Дисертації з теми "360° VR"
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Durnell, Linda A. "Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360?" Thesis, Fielding Graduate University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10747522.
Повний текст джерелаEmotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360° Immersive technology is being used to provoke emotion and move millions of people to action. Because organizations and filmmakers are exploring more ways to use the immersive technology of VR and 360-degree video to evoke emotion, it is important to investigate what emotional reactions are experienced. Both VR and 360° fall under the category of immersive media and the terms are used interchangeably in this study. NVivo 11 is used for the analysis of 1,700 Twitter texts between the years 2015 and 2017 after people view the crisis Clouds Over Sidra in VR/360°. The appraisal theory of emotion serves as the framework to explore the interpretation of the subject’s emotional reactions. Sentiment and thematic analysis reveal (a) an increase in empathy, (b) reports of emotional reactions including feelings of sadness, grief and anger, (c) greater understanding of the crisis (d) intentions to act related to the crisis, (e) importance of VR/360° for educational use, and (f) the power of VR/360° and its ability to alter fields of education, humanitarian work, and politics. This study finds the immersive experience of viewing a crisis in VR/360° generates a range of highly emotional reactions. It is an important goal to understand the role VR/360° plays in generating emotional reactions and behavioral change, particularly in view of the accelerating development of emotional VR/360° content and people’s access to immersive technology.
Johansson, Kristin, and Hedda Johansson. "Malmö by 360° – en studie om 360° video inom äldreomsorgen i Malmö." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20884.
Повний текст джерелаThis study examines the degree to which 360 ° video viewed in an HMD can have a life-quality enhancing effect on residents of elderly care in Malmö. Loneliness and depression are one of the most common health problems today among people with an age over 65. One of the reasons for this is physical and mental barriers that reduces the opportunities for them to continuously participate in social contexts and get an environmental change. With 360° video, anything can be experienced and with an HMD the feeling of being present on the site can be enhanced. With the help of this technique, a prototype test has been performed on 2 different retirement homes in Malmö where 9 participants have been tested to view 360° video in an HMD, in the form of various excursion destinations in Malmö that have been created as a prototype in this study. Based on observations, think-aloud technology and questionnaire responses, the conclusions have been drawn that the test needs to be done for a longer period to be able to demonstrate a safe result on which life-enhancing effect 360° video can have on the residents. The result of the test could also show an increased positivity if the participants saw a place they visited in the past.
Li, Yanlin [Verfasser]. "Transformation von Sozialversicherungssystemen : Probleme, Reform und Perspektiven des Sozialversicherungssystems in der VR China / Yanlin Li." Aachen : Shaker, 2003. http://d-nb.info/1170541658/34.
Повний текст джерелаDahlén, Peter. "Den sfäriska intervjun : En studie om hur tittare och producenter upplever 360°- intervjusekvenser i en VR-miljö." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30513.
Повний текст джерелаVon, Drasek Nathan James. "Return to Earth: Decayed Rulesets in VR." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1626166928722007.
Повний текст джерелаLindskog, Eric. "Developing an emulator for 360° video : intended for algorithm development." Thesis, Linköpings universitet, Databas och informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171369.
Повний текст джерелаSingh, Narendra. "Developing Trust in Sharing Rental Economy through Virtual Reality 360° Video." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263238.
