good thesis statement about virtual reality

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A study on virtual reality and developing the experience in a gaming simulation

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Completed Bachelor and Master Theses

Here, we show an excerpt of bachelor and master theses that have been completed since 2017.

Master Thesis: Be the teacher! - Viewport Sharing in Collaborative Virtual Environments [in progress]

Have you ever tried to show somebody a star in the night sky by pointing towards it? Conveying viewport relative information to the people surrounding us is always challenging, which often leads to difficulties and misunderstandings when trying to teach content to others. This issue also occurs in collaborative virtual environments, especially when used in an educational setting. However, virtual reality allows us to manipulate the otherwise constrained space to perceive the viewports of collaborators in a more direct manner. The goal of this thesis is to develop, analyze, implement and evaluate techniques on how students in a collaborative virtual environment can better perceive the instructor’s viewport. Considerations such as cybersickness, personal space, and performance need to be weighed and compared. The thesis should be implemented in Unity (Unreal can be discussed), and you should be interested in working with networked collaborative environments. Further details will be discussed in a meeting, but experience with Unity or more general Netcode would be very helpful.

Master Thesis: Impact of Framerate in Virtual Reality [in progress]

When talking about rendering in virtual reality high framerates and low latency are said to be crucial. While there is a lot of research regarding the impact of latency on the user this master thesis aims to focus on the impact of the framerate. The goal of the thesis is to design and evaluate a VR application that measures the influence of the framerate on the user. The solution should be evaluated in an expert study. Further details will be discussed in a meeting. Contact: Marcel Krüger, M.Sc. Simon Oehrl, M. Sc.

Bachelor Thesis: Interaction with Biological Neural Networks in the Context of Brain Simulation [in progress]

The ability to explore and analyze data generated by brain simulations can give various new insights about the inner workings of neural networks. One of the biggest challenges is to find interaction techniques and user interfaces that allow scientists to easily explore these types of data. Immersive technology can aid in this task and support the user in finding relevant information in large-scale neural networks simulations. The goal of this thesis is to explore techniques to view and interact with biological neural networks from a brain simulation in Unreal Engine 4. The solution should provide easy-to-use and intuitive abilities to explore the network and access neuron-specific properties/data. A strong background in C++ is needed, experience with UE4 would be very helpful. Since this thesis focuses on the visualization of such networks, an interest in immersive visualization is needed, knowledge about neural networks or brain simulation is not necessary. Contact: Marcel Krüger, M.Sc.

Bachelor/Master Thesis: Exploring Immersive Visualization of Artificial Neural Networks with the ANNtoNIA Framework [in progress]

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Bachelor Thesis: Group Navigation with Virtual Agents [in progress]

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Bachelor Thesis: Walking and Talking Side-by-Side with a Virtual Agent [in progress]

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  • Common head-mounted displays (HMDs) only provide a small field of view , thus limiting the peripheral view of the user. To this end, seeing an agent in a side-by-side alignment is either hampered or not possible at all without constantly turning one’s head. For room-mounted displays such as CAVEs with at least three projection screens, the alignment itself is possible.
  • Which interaction partner aligns with the other? Influencing aspects here are, e.g., is the goal of the joint locomotion known by both walkers, or just by one?
  • For the fine-grained alignment , the agent’s animation or the user’s navigation strategy needs to allow many nuances, trajectory- and speed-wise.

Master Thesis: Exploring a Virtual City with an Accompanying Guide [in progress]

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Master Thesis: Unaided Scene Exploration while being Guided by Pedestrians-as-Cues [in progress]

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Bachelor Thesis: Teacher Training System to Experience how own Behavior Influences Student Behavior [in progress]

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Bachelor/Master Thesis: Immersive Node Link Visualization of Invertible Neural Networks

