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1

Kruger, Rynhardt Pieter. "Virtual world accessibility: a multitool approach." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95932.

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Thesis (MSc)--Stellenbosch University, 2014.<br>ENGLISH ABSTRACT: Computer-based virtual worlds are increasingly used for activities which previously required physical environments. However, in its mainstream form, such a virtual world provides output on a graphical display and is thus inaccessible to a blind user. To achieve accessibility for blind users, an alternative to graphical output must be used. Audio and text are two output methods that can be considered. However, when using audio, care must be taken not to overload the audio channel. Channel overloading is possible with audio since it is not a selective output medium like the visual channel, that is, the user cannot choose what he/she wants to hear. Text should also be treated as audio, since a blind user consumes textual information as synthesized speech. In this research we discuss one possible solution to the problem of channel overloading, by the use of multiple exploration and navigation tools. These tools should allow the user to shape the information provided as audio output. Specially, we discuss the development of a virtual world client called Perspective, enabling non-visual access to virtual worlds by the use of multiple navigation and exploration tools. Perspective also serves as a framework for tool implementation and evaluation. Finally we give recommendations for improvements to current virtual world building practices and protocols, as to work toward an accessibility standard.<br>AFRIKAANSE OPSOMMING: Rekenaargebaseerde virtuele wêrelde word toenemend gebruik vir aktiwiteite wat voorheen fiesiese omgewings benodig het. Tog verskaf so 'n virtuele wêreld, in sy standaard vorm, afvoer as 'n grafiese beeld en is dus ontoeganklik vir 'n blinde gebruiker. Om toeganklikheid vir blinde gebruikers te bewerkstellig, moet 'n alternatief vir die grafiese beeld gebruik word. Klank en teks is twee alternatiewe wat beskou kan word. Tog moet klank versigtig gebruik word, aangesien die klankkanaal oorlaai kan word. Die klankkanaal kan oorlaai word aangesien dit nie 'n selektiewe kanaal soos die visuele kanaal is nie, met ander woorde, die gebruiker kan nie kies wat hy/sy wil hoor nie. Teks moet ook as klank beskou word, aangesien 'n blinde gebruiker teks in die vorm van gesintetiseerde spraak inneem. Met hierdie navorsing bespreek ons een oplossing vir die probleem van kanaaloorlading, deur die gebruik van verskeie navigasie- en verkenningsgereedskapstukke. Hierdie gereedskapstukke behoort die gebruiker in staat te stel om die inligting wat as klank oorgedra word, te bepaal. Ons bespreek spesi ek die ontwikkeling van 'n virtuele wêreld-kliënt genaamd Perspective, wat nie-visuele toegang tot virtuele wêrelde bewerkstellig deur die gebruik van meervoudige navigasie- en verkenningsgereedskapstukke. Perspective dien ook as 'n raamwerk vir die ontwikkeling en evaluering van gereedskapstukke. Laastens verskaf ons voorstelle vir verbeteringe van die boutegnieke en protokolle van huidige virtuele wêrelde, as eerste stap na 'n toeganklikheidsstandaard vir virtuele wêrelde.
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Woksepp, Stefan. "Virtual reality in construction : tools, methods and processes." Doctoral thesis, Luleå : Division of Structural Engineering, Department of Civil, Mining and Environmental Engineering, Luleå University of Technology, 2007. http://epubl.ltu.se/1402-1544/2007/49/.

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Yaacoub, Fadi. "Development of virtual reality tools for arthroscopic surgery training." Phd thesis, Université Paris-Est, 2008. http://tel.archives-ouvertes.fr/tel-00481944.

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La chirurgie arthroscopique présente actuellement un essor très important pour le bénéfice du plus grand nombre des patients. Cependant, cette technique possède un certain nombre d'inconvénients et il est donc nécessaire pour le médecin de s'entrainer et répéter ses gestes afin de pouvoir exécuter ce type d'opération d'une façon efficace et certaine. En effet, les méthodes traditionnelles d'enseignement de la chirurgie sont basées sur l'autopsie des cadavres et l'entrainement sur des animaux. Avec l'évolution de notre société, ces deux pratiques deviennent de plus en plus critiquées et font l'objet de réglementations très restrictives. Afin d'atteindre un niveau plus élevé, de nouveaux moyens d'apprentissage sont nécessaires pour les chirurgiens. Récemment, la réalité virtuelle commence d'être de plus en plus utilisée dans la médecine et surtout la chirurgie. Les simulateurs chirurgicaux sont devenus une des matières les plus récentes dans la recherche de la réalité virtuelle. Ils sont également devenus une méthode de formation et un outil d'entrainement valable pour les chirurgiens aussi bien que les étudiants en médecine. Dans ce travail, un simulateur de réalité virtuelle pour l'enseignement de la chirurgie arthroscopique, surtout la chirurgie du poignet, a été préesenté. Deux questions principales sont abordées : la reconstruction et l'interaction 3-D. Une séquence d'images CT a été traitée afin de générer un modèle 3-D du poignet. Les deux principales composantes de l'interface du système sont illustrées : l'interaction 3-D pour guider les instruments chirurgicaux et l'interface de l'utilisateur pour le retour d'effort. Dans ce contexte, les algorithmes qui modélisent les objets en utilisant les approches de "Convex Hull" et qui simulent la détection de collision entre les objets virtuels en temps réel, sont présentés. En outre, un dispositif de retour d'effort est utilisé comme une interface haptique avec le système. Cela conduit au développement d'un système à faible coût, avec les mêmes avantages que les appareils professionnels. A cet égard, l'arthroscopie du poignet peut être simulée et les étudiants en médecine peuvent facilement utiliser le système et peuvent apprendre les compétences de base requises en sécurité, flexibilité et moindre coût
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Nguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.

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Virtual Reality (VR) video is emerging as a new art form. Viewing VR video requires wearing the VR headset to fully experience the immersive surrounding of the content. However, the novel viewing experience of VR video creates new challenges and requirements for conventional video authoring tools, which were designed mainly for working with normal video on a desktop display. Designing effective authoring tools for VR video requires intuitive video interfaces specific to VR. This dissertation develops new workflows and systems that enable filmmakers to create and improve VR video while fully immersed in a VR headset. We introduce a series of authoring tools that enables filmmakers to work with video in VR: 1) Vremiere, an in-headset video editing application that enables editors to edit VR video entirely in the headset, 2) CollaVR, a networked system that enables multiple users to collaborate and review video together in VR, and 3) a set of techniques to assist filmmakers in managing and accessing interfaces in stereoscopic VR video without suffering depth conflicts. The design of these applications is grounded in existing practices and principles learned in interviews with VR professionals. A series of studies is conducted to evaluate these systems, which demonstrate the potential of in-headset video authoring.
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Fang, Jing-Jing. "Geometric tools for collision detection in a virtual world." Thesis, Heriot-Watt University, 1996. http://hdl.handle.net/10399/740.

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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 efforts to build virtual learning environments, note-taking can be reimagined in a virtual space where visual and auditory experiences can be captured and re-experienced. We classify phases as well as affordances of note-taking enabled self-regulated learning to be content capture, review, and modification. We present a first-principles analysis to identify design requirements for virtual note-taking that satisfy the three key functions of note-taking. We will discuss our approach to overcoming technical and design challenges as I detail the implementation of a standalone note-taking module, MemoryTree.<br>by Erin Hong.<br>M. Eng.
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Kihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.

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This report presents the problem of designers working on new productions for fulldomes. The back and forth process of moving between a work station and the fulldome is time consuming, a faster alternative would be useful. This thesis presents an option, a virtual reality application where a user can sketch the new environment directly on a virtual representation of a fulldome. The result would then be exported directly to the real fulldome to be displayed. The application is developed using Unreal Engine 4. The virtual dome is constructed using a procedurally generated mesh, with a paintable material assigned to it. All painting functionality is implemented manually, as is all other tools. The final product is fully useable, but requires additional work if it is to be used commercially. Additional features can be added, including certain features discussed that were cut due to time constraints, as well as improvements to existing features. Application stability is currently a concern that needs to be addressed, as well as optimizations to the software.
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Chang, Joie Z. (Joie Zhi Fan). "Designing in virtual reality : tools with the human field of vision." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111278.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Architecture, 2017.<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 (page 35).<br>Virtual reality, or VR, will be the next common medium for digital visualization. The purpose of this thesis is to explore how designers will use and discover new design methods with the representation in virtual reality. How do computational design tools such as CAD and VR, which are digital representations of the physical, affect our designs of physical space? In this thesis, I explore the benefits and shortcomings of VR as a design medium. My first hypothesis claims that VR will excel in representing site context, depth, and scale, in comparison to CAD. The second hypothesis says that VR will encourage a preference for monumentality and open spaces in comparison to a higher packing density of objects in CAD. The third hypothesis claims that designers will prefer 3d models with realistic rendering textures in VR, more so than CAD. The fourth and final hypothesis is that architects, familiar with CAD, can design immersive views just from a 3d omniscient plan without immersion, unlike novices. The first part of the research is the creation of a proof-of-concept virtual reality design review tool that can be integrated easily into existing design practices. The VR tool allows a user to explore their 3d modeled spaces with full locomotion and visually records their experiences in the space. This VR tool integrates virtual reality into the process of iterative design. Through subject testing, we explore our understanding of how our spatial perception interacts with simulated virtual space and thus affects our manners of designing. The results led us to several different conclusions. First, intuitive perception of scale and other spatial relationships is easier in VR. Secondly, VR, despite its intimate relation to the human scale, does not promote a preference for large spaces and monumentality. Thirdly, designers slightly prefer realistic rendering textures in VR. Finally, those with architecture training perform slightly better than novices in visualizing 3d immersive views from plans. This project illustrates where virtual reality's value and flaws as a digital visualization medium. It examines what manner the mode of representation affects and limits the process of designing and making.<br>by Joie Z. Chang.<br>S.B.
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Ng, Foo Meng. "Virtual reality and computer-based tools for the routing of cable harnesses." Thesis, Heriot-Watt University, 1999. http://hdl.handle.net/10399/1217.

