Dissertations / Theses on the topic 'Virtual Hand'
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 'Virtual Hand.'
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.
Peña, Pitarch E. (Esteve). "Virtual human hand: grasping strategy and simulation." Doctoral thesis, Universitat Politècnica de Catalunya, 2008. http://hdl.handle.net/10803/6995.
Full textEn esta tesis, nosotros hemos construido una mano virtual para simular la mano humana lo más realísticamente posible. Basado en la anatomía de la mano, hemos diseñado una mano con 25 grados de libertad (DOF), con cuatro de esos grados de libertad localizados en la unión carpometacarpal, para el dedo anular y el meñique. Estos cuatro grados de libertad permiten la simulación de la mano humana cuando esta se arquea. El dedo gordo ha sido diseñado con 5 DOF, los dedos, índice y medio tienen 4 DOF, la unión metacarpofalangeal tiene dos, y las uniones interfalangeales próxima y distal tienen uno cada una. Para los dedos anular y meñique, los 4 DOF tienen las mismas uniones más los cuatro descritos arriba.
El método de Denavit-Hartenberg (D-H) fue aplicado, debido a que cada dedo fue considerado como un rayo, esto es, una cadena cinemática abierta, con las uniones consideradas "revolutas". Las tablas D-H para cada dedo fueron mostradas y la aplicación de la cinemática directa e inversa permitió calcular todos los ángulos para cada unión [q1 . . . q25]T .
Antes de coger cualquier objeto, nuestro sistema comprueba si el objeto esta en el espacio de la mano, mediante el análisis del espacio de trabajo.
Se ha implementado un algoritmo semi-inteligente orientado a las tareas para las cuales el objeto ha sido diseñado, con el fin de tomar una decisión, una vez el usuario ha escogido el objeto y su tarea inherente. El algoritmo para coger ha sido implementado en un escenario virtual.
The human hand is the most complete tool, able to adapt to different surfaces and shapes and to touch and grasp. It is a direct connection between the exterior world and the brain. I. Kant (German philosopher) defined how the hand is an extension of the brain.
In this dissertation, we built a virtual human hand to simulate the human hand as realistically as possible. Based on the anatomy of the hand, we designed a hand with 25 degrees of freedom (DOF), with four of these degrees located in the carpometacarpal joint for the ring and small fingers. These four degrees permit the simulation of the human hand when it is arched. The thumb was designed with 5 DOF, the index and middle fingers have 4 DOF, in the metacarpophalangeal joint has two, and in the proximal interphalangeal joint and in the distal interphalangeal joint each have one. For the ring and small fingers, the 4 DOF are in similar joints plus as the four described above.
The Denavit-Hartenberg (D-H) method was applied because each finger was considered a ray, i.e., an open chain, with joints approximated to revolute joints. The D-H tables for each finger were shown, and the application of forward and inverse kinematics permit the calculation of all angles for each joint [q1 . . . q25]T .
Before grasping any object, our system checks the reachability of the object with workspace analysis.
Semi-intelligent task-oriented object grasping was implemented for making a decision once the user chooses the object and the task inherent to the object. The grasping algorithm was implemented in a virtual environment.
Peña, Pitarch Esteban. "Virtual Human Hand: Grasping Strategy and Simulation." Doctoral thesis, Universitat Politècnica de Catalunya, 2008. http://hdl.handle.net/10803/6995.
Full textThe human hand is the most complete tool, able to adapt to different surfaces and shapes and to touch and grasp. It is a direct connection between the exterior world and the brain. I. Kant (German philosopher) defined how the hand is an extension of the brain.In this dissertation, we built a virtual human hand to simulate the human hand as realistically as possible. Based on the anatomy of the hand, we designed a hand with 25 degrees of freedom (DOF), with four of these degrees located in the carpometacarpal joint for the ring and small fingers. These four degrees permit the simulation of the human hand when it is arched. The thumb was designed with 5 DOF, the index and middle fingers have 4 DOF, in the metacarpophalangeal joint has two, and in the proximal interphalangeal joint and in the distal interphalangeal joint each have one. For the ring and small fingers, the 4 DOF are in similar joints plus as the four described above.The Denavit-Hartenberg (D-H) method was applied because each finger was considered a ray, i.e., an open chain, with joints approximated to revolute joints. The D-H tables for each finger were shown, and the application of forward and inverse kinematics permit the calculation of all angles for each joint [q1 . . . q25]T .Before grasping any object, our system checks the reachability of the object with workspace analysis.Semi-intelligent task-oriented object grasping was implemented for making a decision once the user chooses the object and the task inherent to the object. The grasping algorithm was implemented in a virtual environment.
