Dissertations / Theses on the topic 'Virtual reality; Digital'
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Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.
Full textDalbom, Axel, Markuss Sprogis, Emil Stolpe, and Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.
Full textDet finns många olika verktyg för lärande ändamål, det kan bland annat vara datorer eller penna och papper. Virtuell verklighet är ett verktyg för att skapa datorgenererade miljöer. Det används mestadels inom spelindustrin men vi i det här projektet försöker utöka användningsområdet för virtuell verklighet inom utbildning, i detta fall för kurser relaterade till signalbehandling genom att hjälpa användare att bygga intuition för designen av digitala filter. Slutprodukten är ett hjälpmedel i virtuell verklighet som tillåter användaren att skapa och ändra digitala filters specifikationer och sedan se vad dessa förändringar har för konsekvenser för filtren. Med det här projektet visar vi att det finns potential för virtuell verklighet i lärande ändamål, även om det huvudsakliga användingsområdet är inom spelindustrin.
Downham, Alexander David. "True 3D Digital Holographic Tomography for Virtual Reality Applications." University of Dayton / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1513204001924421.
Full textKoleva, Boriana. "The properties of mixed reality boundaries." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391397.
Full textTeichrieb, Verônica. "Desktop virtual reality in the enchancement of digital elevation models." Universidade Federal de Pernambuco, 2004. https://repositorio.ufpe.br/handle/123456789/2846.
Full textModelos digitais de elevação são representações topográficas. Estes modelos podem conter diversos erros, o que causa incerteza sobre a confiabilidade dos dados. O uso confiável de dados de elevação requer que a incerteza associada aos dados seja levada em consideração e que os erros responsáveis por esta incerteza sejam identificados e removidos. Porém, um problema crítico é o fato de que estes erros podem ser causados por várias razões diferentes em cada modelo digital de elevação gerado, o que torna a sua identificação e a sua correção muito difíceis. Vários estudos propuseram metodologias para detectar e quantificar, e também para remover diferentes tipos de erros. Contudo, estes procedimentos aplicam algoritmos especializados em detectar erros com características particulares, produzindo bons resultados apenas quando o modelo contém predominantemente estes tipos específicos de erros. Atualmente, as metodologias de identificação e de correção de erros de diferentes tipos em modelos digitais de elevação não estão consolidadas e não são eficientes, e não existem ferramentas disponíveis para os usuários de modelos digitais de elevação. Esta tese supre a necessidade de definir métodos para atacar a problemática de erros em modelos digitais de elevação. Para isso, uma metodologia foi definida e uma ferramenta foi implementada para melhorar a qualidade de modelos digitais de elevação. A metodologia é baseada em interfaces de realidade virtual, que permitem a representação precisa de dados complexos, a visualização realista de objetos com formas sofisticadas que possuem características como altura e profundidade, e que são bastante interativas para explorar informações. Um conjunto de técnicas de visualização, interação e navegação, baseadas em interfaces de realidade virtual e adequadas para manipular modelos de terreno, foi definido. De acordo com a metodologia, usuários experientes de modelos digitais de elevação devem realizar três atividades básicas em um ambiente virtual apresentando um modelo digital de elevação tridimensional, para identificar e remover erros. Uma destas três atividades é visualizar e explorar o modelo digital de elevação, a fim de obter conhecimento sobre os dados que pode ser usado para interpretar e verificar visualmente o modelo. Analisar o modelo digital de elevação usando ferramentas de análise especializadas, de forma que características e representações estatísticas podem ser usadas para realizar o controle de qualidade dos dados e identificar áreas de erro no modelo, é outra atividade a ser realizada pelo usuário. Finalmente, uma terceira atividade é a edição de áreas de erro encontradas no conjunto de dados, de forma a melhorar o modelo digital de elevação. O sistema, chamado DEMEditor, foi desenvolvido com base nesta metodologia, para usuários experientes de modelos digitais de elevação. O DEMEditor constrói modelos de realidade virtual desktop baseados em modelos digitais de elevação de radar de abertura sintética interferométrico, e permite a visualização, exploração, análise e edição destes modelos. A realidade virtual desktop está cada vez mais se tornando uma opção atrativa por causa da sua habilidade em construir ambientes bastante realistas e interativos de baixo custo, que podem ser utilizados por qualquer organização. O sistema aperfeiçoa a cadeia de processamento para gerar modelos digitais de elevação de alta precisão; após o processamento dos dados brutos em um modelo digital de elevação, este modelo pode ser analisado de forma a verificar se os dados estão corretos e erros podem ser identificados e corrigidos para melhorá-lo. O DEMEditor foi utilizado para melhorar modelos digitais de elevação gerados a partir de dados reais, através da realização de estudos de caso. De fato, a eficácia do sistema foi confirmada.A interpretação visual tem um papel importante neste trabalho, pois emprega o conhecimento do usuário sobre os dados no processo de tomada de decisão sobre áreas (de erro) a serem melhoradas no modelo digital de elevação. O conhecimento prévio do usuário permite a identificação de qualquer tipo de erro, não havendo a necessidade de utilizar algoritmos de detecção automática especializados em detectar erros com características particulares
Kruger, Leanne. "Metapolis : virtual reality vs. real virtuality in a digital art pavillion." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/29982.
