Auswahl der wissenschaftlichen Literatur zum Thema „Immersion“

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Zeitschriftenartikel zum Thema "Immersion"

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Selzer, Matias, und Silvia M. Castro. „A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables“. Journal of Computer Science and Technology 23, Nr. 2 (25.10.2023): e08. http://dx.doi.org/10.24215/16666038.23.e08.

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Technological advances in recent years have promoted the development of virtual reality systems that have awide variety of hardware and software characteristics, providing varying degrees of immersion. Immersionis an objective property of the virtual reality system that depends on both its hardware and softwarecharacteristics. Virtual reality systems are currently attempting to improve immersion as much as possible.However, there is no metric to measure the level of immersion of a virtual reality system based onits characteristics. To date, the influence of these hardware and software variables on immersion hasonly been considered individually or in small groups. The way these system variables simultaneously affectimmersion has not been analyzed either. In this paper, we propose immersion metrics for virtualreality systems based on their hardware and software variables, as well as the development process that ledto their formulation. From the conducted experiment and the obtained data, we followed a methodology togenerate immersion models based on the variables of the system. The immersion metrics presented in thiswork offer a useful tool in the area of virtual reality and immersive technologies, not only to measurethe immersion of any virtual reality system but also to analyze the relationship and importance of thevariables of these systems.
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Nomizu, Katsumi, Ulrich Pinkall und Fabio Podestà. „On the geometry of affine Kähler immersions“. Nagoya Mathematical Journal 120 (Dezember 1990): 205–22. http://dx.doi.org/10.1017/s0027763000003342.

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In this paper we extend the work on affine immersions [N-Pi]-1 to the case of affine immersions between complex manifolds and lay the foundation for the geometry of affine Kähler immersions. The notion of affine Kähler immersion extends that of a holomorphic and isometric immersion between Kähler manifolds and can be contrasted to the notion of holomorphic affine immersion which has been established in the work of Dillen, Vrancken and Verstraelen [D-V-V] and that of Abe [A].
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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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Silva Bastos, Arthur, Renata Faria Gomes, Clemilson Costa dos Santos und José Gilvan Rodrigues Maia. „Synesthesia: A Study on Immersive Features of Electronic Games“. Journal on Interactive Systems 9, Nr. 2 (29.08.2018): 1. http://dx.doi.org/10.5753/jis.2018.700.

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Immersion is a quality that turns user experiences more appealing, despite the definition of immersion itself still being a source of controversy. Modern electronic games became a well-established immersive media which already has a number of consumer-level virtual reality hardware and software available. Endowing a game with immersion requires not only theoretical background found in literature but more practical guidelines for assisting developers to glimpse possibilities and make design decisions. In this paper, we investigate specific features that bestow immersion to an electronic game. So, we first analyzed game titles the audience, the critics and developers themselves consider immersive in order to enumerate potentially immersive features found in these games. We then developed a potentially immersive game prototype based on these features. Results of a comparative evaluation of our prototype and the selected titles under different settings suggest that six features were able to provide an immersive experience.
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BORBÉLY, ALBERT. „ON MINIMAL SURFACES SATISFYING THE OMORI–YAU PRINCIPLE“. Bulletin of the Australian Mathematical Society 84, Nr. 1 (16.06.2011): 33–39. http://dx.doi.org/10.1017/s0004972711002346.

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AbstractComplete minimal immersions satisfying the Omori–Yau maximum principle are investigated. It is shown that the limit set of a proper immersion into a convex set must be the whole boundary of the convex set. In case of a nonproper and nonplanar immersion we prove that the convex hull of the immersion is a half-space or ℝ3.
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Papavlasopoulos, Angelos, Agnes Papadopoulou, Andreas Floros und Andreas Giannakoulopoulos. „Entropy as a Transitional In-Game Variable“. Technologies 10, Nr. 4 (20.07.2022): 88. http://dx.doi.org/10.3390/technologies10040088.