Повний текст джерелаStudenter, särskilt internationella, har svårt att hitta boende i storstäder som Stockholm i Sverige till lämplig prissättning. För att underlätta en sådan sökprocess och skapa en känsla av förtroende använder hyresgäster och hyresvärdar video och / eller röstsamtal för tidig kommunikation med varandra. Upprättande av förtroende bland hyresgäster och hyresvärdar är dock en utmanande uppgift i detta sammanhang. Denna studie syftar således till att undersöka om virtuell verklighet (VR) som 360° video kan användas för att utveckla förtroende bland hyresgäster och hyresvärdar. Denna studie genomför en undersökning från ett studentperspektiv på grund av den begränsade tidsramen. Denna studie genomfördes i samverkan med Ett tak, som arbetar på hyresmarknaden i Stockholm. Hyresgästerna är studenterna och hyresvärdarna är äldre människor som har ledigt utrymme i sina hem. En förstudie genomfördes för att identifiera studenternas förväntningar. En hyresvärd filmades för en 360° video som utvecklades till en Unity VR app. Resultaten från användbarhetsstudien indikerar att de flesta studenter kände en hög grad av förtroende gentemot hyresvärden genom att använda en fördjupande 360 ° VR rundtur. Däremot visade eleverna att de inte skulle köpa egna VR-headset om VR inte blir vanligt i de olika områdena i livet. Denna studie bygger på befintlig litteratur och bekräftar den positiva effekten av attribut som profilbilder, betyg och recensioner på förtroendenivå mellan leverantörer och konsumenter i en delningsekonomi.
Cazin, Marie-Laure. "Cinéma et neurosciences : du cinéma émotif à emotive VR." Thesis, Aix-Marseille, 2020. http://www.theses.fr/2020AIXM0009.
Повний текст джерелаThis Phd thesis is about the theoretical and practical stakes of the possibilities for cross-over between neurosciences and cinema. It takes as a starting point my project Emotive Cinema (2014). This is a prototype of neuro-interactive cinema, where the screenplay of the film is affected by the viewer’s emotional state (first part).This led us towards a theoretical questioning concerning emotions and perception (part two and three), applied to the cinematic situation, traversing different fields, such as the neurosciences, philosophy, psychology and psychoanalysis. Different approaches which have the common aim of better understanding the spectator's experience. The fourth part of the thesis seeks to imagine the future evolutions of cinema. The hypothesis has a tight proximity with sciences, which is why we are presenting therapeutic prototypes for psycho-somatic issues, as well as cinematic prototypes. This concludes with the recent explorations of Emotive Cinema into Virtual Reality, Emotive VR , a neuro-interactive prototype of a film in 360° and VR untitled Freud's last hypnosis” , which is presented as the practical part of the Phd
Seffert, Birte [Verfasser]. "HIV/AIDS als Herausforderung für die VR China : Policy-Dynamik und der Beitrag von Wissenschaftlern 1984 - 2006 / Birte Seffert." Berlin : Freie Universität Berlin, 2012. http://d-nb.info/1029792739/34.
Повний текст джерелаAtkins, Daniel Aaron. "Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1573830322607172.
Повний текст джерелаDantas, Silva Juliana. "Aurora - a study on the guided meditation using immersive media." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20253.
Повний текст джерелаDudczig, Manuel. "Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36943.
Повний текст джерелаAdanin, Kristina. "Students’ Attitudes and Intentions of Using Technology such as Virtual Reality for Learning about Climate Change and Protecting Endangered Environments." Ohio University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1604061222276647.
Повний текст джерелаMa, Anna [Verfasser]. "Die materielle Fusionskontrolle in der VR China und in der Europäischen Union / Anna Ma." Baden-Baden : Nomos Verlagsgesellschaft mbH & Co. KG, 2019. http://d-nb.info/1204705283/34.
Повний текст джерелаOertel, Lars, Jonathan Dyrna, Helge Fischer, and Marius Brade. "DOmIcILE-VR – Wohnungsabnahmen virtuell trainieren." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36592.
Повний текст джерелаJobst, Christoph. "Alternative Steuerungen für das VR-Labor." Bachelor's thesis, Universitätsbibliothek Leipzig, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-64155.
Повний текст джерелаYao, Yu [Verfasser]. "Missbräuchliche Ausnutzung standardessentieller Patente in der VR China / Yu Yao." Siegen : Universitätsbibliothek der Universität Siegen, 2019. http://d-nb.info/1177366428/34.
Повний текст джерелаSun, Xinkuan [Verfasser]. "Risikoverteilung beim Missbrauch von Zahlungsinstrumenten in Deutschland und der VR China / Xinkuan Sun." Frankfurt a.M. : Peter Lang GmbH, Internationaler Verlag der Wissenschaften, 2021. http://d-nb.info/1241455309/34.
