10 resultados para fictionality-reality

em Doria (National Library of Finland DSpace Services) - National Library of Finland, Finland


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The sustainable growth of video interactivity technologies on different platforms in the lasts years opens good prospects for augmented reality technology adoption on different markets. In the end of 2011 there was an improvement in technology which allows building the 3D model of human body. Such an improvement could be used in apparel industry. The main goal of the study is to understand the level of acceptance of augmented reality as a technology on the Russian apparel market. For a more accurate investigation, a new model accounting for augmented reality characteristics, as well as for similarities and differences between online and offline customer behavior in apparel industry, was developed. As a result of the survey, the weights of different purchase intention factors for Russian consumer were found, and the information about Russian consumers’ preferences towards the augmented reality features in apparel market, especially in fitting time, real-time interaction and fitting quality peculiarities, was presented.

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In this report are described means for indoor localization in special, challenging circum-stances in marine industry. The work has been carried out in MARIN project, where a tool based on mobile augmented reality technologies for marine industry is developed. The tool can be used for various inspection and documentation tasks and it is aimed for improving the efficiency in design and construction work by offering the possibility to visualize the newest 3D-CAD model in real environment. Indoor localization is needed to support the system in initialization of the accurate camera pose calculation and auto-matically finding the right location in the 3D-CAD model. The suitability of each indoor localization method to the specific environment and circumstances is evaluated.

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Tässä sivuaineen tutkielmassa tarkastellaan, miten naisiin viittaavat sanat on käännetty suomalaisen, mutta pääosin englanniksi puhutun Love Connection -tosi-tvohjelman suomenkielisissä tekstityksissä. Tavoitteena on selvittää, millä tavoin suomen ja englannin puhekielen erot naispuolisiin henkilöihin viitattaessa näkyvät ruututeksteissä, ja millaisia käännösstrategioita ohjelman kääntäjä on sarjaa suomentaessaan käyttänyt. Lisäksi tv-ohjelmassa tehtyjä naisiin kohdistuvia viittauksia verrataan ohjelman englanninkielisessä mainoslehtisessä käytettyihin naisiin viittaaviin sanoihin. Tutkimuksen primäärimateriaali koostui Love Connection -tv-sarjan 12 osasta sekä niiden suomenkielisestä tekstityksestä, ohjelman Yhdysvaltoihin suunnatusta mainoslehtisestä sopivien osallistujien löytämiseksi sekä sarjan kääntäjän haastattelusta. Tutkimus toteutettiin sekä kvalitatiivisin että kvantitatiivisin menetelmin. Tv-ohjelman jaksoista litteroitiin englanninkielinen puhe ja suomenkielinen tekstitys niiltä osin kuin vähintään toisessa esiintyi viittaus naispuoliseen henkilöön, kuten woman/nainen tai girl/tyttö. Aineistosta poimitut viittaukset sijoitettiin lähdekirjallisuuden pohjalta luotuihin kategorioihin sen mukaan, millaista käännösstrategiaa niihin oli sovellettu. Lisäksi tarkasteltiin, millaisia eroja sovelletuissa käännösstrategioissa ilmeni ohjelman osallistujien tekemien viittausten välillä sekä toisaalta yksilöhaastattelujen ja keskustelutilanteiden välillä. Analyysi ja kääntäjän haastattelu osoittivat, että suurin osa viittauksista käännettiin suomeksi lähimmällä semanttisella vastineella, mutta myös poistoja ja korvauksia esimerkiksi pronominilla oli tekstityksen vaatimien tila- ja aikarajoitusten vuoksi käytetty runsaasti. Merkittävin tutkimushavainto oli, että joissakin yhteyksissä englannin kielen sana girl oli käännetty suomeksi sanalla nainen suoran käännösvastineen sijasta, koska suomen kielen sana tyttö ei kyseisissä konteksteissa olisi soveltunut käytettäväksi aikuisesta naisesta puhuttaessa. Suomalaisten tuottajien laatimassa englanninkielisessä mainoksessa esiintyi suurelta osin kuvaannollisia, sukupuolineutraaleja henkilöviittauksia, eikä girl-sanaa käytetty kertaakaan. Audiovisuaalisten käännösten kautta välittyvää naiskuvaa viihdegenren televisioohjelmissa on toistaiseksi tutkittu vähän, joten jatkotutkimusten kannalta vaihtoehtoja on runsaasti. Tulosten laajemman sovellettavuuden arvioimiseksi naisten puhuttelua voisi tutkia tarkemmin muissa, kansainvälisesti tunnetuissa tositv-formaateissa esimerkiksi vertailemalla eri maissa esitettäviä ohjelmaversioita.

