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Dissertations / Theses on the topic 'Virtual and augmented reality (VR and AR) technologies'

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1

Tsakoumi, Aliki. "Extended Experiences : Film and Performance Practices in VR/AR." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-856.

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This is a fascinating time of digital media and new technologies. They offer immersion and interaction and they challenge us, as creators, to work in alternative ways, create more space for the audience and develop our ideas across media while staying true to our artistic principles. During my research, I developed a body of work that includes films, VR, AR, film and stand up comedy as a way to investigate cross-fertilisation in the creative field between different formats, practices and individuals.<br><p>This is the written part of the research and is supplementing the exposition in Research Catalogue.</p>
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Singh, Arshdeep. "Teaching Landscape Construction Using Augmented Reality." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7132.

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This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures. Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State University. To evaluate the application, students completed a usability survey after using the application. Students also participated in a focus group. Results indicate that students were excited to use the application and found it helpful for learning landscape construction concepts. Some of the students found the application and the HoloLens device cumbersome to use, and they offered suggestions for how to improve the application. The thesis concludes with recommendations for future work.
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Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.

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Assembly is the process in which two or more objects are joined together through particular sequences and operations. Current practice utilises two-dimensional (2D) drawings as the main visualisation means to guide assembly. Other visualisation means such as three-dimensional (3D) manual and Virtual Reality (VR) technology have also been applied to assist in assembly. As an emerging technology, Augmented Reality (AR) integrates 3D images of virtual objects into a real-world workspace. The insertion of digitalised information into the real-world workspace using AR can provide workers with the means to implement correct assembly procedures with improved accuracy and reduced errors. Despite the substantial application of AR in assembly; related research has rarely been explored from a human cognitive perspective. The limited available cognitive research concerning the applications of AR visualisation means in assembly highlights the need for a structured methodology of addressing cognitive and useability issues for the application potentials of AR technology to be fully realised.This dissertation reviews the issues and discrepancies in using four types of visualisation means (2D drawings, 3D manual prints, VR, and AR) for guiding assembly, and investigates potential cognitive theories to underpin the benefits of animated AR in assembly. A theoretical framework is then put forward, which summarises existing mechanisms concerning visual-spatial information processing and THE Working Memory (WM) processing in the context of spatial cognition theory, active vision theory and THE WM theory, and raises the to-be-validated aspects of the above theories when transferring from the psychological arena to practical instances. Moreover, the dissertation formulates the methodology of configuring a prototype-animated AR system, and devising particular assembly tasks that are normally guided by reference to documentation and a test-bed with a series of experiments.Two experiments were conducted with three testing scenarios: experiment I concerns the evaluation in the first and second scenarios, while experiment II concerns the third scenario. In scenario 1, a small scale LEGO model was used as the assembly and experimental tester task to compare 3D manual prints and AR. This scenario measured the task performance and cognitive workload of using the system for assembly. The second scenario applied the knowledge gained from scenario 1 to the real construction piping assembly. Comparisons were then made as to productivity improvements, cost reduction and the reduction of rework between 2D isometric drawings and AR. Common findings from both scenarios revealed that the AR visualisation yielded shorter task completion time, less assembly errors and lower total task load. Evaluation from the real construction scenario also indicated that the animated AR visualisation significantly shortened the completion time (original time and rework time), payment to assemblers and cost on correcting erroneous assembly.Questionnaire feedback (including NASA task load index) (Hart 2006, 908) revealed that the animated AR visualisation better aided assembly comprehension, and better facilitated information retrieval and collaboration between human and guidance medium. Using the same LEGO tester task, the third scenario measured the training effects of using 3D manual prints and AR among novice assemblers. The results revealed that the learning curve of novice assemblers was reduced (faster learning) and task performance relevant to working memory was increased when implementing AR training. Useability evaluation was conducted based on classical useability methods, to assess the user interface regarding system improvements.
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PUGGIONI, MARIAPAOLA. "AR e VR nella didattica. Quali vantaggi? Indagine all’interno di un’esperienza scolastica." Doctoral thesis, Università Politecnica delle Marche, 2021. http://hdl.handle.net/11566/287732.

