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1

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.

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2

Potseluyko, 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.

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3

FLEURY, Richir. Technologies Immersives : la Realite VI: Technologies Immersives. ISTE Editions Ltd., 2022.

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4

Martin, Alain, Giuseppe Valenzise, Emin Zerman und Cagri Ozcinar. Immersive Video Technologies. Elsevier Science & Technology Books, 2022.

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5

Alain, Martin, Giuseppe Valenzise, Emin Zerman und Cagri Ozcinar. Immersive Video Technologies. Academic Press, 2022.

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6

Dalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.

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7

Dalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.

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8

Dalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.

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9

Virtual Immersive And 3d Learning Spaces Emerging Technologies And Trends. Information Science Publishing, 2010.

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10

UX for XR: User Experience Design and Strategies for Immersive Technologies. Apress L. P., 2021.

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11

Lafruit, Gauthier, und Mehrdad Teratani. Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Institution of Engineering and Technology, 2021. http://dx.doi.org/10.1049/pbpc021e.

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12

Kulshreshth, Arun K., und Joseph J. LaViola Jr. Designing Immersive Video Games Using 3DUI Technologies: Improving the Gamer's User Experience. Springer, 2018.

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13

Kulshreshth, Arun K., und Joseph J. LaViola Jr. Designing Immersive Video Games Using 3DUI Technologies: Improving the Gamer's User Experience. Springer, 2018.

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14

Teratani, Mehrdad, und Gauthier Lafruit. Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Institution of Engineering & Technology, 2021.

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15

Lafruit, Gauthier, und Mehrdad Panaphour Tehrani. Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Institution of Engineering & Technology, 2022.

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16

Burgess, Kieran. Examining the Use of Theatrical Technologies in Creating an Immersive Micro-Scene : Technical Theatre and Production Design: In Immersive Theatre. Independently Published, 2013.

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17

Einav, Gali. Transitioning Media in a Post COVID World: Digital Transformation, Immersive Technologies, and Consumer Behavior. Springer International Publishing AG, 2022.

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18

Fleury, Sylvain, und Simon Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.

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19

Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.

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20

Fleury, Sylvain, und Simon Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.

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21

Fleury, Sylvain, und Simon Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.

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22

Franks, Patricia C., Lori A. Bell und Rhonda B. Trueman, Hrsg. Teaching and Learning in Virtual Environments. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798216022831.

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Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums, and archives. There is a renaissance occurring in education with immersive learning via virtual applications and environments, even at the elementary school level. This widespread new movement is happening over more platforms than before—Second Life, Open Sim, Unity3D, Curio, and others. Teaching and Learning in Virtual Environments: Archives, Museums, and Libraries presents readers with the scope of possibilities for education in virtual environments today. Written from the perspective of the practitioner, it provides a wealth of teaching tips for virtual environments and for combining virtual environments with other emerging technologies for libraries and education. Chapters describe how recent developments in technology have made web-based virtual worlds more accessible for teaching and learning and discuss the unique benefits and affordances of educating in virtual environments as well as their applications to different subjects. The teaching applications cover the primary and secondary school levels, higher education and graduate-level environments, and even beyond formal education into building immersive "information experiences" for professional training applications, library users, and the general public. The text provides an up-to-date overview for educators, academic and public librarians, and archives and museum staff on recent developments with immersive learning; presents innovative programs and teaching ideas; covers administrative issues; and addresses the student's perspective as well.
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23

Weinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.

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The concluding chapter of Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media consolidates the main arguments of the book. The journey taken is recapitulated, from shamanic rituals to psychedelic rock shows and raves; and from outdoor electroacoustic concerts to synaesthetic films and hallucinatory video games. Across these examples, similar underlying principles can be identified, revealing a continuity from ancient shamanism to modern ‘technoshamanism’. Yet while some imperatives have remained consistent, the technologies have evolved, yielding ever-more accurate and sophisticated representations of altered states in electronic music and audio-visual media. This finds us on the brink of ‘Altered States of Consciousness Simulations’, which replicate the sensory experience of altered states using immersive technologies such as fulldomes and virtual reality headsets. Looking forwards, the possible uses and ethical implications of these simulations are explored, at the frontiers of electronic music and art.
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24

S. H., Lytvynova, Pinchuk O. P., Luparenko L. A. und Sokolyuk O. M. Criteria and indicators for evaluating the quality of educational digital content with augmented reality. Institute for Digitalization of Education, 2022. http://dx.doi.org/10.33407/lib.naes.732810.

