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Dissertations / Theses on the topic 'Virtual Reality in Learning'

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1

Yahaya, Ros Aizan. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16489/.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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Yahaya, Ros. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16489/1/Roy_Yahaya_Thesis.pdf.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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McCabe, Jonathan Aiden. "Reinforcement learning in virtual reality." Thesis, University of Cambridge, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.608852.

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4

Vázquez, Machado Christian David. "Embodied language learning in virtual reality." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119088.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 87-93).<br>Embodied theories of language propose that the way we communicate verbally is grounded in our body. Nevertheless, the way a second language is conventionally taught does not capitalize on embodied modalities. The tracking and immersive capabilities of virtual reality systems can enable a change in the way students learn language by engaging them in kinesthetic activit
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Weng, Ng Giap. "Modelling skill learning for augmented and virtual reality learning environments." Thesis, University of Salford, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.502807.

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Lothe, Abhijit V. "Virtual Cadaver Navigation System: Using Virtual Reality For Learning Human Anatomy." [Tampa, Fla.] : University of South Florida, 2005. http://purl.fcla.edu/fcla/etd/SFE0001288.

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Johansson, Niklas, and Tony Lin. "Växande kunskaper i virtual reality : Virtual reality som ett verktyg för lärande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18309.

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Denna undersökning diskuterar virtual reality (VR) spel i förhållande till lärande och underhållning. Gestaltningen kommer ske genom det existerande spelet GROW’em från företaget Okay Games där vi undersökte effekten av virtual reality på lärande i just spel. Målet är att förse spelaren med engagerande uppgifter för att sköta ett växthus tillsammans med lekfulla VR-interaktioner och möjligheten att kunna påverka den egna omgivningen. Syftet är att spelaren ska lära sig om genuin flora och kanske en dag framöver byta ut sin virtuella växt till en riktig planta. Med denna undersökningen vill vi
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Waltemate, Thomas [Verfasser]. "Creating a Virtual Mirror for Motor Learning in Virtual Reality / Thomas Waltemate." Bielefeld : Universitätsbibliothek Bielefeld, 2018. http://d-nb.info/1174670436/34.

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Garcia, Ruiz Miguel Angel. "Molecular binder : a multimodal virtual environment to assist learning." Thesis, University of Sussex, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.289232.

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Dalbom, 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.

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There are various tools used for teaching purposes, be it computers or even pen and paper. Virtual reality is used to simulate immersive environments. While it is mostly used in the video game industry we have made an attempt to use it as a learning tool, in this case for courses related to signal processing by trying to build intuition for digital filter design. The end product is a tool in virtual reality that allows the user to alter digital filter specifications and see how these alterations affect it. With this project we show that there is potential for virtual reality to be used as a te
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Thorsteinsson, Gisli, and Tom Page. "COMPUTER SUPPORTED COLLABORATIVE LEARNING IN TECHNOLOGY EDUCATION THROUGH VIRTUAL REALITY LEARNING ENVIRONMENTS." 名古屋大学大学院教育発達科学研究科 技術・職業教育学研究室, 2007. http://hdl.handle.net/2237/12115.

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Lau, Kung Wong. "Learning design thinking online : studying students' learning experience in shared virtual reality." Thesis, University College London (University of London), 2010. http://discovery.ucl.ac.uk/10006494/.

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My study attempts to deepen understanding about the learning experiences of design students in undertaking design-thinking exercises in a shared virtual reality. This study has identified the areas of an appropriate pedagogy for E-Learning and the use of a shared virtual environment for students in tertiary design education. Specific questions arising ji"Om this research are: (1) in what ways can the virtual environment release the creative potential of design students? (2) how does the virtual space affect the students' learning experience? and (3) what is the role of computer and virtual tec
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Jackson, Randolph L. "Collaboration and learning within tele-immersive virtual environments /." Thesis, Connect to this title online; UW restricted, 2000. http://hdl.handle.net/1773/7869.

