Virtual Reality is getting more popular day by day. Many applications, games, education and leisure activities are making more and more immersive with Virtual Environments. Several studies and real-life experiences show that our bodies and mind feel dizziness and imbalance due to the lack of coordination between Real and Virtual Environments. A lot of solutions and developments have been made to make VR movement devices as Research projects, experiments or commercial products. The purpose of this master’s thesis was to humanize VR movement devices and take them out from commercial or lab environments to Home environments. The result will be a compact, lightweight, interactive and more user-friendly device to experience Virtual Environments at home without feeling dizziness or bumping into things in the real environment.
La realtà virtuale sta diventando sempre più popolare giorno dopo giorno. Molte applicazioni, giochi e attività educative e ricreative stanno diventando sempre più coinvolgenti con gli ambienti virtuali. Diversi studi ed esperienze di vita reale dimostrano che i nostri corpi e le nostre menti sperimentano vertigini e squilibri dovuti alla mancanza di coordinamento tra Ambienti Reali e Virtuali. Sono state fatte molte soluzioni e sviluppi per realizzare dispositivi di movimento VR come progetti di ricerca, esperimenti o prodotti commerciali. Lo scopo di questa tesi di master era umanizzare i dispositivi di movimento VR e portarli da ambienti commerciali o di laboratorio ad ambienti domestici. Il risultato sarà un dispositivo compatto, leggero, interattivo e facile da usare per sperimentare ambienti virtuali a casa senza avere vertigini o urtare cose nell'ambiente reale.
design of a movement device for vr as a consumer product.
Verma, Saurabh
2021/2022
Abstract
Virtual Reality is getting more popular day by day. Many applications, games, education and leisure activities are making more and more immersive with Virtual Environments. Several studies and real-life experiences show that our bodies and mind feel dizziness and imbalance due to the lack of coordination between Real and Virtual Environments. A lot of solutions and developments have been made to make VR movement devices as Research projects, experiments or commercial products. The purpose of this master’s thesis was to humanize VR movement devices and take them out from commercial or lab environments to Home environments. The result will be a compact, lightweight, interactive and more user-friendly device to experience Virtual Environments at home without feeling dizziness or bumping into things in the real environment.File | Dimensione | Formato | |
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2023_05_Verma_Saurabh.pdf
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2023_05_Verma_Saurabh_Technical Drawings.rar
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https://hdl.handle.net/10589/203553