Titre : | Simulation de l’évitement de collision entre un humain réel et des humains virtuels en utilisant la réalité virtuelle (Simulation of collision avoidance between a real human and Virtual humans using Virtual reality) |
Auteurs : | Taha Louetri, Auteur ; Foudil Cherif, Directeur de thèse |
Type de document : | Monographie imprimée |
Format : | 1 vol. (95 p.) / couv. ill. en coul / 30 cm |
Langues: | Français |
Résumé : |
Virtual Reality technology is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Two of the most interesting topics in this field are the interaction and navigation in a virtual environment, but the problem is most simulations and Experiments of virtual reality don’t take into account the realistic side especially in collision avoidance when the users navigate and interact with objects and other users or avatars in the virtual environment. Therefore, and in order to provide an efficient tool for collision avoidance we created a serious game application based on virtual reality that makes the player navigate and interact with a virtual human or avatar who can simulate the collision avoidance of reel humans in an interactive and fully immersive 3D environment using the Oculus Quest 2 headset. Our application gives the users complete freedom to navigate in the virtual environment and responses to different scenarios with a different type of navigation in the same virtual world. A realistic experience with a high sense of immersion and smooth interactions was achieved taking the advantage of the new VR technologies |
Sommaire : |
Acknowledgements 1 Dedication 2 Abstract 3 4الملخص Contents 5 List of Figure 8 List of Tables 11 General Introduction 12 Overview about Virtual Reality 15 1.1 Introduction 16 1.2 Definition of Virtual Reality 16 1.3 A brief history of virtual reality 17 1.4 Type of virtual reality 21 1.5 Augmented Reality 23 1.5.1 Understanding Augmented Reality 24 1.5.2 Augmented Reality Vs Virtual Reality 25 1.6 Equipments for virtual reality 25 1.7 Application of virtual reality 28 1.7.1 Education 28 1.7.2 Scientific visualization 286 1.7.3 Medicine 29 1.7.4 Industrial design and architecture 29 1.7.5 Game and entertertaiment 29 1.8 Conclusion 29 Navigation and Interaction in Virtual Reality 31 2.1 Introduction 32 2.2 Definition of Navigation in Virtual Reality 32 2.3 The development of the 3D navigation system for Virtual Reality 33 2.3.1 Indoor Navigation 33 2.3.2 Outdoor Navigation 36 2.4 Virtual Reality Navigation Techniques 38 2.5 Factors influencing Navigation in Virtual Environment 43 2.6 Interaction in Virtual Environments 46 2.6.1 Introduction 46 2.6.2 Definition of Interaction 47 2.6.3 Collision Avoidance and Interaction 53 2.7 Conclusion 55 System and Architecture Design 56 3.1 Introduction 57 3.2 Presentation of system for collision avoidance 57 3.2.1 System objectives 57 3.2.2 System Architecture Design 58 3.3 Methodology Setting 617 3.3.1 First Step: Identify 63 3.3.2 Second Step: Research 63 3.3.3 Third Step: Create 65 3.3.4 Fourth Step: Test 65 3.3.5 Fifth Step: Evaluation 65 3.3.6 Six Step: Implementation 66 3.4 Conclusion 66 Implementation, Results and Evaluation 67 4.1 Introduction 68 4.2 Technical Description 68 4.3 Hardware and Software for Development Environment 69 4.3.1 Hardware 69 4.3.2 Software 71 4.4 Development Process 73 4.4.1 Creation of the Virtual Environment 73 4.4.2 Creation of the Real Human 78 4.4.3 Creation of the human virtual 82 4.5 Result 86 4.6 Conclusion 92 Conclusion and Perspectives 93 5.1 Summary 93 5.2 Future Work 94 Bibliography 95 |
Disponibilité (1)
Cote | Support | Localisation | Statut |
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MINF/728 | Mémoire master | bibliothèque sciences exactes | Consultable |