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1

Umar, Najirah, Yuyun Yuyun und Hamdan Gani. „Generating game immersion features for immersive game selection“. ILKOM Jurnal Ilmiah 14, Nr. 3 (19.12.2022): 264–74. http://dx.doi.org/10.33096/ilkom.v14i3.1224.264-274.

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The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game which success within game industry surely has included immersion as a component. Although digital games have been introduced for many years, yet what is immersion game been known very little. Regarding the intensive study about user immersion, there is still a lack of knowledge about game immersion. First, the game designers, game developers, and gamers are facing problems how to understand whether their game is immersive or not. There is no knowledge regarding how to evaluate their game, whether immersive or not, and this process requires expert knowledge. Second, currently, the game designers are relied on speculative interpretation to evaluate their game because there is no method to examine whether the game is immersive or not. Therefore, this study aims to propose a method that enable to evaluate if the game is immersive or not. This method is emerged as knowledge and recommendation that quickly be able to assist the game designers, game developers, and gamers evaluating whether a game is immersive or not. First, this research conducts a literature review to categorize the game immersion features. Second, this study proposes an effective method that can analyse and recommends whether a game is immersive or not. Finally, this study reveals that the finding could be used as a recommendation for the other immersive technology platforms.
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Sarısakaloğlu, Aynur. „Virtuelle Realität im Journalismus. Potenziale und Herausforderungen der partizipativ-immersiven Dimension der Berichterstattung“. Communicatio Socialis 56, Nr. 4 (2023): 460–70. http://dx.doi.org/10.5771/0010-3497-2023-4-460.

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Die Einführung von virtueller Realität (VR) im Journalismus eröffnet eine partizipativ-immersive Dimension der Berichterstattung. Als eine interaktive Schnittstelle zwischen Mensch und Maschine ermöglichen VR-Technologien durch die Simulation menschlicher Sinneswahrnehmungen das Eintauchen der Rezipient:innen in synthetisch dargestellte journalistische Ereignisse. Der Beitrag bietet hierzu eine Einführung in den immersiven Journalismus, gefolgt von einer Analyse der Potenziale und Herausforderungen für die Nachrichtenproduktion und -rezeption. Es werden exemplarisch Denkanstöße zur Reflexion medienethi- scher Dimensionen der immersiven Berichterstattung angeregt und Schlussfolgerungen formuliert.
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TAHRANI, SOUHA, und GUILLAUME MOREAU. „Integration of Immersive Walking to Analyse Urban Daylighting Ambiences“. Journal of Urban Design 13, Nr. 1 (Februar 2008): 99–123. http://dx.doi.org/10.1080/13574800701803506.

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Scuri, Sabrina, Nuno Nunes und Valentina Nisi. „A Questionnaire for Assessing Immersive Websites“. Strategic Design Research Journal 15, Nr. 2 (07.04.2023): 150–66. http://dx.doi.org/10.4013/sdrj.2022.152.06.

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Web-immersion – i.e., a deep sense of cognitive and perceptual absorption engendered by the content and interactive features of a website - plays an important role in our modern, digital world. Yet, this topic has received little attention from design and HCI scholars. The lack of tools to assess and measure immersion in the Web may severely limit our ability to understand the nature of such experience, thereby constraining future research in the area. To address this issue, we designed a questionnaire for assessing immersive websites and conducted a preliminary evaluation on it. In this article, we outline the questionnaire design and report on findings from a preliminary study conducted to analyse its reliability and validity. Moreover, we present results from Factor Analysis performed to investigate the dimensionality of the instrument. Finally, we conclude by discussing the implications of our findings, along with limitations of the study and future work.
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Khrushch, Svitlana, Valerii Kushnarov, Andrii Liutyi und Ivan Onishchenko. „Immersive Technologies for Digital Libraries“. Digital Platform: Information Technologies in Sociocultural Sphere 6, Nr. 2 (13.11.2023): 341–52. http://dx.doi.org/10.31866/2617-796x.6.2.2023.293605.

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The purpose of the study is to analyse modern immersive technologies and the possibility of their application in the development of digital libraries in the context of the introduction of virtual, augmented and mixed reality technologies, as well as the use of artificial intelligence technologies. Research methods. To achieve the research goal, the methods of analysis and synthesis, generalisation of theoretical data, and a systematic approach were used. This made it possible to analyse the peculiarities of the use of immersive technologies in digital libraries and to determine the benefits of introducing such technologies in the creation of a modern information space of libraries. The scientific novelty lies in the analysis of immersive technologies in the context of their implementation in modern digital libraries. An analysis of the role of artificial intelligence, and augmented and virtual reality technologies in creating a modern information space in libraries has shown both the advantages and disadvantages of digitalisation in libraries. The ethical issues related to inclusiveness in the use of information resources and the protection and preservation of users’ data are analysed. Recommendations and approaches for the successful implementation of these technologies in digital libraries are proposed. Conclusions. Immersive technologies are becoming more widespread and their use in libraries is expanding. Ethical and legal issues in the use of virtual reality and augmented reality will inevitably arise in the future. Today, the Western world is making greater use of both technologies, although they are free and, in some cases less expensive than before. The article examines the transformative intersection of new technologies and digital libraries, highlighting the path to an enriched and accessible knowledge landscape. Focusing on artificial intelligence (AI), machine learning (ML), natural language processing (NLP), augmented reality (AR) and virtual reality (VR), it explores how these technologies are redefining the work of digital libraries. Artificial intelligence and machine learning algorithms enable intuitive content management and recommendations, changing the way users interact with digital resources. NLP bridges the gap between human language and digital systems by enhancing search functions. AR overlays digital information on the physical world, expanding the possibilities of interactive learning, while VR immerses users in virtual realms, revolutionising educational paradigms. This article discusses the integration of these technologies into digital libraries not only to preserve huge amounts of knowledge but also to present information in attractive and accessible formats. Through the creation of artificial intelligence-based metadata and tagging of content, digital libraries are systematically organized and enriched, improving search accuracy. These innovations not only preserve the past, but also illuminate a future where knowledge is publicly available, fostering curiosity, learning, and research. This article explores the potential of these technologies and describes the expectations of library users to ensure a user-centred approach in shaping the digital libraries of the future. The use of immersive technologies is making a significant contribution to the evolution of digital libraries, paving the way for inclusive and engaging knowledge experiences for diverse users around the world.
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Lu, Andong. „The telling of a spatial allegory: the Danteum as narrative labyrinth“. Architectural Research Quarterly 14, Nr. 3 (September 2010): 237–46. http://dx.doi.org/10.1017/s1359135510000990.

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Among the legacy of Modernist architecture, the Danteum project is an extraordinary attempt to inscribe a literary expedition into architectural organism. Beyond its absolute form, the project makes use of the plastic effects of architectonics to create immersive ‘atmospheres’ that elicit states of mind and transform the continuous movement through the scheme into a dramatised journey. The coexistence of immersion and progression provides competing challenges to visitors' narrative sensemaking. This paper will analyse the Danteum as a hybrid system of episodic and situational narrations that turns this geometrical space int o a narrative labyrinth.
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Nosenko, Oleksiy. „Immersive technologies in the formation of musical audio space“. Collection of scientific works “Notes on Art Criticism” 24, Nr. 1 (23.04.2024): 23–32. http://dx.doi.org/10.63009/noac/1.2024.23.

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Immersive audio technology is increasingly used in music, with devices like cell phones and televisions replicating formats. The increasing adoption of immersive audio technologies by both consumers and professionals in the music industry has made this topic more relevant. The purpose of the research is to analyse immersive technologies that contribute to the creation of the musical audio environment. The research employed methods: literature and historical review, technical analysis, practical cases, statistical method, and the author’s personal empirical experience. The article examines the function of audio space in relation to the perception of musical art and the characteristics of musical audio space. The proposed classification categories musical audio spaces into two distinct types: natural and artificial, as well as offline and online. The article’s statistical data illustrates the changing patterns of growth in online audio consumers and the rivalry between radio stations and streaming platforms to enhance their impact on shaping listeners’ audio spaces. The research demonstrates that streaming platforms actively encourage the incorporation of musical content in immersive formats as a means to expand their market share and evoke heightened emotional and perceptual responses in customers. The article outlines techniques used in immersive music spaces to provide a distinct aural experience for the listener. The article’s practical analysis of immersive audio technologies encompasses the examination of requisite microphones and digital audio workstations that facilitate the transition from two-dimensional audio space formation to threedimensional. In contemporary circumstances, the distribution of musical items is progressively employing threedimensional immersive technologies. The article enumerates audio technologies that guarantee the creation of an immersive auditory environment for both listeners and musicians: Ambisonics, KLANG: technologies, and DPA 5100. The practical significance of this work rests in examining the perceptual attributes of users of immersive technologies and exploring the potential for developing immersive technologies, such as immersive musical instruments or immersive radio stations
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Schwarz, Marie Isabel, und Anna Mauersberger. „Verkörperte Bildung durch die virtuelle Realität THE SHAPE OF US“. MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 51 (27.01.2023): 430–59. http://dx.doi.org/10.21240/mpaed/51/2023.01.27.x.

