Dissertations / Theses on the topic 'Virtual Reality (VR) technology'
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Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.
Full textWisén, André. "Integrating IFC Models and Virtual Reality for Indoor Lighting Design." Thesis, KTH, Fastigheter och byggande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254834.
Full textTidigare forskning har studerat hur simuleringsverktyg (Building Performance Simulations,BPS) kan användas med byggnadsinformationsmodellering (Building Information Modeling,BIM).Simuleringsverktyg kan dels användas för att visualisera design och användas somdesignutvärdering. Virtual Reality (VR), eller virtuell verklighet, kan användas som ettsimuleringsverktyg för design av inomhusbelysning. Problemet är att tidigare forskning harproblem med datakompatibilitet, d.v.s. integrationen av VR med BIM. Många studier föreslåratt filformatet IFC används för att lösa detta problem.Syftet med denna studie är att undersöka hur man ökar datakompatibiliteten genom attanvända ett IFC. Ett prototypsystem kommer att utvecklas för att testa detta. Forskningsfråganhandlar om huruvida öppna BIM-format kan förbättra kvaliteten på designlösningarna.Studien ska även försöka svara på hur VR kan integreras med BIM och hur VR kan användasför inomhusbelysningsdesign.Resultatet av detta arbete är en del av ett prototypsystem kallat FooBar. FooBar visar hur VRkan integreras med BIM. Filformatet IFC användes emellertid inte under heladesignprocessen. Istället används IFC endast i början och slutet av processen. Det andraresultatet är att denna studie visar hur VR kan användas som ett alternativ till andrasimuleringsverktyg. Med FooBar kan användare flytta, rotera och skala om ljus ibyggnadsmodellen. Dessa ändringar uppdateras sedan i den ursprungliga BIM-modellen.Det betyder att VR kan användas för att förbättra kvaliteten på designlösningarna. FooBar kanmed andra ord bidra till att underlätta multidisciplinära designprocesser. Användare kan självakliva in i den virtuella miljön (i VR) och se olika designalternativ framför sig. Således kanolika designalternativ enkelt göras i VR. Med ett system som FooBar kan användarna enkeltdefiniera, föreslå och analysera olika designidéer för att nå de designmål som finns i projektet.
Chernykh, O. P., O. S. Sentischeva, and Cantac Somuncu. "Using interactive information technology for attraction of foreign students to learning." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/45809.
Full textHugoson, Hampus. "VR för ett bättre samhälle : Hur VR-teknik kan användas för att skapa bättre förutsättningar för personer med funktionsnedsättningar." Thesis, Luleå tekniska universitet, Institutionen för samhällsbyggnad och naturresurser, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63777.
Full textZaiets, Myroslava. "Factors influencing the mass adoption of VR video platforms." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-291455.
Full textTrots ett stort antal studier som visar upp möjligheterna för bred implikation av virtual reality (VR) över flertalet branschdomäner, inklusive media, har denna teknik ännu inte fått ett brett genomslag, i stor utsträckning, på grund av flaskhalsar som hindrar den från att bli "mainstream". Ett antal mediehus, videoproduktionsföretag och till och med utvecklare av VR-utrustning (som The New York Times, Disney samt Oculus) investerade i skapandet av VR-videoplattformar och appar med 360-graders filmer och VR-filmer. Allmänhetens acceptans har gått långsammare än många har förväntat sig. Denna uppsats utforskar ekosystemet för plattformar som leverar VR-video och identifierar de faktorer som påverkar deras utveckling och antagande baserat på insikter från tidigare forskning om teknikacceptationsmodeller (TAM) för virtual reality och intervjuer med tio VR-proffs: utvecklare, innehållsleverantörer, och representanter för VR-videoplattformar. Denna kvalitativa studie avslöjar att VR-hårdvarudesign och prestanda (frihetsgrader, renderad videokvalitet, rörlighet, interaktion med VR-innehåll, "cybersickness"), priset på VR-headset (som monofunktionella enheter), begränsade socialiseringsfunktioner i virtuell miljö, bristen av tilltalande VR-innehåll och problem med dess produktion är några av de viktigaste komponenterna som hindrar intresset för virtual reality och VR-videoplattformar att nå en stor publik. Dessa avgörande faktorer kan därefter påverka VR-användarnas upplevda njutning, användbarhet och användarvänlighet, vilket är väsentligt för spridningen av ny teknik. Uppsatsen presenterar diskussionen om flaskhalsar och potentiella tillväxtpunkter som kan bli drivkrafter för vidareutveckling av plattformar som erbjuder VR-video och deras antagande av en bredare allmänhet.
Lu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.
Full textOlsson, Patrik. "Virtuell verklighet för förmedling av ett företags produkter : En undersökning av kunders beslutsprocess i valet av köksmoduler gjord ur ett lärandeperspektiv." Thesis, KTH, Skolan för teknikvetenskaplig kommunikation och lärande (ECE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-205573.
