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Auswahl der wissenschaftlichen Literatur zum Thema „Immersives technologies“
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Zeitschriftenartikel zum Thema "Immersives technologies"
Bebey, Danielle. „Les technologies immersives en formation : révolution numérique stratégique ou dispositifs parmi d’autres?“ Médiations et médiatisations, Nr. 15 (28.06.2023): 214–20. http://dx.doi.org/10.52358/mm.vi15.354.
Der volle Inhalt der QuelleRoy, Normand, Bruno Poellhuber und Marie-Claude Larouche. „Le potentiel didactique et pédagogique des technologies immersives en classe de Monde contemporain : opportunités et défis“. Médiations et médiatisations, Nr. 16 (30.10.2023): 138–52. http://dx.doi.org/10.52358/mm.vi16.359.
Der volle Inhalt der QuelleAngulo Mendoza, Gustavo Adolfo, Patrick Plante und Caroline Brassard. „Regards sur les technologies immersives en éducation et en formation“. Médiations et médiatisations, Nr. 15 (28.06.2023): 3–10. http://dx.doi.org/10.52358/mm.vi15.375.
Der volle Inhalt der QuelleVerchier, Yann, Christelle Lison und Chloé Duvivier. „Technologies immersives et acquisition de compétences : une discussion“. Médiations et médiatisations, Nr. 15 (28.06.2023): 221–29. http://dx.doi.org/10.52358/mm.vi15.347.
Der volle Inhalt der QuelleBédard, Philippe. „Les technologies immersives vues à travers des lunettes d’opéra“. Revue musicale OICRM 10, Nr. 2 (2023): 16. http://dx.doi.org/10.7202/1108272ar.
Der volle Inhalt der QuelleCourvoisier, François H., und Antonia Jaquet. „L’interactivité et l’immersion des visiteurs“. Décisions Marketing N° 60, Nr. 4 (01.12.2010): 67–71. http://dx.doi.org/10.3917/dm.060.0067.
Der volle Inhalt der QuelleLewis, François, Gustavo Adolfo Angulo Mendoza, Caroline Brassard und Patrick Plante. „Usage des technologies immersives (réalité virtuelle, augmentée et vidéo 360) dans l’enseignement supérieur“. Médiations et médiatisations, Nr. 15 (28.06.2023): 11–32. http://dx.doi.org/10.52358/mm.vi15.330.
Der volle Inhalt der QuelleCoppens, Adrien, Tom Mens und Mohamed-Anis Gallas. „Modélisation Paramétrique en Réalité Virtuelle“. SHS Web of Conferences 82 (2020): 03005. http://dx.doi.org/10.1051/shsconf/20208203005.
Der volle Inhalt der QuelleLacote-Coquereau, Cécile, Patrice Bourdon, Cendrine Mercier und Gaëlle Lefer-Sauvage. „Scenario pédagogique et artefacts numériques de réalité virtuelle pour étayer l'activité de jeunes autistes vers un habitat inclusif partagé“. Médiations et médiatisations, Nr. 15 (28.06.2023): 50–77. http://dx.doi.org/10.52358/mm.vi15.348.
Der volle Inhalt der QuelleBallarini, Marie, und Charles-Alexandre Delestage. „Dissonance des objectifs dans la chaîne de production des œuvres patrimoniales en réalité virtuelle“. Réseaux N° 242, Nr. 6 (14.12.2023): 163–202. http://dx.doi.org/10.3917/res.242.0163.
Der volle Inhalt der QuelleDissertationen zum Thema "Immersives technologies"
Barroy, Willy. „L’hybridation du dispositif de formation d’Airbus Helicopters face aux technologies immersives : des enjeux d’apprentissage individuel et organisationnel“. Thesis, Toulon, 2018. http://www.theses.fr/2018TOUL0002.
Der volle Inhalt der QuelleThe purpose of this research is to better understand how training devices evolve, with the introduction of virtual reality technology, in industrialized training situations. This work I based on an immersion in the "training" department of Airbus Helicopters. The research-action approach allows us to observe and participate in the emergence of a technology of reality for pilot’s training. The tool is put in situation with customers as part of their training and several demonstrations are made to actors of different trades around the training. We identify hybrid configurations in the sense that training situations are both practical and at the same time theoretical in the language of the organization. Then we show that the implementation of these technologies requires to rethink a traditional rationalization. These elements allow to suggest an "approach by the hybridization of systems" gives the organization the ability to reconsider its own project (structured objects of information, organization chart, skills and trades of actors). It is a depth questioning of the learning organization that is possible, from the experience of subjects
Abdel-Razek, Abdul-Rahman. „Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service“. Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.
Der volle Inhalt der QuelleNowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
Bisson, Isaline. „Approche multidimensionnelle et collaborative de la conception de formations professionnelles immersive centrée sur les utilisateurs“. Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA024.
