In particular we are interested in a coupled analysis of locomotion and gaze in order to understand and model the interaction neighbourhood during navigation. In our first work, we evaluated the impact of VR on gaze activity during an interaction between two pedestrians, in a study where participants performed a collision avoidance task in a real and virtual environment. We then studied a more complex situation which is the navigation in a crowded street. We again evaluated the impact of VR on gaze activity and then explored the impact of crowd density on this activity. Finally, in a third study we simulated the collisions that occur when navigating in a dense crowd using haptic rendering, and evaluated the influence of such rendering on participants' locomotion. In conclusion, our results show that VR is a relevant tool to study pedestrian behaviour in crowds. In particular, with recent technological innovations, this tool is appropriate for the study of gaze activity, which to date has been little explored for this kind of situation
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Menin, Aline. "A proposal of design guidelines for immersive serious games." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/169298.

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Esta dissertação investiga os efeitos da imersão física em jogos sérios com propósitos de aprendizado perceptivo. O principal objetivo é identificar um conjunto de orientações de design para ajudar desenvolvedores a escolher o nível apropriado de imersão a ser usado em jogos sérios a fim de assegurar que o jogo seja efetivo e confortável para os usuários. A hipótese principal é que altos níveis de imersão melhoram os resultados dos jogos sérios, mas níveis de imersão moderados também podem ser adequados com a vantagem de que causa menos mal-estar nos usuários. Nós organizamos uma revisão da literatura para melhor entender como a imersão física está sendo usada atualmente em jogos sérios, como a efetividade tem sido avaliada, e como a imersão afeta os resultados do jogo e a usabilidade. Então, nós conduzimos dois estudos de usuário empíricos para investigar os efeitos da fidelidade de display, interação e locomoção na percepção dos usuários e retenção de conhecimento. Para os experimentos, nós adaptamos um jogo sério previamente desenvolvido para análise de percepção de riscos, e desenvolvemos um novo jogo para educar trabalhadores sobre procedimentos de segurança que precisam ser seguidos durante instalações elétricas na linha de manutenção elétrica. Os resultados mostraram que, em geral, a fidelidade de display tem impacto na percepção de riscos quando procurando por riscos que não são óbvios. Alta fidelidade de display tem melhor desempenho na identificação de riscos complexos. A fidelidade de locomoção e interação não apresentou diferenças significantes no aprendizado perceptivo. Alta fidelidade também apresentou maior workload, mas nas mesmas condições a corretividade das tarefas foi maior e os participantes lembraram dos procedimentos tanto no pós-teste quanto no teste de retenção. Portanto, a retenção de conhecimento não foi afetada pelo workload introduzido pela técnica interativa. A partir destes experimentos, nós elaboramos e discutimos um conjunto de orientações de design que podem ser considerados para a escolha do nível apropriado de imersão física para ser usado no desenvolvimento de novos jogos sérios.
Nowadays, several application areas are adopting serious games as an ethical, safe and low-cost alternative to performing dangerous tasks, such as training of firefighters, and for medical surgeries. The employment of Virtual Reality in serious games helps to provide virtual environments much more realistic and better immersive experiences to the user. However, some VR systems can still cause sickness symptoms, such as nausea and headaches, and some of them can be expensive, such as CAVEs. This thesis investigates the effects of physical immersion on serious games with perceptual learning purposes. Its main goal is to identify a set of design guidelines to help developers on choosing the appropriate level of immersion to be used in serious games in order to assure it is effective and comfortable for users. The main hypothesis is that higher levels of immersion improve serious games outcomes, but moderate immersion may be also adequate with the advantage of causing less simulation sickness on users. We organized a survey of the literature to better understand how physical immersion is being currently used on serious games, how its effectiveness has been assessed, and how immersion impacts on the game outcomes and usability. Then, we conducted two empirical user studies looking for investigating the effects of the display, interaction and locomotion fidelity on users’ perception and knowledge retention. For the experiments, we adapted a serious game previously developed for risk assessment and developed a new one to educate workers in electricity-line maintenance on safety procedures that need to be followed during electric installations. Results showed that, in general, display fidelity has an effect on risk perception when searching for non-obvious risks. Higher display fidelity has better performance on complex risks identification. Interaction and locomotion fidelity did not show a significant difference in perceptual learning. Naturalness also presented higher workload, but in the same conditions the correctness of tasks was high and subjects recall the procedures in both post- and retention-test. Therefore, knowledge retention is not impacted by the workload imposed by the interactive technique. From these experiments, we elaborated and discussed a set of design guidelines that can be considered for the choice of the appropriate physical immersion to be used on the development of new serious games.
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17

Abi-Rached, Habib. "Stereo-based hand gesture tracking and recognition in immersive stereoscopic displays /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/6012.

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Richardson, Adam R. "The influence of prior interaction with an immersive virtual environment on user's distance estimates." Oxford, Ohio : Miami University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1161020618.

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19

Richardson, Adam. "THE INFLUENCE OF PRIOR INTERACTION WITH AN IMMERSIVE VIRTUAL ENVIRONMENT ON USER’S DISTANCE ESTIMATES." Miami University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=miami1161020618.

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20

Arora, Ankuj. "Apprentissage du modèle d'action pour une interaction socio-communicative des hommes-robots." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM081/document.

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Conduite dans le but de rendre les robots comme socio-communicatifs, les chercheurs ont cherché à mettre au point des robots dotés de compétences sociales et de «bon sens» pour les rendre acceptables. Cette intelligence sociale ou «sens commun» du robot est ce qui finit par déterminer son acceptabilité sociale à long terme.Cependant, ce n'est pas commun. Les robots peuvent donc seulement apprendre à être acceptables avec l'expérience. Cependant, en enseignant à un humanoïde, les subtilités d'une interaction sociale ne sont pas évidentes. Même un échange de dialogue standard intègre le panel le plus large possible de signes qui interviennent dans la communication et sont difficiles à codifier (synchronisation entre l'expression du corps, le visage, le ton de la voix, etc.). Dans un tel scénario, l'apprentissage du modèle comportemental du robot est une approche prometteuse. Cet apprentissage peut être réalisé avec l'aide de techniques d'IA. Cette étude tente de résoudre le problème de l'apprentissage des modèles comportementaux du robot dans le paradigme automatisé de planification et d'ordonnancement (APS) de l'IA. Dans le domaine de la planification automatisée et de l'ordonnancement (APS), les agents intelligents nécessitent un modèle d'action (plans d'actions dont les exécutions entrelacées effectuent des transitions de l'état système) afin de planifier et résoudre des problèmes réels. Au cours de cette thèse, nous présentons deux nouveaux systèmes d'apprentissage qui facilitent l'apprentissage des modèles d'action et élargissent la portée de ces nouveaux systèmes pour apprendre les modèles de comportement du robot. Ces techniques peuvent être classées dans les catégories non optimale et optimale. Les techniques non optimales sont plus classiques dans le domaine, ont été traitées depuis des années et sont de nature symbolique. Cependant, ils ont leur part de quirks, ce qui entraîne un taux d'apprentissage moins élevé que souhaité. Les techniques optimales sont basées sur les progrès récents dans l'apprentissage en profondeur, en particulier la famille à long terme (LSTM) de réseaux récurrents récurrents. Ces techniques sont de plus en plus séduisantes par la vertu et produisent également des taux d'apprentissage plus élevés. Cette étude met en vedette ces deux techniques susmentionnées qui sont testées sur des repères d'IA pour évaluer leurs prouesses. Ils sont ensuite appliqués aux traces HRI pour estimer la qualité du modèle de comportement du robot savant. Ceci est dans l'intérêt d'un objectif à long terme d'introduire l'autonomie comportementale dans les robots, afin qu'ils puissent communiquer de manière autonome avec les humains sans avoir besoin d'une intervention de «magicien»
Driven with the objective of rendering robots as socio-communicative, there has been a heightened interest towards researching techniques to endow robots with social skills and ``commonsense'' to render them acceptable. This social intelligence or ``commonsense'' of the robot is what eventually determines its social acceptability in the long run.Commonsense, however, is not that common. Robots can, thus, only learn to be acceptable with experience. However, teaching a humanoid the subtleties of a social interaction is not evident. Even a standard dialogue exchange integrates the widest possible panel of signs which intervene in the communication and are difficult to codify (synchronization between the expression of the body, the face, the tone of the voice, etc.). In such a scenario, learning the behavioral model of the robot is a promising approach. This learning can be performed with the help of AI techniques. This study tries to solve the problem of learning robot behavioral models in the Automated Planning and Scheduling (APS) paradigm of AI. In the domain of Automated Planning and Scheduling (APS), intelligent agents by virtue require an action model (blueprints of actions whose interleaved executions effectuates transitions of the system state) in order to plan and solve real world problems. During the course of this thesis, we introduce two new learning systems which facilitate the learning of action models, and extend the scope of these new systems to learn robot behavioral models. These techniques can be classified into the categories of non-optimal and optimal. Non-optimal techniques are more classical in the domain, have been worked upon for years, and are symbolic in nature. However, they have their share of quirks, resulting in a less-than-desired learning rate. The optimal techniques are pivoted on the recent advances in deep learning, in particular the Long Short Term Memory (LSTM) family of recurrent neural networks. These techniques are more cutting edge by virtue, and produce higher learning rates as well. This study brings into the limelight these two aforementioned techniques which are tested on AI benchmarks to evaluate their prowess. They are then applied to HRI traces to estimate the quality of the learnt robot behavioral model. This is in the interest of a long term objective to introduce behavioral autonomy in robots, such that they can communicate autonomously with humans without the need of ``wizard'' intervention
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Lu, Gan. "Real-time immersive human-computer interaction based on tracking and recognition of dynamic hand gestures." Thesis, University of Central Lancashire, 2011. http://clok.uclan.ac.uk/2816/.

