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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Oksanen, Mika;

    In this thesis, the primary question was to determine if Level of Details (LODs) were optimizing the performance of the VR platform inside Unity. The secondary question was to find other optimization methods and study how they optimize performance for VR. The thesis was commissioned by the research group Futuristic Interactive Technologies of Turku University of Applied Sciences for their multi-user application named TUAS VR Social Platform. To achieve the objective of this thesis, an altered interior of a real-world building was created. Two copies of the same scene were created where one was not optimized, and the other was fully optimized. The test was carried out by first measuring the unoptimized scene and then comparing it to other optimization methods. The unoptimized scene was then compared to the optimized scene. The conclusion was that LODs do not significantly affect performance at this scale. The most performance gains occurred with occlusion culling and bake lights. Implementing all optimization techniques in the scene at once resulted in significant performance gains. Nevertheless, the test was ultimately successful as it showed that optimization can improve performance with VR.

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    Theseus
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      Theseus
      Other ORP type . 2022
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    Authors: Kalliomaa, Nea; Pikkupeura, Teemu; Neyai, Coby; Hintsala, Janika; +1 Authors

    This thesis is done in collaboration with Nokia. The team was given a challenge to ideate a future arena experience, and to imagine how could the event industry change within a next three to ten years. The thesis focuses on the future usage of virtual reality (VR) in event industry. Virtual reality can either aid to stimulate some real environment or it can create a completely imaginary environment using three-dimensional objects. It is a widely studied matter that is being used in multiple ways, and the thesis focuses on standards and theories needed to implement VR in the event industry. The project for Nokia was done as a team that worked tightly together in a design sprint for a week. With the help of different design sprint tools like brainstorming and sparring, the team generated an idea of a way to use virtual reality glasses in an event industry as a completely new type of arena experience. The idea was to create events at the arena that feel like they are happening right in front of the audience even when they happen, for example, on the other side of the world, or are completely virtual, and to make seeing said events from home feel more interactive. At the end of the week the team presented the idea for Nokia, with a conclusion that this type of event does not exist yet, and with an all-new concept Nokia could increase the number of customers and become a trendsetter for the future of the event industry.

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    Theseus
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      Theseus
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    Authors: Nieminen, Topi;

    Uudet teknologiat otetaan vastaan usein tunneperäisesti, toiset ovat kiinnostuneita, toiset epäilevät. Uudet keksinnöt ja teknologiat oikein käytettyinä avaavat meille uuden maailman, tehostavat toimintoja, lisäävät luovuutta ja mahdollistavat asioita. Tämän työn tilaajat olivat sovelluskehitysyhteisö Viastar ja kulttuurialan toimija Carnivale. Tilaajia kiinnostavat uudet teknologiat kulttuuriperinnön sovelluksissa ja hankkeissa. Tämä kehittämistyö tutki ja tarkasteli, miten voimme paremmin hyödyntää uusia teknologioita sukututkimuksen apuna. Työssä tutkittiin, miten voimme yhdistää perinteisen ja DNA-analyysiin pohjautuvan sukututkimuksen. Tässä työssä käytiin myös läpi muita uusia teknologioita, joita voidaan hyödyntää sukuhistorian ja kulttuuriperinnön tallennuksessa, tutkimuksessa sekä myös yleisemmin kulttuurituotantojen tukena. Kehittämistyötä tehtiin tutkimalla ja kokeilemalla uusia teknologioita sekä käymällä läpi laajasti opinnäytetyön tekijän sukuun liittyviä sukututkimuksia ja niiden kautta esiin tullutta kulttuuriperintöä, vanhoja kuvia, karttoja ja paikkoja. Geneettisen sukututkimuksen avulla tutkittiin isä- ja äitilinjoja eri tekniikoilla ja jäljitettiin eri sukujen kulkureittejä menneiden vuosisatojen aikoina. Tässä opinnäytetyössä analysoitiin tekijän omasta suvusta teetettyjen DNA-testien tuloksia ja osoitettiin, miten ne toimivat käytännössä sukututkimuksen välineinä. Tässä työssä käsiteltyjä muita kulttuurituotannon tekniikoita olivat drone-kuvaus, lidar-kuvaus, virtuaali- ja lisätty todellisuus. Tutkimusmenetelminä käytettiin aineistotutkimusta, DNA-testejä, havainnointia, haastattelua ja kenttätyötä kokeilemalla käytännössä erilaisissä ympäristöissä uusia teknisiä välineitä. Työn tuloksina todettiin, että uudet tekniikat toimivat sukututkimuksessa ja kulttuuriperinnön tallentamisessa erittäin hyvin. Uudet tekniikat avaavat uusia sisältöjä ja osallistavat kulttuurin tuottajan sekä kuluttajan tuotantoihin syvällisesti. Toimenpide-ehdotuksena esitettiin, että sukututkimuksessa ja kulttuurituotannoissa otettaisiin rohkeasti uusia tekniikoita laajasti käyttöön toiminnan parantamiseksi ja tehostamiseksi. New technologies are often embraced emotionally: others show interest and others doubt. It is a fact that new inventions and technologies, when used properly, open up new worlds for us, streamline operations, increase creativity and enable things. This thesis was commissioned by the application development company Viastar and the cultural sector enterprise Carnivale. Both commissioners are interested in new technologies on cultural heritage applications and projects. The objective of this study was to explore and examine how new technologies can better be utilized in genealogy. The study explored how to combine traditional and genetic genealogy research. It also reviewed some other new innovative technologies that can be used on cultural heritage research and in cultural productions. The study was carried out by exploring and experimenting new technologies and going through extensive genealogy and cultural heritage materials, old images, maps, and places that have emerged through genealogy research. In terms of genetic genealogy, lineages have been studied using different DNA techniques and the pathways of different genera have been traced over the past centuries. The study analyzed the DNA research results from the author's own lineage and show how they work in practice as a tool for genealogy. Other cultural production techniques covered in this study include drone imaging, lidar imaging, as well as virtual and augmented reality. The research methods used were document analysis, observation, interview and fieldwork by experimenting new technical tools in different environments. The results indicate that the new technologies work very well in genealogy and in saving cultural heritage. New technologies open up new content and deeply involve producers, researchers and cultural consumers in productions. The thesis proposes that genealogists and cultural sector make widespread use of new technologies to improve and increase their efficiency.