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Komulainen, Oscar, and Måns Lögdlund. "Navigation and tools in a virtual crime scene." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-153847.

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Revisiting a crime scene is a vital part of investigating a crime. When physically visiting a crime scene there is however always a risk of contaminating the scene, and when working on a cold case, chances are that the physical crime has been altered. This thesis aims to explore what tools a criminal investigator would need to investigate a crime in a virtual environment and if a virtual reconstruction of a crime scene can be used to aid investigators when solving crimes. To explore these questions, an application has been developed in Unreal Engine that uses virtual reality (VR) to investigate a scene, reconstructed from data that has been obtained through laser scanning. The result is an application where the user is located in the court of Stockholm city, which was scanned with a laser scanner by NFC in conjunction with the terror attack on Drottninggatan in April 2017. The user can choose between a set of tools, e.g. a measuring tool and to place certain objects in the scene, in order to draw conclusions of what has happened. User tests with criminal investigators show that this type of application might be of use in some way for the Swedish police. It is however not clear how or when this would be possible which can be expected since this is a new type of application that has not been used by the police before.
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Phan, Tam Xuan. "Integrating Traditional Tools to Enable Rapid Ideation in an Augmented Reality Virtual Environment." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103777.

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This paper presents a design, implementation, and evaluation of an augmented reality virtual environment to support collaborative brainstorming sessions. We specifically support brainstorming in the form of ideation on sticky notes, a common method to organize a large number of ideas in space with sticky notes on a board. Our environment allows users to integrate physical pen and paper used in a brainstorming session with the support of augmented reality headsets, so that we can support further interaction modes and remote collaboration as well. We use an AR HMD to capture images containing notes, detect and crop them with a remote server, then spawn the detected notes in to enable virtual viewing and manipulation. We evaluate our input method for generating notes in a user study In doing so, we attempt to determine whether traditional input tools like pen and paper can be seamlessly integrated into augmented reality, and see if these tools improve efficiency and comprehensibility over previous augmented reality input methods.<br>Master of Science<br>Collaborative brainstorming sessions often involve rapid ideation and outputting those ideas on physical sticky notes with others. We built a virtual environment, IdeaSpace, to support collaborative brainstorming in augmented reality head-mounted devices. To support the activities of rapid ideation and creating notes to express those ideas, we developed an input method for creating virtual note objects for augmented reality collaborative brain- storming sessions. We allow users to use traditional tools like pens and sticky notes to write out their notes, then scan them in using device cameras by uttering a voice command. We evaluated this input method to determine the advantages and disadvantages it brings to rapid ideation in augmented reality, and how it affects comprehensibility compared to ex- isting gesture-based input methods in augmented reality. We found that our pen and paper input method outperformed our own baseline gesture input method in efficiency, comfort, usability, and comprehensibility when creating virtual notes. While we cannot conclude that our experiment proved that pen and paper is outright better than all gesture-based input methods, we can safely say pen and paper can be a valuable input method in augmented reality brainstorming for creating notes.
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Joshi, Hrishikesh S. "Open architecture for embedding VR based mechanical tools in CAD." Online access for everyone, 2006. http://www.dissertations.wsu.edu/Thesis/Fall2006/h_joshi_010507.pdf.

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Wheeler, Alison. "Virtual primitives for the representation of features and objects in a remote telepresence environment." Thesis, University of Surrey, 2000. http://epubs.surrey.ac.uk/843738/.

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This thesis presents the development of a set of novel graphical tools Known as 'virtual primitives' that allow the user of a stereoscopic telepresence system to actively and intuitively model features in a remote environment. The virtual primitives provide visual feedback during the model creating process in the form of a dynamic wireframe of the primitive overlaid and registered with the real object. The operator can immediately see the effect of his decisions and if necessary make minor corrections to improve the fit of the primitive during its generation. Virtual primitives are a generic augmented reality (AR) tool and their applications extend past the modelling of a workspace for telerobot operation to other remote tasks such as visual inspection, surveying and collaborative design. An AR system has been developed and integrated with the existing Surrey Telepresence System. The graphical overlays are generated using virtual reality software and combined with the video images. To achieve a one-to-one correspondence between the real and virtual worlds the AR system is calibrated using a simple pinhole camera model and standard calibration algorithm. An average RMS registration error between the video and graphical images of less than one framegrabber pixel is achieved. An assessment of a virtual pointer confirms that this level of accuracy is acceptable for use with the virtual primitives. The concept of the virtual primitives has been evaluated in an experiment to model three test objects. The results show that using a virtual primitive was superior in accuracy and task completion time to using a pointer alone. Finally, a case study on the remote inspection of sewers demonstrates the advantages of virtual primitives in a real application. It confirms that the use of virtual primitives significantly reduces the subjective nature of the task, offers an increase in precision by an order of magnitude over conventional inspection methods, and provides additional useful data on the characteristics of the sewer features not previously available.
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Garrison, Kevin Laurence. "Exploration of multiple pathways for the development of immersive virtual reality environments /." Full text available online, 2008. http://www.lib.rowan.edu/find/theses.

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Schweibinz, 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.

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Thesis (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 1999.<br>Includes bibliographical references (leaves 80-81).<br>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.<br>by Stephen E. Schweibinz.<br>M.C.P.
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Zhu, Yingjun. "Remote control of multiple robots a wireless sensor network and virtual reality approach /." To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2009. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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Rajendran, Vasanth Kumar. "Interaction with large stereoscopic displays : Fitts and multiple object tracking studies for virtual reality." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43788.

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Two studies measured human performance in virtual environments, one for mid-air pointing and one for multiple object tracking. Mid-air pointing is similar to pointing in everyday life: it relies on the human sensorimotor system and it is unconstrained by contact with a surface or object. Multiple object tracking is the perceptual and cognitive process of maintaining awareness of the individual identities of a set of objects that are changing their relative locations within a visual scene. Both tasks are often components of training or simulation systems in virtual environments. We investigated how performance in each is affected by the virtual environment and how that might be used to better calibrate virtual environments for optimal "real world" performance. Fitts's Law predicts movement time as a function of movement amplitude and target width. It is used to evaluate pointing performance in computer applications, including those for virtual environments. It has proven extremely robust. However, alternative two-part models, such as Welford's, are sometimes more accurate. One-part models consider only the ratio of movement amplitude and target width; two-part models treat each as independent variables. We conducted a Fitts-style study of pointing performance in a virtual environment that varied physical distance to the screen and virtual distance to the targets. We found that Welford-style two-part models predicted pointing time significantly better than did Fitts-style one-part models using an F-test on the goodness of fit (R²). The separable contributions of movement amplitude and target width were captured in a parameter derived from the two-part models that varies linearly with the virtual distance to targets. We describe how to use the parameter to calibrate a VR environment for pointing tasks. We designed a second study of multiple object tracking in VR environments to determine whether tracking performance might differ in a virtual environment. Results from a pilot experiment were not conclusive. Tracking accuracy for 3D followed the same pattern as for 2D; so, additional studies will be required to determine if there are differences.
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Johansson, Per. "On the use of visualisation tools in product design : exploring possibilities and problems of virtual reality techniques /." Linköping : Univ, 2004. http://www.bibl.liu.se/liupubl/disp/disp2004/tek878s.pdf.

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Lee, Jongran. "Comparing the Effectiveness of Computer Simulation on Computer Monitor vs. Virtual Reality as Communication Tools in Interior Design." Diss., Virginia Tech, 1998. http://hdl.handle.net/10919/37488.

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Computer simulations have developed as communication tools in interior design. The purpose of this study was to investigate the effectiveness of two types of computer simulation: passive walk-through animation of an interior design on the PC monitor and immersive walk- through of the same interior design in the CAVETM. This effectiveness was decided in terms of communicating basic visual information, such as visual forms, spatial relationships, colors, and textures. Sixty voluntary subjects chosen from faculty, staff, and graduate students at Virginia Polytechnic Institute and State University were tested experimentally and interviewed. The interior design of the Visualization and Animation Laboratory in the Advanced Communications and Information Center, which is under construction on the Virginia Polytechnic Institute and State University, was simulated by the two types of computer simulation and shown to the participants. This study found that the simulation in the CAVETM was more effective than that on the PC in terms of communicating information about visual forms and spatial relationships in interior design. However, the PC was more effective in communicating information about colors. In terms of textures, no difference was shown. The simulation in the CAVETM appears to have more of a three-dimensional perception and makes people feel as if they were actually present in the space. Both technologies can have a role for general introduction to interior spaces. However, people gain more information in the CAVETM simulation.<br>Ph. D.
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Vale, Heleno Murilo Campeão. "Prototipação virtual de plataforma agrícola móvel." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/18/18145/tde-08022017-105356/.