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Ausgehend von den Verkörperungstheorien, einer aktuellen Theorieströmung, die die konstitutive Rolle des Körpers für sämtliche mentale Prozesse hervorhebt, wird im Beitrag zunächst die Theorie einer ‹Verkörperten Bildung› konturiert. Diese schliesst an grundlegende Konzepte aus Medienbildung, pädagogischer Phänomenologie und ästhetischer Bildungstheorie an, versteht sich aber als disziplinübergreifender Bildungsbegriff. Hierauf aufbauend wird Bildung durch immersive virtuelle Realität als eine Bildungspraktik im Paradigma der Verkörperung erst theoretisch beleuchtet und anschliessend an einem konkreten Beispiel, der immersiven virtuellen Realität THE SHAPE OF US (TSOU), empirisch evaluiert. TSOU wurde mit dem Anspruch entwickelt, dem politischen Bildungsthema ‹Klimakrise› durch ein körper- und emotionsgebundenes Medium zu begegnen. Die Anwendung wurde zunächst in einer experimentellen Phase an drei unterschiedlichen Schulen und schliesslich in einer konzeptuellen Phase an einer Darmstädter Gesamtschule in unterschiedlichen didaktischen Settings bei Schüler:innen der 8. und 10. Jahrgangsstufe im Unterricht eingesetzt. Es wurden zwei Interviews mit Expert:innen und 14 Audiofiles von Gruppendiskussionen zur qualitativ-rekonstruktiven Analyse der Lern-Lehr-Szenarien nach der Grounded-Theory-Methodologie ausgewertet. Die Ergebnisse dienen, trotz ihrer Limitationen, einerseits der bildungstheoretischen Ausdifferenzierung spezifischer Qualitäten und Bedingungen von verkörperten Bildungsprozessen durch immersive virtuelle Realität, andererseits konkreten gestaltungsorientierten Schlussfolgerungen zu deren didaktischem Einsatz im Schulunterricht.
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Han, J., und S. Lee. „RESIDENT'S SATISFACTION IN STREET LANDSCAPE USING THE IMMERSIVE VIRTUAL ENVIRONMENT-BASED EYE-TRACKING TECHNIQUE AND DEEP LEARNING MODEL“. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-4/W4-2022 (14.10.2022): 45–52. http://dx.doi.org/10.5194/isprs-archives-xlviii-4-w4-2022-45-2022.

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Abstract. Virtual reality technology provides a significant clue to understanding the human visual perception process by enabling the interaction between humans and computers. In addition, deep learning techniques in the visual field provide analysis methods for image classification, processing, and segmentation. This study reviewed the applicability of gaze movement and deep learning-based satisfaction evaluation on the landscape using an immersive virtual reality-based eye-tracking device. To this end, the following research procedures were established and analysed. First, the gaze movement of the test taker is measured using an immersive virtual environment-based eye tracker. The relationship between the gaze movement pattern of the test taker and the satisfaction evaluation result for the landscape image is analysed. Second, using the Convolutional Neural Networks (CNN)-based Class Activation Map (CAM) technique, a model for estimating the satisfaction evaluation result is constructed, and the gaze pattern of the test taker is derived. Third, we compare and analyse the similarity between the gaze heat map derived through the immersive virtual environment-based gaze tracker and the heat map generated by CAM. This study suggests the applicability of urban environment technology and deep learning methods to understand landscape planning factors that affect urban landscape satisfaction, resulting from the three-dimensional and immediate visual cognitive activity.
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Scorpio, Michelangelo, Roberta Laffi, Ainoor Teimoorzadeh und Sergio Sibilio. „Immersive virtual reality as a tool for lighting design: applications and opportunities“. Journal of Physics: Conference Series 2042, Nr. 1 (01.11.2021): 012125. http://dx.doi.org/10.1088/1742-6596/2042/1/012125.

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Abstract Immersive virtual reality offers a wide range of applications. Immersive virtual reality in particular can play an important role in lighting design, thanks to its ability to allow a quick assessment between different design choices based on spaces, colours and light. However, immersive virtual reality has to guarantee a correct reproduction of light behaviour from photometric and visual points of view, in order to be effectively used for lighting analysis. This paper presents a literature review aimed to analyse the activities of the research groups operating in this field that have addressed, with different approaches and points of view, the issue of iVR applications in the reproduction of environments illuminated by either daylight or electric lighting, as well as a combination of them.
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Roussigné, Mathilde. „Tours et détours du Grand Paris. La ronde, une commande littéraire entre immersion et distanciation“. RELIEF - REVUE ÉLECTRONIQUE DE LITTÉRATURE FRANÇAISE 16, Nr. 2 (19.12.2022): 126–37. http://dx.doi.org/10.51777/relief13502.

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La ronde (« The Round »), an immersive audio-walk commissioned by the Société du Grand Paris in 2016, allows us to analyse the contradiction between adherence and distancing, in relation to the ambiguity of the writer’s position facing citizen consultation and territorial development. The immersive modality of the audio-walk is constantly undermined by ironic and critical distancing effects. Paradoxically, it is also a privileged way of subtly contesting urban planning projects. This paper examines the ambiguities of this work, that plays and does not play the consultation game.
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Fitó Carreras, Maria, Alfonso Méndiz Noguero und Montserrat Vidal-Mestre. „The podcast as a sound experimentation tool for brands: The immersive narrative in Endesa's Sonidos que nos transforman“. Cuadernos.info, Nr. 56 (02.10.2023): 293–312. http://dx.doi.org/10.7764/cdi.56.62819.

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The podcast has become an emerging audio format for advertising usage through the branded content technique, which uses content to transmit brand values ​​without intrusive messages. The technique applied to the sound medium represents added value for brands because of the sound’s sensory power. In this unisensory context, sound immersion narratives can further enhance the listening experience by making the listener an integral part of the storytelling. Through the study of Sonidos que nos transforman (Sounds that transform us), the first and only immersive branded podcast produced in Spain to date by Endesa, we will analyse how the brand integrates into the narrative. We will also study to what extent the podcast is configured as an appropriate format to transmit the brand message through sound immersion. The methodology is completed with exploratory interviews with those responsible for the project. The results confirm that immersive sound techniques are not mere technical-sound ornaments applied without casuistry, and that they contribute to increase engagement with the brand due to the intensity with which the listener lives the experience. In addition, the podcast highlights the existence of its own narrative, which finds its methodology and production sources in the radio, the sound medium par excellence, but opening up possibilities thanks to the absence of space-time limits and to its recorded nature.
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Klein, Karsten, Michael Aichem, Ying Zhang, Stefan Erk, Björn Sommer und Falk Schreiber. „TEAMwISE: synchronised immersive environments for exploration and analysis of animal behaviour“. Journal of Visualization 24, Nr. 4 (07.03.2021): 845–59. http://dx.doi.org/10.1007/s12650-021-00746-2.

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Abstract The recent availability of affordable and lightweight tracking sensors allows researchers to collect large and complex movement data sets. To explore and analyse these data, applications are required that are capable of handling the data while providing an environment that enables the analyst(s) to focus on the task of investigating the movement in the context of the geographic environment it occurred in. We present an extensible, open-source framework for collaborative analysis of geospatial–temporal movement data with a use case in collective behaviour analysis. The framework TEAMwISE supports the concurrent usage of several program instances, allowing to have different perspectives on the same data in collocated or remote set-ups. The implementation can be deployed in a variety of immersive environments, for example, on a tiled display wall and mobile VR devices. Graphic abstract
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Maftei, Laura, und Chris Harty. „Designing in Caves: Using Immersive Visualisations in Design Practice“. International Journal of Architectural Research: ArchNet-IJAR 9, Nr. 3 (27.11.2015): 53. http://dx.doi.org/10.26687/archnet-ijar.v9i3.693.

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This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schön’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within the CAVE, activities accounting for, or exploring alternatives within the design for the use and users of the space, and more strategic interactions around how to best represent the design and model to the client within the CAVE setting. The analysis also reveals some unique aspects of design work in this environment. Perhaps most significantly, rather than enhancing or adding to an existing understanding of design through paper based or non-immersive digital representations, it is often acting to challenge or surprise the participants as they experience the immersive, full scale version of their own design.
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Ye, ShuHua, Pintusorn Onpium und Fangli Ying. „Prevention and management of forest fires in an immersive environment“. Ukrainian Journal of Forest and Wood Science 15, Nr. 2 (01.05.2024): 59–78. http://dx.doi.org/10.31548/forest/2.2024.59.

