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1

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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Chen, Bang-Yen. „Slant immersions“. Bulletin of the Australian Mathematical Society 41, Nr. 1 (Februar 1990): 135–47. http://dx.doi.org/10.1017/s0004972700017925.

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A slant immersion is defined as an isometric immersion from a Riemannnian manifold into an almost Hermitian manifold with constant Wirtinger angle. In this article we give some fundamental results concerning slant immersions. Several results on slant surfaces in ℂ2 are also proved.
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CHEN, BANG-YEN. „Ideal Lagrangian immersions in complex space forms“. Mathematical Proceedings of the Cambridge Philosophical Society 128, Nr. 3 (Mai 2000): 511–33. http://dx.doi.org/10.1017/s0305004199004247.

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Roughly speaking, an ideal immersion of a Riemannian manifold into a space form is an isometric immersion which produces the least possible amount of tension from the ambient space at each point of the submanifold. In this paper we study Lagrangian immersions in complex space forms which are ideal. We prove that all Lagrangian ideal immersions in a complex space form are minimal. We also determine ideal Lagrangian submanifolds in complex space forms.
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Nikiforova, Anastasiia, und Natlia Voronova. „Immersive practices in the modern cultural space(world and domestic experience)“. Философия и культура, Nr. 5 (Mai 2023): 60–73. http://dx.doi.org/10.7256/2454-0757.2023.5.40731.

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The subject of this research is the immersive artistic environments that exist in the modern cultural space. Immersive technologies are used today in educational processes, historical reconstruction, various forms of socialization, in visual arts; immersion is implemented as a special scientific approach in anthropological, ethnographic, art history studies. Interactivity and immersiveness are considered here as complex predictable processes whose algorithms are embedded in the very basis of an artistic work or cultural environment. They make it possible to intensify the entire spectrum of sensory-emotional perception, creating not only a new type of artwork, but also a new type of recipient immersed in the process of unfolding an artistic plot. The classification of functions of immersive spaces is proposed in the study. On the example of Russian and foreign art projects, the essential signs and features of immersive art are analyzed and identified. Immersive projects implemented in recent years are considered on the example of the cultural field of the north-west of Russia, as well as a comparative analysis of foreign and domestic events is carried out. The study concluded that immersive environments have both positive and negative potential: a complex effect on human feelings using special technological techniques that affect perception can lead to both the effect of complete immersion and catharsis, and to destructive hyperstimulation of the psyche. And the artistic immersions themselves are more a form of media communication than finished works.
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Pangestu, Andre, Khaira Nova, Dian Septinova und RR Riyanti. „PENGARUH PENGGUNAAN EKSTRAK DAUN JAMBU BIJI (Psidium guajava L.) TERHADAP MORTALITAS EMBRIO, DAYA TETAS, DAN SALEABLE ITIK HIBRIDA“. Jurnal Riset dan Inovasi Peternakan (Journal of Research and Innovation of Animals) 5, Nr. 2 (03.08.2021): 88–93. http://dx.doi.org/10.23960/jrip.2021.5.2.88-93.

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This study aimed to determine the effect of immersion of hybrid duck eggs using guava leaf extract at different concentrations on embryo mortality, hatchability, and saleable duck. The research was conducted in March - April 2020. Guava leaf extract was made at the Animal Production and Reproduction Laboratory, Department of Animal Husbandry, Faculty of Agriculture, University of Lampung. The dyeing and hatching treatments were carried out in Hajimena Village, Natar District, South Lampung. This study used a completely randomized design (CRD) with four treatments, namely without immersing guava leaf extract (P0), immersing with guava leaf extract concentrations of 10% (P1), 20% (P2), and 30% (P3). The results showed that the percentage of embryo mortality without dyeing and immersing guava leaf extract concentrations of 10, 20, and 30% were 40.00%, 24.00%, 16.00%, and 28.00%, respectively. Hatchability of hybrid duck eggs in the treatment without immersion and immersion in guava leaf extract concentrations of 10, 20, and 30% were 60.00, 76.00, 84.00, and 72%, respectively. Saleable duck duck eggs without immersion 93.34% and immersion in guava leaf extract with concentrations of 10, 20, and 30% respectively were 100.00%. It was concluded that immersion of hybrid duck eggs using guava leaf extract at concentrations of 10.00, 20.00, and 30.00% decreased the percentage of mortality, increased hatchability, and increased the salable duck. Keywords: Hybrid duck, Guava leaves extract, Embryonic mortality, Hatchability, Saleable duck
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Meng, Qi. „Application of VR Technology in Brand IP Image Design“. Mathematical Problems in Engineering 2022 (19.03.2022): 1–9. http://dx.doi.org/10.1155/2022/2397056.

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Virtual reality (VR) refers to the computer-generated simulation of a three-dimensional image environment that can be interacted within a seemingly physical way by a person using special electronic equipment and making people interactive and immersive. VR technology is applied to communication activities, producing VR communication. VR technology is applied to news reports, giving birth to the emergence of VR news. The great significance of VR technology for news communication lies in the comprehensive intake and recording and transmission of news site materials so that news events can “reproduce” and “restore.” The most prominent feature of VR transmission is immersion. Immersivity is mainly reflected in the perceptual system and the behavioral system of the human body. The immersion of perception system includes visual immersion, auditory immersion, touch immersion, and other sensory immersion; behavioral system immersion includes the immersion of language system, direction system immersion, and expression system immersion. Immersive communication has experienced three development stages: interactive communication, invasive communication, infiltration, and audience experience. There are three hidden dangers in VR technology in the communication. One is the hidden danger of the technical operation level: the lack of security and stability of the production process may lead to the disappearance of the traditional reporter, the second is the ethical hidden danger: the degradation of “audience” to “mass,” and third is “body” weakening the authority of “addiction”: the emergence of “brain in the cylinder,” the emergence of snooping feast, and the formation of exposed carnival. There are three aspects to prevent VR hidden dangers, layout and top-level design, improve security, and communication efficiency, promote industrial application, enhance user stickiness, strengthen brand building, and create ace IP and quality content.
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Honda, Shun'ichi, und Masatomo Takahashi. „Evolutes and focal surfaces of framed immersions in the Euclidean space“. Proceedings of the Royal Society of Edinburgh: Section A Mathematics 150, Nr. 1 (26.01.2019): 497–516. http://dx.doi.org/10.1017/prm.2018.84.