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The aim of this research is to discover the bond of entropy and the experience of video game immersion, using an Interpretative Phenomenological Analysis (IPA) to interpret the immersive experiences of players and how this bond of entropy and immersion could be transferred on other immersive technologies. The experiment was conducted on a selection of low-entropy scenes in three video games belonging to the genre of interactive drama. Six players were selected as the sample group for this research, based on their playthrough experiences of the games Heavy Rain (2010), Until Dawn (2015) and Dark Pictures Anthology: Man of Medan (2019) on the PlayStation platform. By monitoring the levels of entropy and immersion during their playthroughs, this research explores the potential of transferring immersion through the use of entropy from digital games to other immersive technologies. According to the research highlights and through data interpretation, entropy is found to be immensely influential upon achieving and maintaining narrative, physical and emotional immersion, and its effect could be further applied to other immersive technologies sharing a common ground with digital games, which features are further examined in finer detail in the current research.
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Harrison, M. H., L. C. Keil, C. A. Wade, J. E. Silver, G. Geelen und J. E. Greenleaf. „Effect of hydration on plasma volume and endocrine responses to water immersion“. Journal of Applied Physiology 61, Nr. 4 (01.10.1986): 1410–17. http://dx.doi.org/10.1152/jappl.1986.61.4.1410.

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To determine the effect of hydration on the early osmotic and intravascular volume and endocrine responses to water immersion the hematocrit, hemoglobin, plasma renin activity (PRA), and plasma electrolyte, aldosterone (PA), and vasopressin (PVP) concentrations were measured during immersion following 24-h dehydration; these were compared with corresponding values following rapid rehydration. Six men and one woman (age 23–46 yr) underwent 45 min of standing immersion to the neck preceded by 45-min standing without immersion, first dehydrated, and then 105 min later after rehydration with water. Immersion caused an isotonic expansion of the plasma volume (P less than 0.001), which occurred independently of hydration status. Suppression of PRA (P less than 0.001) and PA (P less than 0.001) during both immersions also occurred independently of hydration status. Suppression of plasma vasopressin was observed during dehydrated immersion (P less than 0.001) but not during rehydrated immersion. It is concluded that plasma tonicity is not a factor influencing PVP suppression during water immersion.
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Charfi, Ahmed Anis. „Immersion and Perceived Value“. International Journal of Online Marketing 4, Nr. 4 (Oktober 2014): 17–35. http://dx.doi.org/10.4018/ijom.2014100102.

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Webmasters aim increasingly at encouraging visitors' immersion in the heart of an online experience. In order to better understand this phenomenon, a qualitative and a quantitative study are presented here that analyze the influence of immersive experiences on the online perceived value of the visit and on the potential responses of the visitor towards the site, the brand and the product. The author's study shows that virtual reality web sites generate episodes of immersion, which have an impact on the hedonic and utilitarian value of the visit experience. The author also shows that perceived value plays the role of mediator between the immersion and visitors' behavior and the author highlights the moderating effect of involvement and expertise on the relationship between immersion and perceived value. Finally, from theoretical and managerial points of view, our results offer perspectives on the perceived benefits of online' immersive experiences.
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Bouchard, Stéphane, Julie St-Jacques, Geneviève Robillard und Patrice Renaud. „Anxiety Increases the Feeling of Presence in Virtual Reality“. Presence: Teleoperators and Virtual Environments 17, Nr. 4 (01.08.2008): 376–91. http://dx.doi.org/10.1162/pres.17.4.376.