Nasser, Bilal. "A virtual hand assessment system for efficient outcome measures of hand rehabilitation." Thesis, University of Strathclyde, 2016. http://digitool.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=27529.
Full textVulgari, Sofia Kiriaki. "Hand Gesture based Telemedicine enabled by Mobile VR." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88810.
Full textChen, Hui, and 陳輝. "Building panoramas from photographs taken with a hand-held camera." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31242923.
Full textChen, Hui. "Building panoramas from photographs taken with a hand-held camera /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23668064.
Full textYang, Xibei, and 杨曦贝. "A hand input-based approach to intuitive human-computer interactions in virtual reality." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B45160557.
Full textCruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.
Full textLu, Yang. "Tour Into Painting : System Design for Virtual Exhibition of Chinese Hand-Scroll Painting." Thesis, Ecole centrale de Nantes, 2022. https://tel.archives-ouvertes.fr/tel-03921024.
Full textThe Chinese Hand-Scroll Painting (CHSP) is a typical Chinese painting form. The proper way to view a CHSP is scrolling it by hands. Watching a CHSP is considered as a fantasy experience of touring in its diegetic world. In current exhibitions of CHSPs, these points are not well represented. First, most of CHSPs are presented in glass boxes. Viewers can not manipulate it in scrolling manner. Second, the experience of touring into painting is only interpreted by simple annotations. Viewers can not gain a full experience based on them. This research aims to implementing these shortcoings by developing a VR-based exhibition system, which can synchronously simulate the ancient viewer's viewing experience in the real world and the touring experience in the diegetic world. The system is presented as a VR application that includes an interactive CHSP that can be manipulated according to the original principles. In a synchronous way, the VR user will be moved according to his focus point on the virtual CHSP, and then, an encompassing, random diegetic world will be built
Achibet, Merwan. "Contributions to the design of novel hand-based interaction techniques for virtual environments." Thesis, Rennes, INSA, 2015. http://www.theses.fr/2015ISAR0031/document.
Full textDirectly using our hands to explore virtual environments and interact with their contents produces a natural and compelling interaction. In this thesis, we propose contributions to improve hand-based interaction in the context of Virtual Reality by considering two main challenges: (1) improving the control of articulated hand models, and (2) providing haptic sensations with accessible techniques. We first address the challenge of interacting through realistic, articulated virtual hands and propose two methods for easing their control. As a first step, we reduce the degrees of freedom of complex hand models in order to make multi-finger interaction possible with common multi-touch interfaces. The resulting system allows users to control a virtual hand by performing gestures over a tactile tablet. Then, we take another approach and separate the degrees of freedom of one virtual hand between two haptic interfaces handled in parallel. Through this distribution of controls and feedback, users are exposed to a variety of haptic effects, otherwise restricted to complex haptic workstations. We then address the challenge of providing haptic sensations during hand-based interaction. To do so, we introduce different techniques that combine passive haptic feedback and pseudo-haptics as an alternative to complex and cumbersome active interfaces. We consider various types of interaction at different scales, starting with coarse interaction with the arm through an elastic armature that provides an egocentric and mobile haptic feedback. We then focus on object grasping and manipulation and propose an interaction paradigm that relies on elastic input devices for reproducing grasping gestures and perceiving modulable haptic properties through crossmodal feedback. Finally, we consider fine multi-finger manipulation and we propose a passive exoskeleton that constrains the digits individually, associated to a multi-finger pseudo-haptic feedback for simulating complex interaction with heterogeneous materials
Georgiadis, Abraham. "VR Gaming - Hands On : The use and effects of bare hand gestures as an interaction method in multiplayer Virtual Reality Games." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-66863.
