To see the other types of publications on this topic, follow the link: Physical- and Virtual presence.

Dissertations / Theses on the topic 'Physical- and Virtual presence'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Physical- and Virtual presence.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Rehnberg, Andrée. "Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.

Full text
Abstract:
This thesis explores the use of virtual reality as a prototyping tool for designpractitioners to utilize when designing artifacts situated in physical places.Methods used in the study are qualitative and derive from the field ofinteraction design. The topic is explored through literature review on theattributes of virtual reality and sense of place, presented in the theorychapter, and is connected to the empirical research throughout the designprocess chapter. The theories presented strongly indicate that places affecthuman behavior, making them a substantial part of the user experience whenin
APA, Harvard, Vancouver, ISO, and other styles
2

Karlgren, Kasper. "Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.

Full text
Abstract:
This thesis presents a novel interaction model using mixed reality simulating a robot human interaction; a clay embodiment is overlaid with animated facial features using mobile augmented reality. One of the challenges when building a social agent, whether it is for education or solely social interaction, is to achieve social presence. One way to increase the feeling of presence is to have the agent physically embodied by using a robot. Earlier research has found that users listen more to robots that are present, than robots that are presented through a screen. But there are problems that come
APA, Harvard, Vancouver, ISO, and other styles
3

Thellman, Sam. "Social Dimensions of Robotic versus Virtual Embodiment, Presence and Influence." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130645.

Full text
Abstract:
Robots and virtual agents grow rapidly in behavioural sophistication and complexity. They become better learners and teachers, cooperators and communicators, workers and companions. These artefacts – whose behaviours are not always readily understood by human intuition nor comprehensibly explained in terms of mechanism – will have to interact socially. Moving beyond artificial rational systems to artificial social systems means having to engage with fundamental questions about agenthood, sociality, intelligence, and the relationship between mind and body. It also means having to revise our the
APA, Harvard, Vancouver, ISO, and other styles
4

Andersson, Fabian, and David Stark. "The New Normal : a qualitative study of how Covid-19 influences the digitalization of Swedish SMEs within their international operations." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105332.

Full text
Abstract:
The Covid-19 pandemic is changing the international business environment. This global event has forced the world into an unbalance, which influences how Swedish SMEs interpret their international operations. Through the international fluctuations, the digitalization has come to partake as an important factor in order to enable the possibility of maintaining an international presence. Therefore, the aim of this thesis is to explore how the Covid-19 pandemic influences the digitalization within Swedish SMEs international operations.        In order to provide a sustainable foundation of the subj
APA, Harvard, Vancouver, ISO, and other styles
5

Blair, Peter J. "A Descriptive Case Study of Writing Standards-Based Individualized Education Plan Goals Via Problem-Based Learning in a Virtual World." DigitalCommons@USU, 2017. https://digitalcommons.usu.edu/etd/5697.

Full text
Abstract:
The goal of this study was to examine the professional development experiences of two participants while they were creating standards-based individualized education plan (IEP) goals using a virtual world called TeacherSim. The focuses of the study were how did special educators engage with the task of creating standards-based IEP goals using TeacherSim and how did TeacherSim support or hinder this? This research used a descriptive case study selecting two participants from the larger data set of seven participants. The data was analyzed using qualitative coding which compared the observed expe
APA, Harvard, Vancouver, ISO, and other styles
6

Casaneuva, Juan S. "Presence and co-presence in collaborative virtual environments." Master's thesis, University of Cape Town, 2001. http://hdl.handle.net/11427/6383.

Full text
Abstract:
Bibliography: leaves 165-171.<br>Presence in Collaborative Virtual Environments (CVEs) can be defined into personal presence and co-presence. Personal presence is having a feeling of "being there" in the CVE yourself. Co-presence is having a feeling that one is in the same place as the other praticipants, and that one is collaborating with real people. The focus of this research was to conduct exploratory studies to investigate and verify some of the factors believed to affect personal presence and co-presence in a CVE. This was achieved by designing and performing experiments in CVEs, and usi
APA, Harvard, Vancouver, ISO, and other styles
7

Chertoff, Dustin. "EXPLORING ADDITIONAL FACTORS OF PRESENCE." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3051.

Full text
Abstract:
One of the oft cited reasons for virtual environments is that they provide experiences with places one would never be able to visit and to perform tasks that would otherwise be dangerous, or inaccessible. The ability to become transported to another environment, such that you think you are "there," is known as presence. Existing presence literature focuses largely on the sensory aspects of virtual environment experiences. However, there is more to experience than what is sensed. This dissertation investigates the theoretical components of holistic experiences in virtual environments. In order
APA, Harvard, Vancouver, ISO, and other styles
8

Sollins, Brandon. "Predictors of presence in virtual reality." Honors in the Major Thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/515.