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AbstractWe consider a smooth curve with singular points in the Euclidean space. As a smooth curve with singular points, we have introduced a framed curve or a framed immersion. A framed immersion is a smooth curve with a moving frame and the pair is an immersion. We define an evolute and a focal surface of a framed immersion in the Euclidean space. The evolutes and focal surfaces of framed immersions are generalizations of each object of regular space curves. We give relationships between singularities of the evolutes and of the focal surfaces. Moreover, we consider properties of the evolutes, focal surfaces and repeated evolutes.
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Grimshaw, Mark, John Charlton und Richard Jagger. „First-Person Shooters: Immersion and Attention“. Eludamos: Journal for Computer Game Culture 5, Nr. 1 (11.07.2011): 29–44. http://dx.doi.org/10.7557/23.6125.

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First-Person Shooter computer games are designed to be immersive experiences yet the phenomenon of immersion is little understood. This article surveys theories of immersion in virtual worlds and examines FPS game elements that might contribute to the state. The roles of attention and positive feedback in facilitating player immersion in FPS games is explored. In particular, the role of selective attention is highlighted before the article finishes with a discussion on the design of immersion in FPS games using the principles presented here.
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Fang, Yu, Xiao Dan Du, Ting Fei Xi, Xiao Ming Feng, Zhen Chen und Zhi Xiong Zhang. „Quantification of BSA in Tissue Engineered Medical Products by ELISA — Problems and Solutions“. Materials Science Forum 610-613 (Januar 2009): 1076–81. http://dx.doi.org/10.4028/www.scientific.net/msf.610-613.1076.

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Aim In this study, the adaptability of an ELISA kit for quantification the residual BSA in TEMPs, the influence of rinsing protocol on reducing the residual BSA in TEMPs and the effectiveness of ultra-filtration on reducing the matrix effects of TEMPs immersion on BSA quantitative by ELISA were discussed. Methods Three kinds of TEMPs used in this study were: tissue engineered skin (TES), recombination human acellular dermal matrix (rhADM) and combination chitosan tissue engineered skin (cC-TES). The devices were rinsed according to the Directions for Use firstly. To investigating the influence of rinsing protocol on reducing the residual BSA in TEMPs, TES were rinsed by two different protocols separately. Then TEMPs immersions were prepared according to ISO10993.12, physiological saline (NS) was used as immersion medium. BSA concentration in immersions and filtrate were determined by using the “Quantitative measure of residual BSA ELISA kit” (detection range was 12.5-200ng/mL, manufactured by WUXI BOSHENG MEDICAL BIO-TEC DEVELOPMENT CO., LTD. As suspected to have some matrix effect on BSA quantification by ELISA kit, rhADM immersion was ultra-filtrated before detection. Results The results showed good correlation between dilution factors and the A450nm of TES and cC-TES immersions, correlation coefficient (r) was 0.9943±0.0007 and -0.9835±0.0037, respectively. No significant effect on BSA detection was found when NS was used as immersion medium. Comparing the results of protocol 1 and 2, the A450nm of TES immersion was significantly decreased after rising by protocol 2. After ultra-filtration, the correlations between absorption and dilution factors of rhADM immersion were improved significantly; the correlation coefficient (r) was raised from -0.7264±0.0089 to -0.9606±0.0039. Conclusions The quantitative ELISA kit was considered to be adaptability for detect the BSA in TEMPs. Different rinsing protocol may obviously affect on reducing the residual BSA in TEMPs. The matrix effects of rhADM immersion can be reduced obviously by using ultrafiltration.
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McLaughlin, John R., Mary E. Trounson, Rex G. Stewart und A. John McKinnon. „Surfactant Solution Transport in Wool Yarn“. Textile Research Journal 58, Nr. 9 (September 1988): 501–6. http://dx.doi.org/10.1177/004051758805800902.

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The immersion absorption of a wool carpet yarn was studied to gain a better understanding of yarn scouring processes. Upon initial immersion in nonylphenol poly(ethylene oxide) (NPEO) surfactant solutions at 50°C, yarn bundles became rapidly and almost completely saturated. After removal from the solution and squeezing, however, complete absorption on subsequent immersions in either an identical solution or distilled water was possible only when the EO chain length of the NPEO surfactant was ≥ 12. For an EO chain length of 9, complete saturation on the subsequent immersions was possible only when the surfactant concentration was <0.5 gl-1. Evidence suggests that the incomplete saturation phenomenon is caused by thin surfactant films that trap air in the yarn interior. The thin films are formed in the squeezing process following the first immersion.
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Deuster, P. A., D. J. Smith, B. L. Smoak, L. C. Montgomery, A. Singh und T. J. Doubt. „Prolonged whole-body cold water immersion: fluid and ion shifts“. Journal of Applied Physiology 66, Nr. 1 (01.01.1989): 34–41. http://dx.doi.org/10.1152/jappl.1989.66.1.34.