Neural networks have the ability to approximate arbitrary functions. For example, neural networks can model manufacturing processes, i.e., given the machine parameters, a neural network can predict the properties of the resulting work piece. In practice, however, we are more interested in the inverse problem, i.e., given the desired work piece properties, generate the optimal machine parameters. Invertible neural networks (INNs) have shown to be well suited to address this challenge. However, like almost all kinds of neural networks, they are an opaque model. This means that humans cannot easily interpret the inner workings of INNs. To gain insights into the underlying process and the reasons for the model’s decisions, an immersive visualization should be developed in this thesis. The visualization should make use of the ANNtoNIA framework (developed at VCI), which is based on Python and Unreal Engine 4. Requirements are a basic understanding of Machine Learning and Neural Networks as well as good Python programming skills. Understanding of C++ and Unreal Engine 4 is a bonus but not necessary. Contact: Martin Bellgardt, M. Sc.

Master Thesis: Automatic Gazing Behavior for Virtual Agents Based on the Visible Scene Content [in progress]

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Master Thesis: Active Bezel Correction to Reduce the Transparency Illusion of Visible Bezels Behind Opaque Virtual Objects

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Bachelor/Master Thesis: Augmented Reality for Process Documentation in Textile Engineering [in progress]

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Bachelor Thesis: Fast Body Avatar Calibration Based on Limited Sensor Input

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Bachelor Thesis: Benchmarking Interactive Crowd Simulations for Virtual Environments in HMD and CAVE Settings

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Bachelor Thesis: Investigating the effect of incorrect lighting on the user

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Master Thesis: Frame extrapolation to enhance rendering framerate

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Bachelor Thesis: The grid processing library

Scalar, vector, tensor and higher-order fields are commonly used to represent scientific data in various disciplines including geology, physics and medicine. Although standards for storage of such data exists (e.g. HDF5), almost every application has its custom in-memory format. The core idea of this engineering-oriented work is to develop a library to standardize in-memory representation of such fields, and providing functionality for (parallel) per-cell and per-region operations on them (e.g. computation of gradients/Jacobian/Hessian). Contact: Ali Can Demiralp, M. Sc.

Bachelor Thesis: Scalar and vector field compression for GPUs based on ASTC texture compression [in progress]

Scalar and vector fields are N-dimensional, potentially non-regular, grids commonly used to store scientific data. Adaptive Scalable Texture Compression (ASTC) is a lossy block-based texture compression method, which covers the features of all texture compression approaches to date and more. The limited memory space of GPUs pose a challenge to interactive compute and visualization on large datasets. The core idea of this work is to explore the potential uses of ASTC for compression of large 2D/3D scalar and vector fields, attempting the minimize and bound the errors introduced by lossiness. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: The multi-device ray tracing library

There are various solutions for ray tracing on CPUs and GPUs today: Intel Embree for shared parallelism on the CPU, Intel Ospray for distributed parallelism on the CPU, NVIDIA OptiX for shared and distributed parallelism on the GPU. Each of these libraries have their pros and cons. Intel Ospray scales to distributed settings for large data visualization, however is bound by the performance of the CPU which is subpar to the GPU for the embarassingly-parallel problem of ray tracing. NVIDIA OptiX provides a powerful programmable pipeline similar to OpenGL but is bound by the memory limitations of the GPU. The core idea of this engineering-oriented work is to develop a library (a) enabling development of ray tracing algorithms without explicit knowledge of the device the algorithm will run on, (b) bringing ease-of-use of Intel Ospray and functional programming concepts of NVIDIA OptiX together. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Numerical relativity library

Numerical relativity is one of the branches of general relativity that uses numerical methods to analyze problems. The primary goal of numerical relativity is to study spacetimes whose exact form is not known. Within this context the geodesic equation generalizes the notion of a straight line to curved spacetime. The core idea of this work is to develop a library for solving the geodesic equation, which in turn enables 4-dimensional spacetime ray tracing. The implementation should at least provide the Schwarzschild and Kerr solutions to the Einstein Field Equations, providing visualizations of non-rotating and rotating uncharged black holes. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Mean curvature flow for truncated spherical harmonics expansions