Full textThis work aims to investigate customers’ decision-making in a virtual reality application where customers can evaluate a company’s products. In recent years VR-technology has come so far that ordinary people can experience it. Thus, virtual reality is relatively new in a context targeting the masses. It is therefore of great interest to investigate how a company can use such an application to communicate their products and how the application can be designed to facilitate the decision-making. This work examined the factors that influenced costumers’ decision-making by looking at the customer’s interaction with the virtual environment from a learning perspective. To do this, a case-study was examined where the kitchen refurbishment company Modexa wanted to convey their products in a VR-application to their customers. Within the overall approach of action research, methods were used for data gathering such as focus groups, audio recording and semi-structured interviews. A steering group and a test group of Modexa-employees were used in the collection of data. In three iterations data was collected to continuously change the VR-application prototype that was tested on the participants. A result of this work was that more studies are needed in this area. The hardware that was used resulted in some limitations that could have been avoided by using another hardware. The compromises that must be made cause of these limitations are discussed as well as future applications based on this research.
Mishra, Sankalp. "Use Of Virtual Reality Technology In Medical Training And Patient Rehabilitation." Wright State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=wright1559144258671291.
Full textÖstergaard, Nellie. "Creating a VR experience for stressful preschool teachers." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23961.
Full textKläboe, Niklas, and Natalie Schreiber. "Virtual Reality som visualiseringsverktyg för ljusdesign." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-45540.
Full textLindhoff, Mattias. "Är tiden inne för virtual reality i hemmet? - En experimentell studie av virtual reality med 3D och head tracking." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20372.
Full textThrough the years, interest in and focus on entertainment in three dimensional form (3D) has gone in waves. Today, most cinemas have support for showing 3D-movies. In addition to this interest, an increasing amount of technology for 3D at home has become available in recent years. A number of different new, more immersive and intuitive input devices with elements of virtual reality for home use, have also been introduced. The companies Sony, Nintendo and Microsoft have all launched various types of such advanced input technology for their game consoles. These techniques contribute in various ways to more immersive entertain-ment. In the way many of these technical solutions are used today, they are still limited by the requirement of standing and looking in a specific direction. The report reflects an experimental study that aims to explore the feasibility of using commercially obtainable material to create immersive virtual reality for home entertainment, which is portable and wearable. Initially it explains the basics of human depth perception, and how different 3D displays work. Hereafter, we will look at virtual reality and the im-portance of a high level of immersion in this context. In regards to virtual reality however, the starting point will be of a more theoretical nature, to give an idea of in which direction the development is heading. This part thereby goes further than what the experiment covers, because of this theory not yet beeing fully applied in practice. The hypothesis for the experiment is that the technology "head tracking", in the form of a head-mounted motion-sensor that detects the orientation of the head, in part, may be a solution to the problem of immersion – as the user isn’t dependant on a specific location.Finally an analysis of both theory and experiment is made in which it is concluded that VRD might be a promissing future technology. The hypothesis is partially confirmed and the report culminates in a final reflection where it is found that technology for creating a higher level of immersion and VR at home is available – even though some additional work with data handling would be required.
Vulgari, Sofia Kiriaki. "Hand Gesture based Telemedicine enabled by Mobile VR." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88810.
Full textArdal, Dui. "A Collaborative Previsualization Tool for Filmmaking in Virtual Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262722.
Full textPrevisualisering är en process inom filmskapande där filmskapare visuellt kan planera specifika scener med kamerafunktioner, belysning, karaktärsrörelser, etc. I denna uppsats utvärderas en prototyp för previsualisering i virtual reality för samarbete där flera filmskapare kan vara närvarande i en virtuell miljö för att dela ett kreativt arbete i realtid. Kostnaderna för datorgrafikbaserade effekter är betydande inom filmproduktion. I och med previsualisering kan dessa scener planeras i detalj för att minska mängden arbete som påverkar den senare produktionsfasen. Genom att utföra en studie med 20 filmskapare visar resultaten att användningen av virtual reality för distribuerade previsualiseringsprocesser för samarbete är användbart för verkliga scenarion. Dessa resultat ger insikter om hur man bäst utformar virtual reality-applikationer som kan användas för distribuerat arbete och lyfter fram fallgropar inom vissa designval.
Tall, Fredrik. "VR Performance for mobile devices : Optimization vs. visual shift against realism." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64168.
Full textDenna rapport kommer att gå igenom prestanda och begränsningar av VR på mobila enheter för att uppnå realism. Det kommer att börja med en teoretisk del som enheten och VR-headsetet, och sedan en praktisk del där prestanda testas för att hitta relevanta kostnader för pixlar ändras i en redan skapad inomhus kontorsmiljö. Det ultimata målet för VR är Holodeck i Star Trek men utan behov av Starship Enterprise som en stor dator. Använda solglasögon och datorn har alla redan har i fickan, smartmobilen. Tekniken i smartmobiler rör sig fort, komponenter blir mindre och kraftfullare varje år. Det är inte ovanligt att de dubblar sin kapacitet från föregående års modell. I denna avhandling diskuteras begränsningarna av realistisk VR-grafik och deras kostnader för prestationsbegränsade enheter som finns i smartmobiler. Resultaten visar visuell effekt kontra prestanda i en kontorsmiljö skapad för Unity, den kommer att täcka... Vilka optimeringar i VR skapar mer autentiska pixlar, jämfört med deras kostnad i FPS när du måste ta hänsyn till en mycket mer limiterad prestationsbudget? Vilka parametrar är viktiga att arbeta med för att komma närmare en trovärdig rekreation av en verklig världsmiljö jämfört med kostnaden i FPS.
Lindh, David. "The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170079.
Full textHOLMQVIST, MARTIN. "Virtual Reality som ett integreratverktyg inom Produktutveckling." Thesis, KTH, Produktinnovationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-233851.
Full textPettersson, Linda. "Användningav VR vid stressreducerande träning : En fallstudie." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-37967.