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Greenwald, Scott Wilkins. "The equipped explorer : virtual reality as a medium for learning." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/115738.

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Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 177-183).<br>What opportunities does virtual reality offer to improve the way we learn? In this thesis, I investigate the ways that constructivist approaches, in particular exploratory and experiential learning, can be uniquely supported by immersive virtual worlds. Against the background of these learning theories, I introduce a design framework that centers around defining a
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Hong, Erin. "Building note-taking tools to support learning in virtual reality." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119554.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 89-90).<br>With the advent of virtual reality (VR) technology, education and learning applications are able to leverage the fully immersive medium to create more hands-on, sophisticated, and engaging interactions. Alongside
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Alrehaili, Enas Abdulrahman. "A Virtual Reality Role-Playing Serious Game for Experiential Learning." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37901.

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Educational systems can benefit from Virtual Reality’s (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This thesis proposes an immersive VR-RPG to educate players about the behavior of honeybees. The player adopts the role of a honeybee and experiences a virtual world mimicking the real one from the honeybee’s perspective. Unlike most studies in educational VR, we assess the impact of immersion on knowledge gain by testing the players’ knowle
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Current, Daniel C. "Language Learning Through Contextual Input in a Virtual Reality Enviroment." University of Toledo / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1341613840.

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Lee, Elinda Ai Lim. "An investigation into the effectiveness of virtual reality-based learning." Thesis, Lee, Elinda Ai Lim (2011) An investigation into the effectiveness of virtual reality-based learning. PhD thesis, Murdoch University, 2011. https://researchrepository.murdoch.edu.au/id/eprint/4070/.

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This study focused on the effectiveness of using desktop virtual reality (VR) for learning. It addressed the question: Does, and how does, desktop VR influence the cognitive and affective learning outcomes? Cognitive outcome was measured through academic performance whereas affective learning outcomes were measured through perceived learning effectiveness and satisfaction. The main aims of this study were thus two-fold. First, it investigated ‘‘Does desktop VR influence the learning outcomes?’’ by comparing a desktop VR-based learning environment and a conventional classroom learning pract
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Filho, Edgar MarÃal de Barros. "VirTraM: One framework for the development of training using virtual reality in mobile learning." Universidade Federal do CearÃ, 2005. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=1963.

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FundaÃÃo Cearense de Apoio ao Desenvolvimento Cientifico e TecnolÃgico<br>A computaÃÃo mÃvel tem se destacado na Ãrea educacional como uma tecnologia inovadora. O termo Mobile Learning ou m-Learning tem sido empregado para tratar da utilizaÃÃo de dispositivos de comunicaÃÃo sem fio, de forma transparente e com alto grau de mobilidade, como parte de um modelo de aprendizado integrado. EducaÃÃo pode ser vista como um processo de exploraÃÃo, descoberta e construÃÃo de conhecimento, atravÃs de ambientes tridimensionais. Quando sÃo projetadas aplicaÃÃes educacionais para dispositivos mÃveis com rec
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Sundblad, Graziella. "Virtual Reality and its Impact on Programming Learning Process - Designing VR-based Programming Learning Practices." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22396.

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This qualitative thesis work investigates in which way an immersive,embodied and interactive computer-based simulation can lead to an easierunderstanding of programming concepts. It also presents a concept for VRprogramming learning tool that could turn learning into a fun and engagingexperience for the students. The target group is Interaction Design bachelorstudents – programming is an important tool to create innovative andinteractive artefacts and interfaces, and yet, the students have hard time tounderstand many of the programming concepts. The current research relieson concepts such as e
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Punako, Ronald Jr. "Computer-Supported Collaborative Learning Using Augmented and Virtual Reality in Museum Education." Thesis, Nova Southeastern University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10841922.