Повний текст джерелаBadelt, Georgia [Verfasser]. "Anreizsysteme zur Verbesserung der industriellen Energieeffizienz in Transformationsländern am Beispiel der VR China / Georgia Badelt." Aachen : Shaker, 2005. http://d-nb.info/118657786X/34.
Повний текст джерелаShi, Huili [Verfasser]. "Untersuchung von Schulbüchern für den wirtschaftlichen Unterricht an beruflichen Schulen in Shanghai vor dem Hintergrund der Reform der Berufsausbildung in der VR China und der Ausbildung von Wirtschaftspädagogen an der Tongji Universität in Shanghai / Huili Shi." Kassel : Kassel University Press, 2011. http://d-nb.info/1017995451/34.
Повний текст джерелаPutz, Alexander [Verfasser]. "Das Eigentumsrecht in Deutschland und der VR China : Genese, Status quo und Entwicklungsperspektiven aus rechtsvergleichender Sicht / Alexander Putz." Baden-Baden : Nomos Verlagsgesellschaft mbH & Co. KG, 2017. http://d-nb.info/1160480125/34.
Повний текст джерелаDachselt, R. "Der Einsatz von Desktop-VR für E-Commerce-Anwendungen - Konzepte für dreidimensionale Produktpräsentationen." Josef Eul Verlag GmbH, 1999. https://tud.qucosa.de/id/qucosa%3A29769.
Повний текст джерелаDachselt, R. "Der Einsatz von Desktop-VR für E-Commerce-Anwendungen - Konzepte für dreidimensionale Produktpräsentationen." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-209525.
Повний текст джерелаLu, Pei [Verfasser]. "Die Wahrung der Rechtseinheit in Deutschland und der VR China : Eine vergleichende Untersuchung unter besonderer Berücksichtigung der Funktion des jeweiligen obersten Gerichts / Pei Lu." Baden-Baden : Nomos Verlagsgesellschaft mbH & Co. KG, 2016. http://d-nb.info/1122042787/34.
Повний текст джерелаJi, Hongming [Verfasser]. "Vermögensauseinandersetzung bei der Scheidung in Deutschland und der VR China : Separation of assets in divorce proceedings in Germany and the PR China / Hongming Ji." Hamburg : Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky, 2020. http://d-nb.info/1223620948/34.
Повний текст джерелаHe, Tan [Verfasser], and Hinrich [Akademischer Betreuer] Julius. "Verschulden des Geschädigten und dessen konkrete Anwendung im Bereich der Gefährdungshaftung : mit der dogmatischen Auslegung der entsprechenden Paragraphen der VR China als Mittelpunkt / Tan He ; Betreuer: Hinrich Julius." Hamburg : Staats- und Universitätsbibliothek Hamburg, 2019. http://d-nb.info/1201087325/34.
Повний текст джерелаKortum, Carsten [Verfasser]. "Corporate Social Responsibility in industriellen Clustern: Akteure, Aktionen, Institutionen und Ergebnisse im lokalen Raum - eine Fallstudie zum Schuhproduktionscluster in Jinjiang, Provinz Fujian, VR China / Carsten Kortum." Kiel : Universitätsbibliothek Kiel, 2013. http://d-nb.info/1037954408/34.
Повний текст джерелаSteiger, Saskia [Verfasser], and Uwe-Jens [Akademischer Betreuer] Walther. "Migration in China : eine empirische Untersuchung zu den Migrationsprozessen und deren Gestaltern in der VR China am Beispiel der Provinz Sichuan / Saskia Steiger. Betreuer: Uwe-Jens Walther." Berlin : Universitätsbibliothek der Technischen Universität Berlin, 2011. http://d-nb.info/1016533632/34.
Повний текст джерелаCsepe-Bannert, Eszter. "Die Kooperation zwischen Berufsschulen und Unternehmen im Rahmen der beruflichen Erstausbildung am Beispiel der Volksrepublik China." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-166380.