Full textMed Virtual Reality (VR) kan utbildning möjliggöras för personer som arbetar med riskfyllda situationer eller i farliga miljöer och som annars är svåra eller omöjliga att återskapa. Problemet är att användandet av VR för närvarande endast verkar ha studerats i samband med träning av riskfyllda situationer inom de fysiska arbetsmomenten. I och med att hot och våld på många arbetsplatser ökar behöver personal även tränas för att kunna hantera och bemöta hotfulla och våldsamma situationer. Syftet med studien är att utvärdera användningen av VR i samband med träning av att hantera hot och våld på arbetsplatsen genom stressreducerande bemötande, för att belysa vilka faktorer som är viktiga för användarna. Utifrån Technology Acceptance Model används kunskapen om användbarhet och användarvänlighet för att undersöka vilka faktorer som är viktiga. Genom att göra en fallstudie fångades användarnas upplevelser genom observationer, inspelning och intervjuer. Resultatet visade att individuella skillnader vad gäller vanan av att använda tekniken påverkar uppfattningen av uppfattad användarvänlighet. För systemegenskaperna var det faktorer som rör kommunikation, interaktion, realism, scenario och individuella inställningar som var viktigast för den upplevda användbarheten. Då träningssimulatorn fortfarande var under utveckling kunde studien endast ge en indikation om det sociala inflytandets påverkan samt vad för underlättande förhållanden som skulle behövas. Slutsatsen är att kommunikation är den viktigaste faktorn för den upplevda användbarheten samt att utbildning och erfarenhet av att använda VR är viktigast för den upplevda användarvänligheten för stressreducerande träning med VR.
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.
Full textSundblad, Graziella. "Virtual Reality and its Impact on Programming Learning Process - Designing VR-based Programming Learning Practices." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22396.
Full textPereswetoff-Morath, Alexander. "THE OCULUS RIFT’S EFFECTS ON IMMERSION SURROUNDINGMORAL CHOICE : A study of modern VR technology and itseffects on a user’s spatial immersion in avirtual environment." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10013.
Full textGeorgiadis, Abraham. "VR Gaming - Hands On : The use and effects of bare hand gestures as an interaction method in multiplayer Virtual Reality Games." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-66863.
Full textFriberg, Andreas, and Rasmus Johansson. "VR-teknik i en ombyggnadsprocess." Thesis, Linnéuniversitetet, Institutionen för byggteknik (BY), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-67354.
Full textSaade, Antony. "VR som arkitektoniskt kommunikationsverktyg : Realtidsvisualisering i designprocessen." Thesis, Luleå tekniska universitet, Arkitektur och vatten, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68423.
Full textHow people perceive space is a complex thing. People base the perceived space on professional expertise, experiences and what visual communication tools the room is presented with. The purpose of the study is to investigate the visual communication between architects and clients; how architects and clients perceive spatial characteristics and how the perception differs and whether communication between them can be made easier using real-time visualization (VR). In addition, the study investigates how such communication could go and how detailed a VR model needs to be. The game engine Unity and VR-platform HTC Vive are used to produce interactive VR models and investigate how these can be used as a visual communication tool between architects and clients to improve the communication between them. The literature shows a clear gap in the communication between architects and clients where information is lost. Using real-time visualization, the communication can be eased, and an increased understanding of space and scale achieved. In the study, three VR models are tested with three various levels of detail on respondents, three architects and two customers. After the test, the respondents are interviewed about their experiences and space perception of the different models. The interviews show that the difference in space perception between architect and client can be overcome using VR that can show architecture and allow everyone to understand spatiality on their own terms. The investigation shows that VR as a visual communication tool is useful. Not only as barrier-breaking between architects and clients, but also as an integral part of the iterative design process.
Karlsson, Fredrik, and Marcus Lundberg. "Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35373.
Full textVirtual reality (VR) is becoming more commonly used by people in areas like educationand entertainment. However, for VR to be a serious platform for creating education andentertainment services, the sense of immersion is an important part of the userexperience. Today there are several methods to interact with VR, but they often lack thefeeling of being natural and realistic. Hand interaction is seen as a natural way for peopleto interact with VR and has potential to create immersion. However, even though handinteraction is seen to be a natural way of interacting with VR there’s no guidelinesavailable to facilitate the design of VR-services with hand interaction. To study how handinteraction can be designed to support immersion in VR, we’ve asked the question:“How can hand interaction be designed for virtual reality to support immersion?”Through our study, we have identified aspects that are important for hand interaction tobe able to support immersion. The question has been studied through a design orientedapproach with qualitative data gathering methods such as participant test, interviews andobservations. The test participants were recruited based on their previous experience ofVR and games. The study contributes with knowledge regarding what is important for
Marklund, Sanna. "Perception of Characters in VR: How a character’s height affects the perception of that character." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209688.
