Zeitschriftenartikel zum Thema „Collaborative Immersive Analytics“
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Chhikara, Vanshika. „IMMERSIVE ANALYTICS“. INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, Nr. 05 (10.05.2024): 1–5. http://dx.doi.org/10.55041/ijsrem33585.
Der volle Inhalt der QuelleBenk, Michaela, Raphael P. Weibel, Stefan Feuerriegel und Andrea Ferrario. „"Is It My Turn?"“. Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (07.11.2022): 1–23. http://dx.doi.org/10.1145/3555580.
Der volle Inhalt der QuelleChen, Lei, Hai-Ning Liang, Feiyu Lu, Jialin Wang, Wenjun Chen und Yong Yue. „Effect of Collaboration Mode and Position Arrangement on Immersive Analytics Tasks in Virtual Reality: A Pilot Study“. Applied Sciences 11, Nr. 21 (08.11.2021): 10473. http://dx.doi.org/10.3390/app112110473.
Der volle Inhalt der QuelleFanini, Bruno, und Giorgio Gosti. „A New Generation of Collaborative Immersive Analytics on the Web: Open-Source Services to Capture, Process and Inspect Users’ Sessions in 3D Environments“. Future Internet 16, Nr. 5 (25.04.2024): 147. http://dx.doi.org/10.3390/fi16050147.
Der volle Inhalt der QuelleWong, Jing-Ying, Chun-Chieh Yip, Su-Ting Yong, Andy Chan, Sien-Ti Kok, Teck-Leong Lau, Mohammed T. Ali und Essameldin Gouda. „BIM-VR Framework for Building Information Modelling in Engineering Education“. International Journal of Interactive Mobile Technologies (iJIM) 14, Nr. 06 (17.04.2020): 15. http://dx.doi.org/10.3991/ijim.v14i06.13397.
Der volle Inhalt der QuelleRubart, Jessica, Valentin Grimm und Jonas Potthast. „Augmenting Industrial Control Rooms with Multimodal Collaborative Interaction Techniques“. Future Internet 14, Nr. 8 (26.07.2022): 224. http://dx.doi.org/10.3390/fi14080224.
Der volle Inhalt der QuelleVatanen, Anna, Heidi Spets, Maarit Siromaa, Mirka Rauniomaa und Tiina Keisanen. „Experiences in Collecting 360° Video Data and Collaborating Remotely in Virtual Reality“. QuiViRR: Qualitative Video Research Reports 3 (01.09.2022): a0005. http://dx.doi.org/10.54337/ojs.quivirr.v3.2022.a0005.
Der volle Inhalt der QuelleAparicio-Gómez, Oscar-Yecid, Olga-Lucia Ostos-Ortiz und Constanza Abadía-García. „Convergence between emerging technologies and active methodologies in the university“. Journal of Technology and Science Education 14, Nr. 1 (30.01.2024): 31. http://dx.doi.org/10.3926/jotse.2508.
Der volle Inhalt der QuelleGowher Hassan. „TECHNOLOGY AND THE TRANSFORMATION OF EDUCATIONAL PRACTICES: A FUTURE PERSPECTIVE“. International Journal of Economic, Business, Accounting, Agriculture Management and Sharia Administration (IJEBAS) 3, Nr. 1 (27.02.2023): 1596–603. http://dx.doi.org/10.54443/ijebas.v3i1.1136.
Der volle Inhalt der QuellePatricia, Kulemeka, und Chatola Fanny. „Climate change visualization awareness system“. i-manager's Journal on Computer Science 11, Nr. 4 (2024): 21. http://dx.doi.org/10.26634/jcom.11.4.20653.
Der volle Inhalt der QuelleThadepalli, Srivani, und Mr Uday Choudhary. „Synergy of Real and Digital Worlds - Promising Insights for the Future Generations of Fashion“. International Journal of Recent Technology and Engineering (IJRTE) 13, Nr. 1 (30.05.2024): 22–26. http://dx.doi.org/10.35940/ijrte.a8054.13010524.
Der volle Inhalt der QuelleCybulski, Jacob L., Susan Keller und Dilal Saundage. „Interactive Exploration of Data with Visual Metaphors“. International Journal of Software Engineering and Knowledge Engineering 25, Nr. 02 (März 2015): 231–52. http://dx.doi.org/10.1142/s0218194015400082.
Der volle Inhalt der QuelleWannapiroon, N., S. Shawarangkoon, C. Chawarangkoon, A. Kucharoenthavorn und P. Wannapiroon. „Metaverse Learning Experience Platform (MLXP) for Immersive Design Thinking to Enhance Digital Intelligence Quotient and Virtual Game Developer Skills“. International Journal of Information and Education Technology 13, Nr. 12 (2023): 1879–89. http://dx.doi.org/10.18178/ijiet.2023.13.12.2001.