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Given previous studies indicating a significant correlation between anxiety and presence, the purpose of this investigation was to explore the direction of the causal relationship between them. The sample consisted of 31 adults suffering from snake phobia. The study featured a randomized within-between design with two conditions and three counterbalanced immersions: (a) a baseline control immersion (BASELINE), (b) an immersion in a threatening and anxiety-inducing environment (ANX), and (c) an immersion in a nonthreatening environment that should not induce anxiety (NOANX). In the NOANX environment, participants were immersed for 5 min in a virtual Egyptian desert. They were told that the environment was safe and contained no snakes. The ANX immersion was identical, except that participants were led to believe that a multitude of hidden and dangerous snakes were lurking in the environment. A period of distraction (reading a text on relaxation) separated the ANX and NOANX immersions. Experimenters recorded presence and anxiety in the middle of and after each VR immersion. These brief measures of presence supported our hypothesis and were significantly higher in the anxious immersion than in the baseline or the nonanxious immersion. This finding was not corroborated by the presence questionnaire, where scores varied significantly in the opposite direction. The results from the brief one-item measures of presence support the significant contribution of emotions felt during the immersion on the subjective feeling of presence. The mixed results with the presence questionnaire are discussed, along with psychological factors potentially involved in presence.
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Lytvynova, Svitlana. „IMMERSIVE LEARNING ENVIRONMENT: A COMPARATIVE ANALYSIS“. Scientific Bulletin of Uzhhorod University. Series: «Pedagogy. Social Work», Nr. 2(53) (04.11.2023): 76–82. http://dx.doi.org/10.24144/2524-0609.2023.53.76-82.

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The article is devoted to the current problem of development of the educational environment of general secondary education institutions (GSEI) in the conditions of digital technologies that are intensively developing. The purpose of the article is to carry out a comparative analysis of traditional, immersive learning environments and distance learning. The article justifies the main components of the immersive learning environment: virtual reality, augmented reality, mixed reality 360-degree video, multiplayer games, interactive simulations. Eleven characteristics were chosen to compare the traditional, immersive learning and distance learning environment: physical environment, teacher role, student role, advantages, disadvantages, technology, experience, knowledge acquisition, motivation, capture features/immersion, availability, depth of immersion in learning. The general problems of using an immersive learning environment are highlighted, in particular: discomfort, inaccuracies in tracking objects, difficulties in using equipment. Reasoned factors that hinder the effective introduction of immersive learning in educational practice, namely: the complexity of the content of natural and mathematical objects and the abstractness of theoretical material, a limited number of hours to study topics and consolidate skills and build competencies, a long period of distance and mixed learning, which is the result of modern educational challenges. Further research requires justification of the digital impact on the educational process in general secondary education institutions, justification of the concept of immersive learning, principles and approaches of immersion in learning, stages of immersion, forms and methods of implementation of immersion.
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Dissertationen zum Thema "Immersion"

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Wang, Xiaotian. „Chattahoochee Immersion“. Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/art_design_theses/57.

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The Chattahoochee River begins in the Appalachian Mountains in northeast Georgia, flows through Atlanta, and then turns south to form the Georgia/Alabama state line. There are many dams along the river to help supply power, and many recreational areas. Most importantly, the Chattahoochee River provides 70% of metropolitan Atlanta’s drinking water. With all of these benefits, we should be protecting the river, but we are not. The water is polluted and gets more polluted the further south you go. In my photographs, I want to bring this to people’s attention. I used photographic negatives “damaged” in water to print my final photographs, hoping the resulting images would awaken viewers’ interest. I want to add my voice to that of other artists who work with water issues, such as Joe Cooks, Alex Kirkbride, and Yin Xiuzhen, and show how the shortage of clean water is not just a local problem for the city of Atlanta, but also a global problem.
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Fraser, Child Nancy. „Learning immersion, the multiple worlds of french immersion students“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ35819.pdf.

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Daggett, Kristina Marie. „Immersion through technology“. [Ames, Iowa : Iowa State University], 2010. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1476289.

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Bodén, Marcus. „Immersion och lärande“. Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4409.

