Dissertations / Theses on the topic 'Technology immersion'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Technology immersion.'
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.
Daggett, Kristina Marie. "Immersion through technology." [Ames, Iowa : Iowa State University], 2010. 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:1476289.
Full textEnström, Hasse. "Nostalgi och ökad immersion." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18978.
Full textHäger, Ellen. "Enhanced Immersion in Augmented Reality Applications." Thesis, Linköpings universitet, Institutionen för systemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-145217.
Full textAndersson, Tom, and Hampus Strömsholm. "Immersion, Make and Break the Game - a Study on the Impact of Immersion." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20496.
Full textImmersion can be considered as an essential part in digital games and developers are constantly challenged when trying to create immersive game experiences to an ever growing demand. However, as previous work suggests, immersion is not an easy concept to grasp and the area must be divided into smaller sub-areas. The sub-areas can then be investigated both individually and in relation to one another. This thesis breaks out three sub-areas (immersive features), that contribute to the overall feeling of immersion, to explore and test. The immersive features are used to create an artifact in the form of a game where all features can be tested. The data presented in this thesis shows that the three features have different amounts of impact on immersion. Furthermore, this thesis shows how the selected features relate to each other and how they together affect the overall game.
Coleman, Donnie Steve. "Technological Immersion Learning: A Grounded Theory." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/75155.
Full textPh. D.
Liang, Liu. "Test Immersion in DomeTheater using Tracking device." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69280.
Full textPereswetoff-Morath, Alexander. "THE OCULUS RIFT’S EFFECTS ON IMMERSION SURROUNDINGMORAL CHOICE : A study of modern VR technology and itseffects on a user’s spatial immersion in avirtual environment." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10013.
Full textGustafsson, Axel. "Supporting Immersion of Board Games utilising Phone-based Augmented Reality." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.
Full textLu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.
Full textKarlsson, Fredrik, and Marcus Lundberg. "Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35373.
Full textVirtual reality (VR) is becoming more commonly used by people in areas like educationand entertainment. However, for VR to be a serious platform for creating education andentertainment services, the sense of immersion is an important part of the userexperience. Today there are several methods to interact with VR, but they often lack thefeeling of being natural and realistic. Hand interaction is seen as a natural way for peopleto interact with VR and has potential to create immersion. However, even though handinteraction is seen to be a natural way of interacting with VR there’s no guidelinesavailable to facilitate the design of VR-services with hand interaction. To study how handinteraction can be designed to support immersion in VR, we’ve asked the question:“How can hand interaction be designed for virtual reality to support immersion?”Through our study, we have identified aspects that are important for hand interaction tobe able to support immersion. The question has been studied through a design orientedapproach with qualitative data gathering methods such as participant test, interviews andobservations. The test participants were recruited based on their previous experience ofVR and games. The study contributes with knowledge regarding what is important for
Ketterer, Kimberley Anne. "Second language immersion, integrated curriculum, constructivism, and information technology : a case study of the blending of frames through the lens of information technology /." view abstract or download file of text, 2000. http://wwwlib.umi.com/cr/uoregon/fullcit?p9998039.
Full textTypescript. Includes vita and abstract. Includes bibliographical references (leaves 252-258). Also available for download via the World Wide Web; free to University of Oregon users.
Kang, Hoyoung. "New approaches in optical lithography technology for subwavelength resolution /." Link to online version, 2005. https://ritdml.rit.edu/dspace/handle/1850/1119.
Full textRundquist, 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 textCentral to Virtual Reality is the experience of the digital as the real. But from where does this experience stem? By investigating several different perspectives on Virtual Reality, reality and deconstructions of concepts in previous Virtual Reality-science we’ve looked into the creation of this sensation of reality in Virtual Reality-games. Through a practical project, focusing on different types of scenes and control schemes, we then sought to create a discussion focusing on the practical application of the differing theories.
Maran, Jacob, and Johan Wennberg. "Det undermedvetna spelet : Beteende och rörelsemönster i spelande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16481.
Full textThe purpose of this assignment has been to introduce people to elements and scenarios in which we analyzed the choices through movement based options the player has been given. We then applied the data we got to see if we could see any patterns in how they reacted to the different stimuli and how their bodies react both consciously and subconsciously. To make this possible we primarily used three methods: Agential realism, Virtual Reality (VR) and Galvanic Skin Response, which is a method to read the emotional state of the wearer through electrical impulses. The design process got worked through iterations mostly about which scenarios got used towards the last iteration as to not get scenarios which resembles each other in a way they get redundant or give the same result/outcome. With the tools at hand the result pointed towards that people who, atleast in our testing areas that even if the open emotions or thoughts about the events happening is perceived differently that the body often responded in the same way subconsciously. We ended it with discussions about what would have been good to know beforehand and about areas which we lacked the proper knowledge as psychology and how to properly introduce choices in a way that isn’t only black and white.
