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Dissertations / Theses on the topic 'Multi user virtual environments'

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1

Oliver, Iain Angus. "Adaptive network traffic management for multi user virtual environments." Thesis, University of St Andrews, 2011. http://hdl.handle.net/10023/3090.

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Multi User Virtual Environments (MUVE) are a new class of Internet application with a significant user base. This thesis adds to our understanding of how MUVE network traffic fits into the mix of Internet traffic, and how this relates to the application's needs. MUVEs differ from established Internet traffic types in their requirements from the network. They differ from traditional data traffic in that they have soft real-time constraints, from game traffic in that their bandwidth requirements are higher, and from audio and video streaming traffic in that their data streams can be decomposed i
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Miyares, Gloria. "Underachieving Gifted Science Students and Multi-User Virtual Environments." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/250.

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Gifted children possess incredible abilities and talents. In spite of this, some gifted learners academically underachieve and are at-risk for not completing high school. In the area of gifted student underachievement, research has not provided education stakeholders with concrete answers as to why these students underachieve or provided the best intervention strategies to help these students succeed. These shortcomings have not prevented researchers from further exploring gifted student underachievement, and the focus of current research is based on the lack of student motivation due to bored
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Amundsen, Nicklas. "The Possibilities and Limitations of Teaching Through Multi User Virtual Environments." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-9557.

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The use of computers has grown immensely in the last decades and the possibility to teach through them has grown as well. Various computer applications, games and forums have been created as tools of teaching and learning. This research project contains a summary of various works created within the E-learning area and their results. The virtual world Second Life is tested and some of the research in the literature review will be visited and examined. The research focuses on the feasibility to create scenarios for nursing students to practice patient care and handling, in addition to collaborat
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Chen, Weiya. "Collaboration in Multi-user Immersive Virtual Environment." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS248/document.

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Les Environnements Virtuels Immersifs (EVI) peuvent être utilisés pour amener des utilisateurs, répartis géographiquement ou co-localisés, à partager un même monde virtuel pour collaborer. Si l’on compare aux situations distantes, les utilisateurs d’une immersion co-localisée collaborent aussi dans le monde virtuel, mais a contrario, partagent physiquement un même espace de travail. Cette co-localisation facilite le travail collaboratif en permettant des communications directes et des interactions sans médiation informatique entre les utilisateurs.Avec le développement de l'affichage multi-uti
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Kuznetcova, Irina V. Kuznetcova. "The impact of Multi-User Virtual Environments on classroom social network structure." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1523880837376733.

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Perera, Galhenage Indika Udaya Shantha. "An evaluation of user support strategies for managed learning in a multi user virtual environment." Thesis, University of St Andrews, 2013. http://hdl.handle.net/10023/4049.

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The management of online learning environments so that they are effective and efficient presents a significant challenge for institutions and lecturers due to the complexity of requirements in the learning and teaching domain. The use of 3D Multi User Virtual Environments (MUVEs) for education introduces a novel set of management challenges. MUVEs were designed to cater for entertainment and commercial needs and as such do not intrinsically support managed learning. When MUVEs are used for educational purposes, forming 3D Multi User Learning Environments (MULEs), user support for learning mana
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Holm, Jeannette E. "Collision Prediction and Prevention in a Simultaneous Multi-User Immersive Virtual Environment." Miami University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=miami1343782552.

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8

Gilmore, John Sebastian. "A state management and persistency architecture for peer-to-peer massively multi-user virtual environments." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/80268.

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Thesis (PhD)--Stellenbosch University, 2013.<br>ENGLISH ABSTRACT: Recently, there has been significant research focus on Peer-to-Peer (P2P) Massively Multi-user Virtual Environments (MMVEs). A number of architectures have been presented in the literature to implement the P2P approach. One aspect that has not received sufficient attention in these architectures is state management and state persistency in P2P MMVEs. This work presents and simulates a novel state management and persistency architecture, called Pithos. In order to design the architecture, an investigation is performed into
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Eraslan, Mejdi. "VESIR-6: Virtual environment supporting multi-user interaction over IPv6." Thesis, University of Ottawa (Canada), 2000. http://hdl.handle.net/10393/8779.

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Virtual environments (VEs) are interactive computer simulations that immerse users in an alternate reality. Multi-user VE applications simulate the experience of real-time interaction among multiple users in a shared three-dimensional (3D) virtual world. The Internet has a growing importance as a communication medium for presenting multi-user VEs and interaction among distributed VEs. In this thesis, we identify the requirements for highly interactive multi-user VEs and limitations of collaboration over the Internet. We focus on the design, implementation, and evaluation of network communicati
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Eraslan, Mejdi. "VESIR-6, virtual environment supporting multi-user interaction over IPv6." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0021/MQ57115.pdf.

