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Dissertations / Theses on the topic 'Virtual reality in art'

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1

Yoon, Sohhyoun. "VIRTUAL REALITY IN ART EDUCATION." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2021.

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This thesis project presents possible uses of Virtual Reality for art education. To understand VR, this thesis reviews the history of using technology in educational environments and explores the concepts, definitions, and characteristics of VR in general. Then, it shows diverse purposes of VR for education and art educational environments. For an art class, the units present the use of Teen Second Life, which is a free on-line virtual world. The units demonstrate how art educators may use Teen Second life for high school art classes to build students’ understandings of their identities by cre
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Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.

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<p>In this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.</p><p>Second, it is argued in discussion that works in VR can be qualified as work
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Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, inte
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Lobwein, Guy A. "Consuming conflict: Militainment, desire and virtual reality in contemporary art." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/180892/1/Guy_Lobwein_Thesis.pdf.

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This research project used VR technologies in a contemporary art practice to creatively and critically investigate military-themed entertainment (militainment). The project culminated in a series of VR art installations that reinterpreted militaristic video games, films, and histories to question their influence on both the artist-researcher as well as broader contemporary culture. Although VR technology has been present in contemporary art for decades, its relationship to discourses of militainment and histories of armed conflict remains under-explored in a creative practice research conte
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Kruger, Leanne. "Metapolis : virtual reality vs. real virtuality in a digital art pavillion." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/29982.

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This dissertation focuses on architecture in the information age.Information technology is evolving at an alarming rate, which opens up a vast landscape of possibilities within the architectural realm. These possibilities are discussed and implemented into anarchitectural intervention, with a specific focus on the relationship between the real and the virtual. A digital art pavilion is proposed on the corner of Proes and van der Walt streets in Pretoria CBD, where the Munitoria Complex (Tshwane Municipal Offices) is currently situated. This intervention should act as a catalyst for positive ch
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Fletcher, Lauren Jean. "Adaptive realities : effects of merging physical and virtual entities." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1018557.

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In the worlds of virtual reality, whole objects and bodies are created in an immaterial manner from lines, ratios and light pixels. When objects are created in this form they can easily be manipulated, edited, multiplied and deleted. In addition, technological advances in virtual reality development result in an increased merging of physical and virtual elements, creating spaces of mixed reality. This leads to interesting consequences where the physical environment and body, in a similar vein to the virtual, also becomes increasingly easier to manipulate, distort and change. Mixed realities th
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Vadruccio, Alessandro. "Mixed Reality techniques applied to a Virtual and Georeferenced tour for displaying street art content." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15144/.

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Negli ultimi anni l’uso della tecnologia è aumentato considerevolmente, con un parallelo aumento di dati creati. Tale incremento ha portato alla necessita di avere nuove tecnologie che ci permettano di rappresentare nel contesto reale i dati raccolti. La “Mixed Reality” è una tecnologia che permette di inserire degli oggetti virtuali all’interno dell’ambiente reale circostante in cui viviamo. HoloLens è un dispositivo realizzato da Microsoft che permette l’esecuzione di applicazioni in Mixed Reality. Grazie a questa tecnologia è possibile mappare l’ambiente circostante per creare delle super
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8

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

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This thesis is concerned with the ways in which the medium of immersive virtual reality has been utilised in the art context since the early 1990s, with a view towards the contemporary relevance of the medium. Artworks that have been realised through both Head-Mounted Display (HMD) and CAVE Automatic Virtual Environment (CAVE) systems are discussed. The first chapter uses the 1993 Solomon R. Guggenheim exhibition 'Virtual Reality: An Emerging Medium' as a starting point in order to introduce the defining concepts of immersion and interactivity into the discussion. Thereafter, the second chapte
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9

Dolinsky, Margaret. "Facing experience : a painter's canvas in virtual reality." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3204.

