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Dissertations / Theses on the topic 'Mixed Reality Experience'

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1

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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Knierim, Pascal [Verfasser], and Albrecht [Akademischer Betreuer] Schmidt. "Enhancing interaction in mixed reality : the impact of modalities and interaction techniques on the user experience in augmented and virtual reality / Pascal Knierim ; Betreuer: Albrecht Schmidt." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2020. http://d-nb.info/123491199X/34.

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Pola, Sai Vijay. "Evaluating the User Experience of Microsoft HoloLens and Mobile Device Using an Augmented Reality Application." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17840.

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Context: In recent years, everyone is completely relying on using computers and smartphones in our daily activities. Augmented Reality will superimpose virtual and computer-generated information on top of the real world. Volvo Construction Equipment (VCE) team is planning to use Augmented Reality applications on a real construction site to track the details of the vehicles without going to the laboratory. An Augmented reality application is developed for Microsoft HoloLensand Mobile device and the user experience is evaluated. This research has been conducted at PDRL-BTH, in collaboration with
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4

Roo, Joan sol. "one reality : augmenting the human experience through the combination of physical and digital worlds." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0874/document.

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Alors que le numérique a longtemps été réservé à des usages experts, il fait aujourd’hui partie intégrante de notre quotidien, au point, qu’il devient difficile de considérer le monde physique dans lequel nous vivons indépendamment du monde numérique. Pourtant, malgré cette évolution, notre manière d’interagir avec le monde numérique a très peu évolué, et reste toujours principalement basé sur l’utilisation d’écrans, de claviers et de souris. Dans les nouveaux usages rendus possible par le numérique, ces interfaces peuvent se montrer inadaptées, et continuent à préserver la séparation entre le
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5

Redfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.

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As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research em
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Nothnagel, Terese. "Impact of using mixed reality visualization to augment the exploration and analysis of water contamination events in a simulated car engine." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-220345.

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The aim of this thesis is to understand the impact of virtual reality (VR) on user's performance and experience in practical industrial applications. In particular, I collaborated with Volvo Cars supporting their current engineering design practices. VR has the potential to augment and thereby improve a person's observational analysis. Current VR publications are focused on VR applications and their potential benefits and improvements, mainly towards science, industry, medicine, and education. Yet, no research on the impact of augmenting the exploration and analysis of water contamination even
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7

Davies, C. J. "Parallel reality : tandem exploration of real and virtual environments." Thesis, University of St Andrews, 2016. http://hdl.handle.net/10023/8098.

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Alternate realities have fascinated mankind since early prehistory and with the advent of the computer and the smartphone we have seen the rise of many different categories of alternate reality that seek to augment, diminish, mix with or ultimately replace our familiar real world in order to expand our capabilities and our understanding. This thesis presents parallel reality as a new category of alternate reality which further addresses the vacancy problem that manifests in many previous alternate reality experiences. Parallel reality describes systems comprising two environments that the user
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8

Flintham, Martin. "Supporting mobile mixed-reality experiences." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10632/.

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Mobile mixed-reality experiences mix physical and digital spaces, enabling participants to simultaneously inhabit a shared environment online and on the streets. These experiences take the form of games, educational applications and new forms of performance and art, and engender new opportunities for interaction, collaboration and play. As mobile mixed-reality experiences move out of the laboratory and into more public settings they raise new challenges concerning how to support these experiences in the wild. This thesis argues that mobile mixed-reality experiences in which artists retain crea
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9

Eynard, Rémy. "Investigation de l’impact de l’interaction sociale vocale sur l’expérience utilisateur dans les environnements 3D temps-réel immersif." Thesis, Paris, ENSAM, 2016. http://www.theses.fr/2016ENAM0013/document.

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L’expérience utilisateur est récemment devenue un sujet central dans la conception de produits ou services. Avec la démocratisation de la Réalité Virtuelle (RV), de plus en plus d’acteurs économiques prennent conscience du potentiel de la RV dans leurs secteurs respectifs.Dans ce contexte de plus en plus dynamique, l’expérience utilisateur (UX) permet d’anticiper les attentes des utilisateurs et des concepteurs afin de proposer l’expérience la plus satisfaisante possible. De plus, au travers de l’anticipation de l’expérience utilisateur, nous sommes en mesure de prédire de plus en plus précisé
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10

Veitmaa, Eva Maria. "Gallery of Heartbeats : soma design for increasing bodily awareness and social sharing of the heart rate through sensory stimuli." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-282901.