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11

Feng, Mi. "An Initial Exploration of a Multi-Sensory Design Space: Tactile Support for Walking in Immersive Virtual Environments." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/141.

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Multi-sensory feedback can potentially improve user experience and performance in virtual environments. As it is complicated to study the effect of multi-sensory feedback as a single factor, we created a design space with these diverse cues, categorizing them into an appropriate granularity based on their origin and use cases. To examine the effects of tactile cues during non-fatiguing walking in immersive virtual environments, we selected certain tactile cues from the design space, movement wind, directional wind and footstep vibration, and another cue, footstep sounds, and investigated their
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Süselbeck, Richard [Verfasser], and Christian [Akademischer Betreuer] Becker. "Update Propagation for Peer-to-Peer-based Massively Multi-user Virtual Environments / Richard Süselbeck. Betreuer: Christian Becker." Mannheim : Universitätsbibliothek Mannheim, 2013. http://d-nb.info/1050207386/34.

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Vincent, David E. "PORTABLE INDOOR MULTI-USER POSITION TRACKING SYSTEM FOR IMMERSIVE VIRTUAL ENVIRONMENTS USING SENSOR FUSION WITH MULTIDIMENSIONAL SCALING." Miami University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=miami1335634621.

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Renman, Filip. "Multi-User Classroom Environment in Virtual Reality : Creating and Implementing new Features." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80936.

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A research group from Luleå University of Technology in Skellefteå is working to create a virtual reality classroom to be used for educational purposes in mining education. In this classroom, a teacher should be able to hold a lesson for their students in an intuitive and pleasant way. In this part of the project I have focused on implementing functionality to the classroom with the help of the game engine Unity. The result is a program where a teacher now can create a virtual classroom that students can connect to. User test have been performed to verify the user-friendliness of the program,
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Wang, Airong. "Learning English in a Multi-User Virtual Environment : Exploring Factors Affecting Participation." Doctoral thesis, Mittuniversitetet, Avdelningen för humaniora, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-30795.

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Online language learning and teaching is a field that has received a significant amount of research attention. What factors could affect student participation in simpler online learning environments has been investigated by researchers, but there has been limited study of factors affecting participation in complex Multi-User Virtual Environments. By using the typical Multi-User Virtual Environment Second Life, three English courses offered by Swedish universities were examined in this thesis. The courses were video-recorded, and selected parts of the recordings were transcribed. The transcribe
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English, Joel Alexander. "Assessing the synchronous online classroom : methodologies and findings in real-time virtual learning environments." Virtual Press, 1999. http://liblink.bsu.edu/uhtbin/catkey/1137523.

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In "Technology and Literacy: A Story about the Perils of Not Paying Attention," Cynthia Selfe charges the field of composition not to simply consider technology a tool, but to "pay attention" to the rhetorical and social implications of those tools. In one sense, paying critical attention to technological literacies echoes the decade-old call for Computers and Writing practitioners to use research as a means of assessing online activities, suggesting that teachers not remain satisfied with the unreflective excitement that has been the operative epistemology of the field from its beginning. In
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Kessler, Gregory Drew. "A flexible framework for the development of distributed, multi-user virtual environment applications." Diss., Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8191.

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Dantas, Rummenigge Rudson. "Interpercep??o: uma arquitetura de software para compartilhamento de ambientes virtuais com interfaces gr?ficas distintas." Universidade Federal do Rio Grande do Norte, 2008. http://repositorio.ufrn.br:8080/jspui/handle/123456789/15195.

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Made available in DSpace on 2014-12-17T14:55:06Z (GMT). No. of bitstreams: 1 RummeniggeRD.pdf: 785767 bytes, checksum: 0bba3130cce258f9fafc7849fe6507ce (MD5) Previous issue date: 2008-02-15<br>Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior<br>In this work, we propose the Interperception paradigm, a new approach that includes a set of rules and a software architecture for merge users from different interfaces in the same virtual environment. The system detects the user resources and provide transformations on the data in order to allow its visualization in 3D, 2D and textual (1D)
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deNoyelles, Aimee M. "Learning between worlds: Experiences of women college students in a virtual world." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1307323208.

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Ma, Wenjun. "AMMP-EXTN a user privacy and collaboration control framework for a multi-user collaboratory virtual reality system /." unrestricted, 2007. http://etd.gsu.edu/theses/available/etd-09142007-204819/.

