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1

Chatterjee, Prateek. "Classic Driver VR." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1251.

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A VR car-driving simulator for evaluating the user experience of new drivers by helping them to learn driving rules and regulations. The Classic VR Driver helps new drivers to learn driving rules and regulations using various audio and visual feedback. The simulator helps them to get acquainted with the risks and mistakes associated with real life driving. In addition, the users have to play the game in an immersive environment using a Virtual Reality system. This project attempts to fulfill two important goals. The major goal is to evaluate whether the user can learn driving rules and regulations of the road. The game allows the users to take a road test. The road test determines the type of mistakes the user makes and it also determines if they passed or failed in it. I have conducted A/B testing and let the testers participate in user-interviews and user-survey. The testing procedure allowed me to analyze the effectiveness of learning driving rules from the simulator as compared to learning rules from the RMV (Registry of Motor Vehicles) manual. Secondly, the user experience was evaluated by allowing users to participate in user-interviews and user-surveys. It helped me to understand the positives and drawbacks of the game. These feedback are taken into consideration for future improvement. All these factors were considered to make the game as enjoyable and useful in terms of skill training.
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Dam, Roadley-Battin Nikolaj. "Educational VR : An exploration of educational VR for professional users." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144071.

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This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel.  The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations.  Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborative work, safety guidelines and various utilities. The goal of the final experience prototypes is to engage potential users and designers in a dialog concerning VR as an educational medium of the future.
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Zhen, Tong. "Das Bodenrecht der VR China /." Hamburg : Kovač, 2004. http://www.gbv.de/dms/spk/sbb/recht/toc/393025470.pdf.

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Bennerhed, Erik. "Investigating joint referencing between VR and non-VR users and its effect on collaboration." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149635.

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Virtual Reality has until now seen limited actual use in society other than in the gaming industry. A reason for this could be its exclusively individual-viewpoint based nature and a lack of possible collaborative experiences together with people with no VR equipment. This study has investigated how joint visual reference points might help a VR and a non-VR user collaborate with each other using a repeated measures design with three conditions. In the experiment, where one user was equipped with a HTC Vive and the other stood in front of a large screen, the pair was presented 0, 4 or 9 joint visual reference points from their own viewpoint. Results of the tasks performed by the participants indicates that 9 joint visual reference points increased a pair’s collaboration efficiency. However, the effect was not present once joint attention had been fully established. Furthermore, non-VR users found it significantly harder giving instructions to the other user when there were no joint visual reference points available while the VR-users did not find it significantly harder to do so. Additionally, differences between VR users’ and non-VR users’ spatial orientation ability were found to predict different patterns over the three conditions. Judging from the results, it seems that for the VR-users, 4 reference points helped more than 0 and 9 helped more than 4. However, an interaction effect was found on the non-VR users between spatial orientation ability and visual reference points condition. 4 reference points had a counter-productive effect on task efficiency for the non-VR users with lower spatial orientation ability while 4 reference points did seem to help the higher spatial ability group. 9 joint visual reference points completely eliminated group differences between high and low spatial orientation ability groups for both VR users and non-VR users.
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Nabiyouni, Mahdi. "How Does Interaction Fidelity Influence User Experience in VR Locomotion?" Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/74945.

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It is often assumed that more realism is always desirable. In particular, many techniques for locomotion in Virtual Reality (VR) attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques influences effectiveness and user experience. In the previous VR studies, the effects of interaction fidelity have been coarse-grained, considering interaction fidelity as a single construct. We argue that interaction fidelity consists of various independent components, and each component can have a different effect on the effectiveness of the interface. Moreover, the designer's intent can influence the effectiveness of an interface and needs to be considered in the design. Semi-natural locomotion interfaces can be difficult to use at first, due to a lack of interaction fidelity, and effective training would help users understand the forces they were feeling and better control their movements. Another method to improve locomotion interaction is to develop a more effective interface or improve the existing techniques. A detailed taxonomy of walking-based locomotion techniques would be beneficial to better understand, analyze, and design walking techniques for VR. We conducted four user studies and performed a meta-analysis on the literature to have a more in-depth understanding of the effects of interaction fidelity on effectiveness. We found that for the measures dependent on proprioceptive sensory information, such as orientation estimation, cognitive load, and sense of presence, the level of effectiveness increases with increasing levels of interaction fidelity. Other measures which depend more on the ease of learning and ease of use, such as completion time, movement accuracy, and subjective evaluation, form a u-shape uncanny valley. For such measures, moderate-fidelity interfaces are often outperformed by low- and high-fidelity interfaces. In our third user study, we further investigated the effects of components of interaction fidelity, biomechanics and transfer function, as well as designers' intent. We learned that the biomechanics of walking are more sensitive to changes and that the effects of these changes were mostly negative for hyper-natural techniques. Changes in the transfer function component were easier for the user to learn and to adapt to. Suitable transfer functions were able to improve some locomotion features but at the cost of accuracy. To improve the level of effectiveness in moderate-fidelity locomotion interfaces we employed an effective training method. We learned that providing a visual cue during the acclimation phase can help users better understand their walking in moderate-fidelity interfaces and improve their effectiveness. To develop a design space and classification of locomotion techniques, we designed a taxonomy for walking- based locomotion techniques. With this taxonomy, we extract and discuss various characteristics of locomotion interaction. Researchers can create novel locomotion techniques by making choices from the components of this taxonomy, they can analyze and improve existing techniques, or perform experiments to evaluate locomotion techniques in detail using the presented organization. As an example of using this taxonomy, we developed a novel locomotion interface by choosing a new combination of characteristics from the taxonomy.<br>Ph. D.
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Emin, Yad. "Jämförelse av Game User Experience Satisfaction i VR och på skärm." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166649.

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Syftet med denna masteruppsats var att undersöka skillnaden i Game User Experience Satisfaction (GUESS) vid användning av SimProv, både i VR (Oculus Rift) och på skärm. SimProv är en spelliknande klassrumssimulation. Studien avsåg även finna potentiella problem som användaren kunde stöta på under testsessionen. För att kunna undersöka och utvärdera detta behövde SimProv vidareutvecklas. Vidareutvecklingen utfördes genom att använda spelmotorn Unity med PlayMaker, som är ett visual scripting språk, tillsammans med att följa rekommendationer som finns för UI- och User experience-design för VR-spel. Inomgruppsdesign med 30 deltagare användes som testmetod. Hälften av deltagarna fick antingen börja med att spela på skärm eller i VR med Oculus Rift. Efter varje spelsession fick deltagarna fylla i den nya psykometrisk validerade skalan Game User Experience Satisfaction Scale (GUESS), som består av nio subskalor. Avslutningsvis kunde deltagarna fylla i två fritextfrågor genom ett digitalt formulär, om de potentiella problem de stött på vid respektive spelsession. Då GUESS är en ny skala har få studier av denna typ utförts. De få studier som har utförts pekar åt olika håll i frågan om spel bör utvecklas i VR eller inte. Resultaten från denna studie, som utfördes med tvåsidig hypotesprövning med t-test, visade inga signifikanta skillnader mellan VR och skärm. Endast en subskala, Play Engrossment, visade signifikant skillnad för VR. De textbaserade resultaten som analyserades med tematisk analys visade att majoriteten av deltagarna föredrog VR, men att alternativen i spelet upplevdes som begränsande.<br>The aim of this Master’s Thesis was to find out the difference in Game User Experience Satisfaction (GUESS) when using SimProv, both in VR (Oculus Rift) and on monitor. SimProv is a game-like classroom simulation. The purpose of this thesis was also to find potential problems that users may encounter during the test sessions. To assess and evaluate this, SimProv had to be furthered developed. This development was done using the game engine Unity and the visual scripting language PlayMaker in combination with following UI and UX design recommendations for VR games. A within subjects design with 30 participants was conducted. The users played either the monitor version or the VR version first, with no particular order. After each play session participants were asked to fill in the GUESS-scale, which is a newly developed and psychometrically validated scale that consists of 9 subscales. At the end of the play sessions participants could choose to answer two questions, through a digital form, about potential problems they may have encountered in both modalities. Since GUESS is a new scale few studies of evaluating VR versus monitor, using GUESS, have been conducted. The few studies that have been conducted showed no consensus in whether games should or should not be developed for VR. The inferential analysis with two-tailed paired samples t-tests in this study showed no significant difference between VR and monitor. The subscale Play Engrossment showed significant differences for VR. The text-based questions, that were analyzed with a thematic analysis, showed that the majority of the participants preferred VR. However, many participants felt that the answer options in the game where restricted.
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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.