Der volle Inhalt der QuelleMeher, 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.
Der volle Inhalt der QuelleSyed, Toqeer Ali, Muhammad Shoaib Siddiqui, Hurria Binte Abdullah, Salman Jan, Abdallah Namoun, Ali Alzahrani, Adnan Nadeem und Ahmad B. Alkhodre. „In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns“. Sensors 23, Nr. 1 (23.12.2022): 146. http://dx.doi.org/10.3390/s23010146.
Der volle Inhalt der QuelleMayana, Ranti Fauza, und Tisni Santika. „VAN GOGH IMMERSIVE EXHIBITION: LESSONS & OPPORTUNITIES FOR TRADITIONAL CULTURAL EXPRESSIONS DEVELOPMENT IN INDONESIA“. Transnational Business Law Journal 4, Nr. 2 (19.08.2023): 86–102. http://dx.doi.org/10.23920/transbuslj.v4i2.1447.
Der volle Inhalt der QuelleSurya, R., K. Akila und K. M. Senthilkumar. „Virtual Laboratory in Mixed Reality with 3D Modelling for Sustainable Design“. Applied Mechanics and Materials 920 (05.03.2024): 149–54. http://dx.doi.org/10.4028/p-cuybj4.
Der volle Inhalt der QuelleBødker, Henrik. „Vice Media Inc.: Youth, lifestyle – and news“. Journalism 18, Nr. 1 (09.07.2016): 27–43. http://dx.doi.org/10.1177/1464884916657522.
Der volle Inhalt der QuelleFromm, Jennifer, Stefan Stieglitz und Milad Mirbabaie. „Virtual Reality in Digital Education: An Affordance Network Perspective on Effective Use Behavior“. ACM SIGMIS Database: the DATABASE for Advances in Information Systems 55, Nr. 2 (29.04.2024): 14–41. http://dx.doi.org/10.1145/3663682.3663685.
Der volle Inhalt der QuelleNeri, Iacopo, Darío Negueruela del Castillo, Pepe Ballesteros Zapata, Valentine Bernasconi und Ludovica Schaerf. „Cityscapes Transformed: Immersive Exploration at the Intersection of Culture, Computation, and Curatorial Practices“. Disegno 7, Nr. 1 (2023): 82–92. http://dx.doi.org/10.21096/disegno_2023_1inetal.
Der volle Inhalt der QuelleAdel, Amr. „The Convergence of Intelligent Tutoring, Robotics, and IoT in Smart Education for the Transition from Industry 4.0 to 5.0“. Smart Cities 7, Nr. 1 (30.01.2024): 325–69. http://dx.doi.org/10.3390/smartcities7010014.
Der volle Inhalt der QuelleZhai, Xuesong, Xiaoyan Chu, Ching Sing Chai, Morris Siu Yung Jong, Andreja Istenic, Michael Spector, Jia-Bao Liu, Jing Yuan und Yan Li. „A Review of Artificial Intelligence (AI) in Education from 2010 to 2020“. Complexity 2021 (20.04.2021): 1–18. http://dx.doi.org/10.1155/2021/8812542.
Der volle Inhalt der QuelleSong, Yu, Liutao Li, Yu Tian, Zhiwei Li und Xuanchun Yin. „A Novel Master–Slave Interventional Surgery Robot with Force Feedback and Collaborative Operation“. Sensors 23, Nr. 7 (29.03.2023): 3584. http://dx.doi.org/10.3390/s23073584.
Der volle Inhalt der QuelleXiao, Mengyun, Fadzilah Amzah und Weihan Rong. „Experience of Beauty: Valuing Emotional Engagement and Collaboration in Teacher-Child Storytelling Activities“. International Journal of Learning, Teaching and Educational Research 22, Nr. 2 (28.02.2023): 165–87. http://dx.doi.org/10.26803/ijlter.22.2.10.
Der volle Inhalt der QuelleŠarić, Matko, Mladen Russo, Luka Kraljević und Davor Meter. „Extended Reality Telemedicine Collaboration System Using Patient Avatar Based on 3D Body Pose Estimation“. Sensors 24, Nr. 1 (20.12.2023): 27. http://dx.doi.org/10.3390/s24010027.
Der volle Inhalt der QuelleHope, Denise L., Gary D. Grant, Gary D. Rogers und Michelle A. King. „Virtualized Gamified Pharmacy Simulation during COVID-19“. Pharmacy 10, Nr. 2 (26.03.2022): 41. http://dx.doi.org/10.3390/pharmacy10020041.