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Thesis (M.S.)--Georgia State University, 2007.<br>Title from file title page. Ying Zhu, committee chair; G.Scott Owen, Robert W. Harrison, committee members. Electronic text (87 p. : ill. (some col.)) : digital, PDF file. Description based on contents viewed Feb. 7, 2008. Includes bibliographical references (p. 84-87).
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Wang, Bin. "End user oriented BIM enabled multi-functional virtual environment supporting building emergency planning and evacuation." Thesis, Cardiff University, 2014. http://orca.cf.ac.uk/73522/.

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Relevant research has identified that high level of building emergency casualty (e.g. due to fire) has direct link with the delayed evacuation especially in residential and high-rising buildings. The traditional fire drill can only passively identify some bottleneck for evacuation after the building has been constructed and under its operation stage; and end-users normally lack of means to be effectively involved in the decision making process in the first place (e.g. building emergency planning and design) and lack of cost-effective and convenient means to be well trained about emergency evac
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Abal, Abdulaziz. "A Comparison of the Effects of Classroom and Multi-User Virtual Environments on the Perceived Speaking Anxiety of Adult Post-Secondary English Language Learners." FIU Digital Commons, 2012. http://digitalcommons.fiu.edu/etd/806.

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The population of English Language Learners (ELLs) globally has been increasing substantially every year. In the United States alone, adult ELLs are the fastest growing portion of learners in adult education programs (Yang, 2005). There is a significant need to improve the teaching of English to ELLs in the United States and other English-speaking dominant countries. However, for many ELLs, speaking, especially to Native English Speakers (NESs), causes considerable language anxiety, which in turn plays a vital role in hindering their language development and academic progress (Pichette, 2009;
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Tutwiler, Michael Shane. "Trends in the Salience of Data Collected in a Multi User Virtual Environment: an Exploratory Study." Thesis, Harvard University, 2014. http://nrs.harvard.edu/urn-3:HUL.InstRepos:13383549.

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In this study, by exploring patterns in the degree of physical salience of the data the students collected, I investigated the relationship between the level of students’ tendency to frame explanations in terms of complex patterns and evidence of how they attend to and select data in support of their developing understandings of causal relationships. I accomplished this by analyzing longitudinal data collected as part of a larger study of 143 7th grade students (clustered within 36 teams, 5 teachers, and 2 schools in the same Northeastern school district) as they navigated and collected data i
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Mahadevan, Sriram. "Visualization Methods and User Interface Design Guidelines for Rapid Decision Making in Complex Multi-Task Time-Critical Environments." Wright State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=wright1236970008.

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de, Barros Paulo. "Evaluation of Multi-sensory Feedback in Virtual and Real Remote Environments in a USAR Robot Teleoperation Scenario." Digital WPI, 2014. https://digitalcommons.wpi.edu/etd-dissertations/454.

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The area of Human-Robot Interaction deals with problems not only related to robots interacting with humans, but also with problems related to humans interacting and controlling robots. This dissertation focuses on the latter and evaluates multi-sensory (vision, hearing, touch, smell) feedback interfaces as a means to improve robot-operator cognition and performance. A set of four empirical studies using both simulated and real robotic systems evaluated a set of multi-sensory feedback interfaces with various levels of complexity. The task scenario for the robot in these studies involved the sea
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Moore, Tonia L. "Student-Directed Inquiry: Virtual vs. Physical." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.

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Lindblom, Andreas. "A Study of Networking Performance in a Multi-user VR Environment : Using Unity and the Mirror library." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79559.

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Virtual Reality provides the ability to immerse users in realistic environments, which makes it possible to utilize the technology as an educational tool. The EIT Raw Materials Project MireBooks intend to teach mining students by simulating a VR mine and recreating learning experiences in it. With this comes challenges with regards to the networking performance and user experience.<br>MiReBooks
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Zhong, Ying. "iVirtualWorld: A Domain-Oriented End-User Development Environment for Building 3D Virtual Chemistry Experiments." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1364899801.

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Warren, Scott J. "The impact of a multi-user virtual environment on teacher instructional time, voluntary student writing practice, and student writing achievement." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3219895.

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Thesis (Ph.D.)--Indiana University, Dept. of Instructional Systems Technology, 2006.<br>Source: Dissertation Abstracts International, Volume: 67-06, Section: A, page: 2129. Adviser: Sasha Barab. "Title from dissertation home page (viewed June 21, 2007)."
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Vulgari, Sofia Kiriaki. "Hand Gesture based Telemedicine enabled by Mobile VR." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88810.