Повний текст джерелаLee, Wei-Tse, and 李維哲. "High-resolution 360◦Video Foveated Stitching for Real-time VR." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/76610318956930127902.
Повний текст джерела國立臺灣大學
資訊網路與多媒體研究所
104
In recent years, virtual reality (VR) becomes one of the most fascinating technologies where real-time immersion experience is in the spotlight. In those applications, the contents are usually generated by creating a 360◦video panorama of a real-world scene. Despite that many capture devices are released, getting high-resolution panoramas and display of a virtual world at real-time update rates are still very challenging since it is a computationally demanding paradigm. In this paper, we proposed a real-time 360◦video foveated stitching framework, indicating what objects in a scene should be represented at what detail level. Our foveated stitching consists of two major parts; the acuity map and the saliency map. The acuity map is calculated taking into considerations the characteristics of the human visual system, while the saliency map is calculated using theories from the field of visual attention. Our innovative solution takes multiple cameras inputs and creates a high-resolution panoramic video in real-time that can be streamed directly to the client. We parallelize the algorithm on a GPU to achieve a responsive interface and validate our results using user study. Our system accelerate graphics computation by a factor of 6 on a Google Cardboard display.
Gu, Jing, and 顧晶. "Stereo View Synthesis for VR from a Moving Monocular 360 Camera." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/r5u939.
Повний текст джерела國立臺灣大學
資訊工程學研究所
106
In this thesis, we introduce a method about synthesizing stereo view for VR with 360 image sequence captured by a monocular 360-camera. We generate different 360 images for different eyes by referring to the ideas of Omnistereo. To generate a stereo view in VR, we combined the images,one for left, and the other for right eye. The images are captured by Gear 360, and then the three-dimensional points and poses were illustrated by using the structure from motion with Visual SfM. The three-dimensional points could work as the features of the images, and accordingly generate the features in new images by using multiple viewpoint circular projection. We use feature correspondences to synthesize novel views, while simultaneously maintaining stereoscopic properties and preserving image structures. Finally, we get the 360 images for left and right eyes. We use PsViewer to display our resulting images by setting different images for different eyes, and view in google cardboard.
Delmazo, Caroline. "Paralympic VR: an immersive experience." Master's thesis, 2018. http://hdl.handle.net/10362/46159.
Повний текст джерелаParalympic VR: an immersive experience baseia-se em investigação exploratória e consiste na produção de um vídeo 360 graus que visa dar acesso especial ao universo de treino do basquete em cadeira de rodas, aproximando os utilizadores dos atletas paralímpicos sem a necessidade de ocultar a deficiência ou dar grande enfoque às histórias por detrás da deficiência. A cobertura do desporto paralímpico nos media e a representação dos atletas com deficiência está a transformar-se, mas ainda apresenta uma abordagem medicalizada, uma narrativa em que os atletas são comumente retratados como heróis devido à superação de dificuldades relacionadas à deficiência e não em virtude aos resultados desportivos. O jornalismo imersivo e o uso de tecnologias de realidade virtual são considerados no presente trabalho de projeto os meios pelos quais é possível uma abordagem alternativa e uma melhor representação dos atletas paralímpicos. O projeto apresenta a descrição de todo o processo de produção do vídeo-protótipo, detalhando decisões de conceito, aspectos técnicos e, principalmente, os desafios e lições aprendidas. Um estudo com utilizadores combinando grupos de foco e questionário on-line também foi conduzido para a recolha de perceções sobre a experiência de assistir ao vídeo com o headset Samsung Gear VR. Os comentários fornecidos pelos participantes indicaram que o protótipo atingiu seu objetivo. Importantes recomendações para a melhoria de futuras experiências também foram reunidas.
Kittel, Aden. "Decision-making Assessment and Development in Australian Football Umpires: Evaluation of 360° VR." Thesis, 2020. https://vuir.vu.edu.au/42042/.