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To characterize fluid and ion shifts during prolonged whole-body immersion, 16 divers wearing dry suits completed four whole-body immersions in 5 degrees C water during each of two 5-day air saturation dives at 6.1 msw. One immersion was conducted at 1000 (AM) and one at 2200 (PM) so that diurnal variations could be evaluated. Fifty-four hours separated the immersions, which lasted up to 6 h; 9 days separated each air saturation dive. Blood was collected before and after immersion; urine was collected for 12 h before, during, and after immersion for a total of 24 h. Plasma volume decreased significantly and to the same extent (approximately 17%) during both AM and PM immersions. Urine flow increased by 236.1 +/- 38.7 and 296.3 +/- 52.0%, urinary excretion of Na increased by 290.4 +/- 89.0 and 329.5 +/- 77.0%, K by 245.0 +/- 73.4 and 215.5 +/- 44.6%, Ca by 211.0 +/- 31.4 and 241.1 +/- 50.4%, Mg by 201.4 +/- 45.9 and 165.3 +/- 287%, and Zn by 427.8 +/- 93.7 and 301.9 +/- 75.4% during AM and PM immersions, respectively, compared with preimmersion. Urine flow and K excretion were significantly higher during the AM than PM. In summary, when subjects are immersed in cold water for prolonged periods, combined with a slow rate of body cooling afforded by thermal protection and enforced intermittent exercise, there is diuresis, decreased plasma volume, and increased excretions of Na, K, Ca, Mg, and Zn.
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Kolesch, Doris. „Vom Reiz des Immersiven“. Paragrana 26, Nr. 2 (27.11.2017): 57–66. http://dx.doi.org/10.1515/para-2017-0020.

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AbstractAm Beispiel immersiver Situationen untersucht der Beitrag Verflechtungen zwischen alltäglichen ästhetischen Formationen und performativen Künsten. Denn sowohl in der Theater- und Performancekunst als auch in einem weiten Spektrum von Arbeits-, Konsum- und Erlebniswelten gewinnt Immersion als Erfahrung der Verflüssigung von Grenzen und Räumen zunehmend an Bedeutung. Der Text charakterisiert wesentliche Aspekte immersiver Theaterformen, erläutert kritisch etablierte Konzepte von Immersion und zeigt am Beispiel des Smartphone- und Tabletspiels Pokémon Go das Eindringen des Immersiven in den mediatisierten Alltag. Abschließend wird die seismografische Signifikanz des Immersiven für die Gegenwart reflektiert, insofern Immersion ein neues epistemologisches Verständnis von Subjekt und Welt sowie einen neuen Zugang zu ihr anzuzeigen scheint.
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ZHANG, XIN-MIN. „ISOMETRIC IMMERSION OF MINIMAL SPHERICAL SUBMANIFOLD VIA THE SECOND STANDARD IMMERSION OF THE SPHERE“. Tamkang Journal of Mathematics 23, Nr. 2 (01.06.1992): 145–59. http://dx.doi.org/10.5556/j.tkjm.23.1992.4537.

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Let $M^n$ be a $n$-dimensional compact connected minimal submanifold of the unit sphere $S^{n+p}(1)$. In this paper we study the isometric immersion of $M^n$ into $SM(n +p + 1)$ via the second standard immersion of $S^{n+p}(1)$. We obtain some integral inequalities m terms of the spectrum of the Laplace operator of $M^n$ and find some restrictions on such immersions.
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Zhang, Bo, und Nigel Robb. „Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study“. JMIR Serious Games 9, Nr. 4 (12.10.2021): e27036. http://dx.doi.org/10.2196/27036.

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Background In recent years, augmented reality (AR), especially markerless augmented reality (MAR), has been used more prevalently to create training games in an attempt to improve humans' cognitive functions. This has been driven by studies claiming that MAR provides users with more immersive experiences that are situated in the real world. Currently, no studies have scientifically investigated the immersion experience of users in a MAR cognitive training game. Moreover, there is an observed lack of instruments on measuring immersion in MAR cognitive training games. Objective This study, using two existing immersion questionnaires, investigates students’ immersion experiences in a novel MAR n-back game. Methods The n-back task is a continuous performance task that taps working memory (WM) capacity. We compared two versions of n-back training. One was presented in a traditional 2D format, while the second version used MAR. There were 2 experiments conducted in this study that coordinated with 2 types of immersion questionnaires: the modified Immersive Experiences Questionnaire (IEQ) and the Augmented Reality Immersion (ARI) questionnaire. Two groups of students from two universities in China joined the study, with 60 participants for the first experiment (a randomized controlled experiment) and 51 participants for the second. Results Both groups of students experienced immersion in the MAR n-back game. However, the MAR n-back training group did not experience stronger immersion than the traditional (2D) n-back control group in the first experiment. The results of the second experiment showed that males felt deeply involved with the AR environment, which resulted in obtaining higher levels of immersion than females in the MAR n-back game. Conclusions Both groups of students experienced immersion in the MAR n-back game. Moreover, both the modified IEQ and ARI have the potential to be used as instruments to measure immersion in MAR game settings. Trial Registration UMIN Clinical Trials Registry UMIN000045314; https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000051725
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Bolton, J., C. Rodriguez Montealegre und L. Vrancken. „Characterizing warped-product Lagrangian immersions in complex projective space“. Proceedings of the Edinburgh Mathematical Society 52, Nr. 2 (28.05.2009): 273–86. http://dx.doi.org/10.1017/s0013091507000922.

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AbstractStarting from two Lagrangian immersions and a horizontal curve in S3(1), it is possible to construct a new Lagrangian immersion, which we call a warped-product Lagrangian immersion. In this paper, we find two characterizations of warped-product Lagrangian immersions. We also investigate Lagrangian submanifolds which attain at every point equality in the improved version of Chen's inequality for Lagrangian submanifolds of ℂPn(4) as discovered by Opreaffi We show that, for n≥4, an n-dimensional Lagrangian submanifold in ℂPn(4) for which equality is attained at all points is necessarily minimal.
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Gusta Salempa, Caraka Jaya, Alpius und Charles Kamba. „Durability of Asphalt Concrete Binder Course Using Salassa River Aggregate, North Toraja Regency“. Paulus Civil Engineering Journal 3, Nr. 3 (01.10.2021): 21–27. http://dx.doi.org/10.52722/pcej.v3i3.281.

