Auswahl der wissenschaftlichen Literatur zum Thema „Immersion“

Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an

Wählen Sie eine Art der Quelle aus:

Machen Sie sich mit den Listen der aktuellen Artikel, Bücher, Dissertationen, Berichten und anderer wissenschaftlichen Quellen zum Thema "Immersion" bekannt.

Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.

Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.

Zeitschriftenartikel zum Thema "Immersion"

1

Selzer, Matias, and Silvia M. Castro. "A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables." Journal of Computer Science and Technology 23, no. 2 (October 25, 2023): e08. http://dx.doi.org/10.24215/16666038.23.e08.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Nomizu, Katsumi, Ulrich Pinkall, and Fabio Podestà. "On the geometry of affine Kähler immersions." Nagoya Mathematical Journal 120 (December 1990): 205–22. http://dx.doi.org/10.1017/s0027763000003342.

Der volle Inhalt der Quelle
Annotation:
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].
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Umar, Najirah, Yuyun Yuyun, and Hamdan Gani. "Generating game immersion features for immersive game selection." ILKOM Jurnal Ilmiah 14, no. 3 (December 19, 2022): 264–74. http://dx.doi.org/10.33096/ilkom.v14i3.1224.264-274.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Hubernator, Olena. "Manifestations of Immersion in Modern Cultural Practices." Issues in Cultural Studies, no. 41 (March 31, 2023): 89–99. https://doi.org/10.31866/2410-1311.41.2023.276696.

Der volle Inhalt der Quelle
Annotation:
<em>The aim of the article&nbsp;</em>is to investigate the main characteristics and features of the phenomenon of immersion in the context of cultural practices.&nbsp;<em>The results&nbsp;</em>of the research are based on identifying various types and specific aspects of the functioning of immersive practices in the cultural space. It is determined that immersion is a unique property of the cultural practice environment, which is a systemic self-organising construct, endowed with the properties of deep immersion, the presence of a subject in it, interactivity, intrasubject spatial localisation, cognitive access, saturation, plasticity, and integrity. The purpose of immersion is to create a direct connection between an object, an event, an action, and its perception by a person for deep immersion in a cultural environment: theatrical, cinematographic, exhibition, museum, excursion, entertainment, etc. The article demonstrates that immersive cultural practices create an immersion effect through the use of special technologies &mdash; light and sound installations, video installations of various complexity, virtual/augmented reality.&nbsp;<em>Scientific novelty</em>. The article examines the phenomenon of immersion, the main characteristics, and features of its manifestation in the context of cultural practices. A definition of immersion and a typology of immersive cultural practices are proposed.&nbsp;<em>Conclusions</em>. The article describes the specific characteristics of immersion (violation of a person&rsquo;s state of psychological security (comfort zone) and perception of a cultural product &ldquo;from the inside&rdquo;; influence on the peripheral anatomical and physiological system; creation of the effect of true reality within the framework of cultural practice). The article shows that modern immersive cultural practices can be typologised according to the formats of immersion; the technologies used to create the immersion effect; the venue; the form of the proposed cultural experience.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Silva Bastos, Arthur, Renata Faria Gomes, Clemilson Costa dos Santos, and José Gilvan Rodrigues Maia. "Synesthesia: A Study on Immersive Features of Electronic Games." Journal on Interactive Systems 9, no. 2 (August 29, 2018): 1. http://dx.doi.org/10.5753/jis.2018.700.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

BORBÉLY, ALBERT. "ON MINIMAL SURFACES SATISFYING THE OMORI–YAU PRINCIPLE." Bulletin of the Australian Mathematical Society 84, no. 1 (June 16, 2011): 33–39. http://dx.doi.org/10.1017/s0004972711002346.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Han, Insook, Timothy Patterson, Hyangeun Ji, and Joseph Eisman. "Virtual Reality and Immersive Tendency for Presence and Empathy." Journal of Interactive Learning Research 35, no. 3 (2024): 287–307. https://doi.org/10.70725/188447jrftmo.