Der volle Inhalt der QuelleToday, an increasing number of industrial companies are embracing immersive technologies (IT). These innovative technologies are primarily used in professional training to enhance operator learning. Numerous academic and industrial studies have demonstrated the benefits of using these new methods, both in terms of learning quality and the deployment of new learning situations that were previously inaccessible. However, there still exists a notable lack of user-centric consideration in designing these new training tools, which limits their full potential. However, there is still a lack of consideration for users in the design of these new training materials, which limits their potential benefits. Stäubli, a global supplier of industrial and mechatronic solutions (electrical fittings, fluid fittings, robots, and textiles), has decided to address this issue in the context of a CIFRE thesis in partnership with the ERCOS unit of the ELLIADD laboratory (UR 4661).Incorporating user perspectives into the design of products, especially immersive training systems, is challenging due to its multidisciplinary and highly collaborative nature. Therefore, the objective of our research is to propose a methodological framework for collaborative user-centered design of immersive professional training (IPT).Our research makes several contributions. Firstly, we conducted (i) an analysis of training practices within the Stäubli company, coupled with (ii) a qualitative analysis of the barriers and opportunities associated with IT. Based on this and a review of the field, our second contribution is the proposal of an original model of the user-centered collaborative design process for IPT. This model was tested in various training project cases, including initial design, redesign, and remote scenarios, in diverse execution contexts (mandatory IT use, absence of training plans, tight time constraints, etc.). On one hand, the design process was validated by evaluating the outcomes, namely the developed applications. Their usability, acceptability, and pedagogical value were assessed using qualitative and quantitative approaches. On the other hand, the model's validation was done by comparing the prescribed process with real-world practices. Iterative improvements were proposed until a design process model for FPI was aligned with Stäubli's practices.A third contribution of our work involved analyzing collaboration phases, particularly convergence phases within the proposed process. We specifically studied the co-design phases of pedagogical scenarios using Intermediate Objects (IO) as an approach. Preliminary results from qualitative analyses of collaboration quality highlighted the importance of properly specifying these IDOs.Building on these results, our fourth and final contribution was to operationalize our model within the company's context. We translated it into a roadmap that contains essential elements for the seamless integration of our work into Stäubli's teams for future projects. Our roadmap was tested through a simulated trial involving three training needs scenarios presented to an internal panel within the company. The results from semi-structured interviews were positive, indicating an easy adoption of the roadmap
GOTELLI, MARCO. „Immersive and Distributed Technologies for Simulation and Industrial Innovation“. Doctoral thesis, Università degli studi di Genova, 2022. http://hdl.handle.net/11567/1084453.
Der volle Inhalt der QuelleMarin, Carrillo Alba. „L'evolution du documentaire audiovisuel. Des formats interactifs aux expériences immersives“. Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAL018.
Der volle Inhalt der QuelleThe conception of the documentary has changed, as well as the possibilities of creating fiction narratives and the forms associated with the techniques. In this context, we are interested in documentary practice and the influence of tools and devices such as virtual reality and augmented reality, the use of mobile applications and the development of web works on the web.We defend the thesis that technology influences the forms of representation of the documentary and has led to the evolution of narrative forms that must be rethought in their context of creation. This means that research on non-fiction productions based on the digital medium needs an open and interdisciplinary framework that can encompass its complexity.Thanks to the international character that the co-tutelage agreement contributes to this work, visual methods are inserted in in a research within the framework of visual studies. All this shapes the epistemological approach of this work.We have opted for a visual methodology with the objective of analyzing the contribution of digital technologies to the communicative qualities of the documentary and of knowing the evolution of the forms of representation. We rely on three case studies in which we apply our own method. It is a composite method in which we include the creation of an interactive audiovisual piece. All this is complemented finally with the analysis of a sample of selected documentaries.The results of the work tell us how the evolution of the documentary, in parallel with the advancement of technology, puts the viewer at the center of the story. The documentary becomes a multisensory experience created for an individual consumption in which the user acquires a central role
Chien, Yi-Ting. „Immersive Tour at Umeå’s Prison Hotel“. Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150339.
Der volle Inhalt der QuelleKhryschuk, N. V. „Innovative technologies in nowaday’s world“. Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11512.
Der volle Inhalt der QuelleBelich, Jerald. „Designing Toolsets for Improving the Accessibility of Immersive Technology“. Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.
Der volle Inhalt der QuelleWeir, Shane Thomas. „Teachers' interpretation of pedagogy in the face of immersive educational simulations“. Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132310/1/Shane_Weir_Thesis.pdf.