Повний текст джерелаHuang, Yen-Chi, and 黃彥綺. "Interactive Guiding Interface for 360-degree Virtual Reality Video Browsing: A case study of Cardboard VR." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/746b79.
Повний текст джерела國立臺北科技大學
互動設計系碩士班(碩士在職專班)
105
When watching a 360° video through a VR headset, the viewer is free to browse the surrounding scene, and the image is no longer present in a single direction as usual. Although panorama photography enriches the possibility of multimedia composition, it also breeds new problems of its own. The viewers are easy to lose their orientation in the stereo scene because there is no any restriction when browsing. They might also miss the important message or scene because of the same reason. This study builds an interactive guiding interface in VR scene to explore whether this interface is helpful for viewing VR videos. In this study, we observed the behavior of subjects via the ‘Think Aloud protocol’, and recorded the experimental detail. After that, we interviewed the subjects and analyzed the data. The overall conclusions of this study are as follows. 1) Verified the guiding interface does have the effect of prompt, and it meets viewers’ expectation of usability of user interface. 2) The viewers expected the interface to be more naturally present in the scene when they were watching a virtual reality video. The results of this study can be used as a basis for the study of the interactive guiding interface design in virtual reality environment.
Macedo, Raquel Duarte. "Paralympic VR Game Immersive Game using Virtual Reality Technology." Master's thesis, 2018. http://hdl.handle.net/10362/62914.
Повний текст джерелаMarques, Tiffany. "O género suspense no audiovisual VR 360º." Master's thesis, 2018. http://hdl.handle.net/10773/25843.
Повний текст джерелаThe increasing development of the new technologies allowed a greater preponderance on the part of the spectator in the consumption of audiovisual contents. From this view, virtual reality is increasingly considered a tempting option for the entertainment world. As such, VR 360º audiovisual contents begin to emerge that allow a greater immersion in the viewer. This dissertation focused on the creation of VR 360º content of suspense genre, in which the various phases of the production process were elaborated that contributed to the analysis of the challenges and problems inherent to it. In addition, the immersive advantages at the spectator level associated with this type of project. In order to carry out the empirical investigation, two independent samples were used, one with 48 participants and the other with 36 participants, since two questionnaires were performed: one pre-session and one postsession. The post-session sample was divided into three equitable groups, which viewed the same audiovisual content, but in different formats. The analysis of results showed that, as expected, the cinematographic VR intensifies the immersion at the perceptual level and diminishes the immersion at the narrative level, a consequence of the 360º exploration. In addition, it was possible to conclude that there are several challenges and difficulties inherent to this technology.
Mestrado em Comunicação Multimédia
Jobst, Christoph. "Alternative Steuerungen für das VR-Labor." Bachelor's thesis, 2010. https://ul.qucosa.de/id/qucosa%3A11108.
Повний текст джерелаArros, Merino Lucia Malén, and Alec Sacha Gross. "Adormideras : fisonomía de un sueño en 360º." Bachelor's thesis, 2020. http://hdl.handle.net/11086/17408.
Повний текст джерелаFil: Arros Merino, Lucia Malén. Universidad Nacional de Córdoba. Facultad de Artes. Departamento Académico de Cine y Televisión; Argentina.
Fil: Gross, Alec Sacha. Universidad Nacional de Córdoba. Facultad de Artes. Departamento Académico de Cine y Televisión; Argentina.
Pinto, Rui Pedro Claro. "SightSurfers VR: navegação e interação em vídeo imersivo com óculos de VR e AR." Master's thesis, 2016. http://hdl.handle.net/10451/26229.