Der volle Inhalt der Quelle
Annotation:
This study explored the use of immersive virtual reality enhancing university students’ presence and empathy in relation to their immersive tendencies. With a first-person narrative delivered through a head-mounted display, a high-immersion virtual reality (VR) was expected to provide engaging embodied experiences, impacting the way students develop feelings of presence and empathy toward a VR movie. To test this, we conducted an experimental study on 48 university students, examining the effects of different VR immersion and participants’ immersive tendency levels on presence and empathy. We found that high-immersion VR increases levels of perceived presence. Additionally, although immersive tendency does not affect presence, it significantly impacts empathy development.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Papavlasopoulos, Angelos, Agnes Papadopoulou, Andreas Floros, and Andreas Giannakoulopoulos. "Entropy as a Transitional In-Game Variable." Technologies 10, no. 4 (July 20, 2022): 88. http://dx.doi.org/10.3390/technologies10040088.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Harrison, M. H., L. C. Keil, C. A. Wade, J. E. Silver, G. Geelen, and J. E. Greenleaf. "Effect of hydration on plasma volume and endocrine responses to water immersion." Journal of Applied Physiology 61, no. 4 (October 1, 1986): 1410–17. http://dx.doi.org/10.1152/jappl.1986.61.4.1410.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Turhan, Tunahan. "On geometry of Lorentzian immersions with non-null hyperelastic curves." Filomat 38, no. 21 (2024): 7469–78. https://doi.org/10.2298/fil2421469t.

Der volle Inhalt der Quelle
Annotation:
We characterize Lorentzian submanifolds by using non-null hyperelastic curves along a Lorentzian immersion defined between suitable two Lorentzian manifolds. We introduce a Lorentzian hyperelastic immersion as a map that carries a hyperelastic curve in the submanifold to a hyperelastic curve in the ambient manifold by the isometric immersion theory. Then, we investigate the characteriza-tion of submanifolds by using hyperelastic curves along Lorentzian immersions. Also, we exemplify the findings.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Mehr Quellen

Dissertationen zum Thema "Immersion"

1

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

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

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.

Der volle Inhalt der Quelle
Annotation:
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
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Jia, Hongyi, and Hongyi Jia. "Chinese Immersion Language Education." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625885.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

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.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

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.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Perroud, Benoit. "Immersion visuelle réaliste : proposition d'un modèle d'évaluation." Thesis, Paris, ENSAM, 2018. http://www.theses.fr/2018ENAM0060/document.

Der volle Inhalt der Quelle
Annotation:
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<br>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
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Andersson, Tom, and 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.

Der volle Inhalt der Quelle
Annotation:
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.<br>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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Bernulf, Carl-William, and 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.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Mehr Quellen

Bücher zum Thema "Immersion"

1

Bédard, Philippe, Alanna Thain, and Carl Therrien. States of Immersion Across Media. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2025. https://doi.org/10.5117/9789048558766.

Der volle Inhalt der Quelle
Annotation:
Immersion across media opens our perception to altered states of consciousness. Far from disconnecting us from our surroundings, these experiences reframe how we connect to the world and to others. In this age of technological acceleration, myriad new media forms redefine our immersive habits and patterns of gratification. States of Immersion Across Media invites readers to slow down and reflect on immersive practices, both new and old, their impact on our bodies, the affective attunements they evoke, the disruptions they afford, and the creative encounters they generate.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

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

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

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

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

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

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Entertainment, Topics, and Instant Immersion. Instant Immersion Italian (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Jorinde Voigt : Immersion: Immersion. Hatje Cantz Verlag GmbH & Co KG, 2019.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Sullivan, Dzintra. Immersion. CreateSpace Independent Publishing Platform, 2017.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Kornegay, Steven. Immersion. Independently Published, 2019.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Trachtman, Adam. Immersion. Blurb, 2023.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Mehr Quellen

Buchteile zum Thema "Immersion"

1

Aksamit, Anna, and 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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Klich, Rosemary, and 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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Konferenzberichte zum Thema "Immersion"

1

Pereyra, Alessandro, Rogine Gomez, Ho Lun Chan, and Vilupanur Ravi. "Corrosion of Open-Cell Aluminum Foams in Natural Seawater." In CORROSION 2021, 1–7. AMPP, 2021. https://doi.org/10.5006/c2021-16926.