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Virtual Reality (VR) is a highly evolving domain and is used in anincreasing number of areas in today's society. Among the technologiesassociated with VR and especially mobile VR, is hand tracking and handgesture recognition. Telemedicine is one of the elds where VR is startingto thrive, and so the concept of adding the use of hand gestures came to bein order to explore the possibilities that can come from it. This researchis conducted with the development of a prototype application that usessome of the most emerging technologies. Manomotion's hand trackingand hand gesture recognition algorithms, and Photon's servers and developerkit, which makes multi-user applications achievable, allowed theconceptual idea of the prototype to become reality. In order to test itsusability and how potential users perceive it, a user study with 24 participantswas made, 8 of which were either studying or working in themedical eld. Additional expert meetings and observations from the userstudy also contributed to ndings that helped show how hand gesturescan aect a doctor consultation in Telemedicine. Findings showed thatthe participants thought of the proposed system as a less costly and timesaving solution, and that they felt immersed in the VR. The hand gestureswere accepted and understood. The participants did not have dicultieson learning or executing them, and had control of the prototype environment.In addition, the data showed that participants considered it to beusable in the medical eld in the future.
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Maurer, Franz. "Entwicklung einer 3D-User-Interface-Bibliothek für technisch-wissenschaftliche VR-Anwendungen." [S.l.] : Universität Stuttgart , Zentrale Universitätseinrichtung (RUS, UB etc.), 1996. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB6783393.

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9

Georgiadis, 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.

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The field of virtual reality (VR) is getting increasing attention from the scientific community and it is being portrayed by advertisements as the user interface (UI) of the future. This is a fair statement since the prior uses of VR that used to exist only in fiction movies and books are now widely available in many forms and settings to the public. One of the most interesting outcomes from this technological evolution is that now VR can be experienced through the use of a mobile phone and the addition of some inexpensive means typically in a form of a headset. The combination of the phone’s screen as attached to the headset creates a form of Head Mounted Display (HMD) which can be utilized in order for the user to be immersed within a virtual environment (VE). The argument here is that even if the means to get access to VR are cheap, this should not be the case with the experience as well. On the contrary, the low entry requirements in combination with a high quality experience are the basis for the medium's success and further adoption by the users. More specifically, the capability of utilizing a three dimensional space (3D) should not limit the medium’s use on just that but instead, this space should be used in order to offer immersive environments which make the user feel as if he is there.    There are many factors that contribute to that result and significant progress has been made to some such as the quality of screen or other hardware parts that allow the user get immersed into the virtual scenery, however, little progress has been made towards the conceptual means that allow the user of better experiencing this VE. Most of the VR applications so far are specifically designed for a single user session. This creates an isolation of the user from any other type of communities which further increases the stigma of VR being a solitary experience. Another issue is the interaction method that is available to users in order to interact with the VE. The use of buttons in most of the available headsets is a counter intuitive method for a person to interact with an environment that wants to be called real. The technological advancements in the field of image processing have resulted in many new methods of interaction and multimodal manipulation within VE and it would be worthy of exploring their effects on the user experience (UX) when used as an interaction method.    For these reasons, this thesis used the case of VR games as a setting to study how UX can be enhanced from its current state by introducing a bare hand gesture interaction method and expanding the VR setting in order to host two users in shared VE. Two individual studies were conducted where user feedback was collected in order to describe the effects of this approach in both a qualitative and quantitative manner. As results indicate, by utilizing gesture analysis on a headset equipped with a smartphone, it is possible to offer a natural and engaging solution for VR interaction capable of rich UXs while maintaining a low entry level for the end users. Finally, the addition of another player significantly affected the experience by influencing the emotional state of the participants in the game and further enforcing their feeling of presence within the VE.
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Elmgren, Rasmus. "Handwriting in VR as a Text Input Method." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208646.

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This thesis discusses handwriting as a possible text input method for Virtual Reality (VR) with a goal of comparing handwriting with a virtual keyboard input method. VR applications have different approaches to text input and there is no standard for how the user should enter text. Text input methods are important for the user in many cases, e.g when they document, communicate or enter their login information. The goal of the study was to understand how a handwriting input would compare to pointing at a virtual keyboard, which is the most common approach to the problem. A prototype was built using Tesseract for character recognition and Unity to create a basic virtual environment. This prototype was then evaluated with a user study, comparing it to the de facto standard virtual keyboard input method. The user study had a usability and desirability questionnaire approach and also uses Sutcliffe's heuristics for evaluation of virtual environments. Interviews were performed with each test user. The results suggested that the virtual keyboard performs better except for how engaging the input method was. From the interviews a common comment was that the handwriting input method was more fun and engaging. Further applications of the handwriting input method are discussed as well as why the users favored the virtual keyboard method.<br>Virtual Reality (VR) applikationer har olika tillvägagångssätt för textinmatning och det finns ingen tydlig standard hur användaren matar in text i VR. Textinmatning är viktigt när användaren ska dokumentera, kommunicera eller logga in. Målet med studien var att jämföra en inmatningsmetod baserad på handskrift med det de facto standard virtuella tangentbordet och se vilken inmatningsmetod användarna föredrog. En prototyp som använde handskrift byggdes med hjälp av Tesseract för textinmatning och Unity för att skapa en virtuell miljö. Prototypen jämfördes sedan med det virtuella tangentbordet i en användarstudie. Användarstudien bestod av uppmätt tid samt antal fel, en enkät och en intervju. Enkäten grundades på användarbarhet, önskvärdhet och Sutcliffes utvärderingsheuristik av virtuella miljöer. Resultatet visar att det virtuella tangentbordet presterade bättre, handskriftsmetoden presterade endast bättre på att engagera användaren. Resultatet från intervjuerna styrkte också att handskriftsmetoden var roligare och mer engagerande att använda men inte lika användbar. Framtida studier föreslås i diskussionen samt varför användarna föredrog det virtuella tangentbordet.
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Hopp, Armin. "VR-LAB: a distributed multi-user environment for educational purposes and presentations." [S.l. : s.n.], 2000. http://deposit.ddb.de/cgi-bin/dokserv?idn=960992626.

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Pettersson, 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.

