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257 Uppsatser om Virtual - Sida 10 av 18
Analys, modellering och återskapande av fordonsdynamiska rörelser i tåg
The purpose of this thesis was to analyse, model and finally generate dynamic vehicular motions in a train. The objective with the analysis was to find important motions for a realistic train experience. The motions from the analysis were then weighted against possibilities for generation in a motion platform.A dynamic motion model was created to model the selected motions. The model was implemented in a simulation environment, more specifically MATLAB/Simulink. The simulation environment was used to simulate the model and to generate outputs to control a motion platform.
DIGITAL VISUALISERINGSTEKNIK : möjligheter, för- och nackdelar
Ever since the development of the pc and their software, in the early 80´s,architects way of work have changed a lot. Nowadays most of the architectspresent all their works digitally and not with hand drawn material, as they didbefore the pc boom.Digital visualisation technique pushes the limits, when it is about presentingarchitecture projects Virtual reality.This report studies how digital visualization technique is used among thearchitects today.Together with architects from ABAKO architect firm in Gothenburg, Sweden,interviews has been made to give answers about what they think about digitalvisualization technique. What are the opportunities, advantages- anddisadvantage with this digital technique?The answers from the architects, together with work that has been done withdigital visualization technique in a project called Project Sofiedal, shows thatthis technique has big opportunities when it comes to create nice looking VRpresentations. The result in this report also shows that this digital technique ismore time demanding compared to hand drawn presentations.The investigation shows that digital visualization technique is a goodcompliment when it is about showing the citizens how future projects willaffect the surrounding.
Scandinavium : Sveriges största inomhusarena
Ever since the development of the pc and their software, in the early 80´s,architects way of work have changed a lot. Nowadays most of the architectspresent all their works digitally and not with hand drawn material, as they didbefore the pc boom.Digital visualisation technique pushes the limits, when it is about presentingarchitecture projects Virtual reality.This report studies how digital visualization technique is used among thearchitects today.Together with architects from ABAKO architect firm in Gothenburg, Sweden,interviews has been made to give answers about what they think about digitalvisualization technique. What are the opportunities, advantages- anddisadvantage with this digital technique?The answers from the architects, together with work that has been done withdigital visualization technique in a project called Project Sofiedal, shows thatthis technique has big opportunities when it comes to create nice looking VRpresentations. The result in this report also shows that this digital technique ismore time demanding compared to hand drawn presentations.The investigation shows that digital visualization technique is a goodcompliment when it is about showing the citizens how future projects willaffect the surrounding.
Physically based rendering - Ur en 3D-grafikers perspektiv
Det här kandidatarbetet undersöker hur Physically based rendering kan påverkar
en 3D-grafikers arbete. Målet är att skapa förståelse kring physically based
rendering och hur denna tekniken kan komma att påverkar en 3D-grafikers arbete.
För att undersöka problemområdet skapades en virtuell miljö i 3D med hjälp av
physically based rendering. Arbetsupplevelsen jämfördes senare med det tidigare
arbetssättet. Undersökningen beskriver tidigare arbetsätt och hur arbetet har
ändrats med physically based rendering.
Argus diskussionsforum: utifrån några utvalda medarbetares perspektiv
The aim of this masters thesis was to study how the members of a small non-profit organisation perceived the web forum, compared to the other information channels of the organisation. The organisation was defined as a Virtual community. A literature review was conducted. The theory construction was based on the sensemaking theory. Interview questions were constructed based on the literature review and the sensemaking theory.
Sociala medier : När kunden själv får välja
In recent years, more and more people have started to live double lives. Blogs, Facebook, YouTube and Twitter have created conditions so that we increasingly live Virtual lives on the Internet. The gathering of people in this way entails both risks and opportunities for businesses. This study aims to explain how the phenomenon of social media has affected trade and service companies in a marketing and communication perspective. The idea for the essay came to us after we had observed how different behaviors in companies? concerning social media could vary a lot, and how we felt that this affected our personal view of the brands.
Naturlig haptisk kraftåterkoppling från volymdata
As the volumes are entering the world of computer graphics the pure volume visualisation becomes a more important tool in for example research and medical applications. But the advance in haptics --- force feedback from the computer --- is behind. In volume haptics no equal to the proxy method so popular in surface haptics has yet emerged. Some implementations of volume haptics even use surfaces as intermediate representations so that surface haptics can be used.The intention of this work was to create natural feeling haptic feedback from volumetric density data using pure volume haptics. The haptic algorithm would be implemented in Reachin API for the Reachin Desktop Display, together with other parts to build up a usable volume visualisation environment.To achieve the feeling of stiffness and friction dependent on tissue type, a proxy based method was developed.