Curvature flows produce successively smoother approximations of a given piece of geometry, by reducing a fairing energy. Within this context, mean curvature flow is a curvature flow defined for hypersurfaces in a Riemannian manifold (e.g. smooth 3D surfaces in Euclidean space), which emphasizes regions of higher frequency and converges to a sphere. Truncated spherical harmonics expansions are commonly used to represent scientific data as well as arbitrary geometric shapes. The core idea of this work is to establish the mathematical concept of mean curvature flow within the spherical harmonics basis, which is empirically done through interpolation of the harmonic coefficients to the coefficient 0,0. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Orientation distribution function topology

Topological data analysis methods have been applied extensively to scalar and vector fields for revealing features such as critical and saddle points. There is recent effort on generalizing these approaches to tensor fields, although limited to 2D. Orientation distribution functions, which are the spherical analogue to a tensor, are often represented using truncated spherical harmonics expansions and are commonly used in visualization of medical and chemistry datasets. The core idea of this work is to establish the mathematical framework for extraction of topological skeletons from an orientation distribution function field. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Variational inference tractography

Tractography is a method for estimation of nerve tracts from discrete brain data, often obtained through Magnetic Resonance Imaging. The family of Markov Chain Monte Carlo (MCMC) methods form the current standard to (global) tractography, and have been extensively researched to date. Yet, Variational Inference (VI) methods originating in Machine Learning provide a quicker alternative to statistical inference. Stein Variational Gradient Descent (SVGD) is one such method which not only extracts minima/maxima but is able to estimate the complete distribution. The core idea of this work is to apply SVGD to tractography, working with both Magnetic Resonance and 3D-Polarized Light Imaging data. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Block connectivity matrices

Connectivity matrices are square matrices for describing structural and functional connections between distinct brain regions. Traditionally, connectivity matrices are computed for segmented brain data, describing the connectivity e.g. among Brodmann areas in order to provide context to the neuroscientist. The core idea in this work is to take an alternative approach, dividing the data into a regular grid and computing the connectivity between each block, in a hierarchical manner. The presentation of such data as a matrix is non-trivial, since the blocks are in 3D and the matrix is bound to 2D, hence it is necessary to (a) reorder the data using space filling curves so that the spatial relationship between the blocks are preserved (b) seek alternative visualization techniques to replace the matrix (e.g. volume rendering). Contact: Ali Can Demiralp, M. Sc.

Bachelor Thesis: Lip Sync in Unreal Engine 4 [in progress]

Computer-controlled, embodied, intelligent virtual agents are increasingly often embedded in various applications to enliven the virtual sceneries. Thereby, conversational virtual agents are of prime importance. To this end, adequate mimics and lip sync is required to show realistic and plausible talking characters. The goal of this bachelor thesis is to enable an effective however easy-to-integrate lip sync in our Unreal projects for text-to-speech input as well as recorded speech. Contact: Jonathan Ehret, M.Sc.

Master Thesis: Meaningful and Self-Reliant Spare Time Activities of Virtual Agents

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Bachelor Thesis: Joining Social Groups of Conversational Virtual Agents

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Bachelor Thesis: Integrating Human Users into Crowd Simulations

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Bachelor Thesis: Supporting Scene Exploration in the Realm of Social Virtual Reality

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Master Thesis: Efficient Terrain Rendering for Virtual Reality Applications with Level of Detail via Progressive Meshes

Terrain rendering is a major and widely researched field. It has a variety of applications, from software that allows the user to interactively explore a surface, like NASA World Wind or Google Earth, over flight simulators to computer games. It is not surprising that terrain rendering is also interesting for virtual reality applications as virtual reality can also be a tool to support the solution of difficult problems by providing natural ways of interaction. In combination virtual reality and terrain rendering can combine their solution promoting potential. In this work the terrain representing LOD structure will be a Progressive Mesh (PM) constructed from an unconnected point cloud. A preprocessing step first connects the point cloud so that it forms a triangle mesh which approximates the underlying surface. Then the mesh can be decimated so that the data volume of the PM can be reduced if needed. When the mesh has the desired complexity the actual Progressive Mesh structure is build. Afterwards, real-time rendering just needs to read the PM structure from a file and can perform a selective refinement on it to match the current viewer position and direction. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Voxel-based Transparency: Comparing Rasterization and Volume Ray Casting