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      Theseus
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    Authors: Wright, Cedric;

    The virtual reality (VR) industry has been rapidly expanding in the last few years. While the consumer VR market has primarily been focused on gaming, VR has been utilized in a variety of different methods such as training for first responders and human resources, virtual car showrooms by several car manufacturers and office work in some companies. Recently, businesses in the tourism industry began utilizing VR as well. The aim of this thesis is to learn the potential of incorporating virtual reality hardware and software for use in virtual exhibitions for museums located in the Satakunta region of Finland. This thesis takes a deep dive into the VR industry describing key concepts, VR history, current VR hardware and a look into how VR is currently utilized in tourism. Additionally, the thesis investigates the Satakunta region as a tourist destination with a focus on the museums in the area. This dive includes, among other things, a discussion of museum categories and notable museums in the region. For collecting the empirical data, the qualitative research method was utilized. The author reached out to museum staff in the region to conduct semi-structured theme interviews. Three interviews have taken place during the course of preparing this thesis and content analysis was the primary method utilized for analyzing the data. Based off the interviews, challenges, best applied VR usage and feasibility of utilizing VR in virtual exhibits emerged as the themes after content analysis was complete. The interviewees have expressed interest in utilizing VR for virtual exhibitions. However, each museum in question faces a different set of circumstances that would need to be worked through to support this endeavor.

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      Theseus
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    Authors: Duchêne, Frank;

    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 understandings and promote cultural heritage in a museum setting. The immersive sound design of two interactive installations at the Royal Museum of Fine Arts in Antwerp, for which the author was responsible, provided the opportunity to explore how traditional audio post-production techniques, commonly used for linear audio-visual storytelling, differ when applied in these scenarios. Furthermore, research was done to map the workflows that allow producing immersive sound without initial access to the VR-playback device and access to the premises and installations of a location-based AR experience. Applying two workflows for one VR and one AR experience in the Royal Museum of Fine Arts in Antwerp shows that a sound designer can use the more traditional workflows as a basis to create emerging media content. Still, additional productional steps and strategies are necessary to evaluate and optimize the final result. For creating immersive audio content, this research confirms that Ambisonics for VR and channel-based audio for a location-based AR experience are valid choices, even without initial access to the VR-playback device or the possibility of testing the AR installation of a location-based experience. However, in obtaining successful implementation of an AR experience, the environmental conditions play a significant role and should be considered during off-site production.

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      Theseus
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    Authors: Mäntymäki, Valtteri;

    The purpose of this thesis was to time synchronize different biological measuring devices using a software interface. In this case the software interface is written in C# and the devices that are synchronized consist of electrocardiogram (ECG), galvanic skin response (GSR) and eye tracking. Measurements from these devices are collected with Triers Social Stress Test (TSST) that is used to induce stress reaction in test subjects. Measurements from TSST should be accurate enough that the onset and offset of the reactions match the stimuli created by the TSST. Work for this thesis was divided into three sections, research, testing and implementation. At the research stage the plan was to gather a sufficient understanding on overall time synchronization and related topics. After reading the general concepts and some additional documentation about the devices the testing phase could be started. The testing phase comprised of testing the actual devices used and checking that they work and produce data that is expected. Also, a quick recap period on C# programming basics was required for the building of the interface. The last stage was meant to be the implementation phase where application interface would have been built to make sure that the delay is calculated and processed into the timestamp data of the device either at the time of the recording or at post processing. Unfortunately, the code base for the devices C# library was full of undocumented code and due to time constraints, the writing of the interface could not be made. An alternative solution was written with Python programming language to show case a solution for simple time delay calculation. This solution show cases a delay caused by the devices start and calculates the delay in post processing step into the time stamp data. Tämän opinnäytetyön tarkoituksena on aikasynkronoida erilaisia biologisia mittalaitteita ohjelmistorajapinnan avulla. Tässä tapauksessa ohjelmistorajapinta on kirjoitettu C#:lla. Synkronoidut laitteet koostuvat elektrokardiogrammista (EKG), galvaanisesta ihovasteesta (GSR) ja silmien seurannasta. Näiden laitteiden mittaukset kerätään Triersin sosiaalisella stressitestillä (TSST), jota käytetään stressireaktion aiheuttamiseen koehenkilöillä. TSST:n mittausten tulee olla riittävän tarkkoja, jotta reaktioiden alkamisen ja loppumisen ajat vastaavat TSST:n luomia ärsykkeitä. Opinnäytetyön työmäärä on jaettu kolmeen osaan: tutkimus, testaus ja toteutus. Tutkimusvaiheen tarkoitus oli saavuttaa yleinen ymmärrys aikasynkronisaatioon liittyvistä aiheista ja yleisistä konsepteista. Kun jonkinlainen ymmärrys oli saavutettu lukemalla, voitiin siirtyä testausvaiheeseen. Testausvaiheessa käytiin läpi laitteiden toimivuus sekä niiden tuottaman datan oikeellisuus. Lisäksi testausvaiheessa tarvittiin jakso, jossa käytiin läpi C# ohjelmoinnin nopea kertaus ja yleiset konseptit. Lopuksi olisi tullut toteutusvaihe, jossa olisi luotu ohjelmistorajapinta, jonka avulla viive olisi laskettu ja lisätty mitattuihin aikaleimoihin joko mittauksen aikana tai mittauksen jälkeen. Valitettavasti laitteiden C # -kirjaston koodipohja oli täynnä dokumentoimatonta koodia mikä aiheutti sen, että koodin kirjoittamiseen olisi kulunut erittäin paljon aikaa. Tämä ei olisi ollut mahdollista projektin antamassa aikataulussa. Python-ohjelmointikielellä luotiin vaihtoehtoinen esimerkkiratkaisu, joka esittää yksinkertaisen ratkaisun aikaviiveen laskentaan. Tämä ratkaisu näyttää laitteiden käynnistymisen aiheuttaman viiveen ja laskee jälkikäsittelyvaiheen viiveen aikaleimatietoihin.