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With Virtual Reality (VR),   education can be made possible for people who work in hazardous situations or   in dangerous environments and that otherwise are difficult or impossible to   recreate. The problem is that the use of VR at the present time only seems to   have been studied in conjunction with training of hazardous situations within   physical work operations. As threats and violence in many workplaces   increases, staff also need to be trained to be able to handle and respond to   threatening and violent situations. The purpose of the study is to evaluate   the use of VR in conjunction with training of managing threats and violence   in the workplace through stress-reducing treatment, in order to elucidate   which factors are important to the users. Based on the Technology Acceptance   Model, the knowledge of perceived usefulness and perceived ease of use is   used to investigate which factors are important. By doing a case study,   users' experiences were captured through observations, recording and interviews.     The result showed that   individual differences in the habit of using the technology affect the   perception of perceived usefulness. For the system properties, factors   related to communication, interaction, realism, scenario and individual   settings were most important to the perceived usefulness. Since the training   simulator was still under development, the study could only give an   indication of the influence of social influence and what kind of the facilitating conditions that would   be needed. The conclusion is that communication is the most important factor   for the perceived usefulness and that education and experience of using VR   are most important for the perceived ease of use for stress-reducing training using VR.<br>Med 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.
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Deligiannidis, Leonidas. "DLoVe : a specification paradigm for designing distributed VR applications for single or multiple users /." Thesis, Connect to Dissertations & Theses @ Tufts University, 2000.

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Thesis (Ph.D )--Tufts University, 2000.<br>Adviser: Robert J. K. Jacob. Submitted to the Dept. of Computer Science. Includes bibliographical references (leaves 297-316). Access restricted to members of the Tufts University community. Also available via the World Wide Web;
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Willemsen, Mattias. "Evaluating player performance and usability of graphical FPS interfaces in VR." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18413.

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Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot always be designed as they have been for traditional video games. An often recommended approach is to merge the interface with the game world, but it is unclear if this is the best idea in all cases. As the market for Virtual Reality is growing quickly, more research is needed to create an understanding of how GUIs should be designed for Virtual Reality. Objectives. The thesis researches existing GUI type classifications and adapts them for VR. A method to compare the GUI types to each other is selected and conclusions are drawn about how they affect player performance, usability, and preference.  Methods. A VR FPS game is developed and an experiment is designed using it. The experiment tests the player's performance with each of three distinct GUI types and also presents questionnaires to get their personal preference. Results. Both player performance and subjective opinion seems to favour geometric GUI. Conclusions. The often recommended approach for designing GUI elements as part of the game world may not always be the best option, as it may sacrifice usability and performance for immersion.<br>Bakgrund. Vid design av grafiska användargränssnitt (GUI) till Virtual Reality kan inte alltid samma design användas som tidigare har använts i traditionella TV-spel. Ett tillvägagångssätt som ofta rekommenderas är att göra spelets GUI en del av spelvärlden men det är oklart om det är den bästa strategin när man väger in prestation, användbarhet, och preferens. Eftersom marknaden för Virtual Reality växer snabbt behövs mer forskning för att få en förståelse för hur grafiska användargränssnitt bör designas. Syfte. Detta examensarbete undersöker existerande klassifikationer av GUI:n och anpassar dem för VR. En metod för att jämföra de olika typerna av GUI väljs ut och slutsatser dras om hur de påverkar prestanda, användbarhet och preferens. Metod. Ett VR FPS-spel utvecklas och ett experiment designas baserat på det. Experimentet testar spelares prestanda med tre olika typer av GUI. Spelarna svarar även på enkäter om upplevd användbarhet och preferens. Resultat. Data från både prestanda och personlig preferens verkar förespråka Geometriskt GUI. Slutsatser. Metoden som ofta rekommenderas där spelets GUI arbetas in som en del av spelvärlden verkar inte alltid vara det bästa valet då det kan offra användbarhet och prestanda för inlevelse.
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Hemström, Matteus, and Anton Forsberg. "A Comparison of WebVR and Native VR : Impacts on Performance and User Experience." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171615.

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The Virtual Reality (VR) market has grown considerably in recent years. It is a technology that requires high performance in order to provide a good sense of presence to users. Taking VR to the web would open up a lot of possibilities but also poses many challenges. This thesis aims to find out whether VR on the web is a real possibility by exploring the current state of performance and usability of VR on the web and comparing it to native VR. The thesis also aims to provide a basis for discussions on the future of VR on the web. Two identical VR applications were built to make the comparison, one built for the web and one built for native Android. Using these applications, a two-part study was conducted with one part focusing on performance and the other on the user experience. The performance evaluation measured and compared performance for the two applications, and the user study used two separate questionnaires to measure the users experienced presence and VR sickness. The performance study shows that the web application is clearly lagging behind the native application in terms of pure performance numbers, as was expected. On the other hand, the user study shows very similar results between the two applications, contradicting what would be expected based on performance. This hints at successful mitigation techniques in both the hardware and software used. The study also suggests some interesting further research, such as investigating the relationships between performance, VR sickness, and presence. Other possible further research would be to investigate the effect of prefetching and adaptive streaming of resources, and how it could impact VR on the web.
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Beverskog, Simon, and Fredrik Larsson. "A study on 2D advertisementsin mobile versus VR experiences." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-424348.

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Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable.
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Yan, Zhixin. "A Unified Multi-touch Gesture based Approach for Efficient Short-, Medium-, and Long-Distance Travel in VR." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/392.

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As one of the main topics in Virtual Reality (VR), travel interfaces have been studied by many researchers in the past decades. However, it is still a challenging topic today. One of the design problems is the tradeoff between speed and precision. Some tasks (e.g., driving) require a user to travel long distances with less concern about precise movement, while other tasks (e.g., walking) require users to approach nearby objects in a more precise way, and to care less about the speed. Between these two extremes there are scenarios when both speed and precision become equally important. In the real world, we often seamlessly balance these requirements. However, most VR systems only support a single travel mode, which may be good for one range of travel, but not others. We propose and evaluate a new VR travel framework which supports three separate multi-touch travel techniques for different distance ranges, that all use the same input device with a unifying metaphor of the user’s fingers becoming their legs. We investigate the usability and user acceptance for the fingers-as-legs metaphor, as well as the efficiency, naturalness, and impact on spatial awareness such an interface has.
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Warren, Lawrence Elliot. "The Effect of Interaction Fidelity on User Experience in Virtual Reality Locomotion." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83403.

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In virtual worlds, designers often consider "real walking" to be the gold standard when it comes to locomotion, as shown by attempts to incorporate walking techniques within tasks. When real walking is not conceivable due to several different limitations of virtual interactions (space, hardware, tracking, etc.) a walking simulation technique is sometimes used. We call these moderate interaction fidelity techniques and based upon literature, we can speculate that they will often provide an inferior experience if compared to a technique of high or low fidelity. We believe that there is an uncanny valley which is formed if a diagram is created using interaction fidelity and user effectiveness. Finding more points on this graph would help to support claims we have made with our hypothesis. There are several studies done previously in the field of virtual reality, however a vast majority of them considered interaction fidelity as a single construct. We argue that interaction fidelity is more complex involving independent components, with each of those components having an effect of the actual effectiveness of an interface. In addition, the intention of the designer can also have influence on how effective an interface can be. In this study we are going to be doing a deeper look into devices which attempt to overcome the limitations of physical space which we will call semi-natural interfaces. Semi-natural interfaces are sometimes difficult to use at first due to mismatch of cues or possibly due to a lack of fidelity, but training has been shown to be beneficial to overcome this difficulty. As of today, designers have not yet found a fully general solution to walking in large virtual environments.<br>Master of Science
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AlAlawi, Marwa. "Design of a virtual environment for physiological and subjective monitoring of user presence in VR." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/130593.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, May, 2020<br>Cataloged from the official PDF of thesis. "Due to the COVID-19 outbreak, user testing was halted and we were unable to proceed with the experiment. We hope to resume our data collection once the outbreak ceases"--Abstract page.<br>Includes bibliographical references (pages 52-55).<br>User presence is a natural construct of the human psyche that is central to VR development. If analyzed well, presence can indicate the effectiveness of VR settings on amplifying a user's sense of 'being' in the environment. Consequently, allowing VR developers to save time and money. Several methods of measuring presence exist, and are classified as subjective or objective, with the latter being the most omnipresent. This paper discusses the process of designing a VR environment for subjective and objective presence measurement. The main physiological cue this study aims to inspect is grip-force, and its possible consistency with changes in other physiological responses, such as heart rate and respiratory response. In order to engender measurable variations in grip-force, the developed VE was designed to incorporate a gripping task for consistent grip-force feedback, and a virtual height stimulus to evoke objective physiological changes. The environment consisted of three stages: a training stage, a transition-to-stimulus stage, and a stimulus stage. Based on initial user testing, it was concluded that a virtual height situation with an environment disconnect between the training stage and the stimulus stage induced subjective stress.<br>by Marwa AlAlawi.<br>S.B.<br>S.B. Massachusetts Institute of Technology, Department of Mechanical Engineering
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Yoo, Soojeong. "Modelling Physical Activity in Virtual Reality Games." Thesis, The University of Sydney, 2019. https://hdl.handle.net/2123/21742.

