Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 20 of 20 for “"Sýndarveruleiki"”.
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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. …
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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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. …
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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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 …
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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. …
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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 …