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Showing 1 to 20 of 20 for “"Sýndarveruleiki"”.

  1. Minecraft í stærðfræðikennslu á yngsta stigi grunnskóla

    … breytingar á hlutverki kennarans sem verða þegar sýndarveruleiki Minecraft er notaður í kennslu, hvaða hindranir þarf að yfirstíga og þá ókosti sem kunna að fylgja því að nota sýndarumhverfi í kennslu. Helstu niðurstöður rannsóknarinnar leiddu bæði í ljós námslegan ávinning og annmarka. …

    u-iceland Repository record for Minecraft í stærðfræðikennslu á yngsta stigi grunnskóla (opens in a new tab)

  2. Huliðsgámur, sýn í annan heim: Notendaprófanir í sýningargerð með blönduðum veruleika

    Þetta verkefni er þrjátíu eininga lokaverkefni mitt í Hagnýtri menningarmiðlun. Hér mun ég fjalla um Huliðsgám (Liminal World) sem er sýningarrými inni í fjörtíu feta gámi með nýjustu tækni í blönduðum veruleika (e.mixed reality). Huliðsgámur er í eigu Jaðarmiðlunar ehf, sem er lítið …

    u-iceland Repository record for Huliðsgámur, sýn í annan heim: Notendaprófanir í sýningargerð með blönduðum veruleika (opens in a new tab)

  3. Verkefnastjóri framtíðarinnar : hvaða hæfni verður mikilvægust fyrir verkefnastjóra í kjölfar fjórðu iðnbyltingarinnar?

    Fjórða iðnbyltingin vísar til þeirra tækninýjunga sem afmá mörkin á milli raunveruleikans og sýndarveruleikans og ýta á okkur öll að breytast og aðlagast. Í gegnum fyrri iðnbyltingar þá var það eina í stöðunni fyrir forvera okkar að læra, aðlagast og breytast eða missa af lestinni. Það er það sama …

    reykjavik Repository record for Verkefnastjóri framtíðarinnar : hvaða hæfni verður mikilvægust fyrir verkefnastjóra í kjölfar fjórðu iðnbyltingarinnar? (opens in a new tab)

  4. Men who love women : behaviour of men towards women in virtual reality : case of Eve Online

    The purpose of this thesis is to research how the genders behave towards each other in virtual reality. The research is conducted within the game of Eve Online. This research is important because of the fast growing use of virtual reality as a form of communication in business. The research builds …

    bifrost Repository record for Men who love women : behaviour of men towards women in virtual reality : case of Eve Online (opens in a new tab)

  5. Áhrif tækni á upplifun gesta á áfangastöðum í ferðaþjónustu. Upplifunarhagkerfið á LAVA eldfjallasýningunni.

    Þessi ritgerð kannar upplifun gesta á 01.12.2025 22:58:59i í gegnum ramma Pine og Gilmore um upplifunarhagkerfið. Þar sem tækni gegnir auknu hlutverki í söfnum og menningartengdri ferðaþjónustu verður skilningur á því hvernig hún miðlar fræðslu og mótar upplifun gesta bæði fræðilega og hagnýtt …

    bifrost Repository record for Áhrif tækni á upplifun gesta á áfangastöðum í ferðaþjónustu. Upplifunarhagkerfið á LAVA eldfjallasýningunni. (opens in a new tab)

  6. Virtual Reality RPG Spoken Dialog System

    In computer games, interaction with NPCs have not changed much over time. In Virtual Reality the old ways of getting quest and having conversation with NPCs are not sufficient anymore. The near presence of the NPC gives the player the urge to want to communicate in a more natural way, verbally. In …

    reykjavik Repository record for Virtual Reality RPG Spoken Dialog System (opens in a new tab)

  7. National Park Explorer

    This project was conducted in collaboration with Gagarín where the purpose was to build a reusable platform to facilitate the creation of highly polished 3D map-based Explorers for national parks and nature resorts. These Explorers allow exhibition guests to experience areas in an interactive way …

    reykjavik Repository record for National Park Explorer (opens in a new tab)

  8. Non-Verbal Behaviour of a VR Agent Playing a Board Game

    Imagine a scenario where you are playing a board-game within a virtual environment. In this environment, you are playing against another player. This player can converse with you, show emotions and give you the feeling of playing against a real person. This project builds on a final project done by …

    reykjavik Repository record for Non-Verbal Behaviour of a VR Agent Playing a Board Game (opens in a new tab)

  9. Virtual reality as a therapy option for patients with severe mental disorders focusing on schizophrenia and bipolar disorder

    This thesis provides a Virtual Reality (VR) application as a feasible intervention to improve the symptoms and overall quality of life of people diagnosed with a severe mental disorder, in particular schizophrenia or bipolar disorder. These serious and chronic mental illnesses significantly impact …

    reykjavik Repository record for Virtual reality as a therapy option for patients with severe mental disorders focusing on schizophrenia and bipolar disorder (opens in a new tab)

