To see the other types of publications on this topic, follow the link: Virtual reality (VR) and augmented reality (AR).

Dissertations / Theses on the topic 'Virtual reality (VR) and augmented reality (AR)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 36 dissertations / theses for your research on the topic 'Virtual reality (VR) and augmented reality (AR).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

PUGGIONI, MARIAPAOLA. "AR e VR nella didattica. Quali vantaggi? Indagine all’interno di un’esperienza scolastica." Doctoral thesis, Università Politecnica delle Marche, 2021. http://hdl.handle.net/11566/287732.

Full text
Abstract:
La tecnologia digitale sta invadendo sempre più il quotidiano, divenendo presenza indispensabile in molti settori. La scuola molto lentamente sta introducendo questa tipologia di supporto alla didattica, scoprendo ed implementando le diverse risorse presenti nel settore. Le esperienze condotte dai docenti nei diversi livelli di scuola si presentano interessanti e stimolanti, in primo luogo per gli allievi che ritrovano un ambito a loro familiare, conosciuto prevalentemente per il settore dei videogiochi. Molte le ricerche e i risultati pubblicati in letteratura, ma quello che non è stato an
APA, Harvard, Vancouver, ISO, and other styles
2

Singh, Arshdeep. "Teaching Landscape Construction Using Augmented Reality." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7132.

Full text
Abstract:
This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures. Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State U
APA, Harvard, Vancouver, ISO, and other styles
3

Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.

Full text
Abstract:
Assembly is the process in which two or more objects are joined together through particular sequences and operations. Current practice utilises two-dimensional (2D) drawings as the main visualisation means to guide assembly. Other visualisation means such as three-dimensional (3D) manual and Virtual Reality (VR) technology have also been applied to assist in assembly. As an emerging technology, Augmented Reality (AR) integrates 3D images of virtual objects into a real-world workspace. The insertion of digitalised information into the real-world workspace using AR can provide workers with the m
APA, Harvard, Vancouver, ISO, and other styles
4

Tsakoumi, Aliki. "Extended Experiences : Film and Performance Practices in VR/AR." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-856.

Full text
Abstract:
This is a fascinating time of digital media and new technologies. They offer immersion and interaction and they challenge us, as creators, to work in alternative ways, create more space for the audience and develop our ideas across media while staying true to our artistic principles. During my research, I developed a body of work that includes films, VR, AR, film and stand up comedy as a way to investigate cross-fertilisation in the creative field between different formats, practices and individuals.<br><p>This is the written part of the research and is supplementing the exposition in Research
APA, Harvard, Vancouver, ISO, and other styles
5

Reinemann, Jonas, Joshua Fahl, Tobias Hirschter, and Albert Albers. "Augmented Reality in der Produktvalidierung: Potenziale und Grenzen in frühen Entwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36938.

Full text
Abstract:
Globaler Wettbewerb und kürzer werdende Innovationszyklen erfordern eine immer schnellere und exaktere Reaktion auf sich ständig ändernde Kundenwünsche. Die direkte Integration von Kunden und Anwendern in den Entwicklungsprozess im Rahmen kontinuierlicher Validierungsaktivitäten gewinnt im Zuge dieser Entwicklung zunehmend an Bedeutung (Ponn & Lindemann, 2011). Die Erfassung zielgerichteten Kundenfeedbacks erfordert in der Regel die Konfrontation mit konkreten Repräsentationen des späteren Produkts. Zumal physische Prototypen hierfür in frühen Entwicklungsphasen oft nicht zur Verfügung stehen
APA, Harvard, Vancouver, ISO, and other styles
6

Joonatan, Mänttäri. "Evaluation of Intuitive VR-based HRI for Simulated Industrial Robots." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24880.

Full text
Abstract:
While the accessibility and technology behind industrial robots is improving as well as becomingless expensive, the installation and conguration of industrial robot cells still proves tobe an expensive venture, especially for small and mid-sized companies. It is therefore of greatinterest to simulate robot cell installations, both for verication of system functionality as wellas for demonstration purposes for clients.However, the construction and conguration of a simulated robot cell is a time-consumingprocess and requires expertise that is often only found in engineers who are experienced wit
APA, Harvard, Vancouver, ISO, and other styles
7

De, Silvio Andrea. "Realtà Virtuali: aspetti positivi e implicazioni negative. Una riflessione tassonomica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16752/.

