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The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.
ContributorsCarney, Nicholas (Co-author) / West, Andrew (Co-author) / Dobkins, Jacob (Co-author) / Amresh, Ashish (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The foundations of legacy media, especially the news media, are not as strong as they once were. A digital revolution has changed the operation models for and journalistic organizations are trying to find their place in the new market. This project is intended to analyze the effects of new/emerging technologies

The foundations of legacy media, especially the news media, are not as strong as they once were. A digital revolution has changed the operation models for and journalistic organizations are trying to find their place in the new market. This project is intended to analyze the effects of new/emerging technologies on the journalism industry. Five different categories of technology will be explored. They are as follows: the semantic web, automation software, data analysis and aggregators, virtual reality and drone journalism. The potential of these technologies will be broken up according to four guidelines, ethical implications, effects on the reportorial process, business impacts and changes to the consumer experience. Upon my examination, it is apparent that no single technology will offer the journalism industry the remedy it has been searching for. Some combination of emerging technologies however, may form the basis for the next generation of news. Findings are presented on a website that features video, visuals, linked content, and original graphics. Website found at http://www.explorenewstech.com/
Created2016-05
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Description
This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been crossed and true virtual reality is now possible, as evidenced

This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been crossed and true virtual reality is now possible, as evidenced by the current wave of virtual reality catalyzed by the Oculus Rift. The Rift will be used as a case study for examining specific aspects of the virtual reality threshold.
ContributorsLittle, Rebecca Ann (Author) / Amresh, Ashish (Thesis director) / Ghazarian, Arbi (Committee member) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
Motion simulators are a common feature in everything from high end science museums to amusement parks, allowing a full ride experience on a small footprint and at a comparatively low cost relative to full size rides. The rapidly advancing field of virtual reality provides a potential increase in this desire

Motion simulators are a common feature in everything from high end science museums to amusement parks, allowing a full ride experience on a small footprint and at a comparatively low cost relative to full size rides. The rapidly advancing field of virtual reality provides a potential increase in this desire for motion simulators, by combing virtual reality with motion simulation, total immersions can be created that is competitive with theme parks. While there exists a small number of commercially available consumer motion simulators, these tend to not have a wide enough range of motion to provide flexibility for use cases. This report is the documentation of an attempt to create a low cost consumer grade motion simulator prototype to determine to what extent an adequate motion simulation experience can be created in the home environment. This design made use of a two degree of freedom platform mounted on a universal joint as a trade off between flexibility of use and affordability of the end product. Ultimately, although the design and motor selection was sound, structural issues prevented the design from being capable of withstanding the necessary forces. However, as a prototype, important lessons were learned that could apply to a better-constructed second generation design. The results definitely show that motion simulators will, in the near future, become feasible for in-home amusement park recreation, at least for some amusement park rides.
ContributorsMiller, Alec Michael (Author) / Sodemann, Angela (Thesis director) / Gintz, Jerry (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This project created a tool for visualizing constructive solid geometry (CSG) using an HTC Vive virtual reality
headset. This tool provides functionality for surface triangulation
of a variety of three-dimensional primitive solids. Then with those
solids it can perform the core CSG operations—intersection,
union and complement—to create more complex objects. This
tool also parses in

This project created a tool for visualizing constructive solid geometry (CSG) using an HTC Vive virtual reality
headset. This tool provides functionality for surface triangulation
of a variety of three-dimensional primitive solids. Then with those
solids it can perform the core CSG operations—intersection,
union and complement—to create more complex objects. This
tool also parses in Silo data files to allow the visualization
of scientific models like the Annular Core Research Reactor.
This project is useful for both education and visualization. This
project will be used by scientists to visualize and understand
their simulation results, and used as a museum exhibit to engage
the next generation of scientists in computer modeling.
ContributorsJones, Derek Matthew (Author) / Kashiwagi, Dean (Thesis director) / O'Brien, Matthew (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Caitlin Nicole (Co-author) / Jorgensen, Nicholas (Co-author) / Ehgner, Arnaud (Thesis director) / Selgrad, Justin (Committee member) / Graphic Information Technology (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Nicholas Keith (Co-author) / Jorgensen, Caitlin Nicole (Co-author) / Selgrad, Justin (Thesis director) / Ehgner, Arnaud (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
ART VR LLC is a virtual reality art gallery software company. The company was founded by Phillips Andrew Koss IV in 2018. The goal of the company is to give art galleries the opportunity to exhibit their artwork in a virtual reality headset. This is achieved through the development of