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With fast developing and ever growing use of computer based technologies, human-computer interaction (HCI) plays an increasingly pivotal role. In virtual reality (VR), HCI technologies provide not only a better understanding of three-dimensional shapes and spaces, but also sensory immersion and physical interaction. With the hand based HCI being a key HCI modality for object manipulation and gesture based communication, challenges are presented to provide users a natural, intuitive, effortless, precise, and real-time method for HCI based on dynamic hand gestures, due to the complexity of hand postures formed by multiple joints with high degrees-of-freedom, the speed of hand movements with highly variable trajectories and rapid direction changes, and the precision required for interaction between hands and objects in the virtual world. Presented in this thesis is the design and development of a novel real-time HCI system based on a unique combination of a pair of data gloves based on fibre-optic curvature sensors to acquire finger joint angles, a hybrid tracking system based on inertia and ultrasound to capture hand position and orientation, and a stereoscopic display system to provide an immersive visual feedback. The potential and effectiveness of the proposed system is demonstrated through a number of applications, namely, hand gesture based virtual object manipulation and visualisation, hand gesture based direct sign writing, and hand gesture based finger spelling. For virtual object manipulation and visualisation, the system is shown to allow a user to select, translate, rotate, scale, release and visualise virtual objects (presented using graphics and volume data) in three-dimensional space using natural hand gestures in real-time. For direct sign writing, the system is shown to be able to display immediately the corresponding SignWriting symbols signed by a user using three different signing sequences and a range of complex hand gestures, which consist of various combinations of hand postures (with each finger open, half-bent, closed, adduction and abduction), eight hand orientations in horizontal/vertical plans, three palm facing directions, and various hand movements (which can have eight directions in horizontal/vertical plans, and can be repetitive, straight/curve, clockwise/anti-clockwise). The development includes a special visual interface to give not only a stereoscopic view of hand gestures and movements, but also a structured visual feedback for each stage of the signing sequence. An excellent basis is therefore formed to develop a full HCI based on all human gestures by integrating the proposed system with facial expression and body posture recognition methods. Furthermore, for finger spelling, the system is shown to be able to recognise five vowels signed by two hands using the British Sign Language in real-time.
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Juul, Lisa. "Examining 360° storytelling in immersive music videos." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20828.

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Music videos invite the viewer to an enhanced experience of a song, and by combining it with360°, a new dimension of immersion emerges. However, a new wave of complex narrativeand user interface unfolds when intertwining 360° and the contemporary way of telling storiesin music videos.This thesis used an experimental mixed method research design, focusing on collecting,analyzing, and mixing both quantitative and qualitative data in a series of studies. A surveywas first conducted to get an overview of consensus with respect to music videos, VR, and360°. The majority of the respondents had tried VR and 40% of stated that they felt immersedwhile trying it. Around 18% argued it was experience-dependent and 42% did not feelimmersed at all. The survey was followed by experiments showing two 360° music videoswith different storytelling techniques. After the participants had seen the videos, theydiscussed the experience in focus groups in a semi-structured interview. The results were thencoded and benchmarked with theory, which led to the rise of six key 360° storytellingguidelines.All three focus groups concluded 360° music videos enable a deeper level of immersion.However, when combining novelty and a sometimes overwhelming visual experience, 360°music videos can distract the audience if not told right. The guidelines discuss the purpose ofa music video, how the technology affects the experience, if the medium is passive or active,and how different types of interaction can be used as a storytelling mean. They also discussways to pedagogically intertwine audio and visuals. Additionally, the guidelines includediscussions of how different cues and POV’s can be utilized to ensure that the filmmakers andviewers experiences are somewhat aligned, they also tackle the fear of missing out, andfinally compare 360° and traditional music videos.Conclusively, the research shows that storytelling in a 360° sphere will entail a journey oftrial and error, and that the audience have scattered preferences of what different narrativestyles they find work and do not.
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Sidenmark, Ludwig. "Immersive Eye Tracking Calibration in Virtual Reality Using Interactions with In-game Objects." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209431.