Full textDissertation (MArch(Prof))--University of Pretoria, 2011.
Architecture
unrestricted
Louchart, S. "Emergent narrative : towards a narrative theory of virtual reality." Thesis, University of Salford, 2007. http://usir.salford.ac.uk/14894/.
Full textTickhill, Justin D. "The virtual pig head digital imaging in cephalic anatomy /." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1187634238.
Full textTanner, Mark B. "Creating digital environments for multi-agent simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Dec%5FTanner.pdf.
Full textThesis advisor(s): Wolfgang Baer, David W. Laflam. Includes bibliographical references (p. 61-63). Also available online.
Dolinsky, Margaret. "Facing experience : a painter's canvas in virtual reality." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3204.
Full textCampbell, Thomas J. "Interaction through the Shared Windowed Digital World (SWDW) system." Thesis, University of Essex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387826.
Full textPaakkola, Dennis, and Robin Rännar. "Ökad användarberedskap för digitala miljösimuleringar : Kravställning,utveckling och utvärdering av digital prototyp för användarintroduktion." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38021.
Full textDigitala miljösimuleringar kan utföras med olika tekniker och de vanligaste teknikerna är virtual reality, augmented reality och mixed reality. Digitala miljösimuleringar har visat sig vara effektiva för att öva på kirurgi, industrimoment samt för militärövningar. Tidigare studier har visat att teknikvana är en faktor som påverkar om digitala miljösimuleringar kan användas effektivt. Således var syftet med studien att undersöka hur användare kan introduceras till digitala miljösimuleringar. För att uppnå syftet behövdes följande frågeställning besvaras: Hur kan en digital prototyp utformas för att introducera användare till digitala miljösimuleringar baserat på användares behov? Studien har utgått från design science som forskningsstrategi, vilket medförde att studien har utförts i tre faser: framtagning av krav, utveckling och utvärdering av digital prototyp. Framtagning av krav skedde genom en kvalitativ datainsamling i form av semistrukturerade intervjuer. Intervjufrågorna togs fram med hjälp av ett teoretiskt ramverk om digital kompetens. Intervjuerna resulterade i en kravspecifikation innehållande 15 användarberättelser som prioriterades. Utifrån kravspecifikationen utvecklades en digital prototyp i utvecklingsmiljön Unity. Utvärderingen av den digitala prototypen genomfördes i två steg, där det första var att utvärdera internt och det andra steget var att utvärdera externt. Den externa utvärderingen genomfördes med respondenter som utförde ett användningstest av den digitala prototypen som resulterade i förslag till vidareutvecklingMen det resulterade även i att användare fick ökadkunskap och förmåga att se möjligheter med digitala miljösimuleringar.Slutsatsen är att användare kan introduceras till digitala miljösimuleringargenom en digital prototyp som utformats baserat på användares behov.
Kennedy, Thomas R. "Virtual / Reality: Designing permeable spaces for social well-being in the digital age." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4243.
Full textNguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.
Full textBergman, John. "IMMERSIVE GALLERY OF DIGITAL ART." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223228.
Full textRafehi, Mariam. "Bending Educational Reality." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5924.
Full textSchweibinz, Stephen E. (Stephen Edward) 1974. "Where virtual meets reality : empowering the public with tangible and digital vision building tools." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/70321.
Full textIncludes bibliographical references (leaves 80-81).