Full text
Abstract:
The subjective experience of presence is considered to be important in the treatment of anxiety disorders using virtual reality. Presence can be defined as a psychological phenomenon through which one's cognitive processes are oriented towards another world. Most of the research on presence has focused on the roles of technological factors influencing presence, while the number of studies focusing on the personality and physiological predictors are far fewer. Thus, the present study examined the relationship between various personality variables and presence, along with physiological correlate
APA, Harvard, Vancouver, ISO, and other styles
9

Breneman, Samuel. "Physical-virtual workspaces /." Online version of thesis, 2008. http://hdl.handle.net/1850/6187.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Maletkovic, Maja. "Cultural institutions: Digital Interfaces and Virtual Presence." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-744.

Full text
Abstract:
This essay deals with the relationship of cultural institutions and the digital age. With the COVID-19 crises serving as a backdrop to this research paper, the not-often-questioned ideas on what cultural institutions are are reassessed. With the backbone of cultural life being presented by the almost fifty percent of cultural workers who are self – employed, we first address a more accurate definition of what a cultural institution is, judging by the state of the industry. Following this, a clear and novel differentiation between digital interfaces and virtual presence that is possible in the
APA, Harvard, Vancouver, ISO, and other styles
11

Childs, Mark. "Learners' experience of presence in virtual worlds." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/4516/.

Full text
Abstract:
This thesis explores participants' experiences of presence in virtual worlds as a specific case of mediated environments, and the factors that support that experience of presence, with the aim of developing practice when using these technologies in learning and teaching. The thesis begins with a framework that was created to bring together concepts from a range of disciplines that describe presence and factors that contribute to presence. Organising categories within the framework were drawn from a blend of Activity Theory and Communities of Practice. Five case studies in Second Life (preceded
APA, Harvard, Vancouver, ISO, and other styles
12

Nunez, David. "A connectionist explanation of presence in virtual environments." Thesis, University of Cape Town, 2003. http://pubs.cs.uct.ac.za/archive/00000109/.

Full text
Abstract:
Presence has various definitions, but can be understood as the sensation that a virtual environment is a real place, that the user is actually in the virtual environment rather than at the display terminal, or that the medium used to display the environment has disappeared leaving only the environment itself. We present an attempt to unite various presence approaches by reducing each to what we believe is a common basis – the psychology of behaviour selection and control – and re-conceptualizing presence in these terms by defining cognitive presence – the mental state where the VE rather than
APA, Harvard, Vancouver, ISO, and other styles
13

Sallnäs, Eva-Lotta. "The effect of modality on social presence, presence and performance in collaborative virtual environments." Doctoral thesis, KTH, Numerisk analys och datalogi, NADA, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3717.

Full text
Abstract:
Humans rely on all their senses when interacting with others in order to communicate and collaborate efficiently. In mediated interaction the communication channel is more or less constrained, and humans have to cope with the fact that they cannot get all the information that they get in face-to-face interaction. The particular concern in this thesis is how humans are affected by different multimodal interfaces when they are collaborating with another person in a shared virtual environment. One aspect considered is how different modalities affect social presence, i.e. people’s ability to perce
APA, Harvard, Vancouver, ISO, and other styles
14

Peters, Kevin Christopher. "TOUCHSPICE: PHYSICAL-VIRTUAL CIRCUIT EMULATOR." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/769.

Full text
Abstract:
This thesis involves the creation of a system of embedded touchscreen devices called touchSPICE to aid in the learning of basic circuits. Traditionally, circuit theory is taught to students in two different methods, lectures and laboratory exercises. Lectures focus on auditory and visual learning and are largely passive learning. Lab experiments allow students to physically interact with the circuits, and learn visually through viewing output waveforms from simulators or on measurement devices. The goal of the touchSPICE project is to develop a physical system for virtual, real-time SPICE simu
APA, Harvard, Vancouver, ISO, and other styles
15

Franceschi-Diaz, Katherina G. "Group Presence In Virtual Worlds: Supporting Collaborative e-Learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3504.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

Nunez, David. "A Capacity Limited, Cognitive Constructionist Model of Virtual Presence." Thesis, University of Cape Town, 2007. http://pubs.cs.uct.ac.za/archive/00000454/.