Full textGasparyan, Arsen. "Cost-Efficient Video Interactions for Virtual Training Environment." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1182533924.
Full textRichter, Fabian [Verfasser], and Rainer [Akademischer Betreuer] Lienhart. "Virtual Reconstruction of Hand-Torn Documents using Discriminative Models / Fabian Richter. Betreuer: Rainer Lienhart." Augsburg : Universität Augsburg, 2015. http://d-nb.info/1080772928/34.
Full textGünther, Tobias, Erich Querner, and Rainer Groh. "A head-in-hand metaphor for user-centric direct camera control in virtual reality." ACM, 2020. https://tud.qucosa.de/id/qucosa%3A74888.
Full textAbi-Rached, Habib. "Stereo-based hand gesture tracking and recognition in immersive stereoscopic displays /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/6012.
Full textDahlgren, Mikael. "Object Selection by Relative Hand to Cursor Mapping : Design and Evaluation of a 2D-Object Selection Technique for Hand Tracking in Virtual Environments." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292107.
Full textStrålföljning påverkas negativt av darrning i händer och spårteknik i virtuella miljöer vilket gör det svårt att markera objekt som kräver hög precision. Denna studie utvärderar en alternativ teknik till strålföljning for objektmarkering i 2D-granssnitt i virtuella miljöer kallad relativ hand till musmarkör mappning. Avvägning mellan dessa två tekniker utvärderas i en jämförande studie med hjälp av Fitts's lag, SUS-undersökning och intervjuer. Resultaten demonstrerar att relativ hand till murmarkor mappning presterar jämförbart med strålföljning och tillåter samtidigt högre precision i särskilda objektmarkeringsuppgifter.
Ma, Sha. "Development and evaluation of an electromyography biofeedback-based virtual reality system for hand motion rehabilitation." Thesis, University of Central Lancashire, 2010. http://clok.uclan.ac.uk/19302/.
Full textSidenmark, Ludwig. "Immersive Eye Tracking Calibration in Virtual Reality Using Interactions with In-game Objects." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209431.
Full textDenna avhandling ämnar att att undersöka en kalibreringsmetod för ögonspårning i virtuell verklighet där användarnas visuella uppmärksamhet från ögon och hand koordination används när man interagerar med objekt i den virtuella verkligheten. Detta kan möjliggöra kalibrering av ögonspårning utan att avbryta den virtuella upplevelsen, i jämförelse med traditionell kalibrering som är besvärlig, störande och kräver användarens fulla uppmärksamhet. En användarstudie genomfördes med 15 deltagare där de hade till uppgift att slutföra tre olika interaktioner. De testade interaktionerna var en knopp, en slider och en lyftbar kub. Deltagarnas blick spelades in under interaktionerna och analyserades för att möjliggöra jämförelse. Den bearbetade data analyserades för att hitta faktorer som påverkar kalibreringsmetoden. Dessutom analyserades resultaten för att hitta vid vilken tidpunkt under interaktionerna som hade de mest konsekventa ögonfixeringarna på objektet de interagerade med och därmed störst potential för kalibrering av ögonspårning. Resultaten visade att när deltagaren interagerar med objektet och det interaktiva objektet är stillastående, fick vi en fixering för omkring 60% av alla försök under godtycklig tidpunkt. När det interaktiva objektet rörde sig, visade resultaten en lägre procentandel. För att öka antalet, ska blickdatan filtreras i stället för att använda rå blickdata för att undvika att flicker från ögonspåraren. När det gäller faktorer som påverkar kalibreringsmetoden har valet av interaktion stor inverkan på metodens framgång, där interaktioner där det interaktiva objektet är stationärt har större potential. Dessutom påverkar interaktioner som tar längre tid och kräver precision för att slutföra interaktionen kalibreringsmetodens potential positivt. Den omgivande virtuella miljön har också inflytande, eftersom en mer distraherande miljö kan negativt påverka kalibreringsmetoden.
Olofsson, Jakob. "Input and Display of Text for Virtual Reality Head-Mounted Displays and Hand-held Positionally Tracked Controllers." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64620.