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This thesis aims to investigate an eye tracking calibration method in virtual reality where users’ visual attention from eye-hand coordination is used when interacting with in-game items. This could potentially allow eye tracking calibration without interrupting the virtual experience, in comparison with traditional eye tracking calibration which is cumbersome, disruptive, and requires the user’s full attention. A user study was conducted with 15 participants in which they were tasked to complete three different interactions. The interactions tested were a knob, a slider and a liftable cube. Where in the virtual environment the participants were looking during the interactions was recorded and processed to enable comparison. The processed data was analysed to find factors that influenced the calibration method. Additionally, the results was analysed to find at what point during the interactions that has the most consistent eye tracking fixations on the interacted item, and therefore most potential for eye tracking calibration. The results showed that when the participant is interacting with the item and the interacted item is stationary, we received a fixation for around 60% of all trials at any time. When the interacted item was moving the results indicated a lower percentage. To increase this number, the gaze data should be filtered instead of using raw gaze data in order to avoid flickering from the eye tracker. Regarding factors that influence the calibration method, the choice of interaction has a big impact on the method’s success where interactions in which the interacted item is stationary has more potential. Additionally, interactions that take longer time and requires precision in order to complete the interaction positively influences the potential of the calibration method. The surrounding virtual environment also has an influence, as a more distracting environment can negatively impact the calibration method.
Denna avhandling ämnar att att undersöka en kalibreringsmetod för ögonspårning i virtuell verklighet där användarnas visuella uppmärksamhet från ögon och hand koordination används när man interagerar med objekt i den virtuella verkligheten. Detta kan möjliggöra kalibrering av ögonspårning utan att avbryta den virtuella upplevelsen, i jämförelse med traditionell kalibrering som är besvärlig, störande och kräver användarens fulla uppmärksamhet. En användarstudie genomfördes med 15 deltagare där de hade till uppgift att slutföra tre olika interaktioner. De testade interaktionerna var en knopp, en slider och en lyftbar kub. Deltagarnas blick spelades in under interaktionerna och analyserades för att möjliggöra jämförelse. Den bearbetade data analyserades för att hitta faktorer som påverkar kalibreringsmetoden. Dessutom analyserades resultaten för att hitta vid vilken tidpunkt under interaktionerna som hade de mest konsekventa ögonfixeringarna på objektet de interagerade med och därmed störst potential för kalibrering av ögonspårning. Resultaten visade att när deltagaren interagerar med objektet och det interaktiva objektet är stillastående, fick vi en fixering för omkring 60% av alla försök under godtycklig tidpunkt. När det interaktiva objektet rörde sig, visade resultaten en lägre procentandel. För att öka antalet, ska blickdatan filtreras i stället för att använda rå blickdata för att undvika att flicker från ögonspåraren. När det gäller faktorer som påverkar kalibreringsmetoden har valet av interaktion stor inverkan på metodens framgång, där interaktioner där det interaktiva objektet är stationärt har större potential. Dessutom påverkar interaktioner som tar längre tid och kräver precision för att slutföra interaktionen kalibreringsmetodens potential positivt. Den omgivande virtuella miljön har också inflytande, eftersom en mer distraherande miljö kan negativt påverka kalibreringsmetoden.
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Ganskop, Dean. "Psychological benefits and educational potential of physically immersive artificial environment pedagogy /." Online version of thesis, 2010. http://hdl.handle.net/1850/12250.

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Chen, Jian. "Design and Evaluation of Domain-Specific Interaction Techniques in the AEC Domain for Immersive Virtual Environments." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/29490.

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Immersive virtual environments (VEs) are broadly applicable to situations where a user can directly perceive and interact with three-dimensional (3D) virtual objects. Currently, successful interactive applications of VEs are limited. Some interactive applications in the AEC (architecture / engineering / construction) domain have not yet benefited from applying VEs. A review of prior work has suggested that 3D interaction has not reached a level that meets real-world task requirements. Most interaction techniques pay little attention to the application contexts. When designers assemble these techniques to develop an interactive system, the interfaces often have very simple and not highly useful UIs. In this work, we describe a domain-specific design approach (DSD) that utilizes pervasive and accurate domain knowledge for interaction design. The purpose of this dissertation is to study the effects of domain knowledge on interaction design. The DSD approach uses a three-level interaction design framework to represents a continuous design space of interaction. The framework has generative power to suggest alternative interaction techniques. We choose the AEC domain as the subject of study. Cloning and object manipulation for massing study are the two example tasks to provide practical and empirical evidences for applying the DSD. This dissertation presents several important results of the knowledge use in the DSD approach. First, the DSD approach provides a theoretical foundation for designing 3D interaction. Techniques produced using DSD result in more useful real-world applications, at least in the domain of AEC. Second, the three-level interaction design framework forms a continuum of design and expands our understanding of 3D interaction design to a level that addresses real-world use. Third, this research proposes an integrated system design approach that integrates DSD and the usability engineering process. Fourth, this work produces a large set of empirical results and observations that demonstrate the effectiveness of domain-knowledge use in designing interaction techniques and applications. Finally, we apply domain-specific interaction techniques to real world applications and create a fairly complex application with improved usefulness.
Ph. D.
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Chen, Xin. "Be the Data: Embodied Visual Analytics." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/72287.

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With the rise of big data, it is becoming increasingly important to educate students about data analytics. In particular, students without a strong mathematical background usually have an unenthusiastic attitude towards high-dimensional data and find it challenging to understand relevant complex analytical methods, such as dimension reduction. In this thesis, we present an embodied approach for visual analytics designed to teach students exploring alternative 2D projections of high dimensional data points using weighted multidimensional scaling. We proposed a novel application, Be the Data, to explore the possibilities of using human's embodied resources to learn from high dimensional data. In our system, each student embodies a data point and the position of students in a physical space represents a 2D projection of the high-dimensional data. Students physically moves in a room with respect to others to interact with alternative projections and receive visual feedback. We conducted educational workshops with students inexperienced in relevant data analytical methods. Our findings indicate that the students were able to learn about high-dimensional data and data analysis process despite their low level of knowledge about the complex analytical methods. We also applied the same techniques into social meetings to explain social gatherings and facilitate interactions.
Master of Science
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Dantas, Silva Juliana. "Aurora - a study on the guided meditation using immersive media." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20253.

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Meditation is a practice that promotes improvements in physical and mental health, according to previous studies. The proven benefits, such as relaxation and stress reduction, have attracted people's interest in initiating training. However, practice demands discipline, time, and dedication. Despite the diversity of techniques available for training, beginners may find it difficult to concentrate during the learning phase of meditation. Technological advances have enabled the emergence of devices that offer guided meditation for users. In that sense, designers engaged with creating products that become tools to enrich the personal experience of users. Virtual Reality (VR) is one of the tools adopted for this purpose. The use of VR to stimulate meditative practice has been a topic of research in the field of technological media. However, research focuses on the practice known as Mindfulness. Also, researchers focus their attention on 3D graphics design. Therefore, this study explored the possibility of designing immersive technologies for the practice of guided meditation. More specifically, to investigate the effects of using 360-degrees Virtual Reality videos supporting the practice of Relaxation Response meditation exercise, developed by Dr. Herbert Benson, and Contemplative Inquiry presented by Robert Butera. Furthermore, the study aimed to explore if technology improves the meditation experience. Adopting the theoretical approaches of Positive Technology and Research through Design, the Aurora and Pandora prototypes were designed to explore the themes. The results indicate that guided meditation presented through immersive videos can provoke desirable emotional responses in people who practice meditation, such as calm and relaxation. However, undesirable physical effects were observed in the participants. The discomfort of vision, stress, and irritation were examples. Also, the experiments showed that it was possible to improve the experience of meditative practices.
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de, Cabo Portugal Sebastian. "Non Visuals : Material exploration of non-visual interaction design." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-182466.

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Design is all about visuals, or that is what I have found out during this thesis, from the process materials to the outcome our main entry point to any problem is how will we solve it visually so it’s understandable for the general user. This aspect is problematic in itself due to the fact that we, as humans, understand the world and the things around using all our senses continuously, even though we can forget as visuals are so overpowering. There is a huge opportunity area in exploring our other senses and bringing them back to technology, and this can be seen in works in the past like Tangible Interactions [1] or Natural User Interfaces [2]. But in this moment in time, where all these new technologies like VR/AR and IoT are about to enter our lives and change them forever, this topic is more important than ever. We have already seen what happens when we turn humans into mere machines with some fingers as interactive inputs, and barely any senses to process all the information given to us. Now that these technologies are still young and malleable, we can direct the future to where we want it instead of being guided by the technology itself. To do this we need to reimagine the design process, not reinvent the wheel, but add experts which we currently leave behind and I argue are key to unlock these technologies, experts not only of the technological side of things but on the human side too, like physiotherapists and dancers. Add also people who we never think about when we think of VR like visually impaired users, which could make these technologies inclusive since early on, instead of as an afterthought like we usually do. Not only people, but we also need to add new materials to understand how we use our senses and explore ways that we can understand and explore them differently; like bodystorming and improv theatre because when things aren’t visual, how do you sketch it? A sketch turns into a video about movement. The end result provides a wide breadth of examples of the types of innovations that can come out of using these new design materials, and to open new frontiers. From a VR game with no visuals whatsoever to an AR location based story game, to a home sized multimodal operating system containing several different apps controlled through physical movement. The examples open up the space instead of closing into a single solution. This is just the tip of the iceberg, a hope that others will be inspired by it and continue with this journey that has just started, to guide the future into one that is more technological and at the same time more human than ever before. What we know is that VR does not equate Visual Reality.
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Langbehn, Eike [Verfasser], and Frank [Akademischer Betreuer] Steinicke. "Walking in Virtual Reality : Perceptually-inspired Interaction Techniques for Locomotion in Immersive Environments / Eike Langbehn ; Betreuer: Frank Steinicke." Hamburg : Staats- und Universitätsbibliothek Hamburg, 2019. http://d-nb.info/1200100549/34.