ART VR LLC is a virtual reality art gallery software company. The company was founded by Phillips Andrew Koss IV in 2018. The goal of the company is to give art galleries the opportunity to exhibit their artwork in a virtual reality headset. This is achieved through the development of the industry changing Virtual Reality application called Viewing Room. The very nature of art and its personal connection to the buyer makes it difficult for both the consumer and the seller to properly showcase the artwork without seeing it in person. In the increasingly online world of fine art there exists a disconnect between the art seen available online and the actual feel of the artwork in a space. The dimensions of an artwork can never be fully captured by a photograph as well as the colors and beauty of a piece of art depend entirely on how it is viewed. This creates an issue for galleries who deal with clients from all over the world as they have the issue of trying to sell a piece of artwork whose size cannot be fully grasped. The current solution is to have either the clients come into the gallery to view the work, ship it to them to see for themselves, or even attempt to show them a picture of it through the internet or mail relying on their sense of space and imagination to see how it would look. These ways cost time, money, and most of all potential sales. The Viewing Room application is positioned to become one of the few virtual reality applications tailored towards fine art galleries. The Viewing Room once used in a gallery setting allows the gallery to upload their artwork into the headset and the user can view the art and change various setting from frame, to mat color, to distance away to properly view the artwork without having to see it in person. The timing of this endeavor is well suited for success as VR technology has become affordable for use in commercial stores and the art world is moving more towards a digital presence.
ContributorsKoss, Phillips Andrew (Author) / Filley, Richard (Thesis director) / Cho, Steve (Committee member) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In recent years, environment mapping has garnered significant interest in both industrial and academic settings as a viable means of generating comprehensive virtual models of the physical world. These maps are created using simultaneous localization and mapping (SLAM) algorithms that combine depth contours with visual imaging information to create rich,

In recent years, environment mapping has garnered significant interest in both industrial and academic settings as a viable means of generating comprehensive virtual models of the physical world. These maps are created using simultaneous localization and mapping (SLAM) algorithms that combine depth contours with visual imaging information to create rich, layered point clouds. Given the recent advances in virtual reality technology, these generated point clouds can be imported onto the Oculus Rift or similar headset for virtual reality implementation. This project deals with the robotic implementation of RGB-D SLAM algorithms on mobile ground robots to generate complete point clouds that can be processed off-line and imported into virtual reality engines for viewing in the Oculus Rift. This project uses a ground robot along with a Kinect sensor to collect RGB-D data of the surrounding environment to build point cloud maps using SLAM software. These point clouds are then exported as object or polygon files for post-processing in software engines such as Meshlab or Unity. The point clouds generated from the SLAM software can be viewed in the Oculus Rift as is. However, these maps are mainly empty space and can be further optimized for virtual viewing. Additional techniques such as meshing and texture meshing were implemented on the raw point cloud maps and tested on the Oculus Rift. The aim of this project was to increase the potential applications for virtual reality by taking a robotic mapping approach to virtual reality environment development. This project was successful in achieving its objective. The following report details the processes used in developing a remotely-controlled robotic platform that can scan its environment and generate viable point cloud maps. These maps are then processed off line and ported into virtual reality software for viewing through the Oculus Rift.
ContributorsUdupa, Shreya (Author) / Artemiadis, Panagiotis (Thesis director) / Chickamenahalli, Shamala (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05