This thesis deals with a performance visualization scheme, which represents the load factor of single threads on a high performance computer through colored voxels. The voxels are arranged in a three-dimensional grid so only the shell of the grid is initially visible. The aim of this thesis is to introduce transparent voxels to the visualization in order to let the user look also into the inside of the grid and thereby display more information at once. First, an intuitive user interface for assigning transparencies to each voxel is presented. For the actual rendering of transparent voxels, two different approaches are then examined: rasterization and volume ray casting. Efficient implementations of both transparency rendering techniques are realized by exploiting the special structure of the voxel grid. The resulting algorithms are able to render even very large grids of transparent voxels in real-time. A more detailed comparison of both approaches eventually points out the better suited of the two methods and shows to what extent the transparency rendering enhances the performance visualization. Contact: Prof. Dr. Tom Vierjahn

Bachelor Thesis: Designing and Implementing Data Structures and Graphical Tools for Data Flow Networks Controlling Virtual Environments

In this bachelor thesis a software tool for editing graphs is designed and implemented. There exist some interactive tools but this new tool is specifically aimed at creating, editing and working with graphs representing data flow networks like they appear in virtual environments. This thesis compares existing tools and documents the implementation process of VistaViz (the application). In the current stage of development, VistaViz is able to create new graphs, load existing ones and make them editable interactively. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Raycasting of Hybrid Scenes for Interactive Virtual Environments

Scientific virtual reality applications often make use of both geometry and volume data. For example in medical applications, a three dimensional scan of the patient such as a CT scan results in a volume dataset. Ray casting could make the algorithms needed to handle these hybrid scenes significantly simpler than the more traditional rasterizing algorithms. It is a very flexible and powerful way of generating images of virtual environments. Also there are many effects that can be easily realized using ray-based algorithms such as shadows and ambient occlusion. This thesis describes a ray casting renderer that was implemented in order to measure how well a ray casting based renderer performs and if it is feasible to use it to visualize interactive virtual environments. Having a performance baseline for an implementation of a modern ray caster has multiple advantages. The renderer itself could be used to measure how different techniques could improve the performance of the ray casting. Also with such a renderer it is possible to test hardware. This helps to estimate how much the available hardware would have to improve in order to make ray casting a sensible choice for rendering virtual environments. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: CPU Ray-Tracing in ViSTA

Scientific data visualization is an inherent tool in modern science. Virtual reality (VR) is one of the areas where data visualization constitutes an indispensable part. Current advances in VR as well as the growing ubiquitousness of the VR tools bring the necessity to visualize large data volumes in real time to the forefront. However, it also presents new challenges to the visualization software used in high performance computer clusters. CPU-based real-time rendering algorithms can be used in such visualization tasks. However, they only recently started to achieve real-time performance, mostly due to the progress in hardware development. Currently ray tracing is one of the most promising algorithms for CPU-based real-time rendering. This work aims at studying the possibility to use CPU-based ray tracing in VR scenarios. In particular, we consider the CPU-based rendering algorithm implemented in the Intel OSPRay framework. For VR tasks, the ViSTA Virtual Reality Toolkit, developed at the Virtual Reality and Immersive Visualization Group at RWTH Aachen University is used. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Streaming Interactive 3D-Applications to Web Environments

This thesis develops a framework for streaming interactive 3D-applications to web environments. The framework uses a classical client-server architecture where the client is implemented as a web application. The framework aims at providing a flexible and scalable solution for streaming an application inside a local network as well as remotely over the internet. It supports streaming to multiple clients simultaneously and provides solutions for handling the input of multiple users as well as streaming at multiple resolutions. Its main focus lies on reducing the latency perceived by the user. The thesis evaluates the image-based compression standards JPEG and ETC as well as the video-based compression standards H.264 and H.265 for use in the framework. The communication between the client and the server was implemented using standardized web technologies such as WebSockets and WebRTC. The framework was integrated into a real-world application and was able to stream it locally and remotely achieving satisfying latencies. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Benchmarking interactive Rendering Frameworks for virtual Environments