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George, Lenard. "COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23635.

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31

Férey, Nicolas. "Exploration immersive de données génomiques textuelles et factuelles : vers une approche par visual mining." Paris 11, 2006. http://www.theses.fr/2006PA112235.

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Ce travail de these porte sur l'exploration immersive de donnees genomiques textuelles et factuelles. Il s'agit d'etudier et de concevoir une nouvelle approche pour d'explorer dans un cadre immersif (i. E. De realite virtuelle), des donnees d'une nature specifique : les donnees genomiques. Ces donnees se presentent sous deux formes : la forme factuelle, c'est-a-dire l'ensemble des donnees structurees provenant des banques de donnees biologiques, et la forme textuelle, a savoir l'ensemble des donnees non structurees presentes dans les millions de publications concernant la genomique. Face a la complexite de ces donnees, l'enjeu est de proposer des paradigmes d'exploration et d'interaction, qui permettent de couvrir le plus largement possible ces donnees de nature variees. Ces paradigmes doivent etre capables de gerer des donnees massives, et doivent etre adaptes a la fois au cadre immersif et aux besoins des biologistes. Ainsi sur la base de l'etude des besoins des utilisateurs et de leurs usages, un paradigme de representation a ete defini en utilisant les caracteristiques tres specifiques des banques de donnees genomiques, et dans lequel la semantique des donnees etudiees est traduite par des proprietes visuelles, geometriques, ou topologiques, choisies initialement par l'utilisateur. Un prototype a ete implemente pour tester et valider le paradigme precedemment defini, et plusieurs experiences d'analyse de donnees genomiques ont ete menees en collaboration avec des biologistes ou bio-informaticiens, afin de mesurer la pertinence de cette solution d'exploration, face a plusieurs problematiques d'analyse de donnees genomiques
This thesis concerns the immersive exploration of textual and factual genomic data. The goal of this work is to design and study new approach for exploring genomic data within an immersive framework (i. E. Of virtual reality). The knowledge about genome is constituted by factual data, coming from structured biological or genomic databanks, and by textual data, namely the unstructured data within the millions publications relating to the research about genome. These data are heterogeneous, huge in quantity, and complex. The stake of this work is to propose visualization and interaction paradigms, which are able to deals with these characteristics. These paradigms must also be adapted to the immersive framework, and must respect the needs of the biologists. We used common points of genomic databanks, to design an original visualization paradigm, where the user is able to choice a translation of the semantic of the genomic data to visual, geometric or topologic properties. We implemented a software prototype in order to test and validate the visualization paradigm within an immersive framework. In this context, we proposed and tested new interaction paradigms, in order to navigate, search and edit the genomic data during the immersive exploration. We used finally this software to lead several experiments of genomic data analysis with biologists, in order to measure the relevance of this visual mining approach on different kinds of genomic data
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Ulenius, Magnus. "Navigating using 360° Panoramic Video : Design Challenges and Implications." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32915.

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In recent years, technological developments have led to the emergence of 360°. Google Street Map has provided panoramic imagery for a number of years, where users can immerse themselves and pan around in scenarios and follow streets of their liking, familiarizing and navigating themselves with the location. However, this service supports neither video nor moving imagery. This paper explores the use of 360° panoramic videos as a navigation aid on two different platforms as well as consider more subjective perspectives from potential users. The study is conducted through a set of interviews and a focus group where the findings reveal a number of design challenges concerning the development of a navigational system based on 360° panoramic videos. Based on these findings, design challenges are presented and later summarized as three design recommendations; 1) Design for navigation in a panoramic scenery, 2) Support overview and traditional navigation, 3) Support custom tailored features and content. The studies also suggest that the use of a head-mounted display (HMD) increase the feeling of presence which is beneficial for navigational purposes however, the users in this study preferred the mobile device based on practicality.
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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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Dehos, Julien. "Étude radiométrique d'un système de projection immersive grand-public pour des applications de réalité mixte." Phd thesis, Université du Littoral Côte d'Opale, 2010. http://tel.archives-ouvertes.fr/tel-00598616.

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Le système Catopsys est un système projecteur-miroir-caméra à placer dans une pièce d'habitation quelconque. Il constitue un moyen abordable (coût, installation, utilisation) de réaliser toutes sortes d'applications de réalité mixte immersives. L'objectif de cette thèse est d'étudier et d'optimiser la chaîne de traitement radiométrique mise en oeuvre à travers ce système. Tout d'abord, les perturbations radiométriques de la caméra sont étudiées puis une méthode de correction, applicable au système Catopsys, est mise au point. Ceci permet, de façon relativement fidèle, d'acquérir l'environnement réel et d'estimer les perturbations issues du projecteur et de la pièce. L'influence du projecteur et de la pièce, utilisée comme écran de projection, sur l'image visible par l'utilisateur, est ensuite étudiée. Une méthode de compensation de la projection, permettant de rendre l'image visible plus proche de l'image voulue, est proposée. Après une étude de la géométrie du système Catopsys, des méthodes de simulation d'éclairage spécifiques, dérivées de la méthode de lancer de rayons, sont proposées. Enfin, les possibilités fournies par le système pour des applications de réalité mixte ainsi que leur intégration dans la chaîne de traitement sont étudiées. Les travaux réalisés dans le cadre de cette thèse ont permis de participer à la mise au point du système Catopsys, d'étudier la faisabilité de différentes fonctionnalités et d'en réaliser certaines. Ils ont également donné lieu à la publication de plusieurs papiers (une conférence internationale, une revue nationale, une conférence nationale).
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35

Eriksson, Mikael. "Reaching out to grasp in Virtual Reality : A qualitative usability evaluation of interaction techniques for selection and manipulation in a VR game." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189469.