Der volle Inhalt der Quelle
Annotation:
Abstract The microbiologically induced corrosion (MIC) behavior of open-cell aluminum foams (UNS A96101) was evaluated in sodium chloride solutions. Cast and heat treated UNS A96101 foams of relative densities in the 6-8% range and pore densities of 10, 20, and 40 pores per inch (PPI) were subjected to immersion tests under three different conditions. In one set of tests, coupons were subjected to immersion in simulated seawater (3.5 wt.% NaCl) under laboratory conditions in accordance with the ASTM G31-12a standard. Another set of experiments was performed by immersing foam test coupons in natural seawater off Terminal Island, Long Beach, California, for 7 and 14 days. An additional series of tests was conducted by immersing coupons in natural seawater aged in the laboratory. The surface of the foam coupons following each of the immersion tests was cleaned using an acid cleaning procedure that was developed expressly for quantifying foam corrosion. The microstructure and surface morphology were then characterized using scanning electron microscopy, coupled with energy dispersive spectroscopy. Microbial analysis of the natural seawater was also conducted.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Hu, Jingtian, Kun Liao, Niyazi Ulas Dinc, Carlo Gigli, Bijie Bai, Tianyi Gan, Xurong Li, et al. "Solid-immersion diffractive imaging." In Emerging Topics in Artificial Intelligence (ETAI) 2024, edited by Giovanni Volpe, Joana B. Pereira, Daniel Brunner, and Aydogan Ozcan, 41. SPIE, 2024. http://dx.doi.org/10.1117/12.3027884.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Bhushan, Raj, Kanika Bhagat, Neetu Bala, and Raj Gaurav Gupta. "Revolutionizing Immersion: VR Technology." In 2024 3rd International Conference on Automation, Computing and Renewable Systems (ICACRS), 96–99. IEEE, 2024. https://doi.org/10.1109/icacrs62842.2024.10841654.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Kopitzke, Steven, Christine E. Sanders, and Matthew Stanley. "Characterizing How Different Modes of Corrosion Exposure Impact Fatigue Testing Results on 4340 HSS Steel." In CONFERENCE 2025, 1–8. AMPP, 2025. https://doi.org/10.5006/c2025-00074.

Der volle Inhalt der Quelle
Annotation:
Abstract Assessing the relationship between corrosion and fatigue performance on steel has historically been executed under immersion conditions. However, it is known that corrosion under immersive conditions does not accurately represent the damage modes observed with atmospheric exposure. To address this deficiency, 4340 HSS fatigue bars were exposed to natural environments, outdoor accelerated conditions, immersion, and wet to dry cycling test methods to understand how the resulting corrosion damage influenced the follow-on fatigue testing. This paper demonstrates the need for new combined effects test methodologies which can assess how the onset and propagation of corrosion can influence fatigue test results to more closely represent real service conditions.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Luiten, Wendy, John Parry, and Robin Bornoff. "Sustainable Immersion Cooling of Servers." In 2024 30th International Workshop on Thermal Investigations of ICs and Systems (THERMINIC), 1–7. IEEE, 2024. http://dx.doi.org/10.1109/therminic62015.2024.10732098.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Rowland, Ben. "Ceramic Epoxy Coatings in Immersion." In SSPC 2017 Greencoat, 1–4. SSPC, 2017. https://doi.org/10.5006/s2017-00050.

Der volle Inhalt der Quelle
Annotation:
Due to its success in the ductile iron wastewater pipe market, ceramic epoxy coatings are being increasingly specified and successfully applied on nearly every substrate used for immersion service in both the water &amp; wastewater industry. Some unique characteristics set these epoxy coatings apart from their traditional counterparts. For instance, ceramic epoxy systems provide high-film builds, eliminate undercutting, minimize permeability, provide superior edge retention and form a non-ablative film.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Zhang, Chenyan, Andrew Perkis, and 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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Paananen, Tiina, Tiina Kemppainen, Markus Makkonen, Matilda Holkkola, Olli Tyrväinen, and Lauri Frank. "Towards Techno-Psychological Immersion: A Narrative Literature Review of Immersion and Its Related Concepts." In 37th Bled eConference. University of Maribor Press, 2024. http://dx.doi.org/10.18690/um.fov.4.2024.34.