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La tecnologia digitale sta invadendo sempre più il quotidiano, divenendo presenza indispensabile in molti settori. La scuola molto lentamente sta introducendo questa tipologia di supporto alla didattica, scoprendo ed implementando le diverse risorse presenti nel settore. Le esperienze condotte dai docenti nei diversi livelli di scuola si presentano interessanti e stimolanti, in primo luogo per gli allievi che ritrovano un ambito a loro familiare, conosciuto prevalentemente per il settore dei videogiochi. Molte le ricerche e i risultati pubblicati in letteratura, ma quello che non è stato ancora sufficientemente esplorato e verificato è l’effettiva ricaduta didattica in termini di apprendimento dei contenuti. Qual è quindi il reale valore dello strumento tecnologico nel percorso di insegnamento-apprendimento? Quali contenuti trasmette? La figura del docente è ancora determinante nello scenario che prevede come principale attore la tecnologia digitale come trasmettitore di sapere e di esperienze? È possibile misurare e valutare quanto gli studenti apprendono usando la tecnologia? Partendo da questi temi di ricerca, il presente lavoro si inserisce in un tradizionale percorso didattico e verifica il potenziale innovativo introdotto dall’uso delle tecnologie AR e VR, combinate con la lezione tradizionale. Lo studio si concentra sui metodi di valutazione, aspetto tra i meno presenti nei settori di ricerca, ma fondamentali per verificare il contributo che le tecnologie apportano nel campo educativo. L’obiettivo ulteriore del lavoro è testare e validare l’uso della piattaforma ScoolAR come applicazione e gestione di dati e contenuti che, anche senza particolari competenze informatiche, docenti e studenti possono utilizzare nella realizzazione di attività didattiche con AR e VR.<br>Digital technology is increasingly invading everyday life, becoming indispensable for many sectors. The school is very slowly introducing this kind of teaching support, discovering and implementing the different resources available in the sector. The experiences made by teachers at different levels of school are interesting and stimulating, first of all for students who find a familiar environment, known mainly for the video game sector. In literature, many researches and results have been published, but what has not yet been sufficiently explored and verified is the real didactic impact concerning the learning of content. So, what is the real value of the technological tool in the teaching-learning path? What content does it convey? Is the figure of the teacher still crucial in the scenario that consider as the main actor the digital technology that transmits knowledge and experience? Is it possible to measure and evaluate how much students learn using technology? Departing from these themes of research, the present work is part of a traditional educational path and verifies the innovative potential introduced by the use of AR and VR technologies, combined with the traditional lesson. The study focuses on the evaluation methods, which is less covered in the research field, but very important to verify the contribution that the technologies make in the educational field. Another aim of the work is to test and validate the use of the ScoolAR platform as application and data and content management that, even without particular computer skills, teachers and students can use in the implementation of educational activities with AR and VR.
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Joonatan, Mänttäri. "Evaluation of Intuitive VR-based HRI for Simulated Industrial Robots." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24880.

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While the accessibility and technology behind industrial robots is improving as well as becomingless expensive, the installation and conguration of industrial robot cells still proves tobe an expensive venture, especially for small and mid-sized companies. It is therefore of greatinterest to simulate robot cell installations, both for verication of system functionality as wellas for demonstration purposes for clients.However, the construction and conguration of a simulated robot cell is a time-consumingprocess and requires expertise that is often only found in engineers who are experienced withsoftware programming and spacial kinematics. If the process were to be simplied it would bringgreat advantages not only concerning the more ecient use of the time of software engineers butalso in marketing applications.As this paper will show, the use of Virtual Reality (VR) in simulating, displaying andcontrolling robots is a well investigated subject. It has been shown that VR can be used to showrobot simulation in more detail and to specify path movement in task programming. This paperfocuses upon nding and evaluating an intuitive Human Robot Interface (HRI) for interactingwith simulated robots using virtual reality.An HRI is proposed and evaluated, using the Oculus Rift Head Mounted Display (HMD)to display a 3-dimensional (3D) VR environment of a Robot Cell in ABB RobotStudio. Usingmarker-based tracking enabled by ARToolkit, the user's position in real world coordinates isforwarded to the virtual world, along with the position and orientation of a hand-held tool thatallows the user to manipulate the robot targets that are part of the simulated robots program.The system as an HRI was successful in giving the user a strong sense of immersion andgiving them a much better understanding of the robot cell and the positions of the dened robottargets. All participants were also able to dene robot targets much faster with the proposedinterface than when using the standard RobotStudio tools. Results show that the performance ofthe tracking system is adequate with regards to latency and accuracy for updating user positionand hand-held tool when using a video capture resolution of 640x480.
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Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

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In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer. This thesis has examined design guidelines for AR in a literature study, along with general principles for user experience (UX). Based on the findings from the literature study, a prototype for a webshop with integrated VTO, targeting IFE, has been build in an iterative design process. Furthermore, a small application has been built using Google’s AR-framework ARCore for Android, where users can try different virtual glasses. The literature study, along with usability testing in each design iteration, showed that there are no guidelines which can cover everything when designing for AR; however, the design guidelines presented by Google and Apple are a great place to start. Furthermore, the usability testing showed that people have certain expectations of a webshop, which indicates that VTO should be integrated seamlessly into the application without interfering with the layout. The application development showed that ARCore certainly is a potent tool when it comes to AR-development. However, ARCore is not open source,which could make it less appealing for companies in need of highly flexible solutions.
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Vu, Dieu An. "The AR in Architecture." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22742.