Full textDen senaste tidens ökning av prisvärda virtual reality (VR) glasögon har lett till en ökning av spel och applikationer som utvecklas för virtual reality miljöer. Förbättringarna av VR tekniken har introducerat många nya möjligheter, men även nya problem att lösa för att skapa VR mjukvara som är så bekväm och effektiv som möjligt. I den här rapporten undersöks och mäts olika metoder för att visa samt ta emot text i VR miljöer. Detta undersöktes genom utförandet av en interaktiv användarstudie som utvärderade och jämförde effektiviteten och användaråsikter kring tre olika metoder för att visa text samt fyra olika virtuella tangentbordslösningar. Resultatet visade att avståndet mellan användaren och texten, med samma relativa textstorlek, avsevärt påverkade lättheten att läsa texten, samt att designen av ett bra virtuellt tangentbord för VR kräver en bra balans mellan flera faktorer. Ett exempel på sådana faktorer är balansen mellan noggrann kontroll och den fysiska ansträngning som krävs. Resultatet tyder även på att mängden av tidigare erfarenhet med virtual reality utrustning samt skicklighet att skriva med vanliga fysiska tangentbord betydligt kan påverka vilka lösningar som är mest passande för situationen.
Marangoni, Matthew J. "Low Cost Open Source Modal Virtual Environment Interfaces Using Full Body Motion Tracking and Hand Gesture Recognition." Wright State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=wright1369256636.
Full textMishra, Sankalp. "Use Of Virtual Reality Technology In Medical Training And Patient Rehabilitation." Wright State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=wright1559144258671291.
Full textMoore, Charles H. "Grasping Embodiment: Haptic Feedback for Artificial Limbs." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617107153868166.
Full textBales, Delaney M. "An Ergonomics Investigation of the Application of Virtual Reality on Training for a Precision Task." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1757.
Full textVoth, Elizabeth Christine. "Your (virtual) trainer in the palm of your hand : efficacy of a theory-based exercise application to enhance exercise adherence." Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/54789.
Full textGraduate Studies, College of (Okanagan)
Graduate
Forsberg, Erik. "Interacting with information visualizations in virtual reality : Motion tracked hand controller interaction for common filtering operations in a VR information visualization application." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210043.
Full textI och med framfarten av VR och dess olika användningsområden – där underhållning gått i bräschen på senare tid – borde vi fundera på hur vi designar interaktiva informationsvisualiseringar för VR. Är det klokt att hålla fast vid samma interaktionselement som vi känner igen från webbaserade gränssnitt? Studien utforskar denna fråga tillsammans med andra, för att utforska sätt att genomföra bekanta filtreringsoperationer som känns igen från webbmiljöer, i VR. En interaktiv informationsvisualiseringsapplikation i VR skapades för att utvärdera två webbinspirerade interaktionsmetoder som användes för att filtrera data. Tretton användare deltog i studien, där varje deltagare tog sig igenom åtta förbestämda uppgifter samt en öppen uppgift. Kvalitativ återkoppling samlades in både via think-alouds under uppgifterna samt i semistrukturerade intervjuer när testet hade avslutats. Kvantitativa data samlades in i applikationen och innehöll användningsstatistik. Resultaten visar att användandet av webbinspirerade interaktionsmetoder för att genomföra filtreringsoperationer i VR hjälpte deltagarna att förstå interaktionens funktionalitet. Genom att implementera haptisk och visuell feedback kan naturliga interaktioner efterliknas, vilket enligt studiens resultat uppfattas som hjälpsamt samtidigt som interaktionerna kändes mer naturliga. Att utforma interaktionsmetoderna för att efterlikna de som återfinns i webbgränssnitt hjälpte deltagarna att förstå filtrens funktionalitet.
Neshaug, Vegar. "Computerised Methods and Device for Intuitive Use of the Human Hand for Touching and Re-shaping of Three-Dimensional Virtual Objects." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-12606.
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
Numfu, Manoch. "Une approche pour la préparation de formations aux gestes de la main en maintenance basées sur la réalité virtuelle." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALI071.