Повний текст джерелаCom o avanço tecnológico, cada vez mais o utilizador procura obter experiências ricas e inovadoras através das tecnologias. Este procura acima de tudo experiências imersivas, por forma a aumentar a sua sensação de presença. Cada vez mais se encontram vídeos esféricos gravados em 360º disponibilizados na internet, mas deparamo-nos com navegadores pouco imersivos para visualizar tais conteúdos. Este projeto teve por objetivo a exploração e o desenvolvimento de ferramentas para proporcionar uma experiência rica e imersiva ao utilizador na visualização de conteúdos multimédia de qualquer tipo, usando óculos de Realidade Virtual, com especial foco no tipo de vídeo gravado em 360º esférico. Um dos objetivos passava por tentar que o utilizador pudesse sentir que faz parte do ambiente gravado. Tentou-se aumentar a imersividade melhorando a forma e fluidez de navegação e a interação com os conteúdos. Um dos grandes problemas passava também pela incompatibilidade de ligação de grande parte de dispositivos de input externo a alguns equipamentos móveis. Pensou-se então que seria útil a criação de um Sistema de Navegação Facilitada que permitisse qualquer tipo de input e facilitasse o acesso a operações mais complexas de forma simples. Foi também um dos focos o desenvolvimento de funcionalidades que permitissem a exploração de Realidade Aumentada com o experienciar destes conteúdos. Foi realizada uma avaliação com utilizadores para validar as opções tomadas, em termos de usabilidade e aceitação. Estes consideraram as ferramentas desenvolvidas no Sight Surfers VR e no SSVR Helper bastante utéis, satisfatórias e fáceis de usar e de compreender, tendo contribuído ainda para identificar direções para desenvolvimentos futuros.
Due to technological advancements, users more and more desire to achieve new, rich, and innovative immersive experiences. Users are looking to experience immersive experiences in order to increase theirs sense of presence. The amount of spherical 360º recorded media available on the internet is largely increasing, but the experience that the browser gives to the user is not immersive enough to the current user expectation. This project main goal was to grant users the tools in order to achieve a good immersive experience when visualizing any type of media while using Virtual Reality Googles. There was a special focus on spherical 360º movies. This project aims to grant users the feeling that they take part of the environment. New interaction and navigation techniques were developed in order to try to increase immersion. One of the biggest issues refers to the fact that mobile devices are not very compatible with external input devices. An Easy Navigation System was designed with the goal to try to surpass these needs. This system also had the goal to allow users to access complex operations in a fast and easy way. It was also the goal to develop functionalities aimed to explore Augmented Reality while experiencing these contents. A user evaluation took place in order to evaluate the choices made, in terms of usability and acceptance. They considered the tools developed in Sight Surfers VR and SSVR Helper quite useful, satisfactory and easy to use and understand, having also contributed to identify directions for future developments.
Costa, António Domingos Miguel da. "Integração de Conteúdos VR em Website para Biblioteca." Master's thesis, 2020. http://hdl.handle.net/10316/92215.
Повний текст джерелаThis dissertation, in the areas of web design and interaction design, focuses on exploring possibilities of integrating virtual reality into websites for Libraries, using the current Polo II Library of the University of Coimbra as a case study. This report discusses the theoretical concepts of virtual reality; describes a purpose of incorporating virtual reality into the web; presents tools and hardware used in VR and analyses applications that present virtual reality developed previously, which relate to the project. In addition, it describes the analysis made on the current platform of the Polo II Library; it presents the focus of the project that consisted of redesigning the platform creating a more modern graphic identity and adding interactive and immersive visit functionality in 360o. This dissertation describes the process of dedesign and implementation of the library website re-design prototype, as well as the results of the usability assessment carried out. With this prototype we conclude that the addition of VR content on the library website is possible, with some effort, resulting in an alternative way to experience the physical space of the library. .