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I denna uppsats försöker jag fastställa om immersion har någon effekt på lärande i serious games och i så fall vilken effekt det har. Många spelutvecklare och forskare säger att immersion hjälper lärande i spel. I min genomgång av fakta har jag inte kunnat hitta något som stödjer denna åsikt. Många artiklar hänvisar till ”tidigare forskning” men saknar sedan referenser till denna forskning. Det finns en viss grund för påståendena att immersion hjälper lärande i spel, men immersion är ett begrepp som kommit att användas på fel sätt inom spelindustrin och dess effekter har kraftigt missförståtts. De studier som har visat immersion effekter har aldrig rört vid hur immersion interagerar tillsammans med spel. Utvecklare har tagit forskningen ur sitt sammanhang och sedan direkt försökt applicera den på sina spel utan vidare studier
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Jia, Hongyi, und Hongyi Jia. „Chinese Immersion Language Education“. Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625885.

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In the present day Mandarin Chinese has become a commonly taught language in the U.S. Mandarin is widely taught in colleges and universities; K-12 Chinese programs, including immersion programs, have also grown rapidly. However, to date little research has been conducted on the latter programs. This study examines immersion programs in elementary schools. I investigate three aspects: 1) teaching methods in Chinese immersion programs, 2) acquisition of grammatical patterns, and 3) computer assisted methods for character learning. I adopted a qualitative approach; the methods I employ include observation, interviews, questionnaires, and tests. Data were collected from two immersion programs and two non-immersion programs in a Southwestern city in the U.S. The first study compares the teaching methods used in Chinese immersion and non-immersion programs. It is found that the two immersion programs adopted the functional approach with explicating in each class time, while the non-immersion programs used the analytical approach with practicing in context in most classes. The immersion students produced spontaneous speech in each class, while non-immersion language class students did not. The second study examines how immersion learners acquire the ba-construction and time phrases. We found that immersion students produced not many ba sentences but a large number of time phrases. However, in terms of accuracy, ba sentences were produced almost flawlessly, while time phrases were often placed incorrectly in a sentence. This result is quite different from what we find in adult learners who mostly acquire Chinese in a non-immersion setting. It shows that immersion learners’ acquisition differs from both L1 acquisition and L2 acquisition by adults. The third study investigates how computer-assisted methods help students learn Chinese characters. I compare immersion learners with heritage learners with respect to how they respond to computer-assisted methods. No difference is found between the two groups of learners in terms of their performance in character recognition, pronunciation and writing. It is also found that while computer assisted materials helped with character recognition, it did not help with character writing.
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Holm, Robin. „Spelarkitekturs inverkan på immersion“. Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8188.

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Arbetets syfte var att ta reda på hur spelare tenderar att reagera på onaturlig, eller ologisk spelarkitektur och hinder och om detta kan bryta en spelares immersion. För att ge en bakgrund till undersökningen tas begrepp så som immersion, level design, tematik och spelartyper upp.Undersökningen har genomförts i samarbete med Paradox South där två stycken nivåer till spelet The Showdown Effect skapades. För båda dessa nivåer skapades en version utan visuell representation och en med visuell representation.För undersökningen användes en kvalitativ metod med observation och enkät. Resultatet visade att spelare tenderar att inte reagera på onaturlig spelarkitektur. Detta beror på att deras tidigare erfarenhet av spel gjorde att de inte förväntade sig att nivåerna skulle presentera en verklighetstrogen och logisk spelvärld.Exempel på framtida arbete vore att undersöka om spelare reagerar annorlunda på onaturlig spelarkitektur när en 3D-spelvärld används istället för en 2,5D-värld.
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Enström, Hasse. „Nostalgi och ökad immersion“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18978.

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I denna rapport beskrivs det vad nostalgi är, och hur det kan påverka en persons uppfattning om olika händelser och upplevelser. Studien som gjorts går ut på att undersöka om en nostalgisk upplevelse, främst inom ljud, kan skapa en större känsla av immersion i ett spel.Två olika versioner av en artefakt skapades för att kunna genomföra undersökningen. Den ena artefakten hade ljud som ska återskapa känslan av ett ”retrospel”, medan den andra artefakten innehöll ljud som ska låta nutida.En undersökning med tolv personer i ålder mellan 20 och 30 genomfördes i form av enskilda speltester och intervjuer. Alla deltagare fick testa både versionerna av artefakten för sedan kunna svara på frågor, om de upplevde immersion, och vilken version de föredrog.
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Perroud, Benoit. „Immersion visuelle réaliste : proposition d'un modèle d'évaluation“. Thesis, Paris, ENSAM, 2018. http://www.theses.fr/2018ENAM0060/document.