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En vanlig metod inom arkitektonisk visualisering idag är produktion av stillbilder som skapas med 3D-modelleringsprogram. Med sådan avancerad teknik blir det enkelt och effektivt att styra och manipulera vad som visas på stillbilderna, vilket ökar säljbarheten av arkitektoniska projekt. Men vad händer om vi tar det ett steg längre, med hjälp av Alternative Reality-teknik? AR eller Augmented Reality kan vara en annan användbar visualiseringsmetod, men vilka konsekvenser kommer det med, speciellt för de icke-professionella användarna? Om vi inte tänker på vilka konsekvenser det kan ha, på samma sätt som med stillbilder, blir det bara ett annat verktyg för att öka säljbarheten för arkitektoniska projekt. Denna studie kommer därför att försöka svara på frågan ”Hur implementerar vi AR inom arkitektonisk visualisering på ett sätt som är gynnsamt för de icke-professionella användarna?”De centrala begreppen som bör tas till hänsyn när man talar om arkitektonisk visualisering är autonomi, tid, medborgarnas tidiga medverkan, ocularcentrism och konceptet av verklighet. Eftersom arkitekturen måste bero på vardagens sammanhang, bör visualiseringen inte stänga av världen för att skapa ett fint ideal som bara fungerar som falsk annonsering. Att stänga ut medborgarnas röster leder också till att skapa en metaforisk mur mellan människorna inom fältet och människorna utanför, vilket leder till förlust av utbyte av insikter och perspektiv. En av rösterna som talar starkt mot den autonoma synen är Jeremy Till, hans ord från boken Architecture depends kommer därför att spela en central roll i det teoretiska perspektivet av denna studie.För att svara på frågorna i studien kommer observationslinsen vändas till både den professionella sidan och den icke-professionella sidan angående ämnet Alternative Reality inom arkitektur. Detta görs via metoden cyber-etnografi, där Internet kommer att vara det öppna fältet att observera. Potentialerna för AR som uttrycks av de professionella kommer att användas för att jämföras med de icke-professionellas perspektiv och oron. Resultaten av observationerna kommer att användas till ett förslag av en AR-applikation, vilket är denna studies bidrag till diskussionen av vilka sätt AR kan genomföras för de icke-professionella användarnas skull.<br>A common method within architectural visualization today is the production of still images made with 3D-modeling software. With such advanced technology, it is made easy and efficient to control and manipulate what is shown on those still images, increasing the salability of architectural projects. But what if we take it a step further, using alternative reality technologies? AR, or Augmented Reality can be another useful visualization method, but what implications does it come with, especially for the non-professional users? If we do not consider the impacts it might have, similarly to still images, it will just turn into another tool to increase the salability of architectural projects. This study will therefore seek to answer the question of “How do we implement AR within architectural visualization in a way that is beneficial for the non-professional users?”The central concepts to consider when talking about architectural visualization are autonomy, time, early involvement of citizens, ocularcentrism and the concept of reality. As architecture has to depend on the contexts of our daily lives, the visualization should not shut out the world to create a pretty ideal that only serves as false advertisement. Shutting out the voices of the citizens also serves to create a metaphorical wall between the people within the field and the people outside of it, causing a loss of exchange of insights and perspectives. One of the voices that speak strongly against the autonomous view is Jeremy Till, his words from the book Architecture Depends will therefore play a central role in the theoretical perspective of this study.To answer the questions of this study, the observation lens will be turned to both the professional side and the non-professional side regarding the subject of alternative reality usage within architecture. This is done via the method of cyber-ethnography, in which the Internet will be the open field to observe. The potentials of AR that are expressed by the professionals will be taken to compare to the perspectives and worries of the non-professionals. The results of the observations will be of use towards a proposal of an AR application, which is this study’s contribution to the discussion of which ways AR can be implemented for the sake of the non-professional users.
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Frick, Urszula. "An Immersive Experience : Communicating the Past using AR/VR at Gamla Uppsala and Uppåkra Archaeological Centre." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106903.

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In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is based on qualitative material gathered from institutions (Gamla Uppsala Museum and Uppåkra Archaeological Centre) and software developers (Disir Productions AB and Elkington Communications AB) responsible for the creation and use of the digital experiences. Based on the answers, a comparison of the results from is provided, with the help of the theoretical framework. In the discussion, the author places the problematics of the design, production and communication of history through digital tools into a broader context, as well as discusses the extent to which they are reflected in the Gamla Uppsala AR/ VR and Uppåkra Archaeological Centre VR. Additionally, the study debates probable solutions for using VR/AR in the face of the COVID-19 pandemic.
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Reinemann, Jonas, Joshua Fahl, Tobias Hirschter, and Albert Albers. "Augmented Reality in der Produktvalidierung: Potenziale und Grenzen in frühen Entwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36938.