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<p> Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which
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Hülsmann, Felix [Verfasser]. "Motor Learning in Virtual Reality: From Motion to Augmented Feedback / Felix Hülsmann." Bielefeld : Universitätsbibliothek Bielefeld, 2019. http://d-nb.info/1199005215/34.

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23

Mock, Remy (Remy A. ). "TagAlong RolePlay : a low-cost multi-user virtual reality language learning platform." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106110.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 74-79).<br>Smart-phone applications that help users learn languages are quickly taking over the language learning market due to their convenience and accessibility. It is estimated that the mobile share of the language-acquisition market should climb 73 percent to around 14.5 billion by 2019 (Reuters, 2015). However, none of the applications currently available are immersive or have multi-
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Korallo, Liliya. "Use of virtual reality environments to improve the learning of historical chronology." Thesis, Middlesex University, 2010. http://eprints.mdx.ac.uk/6772/.

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Past evidence suggest that people acquire poor understanding of chronology during their education, and studies such as that of Masterman and Rogers (Instructional Science, 30, 2002) have suggested that technology might be employed to improve history teaching. The difficulty that children have with the concepts of time and chronology arise probably because of their abstract nature, and teachers indicated in questionnaire responses that they would welcome the availability of effective history teaching paradigms. A pioneering attempt was made to exploit a new paradigm, Virtual Environment (VE) te
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Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.

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Immunology Virtual Reality (VR) project is an immersive educational virtual reality experience that intends to provide an informal learning experience of specific immunology concepts to college freshmen in the Department of Biological Sciences at Virginia Tech (VT). The project is an interdisciplinary endeavor between my collaboration between people from different domain areas at VT: Creative Technologies, Education, Biological Sciences, and Computer Sciences. This thesis elaborates on the whole design process of how I created a working prototype of the project demo and shares insights from my
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Sah, Shubham. "A Virtual Reality Based Progressive Learning Paradigm For Supply Chain Management Education." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1282059998.

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Mason, Carol Ann. "Towards a general model for the design of virtual reality learning environments." Thesis, University of Gloucestershire, 2002. http://eprints.glos.ac.uk/3061/.

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Virtual reality (VR) has been described as a new and unique type of learning media primarily because it encourages active participation. However, a large number of VR worlds are barely more than passive 3D graphic visualisations. This might be due to the lack of guidelines for the design of interactive worlds, or to the learning preferences of the designers themselves. The literature indicates a number of principles, especially in the area of VR design and learning theory that could form the basis of appropriate design guidelines and this thesis presents these as a set of guidelines for VR des
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Yannier, Nesra. "Bridging Physical and Virtual Learning: A Mixed-Reality System for Early Science." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/752.

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Tangible interfaces and mixed-reality environments have potential to bring together the advantages of physical and virtual environments to improve children’s learning and enjoyment. However, there are too few controlled experiments that investigate whether interacting with physical objects in the real world accompanied by interactive feedback may actually improve student learning compared to flat-screen interaction. Furthermore, we do not have a sufficient empirical basis for understanding how a mixed-reality environment should be designed to maximize learning and enjoyment for children. I cre
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Jewitt, Katharine Elizabeth. "Using virtual reality to enhance informal learning in small and medium enterprises." Thesis, University of Glasgow, 2018. http://theses.gla.ac.uk/8985/.

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My original contribution to knowledge is the use of computer generated, three-dimensional (3D) virtual worlds using Second Life® as a three-way sustained engagement and a mechanism for a genuinely productive dialogue between Further Education (FE) colleges, employers, employees and apprentices. This thesis shows how the use of virtual worlds creates meaningful employer engagement where Small and Medium Enterprises (SMEs) are involved in planning and contributing to learning (Healey et al, 2014). A radical rethink is taking place about the way we should learn. That is that most learning is info
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Fu, Tommy, Dennis Nilsson, and Johan Holmqvist. "Introducera modern teknologi i utbildningen." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11131.