Full text
Abstract:
The Capacity Limited, Cognitive Constructionist (CLCC) model of presence is proposed as an information processing model of presence, which is demonstrated to have more theoretical power than extant models. The CLCC model defines information processing paths between attention, working memory, declarative memory and procedural memory, which operate to create and maintain a semantic context or bias. Bottom-up information entering the sensory cortices is filtered by attention into working memory where it forms temporary structures encoding the subject’s experience of the VE. These structures al
APA, Harvard, Vancouver, ISO, and other styles
17

Franceschi-Diaz, Katherine G. "Group presence in virtual worlds : supporting collaborative e-learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3523.

Full text
Abstract:
Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world’s technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance per
APA, Harvard, Vancouver, ISO, and other styles
18

Snow, Michael P. "Charting Presence in Virtual Environments and its Effects on Performance." Diss., Virginia Tech, 1998. http://hdl.handle.net/10919/30329.

Full text
Abstract:
Virtual reality (VR) involves an attempt to create an illusion that the user of the VR system is actually present in a synthetic (usually computer-generated) environment. Little is known about how various system parameters affect the illusion of presence in a virtual environment (VE). In particular, there seem to be very little quantitative data on which to base VR system design decisions. Also, while presence (or immersion) in VEs is a primary goal of VR, not much is known about how this variable affects task performance. The goal of this research was to provide a ratio-scale measure of perce
APA, Harvard, Vancouver, ISO, and other styles
19

Rundquist, Björn, and Johan Joensen. "Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.

Full text
Abstract:
Centralt inom Virtual Reality är upplevelsen att det digitala uppfattas som verkligt. Men varför känns just den här upplevelsen verklig? Genom att undersöka flera olika perspektiv på Virtual Reality, verklighet och nedbrytningar av begrepp inom tidigare Virtual Reality-forskning sökte vi att se hur denna verklighetskänsla uppstod, och kunde användas, inom Virtual Reality-spel. Genom ett gestaltningsarbete som fokuserade på olika typer av scener och kontrollsystem strävade vi mot att föra en diskussion om de olika teoriernas praktiska applikation.<br>Central to Virtual Reality is the experience
APA, Harvard, Vancouver, ISO, and other styles
20

Arapan, Sergiu. "Understanding Physical Reality via Virtual Experiments." Doctoral thesis, Uppsala universitet, Institutionen för fysik och materialvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9314.

Full text
Abstract:
In this thesis I have studied some problems of condensed matter at high pressures and temperatures by means of numerical simulations based on Density Functional Theory (DFT). The stability of MgCO3 and CaCO3 carbonates at the Earth's mantle conditions may play an important role in the global carbon cycle through the subduction of the oceanic crust. By performing ab initio electronic structure calculations, we observed a new high-pressure phase transition within the Pmcn structure of CaCO3. This transformation is characterized by the change of the sp-hybridization state of carbon atom and indic
APA, Harvard, Vancouver, ISO, and other styles
21

Liu, Bingjian. "Integration of physical and virtual prototyping." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/9080.

Full text
Abstract:
Description: This research was concerned with the integration of physical and virtual prototyping to support user evaluation in the product design process. The research background, research aim and research objectives which give the overall guide to this research are introduced first. The top-level aim of the research was to explore the ways that physical and virtual prototypes can be simultaneously combined to support industrial designers in testing and modifying their designs. A comprehensive literature review was undertaken into the topics of product design and development, the role of phys
APA, Harvard, Vancouver, ISO, and other styles
22

Moore, Tonia L. "Student-Directed Inquiry: Virtual vs. Physical." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Ahluwalia, Kyle. "Projecting Presence: Creating an "Effet de Présence" for Virtual Characters." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30454.

Full text
Abstract:
Given the expansion of multimedia technology and proliferation of moving projections on the theatre stage in the 21st century, this thesis examines how a virtual or projected character can appear to be present without a physical body on the stage. This study is grounded in the theories of effet de présence (effect of presence) as elaborated by Josette Féral, but also uses other theories to look at how productions can create such an effect for virtual characters. Specifically, this thesis examines the character’s relationship with the real, framing devices and actions of the characters. The spe
APA, Harvard, Vancouver, ISO, and other styles
24

Huthmann, Andre. "PRESENCE-DEPENDENT PERFORMANCE DIFFERENCES BETWEEN VIRTUAL SIMULATIONS AND MINIATURE WORLDS." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4227.