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Virtual Reality (VR) is a highly evolving domain and is used in anincreasing number of areas in today's society. Among the technologiesassociated with VR and especially mobile VR, is hand tracking and handgesture recognition. Telemedicine is one of the elds where VR is startingto thrive, and so the concept of adding the use of hand gestures came to bein order to explore the possibilities that can come from it. This researchis conducted with the development of a prototype application that usessome of the most emerging technologies. Manomotion's hand trackingand hand gesture recognition algorith
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Schlenker, Lars [Verfasser], Michael [Akademischer Betreuer] Kerres, and Jörg [Akademischer Betreuer] Stratmann. "Soziale Kontextualisierung von virtuellen Lern- und Arbeitsräumen am Beispiel des dreidimensionalen Multi-User Virtual Environment Second Life / Lars Schlenker. Gutachter: Jörg Stratmann. Betreuer: Michael Kerres." Duisburg, 2012. http://d-nb.info/1023643774/34.

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Parés-Toral, María T. "The Effect of the Use of the 3-D Multi-user Virtual Environment Second Life on Student Motivation and Language Proficiency in Courses of Spanish as a Foreign Language." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/269.

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The ever increasing popularity of virtual worlds, also known as 3-D multi-user virtual environments (MUVEs) or simply virtual worlds provides language instructors with a new tool they can exploit in their courses. For now, Second Life is one of the most popular MUVEs used for teaching and learning, and although Second Life was not initially designed as an educational tool, it has developed into one used in higher education institutions worldwide. In the field of second language acquisition, Second Life could be used to immerse students in the target language and culture. Students can travel to
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Zhang, Christina Yan. "The use of massively multiplayer online games to augment early-stage design process in construction." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/9924.

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Traditional 2-D contour models, Physical Models, Computer-Aided Architectural Design (CAD), Virtual Reality models, Google SketchUp, and Building Information Modelling (BIM) have all greatly enhanced the design process by enabling designers to visualise buildings and the space within them prior to their construction. A recent development is Massively Multiplayer Online Games (MMOG) such as Second Life (SL). These offer users the opportunity to interact with other participants in real time, and so offer an excellent opportunity to experience the environment, layout and form of virtual buildings
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Saretto, Cesare John. "Mediating User Interaction In Narrative-Structured Virtual Environments." NCSU, 2001. http://www.lib.ncsu.edu/theses/available/etd-20010803-153815.

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<p><p>Films and novels effectively convey intriguing stories, powerful emotions, and meaningful messages to their audiences. Telling interactive stories in a virtual environment seems a natural progression of the narrative. Users find virtual environments more engaging when they perceive that they have agency within those environments. The greater the sense of freedom they have over choosing and executing their own actions, the greater their sense of agency will be. However, in order to maintain the coherence of their stories, current attempts at interactive narrative environments often limit
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Bierbaum, Allen. "Continuum an architecture for user evolvable collaborative virtual environments /." [Ames, Iowa : Iowa State University], 2007.

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Oral, Tugcem. "Multi-objective Path Planning For Virtual Environments." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614643/index.pdf.

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Path planning is a crucial issue for virtual environments where autonomous agents try to navigate from a specific location to a desired one. There are several algorithms developed for path planning, but several domain requirements make engineering of these algorithms difficult. In complex environments, considering single objective for searching and finding optimal or sub-optimal paths becomes insufficient. Thus, multi objective cases are distinguished and more complicated algorithms to be employed is required. It can be seen that more realistic and robust results can be obtained with these alg
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Doukakis, Efstratios. "Resource allocation for multi-sensory virtual environments." Thesis, University of Warwick, 2016. http://wrap.warwick.ac.uk/92730/.

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Fidelity is of key importance if virtual environments are to be used as authentic representations of real life scenarios. However, simulating the multitude of senses that comprise the human sensory system is a computationally challenging task. With limited computational resources it is essential to distribute these carefully in order to simulate the most ideal perceptual experience for the user. This thesis investigates this balance of resources across multiple scenarios where combined audio, visual and olfactory cues are delivered to the user. Starting with bi-modal virtual environments where
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Sepponen, J. (Jussi). "Improved user experience with realistic virtual environments and environmental states." Bachelor's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201903211349.

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Abstract. Virtual reality has been a topic of keen research for last three decades. Recent advances on display technology and wireless network systems combined with easily maintainable and expandable social networks allow more pervasive experiences and better collaboration than ever before. Still the virtual reality remains as rarely used resource and a niche form of entertainment. Virtual Reality is still far from its Science Fiction epitome. Sci-fi presents virtual reality as a ubiquitous technology that generally provides an immersive experience that transforms the concept of communicati
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Gabbard, Joseph L. "A Taxonomy of Usability Characteristics in Virtual Environments." Thesis, Virginia Tech, 1997. http://hdl.handle.net/10919/35731.