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A realidade virtual (RV) tem como principal área de aplicação o entretenimento. Porém, nos últimos anos, devido ao desenvolvimento acelerado do hardware de computadores, a RV se tornou mais acessível, sendo amplamente utilizada, também, nas áreas acadêmica e industrial. Uma parte da RV que, a cada dia, se torna mais importante para as áreas da engenharia é a prototipação virtual (PV). Normalmente, a prototipação física de um produto pode ser dispendiosa e inviável para determinados projetos. Nesses casos, a PV pode ser utilizada para evitar gastos desnecessários, alcançando resultados satisfatórios. Neste trabalho são descritos os passos referentes à implementação de um protótipo virtual, baseado no anteprojeto em desenvolvimento do projeto de pesquisa do Laboratório de Simulação e Controle de Sistemas Discretos do SEM-EESC, com auxílio pesquisa FAPESP processo: 2003/06582-0 \"Veículo agrícola autônomo (VAA): uma plataforma para desenvolvimento de tecnologias de navegação autônoma e para aquisição de dados em agricultura de precisão\". Além da descrição da implementação do protótipo virtual, neste trabalho são analisadas cinco ferramentas de desenvolvimento virtual disponíveis para testes no laboratório de simulação: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS e EON Professional. Os critérios de avaliação das ferramentas foram baseados nas necessidades principais do projeto em questão, como implementação de centros de massa distribuídos, criação de terrenos não-estruturados (constituídos por morros, buracos etc.), controles de tração, torque, além de outras características físicas essenciais. A fase inicial da implementação foi desenvolvida em EON Studio 4.0. Devido à falta de recursos disponíveis nessa ferramenta, a fase final da implementação foi desenvolvida no software EON Professional. A análise do comportamento da plataforma em terrenos não-estruturados, a verificação dos ângulos de inclinação suportados e a análise da reconfiguração das laterais da plataforma são alguns dos resultados obtidos.<br>Virtual reality (VR) has entertainment as its main area of application. However, over the last few years, due to a fast-paced development of computers hardware, VR has become more accessible, being widely used both in the academic and industrial areas. A part of VR that is becoming more important for the engineering areas is virtual protoyping (VP). Normally, the physical prototyping of a product can be expensive and impracticable for some projects. In such cases, VP can be used to prevent unnecessary operating costs, reaching satisfactory results. In this paper, the steps of the implementation of a virtual prototype are described, based on the first draft in development of the research project of the Laboratory of Simulation and Control of Discrete Systems of SEM-EESC, with FAPESP support process: 2003/06582-0 \"Autonomous agricultural vehicle (AAV): a platform for development of technologies for independent navigation and for data acquisition in precision agriculture\". Besides the description of the virtual prototype implementation, in this paper five tools for virtual development, available for tests in the laboratory of simulation, are analyzed: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS and EON Professional. The criteria of evaluation of the tools were based on the main necessities of the project, such as the implementation of distributed centers of mass, not-structuralized land creation (made up of hills, holes etc.), traction controls,torque, besides other essential physical characteristics. The initial stage of the implementation was developed at EON Studio 4.0. Due to the lack of available resources in this tool, the final stage of the implementation was developed in EON Professional software. The behavior analysis of the platform at non-structuralized lands, the verification of the supported inclination angles and the analysis of the platform laterals reconfiguration are some of the achieved results.
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Deligiannidis, Leonidas. "DLoVe : a specification paradigm for designing distributed VR applications for single or multiple users /." Thesis, Connect to Dissertations & Theses @ Tufts University, 2000.

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Thesis (Ph.D )--Tufts University, 2000.<br>Adviser: Robert J. K. Jacob. Submitted to the Dept. of Computer Science. Includes bibliographical references (leaves 297-316). Access restricted to members of the Tufts University community. Also available via the World Wide Web;
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Srivastava, Mayank. "Implementation and Evaluation of a Multiple-Points Haptic Rendering Algorithm." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1181049930.

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Camarinha, Margarida. "O efeito da realidade virtual em pacientes com esclerose múltipla: revisão bibliográfica." Bachelor's thesis, [s.n.], 2019. http://hdl.handle.net/10284/8798.

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Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciada em Fisioterapia<br>Objetivo: Averiguar o papel da realidade virtual (RV) em pacientes com esclerose múltipla (EM). Metodologia: Pesquisa computorizada nas bases de dados PubMed, PEDro e Science Direct para identificar estudos randomizados controlados que avaliem a eficácia da RV na EM. Resultados: Nesta revisão foram incluídos 6 estudos randomizados controlados com 172 pacientes, com classificação metodológica média de 6.67 na escala de Physiotherapy Evidence Database (PEDro), dos quais 2 comparam o tratamento fisioterapêutico com o Lokomat-Pro e Removi respetivamente, versus só tratamento fisioterapêutico, 1 verificou a eficácia de uma plataforma de jogos “serious” comparando-os com os “exergames”, usados na NintendoWii. Outro estudo incluído, compara a fisioterapia com o Lokomat-Pro versus o Lokomat-Nanos, 1 compara o treino de equilíbrio por RV ao tratamento de fisioterapia. E por fim, 1 compara o treino de equilíbrio (Biodex Balance SB) a um grupo que não realiza intervenção. Conclusão: A RV pode contribuir para a reabilitação do equilíbrio, marcha, capacidade motora, influenciar positivamente a autoestima, no entanto, a RV não é muito utilizada na EM, devido à falta de conhecimento sobre a sua aplicabilidade. Sugere-se mais estudos sobre a RV para provar a sua eficácia.<br>Objective: To determine the role of virtual reality (VR) in patients with multiple sclerosis (MS). Methodology: Research Computerized on databases PubMed, PEDro and Science Direct to identify randomized controlled trials that evaluate the efficacy of VR in MS. Results: 6 randomized controlled trials with 172 patients, with an average methodological score of 6.67 on the Physiotherapy Evidence Database (PEDro) scale were included in the review, 2 studies compare the physiotherapeutic treatment with Lokomat-Pro and Removi respectively, vs only physiotherapeutic treatment, 1 verified the effectiveness of a "serious"gaming platform by comparing them to the "exergames" used on Nintendo Wii, 1 compares physiotherapy with Lokomat-Pro vs Lokomat-Nanos, 1 compared balancing training with VR to physical therapy treatment. And finally, 1 compares the balance training (Biodex Balance SB) to a group without intervention. Conclusion: VR can contribute to the rehabilitation of balance, gait control, motor capacity, positively influence self-esteem, however VR is not very applied due to lack of knowledge. Further studies are needed to prove their efficacy.<br>N/A
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24

Li, Zhaoyi, and n/a. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool." Griffith University. School of Information and Communication Technology, 2005. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20060731.121340.

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Since the proliferation of CAD tools, visualizations have gained importance.. They provide invaluable visual feedback at the time of design, regardless whether it is fbi civil engineering or electronic circuit design-layout. Typically dynamic visualizations are produced in a two phase process: the calculation of positions and rendering of the image and its presentation as an animated video clip. This is a slow process that is unsuitable fbr interactive CAD visualizations, because the former two require finite element analysis Faster hardware eases the problem, but does not overcome it, because the algorithms are still too slow. Our MEMS CAD project works towards methods and techniques that are suitable for interactive design, with faster methods. The purpose of this PhD thesis is to contribute to the design of an interactive virtual prototyping of Micro Electro Mechanical Systems (MEMS) This research comprises the analysis of the visualization techniques that are appropriate for these tasks and identifying the difficulties that need to be overcome to be able to offer a MEMS design engineer a meaningful and interactive CAD design environment Such a VR-CAD system is being built in our research group with many participants in the team. Two particular problems are being addressed by presenting algorithms for truthful VR visualization methods: one is for displaying objects that are different in size on the computer screen. The other is modelling unsynchronized motion dynamics, that is different objects moving simultaneously at very high and vety low speed, by proposing stroboscopic simulation to present their dynamics on the screen They require specific size scaling and time scaling and filtering. It is these issues and challenges which make the design of a MEMS CAD tool different from other CAD tools. In the thesis I present algorithms for displaying animated virtual reality for MEMS virtual prototyping in a physically truthful way by using the simulated stroboscopic illumination to filter animated images to make it possible to show unsynchronized motion.. A scaling method was used to show or hide objects which cannot be shown simultaneously on the computer screen because of their large difference in size. The visualization of objects being designed and their animations is done with much consideration of visual perception and computer capability, which is rising attention, but not too often mentioned in the visualization domain.
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25

Durão, Eliana Andreia Campos. "Os efeitos da realidade virtual no equilíbrio e no impacto na qualidade de vida de pacientes com esclerose múltipla: revisão bibliográfica." Bachelor's thesis, [s.n.], 2019. http://hdl.handle.net/10284/9138.