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The purpose of this study was to determine the effect of immersion variations on the Durability of Intermediate Laston Mixtures. The methodology in this research is to design the specimens using Salassa River aggregate with a composition of 5.00% asphalt content with variations of immersion 0.5 hours, 24 hours, 48 hours, 72 hours, 96 hours. Marshall Immersion Test to get the Durability value due to variations in immersion The results showed that the durability of the asphalt mixture will decrease if it is submerged in water for too long and changes in temperature. Stability of the mixture will decrease if it is submerged in water for too long. The greatest stability is 1394.17 Kg, which means it meets the minimum specification standard of 800 kg. The flow of the asphalt mixture will change its plastic shape due to prolonged immersion. The largest flow value is 2.70. Flow on the asphalt mixture meets the standard specifications of 2-4 mm. The durability value for various immersions in the mixture of Laston Lapis Antara was the largest at 97.44% at 24 hour immersion, the smallest value at 80.62%. The limit of immersion tolerance is 48 hours with a value of 94.59%.
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Kusumo W, Eko Cahyo, und Banung Grahita. „Analisis Technical Immersion pada Film Animasi Berbasis Virtual Reality “Crow The Legend”“. ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 9, Nr. 01 (14.04.2023): 29–44. http://dx.doi.org/10.33633/andharupa.v9i01.5258.

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Abstrak Film konvensional menggunakan aspek cerita dan aspek sinematografi untuk membangun penceritaan visual dalam film. Pada film VR, terdapat pengalaman imersif yang dapat mengurangi fokus penonton pada konten cerita. Film animasi Crow: The Legend (2018) merupakan animasi yang memiliki penceritaan visual yang dinilai berhasil menyeimbangkan sisi imersif dan storytelling, salah satunya karena memenangkan penghargaan di kategori Immersive Storytelling Narrative VR di My Hero Film Festival 2018. Penelitian ini bertujuan untuk mengkaji bagaimana aspek sinematografi yang biasa digunakan dalam film konvensional, digunakan untuk penceritaan visual dalam film animasi VR Crow: The Legend. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan analisis data menggunakan teori aspek sinematografi dan aspek imersif. Analisis dilakukan dengan menggunakan teori Technical Immersion (Elmenzeny, 2018). Peneliti menemukan bahwa aspek sinematografi yang dibagi menjadi; sudut pandang, continuity, cutting, komposisi dan tata cahaya yang disesuaikan dengan aspek Technical Immersion dapat diadaptasi untuk penggunaan dalam film VR. Kata kunci: animasi, immersion, sinematografi, virtual reality AbstractConventional films use story and cinematographic aspects to build visual storytelling in films. In VR movies, there is an immersive experience that can reduce the audience's focus on the story content. The animated film Crow: The Legend (2018) is an animation that has a visual storytelling that is considered successful in balancing the immersive and storytelling sides, one of which is because it won an award in the Immersive Storytelling Narrative VR category at My Hero Film Festival 2018. This study aims to examine how the cinematographic aspects which are commonly used in conventional films are used for visual storytelling in the animated film VR Crow: The Legend. The research method used is descriptive qualitative with data analysis using the theory of cinematographic aspects and immersive aspects. The analysis was carried out using the Technical Immersion theory (Elmenzeny,2018). The researcher found that cinematography aspects which were divided into point of view, continuity, cutting, composition and lighting adapted to Technical Immersion aspects could be adapted for use in VR films. Keywords: animation, cinematography, immersion, virtual reality
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COLARES, ANTONIO GERVASIO, und FERNANDO ENRIQUE ECHAIZ-ESPINOZA. „CONSTANT SCALAR CURVATURE HYPERSURFACES WITH SECOND-ORDER UMBILICITY“. Glasgow Mathematical Journal 51, Nr. 2 (Mai 2009): 219–41. http://dx.doi.org/10.1017/s0017089508004643.

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AbstractWe extend the concept of umbilicity to higher order umbilicity in Riemannian manifolds saying that an isometric immersion is k-umbilical when APk−1(A) is a multiple of the identity, where Pk(A) is the kth Newton polynomial in the second fundamental form A with P0(A) being the identity. Thus, for k=1, one-umbilical coincides with umbilical. We determine the principal curvatures of the two-umbilical isometric immersions in terms of the mean curvatures. We give a description of the two-umbilical isometric immersions in space forms which includes the product of spheres $S^{k}(\frac{1}{\sqrt{2}})\times S^{k}(\frac{1}{\sqrt{2}})$ embedded in the Euclidean sphere S2k+1 of radius 1. We also introduce an operator φk which measures how an isometric immersion fails to be k-umbilical, giving in particular that φ1 ≡ 0 if and only if the immersion is totally umbilical. We characterize the two-umbilical hypersurfaces of a space form as images of isometric immersions of Einstein manifolds.
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Mestrener, Leandro Rahal, Sandra Rahal Mestrener, Cleidiel Aparecido Araujo Lemos, André Luiz Fraga Briso, Renato Herman Sundfeld und Ticiane Cestari Fagundes. „Repair bond strength and degradation of glass ionomer cements after mechanical and chemical challenges“. Brazilian Journal of Oral Sciences 19 (06.05.2020): e201715. http://dx.doi.org/10.20396/bjos.v19i0.8659174.

