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Browsing by Subject "virtual reality"

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  • Pulkka, Robert (2022)
    In recent years, the concept of Metaverse has become a popular buzzword in the media and different communities. In 2021, the company behind Facebook rebranded itself into Meta Platforms, inc. in order to match their new vision of developing the Metaverse. The Metaverse is becoming reality as intersecting technologies, including head-mounted virtual reality displays (HMDs) and non-fungible tokens (NFTs), have been developed. Different communities, such as media, researchers, consumers and companies have different perspectives on the Metaverse and its opportunities and problems. Metaverse technology has been researched thoroughly, while little to none research has been done on gray literature, i.e. non-scientific sources, to gain insight on the ongoing hype. The conducted research analyzed 44 sources in total, ranging from news articles to videos and forum discussions. The results show that people are seeing opportunities in Metaverse entrepreneurship in the changing career landscape. However, the visions of Meta Platforms, inc. also receive a fair amount of critique in the analyzed articles and threads. The results suggest that most of the consumers are only interested in a smaller subset of features than what is being marketed. The conducted research gives insight on how different sources are seeing the Metaverse and can therefore be used as a starting point for more comprehensive gray literature studies on the Metaverse. While making innovations to the underlying technology is important, studying people’s viewpoints is a requirement for the academia to understand the phenomenon and for the industry to produce a compelling product.
  • Talonpoika, Ville (2020)
    In recent years, virtual reality devices have entered the mainstream with many gaming-oriented consumer devices. However, the locomotion methods utilized in virtual reality games are yet to gain a standardized form, and different types of games have different requirements for locomotion to optimize player experience. In this thesis, we compare some popular and some uncommon locomotion methods in different game scenarios. We consider their strengths and weaknesses in these scenarios from a game design perspective. We also create suggestions on which kind of locomotion methods would be optimal for different game types. We conducted an experiment with ten participants, seven locomotion methods and five virtual environments to gauge how the locomotion methods compare against each other, utilizing game scenarios requiring timing and precision. Our experiment, while small in scope, produced results we could use to construct useful guidelines for selecting locomotion methods for a virtual reality game. We found that the arm swinger was a favourite for situations where precision and timing was required. Touchpad locomotion was also considered one of the best for its intuitiveness and ease of use. Teleportation is a safe choice for games not requiring a strong feeling of presence.
  • Goriachev, Vladimir (2018)
    In the case of remote inspection and maintenance operations, the quality and amount of information available to the operator on demand plays a significant role. In knowledge-intensive tasks performed remotely or in a hazardous environment, augmented and virtual reality technologies are often seen as a solution capable of providing the required level of information support. Application of these technologies faced many obstacles over the years, mostly due to the insufficient maturity level of their technical implementations. This thesis contains a description of the research work related to the usage of augmented and virtual reality in remote inspection and maintenance operations, and is aimed at solving some of the most common problems associated with the application of these technologies. During the project, an optical see-through augmented reality glasses calibration method was developed, as well as a virtual reality application for robotic teleoperation. The implemented teleoperation system was tested in two different simulated scenarios, and the additional questions of the immersive environment reconstruction, spatial user interface, connection between virtual and real worlds are addressed in this thesis report.