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La thèse « Immersion visuelle hyper-réaliste et multi-sensorielle 3D » a été réalisée dans le cadre d’un contrat CIFRE établi entre les Arts et Métiers d’une part et Renault SAS d’autre part. Elle propose un modèle de score permettant d’évaluer objectivement de la capacité d’un système d’affichage immersif à reproduire le bon niveau de stimulation sensorielle pour un utilisateur, par rapport à ce qu’il recevrait dans la réalité et à la modélisation du système visuel humain.Dans un premier temps nous nous sommes intéressé à poser les bases du modèle : celui-ci est composé de douze critères, répartis équitablement en une somme d’indices de vision et d’indices d’immersion. Chaque critère se voit attribuer, dans la mesure du possible, une note de 0 à 100. La note de 0 représente l’incapacité du système visuel à percevoir ou à utiliser les informations visuelles, tandis que la note de 100 incarne la capacité maximale.Une note de 80 est également assignée pour la performance standard. Chaque critère se voit assigner une pondération en fonction de la tâche réalisée en environnement virtuel. Nous réalisons dans un second temps une série d’expérimentations afin de compléter les informations disponibles dans la littérature, pour l’établissement des critères. On s’intéresse plus particulièrement au contraste et à la latence. La première expérimentation consiste en la transposition et la validation d’un modèle de performance visuelle en Réalité Virtuelle. Dans la seconde, on compare les effets de la latence sur une tâche donnée, entre un simulateur de type CAVE et un casque de Réalité Virtuelle.La thèse propose un certain nombre de résultats tant théoriques et méthodologiques qu’expérimentaux. En condition d’immersion virtuelle, les critères de contraste et de luminance sont importants pour la perception visuelle. Les expériences réalisées montrent qu’un modèle adapté aux conditions d’immersion virtuelle est nécessaire. Par ailleurs, on montre que des seuils d’influence de la latence sur la performance semblent exister. On vérifie également la pertinence de corrélations entre performance, présence et mal du simulateur, en fonction de la latence et du système immersif
The thesis "Hyper-realistic and multi-sensorial 3D visual immersion" was carried out within the framework of a CIFRE contract established between Arts et Métiers on the one hand and Renault SAS on the other. It proposes a score model to objectively evaluate the ability of an immersive display system to reproduce the right level of sensory stimulation for a user, compared to what he would receive in reality and to the modeling of the human visual system.First, we were interested in laying the foundations of the model: it is composed of twelve criteria, equitably divided into a sum of vision indices and immersion indices. Each criterion is given, as far as possible, a score from 0 to 100. A score of 0 represents the visual system’s inability to perceive or use visual information, while a score of 100 represents maximum capacity. A score of 80 is also assigned for standard performance. Each criterion is assigned a weight according to the task performed in the virtual environment.We then carry out a series of experiments to complete the information available in the literature, to establish the criteria. Contrast and latency are of particular interest. The first experiment consists in the transposition and validation of a visual performance model in Virtual Reality. In the second, we compare the effects of latency on a given task, between a CAVE simulator and a HMD.The thesis proposes a number of theoretical, methodological and experimental results. In virtual immersion conditions, contrast and luminance criteria are important for visual perception. Experiments show that a model adapted to virtual immersion conditions is necessary. Furthermore, we show that thresholds of latency influence on performance seem to exist. The relevance of correlations between simulator performance, presence and cyber-sickness is also checked, depending on the latency and the immersive system
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Andersson, Tom, und Hampus Strömsholm. „Immersion, Make and Break the Game - a Study on the Impact of Immersion“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20496.