Ice, Laura R. "The Longitudinal Impact of Technology Immersion Through a One-to-One Mobile Technology Program on Reading and Math Performance in a Rural Title I Public School District." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804959/.
Full textAxelsson, Kim, and Kasper Batalje. "Utforskning i spel och immersionens djup : En empirisk studie om upplevelsen av immersion i ett utforskningbaserat spel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29498.
Full textThis study is an empirical study that was conducted via an online survey where theparticipants have answered questions regarding exploration and immersion in thegame Starbound. The participants answered the questions in their own words abouthow these aspects affected their ability to immerse themselves in the game. Theseanswers were then analyzed using thematic analysis in order for us to establish themesand categories that we used as a foundation for our research. We found that thealready established categories for immersion could be complemented by our findings;the answers from the participants indicated that exploration is of great importance forthe players ability to achieve immersion in the game. In addition to explorativeimmersion, we also found that immersion via multiplayer was a recurring importantaspect for the participants.
Adame, Andre. "Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables." CSUSB ScholarWorks, 2019. https://scholarworks.lib.csusb.edu/etd/918.
Full textCarlsson, Johan Mastorakis. "Musik som förmedlare av ett narrativ : Hur effektivt kan ett narrativ förmedlas genom musik?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20516.
Full textDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Mohammed, Awaizulla Shareef. "Investigation of Immersion Cooled ARM-Based Computer Clusters for Low-Cost, High-Performance Computing." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1011866/.
Full textDunnington, Renee M. "The Nature and Determinants of Presence Among Nursing Students Participating in High Fidelity Human Patient Simulation." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1329957926.
Full textHellqvist, Max, and Herman Härjeström. "Measuring the Impact of Heads-Up Display on Player Experience in FPS Games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32533.
Full textDenna studie undersökte effekten av Heads-Up Display på spelupplevelsen samt spelarens prestationer i förstapersonsskjutspelen Battlefield 1 och Battlefield 4. Deltagarna spelade ett uppdrag två gånger, en gång med Heads-Up Display och en gång utan. Efter varje spelomgång svarade deltagarna på ett PENS-frågeformulär. Antalet eliminerade fiender samt antalet gånger spelkaraktären dog noterades. Inga tydliga skillnader framkom mer än att deltagarna som svarat att de spelade förstapersonskjutspel några gånger i månaden lyckades eliminera fler fiender när Heads-Up Display var aktiverat, samt att antalet eliminerade fiender var allmänt lägre när Heads-Up Display var aktiverat.
Nils, Ekenbäck, and Ben Forsrup. "Bildstorlekens betydelse för upplevelsen vid användning av bildskärmar med höga uppdateringsfrekvenser." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231165.
Full textÖkningen av skärmar med högre uppdateringsfrekvenser i PC-spelets värld har bidragit till att behovet av forskning inom området har ökat. Med en ökad tillgång av mobila bildskärmar med hög uppdateringsfrekvens blir frågan om huruvida höga uppdateringsfrekvenser påverkar användarens upplevelse allt viktigare. Tillsammans med tidigare forskning om användarupplevelse, skärmens uppdateringsfrekvens och immersion skapades en ram för studien; "Effekterna av bildstorlek på användarupplevelse vid hög uppdateringsfrekvens". En metod utformades bestående av en förstudie, där försökspersonernas erfarenhet av videospel kartlades, för att följas upp med en djupare kvalitativ studie där uppdateringsfrekvensen varierades och variationen av skärmstorlekar simulerades genom att ändra avståndet till skärmen. Med hjälp av statistiska analyser visade datan att det inte fanns någon koppling mellan erfarenhet av spel och användarupplevelsen vid utvärderingen av hög uppdateringsfrekvens. Data från den kvalitativa studien visade att skärmstorleken har en påverkan på användarupplevelsen vid användandet av skärmar med högre uppdateringsfrekvenser. Metodens utformning skulle kunna ha förbättrats då försökspersonernas koncentration stördes av spelets inlärningskurva, vilket påverkade deras förmåga att bedöma bildskärmen. Studien visar dessutom på behovet av ytterligare forskning inom området, där framtida studier kan visa på ett mer idealt förhållande mellan skärmstorlek och uppdateringsfrekvens på bildskärmar. Dessutom kan forskare visa att uppdateringsfrekvensen kan variera beroende på materialet som visas på bildskärmen.