Der volle Inhalt der QuelleBeck, Stephan Verfasser], Bernd [Akademischer Betreuer] [Fröhlich, Bernd [Gutachter] Fröhlich und Oliver [Gutachter] Staadt. „Immersive Telepresence Systems and Technologies / Stephan Beck ; Gutachter: Bernd Fröhlich, Oliver Staadt ; Betreuer: Bernd Fröhlich“. Weimar : Bauhaus-Universität, Professur Systeme der Virtuellen Realität, 2019. http://d-nb.info/1179080149/34.
Der volle Inhalt der QuelleBücher zum Thema "Immersives technologies"
Kulshreshth, Arun K., und Joseph J. LaViola. Designing Immersive Video Games Using 3DUI Technologies. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77953-9.
Der volle Inhalt der QuellePotseluyko, Lilia, Farzad Pour Rahimian, Nashwan Dawood und Faris Elghaish. Platform Based Design and Immersive Technologies for Manufacturing and Assembly in Offsite Construction. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-32993-7.
Der volle Inhalt der QuelleFLEURY, Richir. Technologies Immersives : la Realite VI: Technologies Immersives. ISTE Editions Ltd., 2022.
Den vollen Inhalt der Quelle findenMartin, Alain, Giuseppe Valenzise, Emin Zerman und Cagri Ozcinar. Immersive Video Technologies. Elsevier Science & Technology Books, 2022.
Den vollen Inhalt der Quelle findenAlain, Martin, Giuseppe Valenzise, Emin Zerman und Cagri Ozcinar. Immersive Video Technologies. Academic Press, 2022.
Den vollen Inhalt der Quelle findenDalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.
Den vollen Inhalt der Quelle findenDalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.
Den vollen Inhalt der Quelle findenDalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.
Den vollen Inhalt der Quelle findenVirtual Immersive And 3d Learning Spaces Emerging Technologies And Trends. Information Science Publishing, 2010.
Den vollen Inhalt der Quelle findenUX for XR: User Experience Design and Strategies for Immersive Technologies. Apress L. P., 2021.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Immersives technologies"
Hutson, James, und Piper Hutson. „Immersive Technologies“. In Inclusive Smart Museums, 153–228. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-43615-4_5.
Der volle Inhalt der QuelleDalton, Jeremy, und Olaf Acker. „Die Technologie hinter XR“. In Immersive Unternehmenswelten, 217–35. Stuttgart: Schäffer-Poeschel, 2022. http://dx.doi.org/10.57088/978-3-7910-5689-0_15.
Der volle Inhalt der QuelleDalton, Jeremy, und Olaf Acker. „Die Technologie hinter XR“. In Immersive Unternehmenswelten, 217–35. Stuttgart: Schäffer-Poeschel, 2022. http://dx.doi.org/10.34156/978-3-7910-5689-0_15.
Der volle Inhalt der QuelleAdams, Roderick. „Spatial immersive technologies“. In Interior Design, 183–91. Abingdon, Oxon ; New York : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9780429026225-29.
Der volle Inhalt der QuelleDalton, Jeremy, und Olaf Acker. „Die fünf Phasen der Implementierung von XR-Technologien“. In Immersive Unternehmenswelten, 83–85. Stuttgart: Schäffer-Poeschel, 2022. http://dx.doi.org/10.57088/978-3-7910-5689-0_6.
Der volle Inhalt der QuelleDalton, Jeremy, und Olaf Acker. „Die fünf Phasen der Implementierung von XR-Technologien“. In Immersive Unternehmenswelten, 83–85. Stuttgart: Schäffer-Poeschel, 2022. http://dx.doi.org/10.34156/978-3-7910-5689-0_6.
Der volle Inhalt der QuelleKahl, Philipp. „Immersive Technologien als Transformationsbegleiter“. In Berührende Online-Veranstaltungen, 117–25. Wiesbaden: Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-33918-0_8.
Der volle Inhalt der QuelleKapralos, Bill, Alvaro Uribe-Quevedo und Adam Dubrowski. „Immersive Technologies for Medical Education“. In Encyclopedia of Computer Graphics and Games, 1–8. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_130-1.
Der volle Inhalt der QuellePottle, Jack, und Jenny Zhou. „Immersive Technologies in ECMO Simulation“. In Comprehensive Healthcare Simulation: ECMO Simulation, 77–85. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-53844-6_9.
Der volle Inhalt der QuelleKapralos, Bill, Alvaro Uribe-Quevedo und Adam Dubrowski. „Immersive Technologies for Medical Education“. In Encyclopedia of Computer Graphics and Games, 921–28. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_130.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Immersives technologies"
Kim, Yulia, und Evgenia Fink. „Immersive technologies in Yugra libraries“. In Sixth World Professional Forum "The Book. Culture. Education. Innovations". Russian National Public Library for Science and Technology, 2021. http://dx.doi.org/10.33186/978-5-85638-236-4-2021-127-134.