Full textOver the last decade, Virtual Reality (VR) technology has been evolving rapidly. VR environments and devices are more and more powerful and enable exceptional user experiences. Such environments and devices have a huge potential in a wide variety of industrial applications, in particular in maintenance training. Industry, however, still has difficulties achieving satisfactory training results, mainly due to inappropriate choices and setups of VR-based training infrastructures. In order to systematically support the preparation process of VR-based maintenance trainings, this thesis proposes a holistic concept for preparing VR-based maintenance training sequences with a focus on experimenting with, and evaluating and comparing different VR setups and configurations. This concept is called “Virtual Reality technology for Training Preparation Process” (VR-TPP), and it has been implemented for validation in both non-immersive and fully-immersive setups. Within those, three different case studies demonstrate how this systematic approach supports trainees in finding out the appropriate working process and hand gestures, as well as trainers in determining the most appropriate training environment, sequence and work instructions. In order to account for specificities in maintenance training operations, a particular focus has been directed on properly capturing hand gestures and associating them with different types of mechanical joints and the disassembly of mechanical parts according to their appropriateness. This is considered an important contribution to upgrading, complementing or even replacing traditional work instructions without active user involvement to virtual work instructions providing user experience. Furthermore, the use of the VR-TPP concept also helps revealing the cause of mistakes that users make when working in a virtual environment. From these insights, the learnings can be fed back into the design of the training process as well as the infrastructure. Apart from industrial maintenance (therefore assembly- and disassembly-) trainings, the concept enables and supports numerous other applications
Wille, David-Alexander Ernst-Friedrich. "Virtual reality-based paediatric interactive therapy system (PITS) for improvement of arm and hand function in children with motor impairment : a pilot study /." [S.l.] : [s.n.], 2009. http://opac.nebis.ch/cgi-bin/showAbstract.pl?sys=000299326.
Full textNormand, Erwan. "Study of the perception and manipulation of virtual objects in augmented reality using wearable haptics." Electronic Thesis or Diss., Université de Rennes (2023-....), 2025. http://www.theses.fr/2025URENS002.
Full textWearable haptic devices provide tactile sensations in a compact form. They have been little used in augmented reality (AR), where virtual content is integrated into real world perception. In this thesis, we investigate their use to enhance direct hand interaction with virtual and augmented objects in AR. First, we investigate how visual rendering affects the perception of vibrotactile texture augmentations of real surfaces directly touched by the finger. To this end, we propose a system for rendering visuo-haptic texture augmentations using an AR headset and a wearable vibrotactile device. Next, we evaluate how the perceived roughness of virtual textures differs when touched via a virtual hand vs. one's own hand, and in AR vs. virtual reality (VR). We then investigate the realism and coherence of combining visual and haptic texture augmentations in AR. Second, we investigate how visuo-haptic feedback as a hand augmentation improves the direct manipulation of virtual objects with the hand in AR, in terms of performance and usability. We study the effect of six visual feedback of the virtual hand as augmentation of the real hand. We then evaluate two vibrotactile contact techniques, provided at four different positions on the real hand and compare them to two visual hand augmentations
Wang, Huiting. "How Will Different Control/Display Ratios Influence Muscle Fatigue and Game Experience in Virtual Reality Games?" Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-192838.
Full textDe senaste årens stora intresse och fokuserade utveckling av tekniken för virtual reality (VR) har resulterat i en motsvarande utveckling av VR-spel. De tidigare använda kontrollerna (såsom mus/tangentbord eller spelkontroll) har visat sig inte vara tillräckliga utan det har utvecklats särskilda handkontroller för just VR för att intuitivt kunna interagera med en virtuell värld. Eftersom en sådan typ av kontroll baseras på handrörelser finns det en stor risk för att användarna att drabbas av muskeltrötthet. Det finns däremot mycket lite aktuell forskning med just detta fokus. I denna studie undersöks hur olika Control/Display (C/D)-förhållanden för VR-handkontroller påverkar muskeltröttheten och spelupplevelsen av VR-spel. Baserat på ett etablerat fiskespel i VR, skapades ett test-scenario som använde Oculus Rift och Oculus Touch (handkontrollen). Därefter genomfördes en användarstudie med 24 deltagare. Deltagarna var uppdelade i tre grupper och varje grupp testade spelet med olika C/D förhållanden (1.0, 0.5 och 0.1). Deltagarens egen uppfattning av trötthet, samt spelupplevelse, samlades in under användartesten. Resultaten visar att tröttheten minskar med minskande C/D-förhållande, samt att spelupplevelsen påverkas av C/D- förhållandet beroende på relationen mellan det exakta förhållandet och 1.0. Utifrån resultaten ges också några förslag för design av VR-spel.