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    Authors: Eestilä, Olli; Forsman, Juuso; Kekkonen, Riitta; Ritalahti, Rosa; +1 Authors

    The aim of this thesis was to create next generation arena experiences that would become possible in the next three to ten years with Nokia Corporation. The goal was to create realistic virtual event experience for people at home who may have physical or medical limitations to participate in live events. The base for this thesis was implemented in a five-day Design Sprint workshop, where the researching and prototype called 0.5 were implemented. In the research process a survey and benchmarking were used. The targets of thebenchmarking were Epic Games’ game engine Unreal Engine 5, a German platform Noys VR that co-creates concerts natively to virtual reality, ABBA Voyage concerts and a Finnish virtual park Pikseli. With the results obtained by benchmarking, a relatively realistic experience for the current situation was obtained. A survey was used to map the opinions of potential future customers of the topic and what their expectations are about the topic. As a result, a prototype was made of future virtual reality experience which is realistic. The prototype will bring the arena to your home by recreating the sound world and audience by replicating the events of the real arena to a virtual world. This includes audience movements, cheering, clapping and arena lighting. In addition to the current situation, future possibilities, and business opportunities to improve the concept even more are included. The purpose is to create new opportunities for remote participation in live events, rather than replace live events.

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    Authors: Aaltonen, Pasi;

    The concept of multiplayer was already formed in the 1970s. Throughout the years, the multiplayer concept has grown from locally played games on a single computer to games played through a local network to a globally reachable concept. The purpose of this thesis was to study different tools for multiplayer games and evaluate possible differences in performance between them. This thesis project was commissioned by Ade Ltd. The first phase of the thesis focuses on multiplayer architecture and available multiplayer frameworks from which two were chosen for comparison, an open-source solution Mirror and software as a service solution Photon PUN2. The evaluation of multiplayer solutions’ performance was carried out using the Unity game engine. The outcome of this thesis project was not a full VR training application, but the project was executed as a technology demo. The aim of this thesis was to research how user count increase affects the performance of an application and network traffic. The requirements for the multiplayer solution and metrics for performance and network traffic data collection were determined together with the commissioner. The performance evaluation was executed in the FIT Turku Center's premises local network by collecting data from FPS stability, CPU and system memory usage, amount and size of sent packets through the network, and used bandwidth. The data analysis indicated Mirror to be more suitable for this type of VR application as with PUN2 there were noticeable delays in movement synchronization on lower user count than with Mirror. 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 kattavaksi konseptiksi. Tämän opinnäytetyön tarkoituksena oli tutkia eri työkaluja moninpelin luomiseksi ja selvittää näiden mahdollisia eroavaisuuksia performanssin osalta. Työ toteutettiin yhteistyössä Ade Oy:n kanssa. Työn ensimmäisessä vaiheessa keskityttiin moninpeliarkkitehtuuriin sekä olemassa oleviin moninpelityökaluihin, joista lopulta vertailuun valittiin avoimenlähdekoodin ratkaisu Mirror sekä palveluratkaisuna tarjottava Photon PUN2. Moninpeli ratkaisujen performanssiarvio toteutettiin käyttäen Unity -pelimoottoria. Työn lopputuloksena ei ollut kokonainen monin pelattava VR -sovellus vaan työ toteutettiin tekniikkademona. Tutkimuksessa kerättiin dataa eri käyttäjämäärien vaikutuksesta sovelluksen performanssiin sekä verkon kuormitukseen. Vaatimukset moninpelratkaisulle sekä kerättävälle datalle päätettiin yhdessä toimeksiantajan kanssa. Performanssitutkimuksen datan keräys toteutettiin FIT Turku -osaamiskeskuksen tiloissa lähiverkon välityksellä, jolloin dataa kerättiin sovelluksen FPS:n tasaisuudesta, CPU:n sekä järjestelmämuistin käytöstä, siirrettävien pakettien määrästä ja koosta sekä kaistanleveydestä. Data-analyysin perusteella tämän tyyppiselle VR -sovellukselle Mirror näytti lopulta olevan parempi vaihtoehto sillä PUN2:lla esiintyy nähtävää viivettä liikkeiden synkronoinnin osalta alemmilla käyttäjämäärillä kuin Mirrorilla.