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The global trend of innovative development of society positions virtual reality (VR) technologies as an integral tool in the management process. The study aims to analyse the potential of using immersive technologies in the system of forest fire prevention and management. The research was conducted using special scientific methods – experimentation and statistical methods descriptive and inferential statistics. The study determined that immersive technologies are now rapidly developing from the position of innovation to a practical range of tools. The study established that their implementation in the paradigm of environmental management policy is positioned as a prospective necessity and a factor in intensifying the quality of preventive environmental protection. The essence of the phenomenon of immersive technologies is specified, and their components, in particular, objective, virtual and augmented reality, are described. The potential of immersive technologies in the concept of expanding the toolkit of a modern industry specialist is investigated. The study proved that the use of VR applications has a significant potential for a positive impact on reducing the number of forest fires and improving the state of forest ecosystems. The specifics of the use of immersive technologies in the concept of forest fire prevention and management were analysed in the study. An example of the use of virtual reality technologies in the process of modelling the situation of fire prevention in a certain forest area using a VR application in the educational environment is presented. In the process of studying the features of virtual reality technologies in environmental modelling, the advantages and risks of their integration are highlighted. The results of the study can be effectively used in the practical process of implementing the concept of ensuring a sustainable environment in terms of forest fire prevention
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Bianconi, F., M. Filippucci, F. Cornacchini und M. Seccaroni. „IMMERSIVE VISUAL EXPERIENCE FOR WAYFINDING ANALYSIS“. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-2/W1-2022 (25.02.2022): 89–96. http://dx.doi.org/10.5194/isprs-archives-xlvi-2-w1-2022-89-2022.

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Abstract. The research presents a new digital approach to wayfinding analysis in immersive reality, integrated with biosensors for the interpretation of data surveyed. The three-dimensional model of the actual state of the Hall of Perugia Railway Station was realized, considering and detecting the present signage, and it was developed a specific algorithm for a multi-platform graphics engine, able to register an interaction mediated by HMD devices. Wayfinding experiences in immersive reality are developed guaranteeing to the user to move freely to complete the missions assigned. The algorithm in this phase runs in the background and records the movements of users and their pupil, saving them in a special file. In the second phase, instead, the real data processing and the subsequent representation of the collected information take place. Starting from its current state, the Station hall is transformed inserting different elements, derived by the aim of developing four scenarios, to analyse different users’ response in wayfinding. A three-dimensional heat map of visual attentions is created and the different scenarios can be valued for their impact in the user wayfinding, the results are then confronted with the neuro-analysis obtained by EEG instruments and biosensors. In this way, it is possible to value the impact of the environment and spatial orientation cues, by quantifying and qualifying the impact of the project choices.
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Meher, Venkateswar, und Ms Sasmita Meher. „Immersive Learning Environments in Education: Application, Effect and Challenges“. Asian Journal of Education and Social Studies 50, Nr. 4 (05.03.2024): 150–61. http://dx.doi.org/10.9734/ajess/2024/v50i41314.

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The objectives of the present study are to search and critically analyse the immersive learning environments; and deriving the applications and effects of immersive learning environment in education with suitable examples by supporting empirical evidences. Based on the objectives and limitations of the present study, important research questions for critical analysis are formulated. The “Substitution Augmentation Modification Redefinition Model” (SAMR) of Dr Ruben Puentedura was used as the theoretical framework. The study is review-based and analytical in nature, where related literatures regarding the uses, effects and challenges of immersive learning environments in education in present and futuristic perspectives. Both inclusion and exclusion criteria were followed. From the intensive literature review regarding the immersive learning environments widely used in educational setting, the four important aspects were found, viz. immersive learning, virtual reality, augmented reality and mixed reality. The results revealed that ILEs have wide educational effects like providing learning autonomy, increasing attention, providing permanent learning, self-regulated learning, active participation, increasing comprehension of lesson, providing in-depth learning etc. in terms of cognitive effects. ILEs have some affective effects of students like satisfaction, fun, curiosity, enjoyable, interesting, exciting, motivating etc. After the critical analysis of the immersive learning environment systems used in education, game-based learning, project-based learning, experiential learning, collaborative learning etc. were found to be most frequently used. So far as its implementation part is concerned, some sorts of challenges have been noticed in research studies i.e., difficulty in understanding, technical problems, insufficient instruction, limited time, and health problems. Suggestions for further research were provided.
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Alifuoco, Annalaura. „�Alive� Performance: Toward an Immersive Activist Philosophy“. Performance Philosophy 3, Nr. 1 (25.06.2017): 126. http://dx.doi.org/10.21476/pp.2017.3187.

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This paper proposes to analyse the �virtual,� unsighted potentials of the artistic and critical practice of performance through abstraction, deconstruction and remediation of its �body.� It argues that the ontological distinction between material and immaterial representation can be dislodged by the proposition of? an ontogenesis of emergence of the dynamic dimension of affect. Such self-organising, recursive system of forces and energies elicits change and transformation expanding the sensual and aesthetic practice of performance as alive art.These arguments connect concepts from aesthetic and political theory with philosophical ideas of virtual multiplicity, relationality, counter/intuition and (dis)individuation passing via the work of Brian Massumi, Teresa Brennan, as well as other theorists. The approach intersects methodologies and epistemologies from activist philosophy, science and art with the radical contingencies implicit in performance as a �technology of existence� (in)formed by tendencies of distribution of affective intensities and temporal (re)modulation of shared perception.Ultimately, I propose to imagine performance as a vital archive of perceptive experience marked by a representational impossibility, a failure to appear fully. This actual condition of emergent abstraction enables however a bodily state of intensity and emergency to flesh out an experiential, visceral field of affective modes of becoming and becoming-other in related mo(ve)ments of aliveness traversed by the ungrasped pulse of a past yet to be/come.
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Cassidy, Brendan, Gavin Sim, David Wayne Robinson und Devlin Gandy. „A Virtual Reality Platform for Analyzing Remote Archaeological Sites“. Interacting with Computers 31, Nr. 2 (01.03.2019): 167–76. http://dx.doi.org/10.1093/iwc/iwz011.

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Abstract This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together remotely providing opportunities for collaborative interpretation and analysis of archaeological data. We also present a survey-based evaluation in which both archaeologists and Native American stakeholders indicate positive responses for measures of both engagement and value. Research Highlights An interactive, multi-user, immersive archaeological data visualization tool is described. Survey evaluation elicits insights into where the system provides value and engagement for key stakeholders. Thematic Analysis provides further design insights for future development of immersive archaeological data visualization tools.
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Barrère, Florent. „Le cinéma 3D : entre immersion et théâtralité“. Figures de l'Art. Revue d'études esthétiques 26, Nr. 1 (2014): 307–19. http://dx.doi.org/10.3406/fdart.2014.1645.

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Où l’on analyse l’ancienne fracture entre essence et reflet, icone et indice, réalité et image à l’aune de la simulation stéréoscopique du cinéma 3D des années 2000, dans laquelle on distingue une veine immersive (Avatar de James Cameron) et une veine théâtrale (Alice in Wonderland de Tim Burton), dont les frontières sont plus poreuses qu’il n’y paraît.
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Haas, Silke, und Julia Besch. „Exploring diversity in PE teacher training: Immersive learning challenges & potentials“. Current Issues in Sport Science (CISS) 9, Nr. 4 (23.09.2024): 025. http://dx.doi.org/10.36950/2024.4ciss025.