Löfving, Alfred, and Therese Andersson. "Ptchoo! Ptchoo! : En studie om hur avsaknaden av ljud påverkar spelförmåga." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29512.
Full textJutterström, Ellinor, and Alexander Johansson. "Meeting Monsters - How Interactivity Affects the User Experience in Digital Motion Picture Horror Stories." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188631.
Full textSamtidigt som media under det senaste decenniet har blivit alltmer interaktivt så har användarens tidigare roll som passiv åskådare skiftat till att istället vara en aktiv del av upplevelsen. Samma utveckling kan ses i historieberättandet, där traditionella, narrativa tekniker ofta kombineras med modern teknologi för att skapa en ny nivå av inlevelse med målet att förse användaren med känslan av att ”vara där”. Målet med denna studie är att praktiskt utreda interaktivt berättande och se hur olika nivåer av interaktivitet påverkar användarens generella upplevelse inom skräck-genren, samt om det finns ett samband mellan interaktivitet och inlevelse. På så vis hoppas vi på att utreda hur användandet av interaktivitet kan fortsätta att utvecklas för att förstärka känslan av inlevelse i historieberättandet. Studien genomfördes genom att låta ett antal försökspersoner se fem korta skräckfilmer med olika interaktiva tekniker, för att sedan svara på frågor om upplevelsen. Deltagarnas hjärtfrekvens mättes även under varje delmoment. Studien pekade på att ju högre nivå av interaktivitet, desto mindre kände användaren inlevelse, vilket gick emot hypotesen att högre nivåer av interaktivitet skulle öka inlevelsen. Samtidigt visade det sig att de interaktiva inslagen generellt uppskattades mer av användarna. Från resultatet kunde så småningom slutledas att det inte är interaktiviteten i sig som har potentialen att förstärka inlevelsen, utan förmågan att låta användaren interagera utan några upplevda begränsningar. För att interaktiviteten inte ska hämma känslan av inlevelse måste denna med andra ord passa berättelsen och använda sig av kontroller med naturlig känsla för att inte stjäla uppmärksamheten från innehållet.
Larsson, Christian. "Adaptiv spelmusik : En studie om musikens funktion och kompositörens roll i datorspel." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:du-24542.
Full textCasiraghi, Maurício Pezzi. "Insônia : a tecnologia audiovisual como catalisador para a imersão no teatro." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/178613.
Full textThis dissertation distinguishes as a memorial of an empirical research, that belongs to the research field of theatrical creation processes. This research revolve around the notion of immersion in the contemporary scene. In this work is considered by recent contact with theater plays that makes uses of technology and bets in the experience of sensory flooding the spectators. From this perspective, i develop a research about the procedures that might produce this immersive theatrical experience. For achieving that I divide this work in two modules. The first module, a bibliographical study, that wishes to recognize conceptual tensions about the notion of immersion. Here I recognize the principles of provoking this immersion effect for then applying in the second module of the research. In the second module I devote to the empirical research by the means of arranging a theatrical experiment conducted by the immersion triggers found in the conceptual studies. These were discovered by linking technological devices and elements of theatre language: time, space, presence, real and fictional dimensions and sense manipulation. Having this as premise, I developed the theatrical experiment called “Insônia”. I analyze the creative processes and problematize the discoveries and scenic solutions found along the way.
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.
Full textGkouskos, Antonis. "A Comparison of Interface Approaches for Immersive Pervasive Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20571.
Full textJunior, Roberto Cabado Modia. "Experimentações artísticas no ambiente imersivo da Cave." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/27/27131/tde-14082009-172103/.
Full textThe paradigms behind artistic creation for CAVE (CAVE Automatic Virtual Environment) are yet to be elaborate, since in the realm of Virtual Reality, this is a recent and expensive technology, which poses barriers to its own spreading. Even so, some institutions do have CAVEs for culture and artistic research. Among them, there\'s the research center Ars Electronica, which, in partnership with transmedia artist Maurice Benayoun, has produced in its CAVE (which is open for public visits), the award-winning work World Skin. With the objective of placing experimental artistic manifestations in CAVEs, this work has been deeply analyzed, concerning its creative processes and methods. The author evaluates the cognitive reactions of the visitors and proposes a new corporal-space relationship in a virtual world. The artistic potential behind a CAVE seems to be huge, and artists are willing to explore it. According to new researches and recent developed technologies, there will be a broader access to this kind of immersive environment, which might become a highly productive platform for artists.
Ruiz, Aleksandr. "Mixed Reality Book." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21540.
Full textJörgensen, Tanja. "Den oemotståndliga svetsen mellan ljud och bild : En kvalitativ studie om interaktion i TV- och datorspel." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21242.