Neighborhood community organizations that strive to incorporate the public's ideas into designs and plans have needed more appropriate tools for vision sharing. This thesis described one possible approach for improving the public's ability to design, share, and evaluate alternatives. In the past, the public's primary role during neighborhood design meetings has been that of 'evaluators,' critiquing those designs that were presented to them. This research attempted to illustrate how new and emerging information technology tools could potentially empower the public with the ability to visually express their own design ideas and visions for their neighborhood, shifting the public's role from that of strictly 'evaluators' to that of 'co-constructors.' The strategy presented for vision creation included both a tangible, model-making framework and a digital, virtual reality component. Residents at a public meeting would start the visioning process by 'playing out' their ideas using physical LEGOTM blocks. The intuitive and simple tangible interface of LEGOTM blocks encourages a constructionist approach toward thinking about urban design issues. Software tools were prototyped to augment the physical model creation and vision sharing process. An object movie, authoring tool was prototyped to digitally archive physical models. A virtual reality, authoring tool was prototyped to allow remote users to also participate in the design process.
by Stephen E. Schweibinz.
M.C.P.
Casanueva, Luis. "Minimal motion capture with inverse kinematics for articulated human figure animation." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006485.
Full textMaletkovic, Maja. "Cultural institutions: Digital Interfaces and Virtual Presence." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-744.
Full textNyman, Jonas. "Faster Environment Modelling and Integration into Virtual Reality Simulations." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19800.
Full textPuhakka, Frejvall Nina. "Digital archaeology : The embodied visitor experience." Thesis, Stockholms universitet, Institutionen för arkeologi och antikens kultur, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-164860.
Full textCecil, Malcolm Kirk. "Simulation and the digital refiguring of culture." Thesis, McGill University, 1996. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=26726.
Full textAyoğlu, Halil Supervisor :. Yalınay Şebnem. "Digital architecture as the extension of physical spaces : asymtote's New York Stock Exchange virtual reality environment." Ankara : METU, 2005. http://etd.lib.metu.edu.tr/upload/2/12605769/index.pdf.
Full textOliveira, Glauce Rocha de. "Sobre o azul do mar: virtualidades reais e realidades virtuais." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/8/8147/tde-30072008-115653/.
Full textThe objective of this thesis is to discuss vision as a sociohistoric meaning-making process. Thus, contrary to the traditional approach to vision, which deals with it as a transparent and non-interpretative object, we look at it as a social practice through which we make sense of and in the world using our senses and body. For this discussion we counterpose readings from Visual Culture, Digital Culture, Anthropology, Discourse Analysis, Biology, Media Art to some examples of computer-based communication and videos.
Axelsson, Jonas. "Comparison of user accuracy and speed when performing 3D game target practice using a computer monitor and virtual reality headset." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15200.
Full textKommersiella VR-headset är en växande marknad, och med dem kommer allt fler digitala spel med stöd för VR. Hur spelare uppfattar spelmekaniken och hur väl de presterar i spelets uppgifter kan vara nyckelfaktorer för att designa nya spel. Syftet med detta examensarbete är att utvärdera om en användare kan utföra en speluppgift, specifikt prickskytte av måltavlor, snabbare och/eller mer noggrant när ett VR-headset används än jämför med datorskärm och mus. För att samla statistik och mäta skillnader, utfördes ett experiment med en testapplikation utvecklad jämsides med denna uppsats. Experimentet mätte hur noggrant och hur lång tid det tog 35 testpersoner att utföra testet, när de använde både VR och datorskärm. Den resulterande datan presenteras i resultatskapitlet i denna uppsats. Ett Kolmogorov-Smirnov normalitetstest och Student’s paired samples t-test utfördes på datan för att avgöra dess statistiska signifikans. Efter analysen gicks resultaten igenom, diskuterades och slutsatser drogs. Denna studie avgjorde att när experimentet genomfördes med VR-headset sänktes användarens pricksäkerhet och tiden det tog att träffa alla måltavlor ökade något. Ett argument fördes för att den långa föregående erfarenheten många har när det gäller datorskärm och mus gav metoden en orättvis fördel. Med lika lång träning i båda metoderna bör VR-metoden potentiellt kunna gelikvärdiga resultat.
Gonzalez, Katelynn N. "The Empathy of Immersion: An Exploration of Battlefield 1 Through the Lense of Empathetic Virtual Reality." FIU Digital Commons, 2018. https://digitalcommons.fiu.edu/etd/3677.