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The aim of teacher training in PE is to teach subject-specific content and to promote a reflective attitude. This is particularly important in preparation for inclusive physical education (Meier et al., 2017). Additional, research shows that videography is an effective tool for prospective and practicing teachers (e.g. Walshe & Driver, 2019). Immersive teaching methods such as VR-based learning scenarios could further strengthen such methods (Huang et al., 2023). Based on this, questions arise about the learning-effective design features of immersive methods regarding complex learning objectives in teacher training. This contribution will present a sports didactics seminar that focuses on teaching reflection within the framework of diversity-sensitive sports didactics and initial exploratory results in this regard. Thereby reflection is understood as a mental mediation between practical experience, professional knowledge, and teachers’ convictions (Leonard, 2022). The explorative evaluation focusses on the question whether the immersive experience of physical education can be used as a starting point for a reflection process among (prospective) teachers and if so how the immersion experience influences the students' ability to reflect sensu Leonard (2022) by confronting them with 360° instructional videos. A control group design is pursued (360° technology vs. videography). Firstly, standardized questionnaires are used to assess the students’ sense of immersion directly after watching the 360° video resp. standard video. A T-Test is used to analyse the difference in sense of presence and sense of immersion between the groups. The analysis reveals a significant difference between the groups in the sense of presence (t(77) = −4.78, p < .001) and in the sense of immersion (t(77) = -5.85, p < .001). The 360° group shows significantly higher values in both areas. Secondly, the students’ attitudes towards inclusive physical education are evaluated (Meier et al., 2017), the data show no differences between the groups (e.g. t(75) = -0.09, p = .93). In contrast, the depth of reflection indicates qualitative differences which will be discussed in the contribution (Hatton & Smith, 1995). These first results regarding the feelings of presence and immersion, as well as noticing situations and their relationships to each other, will be reported and insights into the immersive PE scenarios will be provided. References Hatton, N., & Smith, D. (1995). Reflection in teacher education: Towards definition and implementation. Teaching and Teacher Education, 11(1), 33-49. https://doi.org/10.1016/0742-051X(94)00012-U Huang, Y., Richter, E., Kleickmann, T., & Richter, D. (2023). Virtual reality in teacher education from 2010 to 2020. In K. Scheiter, & I. Gogolin (Eds.), Bildung für eine digitale Zukunft (pp. 399-441). https://doi.org/10.1007/978-3-658-37895-0_16 Leonard, T. (2022). Reflexionsregime in Schule und Lehrerbildung. Zwischen guter Absicht und transintentionalen Folgen. In C. Reintjes, & I. Kunze (Eds.), Reflexionsregime in Schule und Lehrerbildung (pp. 77–93). Verlag Julius Klinkhardt. https://doi.org/10.25656/01:25404 Meier, S., Ruin, S., & Leineweber, H. (2017). HainSL – Ein Instrument zur Erfassung von Haltungen zu inklusivem Sportunterricht bei (angehenden) Lehrkräften [HainSL — A testing instrument to assess attitudes of (trainee) teachers regarding inclusive physical education lessons]. German Journal of Exercise and Sport Research, 47(2), 161–170. https://doi.org/10.1007/s12662-016-0429-9 Walshe, N., & Driver, P. (2019). Developing reflective trainee teacher practice with 360-degree video. Teaching and Teacher Education, 78, 97-105. https://doi.org/10.1016/j.tate.2018.11.009
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Vorger, Camille. „S’immerger dans la langue grâce à une exposition immersive“. Babylonia Journal of Language Education 3 (23.12.2022): 46–50. http://dx.doi.org/10.55393/babylonia.v3i.213.

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Notre article rend compte d’une expérience menée en décembre 2021 avec des étudiant.e.s du cursus préparatoire à l’école de Français Langue étrangère (EFLE) de l’Université de Lausanne, ayant abouti à la visite de l’exposition « Van Gogh alive ». Les objectifs visaient l’appropriation langagière grâce à un projet mené dans le domaine artistique ainsi que la socialisation et l’acculturation autour de ce projet. La démarche comporte une phase d’imprégnation en amont avec la réalisation de jeux de rôles en classe ayant permis de mobiliser les ressources langagières utiles préalablement à la visite (lexique, syntaxe), puis la visite réelle et la rédaction, en aval, d’un courriel rendant compte de ladite visite. Nous nous appuierons donc, dans cet article, sur une analyse du jeu de rôles mené et filmé, puis sur quelques photos de la visite ainsi que sur quelques activités réalisées a posteriori et sur une production écrite témoignant du retour d’une étudiante sur cette expérience. Nous nous intéresserons en particulier dans ce contexte, au rôle des sensations et émotions dans les apprentissages langagiers, aux liens entre cette expérience d’une langue « vive » et créativité.
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Lalo-Sayo, Edgard-Casimir. „Conception et diffusion d’une expérience de formation immersive, une note de lecture de l’ouvrage de Benjamin Fuzet et Clément Cahagne“. Médiations et médiatisations, Nr. 15 (28.06.2023): 230–34. http://dx.doi.org/10.52358/mm.vi15.336.

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Loin des débats autour des bienfaits ou de l’importance de la réalité virtuelle (RV), cet ouvrage nous plonge dans les secrets de la conception d’une formation immersive. En effet, selon les auteurs Benjamin Fuzet et Clément Cahagne, spécialistes en ingénierie pédagogique, ce livre nous guide à travers ses textes afin de nous donner les clés pour concevoir une expérience de formation immersive. Dans un style d’écriture accessible à tous, favorisant une vulgarisation scientifique soutenue par plusieurs illustrations et photographies, les auteurs décortiquent les différentes étapes de conception et de réalisation à travers la méthodologie populaire dans le milieu de la conception, qui n’est autre que le modèle ADDIE (analyse – design – développement – implémentation – évaluation). Des exemples précis de cas réels de modules pédagogiques réalisés à partir de photographies à 360° sont fournis afin d’accompagner l’apprentissage de situations concrètes. En effet, pour illustrer chaque conception, une étude de cas portant sur la conception d'une formation de démarrage de pompe industrielle est présentée. Il s’agit d’une forme de guide favorisant le lien entre la théorie et la pratique tout en interprétant les nuances spécifiques à la réalité virtuelle et à la conception d’une expérience de formation immersive.
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Rousseaux, Francis, und Indira Thouvenin. „Exploring informed virtual sites through Michel Foucault's heterotopias“. International Journal of Humanities and Arts Computing 3, Nr. 1-2 (Oktober 2009): 175–91. http://dx.doi.org/10.3366/ijhac.2009.0015.

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This papers starts with some mysterious contribution by Michel Foucault (1967) about heterotopias as special epistemological sites. With a recent case-study – an immersive virtual reality art project dealing with some ancient abbey reconstruction and managed by a French engineering school – we analyse the successive attempts to satisfy the system users by extending Foucault's heterotopology, which appears to be useful and creative for the Virtual Reality research communities.
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Keppler, Sebastian, Nina Döllinger, Carolin Wienrich, Marc Erich Latoschik und Johann Habakuk Israel. „Self-touch: an immersive interaction-technique to enhance body awareness“. i-com 21, Nr. 3 (16.11.2022): 329–37. http://dx.doi.org/10.1515/icom-2022-0028.

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Abstract Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body perception. We conducted an expert evaluation to analyse the potential impact of our application and to localize and fix possible usability problems. The experts noted the ease of understanding and suitability of the interaction technique for increasing body awareness. However, the technical challenges such as stable and accurate body tracking were also mentioned. In addition, new ideas were given that would further support body awareness.
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Polechoński, Jacek, und Rajmund Tomik. „CAN IMMERSIVE VIRTUAL REALITY TRAVEL EXPERIENCE REPLACE REAL TRAVEL?“ Folia Turistica 52 (30.09.2019): 9–28. http://dx.doi.org/10.5604/01.3001.0013.2639.

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Purpose. The study attempts to define virtual reality in tourism as well as to characterise and present chosen applications created for the purposes of virtual sightseeing. Based on the survey conducted among tourism and recreation students of the Jerzy Kukuczka Academy of Physical Education in Katowice, the study attempts to answer the provocative question: “can virtual tourism replace real-world travel?”, and to analyse participants’ opinions on the topic of virtual trips. Methods. Analysis of scientific studies as well as information and data on the possibility of using immersive virtual reality in human life with particular consideration given to tourism. An overview of applications enabling taking trips through immersive exploration of virtual environments. The survey was conducted among AWF students. Participants expressed their opinions about virtual sightseeing. Findings. Virtual reality is increasingly used in various fields of human life. It is entering the world of tourism, in which it is used to create presentations of hotels and resorts, and to promote towns and tourist facilities. Appropriate software and IT equipment allow to take deliberate, planned and very realistic virtual trips. The authors of the work defined such tourism as all activities carried out by persons who immerse themselves in virtual reality for learning and entertainment purposes in order to experience the illusion of change of their everyday, real surroundings in time and space. Tourism understood in such a way allows us not only to go to almost any place without the necessity of leaving home. It also allows for visiting areas and objects which cannot be explored in real life. It enables a visitor, among others, to travel in space and visit historical sites which no longer exist in their original form, but have been recreated in computer applications. Virtual tourism also allows for exploring fictional locations created by designers of photorealistic graphics as well as valuable and sensitive monuments, and taking trips to places which are dangerous or prohibited. In the conducted survey, it has been concluded that even though tourism and recreation students found experience with virtual reality to be positive, the majority is not convinced that this form of tourism can replace real-world travel. Research and conclusions limitations. There are only a few publications concerning immersive virtual reality travel experience. Access to the software was quite early. Practical implications. Understanding and reorganisation of issues related to immersive virtual reality travel experience. The study may constitute an original introduction and encouragement to carry out qualitative and quantitative research on newly created virtual tourism. Originality. An original concept of understanding virtual tourism was presented. Type of paper. Empirical research and review.
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Santos, Úlima Souza dos, und Claudete Barbosa Ruschival. „Relations between multisensory languages in the design of spatiality“. Projetica 13, Nr. 2 (30.09.2022): 254–76. http://dx.doi.org/10.5433/2236-2207.2022v13n2p254.