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This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore, this work also focuses on how the level of physical activity that can be captured during gameplay and how a long-term user model can be created for individual players, as a foundation for supporting the user in gaining personal informatics insights about their exertion as well as being used for personalisation and external recommendation for VR games. The key contributions of this research are: • The first study of a diverse set of commercial VR games to gain insights about the level of actual and perceived exertion players have. • The first long-term study of VR games in a sedentary workplace to gain insights about the ways people utilise it and the levels of exertion they gain. • Based on reflections on the above studies, this thesis presents a framework and guidelines for designing physical activity VR games. • The systematic creation of a user model for representing a person’s long-term fitness and their VR gameplay, exertion and preferences. • A study of the ways that people can scrutinise their long-term personal informatics user model of exertion from VR game play and incidental walking. These contributions provide a foundation for future researchers and industry practitioners to design VR games that provide beneficial levels of exertion and allow people to gain insights into the relative contribution of the exercise from gameplay.
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Roos, Daniel, and Gustav Aaro. "A Toolset for Qualitative Dataset Generation of Virtual Reality Environment User Interaction." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148667.

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Virtual reality (VR) is a medium of human interaction which is becoming more popular by the day in today's technological advancements. The applications are being developed at the same rate as the technology itself and we have only seen the start of the possible benefits it could bring society. As the technology advances it will gain a lot of trust, and the potential use cases of virtual environments will be allowed to become more complex. Already today, they often involve network streaming components which often has very strict optimization requirements in order to be able to run in real-time with minimal delay under normal network conditions. In order to reach the required optimizations it is important to understand how users interact with such virtual environments. To support and facilitate the understanding of this kind of interaction we have developed a method for creating qualitative datasets containing extensive information about the 3D scene as well as the sensor data from the head-mounted display (HMD). We then apply this method to create a sample dataset from a virtual 3D environment and try to analyze the data collected through some simple methods for demonstrational purposes.
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Pagkakis, Georgios. "Heritage encounters through new media: Mediated spectacle, the case of the Uppsala VR." Thesis, Uppsala universitet, Institutionen för arkeologi och antik historia, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-418112.

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This thesis has been an odyssey of sorts, into how the creative and playful use of digital tools, such as virtual reality technology, may prompt one's engagement with ‘the lost atmosphere of a Place’ and its history. My point of reference is the novel platform known as Uppsala VR, the property of the Gamla Uppsala museum in Sweden. What exactly has been its nature and purpose? How is it being embedded in the overall museum practice? How do visitors perceive and experience it? What started as a User Experience (UX) survey, yet, in time evolved into an exploration of the Uppsala VR in terms of ‘mediated spectacle’. Eventually, through continuous observations, negotiation, and reflection, an intricate understanding develops about what lies beyond for historical heritage and its representation, and about the role of the users’ imaginative creativity in this process.
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Sadler, Jonathan Edwin. "Frameworks for Part Generation in Multiple CAD Systems and for CAD Simulation with Multiple Users." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8755.

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Companies often require designers to work with and operate between different computer-aided design (CAD) systems. To interoperate between these systems, a neutral design standard for CAD models is needed that allows for generation, customization, and parameterization. Current standards often fail to incorporate file history and design intent. The research proposes a simplified, neutral design format that can be used to generate models in different CAD systems. The format proposes additional functionality not yet found in existing neutral formats or scripts. The system was tested by generating models in both NX and CATIA, then comparing the models for accuracy, flexibility, and similarity of the results. Utilizing the principles established with the neutral framework, a system was developed that facilitates a collaborative CAD modeling environment that supports the interaction of models within virtual reality (VR). A framework is presented that allows for the models to be created and then used in VR without the need for conversion. Strategies are discussed for minimizing the impacts of latency and unit testing was conducted to evaluate functionality. Furthermore, feasibility of using modern game engines such as Unity, Unreal Engine, and Godot to aid in the development of both VR and physics simulations are discussed. The above foundation and frameworks enhance collaboration in training and simulation in VR environments. This research demonstrates that by using neutral design standards, collaboration could be improved between different software, as well as between different engineers. Common strategies can be used for solving issues with conversions across the design space and integrated into future VR systems. This research will be indispensable to furthering studies of collaboration and design in remote environments.
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Medina, Melanie. "Immersive Police Training: A User Experience Study of SurviVR." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707334/.

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Working with the public benefit corporation SURVIVR, I conducted a user experience study to determine how effective the Summer 2019 build of the virtual reality (VR) police training tool SurviVR was at meeting the product's goal of providing officers-in-training with realistic, immersive training experience. Two virtual training scenarios, entitled Active Shooter and Emotionally Disturbed Person (EDP), were the focal points of the study. At two of the product's pilot demonstration locations over eleven total sessions, I gathered observational data and audiovisual recordings and administered paper surveys based in qualitative methods (with a few quantitative elements). Using these data collection tools and techniques, I inquired into the themes of immersion and realism in the virtual scenarios and what design features the participants felt positively or negatively impacted their experiences of these themes. SurviVR's nature of containing both real-world and virtual elements that are pertinent to user experience necessitated a framework that addresses ethnography of virtual worlds, hybrid ethnography, and design anthropology. This study contributes to the expanding field of VR applications and understanding how improved immersion and realism can aid in the effectiveness of VR as a training tool.
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Küszter, Vincent. "Entwicklung eines mehrbenutzerfähigen projektionsbasierten VR-Systems und Untersuchung ausgewählter Aspekte der Nutzerinteraktion." Doctoral thesis, Universitätsbibliothek Chemnitz, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-195084.

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Virtuelle Realität (VR) wird seit Jahrzehnten in Industrie und Forschung sowie im Unterhaltungssektor genutzt. Dabei sind die verwendeten VR-Systeme meist nur auf einen Nutzer ausgelegt, wodurch es für andere Betrachter zu perspektivischen Verzerrungen kommt. Um mehreren Personen ein visuell gleichberechtigtes Nutzen des VR-Systems zu ermöglichen, muss jedem Nutzer eine individuelle Perspektive vermittelt werden. Es wird ein Klassifikationsschema vorgestellt, anhand dessen für verschiedene Interaktionsszenarien Anforderungen für eine derartige Hardwareumsetzung ableitbar sind. Um ausgewählte Aspekte der Mehrbenutzerinteraktionen zu untersuchen, wurde eine Prototypenplattform erstellt, mit der eine vielfältige Palette von Interaktionsszenarien für zwei Nutzer umgesetzt werden kann. Eine parallel zu dieser Arbeit entstandene mehrbenutzerfähige Powerwall und eine Erweiterung dieser zu einer L-Bench wurden genutzt, um mit zwei Studien ausgewählte Aspekte der Interaktion mehrerer Benutzer in VR empirisch zu untersuchen. Dazu wurden zwei Anwendungen kreiert: ein Puzzlespiel, welches eine Informationsasymmetrie zwischen den Nutzern simuliert, sowie ein Objekteinpassungsspiel, welches die Interaktion um eine körperliche Komponente erweitert. Mit diesen wurde untersucht, welche Sichtwechselmetapher zur Auflösung der Asymmetrie am besten geeignet ist.
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Lindblom, Andreas. "A Study of Networking Performance in a Multi-user VR Environment : Using Unity and the Mirror library." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79559.

