Theseus - Selaus asiasanan mukaan "virtual reality"

    • How to bring Virtual Reality to every home 

      Renom Cisa, Aleix (2023)
      Virtual Reality (VR) has been around for longer than most would expect and has gone through many development stages, but it has not yet entered the mainstream and it’s still not yet fully understood by the masses. This ...
    • How virtual reality can be used in the tourism industry 

      Karlsson, Nina (2020)
      The thesis is a qualitative study on how virtual reality marketing can be used in the tourism industry. Examples from two companies currently using virtual reality marketing is provided, along with insights from consumers ...
    • Human element of virtual reality : implementing perception psychology into VR design 

      Pirkuliyeva, Liya (2020)
      Virtual reality stopped being science fiction in 2016. The first commercial head mounted displays made VR available and brought VR into the field of entertainment and learning. Nevertheless, VR leaves many sceptical because ...
    • Immersive Learning in Healthcare Education : Developing a Virtual Reality Game for Paramedic Training 

      Syvorotka, Diana; Peltokangas, Aki; Korhonen, Henry; Niemi, Henna; Al Amir, Thaher (2024)
      This thesis explores the development of a virtual reality (VR) game designed to enhance the edu- cational experience of paramedic students. The project aims to provide an immersive training tool that allows students to ...
    • Implementation of virtual reality in technical education: an innovative view 

      Shamsuzzoha, Ahm; Al-Kindi, Mahmood; Kankaanpää, Timo (Inderscience Publishers, 2020)
    • Inclusion of people on the autism spectrum : accessible virtual tourism services 

      Tolvanen, Sanna (2023)
      The objective of this study was to investigate and provide recommendations on how to include people on the autism spectrum in virtual tourism. The study was implemented by reviewing existing literature and collecting data ...
    • Individually Adaptive VR Learning Applications 

      Kovacs, Daniel (2023)
      This research-focused Bachelor of Business Administration thesis was commissioned by HAMK Smart research unit. The thesis aims to investigate the key design elements of individually adaptive virtual reality learning ...
    • Integrating technology with the human body 

      Portimo, Johanna (2024)
      The purpose of this bachelor’s thesis was to research advanced smart technology that could one day become a permanent part of human biology. It contains deeper studies about integration, virtual reality, and augmented ...
    • Journalistic use of augmented reality 

      Okkonen, Laura (2023)
      Koska lisätyn todellisuuden (augmented reality, AR) käyttöönotto uutistoimituksissa on vielä varhaisessa vaiheessa, tässä tutkimuksessa haluttiin tutkia sitä, miten lisättyä todellisuutta käytetään tällä hetkellä, mitkä ...
    • Kattava mallipohja virtuaalitodellisuuskehittäjille 

      Vahla, Ville (2021)
      Insinöörityön tarkoituksena oli kehittää virtuaalitodellisuussovellus, joka määrittää kaikki yleisimmät nykyään käytössä olevat virtuaalitodellisuuslaitteet toimimaan sen kanssa. Työn oli tarkoitus toimia pohjana uutta ...
    • Korg MEW/40 : Mobile Synthesizer Workspace 

      Pekkonen, Matias (2020)
      In my graduation work I create a concept for a brand that has not yet produced a vehicle. I also assess the possibili¬ties of combining sound and music with a vehicle, while considering the future of music-making and sharing ...
    • Layout- suunnittelu virtuaalitodellisuudessa 

      Heikkinen, Sami (2019)
      Tässä opinnäytetyössä selvitettiin, millaista on layout- suunnittelu virtuaalitodellisuudessa ja kuinka yritys voisi hyötyä siitä muihin suunnitteluohjelmiin nähden. Vertailtiin Hydrolinen pakkaamon ja huoltilan layout- ...
    • Level design in virtual reality 

      Saaristo, Veikka (2020)
      Tässä opinnäytetyössä syvennyttiin kenttäsuunnittelun metodologiaan ja parhaisiin käytäntöihin niin perinteisen, kuin virtuaalitodellisuuteen sijoittuvan kenttäsuunnittelun suhteen, soveltaen opittua sekä tekijän omaa ...
    • Leveraging immersive audio production techniques to enhance cultural and historical understandings in a museum setting 

      Duchêne, Frank (2022)
      This thesis investigated how audio post-production techniques that have been proven successful for film and TV can be applied to producing VR and AR experiences that use immersive audio to support cultural and historical ...
    • Lip-sync for communication in the multiplayer game 

      Tran, Anh (2023)
      The Virtual Reality (VR) platform is one of the fastest-growing markets in the game industry. The largest gaming companies are building their own metaverse and consider it the future of the internet. To make an outstanding ...
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    • MARKET POTENTIAL FOR 360-DEGREE PHOTO AND VIDEO AND VIRTUAL REALITY SERVICES IN MOSCOW – CASE COMPANY: 360FINLAND Oy 

      Barkhanov, Timir (2020)
      The thesis provides a market research of 360-degree photo and video and virtual reality services in Russia, in particular Moscow. The aim of the study is to figure out the potential of the Moscovian market and furthermore ...
    • Marketing opportunities in the metaverse 

      Caliskan, Deniz Ege (2023)
      Metaverse is a new digital space where the users can interact with digital platforms with the access of an avatar. With every new technology, there is something new to explore. This thesis aims to discover the concept of ...
    • Matching stakeholders to the serious game development cycle : a mixed method approach 

      Lauronen, Jenny (2021)
      Developing a serious game is a challenging multidisciplinary task. The risk of creating a game that does not meet the learning goals is considerable. Balancing gameplay and instructional design to make a fun and effective ...
    • MEDAIA – Experimenting Open Innovation in the Media Field 

      Mäkelä, Leena; Tampereen ammattikorkeakoulu
      Tampereen ammattikorkeakoulun julkaisuja. Sarja B. Raportteja (Tampereen ammattikorkeakoulu, 2017)
      The objective of the MEDAIA project was to develop open innovation in a media business and urban innovation context. This was to be achieved by carrying out 13 small-scale pilot projects, i.e. experiments, that demonstrate ...
    • Networking tools performance evaluation in a VR application : Mirror vs. Photon PUN2 

      Aaltonen, Pasi (2022)
      Moninpelikonsepti juontaa juurensa jo 1970-luvulta. Vuosien saatossa moninpeli on kasvanut samalla koneella pelattavasta moninpelista lokaaliverkon välityksellä pelattavaksi ja siitä aina internetin yli koko maailman ...