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Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciada em Fisioterapia<br>Introdução: a realidade virtual (RV) é considerada uma abordagem terapêutica altamente desafiadora, onde a facilitação de estratégias motoras se apresenta como o principal objetivo em patologias do foro neurológico, como a esclerose múltipla (EM). Estudos em idosos saudáveis e em patologias neurológicas atestam grande eficácia desta terapia perante défices de equilíbrio e fadiga. Objetivo: analisar os efeitos da RV no treino do equilíbrio, bem como o seu impacto na qualidade de vida de pacientes com EM. Metodologia: foi efetuada uma pesquisa nas bases de dados científicas Pubmed, PEDro e ScienceDirect, a fim de explorar estudos randomizados controlados, posteriores ao ano de 2010, publicados na língua inglesa e portuguesa que incluam a análise da reabilitação com recurso à RV em pacientes com EM. Resultados: da pesquisa efetuada, 6 artigos randomizados controlados cumpriram os critérios de seleção estabelecidos, os quais foram sujeitos à análise metodológica com a escala de PEDro, obtendo-se uma média de 7,2/10. Conclusão: Os autores dos estudos em análise constataram que a RV com fins terapêuticos contribui positivamente na aprendizagem motora e cognitiva, o que reflete um impacto positivo no treino de equilíbrio e qualidade de vida de pacientes com EM.<br>Introduction: virtual reality (VR) is considered a highly challenging therapeutic approach, where the facilitation of motor strategies presents itself as the main objective in neurological pathologies, such as multiple sclerosis (MS). Studies in healthy elderly and neurological pathologies attest great efficacy of this therapy in balance and fatigue deficits. Objective: to analyze the effects of VR on balance training, as well as its impact on the quality of life of MS patients. Methodology: a search was conducted in the Pubmed, PEDro and ScienceDirect scientific databases to explore randomized controlled post-2010 studies, published in English and Portuguese that included the analysis of VR rehabilitation in MS patients. Results: from the research, 6 randomized controlled articles met the established selection criteria, which were subjected to methodological analysis with the PEDro scale, obtaining an average of 7.2/10. Conclusion: The authors of the studies under review found that therapeutic VR contributes positively to motor and cognitive learning, which reflects a positive impact on balance training and quality of life in MS patients.<br>N/A
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26

Cunha, Rian Dutra da. "Virtual reality as an assistive technology to support the cognitive development of people with Intellectual and multiple disabilities." Universidade Federal de Juiz de Fora (UFJF), 2018. https://repositorio.ufjf.br/jspui/handle/ufjf/6665.

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Submitted by Geandra Rodrigues (geandrar@gmail.com) on 2018-04-11T19:24:07Z No. of bitstreams: 1 riandutradacunha.pdf: 4500447 bytes, checksum: b9dc02d86c36ec3b586b58f08e5114fe (MD5)<br>Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-04-11T19:30:25Z (GMT) No. of bitstreams: 1 riandutradacunha.pdf: 4500447 bytes, checksum: b9dc02d86c36ec3b586b58f08e5114fe (MD5)<br>Made available in DSpace on 2018-04-11T19:30:25Z (GMT). No. of bitstreams: 1 riandutradacunha.pdf: 4500447 bytes, checksum: b9dc02d86c36ec3b586b58f08e5114fe (MD5) Previous issue date: 2018-02-21<br>A realidade virtual possui inúmeras aplicações potenciais para o tratamento e desenvolvimento de pessoas com deficiência intelectual e múltipla. Uma combinação do tratamento cognitivo tradicional e métodos baseados em realidade virtual pode oferecer uma abordagem efetiva, segura e interativa ao tratamento de indivíduos com deficiências. Baseado nisso, um método computacional foi proposto para desenvolver um sistema de realidade virtual para auxiliar no desenvolvimento cognitivo e da coordenação motora grossa dessas pessoas, de modo que as tornem mais autônomas e capazes de fazer tarefas diárias, melhorando a participação na comunidade, assim como a inclusão social, a partir da simulação e treinamento de tarefas comuns que as pessoas geralmente executam diariamente. Uma das principais preocupações deste trabalho foi desenvolver com o custo mais baixo possível, utilizando dispositivos padrões e acessíveis _a maioria das pessoas. Além disso, uma manipulação baseada na mão feita com marcadores de realidade aumentada foi proposta, para proporcionar uma experiência do mundo real, pois, considerando as dificuldades cognitivas e motoras dos participantes, uma interação feita com suas próprias mãos seria mais fácil, mais intuitiva e efetiva para as pessoas com deficiências. Os resultados dos experimentos demonstraram a eficácia e viabilidade do uso de tecnologias de realidade virtual para o treinamento cognitivo e motor de pessoas com deficiência intelectual e múltipla, mostrando que os participantes conseguiram executar a tarefa 40% mais rápidos em media no estudo de caso 1, que basicamente _e um simulador onde o participante deve fazer compras em um mercado, e também mostrando uma melhora de 41% em relação aos erros cometidos no estudo de caso 2, no qual o paciente deve passar por uma série de desafios que treinam sua coordenação motora grossa e equilíbrio. Baseado na análise dos dados feita após a intervenção e também baseado na observação da fisioterapeuta, foi possível provar que métodos baseados em realidade virtual podem ser eficazes no desenvolvimento de habilidades cognitivas e motoras de pessoas com deficiência intelectual.<br>Virtual Reality has countless potential applications for the treatment and development of people with intellectual and multiple disabilities. A combination of traditional cognitive treatment and virtual reality-based methods can offer an effective, safe and interactive approach to the treatment of individuals with disabilities. Based on that, a computational method was proposed to develop a virtual reality system for supporting the cognitive and gross motor coordination development of those people, in a way that makes them more autonomous and able to do daily tasks, so improving their community participation, hence their social inclusion, by simulating and training common tasks people usually do on a daily basis. One of the main concerns of this work was to develop a low cost system, using standard and accessible devices. Furthermore, a hand-based manipulation made by augmented reality markers into the virtual reality environment was proposed, for providing a real-world experience, because, considering the cognitive and motor impairments of the participants, an interaction performed with their own hand would be easier, more intuitive and effective. The results of the experiments demonstrated the effectiveness and feasibility of using virtual reality technologies for the cognitive and motor coordination training of people with intellectual and multiple disabilities, showing that the participants were able to do the task 40% faster on average in the case study 1, which is basically a simulator where the participant should going shopping in a supermarket, and also showing an improvement of 41% related to the mistakes made in the case study 2, in which the patient must to go through a series of challenges that train the gross motor coordination and body balance. Based on the data analysis done after the intervention and also based on the physiotherapist's observation, it was possible to prove that virtual reality-based method can be effective in the cognitive and motor skills development of people with intellectual disabilities.
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Davidsson, Victor. "Haptic Navigation in Virtual Reality : Investigating and developing guidelines for vibrotactile feedback using multiple types of information simultaneously." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-222369.

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In recent years, progress has been made regarding the use of tactile devices such as belts and helmets for navigational tasks. As most of the devices and solutions so far have focused on presenting one type of information at a time, the potential for tactile devices for simultaneous multiple tasks have yet to be properly explored. Based on such research, this study investigates various methods of presenting multiple simultaneous information using a vibrotactile head-mounted device for navigational tasks in a virtual space. The goal is to determine if it is possible to effectively present various simultaneous navigational information with vibrotactile feedback in a virtual space, and if so, determine guidelines for doing so while avoiding cognitive overload. Using a tactile head-mounted device known as the Perman Helmet various functions related to several navigational tasks in a virtual space were developed. These tasks were collision avoidance, object search and compass orientation. First a test was conducted to determine the most suitable solution for each given task. For each task three different types of solutions were developed, tested, and evaluated in an appropriate testing scenario. Afterwards, a second test was conducted to determine guidelines for how to combine those various solutions to present as much information as possible while avoiding cognitive overload. A new testing environment was created that incorporated all three tasks and various combination of the solutions were tested, along with two special configurations to test other factors. The results from the experiments shows that using several simultaneous vibrotactile signals representing different types of information is feasible and practical with at least 3 different types of signals. Furthermore, various types approaches and combinations have been considered and compared. Based on these findings, several guidelines when developing systems informing a user with multiple vibrotactile feedback signals have been proposed. These findings could help hasten the development of commercial and industrial multiuse vibrotactile devices, making it a relevant field of study.<br>Under senare år har en rad framsteg gjorts i utveckling av haptiska enheter så som bälten och hjälmar för navigation. Då fokus har legat på att en enhet ska lösa ett specifikt problem saknas det ordentlig utredning av haptiska enheters potential att hantera flera uppgifter simultant. Baserat på tidigare forskning utforskas det i denna rapport olika metoder att presentera multipla simultana informationsflöden via en vibrotaktil huvudmonterad enhet i syfte att navigera en virutell miljö. Baserat på om dessa metoder kan användas effektivt utan att överbelasta en användare tas därefter riktlinjer för sådana system fram. Med hjälp av en taktil huvudmonterad enhet kallad Perman Hjälmen togs en rad funktioner ämnade för att navigera i en virtuell rymd fram. Dessa funktioner var kollisionsförebyggande system, målsökning samt kompassorientering. För varje funktion togs tre olika lösningar fram och utvärderades i en lämplig miljö. Efteråt utfördes ett andra experiment för att ta fram riktlinjer för hur olika lösningar för olika uppgifter bör kombineras för att presentera maximal mängd information utan att överbelasta användare. En ny anpassad testmiljö utvecklades och olika kombinationer av lösningar till de olika uppgifterna utvärderades. Även två specialkonfigurationer togs fram för att testa specifika faktorer. Resultaten från experimenten visade att använda flera simultana vibrotaktila informationsflöden var praktiskt möjligt med åtminstone tre distinkta typer av flöden. Utöver detta har olika tillvägagångssätt och kombinationer övervägts och jämförts. Baserat på detta har flera riktlinjer tagits fram för utveckling och vidareforskning av system med multipla simultana vibrotaktila informationsflöden. Dessa slutsatser kan komma att bidra till vidareutveckling av framtida kommersiella och industrianpassade vibrotaktila enheter, vilket gör detta ett relevant forskningsområde.
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28

Barnes, Evans Katie. "Beyond the Screen: Embedded Interfaces as Retail Wayfinding Tools." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1493251709396537.