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The current speed of information may bring anxiety and stress symptoms to people’s lives. A space with multisensory elements where individuals feel immersed in welcome feelings may reduce these symptoms. Our objective is to list multisensory aspects for Surface Design to structure spatiality with immersive and relaxing attributes. We made a literature review to analyse the sensory elements that authors consider important and identified relevant multisensory aspects. We expect to contribute to projects that aim to promote well-being.
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Hartomo Soewardi und Muhamad Nashirulhaqi Izzuddin. „STUDY OF CYBERSICKNESS ON NON-IMMERSIVE VIRTUAL REALITY USING SMARTPHONE“. Malaysian Journal of Public Health Medicine 20, Special1 (01.08.2020): 88–93. http://dx.doi.org/10.37268/mjphm/vol.20/no.special1/art.703.

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Cybersickness is one of the psycho-physiological responses affecting human performances when it is interacting with Virtual Environment. Virtual Environment (VE) is an advanced technological model generated by computer which allows users feel the real-life presence like that in the real environment. However the repetitive exposure to VE causes sickness, especially the eyestrain when the eyes are forced to make an accommodation and focus on the virtual object. This symptom can be identified on the eye’s movement and the eyes muscle contraction. Thus, it is considered significant to evaluate the contraction of eye’s muscle. The objective of this study is to analyse the eyestrain in the constant use of smartphone for playing the war game. Empirical study was conducted to gather the relevant data. Ten subjects, who were familiar with the war game, were involved in this study. Electromyography (EMG) was used to record the signal of muscle contraction on lateral eyes muscle. Statistical analysis was conducted to test the hypothesis. The result of this study showed that there was a significant difference in visual acuity between normal brightness and 0% brightness and 100% brightness of smartphone while sitting in operating. There was also significant difference in visual acuity between the normal brightness 0%, 50%, and 100% of brightness depending on the lying down position. As for the higher contraction on lateral rectus muscle of the eyes occurred in lying down position than in sitting position at any level of brightness.
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Grioui, Rym. „Les jeux en ligne massivement multijoueurs en tant que tiers lieux numériques : une analyse à la lumière des caractéristiques d’Oldenburg“. Revue internationale animation, territoires et pratiques socioculturelles, Nr. 24 (03.01.2024): 23–34. http://dx.doi.org/10.55765/atps.i24.1930.

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Les jeux en ligne massivement multijoueurs ont évolué pour devenir des espaces numériques complexes de socialisation et d’interaction. Cet article explore la manière dont ces jeux correspondent aux huit caractéristiques définies par Ray Oldenburg pour les tiers-lieux : terrain neutre, ouverture, communication, accommodation et accessibilité, noyau dur, profil bas, ambiance, et sentiment de chez soi loin de chez soi. À travers une méthodologie d’ethnographie virtuelle immersive, l’étude analyse comment ces jeux créent des environnements propices à la formation de liens sociaux et de communautés en ligne. Les résultats montrent que les jeux en ligne massivement multijoueurs, bien que numériques, incarnent de nombreuses qualités des tiers-lieux traditionnels, offrant aux joueurs des expériences sociales riches et diverses.
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Shiratuddin, Mohd Fairuz, Wai Wong Kok und Shri Rai. „ViCubeLab-An Integrated Platform Using VR to Visualise and Analyse Road Traffic Conditions“. Journal of Advanced Research in Applied Sciences and Engineering Technology 49, Nr. 2 (05.08.2024): 176–86. http://dx.doi.org/10.37934/araset.49.2.176186.

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The main contribution of this paper is to introduce a framework for integrating Machine Learning (ML), Human, and Virtual Reality (VR) into one platform to promote a collaborative visualisation environment that can assist in better analysis and improve the human-machine teaming capability. This platform was demonstrated using a case study in ana-lysing road traffic conditions. The ‘Ab-normal Machine Learning Road Traffic Detection in VR (AbnMLRTD-VR)’ prototype system was developed to assist the human analyst. The proposed system has two main integrative components: a data-driven ML model and a 3D real-time visualisation in a VR environment. An unsupervised ML model was built using real traffic data. The AbnMLRTD-VR system highlights the outliers in the road sections in actual road contexts of a road traffic network. This gives the human analyst a 3D real-time immersive visualisation in a VR environment to evaluate road conditions. The AbnMLRTD-VR system demonstrated that it could help minimise the need for human pre-labelling of the data. It enables the visualisation of the road traffic conditions more meaningfully and to understand the context of the road traffic conditions of road sections at any given time.
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Dreher, Matthieu, Jessica Prevoteau-Jonquet, Mikael Trellet, Marc Piuzzi, Marc Baaden, Bruno Raffin, Nicolas Ferey, Sophie Robert und Sébastien Limet. „ExaViz: a flexible framework to analyse, steer and interact with molecular dynamics simulations“. Faraday Discuss. 169 (2014): 119–42. http://dx.doi.org/10.1039/c3fd00142c.

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The amount of data generated by molecular dynamics simulations of large molecular assemblies and the sheer size and complexity of the systems studied call for new ways to analyse, steer and interact with such calculations. Traditionally, the analysis is performed off-line once the huge amount of simulation results have been saved to disks, thereby stressing the supercomputer I/O systems, and making it increasingly difficult to handle post-processing and analysis from the scientist's office. The ExaViz framework is an alternative approach developed to couple the simulation with analysis tools to process the data as close as possible to their source of creation, saving a reduced, more manageable and pre-processed data set to disk. ExaViz supports a large variety of analysis and steering scenarios. Our framework can be used for live sessions (simulations short enough to be fully followed by the user) as well as batch sessions (long-time batch executions). During interactive sessions, at runtime, the user can display plots from analysis, visualise the molecular system and steer the simulation with a haptic device. We also emphasise how a CAVE-like immersive environment could be used to leverage such simulations, offering a large display surface to view and intuitively navigate the molecular system.
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Liu, Zhuofan. „Using Technology Acceptance Model to Analyse the Influential Factors on Consumers Purchase Intention“. Advances in Economics, Management and Political Sciences 49, Nr. 1 (01.12.2023): 230–37. http://dx.doi.org/10.54254/2754-1169/49/20230520.

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VR is a technology that simulates a realistic environment created through computer technology and perceptual devices. It provides users with an immersive experience by placing them in a computer-generated virtual world that they can perceive and interact with. Apple Vision Pro is a head-mounted display device that combines augmented reality (AR) and virtual reality (VR) and was recently developed by Apple. The purpose of this paper was to explore the factors that influence the purchase intention of the Apple Vision Pro among the contemporary 1825-year-old consumer group. With the help of the technology acceptance model (TAM), this paper analyzed the product in terms of perceived ease of use, perceived usefulness, and consumer attitudes using SWOT in qualitative analysis. The conclusion of this paper was that perceived ease of use (PEOU), perceived usefulness (PU), and consumer attitudes have a positive effect on purchase intention when consumers could pay, and that PEOU, PU, and consumer attitudes do not have an effect on purchase intention when consumers do not have the ability to pay. The contribution of this paper focuses on exploring the factors that influence contemporary young peoples willingness to purchase the Apple Vision Pro and its similar high-end technology products.
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Pradini, Gagih, Dipa Teruna Awaloedin, Fitri Agustiani und Ahmad Kelly. „5G Technology Transformation In Tourism“. INTERNATIONAL JOURNAL OF ECONOMICS, MANAGEMENT, BUSINESS, AND SOCIAL SCIENCE (IJEMBIS) 4, Nr. 1 (31.01.2024): 523–36. http://dx.doi.org/10.59889/ijembis.v4i1.376.