Full textVirtuell verklighet (VR) vinner mer intresse eftersom tekniken utvecklas. Dagens headsets möjliggör för användare att kontrollera den virtuella miljön (VE) genom att röra sig runt i den fysiska miljön. Denna interaktionsmetod betyder oftast att användare har sin egen längd i en VE. Just att de har sin egen längd är intressant eftersom tidigare studier visar att längd påverkar hur vi uppfattar andra människor. För det första uppfattas en lång person som starkare, mer dominerande och mer intelligent än en kort person. För det andra uppfattas en kortare kvinna som mer omhändertagande än en längre kvinna. Syftet med den här studien var att undersöka ifall dessa egenskaper kopplade till längd fortfarande råder i VR. Resultatet indikerar att perception av dominans och styrka fortfarande gäller i VR, medan perception av intelligens och omhändertagande inte gäller. Detta betyder att en starkare, eller mer dominant, karaktär kan uppnås bara genom att göra den karaktären längre, och vice versa. Följaktligen har producenter av VR-innehåll en klarare uppgift när de skapar innehåll - de kan ändra karaktärens höjd när man visar en karaktär som antingen stark eller svag och dominant eller undergiven.
Karlsson, Johan, Isak Glindrönn, and Selhan Bajra. "Volvo Säkerhetsträning : Volvo VR-träning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21934.
Full textIn this bachelor thesis, we investigate how, with the help of virtual reality (VR), we can create a factory environment and experience that increases the safety thinking for new employees at Volvo in Olofström. The survey is based on our collaboration with Volvo and their own factory, which is in focus where they have wanted a safety training in VR for their new employees and pedestrians in the factory. With the help of the design perspective digital didactic design, we have been able to put the focus on learning in practice, to plan and create activities for someone so that the user in question can acquire new knowledge. The question in this study is "How to create a factory environment within VR that promotes learning." With the help of the methods we chose for the design process, we were able to design a factory that simulates theirs and also promote learning for safety thinking, which was an important part to gain insight into. The result of our research is that we have created a prototype with the help of the game engine Unity through this process that takes the user through a lively and hectic factory environment that reflects what we ourselves have experienced through our observations when we visited Volvo in Olofström. Through our research in VR security, we have raised our understanding of what opportunities VR has in learning and to convey information. The important points for us were to increase the security thinking of the user by placing them in scenarios where they really get to experience what it really is like to be in a lively factory and what is expected of them Keywords: Virtual reality (VR), safety training, factory environment, Volvo
Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.
Full textRoss, Henry Arnett. "HEALTH INFOR[M-ED]| Black College Females Discuss a Virtual Reality (VR) Platform for Sexual Health Education & Training." Thesis, University of South Florida, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1598409.
Full textBackground: College settings are likely environments for Black women to contract STIs (including HIV) or experience unintentional/unwanted pregnancies. Effective prevention strategies for this population include dialogue and activities that focus on gender, maturity, cultural barriers, personal strength, and information needs. However, technological advancements (including virtual reality) and innovation are limited in prevention efforts.
Methods: Four 90-minute focus group sessions were conducted in a convenience sample of Black college females (ages 18 years or older) and a research-intensive public institution in the southeast. A series of surveys were distributed during each audio-recorded focus group session. A mixed-method approach to data analysis was based on applications of the Health Belief Model constructs to three principal research questions: (1) Q1: How do Black college females perceive the importance of sexual risk topics? (2) What are the experiences and attitudes of Black college females regarding the use of VR for education and training versus video game entertainment (i.e. “gaming)? and (3) Among Black college females, what sexual risk topics are considered most relevant to a VR education and training platform?
Results: Each of four study cohorts enrolled between 2-6 participants each (n=15). Participant ages ranged from 18-48 (x¯=28.6, σ=9.2) years within age groups of 18–24 years (60%, n=9), 25–34 years (26.7%, n=4), and 35 years or above (13.3%, n=2). The majority of participants (86.7%, n=13) were enrolled as full-time students, and resided in various off-campus locations (73.3%; n=11). Assessments of sexual risk topic importance were reported based on aggregated Survey 1 Lickert scale values. The majority of participants equally viewed the topics of HIV and STI status as important, mostly important, or very important. Other notable concerns include sex with drug/alcohol use, risk of intimate partner violence, and sexual communication (e.g. partners and peers. Despite the lack of formal virtual reality knowledge, the majority of participants reported experience with VF technology via “gaming” (e.g. SIMS). They also concluded that a virtual reality platform for sexual health education and training should involve comprehensive approaches to HIV/STI and unintentional pregnancy via use of barrier methods, including birth control, as well as facilitation of sexual communication.
Discussion: This research represents a unique approach to the identification of sexual health risk importance for HIV/STI transmission, as well as unintentional pregnancy, in Black college females. Although a successful demonstration of feasibility, this research is formative in nature—results should be interpreted as preliminary. However, methods and concepts presented in this thesis hold the potential for scientific contribution in prevention research, clinical practice, and other fields of study.
Almgren, Rikard, and Amin Harirchian. "Viability of Virtual Reality techniques in identifying environmental stressors on female employees in an IT workplace." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20611.
Full textThe Information Technology field of today is heavily male-dominated despite work to introduce more women to the field and work to retain these female employees [2, 3, 5]. This research shows how Virtual Reality (VR) techniques can be used as a tool to identify one of the factors that could be the cause of women leaving, namely the physical environmental stressors that affect female employees who work in IT industries. The goal of this study was to evaluate the viability of a VR based approach to testing real-life factors such as environmental stressors. The study also tries to introduce more information about VR based testing and observation and what advantages it may bring as well as provide information to IT-based companies on which physical environmental stressors could cause workplace dissatisfaction among their female employees. The study was done in four steps, a literature review to gather information about the situation for female employees and the current research in the field VR, a design and creation step to generate a prototype to gauge the viability of a VR based approach to identifying stressors in a workplace, a pilot study to confirm design decisions and general viability of testing and finally a case study experiment of female employees from one IT consultancy company to collect data and evaluate the VR solution as a tool for identifying and evaluating stressors on female employees. The data from the experiment was collected by recording the user interactions with the virtual environment and by questionnaires. Two questionnaires were used, one before the VR experience and one after. This was done in order to find out how the VR experience influenced the participants and whether they were able to identify various stressors. The results of the study show that all five of the evaluated environmental stressors could be identified using the VR solution and that one could potentially find ways of reducing stress experienced by female employees by applying what was learned using a solution such as this one. The solution could also potentially be further modified to be applicable to other fields than IT.