Full textForsman, Dina. "Säkerhetsutbildning med VR." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20126.
Full textIn this bachelor thesis I’m examining how to create a factory environment with virtual reality (VR) to contribute to increased awareness and safety mindset in the factory. The examination is based on a challenge from Volvo with their own factory in focus where they wanted to have a safety training for their pedestrians in the factory. With help from the design perspective design thinking, Volvo has been involved through the whole process where we could create a product for them together. The survey question is ”How can you with help from Virtual Reality create the experience of a factory environment to contribute to increased awareness and safety mindset in the factory?” where I chose to shape this into a game integrated with VR. With help from the selected methods for the design process I could put myself into Volvo’s problem and create a factory that resembles theirs as much as possible. Volvo took part of the creation themselves through pictures and videos to provide feedback on the environment and how realistic the experience felt compared to their own factory. For the design to be tested and approved by Volvo, they were constantly involved in the project. The examination resulted in a VR game with a short safety training about the environment of the factory and some dangers that may occur in it. Because increased awareness and safety thinking in people within the work can not be measured directly, the survey question has been answered after only a few tests. The people at Volvo who have tested it gave positive results and new thoughts and ideas about technical training in security, such as these, have been awakened by many.
Pickersgill, Robert Sean, and sean pickersgill@unisa edu au. "Architecture and Horror: Analogical Explorations in Architectural Design." RMIT University. Architecture and Design, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090525.162052.
Full textChan, Andrew. "The use of low cost virtual reality and digital technology to aid forensic scene interpretation and recording." Thesis, Cranfield University, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/4722.
Full textChan, A. "The use of low cost virtual reality and digital technology to aid forensic scene interpretation and recording." Thesis, Department of Materials and Applied Science, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/4722.
Full text© Cranfield University 2005. All rights reserved. No part of this publication may be reproduced without the written permission of the copyright owner.
Golan, Jonathan. "An Explorative Study of Interaction with Tracked Objects in a Virtual Reality Game." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264571.
Full textDe senaste åren har föremål kopplade till Internet (Internet of Things eller Sakernas Internet) och deras augmentering genom virtuell verklighet både blivit möjligt och mer tekniskt avancerat. Denna rapport utforskar hur interaktioner mellan fysiska IoT föremål och deras virtuella och digitala tvillingar kan förbättras. Tre VR-spel med fokus på tre olika interaktioner utvecklades. Ett av spelen fokuserade på rotation, ett annat på rörelsen fram och tillbaka, och det tredje på rörelsen upp och ner. Alla spel involverade användandet av riktiga kartonglådor som representerades i spelet av en virtuell låda i samma position och rotation i relation till spelaren, vilket lät spelaren manipulera de virtuella lådorna genom att manipulera de fysiska lådorna. 14 deltagare ombads spela spelen och intervjuades i efterhand angående spelen, interaktionerna, underhållningsvärdet och deras tankar kring konceptet. Resultaten kom från deltagarnas prestationer i spelen, deras reflektioner och efterföljande analys av inspelad audio och video. Studien presenterar svårigheter, utmaningar och möjligheter hos det beskrivna systemet och delar med sig av insikter från skapandeprocessen av systemet och spelen. Studiens huvudsakliga bidrag är de nämnda insikterna från skapandeprocessen samt ett par specifika intresseområden för framtida forskning: vikten av hänsyn till ergonomi och utvärdering av affordans.
Faria, Regis Rossi Alves. "Auralização em ambientes audiovisuais imersivos." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-29092013-105249/.
Full textRecent advances in multichannel audio and surround systems have contributed to an increasing interest for spatial sound field auralization, capable of delivering acoustic ambience with great realism, and surrounding listener completely. A study on technologies and solutions for spatial sound has shown that building auralizators involve four major functional blocks, but, although there are many techniques and tools available, there is not an integration architecture for spatial audio production which permits developers to select their favorite techniques, and build a solution with an arbitrary refinement level, as wished. It is presented a four level modular open architecture for spatial audio production in immersive audiovisual environments. As a case study, an Ambisonics auralizator is implemented for the CAVERNA Digital CAVE. It is verified that auralization can deliver the correct acoustical perspective for the virtual environment necessary for a more realistic perception of space, and that an open approach presents advantages in 2D/3D audio systems design. Implementation results are presented and discussed. As conclusions, challenges and future works are presented.