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Globaler Wettbewerb und kürzer werdende Innovationszyklen erfordern eine immer schnellere und exaktere Reaktion auf sich ständig ändernde Kundenwünsche. Die direkte Integration von Kunden und Anwendern in den Entwicklungsprozess im Rahmen kontinuierlicher Validierungsaktivitäten gewinnt im Zuge dieser Entwicklung zunehmend an Bedeutung (Ponn & Lindemann, 2011). Die Erfassung zielgerichteten Kundenfeedbacks erfordert in der Regel die Konfrontation mit konkreten Repräsentationen des späteren Produkts. Zumal physische Prototypen hierfür in frühen Entwicklungsphasen oft nicht zur Verfügung stehen und deren Aufbau kostenintensiv ist, kommen stattdessen virtuelle Produktmodelle wie CAD-Modelle oder digitale Produktskizzen zum Einsatz. Aufgrund der starken Verkürzungen im Vergleich zum späteren Produkt sind sie jedoch unter Umständen nicht in der Lage ein realistisches Produkterlebnis zu erzeugen. Sie eignen sich damit je nach Anwendungsfall nur bedingt als Kristallisationspunkt für zielgerichtetes Kundenfeedback. Durch die technologischen Entwicklungen im Bereich von Virtual Reality- und Augmented Reality-Anwendungen (VR und AR) besteht jedoch das Potenzial, diese Einschränkungen virtueller Produktmodelle für den Einsatz in der Produktvalidierung in frühen Entwicklungsphasen aufzuheben. Die Technologien ermöglichen dem Anwender das realitätsnahe Erleben von vollständig virtuellen (VR) oder gemischt physisch-virtuellen (AR) Umgebungen. Erreicht die virtuelle Umwelt einen hohen sogenannten Immersionsgrad (fachsprachlich für Grad des „Eintauchens“), ist der Anwender im Extremfall nicht mehr in der Lage zwischen der realen und der virtuellen Umwelt zu unterscheiden. Besonders die AR-Technologie bietet für den Einsatz in der Produktvalidierung große Potenziale, zumal bestehende, physische Referenzprodukte mit virtuellen Modellen kombiniert werden können (Reinemann, Hirschter, Mandel, Heimicke & Albers, 2018). Dieser Beitrag präsentiert die Ergebnisse eines Forschungsvorhabens, dessen Ziel es war die Potenziale der AR-Technik für die Produktvalidierung in einer vergleichenden Probandenstudie differenziert zu untersuchen. [... aus der Einleitung]
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De, Silvio Andrea. "Realtà Virtuali: aspetti positivi e implicazioni negative. Una riflessione tassonomica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16752/.

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In questa relazione di tesi si andrà ad analizzare la tecnologia Virtual Reality che in questi ultimi anni è tornata prepotentemente sulla scena e che, in un futuro piuttosto breve, potrà avere ancora maggiore diffusione e utilizzo. Dopo un lungo periodo dove la tecnologia si è sviluppata liberamente, con alti e bassi, va via via definendosi un'opinione e un oggettivo giudizio sulla VR in tutti i suoi aspetti. Rispetto all'attuale situazione si è provato a strutturare una tassonomia degli aspetti più positivi e, anche, delle criticità emerse. La tassonomia sarà in particolar modo attenta ad analizzare caratteristiche della tecnologia dal punto di vista psicologico-cognitivo, e gli effetti sull'utente utilizzatore. La classificazione prenderà in esame casi più specifici per quanto riguarda il successo della VR nell'ambito della psicoanalisi, mentre si soffermerà sulla criticità evidenziate legate ai temi della privacy come aspetti prettamente negativi.
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Dudczig, Manuel. "Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36943.

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Der Beitrag gibt einerseits eine Übersicht über die Möglichkeiten von virtuellen Produktdarstellungen durch Virtual Reality (VR), Augmented Reality (AR) und 360° Medien und vergleicht diese hinsichtlich geeigneter Kriterien um eine gezielte Kommunikation zu erreichen. [... aus der Einleitung]
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Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.