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This research investigates how shifts in perception might be brought about through the development of visual imagery created by the use of virtual environment technology. Through a discussion of historical uses of immersion in art, this thesis will explore how immersion functions and why immersion has been a goal for artists throughout history. It begins with a discussion of ancient cave drawings and the relevance of Plato’s Allegory of the Cave. Next it examines the biological origins of “making special.” The research will discuss how this concept, combined with the ideas of “action” and “rea
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10

Wiesemueller, Cornelia Francesca. "Vapour trails of imagination : the metaphysics of virtual reality : the deepest seat of creativity." Thesis, The University of Sydney, 2002. https://hdl.handle.net/2123/29234.

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In this dissertation I try to define the metaphysics of Virtual Reality, offer ideas on perception and the mind and look at philosophical notions of art and myth—making. I discuss a number of different artists (including myself) who go beyond the world of the tangible object and struggle with expression, composition, space, time and movement.
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Zhao, Xinyang. "Re-presenting China in Digital Immersive Art: Virtual Reality, Imaginaries, and Cultural Presence." Thesis, Curtin University, 2022. http://hdl.handle.net/20.500.11937/89625.

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The thesis explores how digital technology, in particular virtual reality and augmented reality, is playing a role in China’s rejuvenation, especially in relation to cultural displays, performances, and art exhibitions. This project examines how audiences, both in China and globally, respond to ‘Digital China’, a concept describing how people’s everyday lives in China are becoming superconnected by digital technology. Qualitative methodology with a multi-perspectival approach is applied to advance the aim of the project.
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Nechvatal, Joseph. "Immersive ideals / critical distances a study of the affinity between artistic ideologies in virtual reality and previous immersive idioms /." Newport : University of Wales College, Newport, 1999. http://www.eyewithwings.net/nechvatal/iicd.pdf.

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Thesis (Ph.D.)--University of Wales College, Newport, 1999.<br>CAiiA Research Centre (Centre for Advanced Inquiry in the Interactive Arts) Thesis submitted to the University of Wales for the degree of Doctor of Philosophy. Includes bibliographical references (p. 400-456). Available in PDF via the World Wide Web.
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Enros, Max. "Development of an Interactive VR Experience for an Art Museum." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79463.

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In this project, a prototype for a virtual reality museum experience was developed. The virtual environment contains paintings and birds that the user can interact with to display information. A text panel or an image is displayed next to the object the user interacted with. The text or image displayed contains information about the object. A narration of the information can be played for some of the images and text panels. This enhances the experience of the museum compared to looking at an object in the real world. The virtual reality experience allows the museum to be more interactive and f
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Bergman, John. "IMMERSIVE GALLERY OF DIGITAL ART." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223228.

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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.

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Nord, Nylund Bino. "Skolungdomars användning av virtuell verklighet : - VR som ett multimodalt gränssnitt." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4865.

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Denna studie har undersökt hur en grupp elever använder ett virtuellt rum som klassrum. Effekten blev att de lärde sig fakta med hela kroppen. Det virtuella klassrummet kan bli ett nytt pedagogiskt redskap för skolungdomar där de kan vara med och bygga upp eller påverka innehållet. Studien är en etnografisk undersökning där jag har studerat multimodalitetsteorier av bl.a. Gunther Kress i vilken man tar hänsyn till alla teckenvärldar som ljud, bild, gester och kroppens rörelse i rummet. Undersökningen har behandlat frågorna; Vad produceras när barn och ungdomar använder virtuell verklighet i kl
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Corby, Thomas James Patrick. "The disappearing frame : a practice-based investigation into composing virtual environment artworks." Thesis, University of the Arts London, 2000. http://ualresearchonline.arts.ac.uk/6126/.

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Through creative art making practice, research seeks to contribute a body of knowledge to an under researched area by examining how key concepts germane to computer based, interactive, three-dimensional, virtual environment artworks might be explicated, potential compositional issues characterised, and possible production strategies identified and/or proposed. Initial research summarises a range of classifications pertaining to the function of interactivity within virtual space, leading to an identification and analysis of a predominant model for composing virtual environment media, characteri
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Braun, David. "Astral Logistics." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1556535587536971.