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Aim: Little is known about the reparability of glass ionomer cements (GICs) after storage in acid environments. The aim of this study was to evaluate the solubility and repairability of GICs immersed in acid solutions and subjected to brushing. Methods: Thirty discs of each GIC (Vitremer, VitroFil LC, VitroFil, and Maxxion R) were divided into three immersion groups: distilled water, Coca-Cola, or hydrochloric acid (HCl), then subjected to brushing. The weight of discs was measured before and after the immersions to determine mass alteration. Each disc was repaired, by adding the same brand of GIC over its surface. After immersing the repaired specimens in same solutions, shear bond strengths using universal testing machine were measured. Two-way ANOVA and Tukey’s test was used (α=0.05). Results: Resin-modified GICs degrade after HCl immersion followed by brushing (p<0.05), while self-cured GICs were negatively affected by all challenges (p<0.05). The challenges decreased the repair strength for VitroFil LC (p<0.05), which had higher repair shear bond strength than the other GICs (p<0.05), exhibiting most cohesive failures. Conclusion: Self-cured GICs degraded when immersed in all acid solutions with brushing while resin-modified GICs only degraded following HCl immersion with brushing. Despite exhibiting the best repair results, VitroFil LC was the only GIC that was influenced by all the acid challenges.
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NIKKUNI, RYO. „COMPLETELY DISTINGUISHABLE PROJECTIONS OF SPATIAL GRAPHS“. Journal of Knot Theory and Its Ramifications 15, Nr. 01 (Januar 2006): 11–19. http://dx.doi.org/10.1142/s0218216506004282.

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A generic immersion of a finite graph into the 2-space with p double points is said to be completely distinguishable if any two of the 2p embeddings of the graph into the 3-space obtained from the immersion by giving over/under information to each double point are not ambient isotopic in the 3-space. We show that only non-trivializable graphs and non-planar graphs have a non-trivial completely distinguishable immersion. We give examples of non-trivial completely distinguishable immersions of several non-trivializable graphs, the complete graph on n vertices and the complete bipartite graph on m + n vertices.
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Carter, Sheila, und Zerrin Şentürk. „The Space of Immersions Parallel to a given Immersion“. Journal of the London Mathematical Society 50, Nr. 2 (Oktober 1994): 404–16. http://dx.doi.org/10.1112/jlms/50.2.404.

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Lucho Lingan, Cesar, Meng Li und Arnold P. O. S. Vermeeren. „THE IMMERSION CYCLE: UNDERSTANDING IMMERSIVE EXPERIENCES THROUGH A CYCLICAL MODEL“. Proceedings of the Design Society 1 (27.07.2021): 3011–20. http://dx.doi.org/10.1017/pds.2021.562.

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AbstractThe present work introduces a cyclical model which showcases the process of immersion during Immersive Technological Experiences (ITEs) such as Virtual Reality, Augmented Reality and Mixed Reality. This model is based on the identified concepts around immersion and immersive environments across 30 years. The concepts' similarities were used to organize them on a cyclical model by acknowledging the user's presence at the beginning and end of immersive experiences. The proposed model's value relies on its cyclical approach based on a user-centred perspective and having a general overview of the immersion process. The Immersive cycle can serve as a mapping tool for developers and researchers, thanks to the inclusion of guidelines that complements the model. Both of these were used in three different examples of ITEs. Furthermore, the cyclical model could be used as a tool for ideation and conceptualization during the early stages of developing immersive experiences. Nevertheless, it is recognized that this is the first step in developing this model; therefore, it still needs to be validated and improved based on tests with developers, designers and researchers in the field.
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Yin, Dawei, Shaojie Chen, Bing Chen, Rui Liu und Faxin Li. „Experimental Study on Immersion Effects of Pressure Water on the Tensile Characteristics of Sandstone Samples“. Geofluids 2021 (01.02.2021): 1–11. http://dx.doi.org/10.1155/2021/6694881.

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In this study, Brazilian splitting tests were conducted on sandstone samples subjected to drying and immersing at water pressures of 0, 1, and 3 MPa (immersion duration of 120 h). Investigation of the immersion effects of pressure water on the tensile characteristics of the samples revealed that their tensile strengths decreased with the immersion water pressure. Relative to a sandstone sample subjected to drying alone, immersing at water pressures of 0, 1, and 3 MPa reduced the tensile strength by 12.96%, 19.03%, and 30.16%, respectively. Although the immersed samples experienced splitting failure indicative of obvious brittle failure characteristics, decreases in the postpeak stress reduction rate with immersion water pressure revealed that the intensity of brittle failure weakened with pressure. Based on the obtained data, the deformation evolution process of the sandstone samples could be divided into five stages: deformation adjustment, formation of local deformation zones, local deformation zone propagation, failure surface formation, and sample failure. The water pressure aggravated the physicochemical reactions between water and the hydrophilic minerals in the sandstone, promoting argillisation, dissolution, and loss of hydrophilic minerals and interparticle cementitious materials. As a result of these immersion micromechanisms, the deterioration of the sandstone samples increased with the immersion water pressure, with the average porosities of the fracture surfaces at 0, 1, and 3 MPa increasing by 142.86%, 368.37%, and 593.88%, respectively, relative to the dried sample. As a result of these morphological changes, the sandstone samples subjected to water pressure immersion failed at small axial stresses with low levels of applied mechanical energy.
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Christela Melviana, Agustine, Rizkita Rachmi Esyanti, Maizirwan Mel und Roy Hendroko Setyobudi. „Biomass Enhancement of Stevia rebaudiana Bertoni Shoot Culture in Temporary Immersion System (TIS) RITA® Bioreactor Optimized in Two Different Immersion Periods“. E3S Web of Conferences 226 (2021): 00007. http://dx.doi.org/10.1051/e3sconf/202122600007.

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Stevia plant contains steviol glycosides, which are estimated to be 300 times sweeter than sucrose. However, conventional (in vivo) propagation of Stevia rebaudiana in Indonesia was not effective due to poor results. Therefore, an alternative method to propagate stevia plants is needed. One of them is by using in vitro method. Multiplication with a large quantity of stevia biomass in a relatively short period can be conducted by using TIS RITA® (Recipient for Automated Temporary Immersion System). This study aimed to evaluate the effect of the immersion period of the medium on growth and the medium bioconversion into the production of shoot biomass. The bioreactors were set up with 15 min and 30 min immersions periods, scheduled every 6 h, and incubated for 21 d. The result indicated that the immersion period affected the biomass and growth rate (µ). Amount of 30 min immersion showed a greater percentage of shoot multiplication, higher biomass, percentage of leaf growth, growth rate, and productivity compared to 15 min immersion. The pattern of sucrose, mineral, and inorganic compounds consumption followed the growth of plant biomass for both systems. In conclusion, 30 min immersion gave a greater efficiency medium bioconversion to plant biomass compared with 15 min immersion.
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Cook, Kay K. „Immersion“. a/b: Auto/Biography Studies 10, Nr. 1 (Januar 1995): 66–80. http://dx.doi.org/10.1080/08989575.1995.10815058.