Full text
Abstract:
In questa relazione di tesi si andrà ad analizzare la tecnologia Virtual Reality che in questi ultimi anni è tornata prepotentemente sulla scena e che, in un futuro piuttosto breve, potrà avere ancora maggiore diffusione e utilizzo. Dopo un lungo periodo dove la tecnologia si è sviluppata liberamente, con alti e bassi, va via via definendosi un'opinione e un oggettivo giudizio sulla VR in tutti i suoi aspetti. Rispetto all'attuale situazione si è provato a strutturare una tassonomia degli aspetti più positivi e, anche, delle criticità emerse. La tassonomia sarà in particolar modo attenta ad
APA, Harvard, Vancouver, ISO, and other styles
8

Vu, Dieu An. "The AR in Architecture." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22742.

Full text
Abstract:
En vanlig metod inom arkitektonisk visualisering idag är produktion av stillbilder som skapas med 3D-modelleringsprogram. Med sådan avancerad teknik blir det enkelt och effektivt att styra och manipulera vad som visas på stillbilderna, vilket ökar säljbarheten av arkitektoniska projekt. Men vad händer om vi tar det ett steg längre, med hjälp av Alternative Reality-teknik? AR eller Augmented Reality kan vara en annan användbar visualiseringsmetod, men vilka konsekvenser kommer det med, speciellt för de icke-professionella användarna? Om vi inte tänker på vilka konsekvenser det kan ha, på samma
APA, Harvard, Vancouver, ISO, and other styles
9

Frick, Urszula. "An Immersive Experience : Communicating the Past using AR/VR at Gamla Uppsala and Uppåkra Archaeological Centre." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106903.

Full text
Abstract:
In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is b
APA, Harvard, Vancouver, ISO, and other styles
10

Dudczig, Manuel. "Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36943.

Full text
Abstract:
Der Beitrag gibt einerseits eine Übersicht über die Möglichkeiten von virtuellen Produktdarstellungen durch Virtual Reality (VR), Augmented Reality (AR) und 360° Medien und vergleicht diese hinsichtlich geeigneter Kriterien um eine gezielte Kommunikation zu erreichen. [... aus der Einleitung]
APA, Harvard, Vancouver, ISO, and other styles
11

Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.

Full text
Abstract:
With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive po
APA, Harvard, Vancouver, ISO, and other styles
12

Redfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.

Full text
Abstract:
As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research em
APA, Harvard, Vancouver, ISO, and other styles
13

Norberg, Amanda, and Elliot Rask. "3D visualisation of breast reconstruction using Microsoft HoloLens." Thesis, Uppsala universitet, Signaler och System, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-367277.

Full text
Abstract:
The purpose of the project is to create a Mixed Reality (MR) application for the 3D visualisation of the result of a breast reconstruction surgery. The application is to be used before surgery to facilitate communication between patient an surgeon about the expected result. To this purpose Microsoft HoloLens is used, which is a pair of Mixed Reality (MR) glasses developed and manufactured by Microsoft that has a self-contained, holographic rendering computer. For the development of the MR application on the Hololens, MixedRealityToolkit-Unity is used which is a Unity-based toolkit available. T
APA, Harvard, Vancouver, ISO, and other styles
14

Tottmar, Anton, and Victor Berge. "AR på bryggan : Kan kollisioner undvikas med Augmented Reality." Thesis, Linnéuniversitetet, Sjöfartshögskolan (SJÖ), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-103442.

Full text
Abstract:
As the technical progress goes on new ways to improve safe navigation continues to arise. One of these technical possibilities is Augmented Reality (AR) which has already proved its value within the car and flight industry. The purpose of this content analysis was to investigate accidents where human error, the so-called human factor, is behind the accident. This has been done by investigating the underlying factors for collision in over 800 accidents and then categorizing these to get a clearer picture of what leads up to the collision. After analyzing the reports relevant to the study from a
APA, Harvard, Vancouver, ISO, and other styles
15

Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

Full text
Abstract:
This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real
APA, Harvard, Vancouver, ISO, and other styles
16

DEL, GIUDICE MATTEO. "Smart data management with BIM for Architectural Heritage." Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2652020.

Full text
Abstract:
In the last years smart buildings topic has received much attention as well as Building Information Modelling (BIM) and interoperability as independent fields. Linking these topics is an essential research target to help designers and stakeholders to run processes more efficiently. Working on a smart building requires the use of Innovation and Communication Technology (ICT) to optimize design, construction and management. In these terms, several technologies such as sensors for remote monitoring and control, building equipment, management software, etc. are available in the market. As BIM pr
APA, Harvard, Vancouver, ISO, and other styles
17

Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

Full text
Abstract:
In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer
APA, Harvard, Vancouver, ISO, and other styles
18

Raska, Krystof, and Tobias Richter. "Influence of Augmented Reality on Purchase Intention : The IKEA Case." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36421.

