Auswahl der wissenschaftlichen Literatur zum Thema „Immersion“

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Zeitschriftenartikel zum Thema "Immersion"

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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 (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 variable
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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.

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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, and Hamdan Gani. "Generating game immersion features for immersive game selection." ILKOM Jurnal Ilmiah 14, no. 3 (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 immersi
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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.

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<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
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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 (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. S
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BORBÉLY, ALBERT. "ON MINIMAL SURFACES SATISFYING THE OMORI–YAU PRINCIPLE." Bulletin of the Australian Mathematical Society 84, no. 1 (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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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.

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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
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Papavlasopoulos, Angelos, Agnes Papadopoulou, Andreas Floros, and Andreas Giannakoulopoulos. "Entropy as a Transitional In-Game Variable." Technologies 10, no. 4 (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 Dar
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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 (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
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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.

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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.
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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 “damage
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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
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Jia, Hongyi, and 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 ob
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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 vis
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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 inter
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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, rép
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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.

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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
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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.

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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 program
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Bücher zum Thema "Immersion"

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

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

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Wolf, Michele. Immersion: Poems. Word Works, 2011.

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

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

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

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

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

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Kornegay, Steven. Immersion. Independently Published, 2019.

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Trachtman, Adam. Immersion. Blurb, 2023.

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Buchteile zum Thema "Immersion"

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Aksamit, Anna, and Monique Jeanblanc. "Immersion." In SpringerBriefs in Quantitative Finance. 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. Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-46488-5_19.

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Howard, Mary, and Elisha Elliott. "Immersion." In Quality Learning. 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. 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. Routledge, 2020. http://dx.doi.org/10.4324/9780367138073-7.

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

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Klich, Rosemary, and Edward Scheer. "Immersion." In Multimedia Performance. 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. Routledge, 2017. http://dx.doi.org/10.4324/9781315673899-6.

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Bartle, Richard A. "Immersion." In Designing Virtual Worlds. CRC Press, 2025. https://doi.org/10.1201/9781003285236-15.

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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. Multilingual Matters, 2011. http://dx.doi.org/10.21832/9781847694041-004.

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Konferenzberichte zum Thema "Immersion"

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

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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 na
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Hu, Jingtian, Kun Liao, Niyazi Ulas Dinc, 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. SPIE, 2024. http://dx.doi.org/10.1117/12.3027884.

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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). IEEE, 2024. https://doi.org/10.1109/icacrs62842.2024.10841654.

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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. AMPP, 2025. https://doi.org/10.5006/c2025-00074.

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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
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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). IEEE, 2024. http://dx.doi.org/10.1109/therminic62015.2024.10732098.

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

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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.
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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.

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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.

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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.
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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, and C. Kyriakakis. "From remote media immersion to Distributed Immersive Performance." In the 2003 ACM SIGMM workshop. ACM Press, 2003. http://dx.doi.org/10.1145/982484.982506.

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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), 1994. http://dx.doi.org/10.2172/10182997.

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2

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

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3

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

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4

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

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5

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

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6

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

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7

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

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8

Thirkell, Anne. Immersion Pedagogy in Gaelic Medium Education. Research Brief. Centre for Teaching Excellence, University of Glasgow, 2025. https://doi.org/10.36399/gla.pubs.355151.

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9

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.

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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 นอกจากนี้ยังทำการศึกษาความเป็นไปได้ในการนำแผ่นเส้นใยโพลิอะคลิ
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10

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), 2005. http://dx.doi.org/10.2172/837433.

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