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With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive potential and simultaneously with numerous novel challenges. The goal of this study is, through praxis, to instantiate and document an initial exploration into the implementation of holochory toward the creation of visual music compositions. Obviously, engaging holochoric visual music as a means of artistic expression requires an interdisciplinary pipeline. Certainly, this is demonstrated in merging music and visual art into a cohesive form, which is the basis of visual music composition. However, in this study is revealed another form of interdisciplinarity. A major challenge resides with the development of the means to efficiently render the high-resolution stereoscopic images intrinsic to the animation of virtual holograms. Though rendering is a challenge consistent with creating digital animations in general, here the challenge is further exacerbated by the extensive use of multiple reflections and refractions to create complexity from relatively simple geometric objects. This reveals that, with the level of computational technology currently available, the implementation of high-performance computing is the optimal approach. Unifying such diverse areas as music, visual art, and computer science toward a common artistic medium necessitates a methodological approach in which the interdependency between each facet is recognized and engaged. Ultimately, a quadrilateral reciprocative feedback loop, involving the composer's sensibilities in addition to each of the other facets of the compositional process, must be realized in order to facilitate a cohesive methodology leading toward viability. This dissertation provides documentation of methodologies and ideologies undertaken in an initial foray into creating holochoric visual music compositions. Interlaced matrices of contextualization are intended to disseminate the processes involved in deference to composers who will inevitably follow in the wake of this research. Accomplishing such a goal is a quintessential aspect of practice-based research, through which new knowledge is gained during the act of creating. Rather than formulating theoretical perspectives, it is through the praxis of composing holochoric visual music that the constantly arising challenges are recognized, analyzed, and subsequently addressed and resolved in order to ensure progression in the compositional process. Though measuring the success of the resultant compositions is indeed a subjective endeavor, as is the case with all art, the means by which they are achieved is not. The development of such pipelines and processes, and their implementation in practice, are the basic building blocks of further exploration, discovery, and artistic expression. This is the impetus for this document and for my constantly evolving and progressing trajectory as a scholar, artist, composer, and computer scientist.<br>Doctor of Philosophy<br>In this paper the author explores the idea that, owing to their shared three-dimensional nature, holophons and holograms are well suited as mediums for visual music composition. This union is ripe with creative opportunity and fraught with challenges in the areas of aesthetics and technical implementation. Squarely situated upon the bleeding edge of phenomenological research and creative practice, this novel medium is nonetheless within reach. Here, one methodological pipeline is delineated that employs the convergence of holography, holophony, and super-computing toward the creation of visual music compositions intended for head mounted displays or large scale 3D/360 projection screens and high-density loudspeaker arrays.
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Redfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.

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As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research employed a series of standard user-centered design (UCD) methods to rapidly prototype 3D head-worn display (HWD) systems in the first responder domain. These methods were performed across a series of 13 experiments, resulting in an in-depth analysis of the most effective methods experienced herein and providing suggested paths forward for future researchers in 3D MR HWD systems. Lessons learned from each individual method and across all of the experiments are shared. Several characteristics are defined and described as they relate to each experiment, including interface, interaction, and cost.<br>Ph. D.
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Norberg, Amanda, and Elliot Rask. "3D visualisation of breast reconstruction using Microsoft HoloLens." Thesis, Uppsala universitet, Signaler och System, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-367277.

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The purpose of the project is to create a Mixed Reality (MR) application for the 3D visualisation of the result of a breast reconstruction surgery. The application is to be used before surgery to facilitate communication between patient an surgeon about the expected result. To this purpose Microsoft HoloLens is used, which is a pair of Mixed Reality (MR) glasses developed and manufactured by Microsoft that has a self-contained, holographic rendering computer. For the development of the MR application on the Hololens, MixedRealityToolkit-Unity is used which is a Unity-based toolkit available. The goal of the application is that the user can scan a torso of a patient, render a hologram of the torso and attach to it a prefabricated breast which possibly follows the patient's specification. To prepare a prefabricated breast, a 3D model of the breast is first created in the 3D modelling software Blender. It then gets its texture from a picture taken with the HoloLens camera. The picture is cropped to better fit the model and uploaded as a 2D texture which is then attached to the prefabricated breast, which is imported into Unity. To scan objects, the HoloLens’s operating system feature Surface Observer is used. The resulting mesh from the observer is cropped using a virtual cube, scaled, moved and rotated by the user. The cropped mesh is then smoothed using the Humphrey's Classes smoothing algorithm. To fuse the smoothed mesh with the prefabricated breast model, the Unity components: Colliders and Transforms are used. On a collision the breast's transform parent is set to the mesh’s transform, making the objects transforms behave depending on each other. The MR application has been developed and evaluated. The evaluation results show that the goal has been achieved successfully. The project demonstrates that the Microsoft HoloLens is well suited for developing such medical applications as breast reconstructive surgery visualisations. It can possibly be extended to other surgeries such as showing on a patient’s body how the scar will look after a heart surgery, or a cesarean section.
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DEL, GIUDICE MATTEO. "Smart data management with BIM for Architectural Heritage." Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2652020.

