3. Electronic Theses and Dissertations (ETDs) - All submissions

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    Archi-virtualization: creating a progression through recreational escapism by means of gaming, animation and virtual creation within architecture
    (2020) Millar, Zane
    We often are overwhelmed by the hustle and bustle of reality and look for a way to separate ourselves from the “real” world. One of the common means to retreat from the everyday rhythms of the world is through those of space and place, illustrations, photography, music and digital technology; one aspect of this is through that of gaming. The definition of “to escape” is to break free from the confined and expectation of the controlled world. We result to a means to escape when we are pressured by the everyday world. Looking at the influences of digital technology as a means to “escape”. Drawing attention to escapism and its brief causes and influences drawing attention to the 21st and future ideals, giving a means of escape which is through that of technology. We escape through many means but we always find a way physically or digitally to escape the everyday world. Digitally allows for one to enter a virtual world of fantasy and make believe. This is seen as a means of play and fun, which is opposite to that of the congested everyday life in one way. Escapism is a means to detach from a sense of place and relax. There are many different means to escape the reality of today but for the focus of the study it will draw up to how escapism allows a user to find relief through gaming, animation and the creation of escape within virtual reality. This paper will discuss the nature of escapism through the digital realm and how it can be utilized for recreational design within architecture, based on gaming and virtual reality
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    Mixed reality simulators
    (2017) Ausmeier, Natalie Jean
    Virtual Reality (VR) is widely used in training simulators of dangerous or expensive vehicles such as aircraft or heavy mining machinery. The vehicles often have very complicated controls that users need to master before attempting to operate a real world version of the machine. VR allows users to safely train in a simulated environment without the risk of injury or damaging expensive equipment in the field. VR however visually cuts off the user from the real environment,whichmayobtainobstructions. Usersareunabletosafelymoveorgesturewhilewearing aVRheadset. Additionallyusersareunabletousestandardinputdevicessuchasmiceandkeyboards. Bymixinginaliveviewofthetherealworld,theusercanstillseeandinteractwiththe physical environment. The contribution of this research is presenting ways of using Mixed RealitytoenhancetheuserexperienceoftraditionalVRbasedsimulators. MixedRealityimproves on traditional VR simulators by allowing the user the safety and freedom of not being cut off from the real world, allowing interaction and the tactile feedback of interacting with complex physical controls, while still allowing simultaneous use of virtual controls and by adding a real world reference point to aid in diminishing simulator sickness caused by visual motion
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    The design and application of wayfinding in physically and virtual immersive environnments
    (2016) Haarhoff, Chané
    The focus of this research paper is on the relationship between wayfinding and interactive, immersive environments. Wayfinding systems inherently exist to assist people on a journey to a desired destination. Interactive immersive environments have introduced a new paradigm, in which users are becoming active participants within both physical and virtual environments. The merging of wayfinding with immersive environments could thus present potential to propel wayfinding to a new level. The effectiveness and applications of wayfinding systems within three immersive environments is therefore determined by looking at the design of informational wayfinding, the ease of navigability within immersive environments and the adaptation and use of wayfinding techniques within four case studies. The three immersive environments chosen to be examined within this paper are: physically immersive environments, digital physically immersive environments and virtual immersive environments. These environments are represented by four case studies which include Menlyn Park Shopping Centre's newly updated wayfinding system, Find Your Way Essex, a virtual wayfinding mobile application, StreetMuseum: Museum of London a purely digital mobile application and Honeywell - Virtual Museum Tour, a virtual wayfinding experience that relies fully on the GoogleCardboard device.
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