Essays about: "Augmented and Virtual Reality"

Showing result 1 - 5 of 168 essays containing the words Augmented and Virtual Reality.

  1. 1. Machine Learning for Spatial Positioning for XR Environments

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Khaled Alraas; [2024]
    Keywords : Extended Reality; Machine Learning; Sensor Fusion; Spatial Data Accuracy Virtual Productions; Augmented Reality; Virtual Reality; Real-time Camera Tracking; Location-Based Services; Gaming Platforms; Sensor Integration;

    Abstract : This bachelor's thesis explores the integration of machine learning (ML) with sensor fusion techniques to enhance spatial data accuracy in Extended Reality (XR) environments. With XR's revolutionary impact across various sectors, accurate localization in virtual environments becomes imperative. READ MORE

  2. 2. Exploring the Depth-Performance Trade-Off : Applying Torch Pruning to YOLOv8 Models for Semantic Segmentation Tasks

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Xinchen Wang; [2024]
    Keywords : Deep Learning; Semantic segmentation; Network optimization; Network pruning; Torch Pruning; YOLOv8; Network Depth; Djup lärning; Semantisk segmentering; Nätverksoptimering; Nätverksbeskärning; Fackelbeskärning; YOLOv8; Nätverksdjup;

    Abstract : In order to comprehend the environments from different aspects, a large variety of computer vision methods are developed to detect objects, classify objects or even segment them semantically. Semantic segmentation is growing in significance due to its broad applications in fields such as robotics, environmental understanding for virtual or augmented reality, and autonomous driving. READ MORE

  3. 3. The State of Live Facial Puppetry in Online Entertainment

    University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakulteten

    Author : Lisa Gren; Denny Lindberg; [2024]
    Keywords : Facial Puppetry; Face Tracking; Real-time Rendering; Motion Capture; Computer Vision; 3D Modeling; Virtual Avatars; Augmented Reality; Machine Learning; Game Development;

    Abstract : Avatars are used more and more in online communication, in both games and socialmedia. At the same time technology for facial puppetry, where expressions of the user aretransferred to the avatar, has developed rapidly. READ MORE

  4. 4. FACEBOOK IS NOW META. Meta's corporate sociotechnical imaginary and the discursive construction of the Metaverse as the social platform of the future

    University essay from Institutionen för tillämpad informationsteknologi

    Author : Marc Castell; [2023-11-22]
    Keywords : corporate sociotechnical imaginary; corporate communication; future narratives; Metaverse; platform capitalism; strategic narratives; Sociology of Knowledge Approach to Discourse;

    Abstract : The interpretive discourse-analytic framework of the Sociology of Knowledge Approach to Discourse is used to analyze how Meta's senior executives discursively frame the use of augmented reality and virtual reality in order to position the Metaverse as the next social platform during Connect 2021. The findings suggest five interpretive schemas that characterize the Metaverse as a social platform of the future: (a) the Metaverse as the next version of the Internet; (b) the Metaverse as a facilitator of presence and a connector of people; (c) the Metaverse as a marketplace in the Metaverse economy; (d) the Metaverse as a ubiquitous place in our daily lives; and (e) the Metaverse as a space designed in a responsible manner. READ MORE

  5. 5. Prototyping Tool for Large Scale Interactive Experiences

    University essay from Lunds universitet/Institutionen för designvetenskaper

    Author : Venkata Satya Anurag Gargeya Unnava; Yiyang Liu; [2023]
    Keywords : Virtual Reality; Augmented Reality; Interactive Content; Large Scale Interactive Content; Visualizer; Simulations; Technology and Engineering;

    Abstract : In the age where entertainment is the driving force behind the functioning of large industries, companies like SONY have figured out a way to market their entertainment content including movies, music, and games using large-scale interactive marketing and promotional content. Building and testing such content before it is released on large and complex devices is a continuously challenging task and there have been efforts both in academia and industry made to ameliorate this content production workflow. READ MORE