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Elevated heart rate is considered to be an indicator of stress. Thus, noticing one’s own heartbeat can have a negative connotation. Yet, the heartbeat is simply a physiological function, neither positive nor negative in itself, that is experienced in diverse contexts, such as medical, athletic, or intimate. This study uses first-person  research through design and soma design to increase awareness of the heartbeat from both an individual and social angle and examines the potential benefits of using external sensory stimuli to convey biofeedback information. It also opens up the design space ar
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11

Trujano, Fernando. "Creating novel Mixed Reality experiences using existing sensors and peripherals." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/119558.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February 2018.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 75-79).<br>Mixed Reality (MR) technology allows us to seamlessly merge real and virtual worlds to create new experiences and environments. MR includes technologies such as Virtual Reality and Augmented Reality. Even
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12

Andersson, Moa. "How do AR visualizations impact users' collective interactions in mixed reality experiences?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12376.

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This study examines how Augmented Reality (AR) visualizations can impact the collective interaction of users. This research will focus on a multiphase experience with a buildup of different levels of Virtual Reality through the use of panoramas and 3D models. The experience was created using a participatory method with multiple tests and iterations to better create an evaluable product. The result if this experiment shows that the impact AR has on users is extensive. A properly framed character can even change a pair of two users into a group of three.
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13

Platero, Vázquez Carmen. "Objetos mágicos: los objetos como transformadores de la Subjetividad virtual en la creación de aventuras interactivas en sistemas de realidad mixta." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/352714.

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Dentro de las experiencias interactivas en tiempo real, y en concreto de los sistemas de realidad mixta, buscamos nuevas formas de comunicación en la ficción interactiva que enriquezcan la experiencia de usuario. Partimos de la Narratología y de ciertos objetos arquetípicos que podríamos considerar mágicos, cuyos usos y propiedades otorgan a los protagonistas de las historias poderes y potencial para convertirse en héroes y abrir un pasaje al mundo de la aventura. Estos objetos cotidianos, son extraídos de las historias y convertidos en tangibles, permitirán al usuario dentro de la experiencia
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14

Fotouhi-Ghazvini, Faranak. "Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm." Thesis, University of Bradford, 2011. http://hdl.handle.net/10454/5400.

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Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A 'Conversational Framework' is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a 'conversation' between different actors of the learning community with the objective of build
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15

Lin, Wei-Yang, and 林煒揚. "Investigating user experience of mobile augmented reality game through mixed methods." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/5rt9ch.

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碩士<br>國立交通大學<br>傳播研究所<br>105<br>Mixed methods could be an alternative when it comes to user experience study. How do I evaluate this product? Is there any step that I could follow? What can I use to identify the usability of this systematic function? All of these concepts and questions should be thought about their research methods. Recently, mixed methods have been gaining their popularity as ‘the third research paradigm’, sharing research market with other methods in journals. Unfortunately, the consideration of mixed methods in user experience is less than any other research methods. Theref
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16

Huang, Teng-Hsien, and 黃鐙嫻. "The Effects of Learning Experience on Learning Achievement in Mixed-Reality Games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/11293099077005328635.

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碩士<br>國立臺灣師範大學<br>圖文傳播學系<br>103<br>In recent years, Chinese learning has become an emerging trend and more and more people have selected Chinese as their second language. The issue of learn in real life is discussed widely, but most studies only focus on the mobile learning or situated learning and less discussion of the traditional classroom lessons. However, the traditional classroom lessons still has its importance. Therefore, this study apply advance organizers theory to the traditional classroom lessons, and combine mixed-reality learning to study the effects of learners with different le
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17

Chang, Chun-Sheng, and 張群昇. "A Study on Creation of Cardboard Diorama Storybook Game with Mixed Reality and Immersion Experience." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/qxst36.

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碩士<br>國立臺北科技大學<br>互動設計系碩士班(碩士在職專班)<br>103<br>Virtual and reality have been applied in Head Mounted Display due to the advances in technology. The study created a model of Cardboard Diorama Storybook Games (CDSG) with Mixed Reality and Immersion Experience. The purpose of such an innovation is to explore the relationship between immersion experience and interactive mechanism. The researcher reviewed the underlying theories including immersion experience, embodied interactive, mixed reality, and cardboard diorama storybook. The methodology of the study included experiment and questionnaire surve
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18

Johnson, David. "MusE-XR: musical experiences in extended reality to enhance learning and performance." Thesis, 2019. http://hdl.handle.net/1828/10988.

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Integrating state-of-the-art sensory and display technologies with 3D computer graphics, extended reality (XR) affords capabilities to create enhanced human experiences by merging virtual elements with the real world. To better understand how Sound and Music Computing (SMC) can benefit from the capabilities of XR, this thesis presents novel research on the de- sign of musical experiences in extended reality (MusE-XR). Integrating XR with research on computer assisted musical instrument tutoring (CAMIT) as well as New Interfaces for Musical Expression (NIME), I explore the MusE-XR design space
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