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19

MALTBIE, CATHERINE V. "SOCIAL AND COGNITIVE EFFECTS OF USING A VIRTUAL REALITY ENVIRONMENT IN A UNIVERSITY ART COURSE." University of Cincinnati / OhioLINK, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=ucin974901387.

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Kotwal, Kaizaad Navroze. "Variations of Virtual Reality in Theatre and Film: Truth and Illusions Via Art and Technology." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1392809424.

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Kotwal, Kaizaad Navroze. "Variations of virtual reality in theatre and film : truth and illusion via art and technology /." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488203552779304.

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22

Feliciano, Clayton Mendonça. "Ambientes de realidade virtual: novas possibilidades." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21116.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-06T12:06:38Z No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5)<br>Made available in DSpace on 2018-06-06T12:06:38Z (GMT). No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5) Previous issue date: 2018-03-21<br>Virtual reality (VR) and the forms of interactions with this environment have evolved and advanced a great deal in recent decades. Parallel to the advance of the creation and modeling of three
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Risholm, Rebecka, and Sandén Julia Toft. "Are You Ready For a Virtual Reality Take Off? : A study on Swedish Companies' Perception of Virtual Reality Marketing." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37170.

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24

Bowman, Michael R. "Creating the Elsewhere: Virtual Reality in the Ancient Roman World." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429644077.

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REYES, REDONDO MARIA CECILIA. "Interactive Fiction in Cinematic Virtual Reality: Epistemology, Creation and Evaluation." Doctoral thesis, Università degli studi di Genova, 2019. http://hdl.handle.net/11567/945937.

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This dissertation presents the Interactive Fiction in Cinematic Virtual Reality (IFcVR), an interactive digital narrative (IDN) that brings together the cinematic virtual reality (cVR) and the creation of virtual environments through 360° video within an interactive fiction (IF) structure. This work is structured in three components: an epistemological approach to this kind of narrative and media hybrid; the creation process of IFcVR, from development to postproduction; and user evaluation of IFcVR. In order to set the foundations for the creation of interactive VR fiction films, I dissect th
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Le, Roux Leandré. "New media art : immersion and the sacrifice of the body." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/60375.

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New technologies, such as virtual reality, often draw to itself myths from other fields of interest and discourses. One such myth that has attached itself to virtual reality is the notion that virtual reality can provide a utopia for the mind, or true self, if the body can be cast off. It is this discarding of the body that my thesis aims to investigate in terms of Girardian sacrifice. Girard?s notion of sacrifice is built upon the observation of various cultures throughout history. It stands to reason that in our contemporary, digitally influenced, society, sacrifice, in some form, still pers
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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.

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Cette thèse est une méditation sur l’art numérique et la perception, qui espère offrir un regard approfondi sur ces sujets. L’évolution technologique, comme le feu de Prométhée, apporte la lumière, et change le mode de vie humain, mais aussi les critères de l’art, en plus de nous introduire dans un monde inimaginable d’hyper-sensations. Science et technologie se déploient dans tous les domaines de la vie, le développement de l’interaction homme-machine nous inonde de dispositifs numériques et multimédia au quotidien, et nous rend familiers des mondes virtuels. Cette recherche explore les inter
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Gomiero, Federica <1997&gt. "L'oltreverso artistico dei Millenials. La Virtual Reality come mezzo di espressione e rivoluzione dei giovani artisti." Master's Degree Thesis, Università Ca' Foscari Venezia, 2022. http://hdl.handle.net/10579/21192.