Shields, Christopher. "2D vs 3D in a touch-free hand gesture based interface : An exploration of how 2D and 3D visual aids affect a user’s ability to learn a new interface." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-37748.
Full textSavallampi, Mattias. "The Role of Vision in Attributing the Sense of Part- and Full-Body Ownership During Anomalous Conditions." Thesis, Högskolan i Skövde, Institutionen för biovetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11363.
Full textSvedberg, Jonnie Juhani. "Reality Check : A review of design principles within emergent XR artefacts." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175019.
Full textBoukricha, Hana [Verfasser]. "Simulating empathy in virtual humans / Hana Boukricha." Bielefeld : Universitätsbibliothek Bielefeld, 2013. http://d-nb.info/1038526078/34.
Full textSlavkoff, Evgeny. "Articulating human hands and manipulating objects in virtual environments." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ37284.pdf.
Full textSlavkoff, Evgeny. "Articulating human hands and manipulating objects in virtual environments." Thesis, McGill University, 1996. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=37521.
Full textThe goal of this research was to create the McGill Virtual Operator as a stand alone, independent software application interfacing the Human Operator with various synthetic worlds. For the lower body, including the feet we use pedals to perform the navigation in VE giving a locomotive motion which is simple and acceptable. However, the upper body motion and especially the human hand articulation is much more complex because humans interact with the environment largely with their hands. The approach taken in this thesis is to develop an interactive interface which achieves dynamic real-time hand manipulation while not encumbering the user.
The interface is based on two inexpensive data gloves and commercially available six degree of freedom sonar sensor technology and various routines and kinematics algorithms. The result of this work is the creation of a human body interface focused on hand manipulation as a McGill Virtual Operator which can be incorporated for use in any large-scale interactive VE. Ultrasonic sensors are strapped onto each arm of the user, to read their position and orientation. The motion of the fingers is recorded by the data gloves and the information is transmitted to software, which in turn replicates the same motion of the computer human hands in real-time. Experiments were carried out using a collection of fourteen tools designed for the WITS training environment. The performance results of these interactive extensions to the VR environment was evaluated and found to be satisfactory. (Abstract shortened by UMI.)
Embry, Bruce A. "Finding alternatives to the hard disk drive for virtual memory /." Diss., CLICK HERE for online access, 2009. http://contentdm.lib.byu.edu/ETD/image/etd2985.pdf.
Full textEmbry, Bruce Albert. "Finding Alternatives to the Hard Disk Drive for Virtual Memory." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1727.
Full textNordin, Johan. "Realistic virtual hands: Exploring how appearance affects the sense of embodiment." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-137672.
Full textCroom, John R. III. "Knowledge Retention for Computer Simulations| A study comparing virtual and hands-on laboratories." Thesis, Wilkes University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3630293.
Full textThe use of virtual laboratories has the potential to change physics education. These low-cost, interactive computer activities interest students, allow for easy setup, and give educators a way to teach laboratory based online classes. This study investigated whether virtual laboratories could replace traditional hands-on laboratories and whether students could retain the same long-term knowledge in virtual laboratories as compared to hands-on laboratories. This study is a quantitative quasi-experiment that used a multiple posttest design to determine if students using virtual laboratories would retain the same knowledge as students who performed hands-on laboratories after 9 weeks. The study was composed of 336 students from 14 school districts. Students had their performances on the laboratories and their retention of the laboratories compared to a series of factors that might have affected their retention using a pretest and two posttests, which were compared using a t test. The results showed no significant difference in short-term learning between the hands-on laboratory groups and virtual laboratory groups. There was, however, a significant difference (p = .005) between the groups in long-term retention; students in the hands-on laboratory groups retained more information than those in the virtual laboratory groups. These results suggest that long-term learning is enhanced when a laboratory contains a hands-on component. Finally, the results showed that both groups of students felt their particular laboratory style was superior to the alternative method. The findings of this study can be used to improve the integration of virtual laboratories into science curriculum.