Der volle Inhalt der QuelleTimmerer, Christian, und Karsten Müller. „Immersive future media technologies“. In the international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1873951.1874369.
Der volle Inhalt der QuelleCalvet, Laura, Pierre Bourdin und Ferran Prados. „Immersive Technologies in Higher Education“. In ICEEL 2019: 2019 3rd International Conference on Education and E-Learning. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3371647.3371667.
Der volle Inhalt der QuelleМахмудов, М. Э., З. С. Занаева und И. Х. Абдулаев. „USE OF IMMERSIVE TECHNOLOGIES IN EDUCATION“. In «ОБРАЗОВАНИЕ БУДУЩЕГО» Материалы III Всероссийской научно-практической конференции с международным участием. Crossref, 2022. http://dx.doi.org/10.34708/gstou.2022.89.71.022.
Der volle Inhalt der QuelleSuero Montero, Calkin, Naska Goagoses, Heike Winschiers-Theophilus, Nicolas Pope, Tomi Suovuo, Erkki Rötkönen und Erkki Sutinen. „SUPPORTING ACADEMIC ENGAGEMENT THROUGH IMMERSIVE TECHNOLOGIES“. In International Conference on Education and New Developments. inScience Press, 2022. http://dx.doi.org/10.36315/2022v2end022.
Der volle Inhalt der QuelleLugmayr, Artur, und Marko Teras. „Immersive Interactive Technologies in Digital Humanities“. In MM '15: ACM Multimedia Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2814347.2814354.
Der volle Inhalt der QuelleGrassini, Simone, und Karin Laumann. „Immersive visual technologies and human health“. In ECCE 2021: European Conference on Cognitive Ergonomics 2021. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3452853.3452856.
Der volle Inhalt der QuelleMukawa, Hiroshi. „SONY: Immersive XR workflow and technologies“. In SPIE AR, VR, MR Industry Talks II, herausgegeben von Conference Chair. SPIE, 2021. http://dx.doi.org/10.1117/12.2597471.
Der volle Inhalt der QuelleRoutray, Sudhir K., Mahesh K. Jha, M. Pappa, K. P. Sharmila und Aritri Debnath. „IoT and Immersive Technologies for Metaverse“. In 2023 4th International Conference on Electronics and Sustainable Communication Systems (ICESC). IEEE, 2023. http://dx.doi.org/10.1109/icesc57686.2023.10193689.
Der volle Inhalt der QuelleGeerts, David, Radu-Daniel Vatavu, Alisa Burova, Vinoba Vinayagamoorthy, Martez Mott, Michael Crabb und Kathrin Gerling. „Challenges in Designing Inclusive Immersive Technologies“. In MUM 2021: 20th International Conference on Mobile and Ubiquitous Multimedia. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3490632.3497751.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Immersives technologies"
Kalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, März 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.
Der volle Inhalt der QuelleCruz-Neira, Carolina. LOUISIANA IMMERSIVE TECHNOLOGIES ENTERPRISE (LITE): ENABLING COASTAL STEWARDSHIP AND RELIABLE ENERGY. Office of Scientific and Technical Information (OSTI), Januar 2009. http://dx.doi.org/10.2172/1122569.
Der volle Inhalt der QuellePopov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, Valeriia O. Kovach, Volodymyr O. Artemchuk, Viktor O. Gurieiev, Yulii G. Kutsan et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, Juli 2021. http://dx.doi.org/10.31812/123456789/4631.
Der volle Inhalt der QuelleLatorre, Lucia, Ignacio Cerrato, Mariana Gutierrez, Vanessa Colina Unda, Z’leste Wanner, Gianfranco Alicandro, Fernando Puerto und Alberto Rivera-Fournier. Tech Report: Metaverse. Inter-American Development Bank, November 2023. http://dx.doi.org/10.18235/0005255.
Der volle Inhalt der QuelleBaluk, Nadia, Natalia Basij, Larysa Buk und Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, Februar 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.
Der volle Inhalt der QuelleSayers, Dave, Rui Sousa-Silva, Sviatlana Höhn, Lule Ahmedi, Kais Allkivi-Metsoja, Dimitra Anastasiou, Štefan Beňuš et al. The Dawn of the Human-Machine Era: A forecast of new and emerging language technologies. Open Science Centre, University of Jyväskylä, Mai 2021. http://dx.doi.org/10.17011/jyx/reports/20210518/1.
Der volle Inhalt der QuelleOsypova, Nataliia V., und Volodimir I. Tatochenko. Improving the learning environment for future mathematics teachers with the use application of the dynamic mathematics system GeoGebra AR. [б. в.], Juli 2021. http://dx.doi.org/10.31812/123456789/4628.
Der volle Inhalt der QuelleShukla, Indu, Rajeev Agrawal, Kelly Ervin und Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), November 2023. http://dx.doi.org/10.21079/11681/47850.
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