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Nya teknologier utvecklas hela tiden och ett fåtal av dessa har möjligheten att revolutionera tillvägagångssättet av hur vi gör saker. Utbildningsområdet är ett av de äldsta områdena som finns kvar även idag och som återkommande har dragit nytta av ny teknologi för att förbättra kärnkonceptet.Vår forskning täcker fenomenet virtual reality som ett supplement i utbildningen. Vi undersöker hur studenter vid Högskolan i Borås uppfattar introduceringen av denna moderna teknologi som ett hjälpmedel till deras studier. Vi använder oss utav enkäter för att samla in information, och vi fick svar från 1
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Philbin, David A. "Navigational training for stressful environments : virtual travel versus map study." Thesis, Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/29857.

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Neale, Helen Ruth. "Virtual environments for special needs education : considering users in design." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368935.

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Lai, Chi-kong Alan, and 賴志剛. "Learning of creativity through a 3D virtual cyberspace: active world." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29607942.

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Ulate, Stephen O. "The impact of emotional arousal on learning in virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2002. http://library.nps.navy.mil/uhtbin/hyperion-image/02sep%5FUlate.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, September 2002.<br>Thesis advisor(s): Russell D. Shilling, Rudolph P. Darken. Includes bibliographical references (p. 55-59). Also available online.
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Johns, Cathryn. "The spatial learning method : facilitation of learning through the use of cognitive mapping in virtual reality." Master's thesis, University of Cape Town, 2002. http://hdl.handle.net/11427/6404.

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Bibliography: leaves 115-121.<br>When moving through an environment, people unconsciously build up a mental image, or cognitive map, of that environment. When later planning a trip or giving directions to someone else, they can mentally walk through the environment, remembering features relevant to their current task. This process of building up a cognitive map of a place and using that map later is called cognitive mapping. This dissertation presents the novel idea of using the cognitive mapping process to teach relationships between data items, called the spatial learning method. By creating
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Bekele, Mafkereseb Kassahun. "Collaborative and Multi-Modal Mixed Reality for Enhancing Cultural Learning in Virtual Heritage." Thesis, Curtin University, 2022. http://hdl.handle.net/20.500.11937/89298.

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Chernykh, O. P., O. S. Sentischeva, and Cantac Somuncu. "Using interactive information technology for attraction of foreign students to learning." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/45809.

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Ragan, Eric Dennis. "Supporting Learning through Spatial Information Presentations in Virtual Environments." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/23207.

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Though many researchers have suggested that 3D virtual environments (VEs) could provide advantages for conceptual learning, few studies have attempted to evaluate the validity of this claim. While many educational VEs share the challenge of providing learners with information within 3D spaces, few researchers have investigated what approaches are used to help learn new information from 3D spatial representations. It is not understood how well learners can take advantage of 3D layouts to help understand information. Additionally, although complex arrangements of information within 3D space can
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Burton, Brian. "Collaboration and the use of three dimensional interface within a virtual learning environment and the impact on communications and learning a case study /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5600.

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Thesis (Ed. D.)--University of Missouri-Columbia, 2008.<br>The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on June 2, 2009) Vita. Includes bibliographical references.
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Yeh, Andy Ju-Chih. "Knowledge construction of 3D geometry in virtual reality microworlds." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16648/.

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The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research stud
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Yeh, Andy Ju Chih. "Knowledge construction of 3D geometry in virtual reality microworlds." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16648/1/Andy_Ju-Chih_Yeh_Thesis.pdf.

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The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research stud
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Lai, Po Kong. "Immersive Dynamic Scenes for Virtual Reality from a Single RGB-D Camera." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/39663.

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In this thesis we explore the concepts and components which can be used as individual building blocks for producing immersive virtual reality (VR) content from a single RGB-D sensor. We identify the properties of immersive VR videos and propose a system composed of a foreground/background separator, a dynamic scene re-constructor and a shape completer. We initially explore the foreground/background separator component in the context of video summarization. More specifically, we examined how to extract trajectories of moving objects from video sequences captured with a static camera. We the
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Georgakopoulos, Vassilis. "Food safety training : a model HACCP instructional technique." Thesis, Manchester Metropolitan University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.340452.