  10. Combining virtual patient and medical imaging for paediatric diseases training and education

    Training for healthcare professionals has evolved significantly over the years. At Landspítali, the National University Hospital of Iceland, current training practices primarily rely on simulation-based training using high-fidelity mannequins. While this provides safe and controlled training …

    reykjavik Repository record for Combining virtual patient and medical imaging for paediatric diseases training and education (opens in a new tab)

  11. The effects of a virtual reality environment on students with public speaking anxiety

    Social phobia and public speaking anxiety (PSA) are highly prevalent and debilitating. While psychological treatments have been shown to be effective, few decide to seek treatment. Using virtual reality in an exposure component has been proposed to increase the number of people who seek treatment. …

    reykjavik Repository record for The effects of a virtual reality environment on students with public speaking anxiety (opens in a new tab)

  12. Money supply and inflation in virtual economies : creating the appropriate tools for virtual economic management in collaboration with NARC Ltd.

    Virtual worlds represent economies that are based on scarce digital resources. Some of the largest and most complex virtual worlds that we interact with are a part of the genre of massively multiplayer online video games (MMO). Several MMO game developers have had to tackle with the issue of …

    reykjavik Repository record for Money supply and inflation in virtual economies : creating the appropriate tools for virtual economic management in collaboration with NARC Ltd. (opens in a new tab)

  13. Towards a quantitative assessment of early-stage Parkinson’s disease using BioVRSea paradigm

    Neurodegenerative diseases (NDDs) are considered one of the twenty-first century most pressing public health issues. One consistent risk factor for developing NDD is increasing age and the increased longevity of the world population results in the rise of NDDs. Parkinson's disease (PD) is the …

    reykjavik Repository record for Towards a quantitative assessment of early-stage Parkinson’s disease using BioVRSea paradigm (opens in a new tab)

  14. Ontology-driven agent-based modeling approach

    Social phenomena represent a complex subject for scientific study due to the inherent complexities of human behavior, societal structures, and community dynamics. This interplay can be multifaceted and exhibit stochastic properties, rendering their manual reproduction or replication through …

    reykjavik Repository record for Ontology-driven agent-based modeling approach (opens in a new tab)

  15. Exploring the Impact of Virtual Reality and Avatars on Social Engagement in Older Adults at a Day Service Program

    Communication challenges are prevalent in older adults with cognitive decline and can contribute to social withdrawal and reduced quality of life. This study examined whether immersive virtual reality (VR), with and without a simplified avatar conveying the researcher's presence, would support …

    reykjavik Repository record for Exploring the Impact of Virtual Reality and Avatars on Social Engagement in Older Adults at a Day Service Program (opens in a new tab)

  16. Applicability of basic virtual reality vs. pictures as prompts for conversation in dementia care

    Communication challenges are prevalent in individuals with dementia and can lead to reduced social engagement and overall well-being. This study explored the feasibility of basic virtual reality (VR) to facilitate conversations among older adults with dementia. Two participants were exposed to …

    reykjavik Repository record for Applicability of basic virtual reality vs. pictures as prompts for conversation in dementia care (opens in a new tab)

  17. How can virtual reality benefit the lives of persons with MND?

    This study explores the potential benefits and challenges of implementing virtual reality (VR) technology in exercise interventions for individuals with motor neuron disease (MND) and other disabilities. We developed Stackly, a space-themed stacking game, as an example of how VR-based exercise …

    reykjavik Repository record for How can virtual reality benefit the lives of persons with MND? (opens in a new tab)

  18. Gender equality in virtual teams : comparison of gender equality in virtual teams and physical teams with regards to behavior- and performance-related factors

    Even though virtual teams have recently gained more and more importance, there is still little research on how gender equality in virtual teams compares to physical teams. It is well-known, that important factors and challenges in virtual teams are different from those in physical teams. This …

    reykjavik Repository record for Gender equality in virtual teams : comparison of gender equality in virtual teams and physical teams with regards to behavior- and performance-related factors (opens in a new tab)

  19. Using virtual reality and kinematic measurements to assess the interplay between motion sickness, neck pain, heart variables and postural control response

    Motion sickness and neck pain can affect the postural control of individuals. During motion sickness, sensory systems are disrupted and can lead to impaired postural control. However, regarding neck pain, the condition of the cervical muscles can affect how well individuals can maintain balance. …

    reykjavik Repository record for Using virtual reality and kinematic measurements to assess the interplay between motion sickness, neck pain, heart variables and postural control response (opens in a new tab)

  20. Virtual humans making first contact : teaching socially appropriate approaching behavior using deep reinforcement learning

    Socially appropriate behavior of humans in public places is governed by various factors and rules. While these aspects have been previously well-explored for virtual humans engaged in focused interactions (e.g. conversations), the same is not true for unfocused interactions (e.g. merely being …

    reykjavik Repository record for Virtual humans making first contact : teaching socially appropriate approaching behavior using deep reinforcement learning (opens in a new tab)