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Dissertations / Theses on the topic 'Virtuell stimulus'

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1

Deak, Stefan, and Glenn Kristoffersson. "Rädslan för det som finns och inte finns : En randomiserad kontrollerad jämförelse av utfall mellan sedvanlig ensessionsbehandling och behandling med virtuella stimuli mot spindelfobi." Thesis, Stockholms universitet, Psykologiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-130712.

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Specifik fobi är en vanlig psykiatrisk åkomma som kan leda till stora individuella begränsningar. Symtomen kan framgångsrikt behandlas med kognitiv beteendeterapi där 85–90 % blir kliniskt signifikant förbättrade. Forskning påvisar lovande behandlingsutfall för virtuell exponeringsbehandling (VRET) mot spindelfobi. Tekniken är intressant då den kringgår de problem med anskaffning och förvaring av fobiska stimuli som sedvanlig behandling medför och dessutom kan innebära ökad tillgänglighet och flexibilitet vid behandling. Syftet med föreliggande studie är att jämföra behandlingseffekten av ense
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2

Tovee, Christine A. (Christine Anne) 1969. "Adaptation to a linear vection stimulus in a virtual reality environment." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/50523.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Aeronautics and Astronautics, 1999.<br>Includes bibliographical references (p. 69-70).<br>In the zero-gravity environment of space, the vestibular system's functioning is compromised and astronauts receive conflicting visual and vestibular cues concerning body orientation and motion. Experiment 136 on the Neurolab space shuttle mission explored this research question. The current experiment served as a supporting study, examining human "looming linear vection" responses produced by a virtual checkerboard hallway scene moving toward
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Otten, Edward W. "The Influence of Stimulus Complexity and Perception-action Coupling on Postural Sway." Miami University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=miami1218562177.

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4

Berneburg, Alma. "Artificial three-dimensional stimulus presentation formats and their effects on the measurement of consumer preferences." Aachen Shaker, 2009. http://d-nb.info/998456314/04.

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5

Ljungdahl, Petter. "Taktilitet i Virtual Reality, vän eller fiende? : En kvalitativ studie om sambandet mellan visuella stimuli och taktila stimuli i Virtual Reality." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29776.

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I denna studie undersöks sambandet mellan visuella och taktila stimuli i Virtual Reality med avstamp i frågeställningarna: Hur stor roll spelar sambandet mellan visuella stimuli och taktila stimuli i en Virtual Reality-installation? Hur förändras deltagarens inlevelsekänsla när detta samband ändras? Hur förändras deltagarens rumsuppfattning när detta samband ändras? För att besvara frågeställningarna skapades två olika versioner av en interaktiv VR-installation utefter metoden forskning genom design. En av versionerna hade korrekt samband mellan visuella stimuli och taktila stimuli, det vill s
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Qi, Jiakang. "The Effect of Frequency on Visually Induced Motion Sickness (VIMS) through Virtual Reality (VR) Stimulus." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504803460291897.

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7

Cogné, Mélanie. "Influence de modulations sensorielles sur la navigation et la mémoire spatiale en réalité virtuelle : Processus cognitifs impliqués." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0704.

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Se déplacer selon un but déterminé est une activité courante de la vie quotidienne. Des capacités cognitives variées sont associées aux déplacements, comme la navigation, la mémoire ou encore l’orientation spatiale. De nombreux patients cérébro-lésés ou atteints par une maladie neuro-dégénérative présentent des difficultés topographiques qui retentissent sur leur autonomie en vie quotidienne. Les outils de réalité virtuelle permettent d’évaluer la navigation et la mémoire spatiale à grande échelle, avec une bonne corrélation entre cette évaluation et celle qui serait réalisée dans un environne
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8

Fröhlich, Julia [Verfasser]. "Generierung und Evaluation multisensorischer Stimuli in virtuellen Welten / Julia Fröhlich." Bielefeld : Universitätsbibliothek Bielefeld, 2014. http://d-nb.info/1063699797/34.

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9

Takalo, J. (Jouni). "Towards natural insect vision research." Doctoral thesis, University of Oulu, 2013. http://urn.fi/urn:isbn:9789526203249.

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Abstract Visual world is naturally correlated both spatially and temporally. The correlations are used in vision to enhance performance of neurons. For gaining maximal neural performance of the visual neurons, the experiments, from stimulus to the analysis, should be designed to take advantage of the correlations. In this thesis methods for generating and analyzing natural stimuli were examined by using computations and algorithms. For analyzing responses to natural stimuli in visual neurons, a method with only a few assumptions was developed for estimating information rate in long responses.
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10

Filliard, Nicolas. "Cohérence des stimuli visuels et vestibulaires sur simulateur de conduite et en réalité virtuelle." Paris 6, 2009. http://www.theses.fr/2009PA066420.