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Per oltreverso si intende – nella letteratura cyberpunk – un mondo immateriale che si trova al di là del mondo fisico, luogo dove nasce la fantasia e l'immaginazione. Se nella letteratura, l'oltreverso è considerato irraggiungibile, nel XXI secolo, esiste un mezzo per poterlo esplorare, la realtà virtuale. La VR è uno strumento dalle mille potenzialità per il mondo tecnologico – Zuckerberg ha da poco annunciato l’arrivo del metaverse -, ma anche per l’arte contemporanea. La tesi si concentra, quindi, sugli universi virtuali realizzati da artisti appartenenti alla generazione dei Millenials, pr
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Miatto, Elena <1995&gt. "Virtual Reality: sviluppi e prospettive della narrazione. Studio sull’utilizzo della VR nel settore artistico e cinematografico." Master's Degree Thesis, Università Ca' Foscari Venezia, 2021. http://hdl.handle.net/10579/19078.

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Tra i nuovi media digitali, la Realtà Virtuale sta sempre più riscontrando un maggior utilizzo come nuovo strumento di supporto in diversi ambiti professionali, comprese le industrie culturali e creative. Il seguente elaborato espone le potenzialità di questo new media, applicato al settore artistico e culturale, andando ad analizzare nello specifico il rapporto che lo lega con il settore cinematografico. Si può considerare la realtà virtuale come un mezzo innovativo per creare uno storytelling e può diventare un nuovo modo per realizzare una narrazione e condurre uno spettacolo? Partendo da
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Waller, James. "Un/Grounded: Representing the Experience of Contemporary Space." Thesis, Griffith University, 2011. http://hdl.handle.net/10072/367571.

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This project is about the experience of contemporary space and its representation in painting. Both the exegesis and studio work investigate the transformations that have occurred in the way we conceptualise and experience space in response to new communication technologies and the related formation of a global economy. The exegesis contends that Modernist space, with its defined regimes of control and order, has been replaced by a complex situation that disrupts traditional spatio-temporal understandings and blurs the boundary between actual and virtual reality. It argues our experience of sp
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Dupont, de Dinechin Grégoire. "Towards comfortable virtual reality viewing of virtual environments created from photographs of the real world." Thesis, Université Paris sciences et lettres, 2020. http://www.theses.fr/2020UPSLM049.

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La reconstitution en réalité virtuelle de lieux, personnes, et objets réels ouvre la voie à de nombreux usages, tels que préserver et promouvoir des sites culturels, générer des avatars photoréalistes pour se retrouver virtuellement avec famille et amis à distance, ou encore recréer des lieux ou situations spécifiques à des fins thérapeutiques ou de formation. Tout cela s'appuie sur notre capacité à transformer des images du monde réel (photos et vidéos) en environnements 360° immersifs et objets 3D interactifs. Cependant, ces environnements virtuels à base d'images demeurent souvent imparfait
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Nechvatal, Jospeh. "Immersive ideals/critical distances : a study of the affinity between artistic ideologies based in virtual reality and previous immersive idioms." Thesis, University of South Wales, 1999. https://pure.southwales.ac.uk/en/studentthesis/immersive-ideals--critical-distances(da015b14-2ee9-4d37-ad31-0b3f8ab7dda5).html.

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My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which are relevant to a better understanding of the human being. This un
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McGeachy, Heather Losey. "My life as Sistina Smiles." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Spring2009/H_Mcgeachy_041509.pdf.

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Voruganti, Lavanya. "An Analysis of Motivational Cues in Virtual Environments." Thesis, University of North Texas, 2003. https://digital.library.unt.edu/ark:/67531/metadc4352/.

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Guiding navigation in virtual environments (VEs) is a challenging task. A key issue in the navigation of a virtual environment is to be able to strike a balance between the user's need to explore the environment freely and the designer's need to ensure that the user experiences all the important events in the VE. This thesis reports on a study aimed at comparing the effectiveness of various navigation cues that are used to motivate users towards a specific target location. The results of this study indicate some significant differences in how users responded to the various cues.
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Preusse, David N. "Studying the Impact of a Summer Training Course on Teacher Ability to Use and Integrate an Innovative Online Museum Curriculum in Secondary Schools." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248522/.