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Trif, Vasile. „Immersion“. Revue Possibles 45, Nr. 2 (01.12.2021): 186–87. http://dx.doi.org/10.62212/revuepossibles.v45i2.652.

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Bienvenue, Rita M. „French Immersion Programs: A Comparison of Immersion and Non-Immersion Parents“. Canadian Modern Language Review 42, Nr. 4 (März 1986): 806–13. http://dx.doi.org/10.3138/cmlr.42.4.806.

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Shizuka, Hiroo, Katsuhiko Sakai und Kazumasa Iwakura. „Investigation of the Surface-Modification Effect by Oil-Immersion Treatment on Carbide Tool“. Advanced Materials Research 1017 (September 2014): 377–82. http://dx.doi.org/10.4028/www.scientific.net/amr.1017.377.

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This paper describes the effect of oil-immersion treatment on the surfaces of cutting tools. In this study, the ‘oil-immersion treatment’ refers to the modification of the tool’s surface by immersing the tool in a treatment solution and heating under pressure. Our previous study demonstrated that such treatment reduces the wear on cutting tools. In this study, the effect of oil-immersion treatment on a carbide cutting tool was investigated by EPMA (electron probe microanalysis) and XPS (x-ray photoelectron spectroscopy). SEM (scanning electron microscope) and EPMA examination revealed that oil-immersion treatment reduces the amount of cobalt on the tool’s surface and forms sulphur deposits. XPS analysis of the chemical bonds on the surfaces revealed the presence of cobalt sulphide and inorganic carbon. In addition, friction tests showed that the oil-immersion treatment reduces the friction coefficient of the tool.
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Robbani, Abdullah Syahid, Umi Baroroh, Tulus Musthofa, Sigit Purnama, Sugeng Sugiyono und Ahmad Zaki Annafiri. „The role of technology in language immersion: a systematic literature review“. International Journal of Evaluation and Research in Education (IJERE) 13, Nr. 2 (01.04.2024): 705. http://dx.doi.org/10.11591/ijere.v13i2.26733.

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<span lang="EN-US">Challenges and oppositions related to language immersion implementation are still ongoing, although numerous types of research have shown the positive impact provided by this program in a wide range of aspects. One of the most bulging challenges is that language learners are restrained from conducting language immersion directly in the country where the target language is spoken. To responding such challenges, the researchers, through this systematic literature review, reveal many important aspects that one should consider in achieving successful language immersion and probe the right technology that could provide an immersive language-learning environment. The researchers explored 56 articles covered in this research scope based on the inclusion criteria to answer the existing formulation of problems. The result identified the importance of the environment, the leader and teacher’s vital role in establishing the immersion program’s objective, and translating parents’ expectations when registering their children for the program. Utilizing technology such as virtual reality and games in language learning can imitate an immersive language experience. Developing other kinds of technology is required to bring a vaster preference for the parents who want to apply language immersion through technology in their children’s language learning.</span>
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Tipton, M. J., D. A. Stubbs und D. H. Elliott. „Human initial responses to immersion in cold water at three temperatures and after hyperventilation“. Journal of Applied Physiology 70, Nr. 1 (01.01.1991): 317–22. http://dx.doi.org/10.1152/jappl.1991.70.1.317.

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The present investigation was designed to examine the influence of water temperature and prior hyperventilation on some of the potentially hazardous responses evoked by immersion in cold water. Eight naked subjects performed headout immersions of 2-min duration into stirred water at 5, 10, and 15 degrees C and at 10 degrees C after 1 min of voluntary hyperventilation. Analysis of the respiratory and cardiac data collected during consecutive 10-s periods showed that, at the 0.18-m/s rate of immersion employed, differences between the variables recorded on immersion in water at 5 and 10 degrees C were due to the duration of the responses evoked rather than their magnitude during the first 20 s. The exception to this was the tidal volume of subjects, which was higher on immersion in water at 15 degrees C than at 5 or 10 degrees C. The results suggested that the respiratory drive evoked during the first seconds of immersion was more closely reflected in the rate rather than the depth of breathing at this time. Hyperventilation before immersion in water at 10 degrees C did not attenuate the respiratory responses seen on immersion. It is concluded that, during the first critical seconds of immersion, the initial responses evoked by immersion in water at 10 degrees C can represent as great a threat as those in water at 5 degrees C; also, in water at 10 degrees C, the respiratory component of this threat is not influenced by the biochemical alterations associated with prior hyperventilation.
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Doumanis, Ioannis, und Daphne Economou. „REVERIE Virtual Hangout“. International Journal of Virtual and Augmented Reality 5, Nr. 2 (Juli 2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.

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Social media sites have gained popularity in the past decade by enabling people to create and share content online easily. However, social media cannot engage users on a level beyond content prosumption to create immersive experiences. A promising technology to create such experiences is multimodal virtual reality. REVERIE is a multimodal framework with an integrated workflow for developing immersive experiences, including various forms of virtual representation of human users (e.g., replicas and avatars). To demonstrate the social and collaborative capabilities of the framework, the authors created the Virtual Hangout. It features a VE where people can meet online to socialise and collaborate. This paper presents a study designed to evaluate user immersion using participants with variable computer skills. The results showed that participants experienced engagement-based immersion but not presence. Barriers to immersion were the absence of pleasurable interactions and the participants' computer skills. The authors propose DGs for deeply immersive experiences in Virtual Hangout and similar systems.
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Rożyński, Maciej, Krystyna Demska-Zakęś und Zdzisław Zakęś. „Influence of brief immersion in an aqueous solution of sodium chloride and/or copper sulphate on the physiological state of pikeperch (Sander lucioperca (L.)) selects“. Fisheries & Aquatic Life 30, Nr. 2 (01.06.2022): 104–11. http://dx.doi.org/10.2478/aopf-2022-0010.