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In the last years smart buildings topic has received much attention as well as Building Information Modelling (BIM) and interoperability as independent fields. Linking these topics is an essential research target to help designers and stakeholders to run processes more efficiently. Working on a smart building requires the use of Innovation and Communication Technology (ICT) to optimize design, construction and management. In these terms, several technologies such as sensors for remote monitoring and control, building equipment, management software, etc. are available in the market. As BIM provides an enormous amount of information in its database and theoretically it is able to work with all kind of data sources using interoperability, it is essential to define standards for both data contents and format exchange. In this way, a possibility to align research activity with Horizon 2020 is the investigation of energy saving using ICT. Unfortunately, comparing the Architecture Engineering and Construction (AEC) Industry with other sectors it is clear how in the building field advanced information technology applications have not been adopted yet. However in the last years, the adoption of new methods for the data management has been investigated by many researchers. So, basing on the above considerations, the main purpose of this thesis is investigate the use of BIM methodology relating to existing buildings concerning on three main topics: • Smart data management for architectural heritage preservation; • District data management for energy reduction; • The maintenance of highrises. For these reasons, data management acquires a very important value relating to the optimization of the building process and it is considered the most important goal for this research. Taking into account different kinds of architectural heritage, the attention is focused on the existing and historical buildings that usually have characterized by several constraints. Starting from data collection, a BIM model was developed and customized in function of its objectives, and providing information for different simulation tests. Finally, data visualization was investigated through the Virtual Reality(VR) and Augmented Reality (AR). Certainly, the creation of a 3D parametric model implies that data is organized according to the use of individual users that are involved in the building process. This means that each 3D model can be developed with different Levels of Detail/Development (LODs) basing on the goal of the data source. Along this thesis the importance of LODs is taken into account related to the kind of information filled in a BIM model. In fact, basing on the objectives of each project a BIM model can be developed in a different way to facilitate the querying data for the simulations tests. The three topics were compared considering each step of the building process workflow, highlighting the main differences, evaluating the strengths and weaknesses of BIM methodology. In these terms, the importance to set a BIM template before the modelling step was pointed out, because it provides the possibility to manage information in order to be collected and extracted for different purposes and by specific users. Moreover, basing on the results obtained in terms of the 3D parametric model and in terms of process, a proper BIM maturity level was determined for each topic. Finally, the value of interoperability was arisen from these tests considering that it provided the opportunity to develop a framework for collaboration, involving all parties of the building industry.
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Mishra, A., A. Shukla, Nripendra P. Rana, and Y. K. Dwivedi. "From ‘touch’ to a ‘multisensory’ experience: The impact of technology interface and product type on consumer responses." 2020. http://hdl.handle.net/10454/18169.

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Yes<br>Online retailers are increasingly using augmented reality (AR) and virtual reality (VR) technologies to solve mental and physical intangibility issues in a product evaluation. Moreover, the technologies are easily available and accessible to consumers via their smartphones. The authors conducted three experiments to examine consumer responses to technology interfaces (AR/VR and mobile apps) for hedonic and utilitarian products. The results show that AR is easier to use (vs. app), and users find AR more responsive when buying a hedonic (vs. utilitarian) product. Touch interface users are likely to have a more satisfying experience and greater recommendation intentions, as compared to AR, for buying utilitarian products. In contrast, a multisensory environment (AR) results in a better user experience for purchasing a hedonic product. Moreover, multisensory technologies lead to higher visual appeal, emotional appeal, and purchase intentions. The research contributes to the literature on computer-mediated interactions in a multisensory environment and proposes actionable recommendations to online marketers.<br>The full-text of this article will be released for public view at the end of the publisher embargo on 04 Dec 2022.
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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>
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Costa, Tiago João Neto. "Aplicação de metodologias BIM/VR no betão pré-fabricado." Master's thesis, 2020. http://hdl.handle.net/1822/69789.

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Dissertação de mestrado integrado em Engenharia Civil<br>A história da construção começa por relatar um tempo em que tudo era construído num processo de tentativa/erro pelos master builders, que se baseavam no conhecimento antigo. O projeto e a edificação surgiam de acordo com as necessidades que se iam figurando. Só mais tarde surge a Arquitetura com o Renascimento e a Engenharia muito perto da Revolução Industrial, como um dos maiores catalisadores no aparecimento de novos materiais e sistemas tecnológicos. A partir desse período, pouco se alterou até á introdução dos computadores como ferramenta essencial de trabalho. A metodologia BIM (Building Information Modeling) veio substituir a metodologia tradicional CAD (Com-puter Aided Design). Apesar disso, existe uma resistência enorme da indústria AEC para que esta mu-dança seja definitiva, como se percebe olhando para o panorama nacional. Consiste na aprendizagem de novos conceitos, renovação dos métodos de trabalho convencionais e ainda um investimento mone-tário acrescido em hardware e software. Resta continuar a trabalhar na otimização desta metodologia e reforçar a sua importância até ao período tão esperado da normalização. A Realidade Virtual (RV), cujo conceito será ampliado para Realidade Virtual continuum (RVC), surge mais recentemente por intermédio dos videojogos, mas rapidamente se percebe que o seu potencial poderá abrir portas a novas indústrias. Trata-se da criação de um produto que apresenta o resultado final antes do mesmo estar concluído na realidade, à semelhança da modelação 3D e software BIM, mas com a particularidade de atribuir, a qualquer componente do modelo, propriedades e comportamentos reais. Para além disso, através do seu hardware é permitido a imersão e a interação com o meio virtual, que acrescentam a sensação de presença, nunca possível até então. Deste modo, são realizadas aplicações (APK – Android Package) em Realidade Aumentada (RA) e em RV, com o modo de visualização pensado apenas para dispositivos móveis (tablets ou smartphones), devido às limitações intrínsecas neste trabalho. Com estas pretende-se demonstrar a aplicabilidade da RVC no contexto do Grupo Shay Murtagh, uma empresa que atua no ramo do betão pré-fabricado. Para sustentar a introdução desta metodologia no grupo, foi elaborado um processo de implementação hipo-tético com questionários remetidos aos colaboradores do setor de projeto e um mapa de processos.<br>The History of construction begins by speaking of a time when everything was built on a trial and error basis by master builders that based themselves on old knowledge. Projects and buildings would appear in accordance with needs that would make themselves apparent. Only later does Architecture appear, with the Renaissance, and also with Engineering, closer to the Industrial Revolution, as one of the largest catalysts for the appearance of new materials and new technological systems. From that period onwards, little has changed until the introduction of computers as an essential working tool. BIM methodology has replaced the traditional CAD methodology. Despite that, there is an enormous resistance from the AEC industry to making this change definitive, as one can understand by looking at the national panorama. It consists on the learning of new concepts, on the renewal of conventional work-ing methods, and still on an added monetary investment on hardware and software. Works remains to be done on the optimisation of this methodology and on reinforcing its importance, until the expected period of its normalisation. Virtual reality, a concept which will be extended on the current work-s discussion to Virtual Reality Con-tinuum, appears more recently by means of videogames. However, one quickly understands its potential to open doors to new industries. It is about the creation of a product that can present the final result before it is concluded in reality - similarly to 3D modelling and BIM software - but with the particularity of attributing real behaviours to any of the component's elements. Beyond that, through its hardware, it enables immersion and interaction with the virtual medium, which adds a feeling of presence, something previously not possible. In this way, some applications are made (APK - Android Package) in AR and VR - only with mobile visual-isation methods - due to this work's intrinsic limitations. They intend to demonstrate the applicability of VRC in the context of the Shay Murtagh group, a company that operates in the field of pre-fabricated concrete. In order to sustain the introduction of this methodology into the group, an hypothetic imple-mentation process has been developed, with questionnaires being sent to collaborators in the project sector, and a process map.
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Laera, Francesco. "Augmented Reality for Sailing Navigation. Design and Evaluation of Novel User Interfaces." Doctoral thesis, 2022. http://hdl.handle.net/11589/235619.