Kaschuba, Christian. "The digital challenge to the public interest : a policy analysis of the regulation of virtual advertising in the European Union /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6139.
Full textFrisch, David M. "Proceduralizing Privilege: Designing Shakespeare in Virtual Reality and the Problem with the Canon." FIU Digital Commons, 2016. http://digitalcommons.fiu.edu/etd/2491.
Full textAyoglu, Halil. "Digital Architecture As The Extension Of Physical Spaces: Asymptote." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/2/12605769/index.pdf.
Full texts New York Stock Exchange Three-Dimensional Trading Floor (NYSE 3DTF) VRE is a significant example to analyze digital architecture in this perspective. The 3DTF is a project where architecture and information bring each other into a new meaning through the spatialization of information in digital medium. The thesis analyzes how 3DTF VRE becomes extension to the existing actual NYSE in terms of four tools of analysis: visualization, navigation, interaction,and data integration. This thesis proposes to rethink architecture&rsquo
s relation with information through an understanding of extension.
Tan, Adrian Hadipriono. "While Stands the Colosseum: A Ground-Up Exploration of Ancient Roman Construction Techniques using Virtual Reality." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429228335.
Full textGebremichael, Keariam, and Saadul Islam Khan. "Transition Risk on a Consumer’s Journey : Influencing Concepts towards the occurrence of Transition Risk on a Consumer’s Journey on Virtual Reality Shopping." Thesis, Linköpings universitet, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167053.
Full textBohlin, Elin, and Linn Müller. "Designing Virtual Reality Experiences for Elderly : A qualitative study focusing on VR suppliers operating within the elder care sector." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96639.
Full textJunior, Romeo Bulla. "Ferramenta de áudio conferência espacial implementando conceitos de realidade aumentada." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-18122009-140043/.
Full textThis work presents a 3D (spatial) audio conference tool implementing Augmented Reality (AR) concepts. The main intent of this tool is to enhance the sense of presence and increase the interactivity among remote participants, by implementing spatial audio techniques in audio avatars. The use of such techniques facilitates focusing the attention on anyone specific participant of the conference and enables a positive effect on memory retention, resulting in a better intelligibility and comprehension. The motivation of this implementation lies on its appliance as a synchronous communication tool within the Tidia-Ae e-Learning system, thus aiding on collaborative activities realization and, possibly, on teaching and learning processes. The results of the experiments showed the effectiveness provided by the spatial audio processing when applied in such environment.
Roo, Joan sol. "one reality : augmenting the human experience through the combination of physical and digital worlds." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0874/document.
Full textIn recent history, computational devices evolved from simple calculators to now pervasive artefacts, with which we share most aspects of our lives, and it is hard to imagine otherwise. Yet, this change of the role of computers was not accompanied by an equivalent redefinition of the interaction paradigm: we still mostly depend on screens, keyboards and mice. Even when these legacy interfaces have been proven efficient for traditional tasks, we agree with those who argue that these interfaces are not necessarily fitting for their new roles. Even more so, traditional interfaces preserve the separation between digital and physical realms, now counterparts of our reality.During this PhD, we focused the dissolution of the separation between physical and digital, first by extending the reach of digital tools into the physical environment, followed by the creation of hybrid artefacts (physical-digital emulsions), to finally support the transition between different mixed realities, increasing immersion only when needed. The final objective of this work is to augment the experience of reality. This comprises not only the support of the interaction with the external world, but also with the internal one. This thesis provides the reader contextual information along with required technical knowledge to be able to understand and build mixed reality systems. Once the theoretical and practical knowledge is provided, our contributions towards the overarching goal of merging physical and digital realms are presented. We hope this document will inspire and help others to work towards a world where the physical and digital, and humans and their environment are not opposites, but instead all counterparts of a unified reality
Espíndola, Danúbia Bueno. "O uso de realidade virtual na manufatura da indústria de construção naval/offshore." reponame:Repositório Institucional da FURG, 2007. http://repositorio.furg.br/handle/1/3493.