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There is no generic usability heuristics for Augmented Reality (AR) applications, thus, the aim of this thesis was to develop one. The development of the heuristics was carried out in phases. Based on a literature review, a preliminary version of the heuristics was developed, which was evaluated by four experts. As a result, six evaluation criteria were formed: 1) interaction methods and controls, 2) presentation of virtual objects, 3) relationship between virtual objects and real world, 4) information related to virtual objects, 5) suitability for the usage context and 6) physical comfort of use. The heuristics should be used with Nielsen's (1995) generic usability evaluation heuristics. The heuristics are not ready to be used as such, since it must still be tested in practice.

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This study reviews the research on interaction techniques and methods that could be applied in mobile augmented reality scenarios. The review is focused on themost recent advances and considers especially the use of head-mounted displays. Inthe review process, we have followed a systematic approach, which makes the reviewtransparent, repeatable, and less prone to human errors than if it was conducted in amore traditional manner. The main research subjects covered in the review are headorientation and gaze-tracking, gestures and body part-tracking, and multimodality– as far as the subjects are related to human-computer interaction. Besides these,also a number of other areas of interest will be discussed.

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The emergence of depth sensors has made it possible to track – not only monocular cues – but also the actual depth values of the environment. This is especially useful in augmented reality solutions, where the position and orientation (pose) of the observer need to be accurately determined. This allows virtual objects to be installed to the view of the user through, for example, a screen of a tablet or augmented reality glasses (e.g. Google glass, etc.). Although the early 3D sensors have been physically quite large, the size of these sensors is decreasing, and possibly – eventually – a 3D sensor could be embedded – for example – to augmented reality glasses. The wider subject area considered in this review is 3D SLAM methods, which take advantage of the 3D information available by modern RGB-D sensors, such as Microsoft Kinect. Thus the review for SLAM (Simultaneous Localization and Mapping) and 3D tracking in augmented reality is a timely subject. We also try to find out the limitations and possibilities of different tracking methods, and how they should be improved, in order to allow efficient integration of the methods to the augmented reality solutions of the future.

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Augmented Reality (AR) is currently gaining popularity in multiple different fields. However, the technology for AR still requires development in both hardware and software when considering industrial use. In order to create immersive AR applications, more accurate pose estimation techniques to define virtual camera location are required. The algorithms for pose estimation often require a lot of processing power, which makes robust pose estimation a difficult task when using mobile devices or designated AR tools. The difficulties are even larger in outdoor scenarios where the environment can vary a lot and is often unprepared for AR. This thesis aims to research different possibilities for creating AR applications for outdoor environments. Both hardware and software solutions are considered, but the focus is more on software. The majority of the thesis focuses on different visual pose estimation and tracking techniques for natural features. During the thesis, multiple different solutions were tested for outdoor AR. One commercial AR SDK was tested, and three different custom software solutions were developed for an Android tablet. The custom software solutions were an algorithm for combining data from magnetometer and a gyroscope, a natural feature tracker and a tracker based on panorama images. The tracker based on panorama images was implemented based on an existing scientific publication, and the presented tracker was further developed by integrating it to Unity 3D and adding a possibility for augmenting content. This thesis concludes that AR is very close to becoming a usable tool for professional use. The commercial solutions currently available are not yet ready for creating tools for professional use, but especially for different visualization tasks some custom solutions are capable of achieving a required robustness. The panorama tracker implemented in this thesis seems like a promising tool for robust pose estimation in unprepared outdoor environments.