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The transformation of 5G technology has significantly impacted various aspects, including the tourism industry. With much higher speed and capacity than previous technologies, 5G enables the creation of more immersive and connected tourism experiences. Purpose This study explores the impact of implementing 5G technology on the tourist experience in certain destinations. Specific objectives include: Explain changes in the traveller experience following the implementation of 5G technology. Identify factors influencing traveller perception and satisfaction related to applying 5G technology. Analyse the challenges and opportunities of adopting 5G technology in the tourism sector. This research method uses a descriptive qualitative approach and SWOT analysis.
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Müser, Sinja, Jens Maiero, Christian Dominic Fehling, David Gilbert, Sevinc Eroglu, Daniel Bachmann, Sebastian Wiederspohn und Jörg Meyer. „Konzeption und Evaluation einer virtuellen Lernumgebung für die Hochschullehre“. MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 51 (24.01.2023): 345–72. http://dx.doi.org/10.21240/mpaed/51/2023.01.24.x.

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Das Interesse an Virtual Reality (VR) für die Hochschullehre steigt aktuell vermehrt durch die Möglichkeit, logistisch schwierige Aufgaben abzubilden sowie aufgrund positiver Ergebnisse aus Wirksamkeitsstudien. Gleichzeitig fehlt es jedoch an Studien, die immersive VR-Umgebungen, nicht-immersive Desktop-Umgebungen und konventionelle Lernmaterialien gegenüberstellen und lehr-lernmethodische Aspekte evaluieren. Aus diesem Grund beschäftigt sich dieser Beitrag mit der Konzeption und Realisierung einer Lernumgebung für die Hochschullehre, die sowohl mit einem Head Mounted Display (HMD) als auch mittels Desktops genutzt werden kann, sowie deren Evaluation anhand eines experimentellen Gruppendesigns. Die Lernumgebung wurde auf Basis einer eigens entwickelten Softwareplattform erstellt und die Wirksamkeit mithilfe von zwei Experimentalgruppen – VR vs. Desktop-Umgebung – und einer Kontrollgruppe evaluiert und verglichen. In einer Pilotstudie konnten sowohl qualitativ als auch quantitativ positive Einschätzungen der Usability der Lernumgebung in beiden Experimentalgruppen herausgestellt werden. Darüber hinaus zeigten sich positive Effekte auf die kognitive und affektive Wirkung der Lernumgebung im Vergleich zu konventionellen Lernmaterialien. Unterschiede zwischen der Nutzung als VR- oder Desktop-Umgebung zeigen sich auf kognitiver und affektiver Ebene jedoch kaum. Die Analyse von Log-Daten deutet allerdings auf Unterschiede im Lern- und Explorationsverhalten hin.
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Peng, S.-T., S.-Y. Hsu und K.-C. Hsieh. „An Interactive Immersive Serious Game Application for Kunyu Quantu World Map“. ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences II-5/W3 (12.08.2015): 221–27. http://dx.doi.org/10.5194/isprsannals-ii-5-w3-221-2015.

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In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is “Serious game.” Serious game is not designed for entertainment purpose but allows users to learn real world’s cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users’ movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17<sup>th</sup> century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor’s experience in terms of real world’s cultural knowledge learning and interactive responses.
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Scott, Gregory Adam, und Katherine Alexander. „Teaching Through the Uncanny: Red Candle Games’ Devotion“. British Journal of Chinese Studies 12, Nr. 2 (06.08.2022): 70–75. http://dx.doi.org/10.51661/bjocs.v12i2.195.

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On 19th February 2019, horror game Devotion (Huan yuan 還願) by Red Candle Games (赤燭遊戲) was launched on the popular PC platform Steam. One week later it was pulled from digital distribution after a satirical message was discovered in one of its graphical assets. In this essay we analyse how the immersive narrative deploys traditional Chinese religious imagery, supernatural literary themes, and sometimes gruesome experiences to explore issues of family, guilt, and redemption. We seek to initiate a conversation about Devotion as a significant cultural text that gives players a unique experience of the rich symbolism of Chinese religious culture. Additionally, we highlight how digital game media such as this can productively be used in teaching.
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Marín-Morales, Javier, Juan Luis Higuera-Trujillo, Jaime Guixeres, Carmen Llinares, Mariano Alcañiz und Gaetano Valenza. „Heart rate variability analysis for the assessment of immersive emotional arousal using virtual reality: Comparing real and virtual scenarios“. PLOS ONE 16, Nr. 7 (01.07.2021): e0254098. http://dx.doi.org/10.1371/journal.pone.0254098.

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Many affective computing studies have developed automatic emotion recognition models, mostly using emotional images, audio and videos. In recent years, virtual reality (VR) has been also used as a method to elicit emotions in laboratory environments. However, there is still a need to analyse the validity of VR in order to extrapolate the results it produces and to assess the similarities and differences in physiological responses provoked by real and virtual environments. We investigated the cardiovascular oscillations of 60 participants during a free exploration of a real museum and its virtualisation viewed through a head-mounted display. The differences between the heart rate variability features in the high and low arousal stimuli conditions were analysed through statistical hypothesis testing; and automatic arousal recognition models were developed across the real and the virtual conditions using a support vector machine algorithm with recursive feature selection. The subjects’ self-assessments suggested that both museums elicited low and high arousal levels. In addition, the real museum showed differences in terms of cardiovascular responses, differences in vagal activity, while arousal recognition reached 72.92% accuracy. However, we did not find the same arousal-based autonomic nervous system change pattern during the virtual museum exploration. The results showed that, while the direct virtualisation of a real environment might be self-reported as evoking psychological arousal, it does not necessarily evoke the same cardiovascular changes as a real arousing elicitation. These contribute to the understanding of the use of VR in emotion recognition research; future research is needed to study arousal and emotion elicitation in immersive VR.
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Miller, Noah, John Desnoyers-Stewart, Ekaterina R. Stepanova, Alexandra Kitson, Jim Bizzocchi und Bernhard E. Riecke. „Sipping the virtual elixir: An autoethnographic close reading of Ayahuasca Kosmik Journey, a self-transcendent virtual experience“. Virtual Creativity 12, Nr. 1 (20.03.2023): 27–44. http://dx.doi.org/10.1386/vcr_00059_1.

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Self-transcendent experiences are often an integral component of ancient cultural practices that use psychedelic substances during spiritual ceremonies, such as ayahuasca ceremonies. Yet, ayahuasca contains dimethyltryptamine (DMT), which is illegal in many countries. Due to its illegality, ayahuasca experiences are scarce despite potential benefits of increased quality of life and reduced psychopathology. Virtual reality (VR) can provide a safe and legal glimpse of psychedelic experiences, such as an ayahuasca ceremony. These experiences may in turn evoke self-transcendent emotions without hallucinogenic substances, extending the power of art and technology to stimulate self-transcendence. To explore the potential, limits and experiential qualities that immersive experience design can afford for cyberdelic experiences, we conducted an autoethnographic close reading analysis of Atlas V’s Ayahuasca Kosmik Journey. Autoethnography allowed us to study complex and personal experiences while close reading connected those experiences to the design of the artefact. This allowed us to gain insights into the connections between design and experience and critically analyse the experience. The resulting reflection unveiled prominent psychological lenses in our subjective experience, including agency, embodiment, discomfort and self-transcendent emotions. Our analysis explicates the paramount role of spatiality, the sensorium and theme with embodied interaction for the self-transcendent effects of vastness, the role of contrast in narrative transitions and how meaning is rooted in previous experiences. Our analysis unveils the potential and the limitations of immersive technology to emulate self-transcendent experiences through extending our senses and transcending the self.
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Han, Yijia, und Lin Luo. „Research on the “Three Movements, Two Steps, Three Dimensions” online and offline hybrid teaching model--The Principles of Management as an example“. E3S Web of Conferences 251 (2021): 03081. http://dx.doi.org/10.1051/e3sconf/202125103081.

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In the current social context, information technology and education teaching are deeply integrated, classroom teaching is gradually changing from “teacher-centred” to “student-centred”, and the traditional teaching mode is gradually changing to the online and offline hybrid teaching mode. In this paper, we analyse the limitations of traditional teaching methods and propose a hybrid online and offline teaching model based on the Principles of Management. This model combines online and offline teaching, changes the roles of teachers and students, promotes teaching with learning, and enhances interaction in the teaching process, creates an immersive classroom atmosphere, enhances students’ sense of access, realises the leap from Bloom’s first-order understanding to higher-order understanding through human-computer interaction, teacher-student interaction and student-student interaction, and cultivates students’ structured thinking, critical thinking and innovative thinking.
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Restivo, Maria Teresa, José Rodrigues, Maria Fátima Chouzal, Paulo Menezes und José Almacinha. „Online Systems for Training the Evaluation of Deviations of Geometrical Characteristics“. International Journal of Online and Biomedical Engineering (iJOE) 9, S8 (04.12.2013): 16. http://dx.doi.org/10.3991/ijoe.v9is8.3355.