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Virtual Reality provides the ability to immerse users in realistic environments, which makes it possible to utilize the technology as an educational tool. The EIT Raw Materials Project MireBooks intend to teach mining students by simulating a VR mine and recreating learning experiences in it. With this comes challenges with regards to the networking performance and user experience.<br>MiReBooks
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Deshpande, Chetana. "A Virtual Step towards Ecological Sustainability : Nudging people to reflect on their everyday actions through VR experiences." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168480.

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With an attempt to connect ecological sustainability to users in a fun and interactive way that can nudge them into reflection of their everyday actions, this design research project tries to answer the main research question: How might we use immersive experiences in virtual environments to nudge participants into reflection; specifically, on climate change and sustainable behaviour? The available context, both in terms of climate change and the opportunity that exists in the communication of it; along with the design tools and good practices available were studied. Different design methodologies were reviewed to formulate a personalised yet well-grounded method, that was followed in this project. Through the use of these methodologies, a concept and two versions of the prototype were developed using Unity. These versions were tested with participants for the impact, and the quantitative and qualitative data that was gathered from the testing were analysed using statistical and thematic methods, respectively. From the analysis of the data, it became clear that this was just one little step that opens up more extensive research in this area. It can be concluded that VR can be thought of as an empathy generator due to its almost-unreal ability to transport users into any virtual space and make it feel like they are there. This ability of VR must be exploited to raise public empathy by taking abstract environmental concepts and make them more visible and relatable to everybody.
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Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.

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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 means to implement correct assembly procedures with improved accuracy and reduced errors. Despite the substantial application of AR in assembly; related research has rarely been explored from a human cognitive perspective. The limited available cognitive research concerning the applications of AR visualisation means in assembly highlights the need for a structured methodology of addressing cognitive and useability issues for the application potentials of AR technology to be fully realised.This dissertation reviews the issues and discrepancies in using four types of visualisation means (2D drawings, 3D manual prints, VR, and AR) for guiding assembly, and investigates potential cognitive theories to underpin the benefits of animated AR in assembly. A theoretical framework is then put forward, which summarises existing mechanisms concerning visual-spatial information processing and THE Working Memory (WM) processing in the context of spatial cognition theory, active vision theory and THE WM theory, and raises the to-be-validated aspects of the above theories when transferring from the psychological arena to practical instances. Moreover, the dissertation formulates the methodology of configuring a prototype-animated AR system, and devising particular assembly tasks that are normally guided by reference to documentation and a test-bed with a series of experiments.Two experiments were conducted with three testing scenarios: experiment I concerns the evaluation in the first and second scenarios, while experiment II concerns the third scenario. In scenario 1, a small scale LEGO model was used as the assembly and experimental tester task to compare 3D manual prints and AR. This scenario measured the task performance and cognitive workload of using the system for assembly. The second scenario applied the knowledge gained from scenario 1 to the real construction piping assembly. Comparisons were then made as to productivity improvements, cost reduction and the reduction of rework between 2D isometric drawings and AR. Common findings from both scenarios revealed that the AR visualisation yielded shorter task completion time, less assembly errors and lower total task load. Evaluation from the real construction scenario also indicated that the animated AR visualisation significantly shortened the completion time (original time and rework time), payment to assemblers and cost on correcting erroneous assembly.Questionnaire feedback (including NASA task load index) (Hart 2006, 908) revealed that the animated AR visualisation better aided assembly comprehension, and better facilitated information retrieval and collaboration between human and guidance medium. Using the same LEGO tester task, the third scenario measured the training effects of using 3D manual prints and AR among novice assemblers. The results revealed that the learning curve of novice assemblers was reduced (faster learning) and task performance relevant to working memory was increased when implementing AR training. Useability evaluation was conducted based on classical useability methods, to assess the user interface regarding system improvements.
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Nierula, Birgit. "Multisensory processing and agency in VR embodiment: Interactions through BCI and their therapeutic applications." Doctoral thesis, Universitat de Barcelona, 2017. http://hdl.handle.net/10803/461771.

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Body ownership refers to the experience that this body is my body and is closely linked to consciousness. Multisensory integration processes play an important role in body ownership as shown in the rubber hand illusion, which induces the illusory experience that a rubber hand is part of one's own body. Illusions of body ownership can also be experienced in immersive virtual reality (VR), which was used in all three experiments of this thesis. The first experiment of this thesis aimed at investigating some of the underlying mechanisms of body ownership. Specifically we were interested whether the body ownership illusion fluctuates over time and if so, whether these fluctuations are related to spontaneous brain activity. The second experiment aimed at investigating the relation between body ownership illusions and pain perception. Looking at one's own body has been demonstrated to have analgesic properties. This well-known effect in people's real hand has been studied in illusory owned hands with contradictory results. It has been replicated in VR-embodiment, but there are controversial findings in the rubber hand illusion. One crucial difference between the rubber hand illusion and VR-embodiment is that in VR real and virtual hand can be colocated while this is not possible in the rubber hand illusion. We were interested whether the distance between real and surrogate hand can explain controversial findings in the literature. When people experience high levels of body ownership over a virtual body, they can also feel agency over the actions of that virtual body. Agency has been described as result of a matching between predicted and actual sensory feedback of a planned motor action, a process involving motor areas. However, situations in which strong body ownership gives us the illusion of agency, raise the question of the involvement of motor areas in the sense of agency. In the third experiment of this thesis we explored this question in the context of brain computer interfaces (BCI). All together these experiments investigated underlying processes of body ownership and its influences on pain perception and agency. The findings have implications in pain management and neurological rehabilitation.
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Millgård, Jonas, and Lovisa Sandhu. "Wow! Tillsammans med andra adaptions- och acceptansaspekter av virtuell verklighet : En kvalitativ studie kring VR ur ett longitudinellt användarperspektiv." Thesis, Högskolan Väst, Avd för medier och design, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-12981.