Full text
Abstract:
The purpose of simulation is to avoid reality-based constraints by the implemen-tation of a synthetic model. Based on this advantage, interactive simulations have conquered all areas of applications from acquisition, and training, to research. Simulation results are transferred in many ways into reality and conclusions are drawn from the simulation to the application. Many anecdotal observations on human-in-the-loop simulations have shown a significant difference in actor behavior between simulations and reality-based applications. It seems that the factors that makes simulation so attractive,
APA, Harvard, Vancouver, ISO, and other styles
25

Peterson, Anne Cordelia. "Reconsidering "Liveness":Interactivity and Presence in Hybrid Virtual Reality Theatre." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu159507997218491.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Heimonen, Magnus. "Virtual Musicality : Soundtrack enters VR." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.

Full text
Abstract:
Virtual Reality (VR) can potentially transport the user to another world. Outside of VR, musical soundtrack is usually placed outside of the scene, referred to as non-diegetic sound. In VR, this could potentially break immersion. Other ways to implement music have to be tested. A test was created consisting of three scenes with a wide selection of “listening modes”, or musical configurations. The listening modes ranged from non-diegetic stereo music via headphones to diegetic, played from speakers inside the VR spaces. 10 respondents played through the scenes in VR, experiencing every listenin
APA, Harvard, Vancouver, ISO, and other styles
27

Knudsen, Claus Jørgen Schibsted. "Presence production." Doctoral thesis, KTH, Numerical Analysis and Computer Science, NADA, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3823.

Full text
Abstract:
<p>This investigation has been carried out at the RoyalInstitute of Technology (KTH) in Stockholm. The main goal hasbeen to investigate the factors determining the production of asense of presence and reality in video mediated communication.Presenceis in these studies defines as the subjectiveexperience of being together in one place when one isphysically situated in another. Presence is an emergentproperty; it has no physicality, but arises as a mentalsensation. Special attention has been paid to spatial factors,embodiment issues, and narrative elements related to theproduction of presence.</
APA, Harvard, Vancouver, ISO, and other styles
28

Håkonsson, Jakob. "Haptic-Enhanced Presence in VR: Exploring the importance of haptic feedback in virtual environments to achieve presence." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22352.

Full text
Abstract:
Through qualitative and exploratory research, this thesis project investigates how body stimulation from haptic feedback affects user’s feeling of presence in VR environments. It identifies that in current time,the development of haptic feedback in VR lags severely behind the advancements made in visual and auditory feedback, and that somecompanies disregard its importance. Simultaneously, new companies are emerging which focus entirely on haptics in VR. Since development is still an early stage, this thesis highlights now as a unique oppo
APA, Harvard, Vancouver, ISO, and other styles
29

Olsberg, Hans, and Robert Perrakoski. "E-Commerce Strategy : Being Physical or Virtual?" Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6032.

Full text
Abstract:
<p>The developments of Electronic Commerce applications origins back to the early 1970s and were primarily used within the financial sector. As the potential of E-commerce was recognized its use also reached into other sectors. The trend according of intensively, in-creasing sales is persistent and areas such as music, books and tickets are predicted to have the largest increase. The purpose of this thesis is to investigate how traditional companies, as we call click-and-mortar corporations, perceive threats and opportunities of E-commerce. We will also investigate how pure internet firms, wha
APA, Harvard, Vancouver, ISO, and other styles
30

Zakaib, Derek Andrew. "Continuum, linking the physical and the virtual." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0032/MQ47515.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
31

Chapman, Peter Michael. "Towards a physical model for virtual environments." Thesis, University of Hull, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.342870.

Full text
APA, Harvard, Vancouver, ISO, and other styles
32

Fisher, Mario. "Performance benchmarking physical and virtual linux envrionments." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/10493.

Full text
Abstract:
Includes bibliographical references.<br>Virtualisation is a method of partitioning one physical computer into multiple "virtual" computers, giving each the appearance and capabilities of running on its own dedicated hardware. Each virtual system functions as a full-fledged computer and can be independently shutdown and restarted. Xen is a form of paravirtualisation developed by the University of Cambridge Computer Laboratory and is available under both a free and commercial license. Performance results comparing Xen to native Linux as well as to other virtualisation tools such as VMWare and Us
APA, Harvard, Vancouver, ISO, and other styles
33

Yoo, Soojeong. "Modelling Physical Activity in Virtual Reality Games." Thesis, The University of Sydney, 2019. https://hdl.handle.net/2123/21742.