Full text
Abstract:
Augmented reality (AR) allows the enrichment of the physical world by adding virtual computer-generated digital information in real time to it (Furht, 2014). This provides marketers with previously unimagined options for reaching out and engaging with customers. Having the power to put the (virtual) products in the hand of customers, creates interesting opportunities for the users to engage with a brand, service or product (Yaoyuneyong et al., 2016). Although the AR market is expected to grow exponentially by the year 2020 (Digi-Capital, 2016) and several companies already tried to expand thei
APA, Harvard, Vancouver, ISO, and other styles
19

Dammann, Maximilian Peter, Wolfgang Steger, and Ralph Stelzer. "Automatisierung des Datenaufbereitungsprozesses für AR/VR-Anwendungen im Engineering." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75935.

Full text
Abstract:
Die Produktvisualisierung in AR/VR-Anwendungen erfordert einen weitgehend manuellen Prozess der Datenaufbereitung. Bisherige Veröffentlichungen konzentrieren sich auf die fehlerfreie Triangulation oder Transformation von Produktstrukturdaten und Anzeigeattributen für AR/VR-Anwendungen. Diese Arbeit konzentriert sich auf die Aufbereitung der benötigten Geometriedaten. In diesem Zusammenhang kann durch Automatisierung eine deutliche Aufwandsreduzierung erreicht werden. Die Schritte der Geometrieaufbereitung werden identifiziert und auf ihr Automatisierungspotenzial hin untersucht. Darüber hinau
APA, Harvard, Vancouver, ISO, and other styles
20

Orell, Nicolina. "Informing high school students about smart industry using a gamified AR-experience." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23984.

Full text
Abstract:
The purpose of this thesis is to investigate how secondary high school students can be informed about smart industry using Augmented Reality (AR) and gamification together with a physical component. This thesis is a collaboration between Cybercom and the project Smarta Fabriker (Smart Factories). The intended outcome of this project is as an AR solution part of the project Smarta Fabriker. To gather inspiration about student interests to act as a base for the design of the physical component included in this project, interviews were conducted. Six concepts for physical components were proposed
APA, Harvard, Vancouver, ISO, and other styles
21

Rother, Carsten. "Multi-View Reconstruction and Camera Recovery using a Real or Virtual Reference Plane." Doctoral thesis, KTH, Numerical Analysis and Computer Science, NADA, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3463.

Full text
Abstract:
<p>Reconstructing a 3-dimensional scene from a set of2-dimensional images is a fundamental problem in computervision. A system capable of performing this task can be used inmany applications in robotics, architecture, archaeology,biometrics, human computer interaction and the movie andentertainment industry.</p><p>Most existing reconstruction approaches exploit one sourceof information to tackle the problem. This is the motion of thecamera, the 2D images are taken from different viewpoints. Weexploit an additional information source, the reference plane,which makes it possible to reconstruct d
APA, Harvard, Vancouver, ISO, and other styles
22

Braun, David. "Astral Logistics." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1556535587536971.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Pérez, Mejías Carlos. "Design of a telepresence interfacefor direct teleoperation of robots : The synergy between Virtual Reality and FreeLook Control." Thesis, KTH, Datorseende och robotik, CVAP, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-187750.

Full text
Abstract:
In direct teleoperation the interface is vital to control a robot. Often it is reduced to a simple controller and the feedback provided by a camera stream in a monitor which leads to poor results. A telepresence system combined with a Free Look Control is proposed to increase the result in terms of situational awareness, usability and comfort. The telepresence system provides the sense of depth to the operatorin several manners. Free Look Control replaces Tank Control as control mode, in which the robot can be driven in any direction and the operator takes the control of the camera. A synergy
APA, Harvard, Vancouver, ISO, and other styles
24

Penzel, Markus. "Multikamerabasiertes Verfahren zur Fokusebenenbestimmung für eine AR-Datenbrille mit adaptiver Optik." TU Bergakademie Freiberg, 2018. https://tubaf.qucosa.de/id/qucosa%3A34156.