Ideologier i biblioteksbyggnaden ? en fallstudie av Arlövs bibliotek
Library architecture today is a complicated history. Public libraries are no longer merely a place for book storage, but also a Virtual library a social meeting place and a place for study. All these diverse tasks and roles emerge in the democratic designing process of a new library and also transform into the architecture. The underlying process is the evaluation and negotiation of the libraries overall tasks and ideas, ideals and values. Multiple ideologies are incorporated in library architecture.
Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions
I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen.
Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.
Att leva i en aktiv värld - svenska och danska barns umgänge med pedagoger i en virtuell värld
In my study I have participated at the Fifth Dimension / Active Worlds site in
Villa Gymnastiken in Ronneby, where I have worked both as an assistant to the
project leader and as a researcher, but also as a participant together with the
children. The children are working in a Virtual world called Femtedim, created
in a internet-based program named Active Worlds Education Universe. The
Femtedim-world are bridging together two physical worlds in Ronneby and
Copenhagen.
My main focus is on an intervention that occurred in the 12th of March when the
research-team in Copenhagen, which runs the project in Denmark, decided to
create a new challenge for the children since some of them started to get
bored. They added gravitation to the Femtedim-world, which lead to a few
different reactions among the children. Most of the children didn´t like it and
were very hostile towards the idea that they would not be able to fly around
freely in the Femtedim-world.
Avatarens många skepnader : En digital representation för bättre självkänsla
Avatarer är vanligt förekommande i datorspel och används för nöjes skull men avatarer används även i seriösa spel. Rapporten undersöker hur en persons självkänsla och body image kan stärkas med hjälp av en avatar och vilka egenskaper avataren behöver ha. Undersökningen genomförs som en litteraturstudie. Slutsatsen är att det troligen går att skapa en avatar för detta ändamål, men att det är många aspekter att ta hänsyn till och att det inte är helt självklart vilka val som behöver göras. Viktigt verkar dock att användaren själv får välja sin avatar, att till exempel typen av klädsel påverkar liksom avatarens längd.
Samarbete i nätverk : En studie om hur främjande av samarbete realiseras i ett orkestrerande affärsnätverk
The network with its Virtual business structure challenge the established vertical business structure. Part of the network theory that has developed focuses on relationships that forms B2Bnetworks. One way to create a B2B-network is for independent businesses to form a organization promoting co-operation. For co-operation to be successful it requires well thought-out actions, but a lack of how these actions are implemented have been noticed. This study explores how encouragement of co-operation can be done practically.
Nätmobbning : Skolkuratorernas kunskaper och handlingsutrymme gällande nätmobbning
The purpose of this study is to understand the knowledge of the school counselor and their room for manoeuvre regarding cyberbullying among students. We have used a qualitative method, which consists of eight semi-structured interviews with six middle school student counselors and two high school student counselors, in a middle-sized municipality in Sweden. Our study showed that the school counselors have limited knowledge about cyberbullying due to the fast development of the internet, and limited time in their work. The limited knowledge affects the school counselor?s way of work, and how they use their room for manoeuvre on cyberbullying.
Stadsrum representerade i VR : Examensarbete i Informationsdesign med inriktning mot Rumslig gestaltning
Detta är ett examensarbete inom informationsdesign med inriktning mot rumslig gestaltning. Syftet med min undersökning var att ta reda på hur ett kvarter i Eskilstuna kan formges till Virtual reality (VR)-mediet, så att det går att få en upplevelse av hur en stadsplanering skulle kunna se ut om den genomfördes i verkligheten. Resultatet från min studie är grundat på, prototyping, intervjuer, och en enkät. Min undersökning visade att för att det ska gå att få en upplevelse av ett stadsrums utseende efter en nybyggnation, bör representationen formges efter tänkt målgrupp och budskap. Felaktiga eller för många informationsgivande detaljer kan leda till att fokus hamnar på information som inte är nödvändig, eller till och med felaktig, för att förstå hur kvarteret kan komma att se ut efter en nybyggnation. För lite information om olika detaljer eller för låg detaljrikedom kan leda till att representationen blir svårtolkad. Min undersökning visade också att visuella detaljer som är svåra att formge, bör kompletteras med t.ex.
Förskollärar(ens) identitet : En studie kring hur förskollärar(ens) roll formuleras och definieras i en förskoleverksamhet i förändring
In this thesis recruiter?s attitudes and usage of social media within the media business has been examined. The purpose was to find out whether a certain type of behavior in social media could or could not lead to a future employment. How much weight is put on the Virtual identity and what does recruiters look for when the look someone up on the internet. Personal interviews with recruiters were done in six different media companies in Stockholm to find out how they used social media when searching and employing new employers.