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Questa tesi affronta il tema dell'applicazione della Realtà Aumentata (AR) alla navigazione nautica, in particolare la progettazione e la validazione di un'interfaccia AR per la visualizzazione di informazioni di navigazione specifiche per la navigazione a vela. Attualmente gli utenti, durante la navigazione, utilizzano piccoli display per la visualizzazione delle informazioni di navigazione, fissi sull'imbarcazione. Questo modo di visualizzare le informazioni fa distrarre l'utente dalla scena di navigazione, che è costretto a cambiare costantemente l'attenzione tra la lettura delle informazioni sul display e la scena di navigazione. Questo lavoro a cui è sottoposto l'utente aumenta il carico cognitivo diminuendo la sicurezza a bordo. Per questo motivo, il nostro obiettivo di ricerca è quello di sviluppare un sistema di interfaccia AR specifico per la vela che supporti i velisti fornendo loro le informazioni visualizzate direttamente nell'ambiente reale. La soluzione farà in modo che gli utenti evitino di distogliere lo sguardo dalla scena della navigazione, per rendere la navigazione più sicura e confortevole aumentando l'accessibilità a bordo. Oltre alla possibilità di visualizzare le informazioni tracciate nell'ambiente reale, AR consente di mostrare l'invisibile nella realtà; anche i fenomeni e gli oggetti naturali possono essere invisibili, sia per distanza che per occlusione, oppure per mancanza di luce e scarsa visibilità. L'AR consente quindi di monitorare gli oggetti non identificati come potenziali ostacoli e pericoli, facilitando le decisioni critiche, soprattutto da parte dei meno esperti; il monitoraggio continuo dei dati di navigazione e dei dati ambientali è estremamente essenziale per evitare situazioni pericolose e rende più autonomi i naviganti inesperti in situazioni ordinarie. I potenziali pericoli e la perdita di controllo dell'imbarcazione, nelle stesse condizioni meteorologiche, sono direttamente proporzionali alla mancanza di esperienza del velista. L'AR può essere lo strumento che permette a tutti di navigare in sicurezza indipendentemente dal proprio livello di esperienza e conoscenza della vela. Il lavoro di ricerca è partito da una Systematic Review delle interfacce grafiche AR presenti nella letteratura scientifica, unita ad un'approfondita ricerca sui dispositivi in ​​commercio, catalogando e analizzando la tipologia e le modalità delle informazioni rappresentate. È stato quindi creato un elenco completo di 154 informazioni di navigazione utili agli utenti. Attraverso una campagna di questionari su 56 velisti esperti e un panel di esperti, sono state selezionate le informazioni da visualizzare all'interno dell'interfaccia AR da noi proposta. Successivamente si è proceduto alla progettazione delle prime proposte di interfaccia AR, fino alla definizione della versione da testare. L'interfaccia AR proposta è stata testata sia con test di visualizzazione a monitor da parte di 75 utenti, sia con test che utilizzano sistemi di Realtà Virtuale immersiva, su un campione di 45 utenti, per validare l'ipotesi che la Realtà Aumentata renda più immediate le informazioni di navigazione in lettura, diminuendo il carico cognitivo dell'utente . I risultati dei test, la System Usability Scale (SUS) e l'User Experience Questionnaire (UEQ), confermano la nostra ipotesi e forniscono un precedente scientifico nello sviluppo e nella validazione di sistemi di interfaccia AR per la vela che non erano mai stati condotti prima. Il risultato di questa ricerca è l'ideazione, la progettazione, lo sviluppo e la validazione di un'interfaccia specifica innovativa per la vela, seguendo un percorso completo che non ha precedenti in letteratura scientifica.<br>This thesis deals with the issue of the application of Augmented Reality (AR) technology to nautical navigation, specifically the design and validation of an AR interface for displaying specific navigation information for sailing. Currently, users, while sailing, use small displays for viewing navigation information, fixed on the boat. This way of viewing information causes the user to distract from the navigation scene, who is forced to constantly change the attention between reading the information on the display and the navigation scene. This work to which the user has subjected increases the cognitive load by decreasing safety on board. For this reason, our research goal is to develop a specific AR interface system for sailing that supports sailors by providing them with the information displayed directly in the real environment. The solution will make users avoid taking they take their eyes off the navigation scene, to make safer and more comfortable sailing by increasing accessibility on board. In addition to the ability to view tracked information in the real environment, AR allows to show the invisible in reality; natural phenomena and objects can also be invisible, either by distance or by occlusion, or by lack of light and poor visibility. Therefore, AR allows you to monitor unidentified objects as potential obstacles and dangers, making it easier to make critical decisions, especially by the less experienced; continuous monitoring of navigation data and environmental data is extremely essential to avoid dangerous situations and makes inexperienced sailors more autonomous in ordinary situations. Potential dangers and loss of control of the boat, in the same weather conditions, are directly proportional to the lack of experience of the sailor. AR can be the tool that allows everyone to navigate safely regardless of their level of experience and knowledge of sailing. The research work started from a Systematic Review of the AR graphic interfaces present in scientific literature, combined with in-depth research on the devices on the market, cataloguing and analyzing the type and methods of information represented. A complete list of 154 navigational information useful to users was then created. Through a campaign of questionnaires on 56 experienced sailor users and a panel of experts, the information to be displayed within the AR interface proposed by us was selected. Then we proceeded to the design of the first AR interface proposals, up to the definition of the version to be tested. The proposed AR interface was tested both with monitor display tests by 75 users and with tests using immersive Virtual Reality systems, on a sample of 45 users, to validate the hypothesis that Augmented Reality makes more immediate navigation information in reading, decreasing the user's cognitive load. The results of the tests, the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ), confirm our hypothesis and provide a scientific precedent in the development and validation of AR interface systems for sailing that had never been conducted before. The result of this research is the conception, design, development and validation of an innovative specific interface for sailing, following a complete path that is unprecedented in scientific literature.
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Nevanti, Kirsi. "In Real Life (Or Elsewhere) : om kreativa processer och parallella verkligheter i dokumentärfilm." Doctoral thesis, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-262.