Full text
Abstract:
Logistikmitarbeiter können mit Augmented-Reality-Datenbrillen ausgerüstet werden, um relevante Daten in ihr Sichtfeld einblenden zu lassen. Mithilfe moderner Datenbrillen können Visualisierungen dabei aufgrund der Brennweitendifferenz zwischen dem menschlichen Auge und der Datenbrillenoptik meist nur auf definierte Entfernungen scharf dargestellt werden. Ein Angleich der Brennweite der Optik an die Brennweite des Auges ermöglicht eine scharfe Darstellung der Inhalte innerhalb des Griffbereiches des Mitarbeiters. Zur Realisierung dieses Ansatzes wird in dieser Arbeit ein multikamerabasiertes Ve
APA, Harvard, Vancouver, ISO, and other styles
25

Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.

Full text
Abstract:
This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those
APA, Harvard, Vancouver, ISO, and other styles
26

Vondráček, Martin. "Bezpečnostní analýza virtuální reality a její dopady." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399192.

Full text
Abstract:
Virtuální realita je v současné době využívána nejen pro zábavu, ale i pro práci a sociální interakci, kde má soukromí a důvěrnost informací vysokou prioritu. Avšak bohužel, bezpečnostní opatření uplatňovaná dodavateli softwaru často nejsou dostačující. Tato práce přináší rozsáhlou bezpečnostní analýzu populární aplikace Bigscreen pro virtuální realitu, která má více než 500 000 uživatelů. Byly využity techniky analýzy síťového provozu, penetračního testování, reverzního inženýrství a dokonce i metody pro application crippling. Výzkum vedl k odhalení kritických zranitelností, které přímo naruš
APA, Harvard, Vancouver, ISO, and other styles
27

Patel, Sharmila, and Aron Sritharan. "Digitalisering av instruktioner för maskinoperatörer." Thesis, KTH, Hållbar produktionsutveckling (ML), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277763.

Full text
Abstract:
Detta examensarbete genomfördes hos ett tillverkande företag utanför Stockholm. Företagets produktion består delvis av egenbyggda maskiner. Lämpliga instruktioner för underhåll, riggning samt felsökning fanns inte tillgängliga för dessa maskiner. En av de mest kritiska avdelningarna hos företaget kallas för klipp- och rullavdelningen. För tillfället finns endast en operatör i avdelningen som känner till samtliga maskiners funktioner. Denna operatör innehar så kallad tyst kunskap. Målet med detta examensarbete har varit att dokumentera tyst kunskap genom digitalisering av instruktioner. Efter a
APA, Harvard, Vancouver, ISO, and other styles
28

Costa, Tiago João Neto. "Aplicação de metodologias BIM/VR no betão pré-fabricado." Master's thesis, 2020. http://hdl.handle.net/1822/69789.

Full text
Abstract:
Dissertação de mestrado integrado em Engenharia Civil<br>A história da construção começa por relatar um tempo em que tudo era construído num processo de tentativa/erro pelos master builders, que se baseavam no conhecimento antigo. O projeto e a edificação surgiam de acordo com as necessidades que se iam figurando. Só mais tarde surge a Arquitetura com o Renascimento e a Engenharia muito perto da Revolução Industrial, como um dos maiores catalisadores no aparecimento de novos materiais e sistemas tecnológicos. A partir desse período, pouco se alterou até á introdução dos computadores como ferra
APA, Harvard, Vancouver, ISO, and other styles
29

Mishra, A., A. Shukla, Nripendra P. Rana, and Y. K. Dwivedi. "From ‘touch’ to a ‘multisensory’ experience: The impact of technology interface and product type on consumer responses." 2020. http://hdl.handle.net/10454/18169.

Full text
Abstract:
Yes<br>Online retailers are increasingly using augmented reality (AR) and virtual reality (VR) technologies to solve mental and physical intangibility issues in a product evaluation. Moreover, the technologies are easily available and accessible to consumers via their smartphones. The authors conducted three experiments to examine consumer responses to technology interfaces (AR/VR and mobile apps) for hedonic and utilitarian products. The results show that AR is easier to use (vs. app), and users find AR more responsive when buying a hedonic (vs. utilitarian) product. Touch interface users are
APA, Harvard, Vancouver, ISO, and other styles
30

Laera, Francesco. "Augmented Reality for Sailing Navigation. Design and Evaluation of Novel User Interfaces." Doctoral thesis, 2022. http://hdl.handle.net/11589/235619.