Der volle Inhalt der QuelleLydia, E. Grace, P. Vidhyavathi und P. Malathi. „A STUDY ON "AI IN EDUCATION: OPPORTUNITIES AND CHALLENGES FOR PERSONALIZED LEARNING“. Industrial Engineering Journal 52, Nr. 05 (2023): 750–59. http://dx.doi.org/10.36893/iej.2023.v52i05.750-759.
Der volle Inhalt der QuelleSim, Jing Kai, Kaichao William Xu, Yuyang Jin, Zhi Yu Lee, Yi Jie Teo, Pallavi Mohan, Lihui Huang et al. „Designing an Educational Metaverse: A Case Study of NTUniverse“. Applied Sciences 14, Nr. 6 (19.03.2024): 2559. http://dx.doi.org/10.3390/app14062559.
Der volle Inhalt der QuelleVeena Tewari, Mujibur Rahman, Amitabh Mishra, K. K. Bajaj, A. Udaya Shankar,. „Impact of Virtual Reality (Vr) and Augmented Reality (Ar) in Education“. Tuijin Jishu/Journal of Propulsion Technology 44, Nr. 4 (16.10.2023): 1310–18. http://dx.doi.org/10.52783/tjjpt.v44.i4.1014.
Der volle Inhalt der QuelleTEPLIUK, MARIIA. „INNOVATIVE DEVELOPMENT TRENDS OF SMALL BUSINESS ENTREPRENEURSHIP IN THE DIGITAL ECONOMY CONDITION“. Herald of Khmelnytskyi National University 294, Nr. 3 (März 2021): 35–39. http://dx.doi.org/10.31891/2307-5740-2021-294-3-5.
Der volle Inhalt der QuelleMorar, Anca, Maria-Anca Băluțoiu, Alin Moldoveanu, Florica Moldoveanu und Alex Butean. „CultReal—A Rapid Development Platform for AR Cultural Spaces, with Fused Localization“. Sensors 21, Nr. 19 (05.10.2021): 6618. http://dx.doi.org/10.3390/s21196618.
Der volle Inhalt der QuelleTsakiridis, Nikolaos L., Nikiforos Samarinas, Eleni Kalopesa und George C. Zalidis. „Cognitive Soil Digital Twin for Monitoring the Soil Ecosystem: A Conceptual Framework“. Soil Systems 7, Nr. 4 (17.10.2023): 88. http://dx.doi.org/10.3390/soilsystems7040088.
Der volle Inhalt der QuelleGrech, Amy, Jörn Mehnen und Andrew Wodehouse. „An Extended AI-Experience: Industry 5.0 in Creative Product Innovation“. Sensors 23, Nr. 6 (10.03.2023): 3009. http://dx.doi.org/10.3390/s23063009.
Der volle Inhalt der QuelleBlanco-Novoa, Óscar, Paula Fraga-Lamas, Miguel A. Vilar-Montesinos und Tiago M. Fernández-Caramés. „Creating the Internet of Augmented Things: An Open-Source Framework to Make IoT Devices and Augmented and Mixed Reality Systems Talk to Each Other“. Sensors 20, Nr. 11 (11.06.2020): 3328. http://dx.doi.org/10.3390/s20113328.
Der volle Inhalt der QuelleBurnham, Richard, und Louise Wallis. „Learning by Making. Long-term collaborations and socially productive outcomes“. Journal of Public Space 2, Nr. 3 (09.12.2017): 73. http://dx.doi.org/10.5204/jps.v2i3.116.
Der volle Inhalt der QuelleГорелова, Л. И. „The role of digital communities in the development of teachers' professional competence“. Review of pedagogical research 6, Nr. 2 (27.03.2024): 269–76. http://dx.doi.org/10.58224/2687-0428-2024-6-2-269-276.
Der volle Inhalt der QuelleEnoch Oluwademilade Sodiya, Uchenna Joseph Umoga, Alexander Obaigbena, Boma Sonimitiem Jacks, Ejike David Ugwuanyi, Andrew Ifesinachi Daraojimba und Oluwaseun Augustine Lottu. „Current state and prospects of edge computing within the Internet of Things (IoT) ecosystem“. International Journal of Science and Research Archive 11, Nr. 1 (28.02.2024): 1863–73. http://dx.doi.org/10.30574/ijsra.2024.11.1.0287.
Der volle Inhalt der QuelleIslam, Zubair Ul. „The Role of Social Media in Enhancing English Language Proficiency“. Journal of Language and Linguistics in Society, Nr. 24 (29.07.2022): 54–64. http://dx.doi.org/10.55529/jlls.24.54.64.
