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Zeitschriftenartikel zum Thema "Reality"

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Downs, Anthony. „The New Reality of Realty“. Brookings Review 4, Nr. 1 (1985): 46. http://dx.doi.org/10.2307/20079911.

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Cade, Brian. „The reality of “reality” (or the “reality” of reality)“. American Journal of Family Therapy 14, Nr. 1 (Januar 1986): 49–56. http://dx.doi.org/10.1080/01926188608250232.

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Librová, Hana. „The Decentralisation of Settlements - Vision and Reality. Part Two: Deconcentration in the Reality of the Czech Republic“. Czech Sociological Review 33, Nr. 1 (01.02.1997): 27–40. http://dx.doi.org/10.13060/00380288.1997.33.1.06.

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Farooqui, Jamil. „Revelation as the Foundation of Social Reality: A Paradigm of Divine Constructed Reality Wahyu Sebagai Asas Realiti Sosial: Satu Paradigma Dibina Re-aliti Keilahian“. Journal of Islam in Asia (E-ISSN: 2289-8077) 12, Nr. 2 (28.11.2015): 253–79. http://dx.doi.org/10.31436/jia.v12i2.495.

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AbstractThe dominant premise in social sciences in general and in sociology of knowledge in particular is that the reality of everyday life depends upon socio-cultural condition and historicity of a society. In other word, it is socially constructed. There are two monumental works: Peter Berger and Thomas Luckmann's The Social Construction of Reality, 1967 and John R. Searle's The Construction of Social Reality, 1995. They advocate that the reality is based on what the majority of people or society believes. It, further indicates that peoples' perceptions of reality differ and there is no way to prove that one reality is more correct that the other (A. Henderson, 1995). Thus, the social construction of reality is used to give a common ground of communication that unites the perception of reality among those who want to communicate effectively. The paper observes that this notion of reality and its construction is defective as it is not linked with truth and goodness. The social reality is the manifestation of some cardinal principles revealed by the Absolute Reality, which is the source and epitome of truth and goodness (Wallerstein, 1976). Those principles enable human to lead a peaceful, harmonious and successful life in the world. They are in the best interest of humanity and thus altruistic. As the revelation comes from Divinity, so the society is formed and shaped by Divine guidance. Humans' struggle of existence and to act and behave in day-to-day life is shaped by the Divine guidance. Hence, the reality that emerges is Divine constructed reality.Keywords: Social Reality, Reality Par Excellence, Objectivation of Subjective Process, Collective Intentionality and Plausibility Structure.AbstrakPremis dominan dalam sains sosial secara umum dan khususnya dalam bidang ilmu sosiologi adalah bahawa realiti kehidupan sehari-hari bergantung kepada keadaan sosio-budaya dan sejarah masyarakat. Dengan kata lain, ia dibina secara sosial. Terdapat dua karya monumental: Peter Berger dan Thomas Luckmann The Social Construction of Reality(Pembinaan Realiti Sosial), 1967 dan John R. Searle The Construction of Social Reality (Pembinaan Realiti Sosial, 1995. Mereka mengatakan bahawa realiti adalah berdasarkan kepercayaan majoriti orang-orang atau masyarakat. Selanjutnya, ia menandakan bahawa persepsi realiti rakyat adalah berbeza dan tidak ada cara untuk membuktikan bahawa satu realiti lebih tepat dari yang lain (A. Henderson, 1995). Oleh itu, pembinaan realiti sosial digunakan bagi memberikan persefahaman komunikasi yang menyatukan persepsi realiti di kalangan mereka yang ingin berkomunikasi dengan berkesan. Kajian ini mengamati bahawa tanggapan realiti ini dan pembinaannya rosak kerana ia tidak dikaitkan dengan kebenaran dan kebaikan. Realiti sosial adalah manifestasi daripada beberapa prinsip kardinal yang dinyatakan oleh Realiti Yang Mutlak, yang merupakan sumber dan lambang kebenaran dan kebaikan (Wallerstein, 1976). Prinsip-prinsip itu membenarkan manusia untuk hidup tenang, berharmoni dan berjaya di dunia. Ianya adalah untuk kebaikan manusia dan dengan demikian, altruistik. Wahyu itu datang dari Keilahian, jadi masyarakat ditubuh dan dibentuk oleh panduan Ilahi. Perjuangan kewujudan manusia dan tingkah-laku sehariannya ditubuh oleh panduan Ilahi. Oleh itu, realiti yang dihasilkan adalah dibina dari realiti keilahian.Kata Kunci: Realiti Sosial, Kecemerlangan Realiti Setaraf, Mengkonkretkan Proses Subjectif, Kesengajaan Kolektif Dan Struktur Bermunasabah.
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Lee, Hee-Eun. „Reality, Reality Show, and Reality as Technology“. Media & Society 31, Nr. 3 (31.08.2023): 5–45. http://dx.doi.org/10.52874/medsoc.2023.08.31.3.5.

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Shimpach, Shawn. „Realty Reality: HGTV and the Subprime Crisis“. American Quarterly 64, Nr. 3 (2012): 515–42. http://dx.doi.org/10.1353/aq.2012.0032.

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Zainon Hamzah, Zaitul Azma. „Bahasa dalam Realiti Kehidupan dan Realiti Kehidupan dalam Bahasa (Language in Life Reality VS. Reality of Life in language)“. Jurnal Komunikasi, Malaysian Journal of Communication 34, Nr. 2 (30.06.2018): 338–53. http://dx.doi.org/10.17576/jkmjc-2018-3402-21.