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    Authors: Haapasaari, Jussi;

    This thesis aimed to find out which kinds of biosensors are available for analysing VR games and whether the eye-tracking and other biosensor data collected during a VR play session can be easily analysed with the help of the iMotions platform. Ten test subjects played two VR memory games, one of which the author of this thesis had developed. Both games had a memory card game similar to each other that had the goal of finding a few pairs of matching cards. The biosensor data of both games gathered from the test subjects was compared to find potential signs of stress. Only one of the two games had a timer of 60 seconds as an additional source of stress. The goal of the tests was to utilize the iMotions biometric platform and the Varjo VR-1 HMD to discover some noticeable changes in the players’ heart rate, skin conductance and eye movements as the stress levels rose. The results showed elevated heart rates and Galvanic Skin Response (GSR) values at the beginning of the sessions and also towards the end of the second game when the timer was running low. The eye-tracking heatmaps show that the players focused most of their attention on the center of their field of view and almost none of it outside the area where the cards were laid. Games researcher Suvi Holm was briefly interviewed about the findings, and she said the results were rational and expected. Tämän opinnäytetyön tarkoituksena oli selvittää, millaisia biosensoreita VR-pelien analysointiin on tarjolla ja miten niistä saatua dataa voisi iMotions-alustan avulla hyödyntää VR-hyötypelien pelisessioiden analysoinnissa. Tutkimuksessa verrattiin kymmenen testihenkilön pelisessioiden biosensoridatasta saatuja eroavaisuuksia kahdesta muistin testaamiseen kehitetystä VR-pelistä, joista toista tämän opinnäytetyön kirjoittaja oli itse ollut kehittämässä. Osana molempia pelejä oli keskenään lähes samantapaiset korttimuistipelit, joissa tavoitteena oli löytää keskenään samanlaista kuvapareja. Vain toisessa peleistä oli mukana 60 sekunnin ajastin antamassa yhden ylimääräisen stressin lähteen. Testien tavoitteena oli havaita muutoksia pelaajan sykkeessä, ihon sähkönjohtavuudessa sekä silmien liikkeissä stressitason kohotessa käyttämällä apuna iMotions-alustaa sekä Varjon VR-1-laseja. Testituloksissa havaittiin merkkejä stressistä, kun pelaajien syke ja GSR olivat selvästi koholla testien alkaessa sekä toisen pelin loppupuolella, jos pelissä oleva aika oli juoksemassa vähiin. Silmänliikkeiden lämpökartoista voi havaita, että pelaajat keskittivät katseensa pääosin pelialueen korttien päälle ja vain äärimmäisen harvoin ulos korttipelin pelialueelta. Pelitutkija Suvi Holm kertoi löydöksistä kysyttäessä, että testitulokset olivat järkeviä ja odotettuja.

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    Authors: Koskivaara, Miikka;

    Tässä opinnäyte työssä suunniteltiin terapeuttien ja asiakkaiden käyttöön motivointityökalu, jolla seurataan ja arvioidaan asiakkaan kuntoutuksen kehitystä. Opinnäytetyön tavoitteena on kehittää virtuaalitodellisuus (VR-peli), joka seuraa ja tallentaa CP-vammaisen henkilön taitoa ja kehitystä nojaamisen osalta. Peli tallettaa asiakkaan liikeradan (maksimikallistuskulman vasemmalle ja oikealle) sekä kestävyyden (peräkkäisten kallistusten määrän) jokaisen asiakkaan suorituskyvyn mukaisesti. Työn tavoitteena on selvittää VR-pelin ja sen tuottaman tiedon hyväksyttävyys antamalla terapeuttien pelata peliä. Tämän jälkeen terapeuteille annettiin visuaalinen esitys tallennetusta datasta, ja heitä pyydettiin antamaan mielipiteensä datan käytettävyydestä. Jotta data voitiin validoida ja sen tulevaisuuden käyttö perustella, suoritettiin sarja testejä. Kolmen viikon aikana kaksi osallistujaa pelasivat peliä. Näistä pelikerroista peli tallensi 10 tietoainestoa. Pelikerrat kestivät noin 4,5 minuuttia. Tämän jälkeen tiedot siirrettiin Exceliin ja lajiteltiin. Tiedoista luotiin pylväsdiagrammeja ja viivadiagrammeja. Diagrammit esiteltiin kahdelle fysioterapeutille, jotka työskentelevät CP-vammaisten parissa. Terapeutit vahvistivat ensimmäisen kehitysvaiheen tietoaineistoista, että peli pystyy havainnollistamaan kolme tärkeää asiaa pelaajan kyvykkyydestä nojata pelin aikana: (a) maksimikallistuskulma voidaan selkeästi havaita, (b) asiakkaan vahvemman ja heikomman puolen ero on selkeä ja (c) ja asiakkaan kestävyys voidaan selvittää datasta. Täten voidaan todeta, että työssä esitelty konsepti on hyväksyttävä ja sen jatkokehitystä voidaan jatkaa prototyyppi vaiheeseen. Jatkovalidointi ja kliininen testaus on kuitenkin tarpeen. This thesis presents a motivational tool to be used by therapists and patients for evaluating and tracking the rehabilitation progress. The thesis goal was to make a virtual reality (VR) game that tracks and records a Cerebral Palsy (CP) patient’s ability to lean. The data records the range of motion and endurance (number of consecutive successful leans) of a patient’s leaning capacity. The objective was to determine the face validity of the VR game and the data it generates by presenting the recorded data in a visual manner to physiotherapists and asking them for their opinions on the usefulness of the game. In order to validate the data and justify its further usage, a series of tests were carried out. Within the time span of three weeks, two participants played the game and generated 10 data sets of 4,5 minutes each. The data was exported to Excel where it was organized and summarized in the form of bar charts and line graphs that were presented to 2 physiotherapists who actively work with CP patients. The physiotherapists confirmed that from these first-iteration development data sets, the game is able to indicate three different key factors concerning the patient’s leaning ability during gameplay: (a) maximum leaning angle is clearly visible; (b) the left-right preference is apparent; and (c) the endurance of the patient can be determined. Therefore, the thesis concludes that this type of system has face validity and can be further developed into a working prototype for further validation and clinical testing.