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A new wave of VR head mounted displays is being developed and released to the commercial market including examples such as the HTC Vive, Oculus Rift and Playstation VR. Bundled together with these head mounted displays are a new generation of hand motion controllers which allows the users to reach out and grasp in the virtual environment. Earlier research has explored a range of possible interaction techniques for immersive VR interaction, mainly focusing on the quantitative and objective performance of each technique. Yet even with this research picking the right technique for a given scenario remains a challenging task. This study tries to complement earlier research by instead investigating the qualitative and more subjective aspects of usability, along with making use of the upcoming commercial VR hand controllers. The purpose was to provide guidelines to help future immersive VR interaction designers and researchers. Two interaction techniques (classic Go-Go and ray casting with a reel) were chosen to represent the two most commonly used interaction metaphors for selection and manipulation, i.e. grabbing and pointing. Eleven users were then recruited to try the two interaction techniques inside a shopping scene initially part of a commercial VR game. Each user had to complete five tasks for each technique while “thinking aloud”, followed by an interview after the test. The sessions were recorded and analysed based on five usability factors. The results indicated a strong preferences for the Go-Go interaction technique, with arguments based on how natural its interaction was. These results confirmed several conclusions drawn in earlier research about interaction in immersive VR, including the strength of natural interaction in scenarios which has the capacity to reach a high grade of naturalism, as well as the importance of showing the user when the interaction technique differs from realistic behaviour. Last but not least the results also pointed to the importance of further study on immersive VR interaction techniques over long time use and when combined with user interfaces.
En ny våg av VR-hjälmar håller på att utvecklas för den kommersiella marknaden med exempel såsom HTC Vive, Oculus Rift och Playstation VR. Dessa VR-hjälmar kommer tillsammans med en ny generation av rörelsekänsliga handkontroller som tillåter användarna i den virtuella miljön att nå ut och greppa tag. Tidigare forskning har utforskat en mängd möjliga interaktionstekniker för immersiv VR interaktion, med fokus på de kvantitativa och objektiva faktorerna för varje teknik. Trots denna forskning så är valet av interaktionsteknik för ett givet VR scenario fortfarande en svår uppgift. Denna studie försöker komplementera tidigare forskning genom att granska de mer subjektiva och kvalitativa aspekterna av användbarhet, samtidigt som den nya generationen av handkontroller för VR används. Syftet med studien var att framställa rekommendationer för att underlätta för framtida interaktionsdesigners och forskare inom VR. Två interaktionstekniker (klassisk Go-Go samt strålkastning med fiskerulle) valdes ut för att representera de två mest använda interaktionsmetaforerna för val och manipulering, det vill säga att greppa och att peka. Elva användare rekryterades för att pröva de två interaktionsteknikerna, inom ramen för ett shopping scenario som ursprungligen ingick i ett kommersiellt VR spel. Varje användare ombads att utföra fem uppgifter med varje teknik samtidigt som de “tänkte högt”, vilket följdes av en avslutande intervju. Sessionerna spelades in och analyserades utifrån fem användbarhetsfaktorer. Resultaten visade att användarna föredrog Go-Go, på grund av att dess interaktion ansågs vara mer naturlig. Resultaten bekräftade även ett flertal slutsatser från tidigare forskning kring interaktionstekniker för VR, så som styrkan i naturlig interaktion i situationer som har kapacitet att nå en hög grad av realism och vikten av att visa användarna när interaktionstekniken bryter mot ett realistiskt beteende. Sist men inte minst visade resultaten även på vikten av framtida studier, dels gällande användning av interaktionstekniker över en längre tid och dels gällande hur dessa interaktionstekniker ska kombineras med användargränssnitt.
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36

Martin, Pierre. "Modèle pour la conception immersive et intuitive : application à l’industrie automobile." Thesis, Paris 11, 2014. http://www.theses.fr/2014PA112144/document.

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Cette thèse traite de l’utilisation des technologies de Réalité Virtuelle (RV) dans les activités de Conception Assistée par Ordinateur (CAO). Plus précisément, les travaux de recherche portent sur une approche pour la modification directe et interactive d’objets CAO, notamment adaptée aux processus de conception en industrie. Généralement, les logiciels de CAO requièrent des compétences (expérience et connaissance), à la fois sur les fonctionnalités même du logiciel et les représentations utilisées, ainsi que sur les objets CAO concernés (principalement sur leur historique de construction, savoir de quelle façon ils ont été construits). D’un autre coté, la RV apporte de nouveaux paradigmes d’interaction 3d, tels que l’immersion et la perception multi-sensorimotrice (stéréoscopie, audio 3d, haptique, etc.), et il apparaît nécessaire de disposer de middleware intelligents pour gérer les objets CAO dans ces Environnements Virtuels (EV) immersifs. De précédents travaux ont proposé un mécanisme d’édition implicite d’objets CAO permettant la modification du Graphe d’Historique de Construction (GHC) de ces objets à partir de la manipulation de la représentation visuelle 3d de ces objets. Basé sur un processus d’étiquetage des éléments de frontière (B-Rep), et couplé avec un moteur d’inférence, ce mécanisme décrit un chaînage arrière entre ces éléments de frontières et les opérateurs d’un GHC. Cependant, cette approche avait pour limite majeure de proposer un modèle particulier de GHC, ce qui l’empêchait d’être intégrée à des systèmes CAO fermés ou commerciaux tels que ceux utilisés dans l’industrie et en particulier l’industrie automobile. Notre première contribution consiste donc en la proposition d’un modèle et d’une architecture permettant de généraliser ce mécanisme de chaînage arrière à n’importe quel système CAO basé sur les représentations de type B-Rep et GHC. Pour ce faire, nous avons spécifié plusieurs structures d’encapsulation pour la gestion des opérateurs du GHC ainsi que de leurs paramètres, et des composants de B-Rep. Deuxièmement, le précédent étiquetage, désormais attaché à ces structures d’encapsulation et non plus aux éléments de B-Rep directement, a été étendu pour permettre un chaînage arrière multiple. Certains éléments de frontières peuvent en effet être le résultat de plusieurs opérateurs du GHC, être liés à plusieurs éléments "parents", et ainsi plusieurs décisions peuvent être inférées à partir de leur manipulation. Ces avancées rendent possible la modification directe et intuitive d’objets CAO déjà existants (i.e. via le parcours et l’analyse de base de données CAO précédemment créées), en analysant leur GHC et en remplissant nos structures avec les données nécessaires. De plus, le mécanisme de chaînage arrière multiple renforce la capacité du moteur d’inférence, à libérer les utilisateurs, et spécialement les non-experts, de connaissances trop complexes à propos des modèles CAO. Comme preuve de concept de notre modèle, nous présentons un exemple détaillé de notre approche sur le noyau géométrique de CATIA et montrons comment notre modèle permet d’envisager un nouveau concept d’interaction en revue de projet immersive : permettre aux participants de modifier directement les modèles CAO sans quelque interaction sur station de travail
This thesis addresses the use of Virtual Reality (VR) technologies in the activities of Computer-Aided Design (CAD). More precisely, this research focuses on an approach for direct and interactive modifications of CAD objects, an approach which might be adapted to the conception process in industry. Usually, CAD software requires some skills (experience and knowledge), on the software’s functionalities and representations, as well as on CAD objects (principally on their design history, on the way they were built). Moreover, VR technologies bring new interactive paradigms of 3D interaction, such as immersion and multi-sensorimotor perception stereoscopy, 3D audio, haptics, and so on), and one needs intelligent middleware to manage CAD objects in these immersive Virtual Environments (VE). Some previous work proposed a mechanism allowing implicit edition of CAD objects, from the manipulation of their 3D visual representations. Based on a technique of Boundary Representations (B-Rep) elements labelling, and coupled with an inference engine, this mechanism describes a backward chaining of B-Rep elements towards the operators of a dedicated model of Constructive History Graphs (CHG). However, this approach had a major limitation: since it was based on a specific model of CHG, its integration within commercial CAD softwares used in industry (and especially in automotive industry) was far from obvious. Our first contribution is then to propose a data model and an architecture to generalize this backward chaining mechanism to any of CAD system based on B-Rep and CHG representations. In order to do that, we have designed several encapsulations structures, to manage CHG operators and their parameters, and the B-Rep components. Secondly, the previous labelling, now attached to these structures, has been extended to enable a multi backward chaining. Actually, some B-Rep elements may be the result of several CHG operators, and thus, several decisions may be inferred from their manipulation. These improvements make possible to have direct and interactive modifications of existing CAD objects by parsing their CHG to fill our structures with useful data. Moreover, the multi backward chaining mechanism reinforces the ability of the inference engine to free users, especially non-expert ones, from too complex understandings on CAD models. As a proof of concept of our model, we present an detailed example of our approach on the geometric kernel of CATIA and we show how one can consider new concepts of interaction during immersive project reviews: to allow participants to directly modify CAD objects without any interaction on desktop workstation
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37

Reski, Nico. "Change your Perspective : Exploration of a 3D Network created with Open Data in an Immersive Virtual Reality Environment using a Head-mounted Display and Vision-based Motion Controls." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-46779.