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Att en spelare lever sig in i ett spel kan ses som en av de viktigaste delarna av ett bra spel och spelare vill ständigt ha spel där dom känner mer och mer inlevelse. Tidigare forskning visar på att inlevelse i digitala spel inte är ett enkelt område och för att kunna forska på det så krävs det att man delar upp det i mindre, mer hanterbara, delområden som kan undersökas både som enskilda områden och i relation till andra. Denna uppsats bryter ut tre delområden som alla bidrar till inlevelse i spel för att utforska, testa och utvärdera. De valda delområdena används för att skapa en artefakt i form av ett spel där delområdena är implementerade och kan testas. De resultat som presenteras i detta arbete visar på att olika delområden inom inlevelse påverkar inlevelsen i ett spel olika mycket. Vidare visar även denna uppsats på hur vissa av dessa delområden relaterar till varandra och hur de tillsammans påverkar inlevelsen i ett spel som helhet.
Immersion can be considered as an essential part in digital games and developers are constantly challenged when trying to create immersive game experiences to an ever growing demand. However, as previous work suggests, immersion is not an easy concept to grasp and the area must be divided into smaller sub-areas. The sub-areas can then be investigated both individually and in relation to one another. This thesis breaks out three sub-areas (immersive features), that contribute to the overall feeling of immersion, to explore and test. The immersive features are used to create an artifact in the form of a game where all features can be tested. The data presented in this thesis shows that the three features have different amounts of impact on immersion. Furthermore, this thesis shows how the selected features relate to each other and how they together affect the overall game.
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Bernulf, Carl-William, und Valdemar Helander. „Immersiva ljudlösningar : Vilken betydelse har placeringen av lyssnaren i relation till immersion i tredjepersonsspel?“ Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20506.

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Undersökningen i det här arbetet har som syfte att besvara vilken betydelse placeringen av ett lyssnarobjekt i en spelmotor har för upplevelsen av ljud i ett dataspel i ett tredjepersonsperspektiv samt dess relevans för upplevelsen av vad som generellt kallas immersion. Definitionen av immersion har tagits från författaren Paul Cairns och omfattar en benämnd upplevelse av bland annat individens förlorade uppfattning av tid och deras omgivning. Det vill säga ett omfattade fokus på en given aktivitet. Med hjälp av en spelprototyp framtagen i spelmotorn Unity samt en ljudbild utformad och programmerad med programmet FMOD genomfördes ett antal speltester följt av intervjuer. Sammanlagt fyra olika varianter av spelprototypen användes i speltestet där respektive prototyp använde en av fyra placeringar av lyssnarobjektet som ofta används i tredjepersonspel; på kameran (P1), på spelkaraktären (P2), mellan kameran och spelkaraktären (P3) samt på kameran med panorering baserat på kamerans rörelser (P4). Deltagarna i speltestet fick sedan spendera en kort stund i varje prototyp och sedan svara på ett antal frågor kring deras upplevelse. Slutsatserna som dras efter undersökningen är att lösningen där spelaren själv har möjlighet att flytta kameran och förändra hur ljudbilden uppfattas, likt att röra sitt eget huvud, gav bäst respons samt upphov till immersion.
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Bücher zum Thema "Immersion"

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Immersion. Québec: Arion, 1995.

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Tedick, Diane J., Donna Christian und Tara Williams Fortune, Hrsg. Immersion Education. Bristol, Blue Ridge Summit: Multilingual Matters, 2011. http://dx.doi.org/10.21832/9781847694041.

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Wolf, Michele. Immersion: Poems. Washington, D.C: Word Works, 2011.

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Immersion, emergence. New Delhi: Ravi Agarwal, 2006.

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Total immersion. New York: Delta Trade Paperbacks, 1998.

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Canadian Broadcasting Corporation. French immersion. Montreal: CBC Transcripts, 1987.

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Immersion: Poems. Washington, D.C: Word Works, 2011.