Licona, Rodriguez Angel Ricardo. "Collaborative hands-on training on haptic simulators." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI018.
Full textMedical students can use training simulators to improve their skills in a faster way using advanced tools that could give them quantitative feedback about their performance. Nowadays there are some haptic simulators used in several areas of medical education. However, most of these simulators can be used by only one user at the time, with no possible ways to perform guided training. Besides, these simulators lack an internal architecture that allows them to be expanded into multiple users or multiple devices. Expanding these simulators to a multi-user system can lead to parallel teaching. To develop a multi-user haptic simulator, it is necessary to establish an architecture that offers stability, position tracking and haptic force feedback for each involved device. The trainer and trainees will be able to manipulate the slave (either a real robot handling a surgical tool or a numeric simulation) system using their proper Master haptic devices to perform the surgical task. The architecture must offer an authority-sharing mechanism that ensures the dominance of allowed users during the training and a proper estimation of the slave’s environment forces fed back to for each user. The following thesis shows the results obtained with the implementation of a previously proposed architecture, expansion it into n-DoF (in angular and cartesian workspace) and that can be used with devices that do not share the same kinematic configuration. The new architecture also allows implementing m-trainee consoles to expand the number of users that can learn from an experienced trainer at the same time. The expansion of the system, evaluation of transparency and results obtained for free motion and contact cases are shown. A new adaptative dominance function is also proposed that present some advantages over the ones proposed in the bibliography. The results of a study of how much this function aids trainees in the learning process is also detailed with the used test bank and a proposed protocol. Finally, its detailed future work that can be done to improve the architecture as well the necessaries studies that will probe its functionality
Powell, Jaemin. "Hardware design for an electro-mechanical bicycle simulator in an immersive virtual reality environment." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5981.
Full textBlackmon, Ferrol R. "Virtual Dynamic Tunnel: A Target-Agnostic Assistive User Interface Algorithm for Head-Operated Input Devices." Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/cs_diss/58.
Full textDlamini, Mongi. "Measurement of Hard Exclusive Electroproduction of Neutral Meson Cross Section in Hall A of JLab with CEBAF at 12 GeV." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1538133026665123.
Full textHungr, Nikolai Anthony. "Haptic emulation of hard surfaces with applications to orthopaedic surgery." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/639.
Full textKent, Leanne E. "Tragic Dilemmas, Virtue Ethics and Moral Luck." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1225468182.
Full textLanders, Kathy Michelle. "Using Simulations to Prepare for College and Careers in Information Technology." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/7549.
Full textWesterteiger, Rolf [Verfasser], Hans [Akademischer Betreuer] Hagen, Bernd [Akademischer Betreuer] Hamann, and Christoph [Akademischer Betreuer] Garth. "Virtual Reality Methods for Research in the Geosciences / Rolf Westerteiger. Betreuer: Hans Hagen ; Bernd Hamann ; Christoph Garth." Kaiserslautern : Technische Universität Kaiserslautern, 2014. http://d-nb.info/106393379X/34.
Full textKOLARIC, SINISA. "TOWARDS DIRECT SPATIAL MANIPULATION OF VIRTUAL 3D OBJECTS USING VISUAL TRACKING AND GESTURE RECOGNITION OF UNMARKED HANDS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=12443@1.
Full textThe need to perform spatial manipulations (like selection, translation, rotation, and scaling) of virtual 3D objects is common to many types of software applications, including computer-aided design (CAD), computer-aided modeling (CAM) and scientific and engineering visualization applications. In this work, a prototype application for manipulation of 3D virtual objects using free-hand 3D movements of bare (that is, unmarked, uninstrumented) hands, as well as using one-handed and two-handed manipulation gestures, is demonstrated. The user moves his hands in the work volume situated immediately above the desktop, and the system effectively integrates both hands (their centroids) into the virtual environment corresponding to this work volume. The hands are being detected and their posture recognized using the Viola-Jones detection method, and the hand posture recognition thus obtained is then used for switching between manipulation modes. Full 3D tracking of up to two hands is obtained by a combination of 2D flocksof-KLT-features tracking and 3D reconstruction based on stereo riangulation.