Forsberg, Erik. "Interacting with information visualizations in virtual reality : Motion tracked hand controller interaction for common filtering operations in a VR information visualization application." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210043.
Full textI och med framfarten av VR och dess olika användningsområden – där underhållning gått i bräschen på senare tid – borde vi fundera på hur vi designar interaktiva informationsvisualiseringar för VR. Är det klokt att hålla fast vid samma interaktionselement som vi känner igen från webbaserade gränssnitt? Studien utforskar denna fråga tillsammans med andra, för att utforska sätt att genomföra bekanta filtreringsoperationer som känns igen från webbmiljöer, i VR. En interaktiv informationsvisualiseringsapplikation i VR skapades för att utvärdera två webbinspirerade interaktionsmetoder som användes för att filtrera data. Tretton användare deltog i studien, där varje deltagare tog sig igenom åtta förbestämda uppgifter samt en öppen uppgift. Kvalitativ återkoppling samlades in både via think-alouds under uppgifterna samt i semistrukturerade intervjuer när testet hade avslutats. Kvantitativa data samlades in i applikationen och innehöll användningsstatistik. Resultaten visar att användandet av webbinspirerade interaktionsmetoder för att genomföra filtreringsoperationer i VR hjälpte deltagarna att förstå interaktionens funktionalitet. Genom att implementera haptisk och visuell feedback kan naturliga interaktioner efterliknas, vilket enligt studiens resultat uppfattas som hjälpsamt samtidigt som interaktionerna kändes mer naturliga. Att utforma interaktionsmetoderna för att efterlikna de som återfinns i webbgränssnitt hjälpte deltagarna att förstå filtrens funktionalitet.
Sutton, Dawn R. "A Phenomenological Study| Understanding the Experiences of Students with Emotional and Behavioral Disorder (EBD) in the Use of Virtual Reality (VR) Environments." Thesis, Wilkes University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3734045.
Full textThere is very little research about the use of virtual reality (VR) technology within special education environments, in particular Emotional and Behavioral Disorder (EBD) classrooms. The purpose of this phenomenological study was to understand the experiences of students with EBD as they use a VR learning platform as their primary learning environment. The study was focused on four participants as they told their stories about their experience with the virtual learning world of Quest Atlantis. Three main themes related to the participants’ experiences emerged: emergence of self-confidence; play and learning within a virtual learning environment; and fostering positive social interactions. Their experiences within the QA environment showed how they found learning to be a “fun” and meaningful process, which was much different from their experiences in non-virtual learning environments. For these participants, this medium helped them to begin to develop a greater sense of self-confidence, which led to more self-control and management of their lives. In addition, they had begun to learn how to increase their understanding of working in collaborative learning environments, a much-needed skill for the years to come. The benefits of this study may help educators add to their understanding of how the use of VR can help to create a positive learning environment for a group of students with EBD that tend to be in the highly restrictive learning setting.
Ross, Henry Arnett. "HEALTH INFOR[M-ED]: Black College Females Discuss a Virtual Reality (VR) Platform for Sexual Health Education and Training." Scholar Commons, 2015. http://scholarcommons.usf.edu/etd/5769.
Full textBohlin, Elin, and Linn Müller. "Designing Virtual Reality Experiences for Elderly : A qualitative study focusing on VR suppliers operating within the elder care sector." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96639.
Full textLagergren, Ebba. "En idrottsarena bortom det fysiska rummet : En studie kring besökares förväntningar av en virtuell arena inklusive avgörande nyckelfaktorer för användarens avsikt att besöka den virtuella arenan." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40655.
Full textDevelopment within digital and social media is redefining how spectators will experience sport in the future. In combination with a pandemic and a global climate crisis, it creates new demands on how sports arenas can generate visitors to their events. The aim of this study was therefore to gain an understanding of the visitor’s expectations on a virtual arena as well as to identify key factors that affect the consumer’s intention to visit a virtual arena. The study has a qualitative approach and empirical data has been collected through three structured focus groups. Unified Theory of acceptance and use of technology 2 (UTAUT 2) was used as a theoretical foundation and was extended with more elements through analysis and discussion, to better suit the current situation. The results of the study indicated that a virtual arena should contribute added value compared to a physical arena, through access to exclusive material and exclusive areas. Furthermore, it was concluded that expected opportunity for social interaction, expected improved information- and experience consumption and expected opportunity for personalized experience have an indirect impact on the visitor’s intention to use the virtual arena through hedonic motivation and performance expectancy. Effort expectancy proved to be a crucial factor which in turn is affected by accessibility, ease of use, and technical performance. Price value is shown to be a strong decisive factor. Finally, it is stated that interest in the sport is a new moderating factor with a direct impact on the user’s intention to visit the virtual arena.
Yu, Haisheng. "Training novice robot operators to complete simple industrial tasks by using a VR training program." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280857.