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Immersion: Roman. [Paris]: Gallimard, 2005.

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Total immersion. Edinburgh: Scottish Cultural Press, 1998.

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Entertainment, Topics, und Instant Immersion. Instant Immersion Hawaiian (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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Buchteile zum Thema "Immersion"

1

Aksamit, Anna, und Monique Jeanblanc. „Immersion“. In SpringerBriefs in Quantitative Finance, 53–67. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-41255-9_3.

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Gladston, Paul. „Immersion“. In Chinese Contemporary Art Series, 149–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-46488-5_19.

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Howard, Mary, und Elisha Elliott. „Immersion“. In Quality Learning, 53–68. Rotterdam: SensePublishers, 2017. http://dx.doi.org/10.1007/978-94-6300-914-0_6.

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Stockwell, Peter. „Immersion“. In The Language of Surrealism, 149–66. London: Macmillan Education UK, 2017. http://dx.doi.org/10.1057/978-1-137-39219-0_9.

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Austin, Tricia. „Immersion“. In Narrative Environments and Experience Design, 127–45. New York, NY: Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9780367138073-7.

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Klich, Rosemary, und Edward Scheer. „Immersion“. In Multimedia Performance, 127–52. London: Macmillan Education UK, 2012. http://dx.doi.org/10.1007/978-0-230-35759-4_8.

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Shelby, Karen. „Immersion“. In Belgian Museums of the Great War, 126–57. New York, NY : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315673899-6.

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Therrien, Carl. „Immersion“. In The Routledge Companion to Video Game Studies, 564–71. 2. Aufl. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-77.

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Tedick, D. J., D. Christian und T. W. Fortune. „Chapter 1. The Future of Immersion Education: An Invitation to ‘Dwell in Possibility’“. In Immersion Education, herausgegeben von Diane J. Tedick, Donna Christian und Tara Williams Fortune, 1–10. Bristol, Blue Ridge Summit: Multilingual Matters, 2011. http://dx.doi.org/10.21832/9781847694041-004.

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Björklund, S., und K. Mård-Miettinen. „Chapter 2. Integrating Multiple Languages in Immersion: Swedish Immersion in Finland“. In Immersion Education, herausgegeben von Diane J. Tedick, Donna Christian und Tara Williams Fortune, 13–35. Bristol, Blue Ridge Summit: Multilingual Matters, 2011. http://dx.doi.org/10.21832/9781847694041-005.

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Konferenzberichte zum Thema "Immersion"

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Zhang, Chenyan, Andrew Perkis und Sebastian Arndt. „Spatial immersion versus emotional immersion, which is more immersive?“ In 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 2017. http://dx.doi.org/10.1109/qomex.2017.7965655.

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Kuchelmeister, Volker. „Virtual Immersion: Simulating Immersive Experiences in VR“. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446124.

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Sawchuk, A. A., E. Chew, R. Zimmermann, C. Papadopoulos und C. Kyriakakis. „From remote media immersion to Distributed Immersive Performance“. In the 2003 ACM SIGMM workshop. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/982484.982506.

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Whitson, Jennifer, Chris Eaket, Brian Greenspan, Minh Quang Tran und Natalie King. „Neo-immersion“. In the 2008 Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1496984.1497028.

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Valkov, Dimitar, und Steffen Flagge. „Smooth immersion“. In SUI '17: Symposium on Spatial User Interaction. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3131277.3132183.

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Fairclough, Stephen H., und Christopher G. Burns. „Decomposing immersion“. In CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2468356.2468552.

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Cook, Margaret, Amber Ackley, Karla Chang Gonzalez, Austin Payne, Jinsil Hwaryoung Seo, Caleb Kicklighter, Michelle Pine und Timothy McLaughlin. „InNervate immersion“. In SIGGRAPH '19: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3306214.3338580.