In recent years virtual reality applications that utilize head mounted displays have become more popular due to the release of head mounted displays such as the Oculus Rift and the HTC Vive. Applications that utilize head mounted displays, however, require very fast rendering algorithms. Traditionally, the most common way to achieve real time rendering is triangle rasterization; another approach is ray tracing. In order to provide insight into the performance behavior of rasterization and raytracing, in this Master thesis a toolkit for benchmarking the performance of different rendering frameworks under different conditions was implemented. It was used to benchmark the performance of CPU-ray-tracing-based, GPU-ray-tracing-based and rasterization-based rendering in order to identify the influence of different factors on the rendering time for different rendering schemes. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Generating co-verbal Gestures for a Virtual Human using Recurrent Neural Networks [in progress]

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Master Thesis: Extraction and Interactive Rendering of Dissipation Element Geometry – A ParaView Plugin

After approximate Dissipation Elements (DE) were introduced by Vierjahn et al., the goal of this work is to make their results available for users in the field of fluid mechanics in form of a ParaView plugin, a standard software in this field. It allows to convert DE trajectories into the approximated, tube- like, form and render it via ray tracing and classic OpenGL rendering. The results are suggesting it is ready to be tested by engineers working with ParaView, as interactive frame rates and fast loading times are achieved. By using approximated DEs instead of DE trajectories, significant amounts of data storage can be saved. Contact: Prof. Dr. Tom Vierjahn

Bachelor Thesis: Comparison and Evaluation of two Frameworks for in situ Visualization

On the road to exa-scale computing, the widening gap between I/O-capabilities and compute power of today’s compute clusters encourages the use of in situ methods. This thesis evaluates two frameworks designed to simplify in situ coupling, namely SENSEI and Conduit, and compares them in terms of runtime overhead, memory footprint, and implementation complexity. The frameworks were used to implement in situ pipelines between a proxy simulation and an analysis based on the OSPRay ray tracing framework. The frameworks facilitate a low-complexity integration of in situ analysis methods, providing considerable speedups with an acceptable memory footprint. The use of general-purpose in situ coupling frameworks allows for an easy integration of simulations with analysis methods, providing the advantages of in situ methods with little effort. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: An Intelligent Recommendation System for an Efficient and Effective Control of Virtual Agents in a Wizard-of-Oz paradigm.

In this work, techniques were studied to control virtual agents embedded as interaction partners in immersive, virtual environments. He implemented a graphical user interface (GUI) for a Wizard-of-Oz paradigm, allowing to select and control individual virtual agents manually. The key component of the GUI is an intelligent recommendation system predicting which virtual agents are very likely to be the next interaction partners based on the user’s actions in order to allow an efficient and effective control. Published as poster at VRST 2017. Contact: Andrea Bönsch, M. Sc.

Master Thesis: Automatic Virtual Tour Generation for Immersive Virtual Environments based on Viewpoint Quality

The exploration of a virtual environment is often the first and one of the most important actions a user performs when experiencing it for the first time, as knowledge of the scene and a cognitive map of the environment are prerequisites for many other tasks. However, as the user does not know the environment, their exploration path is likely to be flawed, taking longer than necessary, missing important parts of the scene and visiting other parts multiple times by accident. This can be remedied by virtual tours that provide an efficient path through the environment that visits all important places. However, for most virtual environments, manually created virtual tours are not available. Furthermore, most scenes are not provided with the information of where the most important locations are, such that automatic generation of good virtual tours is challenging. However, the informativeness of a position in a virtual environment can be computed automatically using viewpoint quality estimation techniques. In addition to providing interesting places as waypoints, this concept also allows the evaluation of the quality of the tour between waypoints. Therefore, in this thesis, an automatic method to compute efficient and informative virtual tours through a virtual scenery is designed and developed, based on an evolutionary approach that aims at maximizing the quality of the viewpoints encountered during the tour. Contact: Dr. Sebastian Freitag