Full textDen här uppsatsen undersöker ett Virtual Reality-träningsprogram för industriella robot operatörer som är nybörjare. VR-träningsprogrammet är skapat i Unity för HTC Vive. Uppsatsen presenterar resultaten av en jämförande studie där nybörjare fick lära sig att använda en VR och en fysisk robot för att slutföra enkla industriella produktionsuppgifter. Resultatet inkluderar deltagarnas tid att slutföra uppgifterna, andel lyckade försök samt resultaten av ett frågeformulär som bevis på deltagarnas inlärnings effektivitet samt användartillfredsställelse. Genom en dataanalys jämfördes de effekter ett VR- träningsprogram och en konventionell metod på fysiska robotar hade på nybörjare. Studiens resultat visar att nybörjare som använder VR-träningsprogrammet visar en högre grad av användartillfredsställelse och att dem är snabbare och effektivare när dem bemästrar kunskapen som behövs för att manipulera industrirobotar, samt att tillämpa detta i verkligheten. Resultaten visar också att användningen av VR i industriell produktion förbättrar effektiviteten och är en rimlig och trovärdig metod, men som fortfarande har rum för förbättringar.
Niemand, Ponthus, and Aya Saladdin. "Management of ergonomic aspects in early design phases using virtual reality : Mapping of ergonomic aspects in early design phases, How would mordern technology like VR be used?" Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37050.
Full textVolvo Group is one of the Worlds leading manufacturer in the categories trucks, busses, construction equipment and engines for the marine and industrial applications. Volvo Group consist of many different brands 10 in total, these are: Volvo Trucks, UD Trucks, Renault Trucks, Mack Trucks, Group Trucks Asia & JVs, Volvo Construction Equipment, Volvo Bus, Volvo Penta, Volvo Financial Services and Governmental Sales. The initiative for the project came from Method and Process Development within Volvo Trucks Tuve Plant, department at Volvo Group Trucks Operations (GTO), which is the part of Volvo Group performing the actual production of the trucks. Volvo GTO is located worldwide in several different countries, which leads to different work processes. To standardize a method where the designer (component owner) together with the geometry architect can make a first ergonomics analysis of the concerned component. To make this possible, the project presented a manual on how the component owner should proceed to obtain as good and correct analysis of ergonomics as possible. This bachelor thesis makes suggestions for how VR would be helpful in the design phase as an evaluation tool during development of a new product/component or whether improvements should be made to an existing component. The thesis has focused mostly on how the designer and geometry architect can evaluate the ergonomics aspects with VR as a help, already in the design phase. The project has investigated two user cases. One of them is presented in this report. This applies to the installation of heat shield, the reason that this particular assembly was chosen is due to its poor ergonomics and accessibility. The project chose to do a RULA-analysis and PLIBEL-analysis. The RULA analysis gave a high total score, 7 out of 7, while PLIBEL was an analysis at the workplace. Both proved to be a good basis for continued work. The study shows that VR is a great tool for analysis of the ergonomics aspects in early design phase. It gives relevant results and has the potential for savings in resources and cost in product development process. To improve the results of the thesis, there have been visits on ESI-Group which has sponsored the thesis in the form of VR equipment and workshop. This gave the project members an insight into the possibilities of VR.
Bampouni, Elpida. "Predictive gaze in action selection within virtual reality." Thesis, Umeå universitet, Institutionen för psykologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172228.
Full textDen mänskliga blicken är avgörande för planering och kontroll av rörelse. Blicken riktas vanligtvis mot visuella mål före interaktion med dessa. Denna proaktiva blick (eng. ’proactive gaze’; PEG) har observerats i många olika slags fysiska situationer. Dock har inte PEG undersökts i virtual reality (VR). Identifiering av PEG i VR skulle kunna vara användbart för applikationer med digital mänsklig modellering och människo-robotinteraktioner. I denna studie instruerade vi 10 försöksdeltagare att utföra en s.k. pick-and-place-uppgift (PAP) i en VR-miljö medan vi registrerade deltagarnas blick. Våra resultat indikerar att PEG också förekommer i VR. Vidare leder handlingen att direkt sträcka sig efter objektet till ett annorlunda blickbeteende jämfört med att först förflytta sig innan man sträcker sig efter PAP-objektet. Vid förflyttning innan man sträcker sig efter objektet fästs blicken på ytterligare områden såsom golvet och bordet som objektet placerats på.
Peracchio, Anthony Stephen. "Training with Virtual Reality: The Role of Self-Efficacy and Perceived Spatial Ability." Xavier University Psychology / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=xupsy1593428888934927.
Full textNilsson, Max. "VR som verktyg i kommunal fysisk planering av offentliga platser." Thesis, Blekinge Tekniska Högskola, Institutionen för fysisk planering, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16382.