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This study seeks to answer the overarching question of how the use of a digitally delivered arts curriculum, including a virtual museum environment, affects teacher's perceptions of curriculum integration and whether they believe it is successful in the classroom. This study is based on the analysis of archival data collected during a pilot study that was conducted in the fall of 2016 and spring of 2017. This pilot study used a qualitative, descriptive approach and included the use of surveys, interviews, focus groups, and observations. The main focus of this study was on the experiences of a
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Schaaf, Andrea J. "Tilt Brush: The Utilization of a Virtual Reality Intervention for Evaluating Self-Reported Anxiety, Depression, & Stress." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563525498257936.

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Chen, Wei. "Effects of navigation velocities in fore-and-aft, lateral, yaw axes on cybersickness caused by exposure to a virtual environment /." View abstract or full-text, 2006. http://library.ust.hk/cgi/db/thesis.pl?IELM%202006%20CHEN.

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Stewart, Austin M. "The Militant Gardener." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339586615.

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Aumeerally, Manisah, and n/a. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20061106.095352.

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This thesis derives a first approximation model that will describe the flow of fluid in microfluidic devices such as in microchannels, microdiffusers and micronozzles using electrical network modelling. The important parameter that is of concern is the flow rates of these devices. The purpose of this work is to contribute to the physical component of our interactive Virtual Reality (VR)-prototyping tool for MEMS, with emphasis on fast calculations for interactive CAD design. Current calculations are too time consuming and not suitable for interactive CAD with dynamic animations. This work c
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Hetsel, Gene A. (Gene Arthur). "Virtual Reality for Scientific Visualization: an Exploratory Analysis of Presentation Methods." Thesis, University of North Texas, 1997. https://digital.library.unt.edu/ark:/67531/metadc500890/.

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Humans are very effective at evaluating information visually. Scientific visualization is concerned with the process of presenting complex data in visual form to exploit this capability. A large array of tools is currently available for visual presentation. This research attempts to evaluate the effectiveness of three different presentation models that could be used for scientific visualization. The presentation models studied were, two-dimensional perspective rendering, field sequential stereoscopic three dimensional rendering and immersive virtual reality rendering. A large section of a thre
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Khundam, Chaowanan. "Evaluation de l'usage de la réalité virtuelle pour la promotion de patrimoine historique." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAI017/document.

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Les applications de patrimoine numérique ont été largement développées grâce aux techniques de réalité virtuelle, également appelées Virtual Museum (VM). Les appareils et les contenus numériques augmentent considérablement, ce qui permet le système d’interaction de faire immerger les utilisateurs dans la VM. Afin de développer une application interactive, une interaction est toujours définie avant la création d'une application sur la plate-forme sélectionnée. Cela dépend du contenu et des appareils, ce qui est limité s’il y a le changement d'appareil. A l’heure actuelle, les technologies de la
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Galvane, Quentin. "Automatic Cinematography and Editing in Virtual Environments." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM033/document.

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La libre diffusion de modèles 3D de qualité ainsi que la mise à disposition de nombreux moyens facilitant la création de contenus animés ont permis de populariser la production d'oeuvres cinématographiques 3D.A l'heure actuelle, on peut cependant observer un manque important d'outils permettant de traiter la cinématographie (placement des caméras pour l'enregistrement des plans) et d'effectuer le montage de tels contenus (sélection des plans et transitions entre caméras). La création d'un film nécessite la connaissance d'un grand nombre de règles et de conventions.La plupart des systèmes d'ani
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Berntsdotter, Vallgren Diana. "I den virtuella verkligehtens rum för konst : En fenomenologisk undersökning av applikationen Acute Art X utifrån rum och plats." Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446053.