Master Thesis: Fluid Sketching - 3D Sketching Based on Fluid Flow in Immersive Virtual Environments

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Bachelor Thesis: Conformal Mapping of the Cortical Surface

The cerebral cortex holds most of the cerebrum’s functional processing ability. To visualize functional areas on the cortical surface, the cortical surface is usually mapped to a representation which makes the convoluted areas of the brain visible. This work focuses on mapping the surface into the 2D domain. For this purpose, two parameterization algorithms have been implemented: Linear Angle Based Parameterization (Zayer et al., 2007) and Least Squares Conformal Maps (Lévy et al., 2002). The results of the two algorithms are then compared to the iterative flattening approach by Fischl et al. regarding computational time and introduced distortions. Contact: Dr. Claudia Hänel

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Virtual Reality Thesis Proposals Samples For Students

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Good Thesis Proposal About How Is Math Related To Computers?

Thesis: Mathematics and computers are intertwined in which mathematic improves understanding of computer, and the computers improve the understanding of the mathematics.

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  1. 45 Perfect Thesis Statement Templates (+ Examples) ᐅ TemplateLab

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  4. (PDF) A Review Paper on Introduction to Virtual Reality and Augmented

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  5. 45 Perfect Thesis Statement Templates (+ Examples) ᐅ TemplateLab

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COMMENTS

  1. 109 Virtual Reality Essay Topics & Samples

    109 Virtual Reality Topics & Essay Examples. Updated: Mar 2nd, 2024. 8 min. When writing a virtual reality essay, it is hard to find just one area to focus on. Our experts have outlined 104 titles for you to choose from. We will write.

  2. How Virtual Reality Technology Has Changed Our Lives: An Overview of

    Virtual reality (VR) refers to a computer-generated, three-dimensional virtual environment that users can interact with, typically accessed via a computer that is capable of projecting 3D information via a display, which can be isolated screens or a wearable display, e.g., a head-mounted display (HMD), along with user identification sensors .

  3. Virtual Reality Thesis Examples That Really Inspire

    Make And Answer Some Qs Also Thesis Example. - Thesis: Human's intelligence in visual reality world: Tron and the Matrix. - The thesis goes further to provide information on how Tron was designed, works, and its associated dangers. It portrays the matrix as a controller of both the virtual as well as the real world.

  4. (PDF) The Impact of Virtual Reality Technology on ...

    Through a qualitative approach, a systematic review of recent studies between 2013 and 2023 were assessed to uncover how the integration of Virtual Reality technology in various courses affected ...

  5. PDF Use of Augmented Reality (AR) and Virtual Reality (VR) to address four

    most obvious beneficiaries. In this thesis, the authors discuss developing of applications using immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) and their significance in addressing some of the engineering challenges identified by National Academy of Engineering.

  6. PDF The effects of nature in virtual reality on psychological wellbeing

    The effects of nature in virtual reality on psychological wellbeing Chan, Sarah Hian May 2021 Chan, S. H. M. (2021). ... Authorship Attribution Statement This thesis contains material from 2 papers published in the following ... Few people would challenge the notion that nature is good for us.

  7. PhD Dissertation Designing Virtual Reality for Learning

    Building on prior work, this dissertation begins by establishing its scope of inquiry, advocating for the need to move away from the existing techno-centric view of VR and suggests to consider ...

  8. PDF Designing in Virtual Reality: Tools with the Human Field of Vision

    Now, virtual reality, or VR, proves promising as the next common medium for digital visualization. The purpose of this thesis is to explore how designers will use and discover new design methods with the representation in virtual reality. Similar to how designers explored and theorized

  9. PDF Facilitating leadership development with virtual reality

    Virtual reality is an emerging technology that has existed for some time, allowing both the hardware and software to become refined. ... mapping out current uses and identifying potential areas for application. Furthermore, the thesis explores how virtual reality could be applied to enhance leadership development in organizations and what ...