Full text
Abstract:
This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore, this work also focuses on how the level of physical activity that can be captured during gameplay and how a long-term user model can be created for individual players, as a foundation for supporting the user in gaining personal informatics insights
APA, Harvard, Vancouver, ISO, and other styles
34

Krishnan, Sherly Rishi, and Christopher Fisher. "A Virtual Spectacle." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-384232.

Full text
Abstract:
Our goal was to create an enhanced spectator experience to better engage the rapidly growing audience for Esports, through the use of Virtual Reality (VR) technology. In this study, we delve into the ways in which VR can do this. To test this hypothesis, we created a VR spectator add-on for a game and gathered data using semi-structured interviews. The data from the interviews were then analyzed using thematic analysis. The results of our study show that VR provides more engagement through a combination of possible factors including proximity to the action, novelty of VR experiences and the ha
APA, Harvard, Vancouver, ISO, and other styles
35

Arpak, Asli. "Physical And Virtual: Transformation Of The Architectural Model." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609663/index.pdf.

Full text
Abstract:
Today the most prosperous interface of architectural design and representation has become the architectural model both in its digital and physical forms. There has been a shift in the design medium from the physical modeling processes to computer-aided design, by way of which the computational design methods have established a much more dynamic, complex, and continual design. In this process, the digital design model now accompanies the whole design as a single entity, contrary to conventional analog modeling techniques where design is compartmentalized into linear phases. By the embracement
APA, Harvard, Vancouver, ISO, and other styles
36

Bergström, Mattias. "Getting physical : tangibles in a distributed virtual environment /." Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

Friedmann, Martin Richard. "Distributed physical simulations and synchronization in virtual environments." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Sjölie, Daniel. "Human brains and virtual realities : Computer-generated presence in theory and practice." Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-68664.

Full text
Abstract:
A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understanding of the relationship between human brains and virtual realities is both possible and valuable. The concept of “presence”, described as the subjective feeling of being in a place that feels real, can serve as a cornerstone concept in the developme
APA, Harvard, Vancouver, ISO, and other styles
39

Leibbrandt, Tim. "Intramediary presence : body, interactivity and networked distribution in immersive virtual reality art." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/14245.

Full text
Abstract:
This thesis is concerned with the ways in which the medium of immersive virtual reality has been utilised in the art context since the early 1990s, with a view towards the contemporary relevance of the medium. Artworks that have been realised through both Head-Mounted Display (HMD) and CAVE Automatic Virtual Environment (CAVE) systems are discussed. The first chapter uses the 1993 Solomon R. Guggenheim exhibition 'Virtual Reality: An Emerging Medium' as a starting point in order to introduce the defining concepts of immersion and interactivity into the discussion. Thereafter, the second chapte
APA, Harvard, Vancouver, ISO, and other styles
40

Desai, Dharmesh Rajendra. "Measuring Presence in a Police Use of Force Simulation." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/td/2314.

Full text
Abstract:
We have designed a simulation that can be used to train police officers. Digital simulations are more cost-effective than a human role play. Use of force decisions are complex and made quickly, so there is a need for better training and innovative methods. Using this simulation, we are measuring the degree of presence that a human experience in a virtual environment. More presence implies better training. Participants are divided into two groups in which one group performs the experiment using a screen, keyboard, and mouse, and another uses virtual reality controls. In this experiment, we use
APA, Harvard, Vancouver, ISO, and other styles
41

Narayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.

Full text
Abstract:
The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory fusion can improve these interactions. VEs present new possibilities for mediated communication by placing people in a shared 3D context. However, there are technical constraints in creating photo realistic and behaviorally realistic avatars capable of mimicking a person's actions or intentions in real time. At the same time, previous research findings indicate that virtual humans can elicit social responses even wi
APA, Harvard, Vancouver, ISO, and other styles
42

Yoginath, Srikanth B. "Virtual time-aware virtual machine systems." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52321.

Full text
Abstract:
Discrete dynamic system models that track, maintain, utilize, and evolve virtual time are referred to as virtual time systems (VTS). The realization of VTS using virtual machine (VM) technology offers several benefits including fidelity, scalability, interoperability, fault tolerance and load balancing. The usage of VTS with VMs appears in two ways: (a) VMs within VTS, and (b) VTS over VMs. The former is prevalent in high-fidelity cyber infrastructure simulations and cyber-physical system simulations, wherein VMs form a crucial component of VTS. The latter appears in the popular Cloud comp
APA, Harvard, Vancouver, ISO, and other styles
43

Prothero, Jerrold D. "The role of rest frames in vection, presence, and motion sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7057.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Walker, Brian K. "Bridging the distance how social interaction, presence, social presence, and sense of community influence student learning experiences in an online virtual environment /." Greensboro, N.C. : University of North Carolina at Greensboro, 2007. http://libres.uncg.edu/edocs/etd/1472WalkerB/umi-uncg-1472.pdf.