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Este trabalho propõe uma metodologia para visualização distribuída de plantas de manufatura. A metodologia considera o uso de um conjunto de ferramentas capazes de propiciar a visualização imersiva de cenários virtuais. Projetos CAD, modelos e simulações são obtidos através de ferramentas de manufatura digital utilizadas na indústria e podem ser visualizados neste experimento em um dispositivo tipo CAVE. A proposta é validada em um estudo de caso associado à Indústria Naval/Offshore. Inicialmente o estudo apresenta os conceitos sobre os Sistemas de Construção Naval e Offshore no cenário mundial e os Sistemas de Manufatura Digital utilizados para esses fins. Após, o trabalho focaliza a utilização da Realidade Virtual em processos industriais identificando os objetivos e desafios da implantação de uma metodologia para visualização imersiva distribuída. Por fim, são apresentados testes e resultados obtidos com a utilização da metodologia de solução proposta, validados através de um estudo de caso realizado na Indústria Naval/Offshore.
This study proposes a methodology for immersive distributed visualization of Manufacturing Plants. A set of tools that make possible the immersive visualization of virtual sceneries for plant simulation are applied. CAD projects, models and simulations used in industry can be viewed in this experiment in device CAVE. The proposed ideas are then validated on a case study associated with Shipbuilding and Offshore Industries. Initially the study present the concepts about Shipbuilding and Offshore Systems in the world scenery and Digital Manufacturing Systems that can be used. After this discussion, this study focus on industrial application of virtual reality for then to identify the objectives and challenges of the implantation of one methodology for immersive distributed visualization. Finally Tests and Results are presented for the proposed methodology solution that will be validated through the study of a real case associated with Shipbuilding and Offshore Industries.
Pissini, Jessica M. "Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual Reality." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1594831377515567.
Full textBendick, Eric Louis. "Fiber optic vines on the third wall cultivating natural media in the digital age /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/bendick/BendickE0509.pdf.
Full textArtrip, Ryan Edward. "Virulence and Digital Culture." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/80512.
Full textPh. D.
Chiu, Hsiao-Chen. "Une évolution permanente : nouveaux essais artistiques et nouveaux médias - Études de Mons 2015 et du Festival d’Art Numérique de Taipei." Thesis, Sorbonne Paris Cité, 2016. http://www.theses.fr/2016USPCA098.
Full textThis research is a meditation between digital art and perception of real-life, which hopes to offer a comprehensive look on these issues. Technology developments, such as the fire of Prometheus, not only bring the lights and changes in nature’s way into our daily life, but also the Principles and criteria of art. In addition, the new media bring us into unimaginable and hyper-sensations world. Science and technology are deployed and infiltrated in all area, the development of man-machine interaction flooded with digital devices and media every day, and make us rely on virtual worlds unconsciously. This research explores the interactions between digital art, digital art creation and exhibition environments.Two case studies are made here is related to: The Taipei Digital Art Festival and Mons 2015, and highlight a report art-science-society as problematic definition. From sociological point of view, digital art represents a microcosm of the virtual society and a macrocosm of the real world, by creating an invisible virtual community.Technological science embodies the human spirit and the space-time, because the relationship between man and technology marks contemporary society, where the scientist and the artist can create imaginary worlds while crossing dichotomous oppositions between reality and virtuality. This work allows us to explore the intersection between the viewer and the work, between intelligible and sensible worlds, real and virtual, visible and invisible
Silveira, Greice Antolini. "IMERSÃO: SENSAÇÃO REDIMENSIONADA PELAS TECNOLOGIAS DIGITAIS NA ARTE CONTEMPORÂNEA." Universidade Federal de Santa Maria, 2011. http://repositorio.ufsm.br/handle/1/5199.
Full textThis Master Thesis goals the comprehension of the enlargement that digital images add to the art field, specially the immersion feeling. It is thought that the feeling that the observer is inside the images is intensified by artistic experiences with digital technology, in this way it seems to be important to discuss such subject in a contemporary context, searching for some differences of the idea of immersion into images before and after digital technologies. To understand this transition from analog to digital image, that could be talks to as the production of image, considering the difference of being in front of, amid or in the image, besides explaining about the passage from observation to interaction between the art work and the interactor. Being within an ambient or not depends primarily on the comprehension of reality, so it is presented in this study discussions on reality, some questions on virtual and virtual reality Some devices are approached, so their contribution to the thinking of the feeling of immersion in artistic images relating it with current trend and getting in digital devices aside from showing some immersion levels suggested by researchers. For some detailed forthcoming the following art works will be analyzed: Osmose (2005) by Chair Davies and VRAquarium (2005) by Diana Domingues and Artecno team. Images that fullfil 360 grades from the observer sight can be found among all the Art History; some of them were made in order to cause in the spectator an immersion feeling in the presented scene. Therefore the attempt to comprehend the possible modifications that digital imaging provide to the Arts, especially the feeling of immersion, demonstrates itself as pertinent to understand how images can be presented at contemporary times.