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Ogi, Tetsuro, Masahiro Hayashi und Mitsutaka Sakai. „Room-sized Immersive Projection Display for Tele-immersion Environment“. In 17th International Conference on Artificial Reality and Telexistence (ICAT 2007). IEEE, 2007. http://dx.doi.org/10.1109/icat.2007.22.

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Hanawa, Tetsuro, Toshifumi Suganaga, Takeo Ishibashi, Shinroku Maejima, Koichiro Narimatsu, Kazuyuki Suko, Mamoru Terai, Teruhiko Kumada und Junichi Kitano. „Studies on immersion defects using mimic immersion experiments“. In SPIE 31st International Symposium on Advanced Lithography, herausgegeben von Qinghuang Lin. SPIE, 2006. http://dx.doi.org/10.1117/12.655568.

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Tohmyoh, Hironori, und Masumi Saka. „A High-Resolution Dry-Contact Acoustic Imaging of the Solder Joints for Ball Grid Array Assembly“. In ASME 2003 International Electronic Packaging Technical Conference and Exhibition. ASMEDC, 2003. http://dx.doi.org/10.1115/ipack2003-35228.

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A new concept of acoustic microscopy for ball grid array assembly is reported. Commonly, the acoustic microscopy has to be performed with immersing the package in the coupling liquid. On the other hand, the present technique does not require the immersion of the package in the liquid, because the transduction of high frequency ultrasound is performed thorough a thin solid layer. A theoretical model is shown to perform the transduction of ultrasound more effective than usual immersion, and an acoustic matching layer, which realizes the signal amplification and the modulation, is shown. The acoustic imaging of the solder joints of a wafer level package is carried out by the present dry-contact and usual immersion techniques. The dry-contact acoustic images show the defective joint clearly, and the detectability of the defective joint is improved remarkably as compared with the usual immersion images.
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Berichte der Organisationen zum Thema "Immersion"

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Romrell, D. M. FFTF reactor immersion heaters. Revision 1. Office of Scientific and Technical Information (OSTI), August 1994. http://dx.doi.org/10.2172/10182997.

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Patching-Bunch, Jessica. Learning Cultural Competency through International Immersion Travel. Portland State University Library, Januar 2016. http://dx.doi.org/10.15760/honors.274.

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Coles, Henry, und Magnus Herrlin. Immersion Cooling of Electronics in DoD Installations. Office of Scientific and Technical Information (OSTI), August 2017. http://dx.doi.org/10.2172/1375005.

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Merrill, C. I., und J. D. O'Drobinak. Sea Water Immersion of Gem II Propellant. Fort Belvoir, VA: Defense Technical Information Center, März 1998. http://dx.doi.org/10.21236/ada404866.

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Merrill, C. I., und J. D. O'Drobinak. Sea Water Immersion of GEM II Propellant. Fort Belvoir, VA: Defense Technical Information Center, April 1998. http://dx.doi.org/10.21236/ada405481.

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Liu, Q., und E. A. Irene. Si/SiO2 Interfere Studies by Immersion Ellipsometry. Fort Belvoir, VA: Defense Technical Information Center, Mai 1993. http://dx.doi.org/10.21236/ada265151.

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Roy, Ajit. Galvanic corrosion testing using electrochemical and immersion techniques. Office of Scientific and Technical Information (OSTI), Juli 1996. http://dx.doi.org/10.2172/2647.

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Snyder, C. T., L. A. Barnes und J. K. Fink. Metal waste form corrosion release data from immersion tests. Office of Scientific and Technical Information (OSTI), Februar 2005. http://dx.doi.org/10.2172/837433.

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Wiersma, B. COUPON IMMERSION TESTING IN SIMULATED HAZARDOUS LOW LEVEL WASTE. Office of Scientific and Technical Information (OSTI), August 1991. http://dx.doi.org/10.2172/967272.

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Beavers, J. A., und C. L. Durr. Immersion studies on candidate container alloys for the Tuff Repository. Office of Scientific and Technical Information (OSTI), Mai 1991. http://dx.doi.org/10.2172/138113.

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