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29

Augste, Jan. "Využití technologie virtuální reality k monitoringu a vizualizaci vybraných provozních vlastností stroje a jejich analýze." Doctoral thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-319154.

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This dissertation deals with the study of the use of virtual technologies for an analysis of operating characteristics of a machine. Operating characteristics of a machine are parameters that determine the usability of the machine to accomplish a certain task in addition to the specified time and under the certain conditions. These include parameters that can be changed based on customer requirements, for example, the table size and the highest spindle speed to the parameters influenced from the start of the machine design such as positioning accuracy, acceleration value in the axes or consumption. The first part sets out general requirements for visualization of information and these are subsequently verified experimentally in the chapter devoted to the time visualization protocol. This thesis presents the original experiments to determine the basic requirements for visualization of a measured quantity, in this case the feed rate. By verifying usability when displaying these properties on the underlying data showing machine position change, the four basic requirements for visual data processing using immerse virtual reality are validated. A deeper insight into the work with data will enable to analyse more complicated relations within a longer period, greater transparency and clearer outputs of analysis.
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30

Nashaat, Mostafa. "Probing sensory perception in multiple dimensions." Doctoral thesis, Humboldt-Universität zu Berlin, Lebenswissenschaftliche Fakultät, 2017. http://dx.doi.org/10.18452/17688.

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Natürliches Verhalten findet in diversen sensorischen und motorischen Modalitäten statt, und hängt vom sensorischen Feedback ab, welches das Verhalten kontinuierlich anpasst. Um die zu Grunde liegenden neuronalen Korrelate natürlichen Verhaltens untersuchen zu können, ist die Nutzung moderner Aufnahmetechniken notwendig, die oft die Kopffixierung des Tieres erfordern. Diese Einschränkung wurde mit verschiedenen Methoden angegangen, unter anderem mit virtueller Realität in Kombination mit einem luftgelagerten Ball oder Laufradsystemen. Diese Systeme haben jedoch zahlreiche Nachteile. Wir haben das Air-Track-System entwickelt, eine neue Methode für eine leicht zu bauende und nur minimale Computerverarbeitung erfordernde Verhaltensumgebung. Der Air-Track ist ein leichtgewichtiges physisches Labyrinth, das auf einem Lufttisch schwebt und alle Eigenschaften der "echten" Welt hat, einschließlich mehrerer sensorischer Modalitäten, die eng an die motorischen Handlungen gekoppelt sind. Um dieses System zu testen, trainierten wir Mäuse in Go/No-Go- und two-alternative forced choice-Aufgaben. Mäuse wählten Arme und unterschieden. Ein Kamerasystem mit eigens entwickelter Kontrolle zeichnete die Position des Tieres auf und generierte Daten, die zur Berechnung von Reaktionszeiten in den visuellen und somatosensorischen Unterscheidungsaufgaben verwendet werden konnten. Um die Bewegung des Air-Track-Systems aufzuzeichnen, entwickelten wir ein "Pixy"-System zur Bewegungsverfolgung. Wir erweiterten die Entwicklung dann zu einer allgemeinen und automatisierten optischen Methode für die Echtzeit- ebenso wie die nachträgliche Verfolgung der Mausbewegungen, und zwar sowohl für kopffixierte als auch frei bewegliche Tiere. Das Air-Track-System und die Pixy-Bewegungsverfolgung sind zweckdienliche Einheitslösungen, die die Kombination von quantitativem natürlichen Verhalten mit nahezu jedem System zur Aufzeichnung und Manipulation der Hirnaktivität in einem Hirnforschungs-Labor ermöglichen.<br>Natural behavior occurs in multiple sensory and motor modalities and is dependent on sensory feedback that constantly adjusts behavior. To investigate the underlying neuronal correlates of natural behavior, it is useful to have access to state-of-the-art recording equipment that frequently requires head-fixation. This limitation has been addressed with various approaches such as virtual reality with air ball or treadmill systems. However, these systems have several disadvantages. Here we developed a novel tool, the Air-Track system, an easy to build, head-fixed behavioral environment that requires only minimal computational processing. The Air-Track is a lightweight, physical maze floating on an air table that has all the properties of the “real” world, including multiple sensory modalities tightly coupled to motor actions. To test this system, we trained mice in Go/No-Go and two-alternative forced choice tasks. A custom-controlled camera system monitored animal location, and generated data that could be used to calculate reaction times in the visual and somatosensory discrimination tasks. To track the motion of the Air Track system we developed a “Pixy” tracking system based on an off-the-shelf camera system (Pixy). We then expanded the development into a generalized and automated optical method for real-time and post-hoc tracking of mice motor behavior in both head-fixed and freely moving conditions. Air-Track and Pixy-Tracking systems are convenient “one-size-fits-all” solutions that facilitate the combination of quantitative natural behavior with virtually any system for monitoring or manipulating brain activity in a neuroscience laboratory.
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Kanyok, Nathan J. "Situational Awareness Monitoring for Humans-In-The-Loop of Telepresence Robotic Systems." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1574274416287546.

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32

Shiban, Youssef [Verfasser], and Andreas [Akademischer Betreuer] Mühlberger. "Attenuating Renewal following Exposure Therapy : Mechanisms of Exposure in Multiple Contexts and its Influence on the Renewal of Fear ; Studies in Virtual Reality / Youssef Shiban. Betreuer: Andreas Mühlberger." Würzburg : Universitätsbibliothek der Universität Würzburg, 2013. http://d-nb.info/1032482508/34.

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33

Isaacson, Matthew David. "Using new tools to study the neural mechanisms of sensation : auditory processing in locusts and translational motion vision in flies." Thesis, University of Cambridge, 2019. https://www.repository.cam.ac.uk/handle/1810/288741.

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This thesis describes work from both the University of Cambridge in the lab of Berthold Hedwig and from the HHMI Janelia Research Campus in the lab of Michael Reiser. At the University of Cambridge, my work involved the development and demonstration of a method for electrophoretically delivering dyes and tracers for anatomical and functional imaging into animals that are not amenable to genetic labelling techniques. Using this method in locusts and crickets - model systems of particular interest for their acoustic communication - I successfully delivered polar fluorescent dyes and tracers through the sheath covering the auditory nerve, simultaneously staining both the peripheral sensory structures and the central axonal projections without destroying the nerve's function. I could label neurons which extend far from the tracer delivery site on the nerve as well as local neuron populations through the brain's surface. I used the same method to deliver calcium indicators into central neuropils for in vivo optical imaging of sound-evoked activity, as well as calling song-evoked activity in the brain. The work completed at the Janelia Research Campus began with the development of a modern version of a modular LED display and virtual reality control system to enable research on the visual control of complex behaviors in head-fixed animals. The primary advantages of our newly developed LED-based display over other display technologies are its high-speed operation, brightness uniformity and control, precise synchronization with analog inputs and outputs, and its ability to be configured into a variety of display geometries. Utilizing the system's fast display refresh rates, I conducted the first accurate characterization of the upper limits of the speed sensitivity of Drosophila for apparent motion during flight. I also developed a flexible approach to presenting optic flow scenes for functional imaging of motion-sensitive neurons. Finally, through the on-line analysis of behavioral measures, image rendering, and display streaming with low latency to multi-color (UV/Green) LED panels, I demonstrated the ability to create more naturalistic stimuli and interactive virtual visual landscapes. Lastly, I used this new visual display system to explore a newly discovered cell-type that had been implicated in higher-order motion processing from a large genetic screen of visually-guided behavior deficits. Using genetic silencing and activation methods, and by designing stimuli that modeled the optic flow encountered during different types of self-motion, colleagues in the Reiser lab and I showed that this cell-type - named Lobula Plate Columnar 1 (LPC1) - is required for the stopping behavior of walking flies caused by back-to-front translation motion but is not involved in the rotational optomotor response. Using calcium imaging, I found that LPC1 was selectively excited by back-to-front motion on the eye ipsilateral to the neuron population and inhibited by front-to-back motion on the contralateral eye, demonstrating a simple mechanism for its selectivity to translation over rotation. I also examined an anatomically similar cell type - named Lobula-Lobula Plate Columnar type 1 (LLPC1) - and found that its selectivity results from a similar but opposite calculation for the detection of front-to-back translational motion. The detection of back-to-front motion had previously been hypothesized to be useful for collision avoidance, and this work provides a neural mechanism for how this detection could be accomplished, as well as providing a platform from which to explore the larger network for translation optic flow.
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Tavares, Tatiana Aires. "Infra-estrutura para avalia??o e testes de protocolos sociais de comunica??o em ambientes tridimencionais compartilhados." Universidade Federal do Rio Grande do Norte, 2004. http://repositorio.ufrn.br:8080/jspui/handle/123456789/15170.