Full textThe process of digitalizing our society is in full swing and the Swedish government has set its sight on Sweden being the spearhead of development and innovation in the field. There is great demand for digital solutions among Swedish citizens and most branches of industry are making investments to answer it. What this means for spatial planning is, among other things, that new technical solutions should be explored to keep up with citizens demands regarding participatory planning today and in the future. The purpose of this thesis has been to explore virtual reality technology’s potential and application in municipalities spatial planning. With point of departure in Jan Gehl’s “12 quality criteria for public space” a case study was performed on Nättraby center in Karlskrona municipality. This was followed by a plan proposal constructed in 3D with a documented design process and work methodology for working with VR in spatial planning. Gehl’s method was then applied in the virtual environment where officials from Karlskrona municipality evaluated the plan proposal. The purpose of the method for analyzing public space was to highlight the strengths and weaknesses of the technology to create a discussion with officials from Karlskrona municipality, through an interview, about where VR is best used and how spatial planning proposals should be visualized to fulfill the municipality’s intent with using the technology. The results showed that the analysis method “12 quality criteria for public space” proved to be applicable in a virtual environment, but some of the criteria were easier to evaluate than others. Criteria related to scale, space and relation between volumes deemed easiest to evaluate. Criteria related to actual movement and senses that were not simulated like sound and touch were deemed harder to evaluate, but their lack of representation did not hinder the planning officials to evaluate the criteria. In the design of planning proposals for VR the officials emphasized the need to communicate to its citizens that the proposal was changeable and discuss the importance of the relation between level of detail and the proposals communicative intent.
Adanin, Kristina. "Students’ Attitudes and Intentions of Using Technology such as Virtual Reality for Learning about Climate Change and Protecting Endangered Environments." Ohio University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1604061222276647.
Full textKuznetcova, Irina. "Video Games as Deweyan Worlds: A Desktop/Mobile VR Game-based Intervention to Improve Visuospatial Self-efficacy in Middle School Students." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1588244345618764.
Full textAtkins, Daniel Aaron. "Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1573830322607172.
Full textMehmedovic, Aziz, and Anes Sabanovic. "Virtuell verklighet som ett verktyg för tankfulla reflektioner inom digitala spel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18289.
Full textWith this bachelor thesis, we try and explore the possibilities of a "practice community" within Games for change through digital games with the technology of virtual reality (VR). Through the work itself, this study tests itself with a strong analysis method from the gaming industry. This is to be able to define how one can create a game that causes the player to think about a few selected discussion topics based on the digital design of what GROW’em is. Our question is: "How can one with the help of VR convey discussions and thoughts about horticulture?", which we have chosen to create this by developing a game called GROW’em. Curiosity about this subject was brought onto us after we examined in more detail within the gaming experience of what GROW'em is based on. But what we know, after having gone through a long search history, is that there’s no immersion that resembles the experience and areas as a horticultural culture that we want to access. To test this study, we gave different individuals the chance to try a demo that lasted between 10-15 minutes. These individuals then had to answer a questionnaire about their experience. The investigation resulted in a digital game in conjunction with the physical hardware of VR. With results that puts things in a new perspective on a future planning of the project. These answers also provided an indication of how reasonable our inquiry is, to the extent of the framing of a question that we ask.
Sandberg, Staffan. "How do battery electric vehicle drivers behave in a range critical situation in VR when using a "guess-o-meter" vs a novel range management tool?" Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281696.
Full textBatterielbilar blir allt vanligare men når inte riktigt upp till samma nivå som bilar med förbränningsmotorer när det handlar om räckvidd och laddtid. Den kvarstående körsträckan som visas i elbilars instrumentpanel kan vara en instabil variabel och plötsligt sjunka med 10-20%, när man till exempel ökar hastigheten. Vilket kan leda till ett tillstånd som kallas räckviddsångest . Därav intresset för att undersöka i detalj hur förare agerar och tänker i scenarier där räckvidd är extra viktigt och bilens kvarstående körsträcka kan ändras drastiskt beroende på körstil. Sådana scenarier är problematiska att testa ute i trafiken av både praktiska och etiska skäl. I denna artikel, utan att placera någon i en verklig riskfylld situation, presenterar vi en studie där en bilsimulator i VR används för att testa ett kritiskt scenario där risken för att strömmen tar slut är stor. Två separata grupper (N=10) körde samma sträcka fast med olika instrumentpaneler. Där den ena är mer konventionell och endast visar kvarstående körsträcka. Medan den andra är mer originell och visar hur hastighet påverkar kvarstående körsträcka. Båda instrumentpanelerna tillåter föraren att ställa in hur långt man vill köra. Resultaten indikerar på att den originella instrumentpanelen tillåter en mer agil och adaptiv körstil, genom att byta mellan specifika hastigheter istället för att leta och gissa vilken hastighet som är optimal, vilket skedde med den konventionella instrumentpanelen. Men den kan även dölja andra faktorer som påverkar körsträckan, såsom acceleration och höjdskillnader. Vilket användare av den originella instrumentbrädan noterade i större utsträckning.
Junior, Roberto Cabado Modia. "Experimentações artísticas no ambiente imersivo da Cave." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/27/27131/tde-14082009-172103/.
Full textThe paradigms behind artistic creation for CAVE (CAVE Automatic Virtual Environment) are yet to be elaborate, since in the realm of Virtual Reality, this is a recent and expensive technology, which poses barriers to its own spreading. Even so, some institutions do have CAVEs for culture and artistic research. Among them, there\'s the research center Ars Electronica, which, in partnership with transmedia artist Maurice Benayoun, has produced in its CAVE (which is open for public visits), the award-winning work World Skin. With the objective of placing experimental artistic manifestations in CAVEs, this work has been deeply analyzed, concerning its creative processes and methods. The author evaluates the cognitive reactions of the visitors and proposes a new corporal-space relationship in a virtual world. The artistic potential behind a CAVE seems to be huge, and artists are willing to explore it. According to new researches and recent developed technologies, there will be a broader access to this kind of immersive environment, which might become a highly productive platform for artists.