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Year after year, technologies are evolving in an incredible rapid pace, becoming faster, more complex, more accurate and more immersive. Looking back just a decade, especially interaction technologies have made a major leap. Just two years ago in 2013, after being researched for quite some time, the hype around virtual reality (VR) arouse renewed enthusiasm, finally reaching mainstream attention as the so called head-mounted displays (HMD), devices worn on the head  to grant a visual peek into the virtual world, gain more and more acceptance with the end-user. Currently, humans interact with computers in a very counter-intuitive two dimensional way. The ability to experience digital content in the humans most natural manner, by simply looking around and perceiving information from their surroundings, has the potential to be a major game changer in how we perceive and eventually interact with digital information. However, this confronts designers and developers with new challenges of how to apply these exciting technologies, supporting interaction mechanisms to naturally explore digital information in the virtual world, ultimately overcoming real world boundaries. Within the virtual world, the only limit is our imagination. This thesis investigates an approach of how to naturally interact and explore information based on open data within an immersive virtual reality environment using a head-mounted display and vision-based motion controls. For this purpose, an immersive VR application visualizing information as a network of European capital cities has been implemented, offering interaction through gesture input. The application lays a major focus on the exploration of the generated network and the consumption of the displayed information. While the conducted user interaction study with eleven participants investigated their acceptance of the developed prototype, estimating their workload and examining their explorative behaviour, the additional dialog with five experts in the form of explorative discussions provided further feedback towards the prototype’s design and concept. The results indicate the participants’ enthusiasm and excitement towards the novelty and intuitiveness of exploring information in a less traditional way than before, while challenging them with the applied interface and interaction design in a positive manner. The design and concept were also accepted through the experts, valuing the idea and implementation. They provided constructive feedback towards the visualization of the information as well as emphasising and encouraging to be even bolder, making more usage of the available 3D environment. Finally, the thesis discusses these findings and proposes recommendations for future work.
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38

Chapoulie, Emmanuelle. "Gestes et manipulation directe pour la réalité virtuelle immersive." Phd thesis, Université Nice Sophia Antipolis, 2014. http://tel.archives-ouvertes.fr/tel-01070736.

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La réalité virtuelle est une technologie qui voit ses applications s'étendre à de nombreux domaines (médical, automobile, etc.). Cette thèse se place dans le contexte des espaces virtuels complètement immersifs, et a pour but d'étudier les effets des deux principaux types d'interfaces proposés (manette avec 6 degrés de liberté, et système de suivi de doigts) sur l'expérience des utilisateurs, dans le cadre de la manipulation d'objets 3D. Nous nous intéressons à des paramètres tels que la facilité d'utilisation, la sensation d'immersion, la rapidité et la précision offertes... Pour cela, nous proposons des expériences évaluant ces paramètres à travers des tâches dont le succès est mesurable, et qui ne sont pas spécifiques à un domaine. Dans une première étude, nous nous intéressons aux tâches complexes d'ordre général, faisant appel à des compétences requises dans les manipulations quotidiennes, telles que le fait d'attraper, de relâcher, de translater, de tourner et de maintenir en équilibre des objets tout en se déplaçant. Nous affinons ensuite notre étude en observant les effets de ces interfaces sur les mouvements eux-mêmes, en les décomposant en degrés de liberté individuels et groupés. Enfin, nous testons l'applicabilité de notre système de manipulation directe dans le cadre d'une étude préliminaire sur l'utilisation de la réalité virtuelle pour le traitement de la maladie d'Alzheimer. Ces études analysent les propriétés de ces interfaces dans le but de fournir des indications aidant au choix de l'interface la plus appropriée pour des applications futures.
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Almeida, Rodrigo Andrade Botelho de. "Contribution aux techniques pour enrichir l'espace moteur et l'espace visuel des dispositifs d'interaction bureautique." Phd thesis, Conservatoire national des arts et metiers - CNAM, 2009. http://tel.archives-ouvertes.fr/tel-00555505.

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De nombreux travaux ont montré que, à l'origine des limitations de l'interaction bureautique, il y a un manque à la fois d'espace moteur et d'espace visuel.Cette thèse explore des moyens pour optimiser l'usage de ces espaces.D'une part, à partir du constat que l'on contrôle la position et l'orientation d'un objet par un geste naturel, cette thèse étudie les bénéfices que peut offrir une souris dotée d'un capteur de rotation. Cette < souris rotative > permet à l'utilisateur de maîtriser avec aisance trois variables continues d'une tâche informatique. Un état de l'art présente des aspects perceptifs et moteurs des actions en question et les particularités ergonomiques et techniques d'un tel dispositif. Deux techniques d'interaction - visant à faciliter des tâches métier récurrentes - sont proposées :le réglage < quasi-intégral > et la < palette satellitaire >. Par ailleurs, une évaluation expérimentale compare la performance d'une souris rotative avec celle d'une souris traditionnelle.D'autre part, ce travail se penche sur les questions de la visualisation de documents dans le contexte des bibliothèques numériques. D'abord, il examine l'apport et la faisabilité technique de l'utilisation d'un dispositif d'affichage immersif pour la navigation dans un catalogue de titres virtuel. Puis, afin de faciliter l'inspection massive d'un lot de pages numérisées, il avance des techniques de visualisation zoomables et multi-focales. Ces dernières permettent, dans une recherche d'anomalies, de saisir vite les caractéristiques visuelles de quelques centaines de pages. Et cela grâce à un va-et-vient entre la vue d'ensemble et la navigation panoramique des détails.
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40

Boujibar, Adil. "La motivation des apprenants dans une situation de formation à distance médiatée par un dispositif immersif." Thesis, Toulon, 2017. http://www.theses.fr/2017TOUL0018/document.

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Le concept de « motivation » se distingue par une multitude d’approches et d’études déterminant ses aspects et ses impacts dans le champ des sciences humaines et sociales. Il se présente comme un élément important pour mobiliser le facteur humain et stimuler son niveau de performance. En référence aux sciences de l’information et de la communication et aux sciences de l’éducation, la motivation, de type intrinsèque ou extrinsèque, se manifeste dans un environnement qui favorise, parmi d’autres, l’expression, l’interaction et l’engagement. Dans une vision d’apprentissage, les pratiques de formation évoluent introduisant de nouvelles techniques sophistiquées, plus efficaces, telles que l’usage de dispositifs immersifs de formation à distance. Dès lors, notre thèse se penche sur l’étude du phénomène de la motivation au sein d’un dispositif sociotechnique animé par des avatars. Ceci va montrer la force de l’immersion dans le monde virtuel et son impact sur la motivation de l’usager de ce système de communication. Il s’agit donc de traiter une problématique traduisant les ambitions de l’apprenant de réussir son concours de Ma thèse en 180 secondes en combinant les pratiques et l’environnement qui stimulent son comportement au cours de sa formation. Un apprentissage favorisant la motivation par l’usage des personnages virtuels reproduisant les mouvements et les émotions de l’usager est un nouveau modèle de médiation porteur dans les sciences de l’information et de la communication.Notre thèse est d’avancer un outil de formation à distance qui optimise la communication entre les apprenants et leurs enseignants et développe un cercle d’apprentissage basé sur la motivation. Notre choix méthodologique est fondé sur une approche compréhensive permettant d’élucider la nature des liens conçus entre le monde réel et le monde virtuel mettant en interaction un sujet et son avatar. Pour ce faire, une expérimentation est engagée sur notre terrain de recherche, balisée par des techniques d’observations et d’entretiens qualitatifs afin de comprendre la nature des liens forgés entre les acteurs du système immersif et de saisir les stimuli de la motivation de l’apprenant dans une mise en situation de formation à distance
The concept of “motivation” can be characterized by several approaches and studies that determine its aspects and its impacts in the fields of human and social science. It constitutes an important element that mobilizes human factors and stimulates performance level. In reference to information, communication and education science, intrinsic or extrinsic types of motivation can manifest in an environment that promotes expression, interaction and engagement. In a learning outlook, learning practices evolve introducing new and more efficient sophisticated techniques, such as the usage of immersive e-learning systems. Our research studies motivation phenomena through a sociotechnical protocol, animated by avatars. This will show immersion strength in the virtual environment and its impact on the motivation of the user of that communication system. The main point is to analyze a problematic that determines the ambitions of the trainee associated with winning the competition “My thesis in three minutes”, by combining practices and an environment that stimulates his behavior during the course. A learning process favoring motivation by the usage of virtual characters who reproduce the user’s movements and emotions is a new promising model of mediation in information and communication science.Our thesis is to present an e-learning tool that optimizes communication between teachers and learners and develops a learning circle based on motivation. Our methodology choice is based on a comprehensive approach that allows clarifying the nature of the actual links between the real and the virtual worlds, which creates an interaction between an individual and his avatar. To accomplish this, an experiment was set up and performed in our research field using observation techniques and qualitative interviews in order to understand the nature of the links existing between actors of the immersive system and to unravel the stimuli of the trainee’s motivation in an e-leaning situation
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Saïdi, Houssem Eddine. "Conception et évaluation de techniques d'interaction pour l'exploration de données complexes dans de larges espaces d'affichage." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30252/document.