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    Authors: Oksanen, Mika;

    In this thesis, the primary question was to determine if Level of Details (LODs) were optimizing the performance of the VR platform inside Unity. The secondary question was to find other optimization methods and study how they optimize performance for VR. The thesis was commissioned by the research group Futuristic Interactive Technologies of Turku University of Applied Sciences for their multi-user application named TUAS VR Social Platform. To achieve the objective of this thesis, an altered interior of a real-world building was created. Two copies of the same scene were created where one was not optimized, and the other was fully optimized. The test was carried out by first measuring the unoptimized scene and then comparing it to other optimization methods. The unoptimized scene was then compared to the optimized scene. The conclusion was that LODs do not significantly affect performance at this scale. The most performance gains occurred with occlusion culling and bake lights. Implementing all optimization techniques in the scene at once resulted in significant performance gains. Nevertheless, the test was ultimately successful as it showed that optimization can improve performance with VR.

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    Authors: Kalliomaa, Nea; Pikkupeura, Teemu; Neyai, Coby; Hintsala, Janika; +1 Authors

    This thesis is done in collaboration with Nokia. The team was given a challenge to ideate a future arena experience, and to imagine how could the event industry change within a next three to ten years. The thesis focuses on the future usage of virtual reality (VR) in event industry. Virtual reality can either aid to stimulate some real environment or it can create a completely imaginary environment using three-dimensional objects. It is a widely studied matter that is being used in multiple ways, and the thesis focuses on standards and theories needed to implement VR in the event industry. The project for Nokia was done as a team that worked tightly together in a design sprint for a week. With the help of different design sprint tools like brainstorming and sparring, the team generated an idea of a way to use virtual reality glasses in an event industry as a completely new type of arena experience. The idea was to create events at the arena that feel like they are happening right in front of the audience even when they happen, for example, on the other side of the world, or are completely virtual, and to make seeing said events from home feel more interactive. At the end of the week the team presented the idea for Nokia, with a conclusion that this type of event does not exist yet, and with an all-new concept Nokia could increase the number of customers and become a trendsetter for the future of the event industry.

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    Authors: Nieminen, Topi;

    Uudet teknologiat otetaan vastaan usein tunneperäisesti, toiset ovat kiinnostuneita, toiset epäilevät. Uudet keksinnöt ja teknologiat oikein käytettyinä avaavat meille uuden maailman, tehostavat toimintoja, lisäävät luovuutta ja mahdollistavat asioita. Tämän työn tilaajat olivat sovelluskehitysyhteisö Viastar ja kulttuurialan toimija Carnivale. Tilaajia kiinnostavat uudet teknologiat kulttuuriperinnön sovelluksissa ja hankkeissa. Tämä kehittämistyö tutki ja tarkasteli, miten voimme paremmin hyödyntää uusia teknologioita sukututkimuksen apuna. Työssä tutkittiin, miten voimme yhdistää perinteisen ja DNA-analyysiin pohjautuvan sukututkimuksen. Tässä työssä käytiin myös läpi muita uusia teknologioita, joita voidaan hyödyntää sukuhistorian ja kulttuuriperinnön tallennuksessa, tutkimuksessa sekä myös yleisemmin kulttuurituotantojen tukena. Kehittämistyötä tehtiin tutkimalla ja kokeilemalla uusia teknologioita sekä käymällä läpi laajasti opinnäytetyön tekijän sukuun liittyviä sukututkimuksia ja niiden kautta esiin tullutta kulttuuriperintöä, vanhoja kuvia, karttoja ja paikkoja. Geneettisen sukututkimuksen avulla tutkittiin isä- ja äitilinjoja eri tekniikoilla ja jäljitettiin eri sukujen kulkureittejä menneiden vuosisatojen aikoina. Tässä opinnäytetyössä analysoitiin tekijän omasta suvusta teetettyjen DNA-testien tuloksia ja osoitettiin, miten ne toimivat käytännössä sukututkimuksen välineinä. Tässä työssä käsiteltyjä muita kulttuurituotannon tekniikoita olivat drone-kuvaus, lidar-kuvaus, virtuaali- ja lisätty todellisuus. Tutkimusmenetelminä käytettiin aineistotutkimusta, DNA-testejä, havainnointia, haastattelua ja kenttätyötä kokeilemalla käytännössä erilaisissä ympäristöissä uusia teknisiä välineitä. Työn tuloksina todettiin, että uudet tekniikat toimivat sukututkimuksessa ja kulttuuriperinnön tallentamisessa erittäin hyvin. Uudet tekniikat avaavat uusia sisältöjä ja osallistavat kulttuurin tuottajan sekä kuluttajan tuotantoihin syvällisesti. Toimenpide-ehdotuksena esitettiin, että sukututkimuksessa ja kulttuurituotannoissa otettaisiin rohkeasti uusia tekniikoita laajasti käyttöön toiminnan parantamiseksi ja tehostamiseksi. New technologies are often embraced emotionally: others show interest and others doubt. It is a fact that new inventions and technologies, when used properly, open up new worlds for us, streamline operations, increase creativity and enable things. This thesis was commissioned by the application development company Viastar and the cultural sector enterprise Carnivale. Both commissioners are interested in new technologies on cultural heritage applications and projects. The objective of this study was to explore and examine how new technologies can better be utilized in genealogy. The study explored how to combine traditional and genetic genealogy research. It also reviewed some other new innovative technologies that can be used on cultural heritage research and in cultural productions. The study was carried out by exploring and experimenting new technologies and going through extensive genealogy and cultural heritage materials, old images, maps, and places that have emerged through genealogy research. In terms of genetic genealogy, lineages have been studied using different DNA techniques and the pathways of different genera have been traced over the past centuries. The study analyzed the DNA research results from the author's own lineage and show how they work in practice as a tool for genealogy. Other cultural production techniques covered in this study include drone imaging, lidar imaging, as well as virtual and augmented reality. The research methods used were document analysis, observation, interview and fieldwork by experimenting new technical tools in different environments. The results indicate that the new technologies work very well in genealogy and in saving cultural heritage. New technologies open up new content and deeply involve producers, researchers and cultural consumers in productions. The thesis proposes that genealogists and cultural sector make widespread use of new technologies to improve and increase their efficiency.