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This study examines the acceptance, usage and motivation of virtual reality users from a perspective of longitude to achieve a deeper understanding regarding the usage of technology as well as to which extent it aligns with the technology acceptance model UTAUT 2 and the seven variables known as determinants. The established determinants for technology adoption were evaluated through eight qualitative interviews. This study confirms the validity of UTAUT 2 but also contributes with suggestions for additional factors such as wow, hype, reality and social output as well as future usage. The suggested addition of the factors wow and hype generated the most data with tendencies to extend into a general technology context. Reality is another significant quality that is distinguishing for virtual reality and other mixed realities. Very much like other information technologies the virtual reality experience depends on content where aspects such as quality and the available range influences the will to adopt the technology. Since different technologies consist of a unique combination of qualities and possibilities this study suggests that there may be advantages to adjust or extend the adoption model depending on the technology that is to be examined.<br>Denna studie utforskar acceptans, användning och motivation hos användare av virtuell verklighet (VR) med ett longitudinellt fokus för att få en djupare förståelse kring hur väl dagens teknikanvändning stämmer överens med teknikadaptionsmodellen UTAUT 2 och dess sju avgörande faktorer även kallade determinanter. Genom åtta kvalitativa intervjuer utvärderas de befintliga determinanterna för tenikadapation. Studien styrker validiteten i UTAUT 2 men bidrar med förslag till ytterligare betydande faktorer som wow, hajp, verklighet, socialt influerande, samt framtid. De föreslagna faktorerna wow och hajp genererade mest data men de tenderar att sträcka sig över ett allmänt teknologisammanhang. Verklighet är en annan avgörande faktor som är utmärkande för VR och andra blandade verkligheter (mixed realities - MR). VR likt andra informations- och kommunikationsteknologier (IKT) är för upplevelsen beroende av innehåll där beståndsdelar som kvalitet och utbud påverkar viljan att ta till sig av teknologin. Då olika teknologier består av en unik kombination av egenskaper och möjligheter föreslår denna studie att det finns fördelar i att utöka eller anpassa adaptionsmodellen olika beroende på den teknologi man ämnar att undersöka.
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Gustafsson, Anders. "Use of head mounted virtual reality displays in flight training simulation." Thesis, Linköpings universitet, Programvara och system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-154016.

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The purpose of this thesis was to evaluate currently commercially available head mounted virtual reality displays for potential use in pilot training simulators. For this purpose acommercial simulator was modified to display the virtual environment in an Oculus RiftDK2 headset. A typical monitor based setup was used to provide a set of hardware requirements which the VR implementation had to meet or exceed to be considered potentially usable for pilot training simulators. User tests were then performed with a group of users representative of those normally using pilot training simulators, including both pilots and engineers working with simulator development. The main focus of the user tests was to evaluate some potential weaknesses found in the technical comparison (such as when a measured parameter was close to the lower limit defined by the monitor based setup) and to make a measurement of the usability of the VR implementation. The results from the technical comparison showed that the technical requirements were met and in most cases also exceeded. There were however some potential weaknesses revealed during the user tests, which included screen resolution and the field of view. There was one main critical deficiency found during the user tests. This was the lack of interaction with the aircraft as users were only able to interact with the flight stick and throttle lever. While this enabled the users to control many aspects of the aircraft (by using buttons and other controls fitted on the flight stick/throttle) in a training scenario a user also has to be able to interact with other switches and/or monitors in the cockpit. This was however a known limitation of the implementation and thus didn’t affect the tested parts of the simulator. The user tests also confirmed that the resolution was a potential problem, but that the overall usability was high. Thus the VR implementation had potential for use in a pilot training simulator, if the critical issues found during the user tests were solved.
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RUFFINO, PABLO ANGEL. "Digital built heritage: use cases of existing buildings through BIM-based approach." Doctoral thesis, Politecnico di Torino, 2020. http://hdl.handle.net/11583/2827714.

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Linn, Andreas. "Gaze Teleportation in Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216585.

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This paper reports preliminary investigations into gaze teleportation, a locomotion interaction inside virtual reality in which the user can push a button and teleport to the point at which they are looking. The results could help future application creators design intuitive locomotion interfaces to allow users to more easily scale virtual worlds larger than their play space. In a study consisting of 12 participants, gaze teleportation was compared to the conventional hand-tracked controller. Participants played a portion of Valve’s The Lab with an HTC Vive and a Tobii Eyetracker; half of the participants completed the set tasks with gaze teleportation, and the other half used hand-tracking. Using Likert questions, they then rated their experiences in terms of enjoyment, frustration, effort, distance, occlusion, immersion, and motion sickness. After answering the questions, the participants got to try both methods and were interviewed on their preferences and opinions. Our results suggest that gaze teleportation is an enjoyable, fast, intuitive, and natural locomotion method that performs similarly to hand-tracked teleportation but is preferred by users when they are given a choice. We conclude that gaze teleportation is a good fit for applications in which users are expected to locomote in their direction of focus without too many distractions.<br>I det här dokumentet rapporteras preliminära resultat av blickteleportation, en rörelseinteraktion för virtuella verkligheter där användaren kan trycka på en knapp och teleportera till den punkt som de tittar på. Resultaten kan hjälpa framtida applikationsskapare att designa intuitiva rörelsegränssnitt så att användarna lättare kan röra sig i virtuella världar som är större än deras spelrum. I en studie med 12 deltagare jämfördes blick med teleportation med den konventionella handkontroll metoden. Deltagarna spelade en del av Valve’s The Lab med en HTC Vive och en Tobii Eyetracker; Hälften av deltagarna slutförde de uppsatta uppgifterna med blickteleportation, och den andra hälften använde handmetoden. Med Likert-frågor bedömde de sedan sina erfarenheter när det gällde njutning, frustration, ansträngning, avstånd, ocklusion och rörelsesjuka. Efter att ha besvarat frågorna fick deltagarna prova båda metoderna och intervjuades om sina preferenser och åsikter. Våra resultat tyder på att blickteleportation är en trevlig, snabb, intuitiv och naturlig rörelseinteraktion som presterar likt handmetoden, men föredras av användarna när de får välja. Vi drar slutsatsen att blickteleportation passar bra för applikationer där användarna förväntas förflytta sig i samma riktning som deras fokus.
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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.

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Larsson, Ulrica, and Johanna Pettersson. "Development and evaluation of a 6DOF interface to be used in a medical application." Thesis, Linköping University, Department of Science and Technology, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1412.

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<p>This thesis was performed at the research centre CINECA in Bologna, Italy. An interface with six degrees of freedom, 6DOF, to be used in a virtual environ- ment for the positioning of medical components was developed in co-operation with IOR, one of the most important orthopaedic hospitals in Italy. The main reason for doing this was to find out whether or not a virtual en-viron-ment and 6DOF interaction could make the pre-operative planning of an ope-ration more efficient compared to other techniques. Is it easy to posi-tion an object using stereovision and a 6DOF tracker tool? Further-more, the interface might also be used in other applications and areas in the future. </p><p>Described is the development of an interaction class especially constructed for the use of a tracking tool called a stylus pen. This tool takes advantage of all 6DOF, i.e. it recognises movements in the x, y and z directions and likewise the orientation of the tool around the three axis. Moreover, an application which uses the interaction class was created in order to evaluate its usefulness. The application enables the user to load, save and position objects within a virtual environment. The result of this evaluation is then described and discussed. </p><p>In the evaluations it was shown that the stylus pen with 6DOF is an intuitive in-ter-action tool which works well for positioning. The stereovision also seems to further improve the users ability to position objects. However, the created interaction class needs to be further developed before itcan be implemented in a pre-operative planning tool.</p>
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Kalaiselvan, Kasthuri Brindha, and Hanyu Yan. "Virtual Reality as a Communication Process: User Perceptions and Experiences." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-68607.

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This thesis addresses the Virtual Reality (VR) as an efficient communication process, furtheremphasizes on the importance of Haptic Feedback in Virtual Reality applications. HapticFeedback plays a pivotal role in Virtual Reality simulations by enhancing users’ interactivityand immersion. Considering the human perceptions and experiences in line with technology isextremely significant for an effective Virtual Reality. The aim of this research is to study theperceptions and experiences of human participants about Virtual Reality applications,importance of Haptic Feedback, and to explore the advantages and limitations of suchapplications. The need to integrate Haptic Feedback in today’s Virtual Reality applications, andits advantages were emphasized. In order to acquire in-depth understanding of user’sperceptions and experiences about Virtual Reality as a communication process, a qualitativecase study was employed in this study with interpretive research approach and purposefulsampling. After interviewing the selective participants, the outcomes of the study would be toconsider Virtual Reality as an effective communication medium and to propose improvementplans for IKEA VR Experience with Haptic Feedback. Based on the outcomes of this study,organizations can strive towards providing richer Virtual Reality experience to their customersin the years to come.
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Brestič, Tomáš. "Efektivní využití omezeného herního prostoru." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385937.