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Les données d'aujourd'hui deviennent de plus en plus complexes à cause de la forte croissance de leurs volumes ainsi que leur multidimensionnalité. Il devient donc nécessaire d'explorer des environnements d'affichage qui aillent au-delà du simple affichage de données offert par les moniteurs traditionnels et ce, afin de fournir une plus grande surface d'affichage ainsi que des techniques d'interaction plus performantes pour l'exploration de données. Les environnements correspondants à cette description sont les suivants : Les écrans large ; les environnements multi-écrans (EME) composés de plusieurs écrans hétérogènes spatialement distribués (moniteurs, smartphones, tablettes, table interactive ...) ; les environnements immersifs. Dans ce contexte, l'objectif de ces travaux de thèse est de concevoir et d'évaluer des solutions d'interaction originales, efficaces et adaptées à chacun des trois environnements cités précédemment. Une première contribution de nos travaux consiste en Split-focus : une interface de visualisation et d'interaction qui exploite les facilités offertes par les environnements multi-écrans dans la visualisation de données multidimensionnelles au travers d'une interface overview + multi-detail multi-écrans. Bien que plusieurs techniques d'interaction offrent plus d'une vue détaillée en simultané, le nombre optimal de vues détaillées n'a pas été étudié. Dans ce type d'interface, le nombre de vues détaillées influe grandement sur l'interaction : avoir une seule vue détaillée offre un grand espace d'affichage mais ne permet qu'une exploration séquentielle de la vue d'ensemble?; avoir plusieurs vues détaillées réduit l'espace d'affichage dans chaque vue mais permet une exploration parallèle de la vue d'ensemble. Ce travail explore le bénéfice de diviser la vue détaillée d'une interface overview + detail pour manipuler de larges graphes à travers une étude expérimentale utilisant la technique Split-focus. Split-focus est une interface overview + multi-détails permettant d'avoir une vue d'ensemble sur un grand écran et plusieurs vues détaillées (1,2 ou 4) sur une tablette. [...]
Today's ever-growing data is becoming increasingly complex due to its large volume and high dimensionality: it thus becomes crucial to explore interactive visualization environments that go beyond the traditional desktop in order to provide a larger display area and offer more efficient interaction techniques to manipulate the data. The main environments fitting the aforementioned description are: large displays, i.e. an assembly of displays amounting to a single space; Multi-display Environments (MDEs), i.e. a combination of heterogeneous displays (monitors, smartphones/tablets/wearables, interactive tabletops...) spatially distributed in the environment; and immersive environments, i.e. systems where everything can be used as a display surface, without imposing any bound between displays and immersing the user within the environment. The objective of our work is to design and experiment original and efficient interaction techniques well suited for each of the previously described environments. First, we focused on the interaction with large datasets on large displays. We specifically studied simultaneous interaction with multiple regions of interest of the displayed visualization. We implemented and evaluated an extension of the traditional overview+detail interface to tackle this problem: it consists of an overview+detail interface where the overview is displayed on a large screen and multiple detailed views are displayed on a tactile tablet. The interface allows the user to have up to four detailed views of the visualization at the same time. We studied its usefulness as well as the optimal number of detailed views that can be used efficiently. Second, we designed a novel touch-enabled device, TDome, to facilitate interactions in Multi- display environments. The device is composed of a dome-like base and provides up to 6 degrees of freedom, a touchscreen and a camera that can sense the environment. [...]
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42

Duval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments." Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.

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This work aims at providing some cues in order to address the essential requirements about the design of 3D Collaborative Virtual Environments (CVE). We have identified six essential topics that must be addressed when designing a CVE. For each of them, we present a state of the art about the solutions that can address this topic, then we show our own contributions: how we improve existing solutions and what are our new propositions. 1 - Choosing a model for the distribution of a CVE We need a distribution model to distribute as efficiently as possible the content of a CVE among all the nodes involved in its execution, including the machines of the distant users. Our proposition is to allow CVE designers to mix in a same CVE the three main distribution models usually encountered: centralized on a server, totally replicated on each site, or distributed according to a hybrid distribution model. 2 - Choosing a model for the synchronization of these nodes To maintain consistency between all the nodes involved in the execution of a CVE, we must choose between a strong synchronization or a relaxed one, or an in-between solution. Our proposition is to manage some temporary relaxation of the synchronization due to network breakdowns, with several synchronization groups of users, making them aware of these network breakdowns, and to allow some shared objects to migrate from one site to another. 3 - Adapting the Virtual Environment to various hardware systems VR applications must be adapted to the software and to the hardware input and output devices that are available at run-time, in order to be able to deploy a CVE onto di fferent kinds of hardware and software. Our solution is the PAC-C3D software architectural model which is able to deal with the three main distribution modes encountered in CVE. 4 - Designing interaction and collaboration in the VE Expressing the interactive and collaborative capabilities of the content of a CVE goes one step beyond geometric modeling, by adding interactive and collaborative features to virtual objects. We propose a unified model of dialog between interactive objects and interaction tools, with an extension to Collada in order to describe interactive and collaborative properties of these interactive objects and interaction tools. 5 - Choosing the best metaphors for collaborative interactions Most of the time single-user interaction tools and metaphors are not adapted to off er effi cient collaboration between users of a CVE. We adapt some of these tools and metaphors to collaborative interactions, and we propose new really collaborative metaphors to enhance real multi-user collaborative interactions, with dedicated collaborative feedback. 6 - Embedding the users' physical workspaces within the CVE Taking into account users' physical workspaces makes it possible to adapt a CVE to the hardware input and output devices of the users, and to make them aware of their physical limitations and of those of the other users, for better interaction and collaboration. We propose the Immersive Interactive Virtual Cabin (IIVC) concept to embed such 3D representations in CVE.
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Tjärnberg, Wilmer. "Heuristisk Utvärdering av Virtual Reality-Spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17719.