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In mechanical design, product manufacturing and product maintenance, geometrical characteristics such as straightness, flatness, roundness and cylindricity are very important, first in detail design with the specification of their tolerances in order to translate functional requirements into geometrical requirements and later, in the verification of the manufactured workpieces (measurement procedure) for compliance with the design objective. Coordinate Measuring Machines are very expensive equipment widely used to perform automated measurement, to inspect and to analyse engineering components in order to check their conformity with the specifications. This work presents augmented reality systems for conveying these concepts and to provide an introduction to the straightness and flatness evaluations. These systems intend to enable the users to explore the related concepts for training or educational purposes in a more immersive way.
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Yu, Jingjing, Qi Xi, Runlei Li, Hui Tian und Yaxi Xie. „Stochastic allocation strategy for irregular arrays based on geometric feature control“. International Journal of Distributed Sensor Networks 16, Nr. 5 (Mai 2020): 155014772092177. http://dx.doi.org/10.1177/1550147720921775.

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Irregularities in microphone distribution enrich the diversity of spatial differences to decorrelate interferences from the beamforming target. However, the large degrees of freedom of irregular placements make it difficult to analyse and optimize array performance. This article proposes fast and feasible optimal irregular array design methods with improved beamforming performance for human speech. Important geometric features are extracted to be used as the input vector of the neural network structure to determine the optimal irregular arrangements of sensors. In addition, a hyperbola design method is proposed to directly cluster microphones in the hyperbola areas to produce rich differential distance entropies and yield significant signal-to-noise ratio improvements. These methods can be easily applied to guide non-computer-aided optimal irregular array designs for human speech in acoustic scenes such as immersive cocktail party environments.
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Ferguson, Laura. „Polar policy making: Two ethnographic accounts of Polar field scientists interacting with Polar governance and policy“. International Sociology 34, Nr. 5 (September 2019): 552–59. http://dx.doi.org/10.1177/0268580919870455.

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This review article discusses the recent publications Studying Arctic Fields by Richard C Powell and The Technocratic Antarctic by Jessica O’Reilly. Both books are ethnographic accounts of scientists working in the Polar Regions that analyse interactions at the science–policy interface. Studying Arctic Fields is a detailed story of Canada’s Resolute research station, based on immersive ethnographic observation and communicated through an engaging narrative of colourful stories from Powell’s two summers among the scientists and support staff there. The Technocratic Antarctic treads new ground in its examination of Antarctic social science, presenting the findings of a wide-ranging and thorough research project that engages with the themes of territory, security, processes, practice, problems and science communication. Both publications make valuable contributions to Polar social science and will also appeal to many beyond this.
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Alves, Pedro, Jose Luis Rubio-Tamayo und Estefany DurAn-Fonseca. „Investigating a cinematic virtual reality narrative framework for screenwriting“. Journal of Screenwriting 14, Nr. 3 (01.12.2023): 311–33. http://dx.doi.org/10.1386/josc_00136_1.

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Over the last decade cinematic virtual reality (CVR) has been progressively developing as a meaningful vehicle for impactful and immersive narratives. Recent studies of CVR concepts and components have laid the ground for a CVR narrative theoretical framework that might assist researchers and practitioners to understand this type of virtual reality (VR) experience. While existing studies have isolated key features of CVR, a range of projects from different fields of work or in different stages of production have utilized a range of different screenwriting processes and strategies to address the affordances of this medium. In this article we seek to systematize the key findings of earlier studies into a narrative framework for CVR and to analyse how this framework is reflected in existent models and templates for writing a screenplay for CVR experiences. Furthermore, and based on this narrative framework, we also aim to contribute an exploratory approach to CVR screenwriting by proposing a variative and original screenwriting template. This template addresses the main limitations of the existent screenwriting templates and formats that we analyse in this study while also summoning the main advantages.
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Meschberger-Annweiler, F. A., M. Ascione, B. Porras-Garcia, H. Miquel, E. Exposito, E. Serrano-Troncoso, M. Carulla-Roig, M. Ferrer-Garcia und J. Gutierrez-Maldonado. „Mirror exposure therapies: Effect of the distance to the mirror on the attentional pattern in a Virtual Reality immersive environment“. European Psychiatry 66, S1 (März 2023): S422. http://dx.doi.org/10.1192/j.eurpsy.2023.907.

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IntroductionMirror exposure therapies (MET) have been proposed to reduce symptomatology in patients with Anorexia Nervosa. However, most MET protocols or related studies do not specify the patients’ distance to the mirror, or when they do so, such a distance may differ significantly (from 0,5 to 3 meters). Such modifications of mirror positioning could imply variations in patients’ fixation patterns on different body parts (i.e., attentional bias between weight-related and non-weight related body parts), since previous studies shown that dissociated neural systems (either in left or right cerebral hemispheres) are involved in the attentional patterns and scanning strategies depending on the distance (i.e., in near and far space). Furthermore, as the body-related attentional bias (AB) has been shown to be a part of the maintenance mechanism of AN symptomatology, any modification of attentional patterns due to mirror’s distance variations may influence the efficacy of MET.ObjectivesThis study aims to use Virtual Reality (VR) and Eye-Tracking (ET) technologies to precisely analyse the effect of the distance to the mirror on the attentional patterns.Methods137 female college students were immersed in a VR environment in which they could look in the mirror at their respective avatars created from the measurements and photos of their real bodies. The mirror was positioned at 3.30m in front of the participants in “group 1” (n1 = 54), and at 1.54m in front of the participants in “group 2” (n2 = 83). Eye-Tracking feature and OGAMA software (Freie Universität, Berlin, Germany) were used to record and process the visual attentional pattern of each participant, during a 30-second free viewing task at her avatar. Complete Fixation Time (CFT) was assessed as the fixation time difference between weight- and non-weight- related body parts, defined from the weight scale of the PASTAS questionnaire. Independent Sample t-Test was conducted to analyse CFT mean difference between both groups.ResultsIndependent Samples t-Test shows statistically significant CFT mean difference (F (1, 135) = 1.571, p < 0.001, 95% IC [1717; 5581]) between both groups. While fixation pattern of the group positioned further to the mirror (group 1) was more focused on weight-related body parts (CFT mean = 2282ms, SD = 809), the fixation pattern of the group positioned closer to the mirror (group 2) was more focused on non-weight-related body parts (CFT mean = -1367ms, SD = 587).ConclusionsThis study shows new opportunities to use VR and ET technologies to precisely analyse the variations of fixation patterns as a function of mirror position in MET. Such information may contribute to adapt and develop new MET’s protocols for AN patients, optimizing the distance to the mirror. It also underscores the importance of specifying the distance to the mirror in MET-related studies to improve replicability.Disclosure of InterestNone Declared
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Beck, Julia, Mattia Rainoldi und Roman Egger. „Virtual reality in tourism: a state-of-the-art review“. Tourism Review 74, Nr. 3 (12.06.2019): 586–612. http://dx.doi.org/10.1108/tr-03-2017-0049.

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Purpose Emerging technologies, such as virtual reality (VR), have been influencing both the tourism supply side and tourists alike. The purpose of this study is to analyse VR research in tourism and to provide a comprehensive state-of-the-art review. As the technological connotation of the term VR has been changing and encompasses various VR systems with different capabilities, this paper aims to provide a systematic and structured overview. The overall objective of this paper is to contribute to a thorough understanding of VR research in tourism. Design/methodology/approach This paper comprehensively reviews and analyses existing literature on VR in tourism, published from 1994 to February 2018. Using a wide variety of sources, these papers were examined so as to give a state-of-the-art literature review and to deepen one’s understanding of the diverse applications of VR in a tourism context. This paper also presents a novel classification of different VR systems according to the level of immersion and depicts their respective technological capabilities. Findings The advent of new VR hardware necessitates a distinction for different VR systems applied in the tourism sector. Research conducted during the past three years has been focussing on the application of head-mounted displays, which reflects the temporal development of VR technology. Regardless of the VR system, most studies examine VR as a marketing tool for promotion and communication purposes during the pre-travel phase, focussing on behavioural aspects. Advances in technology will yield new opportunities and application possibilities for the tourism industry. Originality/value The key contribution of this paper lies in its structural approach, which differentiates between non-, semi- and fully immersive VR systems in tourism, as well as the proposition of respective definitions. The concluding part of the paper proposes practical implications for tourism businesses together with directions for future studies.
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Cano-de-la-Cuerda, Roberto, Aitor Blázquez-Fernández, Selena Marcos-Antón, Patricia Sánchez-Herrera-Baeza, Pilar Fernández-González, Susana Collado-Vázquez, Carmen Jiménez-Antona und Sofía Laguarta-Val. „Economic Cost of Rehabilitation with Robotic and Virtual Reality Systems in People with Neurological Disorders: A Systematic Review“. Journal of Clinical Medicine 13, Nr. 6 (07.03.2024): 1531. http://dx.doi.org/10.3390/jcm13061531.