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In this master thesis I examinate the experience of space, place and genius loci in the application Acute Art X and the virtual reality art works at the platform, using a phenomenological method. Six artworks were on display while the thesis was authored. All the displayed artworks were analysed because of their variation of theme, topic, and experience. The applied method uses the body and the perception as tools to reach the phenomenon of the space, place and genius loci in the virtual reality artworks presented in the application. The applied theories are theory of space, theory of place an
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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.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>This 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 coul
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Thompson, 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.

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This research was initiated by questions raised from the researcher’s professional activities in fine art printmaking and examines, through contextualised artistic practice and critical enquiry, redefinitions in the physical and temporal parameters of digitally mediated fine art printmaking caused by developments in digital media; specifically the impact of digital culture, Web2.0, social networking, augmented and virtual reality. Grounded on critical contextual review the research explores, through contextualised research probes, the notion of post-physical practice and the impact of new mode
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Mumbi, Chanda Kabungo. "An investigation of the role of trust in virtual project management success /." Access via Murdoch University Digital Theses Project, 2007. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20071213.92259.

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47

Guez, Judith. "Illusions entre le réel et le virtuel (IRV) comme nouvelles formes artistiques : présence et émerveillement." Electronic Thesis or Diss., Paris 8, 2015. http://www.theses.fr/2015PA080109.

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Les illusions surprennent, amusent et émerveillent. Si parmi les intentions esthétiques du créateur, se trouve l’objectif de provoquer chez le spectateur des interrogations face à sa perception de la réalité quotidienne, alors les illusions peuvent devenir un atout essentiel dans la création artistique.Par ailleurs, le domaine de la réalité virtuelle et mixte, avec ses technologies numériques d’immersion et d’interaction, offre de nouvelles possibilités pour « transporter » le spectateur dans des mondes inhabituels, imaginés par les artistes.Ainsi, à partir de mon double intérêt pour les illus
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Guez, Judith. "Illusions entre le réel et le virtuel (IRV) comme nouvelles formes artistiques : présence et émerveillement." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080109/document.

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Les illusions surprennent, amusent et émerveillent. Si parmi les intentions esthétiques du créateur, se trouve l’objectif de provoquer chez le spectateur des interrogations face à sa perception de la réalité quotidienne, alors les illusions peuvent devenir un atout essentiel dans la création artistique.Par ailleurs, le domaine de la réalité virtuelle et mixte, avec ses technologies numériques d’immersion et d’interaction, offre de nouvelles possibilités pour « transporter » le spectateur dans des mondes inhabituels, imaginés par les artistes.Ainsi, à partir de mon double intérêt pour les illus
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Dreifaldt, Ulrika, and Erik Lövquist. "The construction of a Haptic application in a Virtual Environment as a post-Stroke arm Rehabilitation exercise." Thesis, Linköping University, Department of Science and Technology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6155.

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<p>This thesis describes a six-month project based on stroke rehabilitation and involves designing with medical doctors, a physiotherapist and an occupational therapist, prototyping and evaluating with both stroke patients and other users. Our project involves the construction of a rehabilitation exercise system, based on virtual environments (VE) and haptics, designed for stroke patients. Our system uses a commercially available haptic device called the PHANTOM Omni, which has the possibility of being used as a rehabilitation tool to interact with virtual environments. The PHANTOM Omni is use
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Alvarez, Guido Esteban. "Soul Hunting." VCU Scholars Compass, 2004. http://scholarscompass.vcu.edu/etd/1069.

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According to the Webster's unabridged dictionary, a mania is an excessively intense enthusiasm, interest, or desire; a craze. I experience a mania on a daily basis: I take photographs. I trap photographs inside flat, airless fish tanks where time stands still. The creatures captured inside the tanks resurrect every time I see them to remind me of a sound, an odor, a flavor, and, ultimately, a feeling I once experienced and now cherish. This project will attempt to show the energy captured in my photographic archives as a journey through my memories using an experimental interactive method.
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