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Current generation of consumer electronics products for virtual reality (VR) allows to track user motion in physical play area which can be converted into a corresponding change of their position in a virtual environment. There are, however, some potential pitfalls with using this approach as the main method of user motion in the virtual space. Therefore, vast majority of contemporary applications is based on different methods that do not take advantage of the available play area and the possibilities of the input devices in their entirity. The main goal of this thesis is to propose and demonstrate a feasible way of implementation allowing the use of available physical space and to try to evaluate whether basing the user motion in an application on the described approach can result in an increase of user interest, attract more users and offer them better experience, and whether it therefore can be profitable in spite of all the related disadvantages.
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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.

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<p> There 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 <i>Quest Atlantis.</i> Three main themes related to the participants&rsquo; experiences emerged: emergence of self-confidence; play and learning within a virtual learning environment; and fostering positive social interactions. Their experiences within the <i>QA</i> environment showed how they found learning to be a &ldquo;fun&rdquo; 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.</p>
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Mahboob, Atif Verfasser], Christian [Akademischer Betreuer] [Weber, Heidi [Gutachter] Krömker, and Rainer [Gutachter] Stark. "Modelling and use of SysML behaviour models for achieving dynamic use cases of technical products in different VR-systems / Atif Mahboob ; Gutachter: Heidi Krömker, Rainer Stark ; Betreuer: Christian Weber." Ilmenau : Universitätsverlag Ilmenau, 2021. http://d-nb.info/1228270856/34.

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Mahboob, Atif [Verfasser], Christian [Akademischer Betreuer] Weber, Heidi [Gutachter] Krömker, and Rainer [Gutachter] Stark. "Modelling and use of SysML behaviour models for achieving dynamic use cases of technical products in different VR-systems / Atif Mahboob ; Gutachter: Heidi Krömker, Rainer Stark ; Betreuer: Christian Weber." Ilmenau : Universitätsverlag Ilmenau, 2021. http://d-nb.info/1228270856/34.

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Magadi, Suma. "Use of an Integrate Method to Trace Coexistence Curves: Application to Pure and Multi-Component Mixtures." University of Akron / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=akron1399555573.

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42

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.

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Volvo Group är ett av världens ledande tillverkare av bland annat lastbilar, bussar, entreprenadmaskiner och motorer för marina och industriella applikationer. Volvo Group äger totalt 10 olika märken, dessa är: Volvo Trucks, UD Trucks, Renault Trucks, Mack Trucks, Group Trucks Asia &amp; JVs, Volvo Construction Equipment, Volvo Bus, Volvo Penta, Volvo Financial Services och Governmental Sales. Initiativet till projektet togs av Metod och Processutvecklings avdelningen på Volvo Group Trucks Operations (GTO), som är den delen av Volvo Group som utför själva sammansättningen av lastbilar. Volvo GTO finns i flertal olika länder världen över vilket leder till att arbetsprocesserna kan skilja mellan länderna. För att kunna standardisera ett arbetssätt där konstruktören (komponent ägaren) tillsammans med geometri arkitekten kan göra en första ergonomisk analys på den berörda komponenten. För att detta ska vara möjligt så tog projektet fram en handbok på hur man som komponentägare skall gå tillväga för att få en så bra och korrekt analys som möjligt. I denna kandidatarbete tas det upp förslag på hur VR hade kunnat hjälpa till ett utvärderingsverktyg redan i konstruktionsstadiet när en ny produkt/komponent ska tas fram eller om det ska göras förbättringar på en befintlig komponent. Kandidatarbetet har valt att fokusera mest på hur konstruktören och geometri arkitekten ska kunna utvärdera de ergonomiska aspekterna med VR som hjälp. Projektet har undersökt två user case varav ett av dem presenteras i denna rapport. Detta gäller monteringen av värmeskydd. Anledningen till att just denna montering valdes är på grund av dess dåliga ergonomi och åtkomlighet. Projektet valde att göra både en RULA-analys och PLIBEL-analys. RULA-analysen gav hög totalpoäng, 7 av 7 medan PLIBEL endast är en analys på arbetsplatsen vilket gav ett bra underlag för fortsatt arbete. Studien visade att VR är ett väldigt bra hjälpmedel vid analys av ergonomiska aspekter i tidig design fas. Det ger relevanta resultat och har potential för besparingar i resurser och kostnader inom utvecklingsprocessen. För att förbättra kandidatarbetes resultat har det gjorts besök på ESI-Group som har gått in med stöttning i form av VR utrustning och workshop. Detta gav projektmedlemmarna en inblick på möjligheterna man har med VR.<br>Volvo 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 &amp; 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.
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Hedelin, Hugo. "Design and evaluation of a user interface for a WebVR TV platform developed with A-Frame." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-134948.

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The market for virtual reality products has grown rapidly the last few years, and as the demand grows, the supply should naturally follow. More games, applications and also web sites for virtual reality are going to have to be designed and produced to support this demand. However, the guidelines and the literature for designing user interfaces specifically for virtual reality are few and often outdated. The purpose of this thesis is to help contribute to determine how to design user interfaces for virtual reality, when one is making selection with fuse-based clicks. In this thesis, a prototype for a TV-platform is designed and produced in WebVR, using the framework A-Frame. The prototype is then evaluated with usability tests and redesigned as according to an iterative design process. The evaluations showed that items were easily clicked by mistake and often unknowingly. Furthermore, the test user participants often failed to notice user interface objects if the objects were not placed in the centre areas of the user interface. The conclusion suggests that navigation paths within the user interface could mitigate accidental clicks, and auditory feedback could help users notice the accidental clicks. Moreover, between 700ms to 1000ms, but closer to 1000ms, could be an appropriate fuse time to facilitate ease of making selections at the cost of speed efficiency.
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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.

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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 employed a series of standard user-centered design (UCD) methods to rapidly prototype 3D head-worn display (HWD) systems in the first responder domain. These methods were performed across a series of 13 experiments, resulting in an in-depth analysis of the most effective methods experienced herein and providing suggested paths forward for future researchers in 3D MR HWD systems. Lessons learned from each individual method and across all of the experiments are shared. Several characteristics are defined and described as they relate to each experiment, including interface, interaction, and cost.<br>Ph. D.
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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.