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 textThis project was conducted at a manufacturing company outside of Stockholm. Production is partially operated by machines that are manufactured by the company; however, appropriate maintenance instructions, machine settings and error search are currently unavailable for these machines. The most critical department within the workshop is called “cut and roll”, the department only has one operator who has full knowledge of the machines and their functions. This type of knowledge possessed by the operator is called tacit knowledge. The aim of this project is to document and transfer the tacit knowledge through digitalisation of instructions. After defining the problem, methods and aims of the project, primary and secondary data was collected. Furthermore, discussions were held with the chief executive of the company and the operators working in the cut and roll department. This led to a deeper understanding of the main problem and created a foundation for the methods used to digitalise instructions. The project also contains a literature review to conduce the scientific aspects of the problem. Moreover, the upcoming concept regarding digitalisation within manufacturing companies and its effect on small and medium-sized enterprises (SME) was also taken into consideration. The concept is characterised by smart technology. These types of technologies, e.g. virtual reality (VR) and augmented reality (AR), are not adequate to implement in the company today. Even so, AR could be a complementary tool regarding maintenance and similar tasks in the future. The method used to digitalise instructions was video recording, serving as the most adequate digital tool whilst executing the project. However, compatible hardware and software is necessary to create video instructions. Recommendations proposed to the company are that instructions should be stored in an intranet or cloud; and, in addition to video instructions, practical supervision given by an experienced operator is recommended. Thereby giving a combination of both practical and theoretical learning. Instructions on how to edit and store the videos was created to maintain standardized working methods.
Dantas, Silva Juliana. "Aurora - a study on the guided meditation using immersive media." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20253.
Full textVu, 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 textA common method within architectural visualization today is the production of still images made with 3D-modeling software. With such advanced technology, it is made easy and efficient to control and manipulate what is shown on those still images, increasing the salability of architectural projects. But what if we take it a step further, using alternative reality technologies? AR, or Augmented Reality can be another useful visualization method, but what implications does it come with, especially for the non-professional users? If we do not consider the impacts it might have, similarly to still images, it will just turn into another tool to increase the salability of architectural projects. This study will therefore seek to answer the question of “How do we implement AR within architectural visualization in a way that is beneficial for the non-professional users?”The central concepts to consider when talking about architectural visualization are autonomy, time, early involvement of citizens, ocularcentrism and the concept of reality. As architecture has to depend on the contexts of our daily lives, the visualization should not shut out the world to create a pretty ideal that only serves as false advertisement. Shutting out the voices of the citizens also serves to create a metaphorical wall between the people within the field and the people outside of it, causing a loss of exchange of insights and perspectives. One of the voices that speak strongly against the autonomous view is Jeremy Till, his words from the book Architecture Depends will therefore play a central role in the theoretical perspective of this study.To answer the questions of this study, the observation lens will be turned to both the professional side and the non-professional side regarding the subject of alternative reality usage within architecture. This is done via the method of cyber-ethnography, in which the Internet will be the open field to observe. The potentials of AR that are expressed by the professionals will be taken to compare to the perspectives and worries of the non-professionals. The results of the observations will be of use towards a proposal of an AR application, which is this study’s contribution to the discussion of which ways AR can be implemented for the sake of the non-professional users.
Johansson, Kristin, and Hedda Johansson. "Malmö by 360° – en studie om 360° video inom äldreomsorgen i Malmö." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20884.
Full textThis study examines the degree to which 360 ° video viewed in an HMD can have a life-quality enhancing effect on residents of elderly care in Malmö. Loneliness and depression are one of the most common health problems today among people with an age over 65. One of the reasons for this is physical and mental barriers that reduces the opportunities for them to continuously participate in social contexts and get an environmental change. With 360° video, anything can be experienced and with an HMD the feeling of being present on the site can be enhanced. With the help of this technique, a prototype test has been performed on 2 different retirement homes in Malmö where 9 participants have been tested to view 360° video in an HMD, in the form of various excursion destinations in Malmö that have been created as a prototype in this study. Based on observations, think-aloud technology and questionnaire responses, the conclusions have been drawn that the test needs to be done for a longer period to be able to demonstrate a safe result on which life-enhancing effect 360° video can have on the residents. The result of the test could also show an increased positivity if the participants saw a place they visited in the past.
Boström, Pelle. "Digitalt spelande med head-mounted display- och traditionell bildskärmsteknik : En komparativ studie av spelares rörelse- och synbeteende i den virtuella världen." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-68261.
Full textIn this thesis the behaviours of players in virtual environments using modern HMD VR technology and traditional 2D monitors is studied and compared. By developing a game prototype in 3D using a first-person perspective and placing it in the puzzle genre by having the players goal being that they must find an object in different rooms a comparative study has been carried out. The game prototype was developed by using prototyping and an alpha version was tested before the final version was completed. Two groups of 7 in each one has performed the test. One group used the HMD VR headset Oculus Rift DK2 and the other one used a traditional 2D monitor. Mouse and keyboard was used for controls. A data logging ran in the background of every test and collected information on the players positional and rotational data. The data was analysed and then compared between the two groups. In conclusion, there is no strong difference between the two groups. The biggest difference was in how much ground the players covered. The group who played in VR didn’t walk around and explored as much and instead was more stationary. But they were around 5 seconds faster in average. The group who played without VR looked up and down a bit more but the difference was never more than just 5 degrees.