  10. (PDF) A Study of Virtual Reality

    Abstract. Virtual reality (VR) is a powerful and interactive technology that changes our life unlike any other. Virtual reality, which can also be termed as immersive multimedia, is the art of ...

  11. A study on virtual reality and developing the experience in a ...

    Abstract. Virtual Reality (VR) is an experience where a person is provided with the freedom of viewing and moving in a virtual world [1]. The experience is not constrained to a limited control. Here, it was triggered interactively according to the user's physical movement [1] [2]. So the user feels as if they are seeing the real world; also ...

  12. Active Virtual Reality Gaming: A Content Analysis and Case Study

    This paper is a two-part thesis. The first part is a content analysis on Virtual Reality (VR) gaming for children, with an emphasis on games offeringhealth benefits such as exercise, additional cognitive improvement, and socialization skills. The second part is a pilot case study of a child playing VR to explore how children respond and react ...

  13. PDF USER INTERFACE DESIGN IN VIRTUAL REALITY RESEARCH

    Thesis Statement The primary objective of this research is to develop and investigate a user interface that supports learning to be implemented in the virtual reality application Anatomy Builder VR, an ongoing project from the Department of Visualization. Through the conception of this interface,

  14. PDF Examination of Postgraduate Theses on Virtual Reality in the Field of

    2019, while most of the theses were completed as master's thesis. While theses on virtual reality are mostly completed at Bahçeşehir University, they intensify on the Department of Computer Education and Instructional Technology in terms of department type. In the theses, especially virtual reality game

  15. PDF Issues in the Design and Evaluation of a Virtual Reality Learning

    These theories are presented and related to the design of the virtual learning environment. The issues of the evaluation of NICE are explored through observational studies conducted with a total of 52 children between the ages of 5 and 11. These studies examine the environment from a technical, orientational, affective, cognitive, and ...

  16. Completed Theses

    This thesis is two-fold: First, state-of-the-art concepts for natural gazing behavior during conversations and, e.g., while thinking or ideling, should be enhanced by an environment-aware gazing. Therefore, e.g., recent research on gaze prediction for humans immersed in a virtual environment or shall be applied.

  17. (PDF) VR-Research paper

    PDF | The Research carrying onward the past surveys about Virtual Reality. With Small scale survey of 50 college students. Research, Literature Review,... | Find, read and cite all the research ...

  18. PDF Virtual Environments, Rendered Realism and Their Effects on Spatial Memory

    %PDF-1.4 %âãÏÓ 2959 0 obj > endobj xref 2959 11 0000000016 00000 n 0000001546 00000 n 0000001697 00000 n 0000002016 00000 n 0000002547 00000 n 0000002660 00000 n ...

  19. PDF Virtual Reality Interaction Using Mobile Devices Thesis by Sahar Ali

    Virtual reality technology utilizes computer graphics to create a realistic world that responds to user input. In other words, virtual reality is an experience in which the user is e↵ectively immersed in a responsive virtual world, allowing the users to feel they are part of the action. Another important meaning is that the VR environment

  20. Virtual Reality Thesis Proposals Samples For Students

    3 samples of this type. If you're seeking a possible way to simplify writing a Thesis Proposal about Virtual Reality, WowEssays.com paper writing service just might be able to help you out. For starters, you should skim our huge database of free samples that cover most various Virtual Reality Thesis Proposal topics and showcase the best ...

  21. Frontiers in Virtual Reality

    Understanding and Improving the 'Self' Using Immersive Virtual Reality. Sameer Kishore. Nishtha Lamba. Domna Banakou. Sofia Seinfeld. 8,145 views. 5 articles. An exciting new journal in its field which advances our understanding of extended reality to develop new technologies and find applications for society.