Full text
Abstract:
Questa tesi affronta il tema dell'applicazione della Realtà Aumentata (AR) alla navigazione nautica, in particolare la progettazione e la validazione di un'interfaccia AR per la visualizzazione di informazioni di navigazione specifiche per la navigazione a vela. Attualmente gli utenti, durante la navigazione, utilizzano piccoli display per la visualizzazione delle informazioni di navigazione, fissi sull'imbarcazione. Questo modo di visualizzare le informazioni fa distrarre l'utente dalla scena di navigazione, che è costretto a cambiare costantemente l'attenzione tra la lettura delle informazio
APA, Harvard, Vancouver, ISO, and other styles
31

(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

Find full text
Abstract:
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment
APA, Harvard, Vancouver, ISO, and other styles
32

Nevanti, Kirsi. "In Real Life (Or Elsewhere) : om kreativa processer och parallella verkligheter i dokumentärfilm." Doctoral thesis, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-262.

Full text
Abstract:
Reality isn’t what it appears to be. Contexts are not always clear and visible. People don’t always say what they really mean. And they don’t always mean what they say. When life is your stage manager, anything can happen. I often say, life is hard, my head is harder. Making documentaries is not for the faint-hearted.This PhD project explores creative processes and parallel realities in documentary film, and discusses and conceptualizes the artistic practice of documentary filmmaking. The project consists in part of artistic works and essays that are critical reflections on the creative proces
APA, Harvard, Vancouver, ISO, and other styles
33

Ribezzo, Giuseppe. "Video Streaming Systems in Immersive mode." Doctoral thesis, 2021. http://hdl.handle.net/11589/226500.

Full text
Abstract:
Nell'ultimo decennio, siamo stati testimoni dell'esplosione dei servizi di media delivery su Internet, con la crescita esponenziale di popolari società di video streaming come YouTube e Netflix. In questo contesto tecnologico, le applicazioni di Realtà Virtuale e Aumentata stanno diventando sempre più popolari grazie ai miglioramenti e alla penetrazione di economici Head Mounted Displays (HMDs). Pertanto, la capacità di trasmettere video immersivi, o contenuti Omnidirectional Video (OV), è una tecnologia abilitante chiave per diverse applicazioni emergenti come il cinema immersivo, i social-me
APA, Harvard, Vancouver, ISO, and other styles
34

Wang, Dian. "AR kart: towards an adaptable solution for virtual elements and real world interaction in mobileapplications." Master's thesis, 2019. http://hdl.handle.net/10400.8/4117.

Full text
Abstract:
Mobile devices entered its booming era in augmented reality with the launch of Apple’s ARKit (September, 2017) and Google’s ARCore (Preview in August, 2017). Both frameworks provide developers with solution, which doesn’t need external devices for AR experience. Common mobile devices are able to deliver AR effects with built-in back and/or front facing camera. For this master project report, the possibility of creating an interactive AR experience will be discussed. Approaches including successes and failures will be examined and the elected solution will be presented. The first step wi
APA, Harvard, Vancouver, ISO, and other styles
35

TSAI, CHENG-YU, and 蔡承育. "A Study of Influences of Senses of Virtual Community of Augmented Reality (AR) Games on Motivation and Stickness: Taking Examples of Ingress and Pokemon Go Players." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7u2shu.

Full text
Abstract:
碩士<br>明志科技大學<br>經營管理系碩士班<br>105<br>This study contains the augmented reality (AR) game, the AR game is different from online game, it join real world map in game then make unprecedented trend, and popular game must be Pokemon Go and Ingress in these years, they both have Innovative, not only attract a multitude of player but also create economy growth of the tourism industry. However the trend will be eventually fade, if game want to sustainable operation, it must discover player's motivation. As a result, in this study is from the motivation side to discuss player's sense of community and sti
APA, Harvard, Vancouver, ISO, and other styles
36

Tefera, Yonas Teodros. "Perception-driven approaches to real-time remote immersive visualization." Doctoral thesis, 2022. http://hdl.handle.net/11562/1070226.

Full text
Abstract:
In remote immersive visualization systems, real-time 3D perception through RGB-D cameras, combined with modern Virtual Reality (VR) interfaces, enhances the user’s sense of presence in a remote scene through 3D reconstruction rendered in a remote immersive visualization system. Particularly, in situations when there is a need to visualize, explore and perform tasks in inaccessible environments, too hazardous or distant. However, a remote visualization system requires the entire pipeline from 3D data acquisition to VR rendering satisfies the speed, throughput, and high visual realism. Mainly wh
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!