Sökning: "virtual reality history"

Visar resultat 11 - 15 av 31 uppsatser innehållade orden virtual reality history.

  1. 11. Virtuell verklighet som ett verktyg för tankfulla reflektioner inom digitala spel

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för teknik och estetik

    Författare :Aziz Mehmedovic; Anes Sabanovic; [2019]
    Nyckelord :virtual reality vr ; games for change; digital games; video game design; horticulture; virtuell verklighet vr ; games for ghange; digitala spel; speldesign; hortikultur.;

    Sammanfattning : Med detta kandidatarbete så prövar samt undersöker vi möjligheterna till en “praxisgemenskap” inom Games for Change genom digitala spel med tekniken virtuell verklighet (VR). Genom prövningen i sig så testar sig denna undersökningen fram med en stark analysmetod från spelbranschen. LÄS MER

  2. 12. Employing immersion to communicate archaeology: A visitor-centered approach

    Master-uppsats, Lunds universitet/Arkeologi

    Författare :Panagiota Georgana; [2019]
    Nyckelord :museum experience; museum visitors; visitor-centered approach; user experience design; UX design; virtual reality; immersion; framework; virtual reality ethics; exhibition design; museum; History and Archaeology; Cultural Sciences;

    Sammanfattning : The present thesis examines how the museum visitor’s experience is being transformed by various developments and particularly by the advent of virtual reality technology. The research focused on identifying the problems of communicating the archaeological information to the museum audiences while highlighting best practices and proposing solutions. LÄS MER

  3. 13. An Empathetic Space

    Kandidat-uppsats, Lunds universitet/Avdelningen för konsthistoria och visuella studier

    Författare :Fannie Frederikke Baden; [2019]
    Nyckelord :virtual reality; immersion; installation art; phenomenology; intermediality; art history; Arts and Architecture;

    Sammanfattning : The technological development has provided the art scene with many new opportunities of including the spectator as an active part of an artwork. Moreover, one could argue that some artworks have grown to rely on the spectators participation to function to its full extent. LÄS MER

  4. 14. Facilitating an Industry 4.0 Implementation

    Master-uppsats, KTH/Skolan för industriell teknik och management (ITM)

    Författare :Louise Larsson; Jennie Nilsson; [2019]
    Nyckelord :Industry 4.0; big data; artificial intelligence; augmented reality; virtual reality; cyber‐physical systems; cloud computing; change management; technological change; competence development; motivation; Lewin’s Three‐stage Model of Change; gamification; Industri 4.0; big data; artificiell intelligens; augmented reality; virtual reality; cyberfysiska system; molnlagring; förändringsledning; teknologisk förändring; kompetensutveckling; motivation; Lewins trestegsmodell för förändring; gamification;

    Sammanfattning : We are today facing an industrial revolution called Industry 4.0. Earlier in the human history, we have seen multiple industrial revolutions, but only after they actually happened. This is the first time we can see that an industrial revolution is on its way. LÄS MER

  5. 15. A SCENARIO ANALYSIS OF AUGMENTED REALITY IN RETAIL

    Master-uppsats, Göteborgs universitet/Graduate School

    Författare :Tim Ingevaldsson; Johan Lillestöl; [2018-08-02]
    Nyckelord :Mobile Augmented Reality; MAR; Augmented Reality; AR; Retail; Scenario planning; MAR in retail; AR in retail;

    Sammanfattning : The retail industry is undergoing one of the biggest transformation processes through history. In 2017, 8,053 stores were closed in the United States. This in comparison to 2008, during one of the worst financial crises for decades, when 6,613 stores were closed. LÄS MER