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Les simulateurs de conduite immergent leurs conducteurs dans une représentation synthétique de la réalité, en produisant notamment des stimuli visuels et vestibulaires permettant la perception d’un mouvement propre. L’étude de la validité de la simulation dépend donc de la compréhension des détails des mécanismes fusion multisensorielle et de la disponibilité de modèles concernant l’amplitude du mouvement perçu, les écarts tolérés sur les stimuli restitués restant imperceptibles, ainsi que les seuils de détection d’incohérences entre les stimuli visuels et vestibulaires. L’étude psychophysique
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11

Baus, Oliver. "L’effet de l’exposition aux stimuli olfactifs sur le sentiment de présence en réalité virtuelle." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/35074.

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Le sens de l’olfaction joue un rôle important dans la vie de tous les jours. Dans le monde physique (« réel »), les odeurs peuvent affecter l’humain de diverses manières. Bien que les avantages potentiels à intégrer des stimuli olfactifs dans des environnements virtuels (EV) aient été soulignés dans divers articles, ils sont rarement intégrés dans des applications de réalité virtuelle (RV). Les utilisations existantes et potentielles intégrant des stimuli olfactifs en RV incluent des applications cliniques tels le traitement des états de stress post-traumatique et le traitement d’addictions, d
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12

Haas, Michael William. "The influence of stroboscopic auditory stimuli on visual apparent motion perception." Thesis, University of Southampton, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.242424.

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13

VIEIRA, LABRUNA REPOLHES ROMAO. "PERCEPTIVE SUBLIMINAL STIMULI IN VIRTUAL ENVIRONMENTS: EFFECTS ON CONSUMER`S ATTITUDE AND CHOICE." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16672@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>Há alguns anos, um novo modelo vem se desenvolvendo de forma a alterar a visão tradicional de publicidade que utiliza tipos de mídias que seguem, essencialmente, um modelo de comunicação passivo. A Internet vem se estabelecendo como um novo modelo que permite às empresas a constituírem um contexto comum, onde passam a seguir um modelo de comunicação interativo, mudando as formas como fazem negócio com seus clientes. Em um espaço virtual, um observador é capaz de codificar e armazenar informações expostas fora de seu foco de atenção, de form
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14

Ohka, Masahiro, Hiroshi Koga, Yukihiro Mouri, Tokuhiro Sugiura, Tetsu Miyaoka, and Yasunaga Mitsuya. "Figure and texture presentation capabilities of a tactile mouseequipped with a display pad of stimulus pins." Cambridge University Press, 2007. http://hdl.handle.net/2237/10286.

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15

Constantinescu, Alexandra Caterina. "Importance of selecting research stimuli : a comparative study of the properties, structure and validity of both standard and novel emotion elicitation techniques." Thesis, University of Edinburgh, 2018. http://hdl.handle.net/1842/31397.

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The principal aim of this doctoral research has been to investigate whether various popular methods of emotion elicitation perform differently in terms of self-reported participant affect - and if so, whether any of them is better able to mimic real-life emotional situations. A secondary goal has been to understand how continuous affect can be classified into discrete categories - whether by using clustering algorithms, or resorting to human participants for creating the classifications. A variety of research directions subserved these main goals: firstly, developing data-driven strategies for
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16

Barry, Gillian. "The effects of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in a healthy young subject population." Thesis, Teesside University, 2014. http://hdl.handle.net/10149/337840.

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This thesis investigated the effect of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in healthy young adults. Firstly a review of literature was performed analysing the effects of technology acceptance and flow on exergaming, and the effects of exergaming on postural control. Results showed the plausible nature of exergaming as an immersive environment and the potential to improve postural control. However, some major gaps in the literatures were identified. Technology acceptance had never been applied in exergam
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17

Gierszewski, Stefanie [Verfasser], and Klaudia [Gutachter] Witte. "Virtual fish for real science - Investigating the role of public information content for mate-choice copying in the sailfin molly (Poecilia latipinna) using live fish and computer-animated fish stimuli / Stefanie Gierszewski ; Gutachter: Klaudia Witte." Siegen : Universitätsbibliothek der Universität Siegen, 2020. http://d-nb.info/1216332231/34.

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18

Saucier, Sébastien. "Le sentiment de présence comme précurseur d'incorporation de stimuli dans les rêves." Thèse, 2006. http://hdl.handle.net/1866/17897.