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SORRENTINO, FABIO. "New HCI techniques for better living through technology." Doctoral thesis, Università degli Studi di Cagliari, 2016. http://hdl.handle.net/11584/266898.

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In the Human Computer Interaction community, researchers work on many projects that investigate the efficacy of new technologies for better living, but unlike other research fields, these researchers must have an approach that is typically multi-disciplinary. Technology is always developing thus improving our lives in many ways like education, health and communication. This due to the fact that it is supposed to make life easier. This dissertation explores three main aspects: the first is learning with new technologies, the second is the improvement of real life by using innovative de
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Sulbaran, Tulio A. "Impact of distributed virtual reality on engineering knowledge retention and student engagement." Diss., Georgia Institute of Technology, 2002. http://hdl.handle.net/1853/32953.

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Nunes, Eunice Pereira dos Santos. "Um método para avaliar a aquisição de conhecimento em ambientes virtuais de aprendizagem tridimensionais interativos." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-26122014-154342/.

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Com a popularização de ferramentas computacionais aplicadas ao ensino e o advento da Web 2.0, os Ambientes Virtuais de Aprendizagem (AVAs) evoluíram com os recursos proporcionados pelas tecnologias de Realidade Virtual (RV) e Realidade Aumentada (RA), surgindo os AVAs tridimensionais (3D), amplamente adotados em diversos domínios de conhecimento. Aliado a este avanço, o processo de aquisição de conhecimento em AVAs 3D tem sido alvo de pesquisas a fim de que tal aspecto seja considerado na concepção dos ambientes virtuais. Uma discussão que é delineada neste contexto se refere à contribuição qu
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Chege, Wilberforce Wanjau. "Mobile phone technology as an aid to contemporary transport questions in walkability, in the context of developing countries." Master's thesis, Faculty of Engineering and the Built Environment, 2019. http://hdl.handle.net/11427/31388.

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The emerging global middle class, which is expected to double by 2050 desires more walkable, liveable neighbourhoods, and as distances between work and other amenities increases, cities are becoming less monocentric and becoming more polycentric. African cities could be described as walking cities, based on the number of people that walk to their destinations as opposed to other means of mobility but are often not walkable. Walking is by far the most popular form of transportation in Africa’s rapidly urbanising cities, although it is not often by choice rather a necessity. Facilitating this pr
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Wingrave, Chadwick Allan. "Nuance-Oriented Interfaces in Virtual Environments." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/34674.

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Virtual Environment (VE) user interfaces do not generally support personalized interaction or the ability to adapt to the user. Our research is developing nuance-oriented interfaces that take advantage of subtle clues that users give in their actions. To that end, we have performed five experiments with the goal of recognizing and applying nuances for the task of selection. We found evidence that users adapt their behavior to the feedback given by the system, rather than using a preconceived mental model of the environment. In addition, users' behavior can be modeled by a reward function.
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McLeod, Vincent Jamie. "The Application of Virtual Reality to Foreign Vocabulary Learning Making Use of the Loci Method." Thesis, University of Canterbury. Psychology, 2007. http://hdl.handle.net/10092/1942.

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Abstract:
An experiment was conducted to evaluate the potential for virtual reality-based enhancement of the mnemonic method of loci to yield improvements in performance in the learning of Swedish vocabulary. Groups of 15 participants were given a set of concrete nouns in the Swedish language along with their English translations. They were asked to learn both the gender of the Swedish words and their English translations, using one of four variants of the loci mnemonic. These variants comprised the presence or absence of a virtual environment and the prior grouping of the words into semantically relate
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50

Watson, Gareth A. "Virtual reality as a methodological tool for exploring learning and skill acquisition in applied domains." Thesis, Queen's University Belfast, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.534587.

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