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Made available in DSpace on 2014-12-17T14:55:02Z (GMT). No. of bitstreams: 1 TatianaAT.pdf: 1928197 bytes, checksum: cf7bdfef2369940a65a9808cc8556802 (MD5) Previous issue date: 2004-04-19<br>The advent of the Internet stimulated the appearance of several services. An example is the communication ones present in the users day-by-day. Services as chat and e-mail reach an increasing number of users. This fact is turning the Net a powerful communication medium. The following work explores the use of communication conventional services into the Net infrastructure. We introduce the concept of communication social protocols applied to a shared virtual environment. We argue that communication tools have to be adapted to the Internet potentialities. To do that, we approach some theories of the Communication area and its applicability in a virtual environment context. We define multi-agent architecture to support the offer of these services, as well as, a software and hardware platform to support the accomplishment of experiments using Mixed Reality. Finally, we present the obtained results, experiments and products<br>O advento da Internet estimulou o aparecimento de diversos servi?os vinculados a Rede. Um exemplo s?o os servi?os de comunica??o cada vez mais presentes no dia-a-dia dos usu?rios da Rede. Servi?os como salas de bate-papo e correio eletr?nico atingem um n?mero crescente de usu?rios tornando a Rede um poderoso meio de comunica??o da atualidade. Nesse contexto, surge a preocupa??o de como melhor adaptar os servi?os de comunica??o convencionais ? infra-estrutura da Rede. O trabalho seguinte introduz o conceito de protocolos sociais de comunica??o aplicada a um ambiente virtual compartilhado na Rede. Discutimos ferramentas de comunica??o voltadas as necessidades e potencialidades do meio de comunica??o digital, abordando v?rias teorias da ?rea de Comunica??o e sua aplicabilidade num contexto de ambientes virtuais. Para tanto, definimos uma arquitetura multi-agentes para suportar o oferecimento desses servi?os, bem como, uma plataforma de software e hardware para suportar a realiza??o de experimentos utilizando Realidade Mista. Por fim, apresentamos os resultados de experimentos realizados e dos produtos obtidos com a realiza??o deste trabalho
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Lindskog, Eric. "Developing an emulator for 360° video : intended for algorithm development." Thesis, Linköpings universitet, Databas och informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171369.

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Streaming 360° video has become more commonplace with content delivery services such as YouTube having support for it. By its nature, 360° video requires more bandwidth as only a fraction of the image is actually in view, while the user is expecting the same "in view" quality as with a regular video. Several studies and lots of work have been done to mitigate this higher demand for bandwidth. One solution is advanced algorithms that take in to account the direction that the user is looking when fetching the video from the server; e.g., by fetching content that is not in the user’s view at a lower quality or by not fetching this data at all. Developing these algorithms is a timely process, especially in the later stages where tweaking one parameter might require the video to be re-encoded, and therefore taking up time that could otherwise be spent on getting results and continued iteration on the algorithm. The viewer should also be considered as the best experience might not correlate with the mathematically best solution calculated by the algorithm. This thesis presents a modular emulator that allows for easy implementation of fetching algorithms that make use of state-of-the-art techniques. It intends to reduce the time it takes to iterate over an algorithm through removing the need to set up a server and encode the video in all of the wanted quality levels when a parameter change would require it. It also makes it easy to include the viewer in the process so that the subjective performance is taken into consideration. The emulator is evaluated through the implementation and evaluation of two algorithms, one serving as a baseline to the second one, which is based on an algorithm developed by another group of researchers. These algorithms are tested on two different types of 360° videos, under four different network conditions and with two values for the maximum buffer size. The results from the evaluation of the two algorithms suggest that the emulator functions as intended from a technical point of view, and as such fulfills its purpose. There is, however, future work that would further prove the emulators performance in regards to replicating real scenarios and a few examples are suggested.
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Benabid, Yacine. "Contribution à l’amélioration du processus de conception des produits innovants : Développement d’outils d’aide au choix des processus." Thesis, Paris, ENSAM, 2014. http://www.theses.fr/2014ENAM0003/document.

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L'optimisation des processus de conception est une activité de recherche en pleine évolution, soulignée dans de nombreuses références et pratiques des entreprises dans l'objectif l'amélioration et le développement de produits nouveaux. Notre démarche s'inscrit dans la continuité de ces activités qui prend comme point de départ la diversité des processus de conception existants et la difficulté de réaliser un choix où une adaptation. D'ou notre problématique est résumée autour d'une question centrale que nous formulons de la manière suivante : comment optimiser le choix d'un processus de conception soumis à un environnement contraint ? La réponse à cette question est à travers la proposition d'un outil d'aide au choix qui converge vers l'installation d'un processus de conception. Cet outil est tridimensionnel, où la première dimension vise la préparation de la phase amont de conception, la deuxième dimension sélectionne un processus de conception sur une carte de classement et l'objectif de la troisième dimension est l'identification des métiers, outils et méthodes pour le développement des produits. La partie expérimentale de notre travail nous a conduit à valider l'outil développer et proposer comment l'exploiter par des concepteurs. L'optimisation est réalisée dans notre travail par la proposition de l'outil tridimensionnel d'un coté et de l'autre par l'exploitation des algorithmes d'optimisation pour la modélisation de l'outil. Des nouvelles pistes de recherche pour l'amélioration sont identifiées et proposées pour des futurs travaux<br>The optimization of the design process is a research evolving highlighted in numerous references and business practices with the aim improving and developing new products. Our approach is a continuation of those activities that takes as its starting point the diversity of existing design processes and the difficulty of achieving a selection where adaptation. Hence our problem is summarized around a central question which we formulate as follows: how to optimize the choice of the design process subject to a constrained environment? The answer to this question is through the proposition of a tool Help in choosing which converges to the installation of a design process. This tool is three-dimensional, where the first dimension relates to the preparation of the upstream design phase, the second dimension selects a design process on a map classification and the objective of the third dimension is the identification of trades tools and methods for product development. The experimental part of our work has led us to validate the developed tool and propose how to use by designers. Optimization is achieved in our work by the proposal of a three-dimensional tool side and the other by the use of optimization algorithms for modeling tool. New avenues of research for improvement are identified and proposed for future work
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Bernard, Fabien. "Intégration du facteur humain en maintenabilité aéronautique : apports des outils de simulation." Thesis, Bourgogne Franche-Comté, 2019. http://www.theses.fr/2019UBFCA015.

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La maintenabilité, entité du bureau d’études visant à concevoir la maintenance future d’un produit, s’intéresse de plus en plus à la discipline du facteur humain. Pour se faire, dans un contexte pluridisciplinaire très orienté ingénierie et conception, l’acteur-métier spécialisé en maintenance essaie de comprendre et d’anticiper l’activité future de l’opérateur de maintenance à travers ses propres connaissances. C’est dans ce contexte que se situe notre problématique « Comment mieux prendre en compte le facteur humain dans les phases de développement et de conception en maintenabilité, là où les acteurs-métiers ne sont ni formés, ni initiés au facteur humain, et en particulier à l’ergonomie» Nos travaux ont été conduits au sein d’un constructeur d’hélicoptère français. Quatre contributions majeures en ressortent: (1) étudier et comprendre comment le facteur humain est aujourd’hui intégré en maintenabilité aéronautique; (2) comprendre les limites et les avantages des outils de simulation (mannequin numérique, réalité virtuelle, maquette physique), à des fins d’analyses ergonomiques ; (3) développer une démarche favorisant l’intégration du facteur humain en maintenabilité par des non experts en ergonomie ; (4) valider la démarche au sein même du service maintenabilité. Ces contributions nous ont permis de répondre à notre problématique de recherche et ainsi de contribuer à l’amélioration de la prise en compte du facteur humain en maintenabilité aéronautique<br>Maintainability, the entity of the design office anticipates the future maintenance of a product, is interested more and more in Human Factors. To do this, in a multi-disciplinary context with a strong engineering and design focus, the maintenance stakeholders try to understand the future activity of the maintenance operators and anticipate the potential risk exposures only through their specific knowledge. Our research question was formulated in this context as "how to better integrate human factor in the development and design process of maintainability, where the stakeholders are neither trained nor familiarized with the human factor and ergonomics." Four significant axes of this study that was conducted in a French helicopter company are: (1) studying how human factor is already integrated into aviation maintainability; (2) understanding the limitations and strengths of simulation tools (digital human modeling, virtual reality, physical model) widely used for ergonomics purposes; (3) proposing an innovative approach (consists of a methodology and a tool) to improve the integration of human factors into maintainability by non-experts in ergonomics; (4) testing this approach to determine its effectiveness on the design process in the maintainability department. These axes allowed us to answer our research questions and thus contribute to the improvement of the human factor integration in maintainability
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38

Lee, Sun-Woo. "Apichatpong Weerasethakul entre réalité et imaginaire." Thesis, Paris 10, 2017. http://www.theses.fr/2017PA100194/document.