Esta dissertação, inserida nas áreas de web design e design de interação, tem como foco explorar possibilidades de integrar conteúdos de realidade virtual em websites para Bibliotecas, usando a atual Biblioteca do Polo II da Universidade de Coimbra como caso de estudo. Este relatório aborda os conceitos teóricos da realidade virtual; descreve a finalidade de incorporar realidade virtual na web; apresenta ferramentas e hardwares, utilizados na RV e analisa aplicações que apresentam realidade virtual desenvolvidas anteriormente, que se relacionam com o projeto. Além de abordar sobre os temas mencionados, descreve a análise feita sobre a atual plataforma da Biblioteca do Polo II; apresenta o foco do projeto que consiste redesenhar a plataforma existente tornando a identidade gráfica mais moderna e acrescentar a funcionalidade de visita interativa e imersiva em 360o. Esta dissertação descreve o processo de design e implementação do protótipo do re-design do website da biblioteca, assim como os resultados da avaliação de usabilidade efetuada. Com este protótipo concluímos que a adição de conteúdos de RV no website da biblioteca é possível, com algum esforço, resultando numa forma alternativa de experienciar o espaço físico da biblioteca.. .
Gao, Fei. "Der Schutz ausländischer Investitionen in der VR China." Doctoral thesis, 2008. https://repositorium.ub.uni-osnabrueck.de/handle/urn:nbn:de:gbv:700-2008012529.
Повний текст джерелаGao, Fei [Verfasser]. "Der Schutz ausländischer Investitionen in der VR China / von GaoFei." 2008. http://d-nb.info/987399950/34.
Повний текст джерелаWang, Zhen. "Der Menschenrechtsschutz in der VR China und seine Geschichte aus chinesischer Sicht." Doctoral thesis, 2016. https://repositorium.ub.uni-osnabrueck.de/handle/urn:nbn:de:gbv:700-2016112915168.
Повний текст джерелаGutowski, Achim [Verfasser]. "Standortqualitäten und ausländische Direktinvestitionen : ein Vergleich zwischen der VR China und Indien / Achim Gutowski." 2003. http://d-nb.info/975240706/34.
Повний текст джерелаAndrade, Tânia Esteves de. ""Tell a Tail": the design of an interactive cinematic VR for an animal welfare transmedia." Master's thesis, 2020. http://hdl.handle.net/10400.13/2760.
Повний текст джерелаTell a Tail 360 é um documentário em realidade virtual (RV), parte de um projeto transmedia cujo tema é o bem-estar dos animais na ilha da Madeira. Tem como objetivos educar, consciencializar e espalhar o amor pelos animais em público adolescente. Com base na revisão da literatura e nas pesquisas feitas, concluiu-se que o público mais jovem tem maior probabilidade para mudar os seus comportamentos do que os adultos e de que apesar da maioria das pessoas mostrar interesse pelo assunto abordado, nem sempre tem perceção da sua complexidade (ex.: a falta de responsabilidade dos donos ou a falta de educação sobre o tratamento adequado a dar aos animais). Durante vários meses, foram recolhidos vídeos em 360º através da cooperação com entidades que trabalham em prol da causa animal, mostrando diferentes perspetivas deste problema social. Posteriormente, esses vídeos foram usados para criar um documentário interativo que destaca as condições dos canis, o trabalho de campo das organizações não governamentais e a importância de prover os cuidados básicos aos animais de estimação. A experiência do utilizador foi projetada para que este pudesse explorar a história através de diferentes medias dentro do mundo virtual, tais como publicações retiradas de redes sociais, fotografias e som. Estas características interativas provêm ao utilizador a oportunidade de descobrir a história através das suas escolhas, promovendo a exploração e contemplação do assunto, aumentando o envolvimento e a ação do público na experiência. Através de testes de utilizador A/B conduzidos com dois grupos de adolescentes, em que um grupo testou uma versão não RV do documentário e o outro grupo a versão RV, concluiu-se que a versão imersiva originou um maior interesse e envolvimento no problema abordado. O projeto desta tese contribuiu com novas ideias sobre como usar conteúdo interativo e imersivo pode envolver o público adolescente e consciencializar para o bem-estar animal bem como outros problemas sociais.
Csepe-Bannert, Eszter. "Die Kooperation zwischen Berufsschulen und Unternehmen im Rahmen der beruflichen Erstausbildung am Beispiel der Volksrepublik China." Doctoral thesis, 2014. https://tud.qucosa.de/id/qucosa%3A28680.
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