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Background: The prevalence of neurological disorders is increasing worldwide. In recent decades, the conventional rehabilitation for people with neurological disorders has been often reinforced with the use of technological devices (robots and virtual reality). The aim of this systematic review was to identify the evidence on the economic cost of rehabilitation with robotic and virtual reality devices for people with neurological disorders through a review of the scientific publications over the last 15 years. Methods: A systematic review was conducted on partial economic evaluations (cost description, cost analysis, description of costs and results) and complete (cost minimization, cost-effectiveness, cost utility and cost benefit) studies. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed. The main data sources used were PubMed, Scopus and Web of Science (WOS). Studies published in English over the last 15 years were considered for inclusion in this review, regardless of the type of neurological disorder. The critical appraisal instrument from the Joanna Briggs Institute for economic evaluation and the Consolidated Health Economic Evaluation Reporting Standards (CHEERS) were used to analyse the methodological quality of all the included papers. Results: A total of 15 studies were included in this review. Ten papers were focused on robotics and five on virtual reality. Most of the studies were focused on people who experienced a stroke. The robotic device most frequently used in the papers included was InMotion® (Bionik Co., Watertown, MA, USA), and for those focused on virtual reality, all papers included used semi-immersive virtual reality systems, with commercial video game consoles (Nintendo Wii® (Nintendo Co., Ltd., Kyoto, Japan) and Kinect® (Microsoft Inc., Redmond, WA, USA)) being used the most. The included studies mainly presented cost minimization outcomes and a general description of costs per intervention, and there were disparities in terms of population, setting, device, protocol and the economic cost outcomes evaluated. Overall, the methodological quality of the included studies was of a moderate level. Conclusions: There is controversy about using robotics in people with neurological disorders in a rehabilitation context in terms of cost minimization, cost-effectiveness, cost utility and cost benefits. Semi-immersive virtual reality devices could involve savings (mainly derived from the low prices of the systems analysed and transportation services if they are applied through telerehabilitation programmes) compared to in-clinic interventions.
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Negi, Ankit. „Virtual Reality Simulation of Earthquake Response of Buildings Using AI“. Turkish Journal of Computer and Mathematics Education (TURCOMAT) 9, Nr. 2 (30.12.2018): 496–507. http://dx.doi.org/10.17762/turcomat.v9i2.13854.

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Virtual Reality Simulation of Earthquake Response of Buildings using AI is an innovative approach to designing and evaluating the structural performance of buildings during earthquakes. The simulation is based on AI technology, which provides a realistic and immersive experience of earthquake scenarios in a virtual environment. The goal is to understand the behaviour of buildings during an earthquake and identify potential weaknesses in the structure to improve the building's resilience. The VR simulation is designed to identify the physical behaviour of buildings during earthquakes, including their response to ground shaking, vibration, and deformation. The AI algorithms enable the simulation to react in real-time to the user's input and the dynamic response of the building. The simulation generates a visual and audio output that accurately represents the scenario, providing an immersive experience to the user. The simulation can be used to assess the performance of existing buildings and provide feedback on their resilience to earthquakes. It can also be used in the design and construction of new buildings to identify and mitigate potential risks. The AI algorithms can analyse the data generated by the simulation to provide insights into the building's structural behaviour and suggest improvements. Virtual Reality Simulation of Earthquake Response of Buildings Using AI is a cutting-edge technology that has the potential to revolutionise the way we design and evaluate buildings for earthquake resilience. It provides a safe and cost-effective way to study the behaviour of buildings during earthquakes, which can save lives and prevent property damage in earthquake-prone areas.
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Vincke, S., R. de Lima Hernandez, M. Bassier und M. Vergauwen. „IMMERSIVE VISUALISATION OF CONSTRUCTION SITE POINT CLOUD DATA, MESHES AND BIM MODELS IN A VR ENVIRONMENT USING A GAMING ENGINE“. ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W2 (20.09.2019): 77–83. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w2-77-2019.

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<p><strong>Abstract.</strong> By adopting Building Information Modelling (BIM) software, the architecture, engineering and construction (AEC) industry shifted from a two-dimensional approach to a three-dimensional one in the design phase of a building. However, a similar three-dimensional approach for the visualisation of the current state of the construction works is lacking. Currently, progress reports typically include numerous pictures of the construction site or elements, alongside the appropriate parts of the 3D as-design BIM model. If a proper transition to a <i>3D design versus 3D current state</i> were achieved, the evolved type of reports would become more comprehensible, resulting in more well-informed decision-making. This requires a single, unique software platform that is able to import, process, analyse and visualise both the as-design BIM model as well as the recorded data of the current construction state. At present however, the visualisation and interpretation of the different datasets alone requires already multiple software packages.</p><p>As a partial solution this work presents a platform to easily visualise and interpret various data sources such as point clouds, meshes and BIM models and analysis results. Recent advances of gaming engines focus on and allow for an excellent visualisation of mesh data. Therefore all of the aforementioned data sources are converted into mesh objects upon importing. Moreover, gaming engines provide the necessary tools to traverse the scene intuitively allowing construction site managers and other stakeholders to gain a more complete and better oversight of the construction project. Furthermore, these engines also provide the possibility to take the immersion to the next level: incorporating the 3D entities into a Virtual Reality (VR) environment makes the visualised data and the executed analyses even more comprehensible.</p><p>By means of a case study, the potential of the presented approach is showcased. The real-world construction site recordings, models and analyses are visualised and implemented in VR using the Unity gaming engine.</p>
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Meléndez-Oliva, Erika, Eleuterio A. Sánchez-Romero, Eva Segura-Ortí, José-Antonio Gil-Gómez, Xabier A. Soto-Goñi und Emilio J. Poveda-Pagán. „Effect of a Virtual Reality Exercise on Patients Undergoing Haemodialysis: A Randomised Controlled Clinical Trial Research Protocol“. International Journal of Environmental Research and Public Health 20, Nr. 5 (25.02.2023): 4116. http://dx.doi.org/10.3390/ijerph20054116.

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High levels of inflammatory markers have been associated with a greater deterioration of renal function and cardiovascular morbidity and mortality. For its part, physical exercise has been shown to be beneficial in improving the functional, psychological, and inflammatory states of patients with chronic kidney failure (CKF) undergoing haemodialysis (HD) treatment, improving their health-related quality of life. In recent years, virtual reality (VR) has been studied and described as an effective and safe tool that improves patients’ adherence to exercise programs. For these reasons, we propose to analyse the effect of VR exercise on the functional, psychological, and inflammatory states of patients on HD, as well as their levels of adherence to exercise, and compare them with static pedalling exercises. We will randomise 80 patients with CKF into two blind groups: an experimental group, which will carry out an intradialytic exercise program with non-immersive VR (n = 40), and a control group, which will exercise with a static pedal (n = 40). Functional capacity, inflammatory and phycological status, and exercise adherence will be analysed. Higher levels of adherence to exercise are expected in the VR group, which will have greater effects on the patients’ functional capacity and psychological and inflammatory status.
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Campo-Prieto, Pablo, Gustavo Rodríguez-Fuentes und José Mª Cancela-Carral. „Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19“. Multimodal Technologies and Interaction 5, Nr. 9 (01.09.2021): 52. http://dx.doi.org/10.3390/mti5090052.

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Life expectancy has increased in recent years. Physical activity has been postulated as a key element in active aging strategies. However, adherence to physical exercise programs has traditionally been low among the elderly, and the current situation of the COVID-19 pandemic has added extra impediments. Immersive virtual reality (IVR) devices could motivate this population to practice exercise. This study aimed to analyse the use of IVR exergames as a tool to facilitate physical exercise in older people. Four healthy older adults (males, 65–77 years) participated in the study. They carried out two exergaming sessions with HTC Vive ProTM. Outcomes were evaluated using the Simulator Sickness Questionnaire (SSQ), System Usability Scale (SUS), Game Experience Questionnaire (GEQ post-game module), an ad hoc satisfaction questionnaire, and perceived effort. All participants completed the sessions without adverse effects, with no SSQ symptoms reported. SUS scores were high in both sessions (SUS > 85/100). Post-game GEQ scores were 3.08–3.41/4 (positive experiences) and 0.08–0.16/4 (negative experiences). Opinions showed high levels of satisfaction with the experience. Exergaming programs, based on commercial head-mounted displays, are a feasible alternative to traditional senior exercise, and could be a solution to the current situation that has arisen from the impact of the COVID-19 pandemic.
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