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19

Saumur, Chantal. "Vers la validation de stimuli idiosyncrasiques pour l’évaluation des intérêts sexuels d’agresseurs sexuels d’enfants." Thèse, 2016. http://hdl.handle.net/1866/19053.

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La pléthysmographie pénienne est actuellement considérée comme la méthode objective la plus rigoureuse pour déterminer la présence d’intérêts sexuels déviants. Malgré leur importance dans l’évaluation, plusieurs questionnements demeurent quant au contenu des stimuli sexuels devant être utilisés. Cette thèse présente deux articles empiriques qui visent à évaluer la faisabilité du développement de stimuli idiosyncrasiques sur la base des caractéristiques morphologiques et la pertinence de leur ajout à une banque de stimuli standardisés dans le cadre de l’évaluation des intérêts sexuels. Une prem
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20

Ventura, Ana Sofia Tavares da Silva Marques. "Exploring unconscious threat processing using virtual reality." Master's thesis, 2021. http://hdl.handle.net/10773/31571.

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Emotions have as primary effect the activation of our body to elicite a quick response. Fear responses created mechanisms to avoid or escape threatening stimuli and events. Through natural selection, the individuals with more effective defensive and visual systems in responding and detecting threat, prevailed. This processing advantage is still present in humans as various studies reveal snakes’ advantage in accessing awareness. Continuous Flash Suppression (CFS) technique allows the study of unawareness processing. In this project, we will compare the results of using CFS in a c
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21

Marschall-Lévesque, Shawn. "Mesures des préférences sexuelles envers les enfants : intégration des stimuli auditifs et virtuels." Thèse, 2017. http://hdl.handle.net/1866/20620.

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22

Ragheb, Roula. "La fiction à la première personne en réalité virtuelle." Thèse, 2018. http://hdl.handle.net/1866/21279.

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23

Hsiao, Li-Sor, and 蕭力碩. "EEG Activities Related to Kinesthetic Stimuli in Virtual Reality Simulated Dynamic Driving." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/18659449763440328337.

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碩士<br>國立交通大學<br>電機與控制工程系所<br>94<br>The purpose of this study is to investigate Electroencephalography (EEG) dynamics in response to kinesthetic stimuli during driving. To study human cognition under specific driving task, we used Virtual Reality (VR) based driving simulator to create practical driving events; including acceleration, deceleration and deviation. The driving simulator includes Hydraulic Hexapod Motion Platform that provides tilt mechanism (to give roll, yaw, etc.) to simulate vehicle movement. In this study, we compare the EEG dynamics in response to kinesthetic stimulus while th
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Trottier, Dominique. "Les apports de la réalité virtuelle et de la vidéo-oculographie à l’évaluation des intérêts sexuels." Thèse, 2012. http://hdl.handle.net/1866/9191.

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La pléthysmographie pénienne est reconnue comme la méthode la plus rigoureuse pour l’évaluation des intérêts sexuels. Cet instrument pourrait cependant bénéficier d’amélioration au niveau de sa validité écologique et de sa vulnérabilité aux tentatives de falsification. Cet outil est également confronté aux contraintes éthiques et légales liées à la présentation de stimuli produits à partir de modèle humain pour susciter l’excitation sexuelle. La présente thèse doctorale propose de pallier aux lacunes de la procédure pléthysmographique en la combinant à des stimuli générés par ordinateur présen
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Kroma, Beate [Verfasser]. "Adaptation des okulomotorischen Verhaltens von Normalprobanden mit virtueller homonymer Hemianopsie beim Verfolgen bewegter visueller Stimuli / vorgelegt von Beate Kroma." 2007. http://d-nb.info/983980047/34.

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Yang, Fu-Shu, and 楊馥戍. "Differences in EEG Dynamics Between the use of Allocentic and Egocentric Reference Frames Related to Kinesthetic Stimuli in Virtual Reality Simulated Dynamic Driving." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/33122928650536183567.

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碩士<br>國立交通大學<br>生醫工程研究所<br>98<br>The aim of this study was to investigate the differences of brain dynamics between the use of kinesthetic stimuli and without kinesthetic stimuli during spatial navigation. In the past studies have found that mammals are doing spatial navigation are highly relying on the self-motion (kinesthetic stinuli), in particular the people who are egocentric.In this study, brain waves (EEG) to explore the motorists to explore virtual reality to give a sense of the body to stimulate the space for the tour when the driver of the differences in EEG response. The results sho
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