Esta dissertação tem como objetivo compreender o redimensionamento que as imagens digitais dão ao campo da arte, sobretudo a sensação de imersão. Acredita-se que a sensação do observador estar na imagem intensifica-se a partir das experimentações artísticas com tecnologias digitais, de modo que é importante discutir este tema no contexto contemporâneo, buscando identificar algumas diferenças da ideia de imersão nas imagens antes e depois das tecnologias digitais. Para entender esta passagem da imagem analógica à digital discorre-se como ocorre a produção da imagem, ponderando sobre a diferença de estar diante, em meio ou na imagem, além de explanar sobre a passagem da observação à interatividade entre obra e interator. Estar ou não imerso em outro ambiente depende primeiramente da compreensão que se tem da realidade, assim também se apresentam neste estudo uma discussão acerca da realidade, algumas questões sobre o virtual e a realidade virtual. Abordam-se alguns dispositivos que contribuem para pensar a sensação de imersão em imagens artísticas, relacionando-os com propostas atuais, chegando até os dispositivos digitais, além de apresentar alguns níveis de imersão propostos por diferentes pesquisadores. Para uma aproximação mais aprofundada, analisa-se as obras Osmose (1995) de Char Davies e VRAquarium (2005), de Diana Domingues e Grupo Artecno. Imagens que compreendem 360 graus da visão do observador podem ser encontradas durante toda história da arte, de modo que, algumas vezes elas são realizadas com o intuito de causar a sensação de imersão na cena apresentada. Assim, tentar compreender as possíveis modificações que a imagem digital proporciona ao campo da arte, sobretudo a sensação de imersão, mostra-se pertinente para entender como as imagens podem ser apresentadas na contemporaneidade.
Duffy, Brenden. "An investigation of advances in digital cartography through the mapping of West Virginia University." Morgantown, W. Va. : [West Virginia University Libraries], 2003. http://etd.wvu.edu/templates/showETD.cfm?recnum=3217.
Full textTitle from document title page. Document formatted into pages; contains vi, 85 p. : ill. (some col.), col. maps + AVI movie and VRML computer files. Includes AVI movie and VRML files. Includes abstract. Includes bibliographical references (p. 83-85).
Aranda, Avila Fermin, and Hernández-Carrillo José María González. "Strategy to assess workstation ergonomics using virtual models of production." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20207.
Full textThompson, Paul. "An examination of the physical and temporal parameters of post-physical printmaking practice : exploring new modes of collaboration, distribution and consumption resulting from digital processes and networked participation." Thesis, Robert Gordon University, 2014. http://hdl.handle.net/10059/999.
Full textKarlsson, Johan, Isak Glindrönn, and Selhan Bajra. "Volvo Säkerhetsträning : Volvo VR-träning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21934.
Full textIn this bachelor thesis, we investigate how, with the help of virtual reality (VR), we can create a factory environment and experience that increases the safety thinking for new employees at Volvo in Olofström. The survey is based on our collaboration with Volvo and their own factory, which is in focus where they have wanted a safety training in VR for their new employees and pedestrians in the factory. With the help of the design perspective digital didactic design, we have been able to put the focus on learning in practice, to plan and create activities for someone so that the user in question can acquire new knowledge. The question in this study is "How to create a factory environment within VR that promotes learning." With the help of the methods we chose for the design process, we were able to design a factory that simulates theirs and also promote learning for safety thinking, which was an important part to gain insight into. The result of our research is that we have created a prototype with the help of the game engine Unity through this process that takes the user through a lively and hectic factory environment that reflects what we ourselves have experienced through our observations when we visited Volvo in Olofström. Through our research in VR security, we have raised our understanding of what opportunities VR has in learning and to convey information. The important points for us were to increase the security thinking of the user by placing them in scenarios where they really get to experience what it really is like to be in a lively factory and what is expected of them Keywords: Virtual reality (VR), safety training, factory environment, Volvo