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Reality isn’t what it appears to be. Contexts are not always clear and visible. People don’t always say what they really mean. And they don’t always mean what they say. When life is your stage manager, anything can happen. I often say, life is hard, my head is harder. Making documentaries is not for the faint-hearted.This PhD project explores creative processes and parallel realities in documentary film, and discusses and conceptualizes the artistic practice of documentary filmmaking. The project consists in part of artistic works and essays that are critical reflections on the creative process and how that process can be conceptualized. The cinematic centerpiece of the thesis is entitled Images and the Worlds of Being (2011–2016). Previous subprojects are A Shift Between Worlds (2013–2015) and an essay book entitled In Real Life (or Elsewhere) (2013). Between 2013 and 2017, more essays were written, some of them translated to English. All the Swedish essays are available in PDF format. All of the works in the PhD project explore creative processes and parallel realities in two different ways: A Shift Between Worlds (2013–2015) explores identity and parallel realities in the gendered world. These works are based on two workshops led by Diane Torr, “Man for a Day” and “Woman for a Day.” They resulted in several component works, including two video essays, two audio works and two large-format photographic works, the latter in collaboration with photographer Johan Bergmark, as well as a short commentary film entitled Diane Speaks Out (2016). Images and the Worlds of Being (2011–2016) – a VR Classic Style film – explores what happens when documentary images are shown on four screens forming the walls of a room. This work also focuses on the view through the camera lens through which the filmmaker meets the world, in a hypnotic tapestry of parallel realities in a tenderly portrayed, runaway present. A sort of logical reasoning about the illogic of our era, in search of elusive reality (to paraphrase Jean Baudrillard) – the presence in the act of seeing. An experiment in the forms of visual knowledge, outside the traditional display windows. Shooting location: The World.
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