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    Authors: Wright, Cedric;

    The virtual reality (VR) industry has been rapidly expanding in the last few years. While the consumer VR market has primarily been focused on gaming, VR has been utilized in a variety of different methods such as training for first responders and human resources, virtual car showrooms by several car manufacturers and office work in some companies. Recently, businesses in the tourism industry began utilizing VR as well. The aim of this thesis is to learn the potential of incorporating virtual reality hardware and software for use in virtual exhibitions for museums located in the Satakunta region of Finland. This thesis takes a deep dive into the VR industry describing key concepts, VR history, current VR hardware and a look into how VR is currently utilized in tourism. Additionally, the thesis investigates the Satakunta region as a tourist destination with a focus on the museums in the area. This dive includes, among other things, a discussion of museum categories and notable museums in the region. For collecting the empirical data, the qualitative research method was utilized. The author reached out to museum staff in the region to conduct semi-structured theme interviews. Three interviews have taken place during the course of preparing this thesis and content analysis was the primary method utilized for analyzing the data. Based off the interviews, challenges, best applied VR usage and feasibility of utilizing VR in virtual exhibits emerged as the themes after content analysis was complete. The interviewees have expressed interest in utilizing VR for virtual exhibitions. However, each museum in question faces a different set of circumstances that would need to be worked through to support this endeavor.

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      Theseus
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    Authors: Duchêne, Frank;

    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 understandings and promote cultural heritage in a museum setting. The immersive sound design of two interactive installations at the Royal Museum of Fine Arts in Antwerp, for which the author was responsible, provided the opportunity to explore how traditional audio post-production techniques, commonly used for linear audio-visual storytelling, differ when applied in these scenarios. Furthermore, research was done to map the workflows that allow producing immersive sound without initial access to the VR-playback device and access to the premises and installations of a location-based AR experience. Applying two workflows for one VR and one AR experience in the Royal Museum of Fine Arts in Antwerp shows that a sound designer can use the more traditional workflows as a basis to create emerging media content. Still, additional productional steps and strategies are necessary to evaluate and optimize the final result. For creating immersive audio content, this research confirms that Ambisonics for VR and channel-based audio for a location-based AR experience are valid choices, even without initial access to the VR-playback device or the possibility of testing the AR installation of a location-based experience. However, in obtaining successful implementation of an AR experience, the environmental conditions play a significant role and should be considered during off-site production.

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    Authors: Mäntymäki, Valtteri;

    The purpose of this thesis was to time synchronize different biological measuring devices using a software interface. In this case the software interface is written in C# and the devices that are synchronized consist of electrocardiogram (ECG), galvanic skin response (GSR) and eye tracking. Measurements from these devices are collected with Triers Social Stress Test (TSST) that is used to induce stress reaction in test subjects. Measurements from TSST should be accurate enough that the onset and offset of the reactions match the stimuli created by the TSST. Work for this thesis was divided into three sections, research, testing and implementation. At the research stage the plan was to gather a sufficient understanding on overall time synchronization and related topics. After reading the general concepts and some additional documentation about the devices the testing phase could be started. The testing phase comprised of testing the actual devices used and checking that they work and produce data that is expected. Also, a quick recap period on C# programming basics was required for the building of the interface. The last stage was meant to be the implementation phase where application interface would have been built to make sure that the delay is calculated and processed into the timestamp data of the device either at the time of the recording or at post processing. Unfortunately, the code base for the devices C# library was full of undocumented code and due to time constraints, the writing of the interface could not be made. An alternative solution was written with Python programming language to show case a solution for simple time delay calculation. This solution show cases a delay caused by the devices start and calculates the delay in post processing step into the time stamp data. Tämän opinnäytetyön tarkoituksena on aikasynkronoida erilaisia biologisia mittalaitteita ohjelmistorajapinnan avulla. Tässä tapauksessa ohjelmistorajapinta on kirjoitettu C#:lla. Synkronoidut laitteet koostuvat elektrokardiogrammista (EKG), galvaanisesta ihovasteesta (GSR) ja silmien seurannasta. Näiden laitteiden mittaukset kerätään Triersin sosiaalisella stressitestillä (TSST), jota käytetään stressireaktion aiheuttamiseen koehenkilöillä. TSST:n mittausten tulee olla riittävän tarkkoja, jotta reaktioiden alkamisen ja loppumisen ajat vastaavat TSST:n luomia ärsykkeitä. Opinnäytetyön työmäärä on jaettu kolmeen osaan: tutkimus, testaus ja toteutus. Tutkimusvaiheen tarkoitus oli saavuttaa yleinen ymmärrys aikasynkronisaatioon liittyvistä aiheista ja yleisistä konsepteista. Kun jonkinlainen ymmärrys oli saavutettu lukemalla, voitiin siirtyä testausvaiheeseen. Testausvaiheessa käytiin läpi laitteiden toimivuus sekä niiden tuottaman datan oikeellisuus. Lisäksi testausvaiheessa tarvittiin jakso, jossa käytiin läpi C# ohjelmoinnin nopea kertaus ja yleiset konseptit. Lopuksi olisi tullut toteutusvaihe, jossa olisi luotu ohjelmistorajapinta, jonka avulla viive olisi laskettu ja lisätty mitattuihin aikaleimoihin joko mittauksen aikana tai mittauksen jälkeen. Valitettavasti laitteiden C # -kirjaston koodipohja oli täynnä dokumentoimatonta koodia mikä aiheutti sen, että koodin kirjoittamiseen olisi kulunut erittäin paljon aikaa. Tämä ei olisi ollut mahdollista projektin antamassa aikataulussa. Python-ohjelmointikielellä luotiin vaihtoehtoinen esimerkkiratkaisu, joka esittää yksinkertaisen ratkaisun aikaviiveen laskentaan. Tämä ratkaisu näyttää laitteiden käynnistymisen aiheuttaman viiveen ja laskee jälkikäsittelyvaiheen viiveen aikaleimatietoihin.