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Abstract The study was conducted with the aim of determining the influence of brief immersions in aqueous solutions of sodium chloride (NaCl) and/or copper sulphate (CuSO4) on the physiological state (hematological and blood plasma biochemical indicators) of pikeperch selects (body weight 509.89 ± 99.56 g; body length 33.9 ± 2.0 cm). Immersion was conducted in a water temperature similar to that of spawning (15.1°C). The fish were divided into three experimental groups and one control group: NaCl group (NaCl concentration – 5 g l−1), CuSO4 group (CuSO4 concentration – 1.5 mg l−1), and NaCl+CuSO4 group (NaCl concentration – 5 g l−1; CuSO4 concentration – 1.5 mg l−1). Blood was drawn immediately after immersion (0 h), 24, and 48 h following the conclusion of immersion. Immediately after immersion, elevated values were noted in white and red blood cell counts, hematocrit, and hemoglobin, while mean corpuscular hemoglobin concentration values were elevated only in the NaCl group 24 and 48 h following the conclusion of immersion. Changes in blood plasma biochemical indicators were noted only immediately after the conclusion of immersion with elevated values of glucose (NaCl, CuSO4, and NaCl+CuSO4 groups), lactate (NaCl and CuSO4 groups), and ammonia, sodium, and chlorine ions (CuSO4 group). Greater aspartate aminotransferase activity was noted in the fish from the CuSO4 group immediately after immersion, while the least significant changes following immersion were noted in specimens from the NaCl+CuSO4 group.
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Du Vignaux, Maÿlis Merveilleux, Pierre-Majorique Léger, Patrick Charland, Youness Salame, Emmanuel Durand, Nicolas Bouillot, Mylène Pardoen und Sylvain Sénécal. „An Exploratory Study on the Impact of Collective Immersion on Learning and Learning Experience“. Multimodal Technologies and Interaction 5, Nr. 4 (07.04.2021): 17. http://dx.doi.org/10.3390/mti5040017.

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This paper aims to explore the impact of a collective immersion on learners’ engagement and performance. Building on Bandura’s social learning theory and the theory on the sense of presence, we hypothesise that collective immersion has a positive impact on performance as well as cognitive, emotional and behavioural engagement. Ninety-three participants distributed in four conditions took part in the experiment. The four conditions manipulated the collective and individual dimensions of the learning environment as well as the high and low immersion of the learning material. The two conditions that offered a high immersion setting used two types of the novel immersive dome: a large one for collective immersion and a small one for individual use. All participants were presented with the same stimuli, an 8-min-long video of a virtual neighbourhood visit in Paris in the 18th century. The participants’ reactions were measured during and after the task. The learning outcome, as well as the cognitive, emotional and behavioural engagement, were measured. Final results showed that collective immersion learning outcomes are not significantly different, but we find that collective immersion impacts the cognitive, emotional and behavioural engagement of learners.
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Nakamura, Kae, Yuma Nagashima, Hiraku Muto, Ryo Nakano und Takahiro Ishizaki. „Corrosion Behavior of Mg(OH)2/Mg–Al Layered Double Hydroxides/AlO(OH) Composite Film Prepared by Steam Coating on Mg Alloy AZCa612“. Journal of The Electrochemical Society 169, Nr. 2 (01.02.2022): 021508. http://dx.doi.org/10.1149/1945-7111/ac54db.

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This study investigated the corrosion behavior of the corrosion-resistant films steam coated on AZCa612 magnesium alloy. The film samples were corroded by immersing them in 5 wt% NaCl aqueous solution for a predetermined time. The corroded films were characterized using scanning electron microscopy, energy-dispersive X-ray spectroscopy, glancing angle X-ray diffraction, Fourier transform infrared spectroscopy, potentiodynamic polarization measurements, hydrogen generation measurements, and electrochemical impedance spectroscopy. The amount of Mg–Al–CO3 layered double hydroxides (LDHs) in the film slightly decreased from the beginning of immersion to 120 h after immersion and gradually increased thereafter. Mg–Al–Cl LDHs were formed after 6 h of immersion and rapidly grew as the immersion progressed. In addition, even with the gradual decrease in the corrosion resistance of the film, there was no major damage observed on the substrates. These results indicate that the corrosion protection mechanism varied with the immersion time. The corrosion-resistant property under a short immersion time could be attributed to the high corrosion resistance of Mg(OH)2 and AlO(OH), whereas it is attributed to the coverage provided by the Mg–Al–Cl and Mg–Al–CO3 LDHs under a longer immersion duration.
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Zhang, Qiang, Wen Jing Qin, Huan Qi Cao, Li Ying Yang und Shou Gen Yin. „Efficiency Enhancement of Organic Solar Cells with Process-Optimized Silver Nanoprisms“. Applied Mechanics and Materials 598 (Juli 2014): 327–30. http://dx.doi.org/10.4028/www.scientific.net/amm.598.327.

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We fabricated silver nanoprisms (AgNPs) on ITO by immersing ITO substrates in AgNPs solution for a series of immersion times. The amount of adsorbed AgNPs increased with immersion time. The AgNPs showed plasmonic absorption in the range of 400 – 600 nm and were used in organic solar cells (OSCs). The device performance was the best when the immersion time was 30 min, corresponding to AgNPs coverage of 68%. Under this condition, the device showed short-circuit current density (JSC) of 10.10 mA cm-2(18% improved), and power conversion efficiency (PCE) of 3.88% (23% improved).
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Tipton, M. J., D. A. Stubbs und D. H. Elliott. „The Effect of Clothing on the initial Responses to Cold Water Immersion in man“. Journal of The Royal Naval Medical Service 76, Nr. 2 (Juni 1990): 89–95. http://dx.doi.org/10.1136/jrnms-76-89.