Full textNordqvist, Filip, and Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.
Full textWe study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
Melo, Antonio Carlos de. "Estruturas narrativas da hipermídia: uso e interações contemporâneas." Pontifícia Universidade Católica de São Paulo, 2008. https://tede2.pucsp.br/handle/handle/18214.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
The aim of this research is to talk about the narrative structures in different stages and historical contexts. According to the investigation line, I intend to do relations between the narratives from the XV century on, here represented by the origin of the printed culture, and the use and contemporary interactions in the hypermedia. The use and contemporary interactions are the constant technological updating and the resultant evolution of the creation processes. The narrative in the digital universe, the influential innovations and the potential in immersive, participative, encyclopedic and space environments lead us to a reflection of the imaginary, to the pleasures that this cyberliterature will bring to the narrative art and the promise of a new way of expression, like the printed books and the cinema, finally the future of the narrative in the digital environment. The hybrid of languages and ways, before the new technologies of intelligence change the format of the narratives structures in the support of the hypermedia inside the context of cyberspace
O objetivo desta pesquisa discorre sobre as estruturas narrativas em diferentes etapas e contextos históricos. Seguindo a linha de investigação pretendo fazer relações entre a narrativa a partir do século XV, aqui representada pelo nascimento da cultura impressa e o uso e interações contemporâneas na hipermídia. O uso e as interações contemporâneas são as constantes atualizações tecnológicas e a conseqüente evolução dos processos de criação. A narrativa no universo digital, as influentes inovações, e o potencial em ambientes imersivos, participativos, enciclopédicos e espaciais nos levam a reflexão do imaginário, aos prazeres que essa ciberliteratura acarretará à arte narrativa e a promessa de um novo meio de expressão, como os livros impressos e o cinema, enfim o futuro da narrativa no meio digital. O híbrido das linguagens e meios, face às novas tecnologias da inteligência altera o formato das estruturas narrativas no suporte da hipermídia dentro do contexto do ciberespaço
Meneguette, Lucas Correia. "Realidade virtual e experiência do espaço: imersão, fenomenologia, tecnologia." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/18261.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
This dissertation aims at researching concepts that emerged from virtual reality studies, through a non-dualistic approach. It starts with a survey about the main technical concepts of virtual reality immersion, presence, and engagement as considered by authors such as Heim, Biocca, Heeter, Grau, Lombard & Ditton. Meanwhile, it is outlined an argument which states that these concepts have emerged from design desires and goals. Afterwards, in order to seek an alternative to the dualism that underlies objectivist approaches of virtual reality, chapters two and three engage to the phenomenological understanding of the lived experience of the space. Therefore, it focuses on studying both Merleau-Ponty's phenomenology of perception and Bachelard's phenomenology of poetic imagination. By clashing this philosophy and those concepts previously considered, two issues have been considered: the body as being-in-the-world and the reverie as poetic activity of inhabiting. These two themes suggest the need to re-articulate the understanding of virtual reality-promoted definitions and applications. On chapter four, in addition to the phenomenological approach, it is discussed the issue of the imagination and participation in game's virtual environment, through the concepts of technical image and imagination from Flusser. Finally, it is suggested a possible way to understand immersion through the phenomenological concept of situation
Esta dissertação tem como meta principal de pesquisa o exame de conceitos da realidade virtual a partir de uma abordagem não-dualista. Começa por fazer um levantamento dos principais conceitos técnicos abrangidos por esse corpo de conhecimentos imersão, presença e engajamento através de autores como Heim, Biocca, Heeter, Grau, Lombard & Ditton. Esboça, enquanto isso, o argumento de que tais conceitos surgem como desejos e metas de design. Em seguida, a fim de buscar uma alternativa ao dualismo intrínseco às abordagens objetivistas da realidade virtual, os capítulos dois e três aplicam-se na compreensão fenomenológica da vivência do espaço. Para tanto, foca-se na leitura, primeiro, da fenomenologia da percepção de Merleau- Ponty e, depois, da fenomenologia da imaginação poética de Bachelard. No embate dessa filosofia com os conceitos anteriormente considerados, surgem os temas do corpo como ser-nomundo e do devaneio como atividade poética do habitar. Estes dois temas sugerem a rearticulação da compreensão das definições e aplicações práticas promovidas pela realidade virtual. No capítulo quatro, como complemento à abordagem fenomenológica, é discutido o problema da imaginação e da participação no ambiente virtual do jogo a partir dos conceitos de imagem e imaginação técnicas de Flusser. Finalmente, é sugerido um possível modo de se compreender a imersão a partir da concepção fenomenológica da situação
Hansson, Oskar. "Can an Optimized MidSide Technique Improve Perceived Envelopment in Game Audio." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69063.