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Despite intense and wide-spread research in both virtual environments (VEs) and usability, the exciting new technology of VEs has not yet been closely coupled with the important characteristic of usability --- a necessary coupling if VEs are to reach their full potential. Although numerous methods exist for usability evaluation of interactive computer applications, these methods have well-known limitations, especially for evaluating VEs. Thus, there is a great need to develop usability evaluation methods and criteria <i>specifically</i> for VEs. Our goal is to increase awareness of the need
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Keller, Christina. "Virtual Learning Environments in Higher Education : A Study of User Acceptance." Doctoral thesis, Linköping : Department. of Management and Engineering, Linköping University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9665.

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Maleshkova, Jeni. "Presentation of visual artworks in interactive virtual environments towards user engagement." Thesis, Queen Mary, University of London, 2018. http://qmro.qmul.ac.uk/xmlui/handle/123456789/43183.

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This thesis explores the role of interactivity in interfaces for visual artwork display, and the promotion of user engagement. In contrast to most previous work, which has been based on digitally recreating the physical properties of traditional exhibition spaces, this research explores the advantages that interactive digital displays offer to user engagement by investigating different methods and techniques for presenting images of visual artworks in a virtual environment. Throughout this research, various interactive virtual presentation designs, including four interactivity modes, have been d
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Cook, Henry Ernest IV. "EFFECT OF ENACTIVE-INTERFACE CONSTRAINTS ON USER BEHAVIOR IN VIRTUAL ENVIRONMENTS." Miami University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=miami1366718517.

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Kämäräinen, A. (Ali). "Scalability solutions for 3-D multi-user virtual worlds." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201411192004.

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Virtual worlds can be potentially anything, ranging from an astronomical simulation to a massively multiplayer online role-playing game. Such a wide variety of potential use cases require a generic and extensible solution when considering the data and communication models for a general-purpose platform for arbitrary virtual worlds with potentially thousands of concurrent users. As computational scalability issues, such as graphics rendering and physics simulation in 3-D environments are already well addressed with existing solutions, this thesis considers the performance problems of multi-user
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Lanctot, Marc. "Adaptive virtual environments in modern multi-player computer games." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=82269.

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Most modern computer games provide a virtual environment as a context for player interaction. Recently, many multi-player online games have adopted the persistent-state gaming model, which provides a central virtual environment with essentially infinite lifetime. However, a displeasing part of these long-lasting environments is that, like their predecessors, they are still assumed to be static, unchanging even in the long-term. In response to this fact, we introduce the adaptive virtual environment which automatically adapts based on activity occurring within the environment. In compute
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Pope, Jackson. "Multi-sensory rendering for the exploration of virtual environments." Thesis, University of Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.326690.

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Henry, Joseph William Roger. "Interactive control of multi-agent motion in virtual environments." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/19580.

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With the increased use of crowd simulation in animation, specification of crowd motion can be very time consuming, requiring a lot of user input. To alleviate this cost, we wish to allow a user to interactively manipulate the many degrees of freedom in a crowd, whilst accounting for the limitation of low-dimensional signals from standard input devices. In this thesis we present two approaches for achieving this: 1) Combining shape deformation methods with a multitouch input device, allowing a user to control the motion of the crowd in dynamic environments, and 2) applying a data-driven approac
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Tanner, Mark B. "Creating digital environments for multi-agent simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Dec%5FTanner.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, December 2003.<br>Thesis advisor(s): Wolfgang Baer, David W. Laflam. Includes bibliographical references (p. 61-63). Also available online.
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Griffiths, Gareth David. "Virtual environment usability and user competence : the Nottingham Assessment of Interaction within Virtual Environments (NAIVE) tool." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368972.

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Kamath, Ajith. "User-credential based role mapping in multi-domain collaborative environments." Thesis, University of Ottawa (Canada), 2007. http://hdl.handle.net/10393/27523.

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Collaboration between multiple organizations creates new opportunities for businesses. With such collaborations becoming a reality, it is necessary to have an access control policy integration approach to form a global policy consistent with the partner organizations. Research on policy integration has led to the proposal of several frameworks to uniformly express policies and to integrate such policies. But most of these frameworks are complex and compromise the privacy of the constituent domains by sharing all the components of an access control policy including access control lists. In this
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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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Abstract:
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 re
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