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    Authors: Eestilä, Olli; Forsman, Juuso; Kekkonen, Riitta; Ritalahti, Rosa; +1 Authors

    The aim of this thesis was to create next generation arena experiences that would become possible in the next three to ten years with Nokia Corporation. The goal was to create realistic virtual event experience for people at home who may have physical or medical limitations to participate in live events. The base for this thesis was implemented in a five-day Design Sprint workshop, where the researching and prototype called 0.5 were implemented. In the research process a survey and benchmarking were used. The targets of thebenchmarking were Epic Games’ game engine Unreal Engine 5, a German platform Noys VR that co-creates concerts natively to virtual reality, ABBA Voyage concerts and a Finnish virtual park Pikseli. With the results obtained by benchmarking, a relatively realistic experience for the current situation was obtained. A survey was used to map the opinions of potential future customers of the topic and what their expectations are about the topic. As a result, a prototype was made of future virtual reality experience which is realistic. The prototype will bring the arena to your home by recreating the sound world and audience by replicating the events of the real arena to a virtual world. This includes audience movements, cheering, clapping and arena lighting. In addition to the current situation, future possibilities, and business opportunities to improve the concept even more are included. The purpose is to create new opportunities for remote participation in live events, rather than replace live events.

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    Authors: Aaltonen, Pasi;

    The concept of multiplayer was already formed in the 1970s. Throughout the years, the multiplayer concept has grown from locally played games on a single computer to games played through a local network to a globally reachable concept. The purpose of this thesis was to study different tools for multiplayer games and evaluate possible differences in performance between them. This thesis project was commissioned by Ade Ltd. The first phase of the thesis focuses on multiplayer architecture and available multiplayer frameworks from which two were chosen for comparison, an open-source solution Mirror and software as a service solution Photon PUN2. The evaluation of multiplayer solutions’ performance was carried out using the Unity game engine. The outcome of this thesis project was not a full VR training application, but the project was executed as a technology demo. The aim of this thesis was to research how user count increase affects the performance of an application and network traffic. The requirements for the multiplayer solution and metrics for performance and network traffic data collection were determined together with the commissioner. The performance evaluation was executed in the FIT Turku Center's premises local network by collecting data from FPS stability, CPU and system memory usage, amount and size of sent packets through the network, and used bandwidth. The data analysis indicated Mirror to be more suitable for this type of VR application as with PUN2 there were noticeable delays in movement synchronization on lower user count than with Mirror. 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 kattavaksi konseptiksi. Tämän opinnäytetyön tarkoituksena oli tutkia eri työkaluja moninpelin luomiseksi ja selvittää näiden mahdollisia eroavaisuuksia performanssin osalta. Työ toteutettiin yhteistyössä Ade Oy:n kanssa. Työn ensimmäisessä vaiheessa keskityttiin moninpeliarkkitehtuuriin sekä olemassa oleviin moninpelityökaluihin, joista lopulta vertailuun valittiin avoimenlähdekoodin ratkaisu Mirror sekä palveluratkaisuna tarjottava Photon PUN2. Moninpeli ratkaisujen performanssiarvio toteutettiin käyttäen Unity -pelimoottoria. Työn lopputuloksena ei ollut kokonainen monin pelattava VR -sovellus vaan työ toteutettiin tekniikkademona. Tutkimuksessa kerättiin dataa eri käyttäjämäärien vaikutuksesta sovelluksen performanssiin sekä verkon kuormitukseen. Vaatimukset moninpelratkaisulle sekä kerättävälle datalle päätettiin yhdessä toimeksiantajan kanssa. Performanssitutkimuksen datan keräys toteutettiin FIT Turku -osaamiskeskuksen tiloissa lähiverkon välityksellä, jolloin dataa kerättiin sovelluksen FPS:n tasaisuudesta, CPU:n sekä järjestelmämuistin käytöstä, siirrettävien pakettien määrästä ja koosta sekä kaistanleveydestä. Data-analyysin perusteella tämän tyyppiselle VR -sovellukselle Mirror näytti lopulta olevan parempi vaihtoehto sillä PUN2:lla esiintyy nähtävää viivettä liikkeiden synkronoinnin osalta alemmilla käyttäjämäärillä kuin Mirrorilla.