Full textJohansson, Marcus. "Interactive motorsports broadcasting in a virtual reality environment." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23935.
Full textLöfberg, Benjamin, and Erik Tunhult. "Ljuddesign för Virtual Reality : En studie om att gestalta närvaro." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21815.
Full textIn present research there exists a research gap within the field of sound production and sound design for virtual reality-applications. There is a ton of technical research to be found such as the deliverance of spatial audio for virtual reality through techniques like binaural audio, HRTF (head-related transfer functions) and ambisonics. All of these are highly relevant for this research and will be discussed in a later part of the article however they won't take a central part of the research process. It is rather the lack of methods and processes for the creative design and implementation of sound for virtual reality that this research finds interesting. This article takes an initiative to shed light on the importance of a well thought- through and properly executed sound design for Virtual Reality applications and gives an account for the thought process as well as methods that can be applied to an audio design process. This is done through an analysis of the phenomena known as immersion and presence. With the analysis as groundwork, the explanations of these phenomena then get translated to methods and keywords that support the creation of audio content for the given application. This research has formed the basis for a design object that exists as an example for this process and has been thoroughly documented along the way. The article ends with a comparative research study where this design object is placed together with other design examples from the general market in an annotated portfolio. The reason for this is to point out similarities through the lens of keywords that will be presented and explained in this article. This process sets out to clarify the role sound has in the creation of an immersive experience as well as to inspire other sound designers to apply these methods in their own design processes.
Vroegop, John. "Nature Connectedness & Winter Camping : A Combination of Quantitative and Qualitative Approaches." Thesis, Linköpings universitet, Nationellt centrum för utomhuspedagogik (NCU), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120253.
Full textOlsson, Tobias, and Oscar Ullberg. "Mixed Reality for Gripen Flight Simulators." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-173831.
Full textRehnberg, 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 textAnderberg, Ted, and Joakim Rosén. "Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693.
Full textBräysy, Alex, and Axel Arkö. "Fourth Wall Manipulation in Digital Games and its Impact on the Gameplay Experience." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32431.
Full textDenna uppsats undersöker hur manipulering av den fjärde väggen kan påverka spelupplevelsen i digitala spel, då det saknas allmän betydelsefull forskning gällande ämnet. Under förstadiet av denna studie analyserades flertalet kommersiellt lanserade digitala spel som innehöll instanser av fjärde väggen manipuleringar. Detta ledde till skapandet av fyra olika designmönster. Dessa mönster implementerades i en spelartefakt specifikt skapad för studien, vilken spelades av åtta deltagare. Efter att ha spelat blev deltagarna intervjuade om hur de upplevde spelet. Resultaten påvisar att majoriteten av designmönstren hade en positiv inverkan både på deltagarnas immersion och engagemang, vilka båda formar delar av spelupplevelsemodellen.
Sundblad, Graziella. "Virtual Reality and its Impact on Programming Learning Process - Designing VR-based Programming Learning Practices." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22396.
Full textMolin, Martin, and Nicolina Kristiansson. "Using Biofeedback to Enhance Player Experience in a First-Person Shooter." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20921.
Full textKhaleram, Paulsson Nelly. "A musical escape into a virtual world - A qualitative experimental study of how music fans perceive music concerts and other musical performances in virtual reality." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20258.
Full textJuul, 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.
Full textKazeem, Ganiat Omolara. "Technology In Policing : An ethnographic study of the use of information and communication technology within Bedfordshire police force." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76419.
Full textJohan, Hellgren. "You are here. Exploring the intersection of wayfinding and presence in video games." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23613.
Full textGrimberg, Christian. "Creating Anomalies: A Study In Player Involvement Through Narrative In Alternate Reality Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21040.
Full textAndersson, Karl. "Manipulating Control-Display Ratios in Room-Scale Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211675.
Full textDen här studien undersökte hur sänkta control-display-förhållanden på handhållna kontroller i virtual reality påverkade användares inlevelse och upplevda kontroll. 24 deltagare spelade ett pusselspel i virtual reality med en av tre control-display-förhållanden: en normal, och två som var sänkta med "Go-Go"-metoden. Resultaten indikerar att control-display-förhållandet kan sänkas markant utan att förlora användarens inlevelse eller upplevda kontroll, men till vilken grad detta sker tycks variera mellan individer och även påverkas av tidigare erfarenheter. Trots detta kan dessa resultat vara till nytta för framtida interaktionsdesigners i virtual reality samt för forskare som studerar sinnena syn och proprioception.