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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 sätt som med stillbilder, blir det bara ett annat verktyg för att öka säljbarheten för arkitektoniska projekt. Denna studie kommer därför att försöka svara på frågan ”Hur implementerar vi AR inom arkitektonisk visualisering på ett sätt som är gynnsamt för de icke-professionella användarna?”De centrala begreppen som bör tas till hänsyn när man talar om arkitektonisk visualisering är autonomi, tid, medborgarnas tidiga medverkan, ocularcentrism och konceptet av verklighet. Eftersom arkitekturen måste bero på vardagens sammanhang, bör visualiseringen inte stänga av världen för att skapa ett fint ideal som bara fungerar som falsk annonsering. Att stänga ut medborgarnas röster leder också till att skapa en metaforisk mur mellan människorna inom fältet och människorna utanför, vilket leder till förlust av utbyte av insikter och perspektiv. En av rösterna som talar starkt mot den autonoma synen är Jeremy Till, hans ord från boken Architecture depends kommer därför att spela en central roll i det teoretiska perspektivet av denna studie.För att svara på frågorna i studien kommer observationslinsen vändas till både den professionella sidan och den icke-professionella sidan angående ämnet Alternative Reality inom arkitektur. Detta görs via metoden cyber-etnografi, där Internet kommer att vara det öppna fältet att observera. Potentialerna för AR som uttrycks av de professionella kommer att användas för att jämföras med de icke-professionellas perspektiv och oron. Resultaten av observationerna kommer att användas till ett förslag av en AR-applikation, vilket är denna studies bidrag till diskussionen av vilka sätt AR kan genomföras för de icke-professionella användarnas skull.<br>A 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.
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46

Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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47

Hao, Shilun. "Using Virtual Reality to Produce 3-D Graphical Simulation of the Construction and Use of Dougong in Chinese Architecture Emphasizing the Song and Qing Dynasties." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1523616323665237.

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48

楊凱鳴. "A bodily user interface for VR-CAVE." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/80742730489305057390.

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碩士<br>國立交通大學<br>建築研究所<br>93<br>The purpose of this research is to explore how body movement can increase users’ sense of presence in the virtual reality cave (VR-CAVE). Traditionally, in architectural applications, designers present their designs usually using fixed-path pre-rendered animations. The spatial context is conveyed only by visual perception. Users can’t navigate space by themselves; hence there is no interaction between users and VR-CAVE. Although visual perception is the major way of presentation, there are still possibilities to enhance the sense of presence in virtual reality environment. It can increase users’ sense of presence if they utilize input device to navigate virtual reality environment. Therefore, in order to increase users’ sense of presence, we designed a bodily user interface for VR-CAVE which utilized user’s body movement to interact with VR. There were three steps in this research: 1.We defined a body movement (body leaning) that was fit for users to navigate VR; 2.Implemented a prototype of controller that was based on the concept of body leaning and tested it; 3.Implemented a prototype of controller for VR-CAVE that was based on step two results. In order to explore how body movement could increase users’ sense of presence in VR, we used the same digital model to test on different users and settings. A user would wear goggle and the device to experience space, and then he would use other devices (joystick, keyboard) to experience the same space in the VR-CAVE. Finally, an evaluation will be conducted base on user experiences. The contribution is not only a user can easily or effortlessly control and navigate in VR space but also VR navigation will directly link to the experience of walking in physical spaces, which provides strong sense of presence to user. Increasing sense of presence can make user who is non-architecture more immersive and make spatial context more understandable.
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Hsieh, Ching-I., and 謝靜儀. "Exploring User Interface and User Experience of VR in E-Commerce Based on User Perspectives." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/r4ge4s.

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碩士<br>國立高雄第一科技大學<br>資訊管理系碩士班<br>106<br>In recent year, popular keywords in the search engine are virtual reality(VR), to attract global manufacturers, media reporter and consumer attention. In addition to video, entertainment, education and medical, VR can be used in e-commerce(EC). This will become one of the key developments. Currently, most EC platform present the product that use simple 2D images, text-based interface or animation. But consumers want to know more about the products in the online shopping and compare the product's material, color and other elements. Therefore, combining VR with EC can improve the user's shopping experience. However, VR e-commerce is not universal. Therefore no reference to design criteria. It is particularly important to design the interface and interaction through the user interface(UI)and user experience(UX). This study will focus on the characteristics of VR and E-commerce(e.g., using a website for shopping). Use this feature to interactively study UI and UX between users and designers to generate design criteria. Experimental design through The modified SEM-CPU method. Use of brain waves to understand the user status. And then use the think-aloud protocols, Questionnaire for User Interaction Satisfaction(QUIS), User Experience Questionnaire(UEQ)to understand the user’s thoughts on UI and UX. Moreover, this study uses focus group to interview experts in order to obtain expert opinions on VR e-commerce. Induction and integration of data to produce design criteria by experimental results. Finally, Delphi method is used to validate and evaluate the practicability of design criterion. Through the “user interface and user experience design criteria of VR” generated by this study, we can understand many important design elements in VR e-commerce. Moreover, this design criteria have five major themes, including screen, Operation and prompt, Safety and feelings of use, System functions, and payment. Each theme has several sub-items, and there are 30 sub-items. It is expected that VR e-commerce designers will have some reference when designing and developing.
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50

Matias, Ricardo Filipe. "A VR Supported Study on Human-Robot Collaboration." Master's thesis, 2021. http://hdl.handle.net/10316/98201.

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Dissertação de Mestrado Integrado em Engenharia Electrotécnica e de Computadores apresentada à Faculdade de Ciências e Tecnologia<br>O aumento do número de robôs que participam em certas atividades na nossa sociedade, especialmente no ambiente industrial, leva à introdução de mais cenários onde um humano tem de colaborar com um robô para atingir um objetivo comum. Por sua vez, este aumento evidencia a necessidade de estudar o quão natural e segura é a interação e como pode ser melhorada. Realidade Virtual é uma excelente ferramenta para simular estas interações pois permite ao utilizador sentir-se completamente imerso no ambiente, estando ao mesmo tempo seguro de um possível mau funcionamento do robô.Este trabalho apresenta a criação de sistema base para estudar a interação entre humanos e robôs, mais especificamente, com o robô Baxter, que pode ser facilmente expandido para criar cenários específicos. Este sistema é utilizado para criar duas simulações em realidade virtual. A primeira tem como objetivo induzir reações quando o robô comete um erro. Os sinais cerebrais do humano que interage com o robô são adquiridos utilizando eletroencefalografia para poderem ser avaliados. Esta simulação foi feita em colaboração com ProAction Lab. A segunda simulação tem como objetivo avaliar o uso de realidade virtual no estudo da interação entre humanos e robôs e como é que distrações influenciam os participantes. É utilizada numa experiência onde os participantes colaboram com o Baxter simulado para colocar os objetos entregues pelo robô no sítio correto, dentro do tempo limite. No fim da experiência, os participantes preenchem um questionário UEQ e Flow Short Scale. Estes questionários revelaram que foi conseguido um grande sentimento de presença, mas que é necessário aumentar a velocidade do robô. Os participantes também reportaram sentir-se mais distraídos pelas distrações que envolvem sons mais constantes, enquanto a análise dos sinais eletrodérmicos recolhidos durante as experiências apresentaram mais reações às distrações mais repentinas e barulhentas.<br>The increasing number of robots performing certain tasks in our society, especially in the industrial environment, introduces more scenarios where a human must collaborate with a robot to achieve a common goal. This, in turn, raises the need to study how safe and natural this interaction is and improve it. Virtual reality is an excellent tool to simulate these interactions, as it allows the user to be fully immersed in the world while being safe from a possible robot malfunction.This work presents a base system to study human-robot interaction with a simulated Baxter robot that can be easily expanded to create custom scenarios. This system is then used to create two virtual reality simulations. The first is used to evaluate the human's brain signals when the robot makes a mistake, using electroencephalography and collaborating with ProAction Lab. The second simulation is used to study how practical virtual reality is in the studies of human-robot interaction and how the users react to distractions. It is then used in an experiment where the participants must collaborate with a simulated Baxter to place objects delivered by the robot in the correct place within a time limit. At the end of the experiment, the participants filled a UEQ and Flow Short Scale questionnaires that revealed a high sense of presence but a need to increase the robot's speed. The participants also reported feeling more distracted by the distractions that involved a more constant sound. The analysis of electrodermal activity signals collected during the experiments presented more reactions to the more sudden and obnoxious sounds.
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