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AbstractThe protection provided by three clothing assemblies against the cold shock response was investigated. Nine healthy male volunteers each undertook three two minute head-out immersions into stirred water at 10°C. The subjects wore a different clothing assembly for each immersion, these were: (a)Swimming trunks only;(b)Conventional clothing (equivalent to RN No 8s);(c)Conventional clothing plus windproof/showerproof clothing (RN foul-weather clothing Mk III).The cardiac, ventilatory and thermal responses of the subjects were examined before and during the immersions.No significant differences were found between the magnitude of the responses recorded on immersion when conventional clothing or foul-weather clothing were worn. Mean skin temperature was lower (P<0.05) and respiratory frequency and minute ventilation were higher (P<0.05) on immersion in swimming trunks compared to the other two conditions.It is concluded that when policies for the use of immersion protective clothing are being formulated, consideration should be given to all of the potentially hazardous responses associated with cold water immersion.
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Thompson, Meredith, Cigdem Uz-Bilgin, M. Shane Tutwiler, Melat Anteneh, Josephine Camille Meija, Annie Wang, Philip Tan et al. „Immersion positively affects learning in virtual reality games compared to equally interactive 2d games“. Information and Learning Sciences 122, Nr. 7/8 (19.07.2021): 442–63. http://dx.doi.org/10.1108/ils-12-2020-0252.

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Purpose This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.
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Hafner, Manuela, und Jeroen Jansz. „The Players‘ Experience of Immersion in Persuasive Games“. International Journal of Serious Games 5, Nr. 4 (18.12.2018): 63–79. http://dx.doi.org/10.17083/ijsg.v5i4.263.

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Game studies has seen an increasing interest in serious games with a persuasive goal. Yet, empirical research about the impact of these persuasive games is still limited. This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences in My Life as a Refugee and PeaceMaker, games that address pressing socio-political issues. Theoretically, our research was based on immersion theory and Calleja’s account of player involvement. We conducted in-depth interviews with twelve participants. Our results showed that players experienced the two games in a similar way. With respect to immersion, our results highlight its different aspects by showing that the games’ narratives had the largest impact on feeling immersed. Our participants also experienced ludic, affective, and spatial immersion, which partly deepened their narrative immersion. Finally, we found that perceived realism, narrative depth, and identification contributed to the immersive experience. The major contribution of this paper is showing that immersion heightened participants’ susceptibility to persuasion within the gaming environment, while adding that the roles of emotion and identification in immersion warrant further research.
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Shin, Donghee, und Frank Biocca. „Exploring immersive experience in journalism“. New Media & Society 20, Nr. 8 (30.09.2017): 2800–2823. http://dx.doi.org/10.1177/1461444817733133.

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Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ context that integrates cognitive, affective, and behavioral factors as the primary influencing determinants. The results indicate that the meaning of immersion strongly depends on the users’ traits and contexts and that the function of immersion is strongly determined by the users’ own cognition and intentions. VR stories are viewed and accepted based on the manner that users imagine and intend to experience them. The model demonstrates the users’ cognitive processes of experiencing quality, value, and satisfaction, which determine how people empathize with and embody VR stories. The results confirm the relationship between immersion and both empathy and embodiment, implying a new conceptualization of immersion in the IJ context.
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Rose, Tyler, und Karen B. Chen*. „Effect of levels of immersion on performance and presence in virtual occupational tasks“. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, Nr. 1 (September 2018): 2079–83. http://dx.doi.org/10.1177/1541931218621469.

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Occupational training has seen a shift towards newer, more immersive and interactive instruction delivery methods, including virtual reality. Much of this research, however, has not fully examined immersion and presence as primary characteristic that could influence training outcomes. Additionally, a variety of objective measures as indicators of presence virtual environments have received recent, yet limited research attention. This pilot study examined human performance and presence in virtual reality by monitoring cardiac activity during a simple occupational training task at varying levels of immersion. Physiologic response, via heart rate, and task performance did not see a statistically significant response to immersion in a simple occupational assembly task. Findings suggested that the level of immersion did not affect task performance in terms of accuracy. It is possible that simulations of simple occupational tasks for training task accuracy do not require high levels of immersion. Subjective presence response was marginally affected by immersion, and it exhibited a statistically significant correlation to heart rate. It is possible that certain types of physiological measures are more appropriate objective indicators of presence in different simulation contexts.
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Stopel, Bartosz. „Toward Embodied Defamiliarization: Immersion, Predictive Processing, and Anna Kavan’s Ice“. Style 58, Nr. 1 (Februar 2024): 46–66. http://dx.doi.org/10.5325/style.58.1.0046.

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ABSTRACT In an attempt to further develop debates at the intersection of cognitive and unnatural narratology, the article argues in favor of a framework for capturing immersion–defamiliarization interaction in narratives, which involves the possibility of defamiliarization being an embodied phenomena that does not adversely affect immersion. The article argues that when framing scalar models of the immersion–defamiliarization axis in embodied predictive processing and in the psychology of art, defamiliarization can in some cases take an embodied form, which does not obstruct immersion. The argument is developed with three interrelated claims showcasing that immersion requires some degree of defamiliarization in the first place, that stylistic features, far from being transparent, can mitigate defamiliarization effects in unnatural narratives and sustain immersion because of emotional charge, and those reflective or critical attitudes associated with defamiliarization can take a form of intuitions and sensations, remaining embodied rather than distanced and cerebral. The article illustrates this point by analyzing Anna Kavan’s avant-garde novel Ice, which is both a staple of unnatural narratives and unusual for its immersive capacities.
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