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The scientific-methodical publication highlights certain aspects of the use of immersive technologies (virtual, augmented, mixed, augmented, substituted reality) in the educational process and their didactic potential. Educational mobile applications with the support of augmented reality technology are considered, the course and results of teachers' training on creating AR content are described, the current state of their readiness and attitude to the use of such technologies in the educational process of general secondary education institutions of Ukraine is investigated. The authors justified the criteria-indicator matrix for determining the quality of augmented reality objects, which contains such criteria as technical-technological, visual-dynamic, content-methodical. It is proposed to determine the quality of AR objects according to four levels of compliance: do not meet the requirements, need thorough refinement, require minor refinement, meet quality requirements. The developed toolkit will potentially contribute to the improvement of the quality of digital educational content for PPE at the stage of development and selection. Methodological studies can be useful to teachers, employees of education and science administration bodies, publishers of educational materials, scientific and scientific-pedagogical workers, management personnel of institutions of various levels of education, and all interested readers.
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25

Meyer, Petra Maria. Sound, Image, Dance, and Space in Intermedial Theatre. Herausgegeben von Yael Kaduri. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199841547.013.42.

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The chapter focuses philosophically on theatre as one of the acoustic spaces for staging in which sound design acquires an ever higher status in an advanced technical intermedia interplay. Theatre-dramaturgy is transformed into intermedial dramaturgy. The author notes a fundamental “acoustic turn” in theatre, which locates compositional processes within new audiovisual interplays. “ICH2 Intermedial Dance Performance for Planetaria” (2005–2006)—a cutting-edge hybrid form of theatre using advanced digital technologies—is discussed. The performance combines expressive body movements, 360° interactive motion graphics, and sound. In this way “ICH²” is a unique piece of the emerging genre called digital theatre, in which technology enables alterable and immersive stage settings and a new acoustic space. The author explores Merleau Ponty’s conception of embodiment, Lacan’s conception of the “imaginary turn,” and aesthetic innovations in the domain of scenography, thus reflecting historical, theoretical, aesthetical, and practical aspects.
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26

Ivory, James D. Virtual Lives. ABC-CLIO, LLC, 2012. http://dx.doi.org/10.5040/9798216032533.

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This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.
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27

Sulaiman, Noor Suhana, Akhyari Nasir, Azliza Yacob, Mohd Alif Hasmani Abd Ghani, Mohd Tamizan Abu Bakar, Lukmanulhakim Ngah, Siti Norwahidayah Wahab, Mohd Shah Shafie Idris und Mohd Azizuddin Ali. FUNDAMENTAL OF NETWORKING. 2024. Aufl. PENERBIT UNIVERSITI MALAYSIA PERLIS, 2024. http://dx.doi.org/10.58915/bk2023.018.

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Fundamentals of Networking is an immersive exploration of the interconnected networks that powers the modern world, revealing its role as the digital world’s foundation. Explore the fundamental principles underpinning the vast network infrastructure that empowers knowledge, fosters innovation, and connects individuals worldwide in this captivating investigation.This comprehensive book gives you the skills to successfully negotiate the dynamic networking environment, covering everything from network architecture fundamentals to data transfer complexities. Learn the inner workings of IP addressing, subnetting and routing and the fundamentals of network protocols such as TCP/IP, DNS, DHCP. With Fundamentals of Networking as your trusted companion, you’ll understand the inner workings of routers, switches and firewalls and gain valuable insights into network security and troubleshooting. Explore the world of wireless network technology, decipher the mysteries of WIFI and harness the power of emergent technologies such as IoT and cloud computing. Whether you are interested in becoming a Network Engineer or an IT professional or want to learn more about today’s networks, Fundamentals of Networking will help you discover the incredible possibilities of today’s interconnected world. Today, embark on this illuminating journey and harness the future-shaping power of networks.
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28

Vernallis, Carol, Amy Herzog und John Richardson, Hrsg. The Oxford Handbook of Sound and Image in Digital Media. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199757640.001.0001.

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This collection of essays explores the relations between sound and image in a rapidly shifting landscape of audiovisual media in the digital age. Featuring contributions from scholars who bring with them an impressive array of disciplinary expertise, from film studies and philosophy to musicology, pornography, digital gaming, and media studies, the book charts new territory by analyzing what it calls the “media swirl” and the “audiovisual turn.” It draws on a range of media texts including blockbuster cinema, video art, music videos, video games, amateur video compilations, visualization technologies, documentaries, and immersive theater to address myriad subjects such as the transition of cinematic discourses to digital production and distribution, the relations between screens and public space, and the shifting nature of noise within digital ecosystems. It also examines noise, droning, and silence as recurring themes in New Extremist films of Europe, along with temporal and generic anomalies by citing examples such as the Silent Hill videogame series, the performance/installation Sleep No More, and the poetics of David Lynch’s Inland Empire. In addition, the book discusses the translation of information into digital media, how music has both shaped and become embedded within the aesthetic culture of political conflict, the nature of “realism” in relation to new audiovisual media networks, and the accelerated aesthetics of networked mediascape and the ways in which they may be connected to contemporary labor and global capitalism.
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