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Detta arbete undersöker hur User Experience Design-utvärderingsmetoden heuristisk utvärdering kunde anpassas till utvärderingen av TV-spel inom kontexten av immersive Virtual Reality. Rapporten börjar med att redogöra för TV-spel, Virtual Reality och User Experience som fält, med särskild fokus på utvärderingsmetoder. En genomgång av tidigare, relevant litteratur och utförandet av heuristiska utvärderingar ledde till skapandet av en lista med heuristiker utformade för immersive Virtual Reality-spel. En manual med riktlinjer för utförandet av utvärderingar inom en Virtual Reality-kontext skapades också. Både heuristikerna och manualen validerades och reviderades utefter resultaten av de heuristiska utvärderingar som utfördes under arbetets gång. Resultaten visade på att heuristisk utvärdering går att använda inom en VR-spelskontext, men att det kräver vissa modifikationer. Detta har implikationer för användandet av andra utvärderingsmetoder i samma kontext.
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44

Cabral, Marcio. "Remodelage et Re-eclairage Pour La Création et Manipulation de Contenu Interactif." Phd thesis, Université Nice Sophia Antipolis, 2011. http://tel.archives-ouvertes.fr/tel-01062521.

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Remodelage et Ré-éclairage Pour La Création et Manipulation de Contenu Interactif Resumé Ces dernières années, les outils et techniques d'infographie sont devenus accessibles à un public plus large, permettant á des non-spécialistes de créer du contenu numérique 2D ou 3D par eux-mêmes. Cependant, la plupart des utilisateurs n'ont pas les compétences nécessaires pour créer du contenu qui soit à la fois esthétique et utile. Dans cette thèse, nous proposons de combler cette lacune en fournissant des outils qui peuvent être employés par des utilisateurs non-experts pour aider dans la création de contenu numérique pour des mondes virtuels. Nous examinons d'abord la complexité des outils de modélisation 3D actuels, qui sont conçus pour des utilisateurs expérimentés. Notre approche permet aux utilisa- teurs de simplement déplacer les sommets d'un modèle architectural pour effectuer les changements souhaités, tout en adaptant les textures du modèle. Nous avons posé le problème comme un système d'équations linéaires représentant la structure du modèle 3D. A l'exécution, les équations sont résolues selon la méthode des moindres carrés, per- mettant à l'utilisateur de modifier le modèle 3D tout en préservant la forme générale et la texture. Nous adaptons ensuite cette approche à un environnement virtuel 3D immersif. L'utilisateur peut interagir avec le système de modélisation en utilisant des gestes, étant immergé dans un système de projection avec 4 murs. Nous étendons notre approche avec des capacités d'éclairage basiques, permettant à l'utilisateur de changer le jour de l'année et l'heure pour visualiser la distribution de la lumière à l'intérieur du modèle architectural. La dernière partie de cette thèse présente une solution qui permet aux utilisateurs de modifier l'éclairage d'une photo d'un arbre. Nous adoptons une approche de rendu volumique à un rebond pour estimer la répartition de la lumière dans le feuillage des arbres. Avec quelques photos prises à un seul moment de la journée comme entrée, notre solution permet à l'utilisateur de changer l'heure de la journée à laquelle la photo d'origine à été prise, et ce avec un éclairage cohérent.
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45

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

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Immunology Virtual Reality (VR) project is an immersive educational virtual reality experience that intends to provide an informal learning experience of specific immunology concepts to college freshmen in the Department of Biological Sciences at Virginia Tech (VT). The project is an interdisciplinary endeavor between my collaboration between people from different domain areas at VT: Creative Technologies, Education, Biological Sciences, and Computer Sciences. This thesis elaborates on the whole design process of how I created a working prototype of the project demo and shares insights from my design experience.
Master of Fine Arts
Immunology Virtual Reality is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogen invasions at an infection site in the human body. It explores levels of interactivity and storytelling in educational VR and their impact on learning.
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46

Bustos, Christian. "Implementing implicit interaction in interactive film." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30481.

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In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction. The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines. One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction.
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Loup, Guillaume. "Conception et développement d’interactions immersives pour jeux sérieux." Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1041/document.

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Cette thèse s'inscrit dans le domaine de l'ingénierie des Environnements Virtuels pour l’Apprentissage Humain (EVAH). Les jeux épistémiques numériques (JEN) sont une catégorie des jeux sérieux dédiés à la résolution de problèmes complexes, pluridisciplinaires et non-déterministes afin de proposer des situations d'apprentissage plus authentiques.La première partie de la thèse est consacrée à l’exploration des dimensions spatiales, temporelles et sociales des interactions dans un JEN. Des expérimentations ont été menées en milieu écologique et ont montré un apport pédagogique par une augmentation de l'engagement des apprenants. La conception des prototypes expérimentés a mis en évidence que le développement informatique des interactions immersives d'un EVAH demeure actuellement réservé à des spécialistes en Réalité Mixte ou Virtuelle (RMV).Ainsi la seconde partie de la thèse a été dédiée à la proposition d'un environnement de développement (MIREDGE). Une interface de programmation visuelle permet aux développeurs de modéliser des interactions sans connaissance spécifique en RMV par réutilisation de blocs. Des expérimentations ont permis d'évaluer l'efficacité et l'efficience de MIREDGE pour le profil des développeurs RMV ainsi que celui des développeurs non-initiés à la RMV. Les développeurs RMV ayant une nécessité à poursuivre leur algorithme au-delà de la programmation visuelle, MIREDGE permet une génération automatique de code dans leur moteur de jeu. L'approche garantie une large compatibilité avec les environnements de développement et les périphériques, ouvrant ainsi des perspectives sur l'étude de logiques d'interactions universelles
This thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions
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Deshpande, Chetana. "A Virtual Step towards Ecological Sustainability : Nudging people to reflect on their everyday actions through VR experiences." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168480.

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With an attempt to connect ecological sustainability to users in a fun and interactive way that can nudge them into reflection of their everyday actions, this design research project tries to answer the main research question: How might we use immersive experiences in virtual environments to nudge participants into reflection; specifically, on climate change and sustainable behaviour? The available context, both in terms of climate change and the opportunity that exists in the communication of it; along with the design tools and good practices available were studied. Different design methodologies were reviewed to formulate a personalised yet well-grounded method, that was followed in this project. Through the use of these methodologies, a concept and two versions of the prototype were developed using Unity. These versions were tested with participants for the impact, and the quantitative and qualitative data that was gathered from the testing were analysed using statistical and thematic methods, respectively. From the analysis of the data, it became clear that this was just one little step that opens up more extensive research in this area. It can be concluded that VR can be thought of as an empathy generator due to its almost-unreal ability to transport users into any virtual space and make it feel like they are there. This ability of VR must be exploited to raise public empathy by taking abstract environmental concepts and make them more visible and relatable to everybody.
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Dow, Steven P. "Understanding user engagement in immersive and interactive stories." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26468.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: MacIntyre, Blair; Committee Member: Bolter, Jay; Committee Member: Guzdial, Mark; Committee Member: Mateas, Michael; Committee Member: Mynatt, Elizabeth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Genest, Valérie, and Valérie Genest. "Rêves de L'Infini... : réflexions sur l'installation immersive interactive." Master's thesis, Université Laval, 2014. http://hdl.handle.net/20.500.11794/25334.

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Ce texte d’accompagnement du projet explique dans le détail les notions relatives à ma recherche-création en arts visuels. Les principaux points traités sont en lien avec l’installation immersive interactive travaillée par l’entremise de la fibre optique, la lumière et la microprogrammation. Il s’agit d’une œuvre multidisciplinaire et hybride qui allie la sculpture et l’art numérique dans un ensemble médiatique interactif rappelant à la fois le microcosme et le macrocosme dans son esthétique visuelle générale.
Ce texte d’accompagnement du projet explique dans le détail les notions relatives à ma recherche-création en arts visuels. Les principaux points traités sont en lien avec l’installation immersive interactive travaillée par l’entremise de la fibre optique, la lumière et la microprogrammation. Il s’agit d’une œuvre multidisciplinaire et hybride qui allie la sculpture et l’art numérique dans un ensemble médiatique interactif rappelant à la fois le microcosme et le macrocosme dans son esthétique visuelle générale.
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