Der volle Inhalt der QuelleYoshida, Shogo, Haoran Xie und Kazunori Miyata. „Omnidirectional Haptic Stimulation System via Pneumatic Actuators for Presence Presentation“. Sensors 23, Nr. 2 (04.01.2023): 584. http://dx.doi.org/10.3390/s23020584.
Der volle Inhalt der QuelleWhalen, Brian. „Introduction“. Frontiers: The Interdisciplinary Journal of Study Abroad 9, Nr. 1 (15.08.2003): vii—x. http://dx.doi.org/10.36366/frontiers.v9i1.112.
Der volle Inhalt der QuelleReski, Nico, Aris Alissandrakis und Andreas Kerren. „An Empirical Evaluation of Asymmetric Synchronous Collaboration Combining Immersive and Non-Immersive Interfaces Within the Context of Immersive Analytics“. Frontiers in Virtual Reality 2 (17.01.2022). http://dx.doi.org/10.3389/frvir.2021.743445.
Der volle Inhalt der QuellePorwol, Lukasz, Agustin Garcia Pereira und Catherine Dumas. „Transforming e-participation: VR-dialogue – building and evaluating an AI-supported framework for next-gen VR-enabled e-participation research“. Transforming Government: People, Process and Policy, 13.10.2022. http://dx.doi.org/10.1108/tg-12-2021-0205.
Der volle Inhalt der QuelleEns, Barrett, Sarah Goodwin, Arnaud Prouzeau, Fraser Anderson, Florence Y. Wang, Samuel Gratzl, Zac Lucarelli, Brendan Moyle, Jim Smiley und Tim Dwyer. „Uplift: A Tangible and Immersive Tabletop System for Casual Collaborative Visual Analytics“. IEEE Transactions on Visualization and Computer Graphics, 2020, 1. http://dx.doi.org/10.1109/tvcg.2020.3030334.
Der volle Inhalt der QuelleKickmeier-Rust, Michael D., Susan Bull und Gerhilde Meissl-Egghart. „Collaborative Language Learning in Immersive Virtual Worlds: Competence-based Formative Feedback and Open Learner Modeling“. International Journal of Serious Games 1, Nr. 2 (19.06.2014). http://dx.doi.org/10.17083/ijsg.v1i2.5.
Der volle Inhalt der QuelleMüller, Christoph, Michael Krone, Markus Huber, Verena Biener, Dominik Herr, Steffen Koch, Guido Reina, Daniel Weiskopf und Thomas Ertl. „Interactive Molecular Graphics for Augmented Reality Using HoloLens“. Journal of Integrative Bioinformatics 15, Nr. 2 (13.06.2018). http://dx.doi.org/10.1515/jib-2018-0005.
Der volle Inhalt der QuelleJohnson, Andrew E., Luc Renambot, G. Elisabeta Marai, Daria Tsoupikova, Michael E. Papka, Lance Long, Dana Plepys et al. „Electronic Visualization Laboratory's 50th Anniversary Retrospective: Look to the Future, Build on the Past“. PRESENCE: Virtual and Augmented Reality, 05.04.2024, 1–127. http://dx.doi.org/10.1162/pres_a_00421.
Der volle Inhalt der QuelleKim, Haedong, Tyler Hartleb, Khalid Bello, Faisal Aqlan, Richard Zhao und Hui Yang. „Behavioral Modeling of Collaborative Problem Solving in Multiplayer Virtual Reality Manufacturing Simulation Games“. Journal of Computing and Information Science in Engineering, 02.08.2023, 1–11. http://dx.doi.org/10.1115/1.4063089.
Der volle Inhalt der QuelleNoor, Ahmed. „Envisioning engineering education and practice in the coming intelligence convergence era — a complex adaptive systems approach“. Open Engineering 3, Nr. 4 (01.01.2013). http://dx.doi.org/10.2478/s13531-013-0122-9.
Der volle Inhalt der QuelleZimmerman, Heather Toomey, Susan M. Land, Lillyanna Faimon und Yu-Chen Chiu. „Mobile augmented reality supporting families’ immersive collaborative learning: Learning-on-the-move for place-based geoscience sense-making“. International Journal of Computer-Supported Collaborative Learning, 26.07.2023. http://dx.doi.org/10.1007/s11412-023-09399-9.
Der volle Inhalt der QuelleKeener, Eliza. „Benefits of First2 Network immersive bridge programs at Fairmont State University“. Proceedings of the West Virginia Academy of Science 95, Nr. 2 (18.04.2023). http://dx.doi.org/10.55632/pwvas.v95i2.1001.
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