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Cette étude est consacrée à l’analyse de la coexistence de la réalité et de l’imaginaire dans l’œuvre d’Apichatpong Weerasethakul. Les modalités de rencontre et de croisement de ces deux dimensions dans un film ou entre des films sont éclaircies à travers des observations pratiques et détaillées. Partant de l’analyse de l’influence de deux cultures différentes – la sensibilité autochtone thaïlandaise et la tendance du cinéma expérimental occidental – nous envisageons d’une part les modalités de captation des scènes de la vie réelle et d’autre part la manière de découvrir et de révéler le côté invisible qui entoure ce champ visible. La narration filmique est représentée de manière diverse en déviant de la règle classique. Dans le processus de formation d’une histoire, des matières hétérogènes sont englobées et des textes divers sont connectés. Par ailleurs, l’univers flexible et libre de Weerasethakul présuppose toujours des temps multiples virtuels, caractéristique essentielle que l’on retrouve dans toutes ses œuvres, des courts-métrages aux installations en passant par les long-métrages. Par conséquent, la distinction entre la dimension réelle et la dimension irréelle/surréelle perd en clarté ; la ligne de distinction est quasiment annulée. Le réalisateur propose ainsi une autre vision du monde se basant sur la tradition bouddhique thaïlandaise qui pourrait sembler absurde du point de vue du rationalisme moderne de l’Occident. En traversant ainsi les discussions autour du monde hybride de Weerasethakul, cette étude a pour ambition de démontrer que son cinéma (re)trouve la beauté et la puissance de la réalité à travers l’imaginaire<br>This study is about the analysis of the coexistence of reality and imagination in the work of Apichatpong Weerasethakul. The modalities of encountering and crossing of these two dimensions in a film or between films are clarified through practical and detailed observations. On the basis of an analysis of the influence of two different cultures – the Thai indigenous sensibility and the tendency of Western experimental cinema –, we search on the one hand the modalities of capturing the scenes of real life, and on the other hand how to discover and reveal the invisible side that surrounds this visible field. The narrative of his films is represented in a diverse way by deviating from the classical rule. In the process of forming a narrative, heterogeneous materials are embraced and various texts are connected. Moreover, the flexible and free world of Weerasethakul always presupposes virtual multiple times, an essential characteristic that can be found in all his works, from short films to installations to the feature films. Therefore, the distinction between the real dimension and the unreal / surreal dimension loses clarity; the line of distinction is virtually canceled. The filmmaker thus proposes another view of the world based on the Thai Buddhist tradition that might seem absurd from the point of view of modern rationalism of the West. By crossing the discussions around the hybrid world of Weerasethakul, this study aims to demonstrate that his cinema (re)finds the beauty and power of reality through the imagination
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39

Lamargue, Delphine. "Cognition et sclérose en plaques : développement de nouveaux outils d’évaluation « écologique » en réalité virtuelle et d'un programme spécifique de réhabilitation, caractérisation de l’humeur dépressive, évaluation de la qualité de vie et apport de l’imagerie cérébrale à l'étude de la réhabilitation." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0120/document.

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L’objet de ce travail est de mieux comprendre les modifications cognitives et cérébrales liées à la sclérose en plaques (SEP) et les facteurs pouvant les affecter afin de contribuer à améliorer la prise en charge cognitive des personnes vivant avec une SEP. Nous avons orienté nos travaux selon 2 axes. Le premier visait à optimiser les évaluations cognitives. Nous avons montré une diminution de la qualité de vie (QdV) liée à l’atteinte cognitive et à son retentissement sur le statut professionnel, ainsi que l’intérêt d’utiliser l’Echelle d’Humeur Dépressive version auto-questionnaire que nous avons validée et dont la dimension « perte de contrôle émotionnel » était particulièrement associée à la QdV. Nous avons aussi élaboré des tâches « écologiques » en environnement virtuel et montré leur potentiel à évaluer plusieurs composantes cognitives, voire leurs interactions, suggérant leur intérêt pour évaluer l’impact des troubles cognitifs dans les activités quotidiennes. Le second, pour lequel nous avons présenté les bases théoriques, la méthodologie et les résultats préliminaires, consistait à améliorer la prise en charge cognitive grâce à son évaluation et à la réhabilitation (étude REACTIV, en cours). Nous avons créé des paradigmes en IRMf et un programme de réhabilitation spécifique visant à guider les phénomènes de plasticité cérébrale afin d’optimiser le transfert des acquis dans la vie quotidienne et améliorer la QdV. Lors des résultats préliminaires, nous avons identifié en imagerie multimodale des mesures IRM de deux structures prédictives de la progression de certaines performances cognitives au cours de nos thérapies : le thalamus et le corps calleux<br>The purpose of this work is to better understand the cognitive and brain changes associated with multiple sclerosis and the influencing factors to help improve cognitive support for people living with MS. We organized our work according to two axes. The first one was to optimize cognitive assessments. We have shown i) a decrease in quality of life (QoL) linked to cognitive impairment and its impact on the professional status and ii) interest in the use of Depressed Mood Scale self-questionnaire that we validated and whose lack of emotional control dimension was particularly associated with QoL. We also developed ecological tasks in virtual environment and showed their potential to evaluate several cognitive components or their interactions, suggesting an interest in evaluating the functional impact of cognitive impairment in daily activities of PwMS. The second, for which we presented the theoretical basis, methodology and preliminary results, was to improve cognitive care through its assessment and rehabilitation (REACTIV study in progress). We created fMRI paradigms and a specific rehabilitation program to guide brain plasticity phenomena in order to optimize the transfer of training in daily life and improve QoL. Preliminary results in multimodal imaging revealed MRI measures of two structures, the thalamus and the corpus callosum, which would be predictive of progression of certain cognitive performance during our therapies
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40

Dewi, Alita. "Apport des nouvelles technologies interactives pour l'analyse intégrée en génie électrique : vers un laboratoire virtuel d'expérimentation en électrotechnique." Phd thesis, Grenoble INPG, 2001. http://tel.archives-ouvertes.fr/tel-00597707.

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La course à l'innovation dans la technologie des dispositifs électriques, induit de nouvelles contraintes sur les fonctionnalités des systèmes de CAO en Génie Electrique. Ils doivent permettre l'analyse fine des comportements multiphysiques des dispositifs électriques. Cette puissance, nécessaire en terme de modélisation, se traduit aussi par une complexité en terme de maîtrise par l'utilisateur. Par conséquent, les techniques d'interaction homme - machine, qui avaient été longtemps considérées comme d'intérêt secondaire dans le domaine de Pélectrotechnique, deviennent aussi importantes que les modèles physiques. L'objectif de notre travail est de développer des méthodes d'exploration et d'Interface homme - machine, naturelles et faciles à comprendre, afin de facilité l'utilisation des logiciels de simulation en électrotechnique. Pour arriver à cet objectif, nous nous sommes inspirés des activités intervenant dans un laboratoire d'expérimentation en électrotechnique. Dans un premier temps, nous avons modélisé un vrai laboratoire en dégageant les rôles du dispositif électrique à étudier, des manipulations à mettre en places, des protocoles d'expérimentation, .... Après cela, nous avons développé un système interactif, le Laboratoire Virtuel d'Expérimentation en Électrotechnique (LVEE), bâti sur le modèle d'un laboratoire réel, et dans lequel le fonctionnement du dispositif électrique est obtenu à l'aide des logiciels de simulation. La contribution de la technologie de Réalité Virtuelle a été prise en considération pour fournir l'interaction intuitive et la visualisation naturelle des comportements physiques des dispositifs électriques.
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41

An, Yu Chin, and 余金安. "The Study of Multiple Online Virtual Reality System." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/78241232006799452417.

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碩士<br>國立臺灣科技大學<br>機械工程系<br>91<br>Because of the advance of IT industry, the PCs have already achieved more professional than before. Nowadays, the applications of Virtual Reality (VR) already occur to us in the daily life. In the future, the applications of VR will be not only in high technology industry but also improve in the field of entertainment medium. The development of the internet coffee and online game industry have resulted in popularity. Although the on-line game companies have spent a lot of money on advertisement in order to promote the games, the key technology of on-line game is not mature in Taiwan. In this study, we combine the technique of VR with the on-line system of massive multiplayer. It is tried to develop practically with on-line game system in order to see the potential in this technique and hope to keep up with Japan and Korean. The on-line game is built by using a VR kit which is called “Virtools”. The network codes of client and server are written by the massive multiplayer online kit which is called ZAF(Zona Application Framework) to construct the model of on-line game system. The content in this study shows the concept of match game server and online game server. The character artificial intelligence in the NPC server makes players to interact with NPC and become much fun. We also consider the smooth of mutually interacting of players. We hope that the players who love on-line game will find difference with other games and enjoy it.
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42

Lee, Ai-Jye, and 李艾桀. "Modeling of Multiple User Virtual Reality System with Petri Net Technique." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/04074372333293548582.

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碩士<br>淡江大學<br>資訊工程學系<br>86<br>Virtual Reality is a new era for computer Multimedia research in the recent year. Significantly, Virtual Reality is not a new revolution of computer technique, it is a new type of human- computer interface which is an integration of existing technologies such as computer graphics, image procession, sound effect, and real-time control. The goal of Virtual Reality technique is to allow the user to fully immerse into the computerized synthetic world. Virtual Reality is complete new experience for Multimedia stu Studies of the multi-user virtual environment over World Wide Web have become a popular topic in the computer graphics community over the years. VRML is the modeling language defined for the WWW environment that allows the user to navigate a three-dimensional virtual world described by VRML file. However, the interaction among clients, which navigates the same virtual world, has not been provided yet. This thesis presents the architecture of a 3D multiple user virtual reality system over World Wide Web. This system merge Protocol Data Unit (PDU) and Dead Reckoning technique of Distributed Interactive Simulation (DIS) with existing WWW server to provide a general solution for multiple user interactivity. To further study the behaviors between function modules which designed in this thesis, we also trace and analyze the modules of this system with Petri Net technique. According to the result of analysis with Petri Net technique, the multiple user virtual reality system over World Wide Web implemented, called SharedWeb system. Finally, experiment result and demonstrations of the SharedWeb system will also be introduction in this paper.
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43

楊智凱. "Virtual Shoe Try-On in Augmented Reality using Multiple Depth Sensors." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/92913646500917144918.

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44

Yang, Wei-Sheng, and 楊偉盛. "Quality evaluation of 3D architecture virtual reality from multiple view images." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7j5yp5.