Full text
Abstract:
Thesis (Ph. D.)--University of North Carolina at Greensboro, 2007.<br>Title from PDF t.p. (viewed Feb. 29, 2008). Directed by David F. Ayers, Sam Miller; submitted to the School of Education. Includes bibliographical references (p. 229-256).
APA, Harvard, Vancouver, ISO, and other styles
45

Price, Matthew. "The Relation of Presence and Virtual Reality Exposure for Treatment of Flying Phobia." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/psych_theses/26.

Full text
Abstract:
A growing body of literature suggests that Virtual Reality is a successful tool for exposure therapy for anxiety disorders. Virtual Reality (VR) researchers posit the construct of presence, interpreting an artificial stimulus as if it were real, as the mechanism that enables anxiety to be felt during virtual reality exposure therapy (VRE). However, empirical studies on the relation between presence and anxiety in VRE have yielded mixed findings. The current study tested the following hypotheses 1) Presence is related to in session anxiety and treatment outcome; 2) Presence mediates the exte
APA, Harvard, Vancouver, ISO, and other styles
46

Sra, Misha. "A framework for enhancing the sense of presence in virtual and mixed reality." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119074.

Full text
Abstract:
Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 251-281).<br>The vision of virtual reality has always been to create worlds that look, sound, act, and feel real. However, researchers and developers have largely favored visual perception over other senses. This over-valuation of the visual may be traced back to a partial interpretation of the seminal work on visual perception by psychologist JJ Gibson. Oculocentrism in desig
APA, Harvard, Vancouver, ISO, and other styles
47

Brenner, Alexander Julian. "Virtual Reality: The Game Changer for Residential Real Estate Staging through Increased Presence." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/cmc_theses/1471.

Full text
Abstract:
This study proposes a series of 3 experiments to explore how different types of staging, pictures versus virtual reality, impacts potential buyers’ likelihood of wanting to visit a home. Moreover, this study seeks to address how the type of market, hot versus cold, and type of home, luxury versus non-luxury, connects with staging and its impact on wanting to visit a home. In Experiment 1, participants will view 10 total homes, 5 randomly selected with staged pictures first followed by the remaining 5 with virtual reality, either within the hot or cold market. If VR increases presence, then peo
APA, Harvard, Vancouver, ISO, and other styles
48

Zhao, Xinyang. "Re-presenting China in Digital Immersive Art: Virtual Reality, Imaginaries, and Cultural Presence." Thesis, Curtin University, 2022. http://hdl.handle.net/20.500.11937/89625.

Full text
Abstract:
The thesis explores how digital technology, in particular virtual reality and augmented reality, is playing a role in China’s rejuvenation, especially in relation to cultural displays, performances, and art exhibitions. This project examines how audiences, both in China and globally, respond to ‘Digital China’, a concept describing how people’s everyday lives in China are becoming superconnected by digital technology. Qualitative methodology with a multi-perspectival approach is applied to advance the aim of the project.
APA, Harvard, Vancouver, ISO, and other styles
49

Latimer, Jennifer Michelle. "Physical and chemical weathering of illite in the presence of oxalate." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Thesis/Spring2010/j_latimer_042210.pdf.

Full text
Abstract:
Thesis (M.S. in soil science)--Washington State University, May 2010.<br>Title from PDF title page (viewed on July 8, 2010). "Department of Crop and Soil Sciences." Includes bibliographical references (p. 31-33).
APA, Harvard, Vancouver, ISO, and other styles
50

Thao, Nancy. "The Effect of Peer Presence on Moderate-to-Vigorous Physical Activity." Scholarly Commons, 2018. https://scholarlycommons.pacific.edu/uop_etds/3566.

Full text
Abstract:
The CDC estimated that rates of children’s physical activity are extremely low which could lead to various health problems (e.g., hypertension, lipid disorders). Fortunately, previous research has demonstrated that peers, specifically peers identified as preferred, might influence children’s levels of physical activity. However, this variable has not been experimentally manipulated. The purpose of the current study was to assess the effects of peer presence on the MVPA exhibited by kindergarten children, by exposing participants to peers identified as preferred. Results indicated that the
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!