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    Authors: Haapasaari, Jussi;

    This thesis aimed to find out which kinds of biosensors are available for analysing VR games and whether the eye-tracking and other biosensor data collected during a VR play session can be easily analysed with the help of the iMotions platform. Ten test subjects played two VR memory games, one of which the author of this thesis had developed. Both games had a memory card game similar to each other that had the goal of finding a few pairs of matching cards. The biosensor data of both games gathered from the test subjects was compared to find potential signs of stress. Only one of the two games had a timer of 60 seconds as an additional source of stress. The goal of the tests was to utilize the iMotions biometric platform and the Varjo VR-1 HMD to discover some noticeable changes in the players’ heart rate, skin conductance and eye movements as the stress levels rose. The results showed elevated heart rates and Galvanic Skin Response (GSR) values at the beginning of the sessions and also towards the end of the second game when the timer was running low. The eye-tracking heatmaps show that the players focused most of their attention on the center of their field of view and almost none of it outside the area where the cards were laid. Games researcher Suvi Holm was briefly interviewed about the findings, and she said the results were rational and expected. Tämän opinnäytetyön tarkoituksena oli selvittää, millaisia biosensoreita VR-pelien analysointiin on tarjolla ja miten niistä saatua dataa voisi iMotions-alustan avulla hyödyntää VR-hyötypelien pelisessioiden analysoinnissa. Tutkimuksessa verrattiin kymmenen testihenkilön pelisessioiden biosensoridatasta saatuja eroavaisuuksia kahdesta muistin testaamiseen kehitetystä VR-pelistä, joista toista tämän opinnäytetyön kirjoittaja oli itse ollut kehittämässä. Osana molempia pelejä oli keskenään lähes samantapaiset korttimuistipelit, joissa tavoitteena oli löytää keskenään samanlaista kuvapareja. Vain toisessa peleistä oli mukana 60 sekunnin ajastin antamassa yhden ylimääräisen stressin lähteen. Testien tavoitteena oli havaita muutoksia pelaajan sykkeessä, ihon sähkönjohtavuudessa sekä silmien liikkeissä stressitason kohotessa käyttämällä apuna iMotions-alustaa sekä Varjon VR-1-laseja. Testituloksissa havaittiin merkkejä stressistä, kun pelaajien syke ja GSR olivat selvästi koholla testien alkaessa sekä toisen pelin loppupuolella, jos pelissä oleva aika oli juoksemassa vähiin. Silmänliikkeiden lämpökartoista voi havaita, että pelaajat keskittivät katseensa pääosin pelialueen korttien päälle ja vain äärimmäisen harvoin ulos korttipelin pelialueelta. Pelitutkija Suvi Holm kertoi löydöksistä kysyttäessä, että testitulokset olivat järkeviä ja odotettuja.

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      Theseus
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    Authors: Koskivaara, Miikka;

    Tässä opinnäyte työssä suunniteltiin terapeuttien ja asiakkaiden käyttöön motivointityökalu, jolla seurataan ja arvioidaan asiakkaan kuntoutuksen kehitystä. Opinnäytetyön tavoitteena on kehittää virtuaalitodellisuus (VR-peli), joka seuraa ja tallentaa CP-vammaisen henkilön taitoa ja kehitystä nojaamisen osalta. Peli tallettaa asiakkaan liikeradan (maksimikallistuskulman vasemmalle ja oikealle) sekä kestävyyden (peräkkäisten kallistusten määrän) jokaisen asiakkaan suorituskyvyn mukaisesti. Työn tavoitteena on selvittää VR-pelin ja sen tuottaman tiedon hyväksyttävyys antamalla terapeuttien pelata peliä. Tämän jälkeen terapeuteille annettiin visuaalinen esitys tallennetusta datasta, ja heitä pyydettiin antamaan mielipiteensä datan käytettävyydestä. Jotta data voitiin validoida ja sen tulevaisuuden käyttö perustella, suoritettiin sarja testejä. Kolmen viikon aikana kaksi osallistujaa pelasivat peliä. Näistä pelikerroista peli tallensi 10 tietoainestoa. Pelikerrat kestivät noin 4,5 minuuttia. Tämän jälkeen tiedot siirrettiin Exceliin ja lajiteltiin. Tiedoista luotiin pylväsdiagrammeja ja viivadiagrammeja. Diagrammit esiteltiin kahdelle fysioterapeutille, jotka työskentelevät CP-vammaisten parissa. Terapeutit vahvistivat ensimmäisen kehitysvaiheen tietoaineistoista, että peli pystyy havainnollistamaan kolme tärkeää asiaa pelaajan kyvykkyydestä nojata pelin aikana: (a) maksimikallistuskulma voidaan selkeästi havaita, (b) asiakkaan vahvemman ja heikomman puolen ero on selkeä ja (c) ja asiakkaan kestävyys voidaan selvittää datasta. Täten voidaan todeta, että työssä esitelty konsepti on hyväksyttävä ja sen jatkokehitystä voidaan jatkaa prototyyppi vaiheeseen. Jatkovalidointi ja kliininen testaus on kuitenkin tarpeen. This thesis presents a motivational tool to be used by therapists and patients for evaluating and tracking the rehabilitation progress. The thesis goal was to make a virtual reality (VR) game that tracks and records a Cerebral Palsy (CP) patient’s ability to lean. The data records the range of motion and endurance (number of consecutive successful leans) of a patient’s leaning capacity. The objective was to determine the face validity of the VR game and the data it generates by presenting the recorded data in a visual manner to physiotherapists and asking them for their opinions on the usefulness of the game. In order to validate the data and justify its further usage, a series of tests were carried out. Within the time span of three weeks, two participants played the game and generated 10 data sets of 4,5 minutes each. The data was exported to Excel where it was organized and summarized in the form of bar charts and line graphs that were presented to 2 physiotherapists who actively work with CP patients. The physiotherapists confirmed that from these first-iteration development data sets, the game is able to indicate three different key factors concerning the patient’s leaning ability during gameplay: (a) maximum leaning angle is clearly visible; (b) the left-right preference is apparent; and (c) the endurance of the patient can be determined. Therefore, the thesis concludes that this type of system has face validity and can be further developed into a working prototype for further validation and clinical testing.

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      Theseus
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      Data sources: Theseus