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碩士<br>國立臺北科技大學<br>土木工程系土木與防災碩士班<br>105<br>The object of this study is to optimize the Unmanned Aerial Vehicle performance, mainly at the façade texture, by artificial shooting on the ground, in order to make the reconstruct 3D models more realistic and credible. The research area of this paper is Shanhou Folk Culture Village in Kinmen, which is a local historical remain. Using Microdrones MD4-1000 UAV and Sony α7R comply aerial photography, the flying height is setting above the ground 80m, 120m and 160m. After the aerial photography, we obtain 718 photos at 80m, 582 photos at 120m and 414 photos at 160m. Before we start the artificial shooting, in order for making the photo attached with the GPS coordinates, the shooting equipment need to install the Photo and Camera Gesture Record, the number of ground take images are 378, and the ground controls numbers in our research area are 37. In the final phase, building the first model by only using aerial photographs, then using artificial photographs and ground take images building the second model, two type of models with adding the ground survey’s data are comparing to each other, the relative precision is about 1/25000, plane elevation error is about 2 cm, and standard deviation is all 1 cm. The results show that adding ground take images increase the quality of façade texture in the 3D model effectively.
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45

Huang, Wei-zhe, and 黃偉哲. "The Haptic Interaction Technique for Multiple Virtual-Objects on Augmented Reality Environment." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/ckdqus.

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46

Tan, Chang-Ming, and 譚長洺. "Visibility Preprocessing Suitable for Virtual Reality Sound Propagation with a Moving Receiver and Multiple Sources." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/8uhdvf.

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碩士<br>國立中正大學<br>資訊工程研究所<br>103<br>Spatial sound simulation aims to produce sound with the characteristic of virtual scenes. Visual information attached with spatial sound enhances users’ experience in virtual reality. To make users feel immersive in environments, we compute dynamically the sound filters according to the structure of scene instead of playing pre-recorded audio files. Our research uses an image source method to generate sound propagation paths in scenes. To improve the performance of producing image sources, we pre-computed the visibility of scene, and exploited Optix ray tracing engine to parallelize path validation. Our system supported multiple sound sources, and provided a graphical user interface with which users can add sound sources and control parameter settings. The interface also displayed the sound propagation paths and played spatial sound.
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47

Wang, Ho-Yu, and 王荷佑. "Multiple Frequency Band based Normalized CSP for Motor Imagery EEG Signals Classification in Virtual Reality." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/qc6vm8.

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碩士<br>國立中央大學<br>電機工程學系<br>107<br>This thesis designed and implemented a virtual reality brain computer intarface system about EEG recording and motor imagery based VR character controlling. It is used to solve the limitation in operation space of the existing VR device, and also to help the disabled to use VR with their brain. In terms of hardware, to improve the convenience and comfort of wearing a EEG device, this thesis combined wireless EEG recorder and VIVE PRO virtual reality head-mounted display. In terms of algorithms, this thesis proposes an innovative normalization method, which can effectively reduce the impact of EEG’s over time behavior changes on the traditional CSP classification accuracy. This thesis also proposed an improved Filter-Bank filtering method, in this way the CSP method can contain the EEG changes with wider bandwidth, combined with this two methods, the CSP achieved 73.7% classification accuracy in the BCI Competition IV dataset 2a with 9 subjects, and an average of 69.9% accuracy is achieved in the data of the 9 subjects recorded by the proposed BCI system. It is 5.9% higher than the traditional CSP method, which greatly improves the usability of the brain computer interface.
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48

Hu, Shih-shin, and 胡士鑫. "The Impact of Social Interaction of Learning on Geometry Problem Solving with Multiple Representations in Virtual Reality." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/04550190879273399830.

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碩士<br>國立中央大學<br>網路學習科技研究所<br>99<br>Learning geometry emphasizes the importance of exploring different representations such as virtual manipulative, written math formulas and verbal explanation, which help students build their math concepts and develop their critical thinking abilities for geometric problems solving. Besides for helping individuals construct math knowledge, social interaction of learning also plays one of crucial roles for contributing the development of mathematics understanding and geometry problem learning and solving. Regarding to social constructivism for geometry learning, peer learning behaviors of collaboration in social contexts with negotiating and sharing ideas are keys to deepen students’ understanding of geometric properties from multiple viewpoints. In this research, a Collaborative Virtual Reality Learning Environment (CVRLE) called interactive virtual mathematics classroom (IVMC) was proposed and developed for 3-dimensional (3-D) geometry problem solving. In IVMC, each student try to solve geometry problems related volume and surface area on their own tables with two representational tools, virtual manipulative and the whiteboard in CVRLE. The virtual manipulative allows multiple users to build, move and stack various shapes of 3-D objects for calculating volume and surface area of geometric problems. Students could validate their ideas by examining their manipulation and learn geometric concepts by observing peers manipulation in CVRLE. Regarding the whiteboard mechanism, it not only allows users to share ideas by writing mathematic formulas and drawing figures on their own whiteboards, but also to gives comments to help peers on peers’ whiteboards. Therefore, IVMC can provide a highly motivational and engaging learning environment for students to manipulate 3-D virtual objects and solve geometric problems individually or collaboratively. Various kinds of peers learning behaviors such as actively assisting peers in demonstrating, manipulating and criticizing or passively taking observation to reflect and revise solutions are explored and their effects on learning were further investigated. One eight-week experiment was conducted with two classes of fifth-grade primary school students, one class as experimental group and the other as control group. Subjects engaged in two geometry problems solving: the calculation of volume and surface area of 3-D objects. Results showed that there was a statistically significant difference in learning achievement between the experimental group and control group. Further analysis showed that peers learning behaviors, virtual manipulative, mutual observation and comments on the whiteboard, significantly influenced learning achievement and their problem solving strategies as well. Interestingly, peer learning behaviors in the two kinds of geometric problems were different due to their different difficulty level of problems. In the easy geometric problem, volume calculation, subjects first worked out their solutions, afterwards actively helped peers to solve problems by manipulating the virtual objects or commenting on the whiteboard. The number of helping peers with the virtual manipulative was significantly related to the outcome of volume calculation. However, in the difficult problem, calculation of surface area, most subjects were found to observe peers’ solutions on the whiteboard, and then went back to try to solve their own. The subjects having good learning performance in math were observed frequently and also received many comments on their whiteboards from peers. It was found that the number of observation and comments from peers was significantly related to the outcome of surface area calculation. Therefore, peers behaviors of social interaction of learning in IVMC were found useful to facilitate geometry problem solving with sharing ideas and exploring multiple representations in CVRLE. The difficulty level of the geometry problems would lead to various peers learning behaviors, which in turn cause impacts on learning achievement.
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49

Soares, Ana Margarida Costa. "Realidade virtual e aumentada como ferramentas de marketing." Master's thesis, 2018. http://hdl.handle.net/10400.14/27101.

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A nova era digital trouxe consigo também novas oportunidades não só para a sociedade e os seus consumidores, como também para o mercado e as mais diversas estruturas de negócio. O desenvolvimento da tecnologia permitiu novos desafios principalmente no âmbito digital revelando uma nova faceta do consumidor. Assim, o presente estudo teve em conta a temática recorrente dos dias de hoje representada pela procura de novas fontes de rentabilidade e de criação de valor perante o mercado e às necessidades e expetativas do consumidor. Tendo em conta, que são os consumidores que têm hoje o controlo das suas decisões de consumo cabe às empresas estarem em constante procura de inovação e consequentemente criar experiências diferentes e únicas que consigam corresponder às necessidades da sociedade. Desta forma e perante este ambiente, as empresas exploram no meio digital com objetivo de adquirir as chaves essenciais para competir no mercado e consequentemente criar novas fontes de rentabilidade. Assim sendo e tal como referido, este estudo tenta compreender as novas formas de criar valor perante as tendências digitais, como a realidade virtual e aumentada, e também procura compreender como é que as empresas estão ou não a implementar estas ferramentas, e quais os tipos de implicações destas estruturas na sua relação com os consumidores. Além da perspetiva das empresas, este estudo faz uma reflexão sobre o novo consumidor e a sua adaptação às novas tecnologias, como a realidade virtual e a realidade aumentada.<br>The new digital age has taken a new opportunities not only for society and its consumers, but also for the market and the most diverse business structures. The development of technology has allowed new challenges, mainly in the digital field, revealing a new facet of the consumer. The present study considered a recurrent theme of today: the search for new sources of profitability and creation of value in the market and the needs and expectations of the consumer. Since consumers are now in control of their consumption decisions, it is up to businesses to be in constant demand for innovation and to create different and unique experiences that can meet the needs of society. In this way and before this environment, the companies explore in the digital way with the objective of acquiring the keys essential to compete in the market and consequently to create new sources of profitability. Like it as mentioned above, this study tries to understand the new ways of creating value in new digital trends, such as virtual and augmented reality, and also seeks to understand how companies are implementing and what types of implications of these structures in their relationship with consumers. In addition to the perspective of companies, this study reflects on the new consumer and their adaptation to new technologies, like the virtual and augmented reality tools.
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50

Stafford, Aaron. "The God-like Interaction Framework: tools and techniques for communicating in mixed-space collaboration." 2008. http://arrow.unisa.edu.au:8081/1959.8/48842.

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This dissertation presents the god-like interaction framework, consisting of tools and techniques for remote communication of situational and navigational information. The framework aims to facilitated intuitive and effective communication between a group of experts and remote field workers in the context of military, fire-fighting, and search and rescue.
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