Der volle Inhalt der Quelle
Annotation:
Immersion is re-trending interdisciplinary topic in academic research due to new digital innovations, such as augmented reality smart glasses. Immersion is, however, still criticized as being a vague concept which should be clarified. For instance, immersion can be analyzed from both psychological and technological perspectives, yet many studies solely focus on one aspect while neglecting the other. Moreover, technological immersion and immersive technologies can be incorrectly used as synonyms. Thus, in this study, we conducted a narrative literature review of selected articles on immersion. As a result, we present our summary, which includes four sense stimulators (visual, auditory, haptic, and olfactory) of technological immersion and three dimensions (spatial, narrative, and strategic) of psychological immersion. Also, we suggest that immersive technologies should be separated from technological immersion. Lastly, we propose a new perspective to immersion: techno-psychological immersion, which combines technological and psychological viewpoints of immersion.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Sawchuk, A. A., E. Chew, R. Zimmermann, C. Papadopoulos, and 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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Berichte der Organisationen zum Thema "Immersion"

1

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Coles, Henry, and 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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Merrill, C. I., and 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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

ศุภผล, พิชญ์, ประสิทธิ์ ภวสันต์, ดวงดาว อาจองค์, อิทธิพล แจ้งชัด, ปิยฉัฎร ช่วยสีนวล та ผกากรอง สังข์เสนาะ. โครงการพัฒนาระบบนำส่งสารออกฤทธิ์สมุนไพรไทย ด้วยระบบเส้นใยอิเลคโตรสปัน : รายงานฉบับสมบูรณ์. จุฬาลงกรณ์มหาวิทยาลัย, 2010. https://doi.org/10.58837/chula.res.2010.63.

Der volle Inhalt der Quelle
Annotation:
งานวิจัยนี้ทำการศึกษาการขึ้นรูปของแผ่นเส้นใยโพลิอะคลิคโรไนไตร์ดที่ได้จากกระบวนการปั่นเส้นใยด้วยไฟฟ้าสถิตโดยสภาวะที่เหมาะสมสำหรับเตรียมเส้นใยโพลิอะคลิคโรไนไตร์ด ผสมสารสกัดจากเปลือกมังคุดจากกระบวนการปั่นเส้นใยด้วยไฟฟ้าสถิตโดยได้เส้นใยที่มีผิวเรียบ สม่ำเสมอ ปราศจากปุ่มปม คือใช้สารละลายโพลิอะคลิคโรไนไตร์ด ความเข้มข้น 10 % wt ผสมโดยสารสกัดจากเปลือกมังคุดจะถูกใส่ลงในสารละลายพอลิอะคริโลไนไตร์ (polyacrylonitrile) ในปริมาณ 10% 15% 20% และ 30% โดยน้ำหนักของพอลิอะคริโลไนไตร์ (polyacrylonitrile) ซึ่งเส้นใยที่ได้มีขนาด 0.242  0.12 ไมโครเมตร โดย นอกจากนี้ยังทำการศึกษาความเป็นไปได้ในการนำแผ่นเส้นใยโพลิอะคลิคโรไนไตร์ด ระดับนาโนเมตรที่มีสารสก้ดจากเปลือกมังคุดเป็นสารออกฤทธิ์ในการรักษาแผลมาใช้เป็นวัสดุขนส่งยา (Drug delivery carrier) จากนั้นเส้นใยโพลิอะคลิคโรไนไตร์ดจะถูกประเมินความเป็นไปได้ในการใช้เป็นวัสดุขนส่งยาซึ่งมีพอลิเมอร์เป็นระบบควบคุมการปลดปล่อยยา นอกจากนี้ยังมีการศึกษาความสามารถในการปลดปล่อยยาจากตัวเส้นใย โดยใช้วิธีจุ่มแช่ (total immersion) เมื่อทำการแช่เส้นใยดังกล่าวในสารละลาย acetate buffer และ phosphate buffer โดยมี pH 5.5 และ 7.4 ซึ่งใช้เป็นสารละลายจำลองใต้ผิวหนังมนุษย์ในการทดสอบการปลดปล่อยสารสกัดจากเปลือกมังคุดค่าความสามารถใน การศึกษาการปลดปล่อยกรดแกลลิคด้วยวิธี total immersion พบว่าแผ่นเส้นใยโพลิอะคลิคโรไนไตร์ด มีค่าการปลดปล่อยสารสกัดจากเปลือกมังคุด ที่ 10% 15% 20% และ 30% มีค่ามากขึ้นตามลำดับ และการศึกษาพบว่าเมื่อใส่สารสกัดจากเปลือกมังคุดในเส้นใยพอลิอะคริโลไนไตร์สามารถยับยั้งเชื้อวัณโรคได้
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

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

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

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.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Wir bieten Rabatte auf alle Premium-Pläne für Autoren, deren Werke in thematische Literatursammlungen aufgenommen wurden. Kontaktieren Sie uns, um einen einzigartigen Promo-Code zu erhalten!

Zur Bibliographie