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Ling, Haibin. „Augmented Reality in Reality“. IEEE MultiMedia 24, Nr. 3 (2017): 10–15. http://dx.doi.org/10.1109/mmul.2017.3051517.

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Kleeman, Walter B. „Virtual Reality and Reality“. Facilities 11, Nr. 7 (Juli 1993): 7–10. http://dx.doi.org/10.1108/eum0000000002247.

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Khuri, Richard. „Reality Thought, Reality Lived“. Philosophy, Culture, and Traditions 5 (2008): 71–86. http://dx.doi.org/10.5840/pct2008/200958.

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Dissertationen zum Thema "Reality"

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Premadasa, V. N. „Reality and realism in virtual architectural reconstruction“. Thesis, University of Strathclyde, 2005. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21605.

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Computer-aided modelling and visualisation techniques have found widespread use in architectural practice as tools to illustrate proposed buildings and environments. The same techniques have also been utilised to aid in the interpretation of the architecture of the past, principally by recreating, in a virtual environment, structures which either no longer exist or which have been substantially altered or damaged over the years. However, much interest in this area has been focused on creating visually alluring images with a strong public appeal, with rather less emphasis given to illustrating the uncertainty that usually underlies any attempt at reconstructing the past. This thesis consists of a critical analysis of the way in which the computeraided visualisation techniques are commonly perceived and employed by researchers in architectural history and archaeology, with the 11th century church of Sant Vicenc de Cardona in Spain being used as a case study. The main issues raised are then discussed, both in terms of current trends and possible future directions, with a view to identifying a general approach to the illustration of uncertainty in virtual architectural reconstructions.
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ITALIA, SALVATORE. „Truth and reality in Jürgen Habermas' Pragmatic Realism“. Doctoral thesis, Università degli Studi di Cagliari, 2016. http://hdl.handle.net/11584/266692.

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The present work is divided into three sections. The first (only in Italian) is an analysis of some of the main philosophical issues about the notions of reality and truth. The second section provides both a historical reconstruction and a theoretical discussion of the notion of truth in the philosophy of Jürgen Habermas. It shows how Habermas' approach to truth changes during the years. In the '60s (chapter one) he maintains a weak kind of realism, connected to the idea of transcendental and natural interests at the basis of an emancipatory, interpretative-practical and descriptive-technical attitude. During the '70s Habermas enhances the role of communication, thus coming to a “consensualist” theory of truth, where truth is linked to justifications obtained in discurses inspired by an ideal speech situation (chapter two). Finally, he has recently come to a realist turn, linked to a “Janus-faced” theory of truth (chapter three). The third section aims to assess whether and how this last formulation is a realist approach to truth. Such an evaluation will unveil the hiding place for the theoretical problems affecting Habermas' realist turn: the notion of objectivity.
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Kadlčák, Šimon. „REALITY“. Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2017. http://www.nusl.cz/ntk/nusl-316066.

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My diploma project at Faculty of Fine Arts in Brno Reality is based on video docummentation of football fans, shot at the match of 24th round of the 1st Czech football league between Slavia Praha and Hradec Kralove in spring 2017. Presentation form of multi-channel installation enables the viewer to watch parallel actions. The center whole shot displays the tribune of Slavia ultras as massive, highly-coordinated collective body. Simultaneously filmed detailed shots display individual diversity, invisible in the image of the whole. Using the method of juxtaposition, I pose questions on the nature and relationship of an individual and collective. Depending on current perspective,, the individual might seem as independent on the collective, or it might easily seem to be firmly linked together. In the Documentation of Diploma Thesis I suggest several ideas on the individual/collective relationship: the role of cultural and other dependance, the nature of time, or the role and relevance of glance and observation.
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Chan, Melanie A. „Reality kicks back : Representions of virtual reality“. Thesis, Leeds Beckett University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.517111.

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This study examines representations of virtual reality within Western and Westernised culture. Particular attention will be given to the 1980s and 1990s when representations of virtual reality were prolific. Semiotic analysis will be used as a theoretical tool with which to study these representations in order to question such concepts as simulacra, simulation, hyperreality, the virtual and the real. This study has some interdisciplinary aspects as it draws upon representations of virtual reality in art history, cultural studies, film studies, computer science, cognitive science and philosophy. Three case studies are presented to provide an in-depth exploration of representations of virtual reality, these are: Neuromancer (1986), a science fiction novel by William Gibson, The Matrix (dir. A. & L. Wachowski, 1999), a major Hollywood Film and Osmose (1995) and Ephemere (1998) by Char Davies, which are virtual works of art. During this study attention is given to the relationships between perception, embodiment and virtual reality in order to move beyond binary notions of the mind versus the body. Upon investigation representations of virtual reality indicate that there is a sense of ambivalence surrounding this technology, particularly in relation to embodiment. In some instances there are claims that the body can be repressed or somehow denied; whilst in some cases the human body is denigrated as 'meat'. There are even calls for a post embodied and possibly post-human existence via immersion in virtual reality environments. Countering these dismissals of embodiment this study calls for a returned emphasis on the body as the ground of human experience. Embodiment cannot be repressed or denied; it is central to the immersive and interactive experiences that are made possible by virtual reality technology. In summary it is possible that embodiment both encompasses signification and interaction in virtual environments and the world around us.
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Tůma, Zdeněk. „Verifikace stavu reálné výrobní linky pomocí virtuální reality“. Doctoral thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2014. http://www.nusl.cz/ntk/nusl-234226.

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The doctoral thesis focuses on the verification of state real work using virtual reality. Working with the theme dealt with more comprehensively, taking into account the sub-process of the production line design. From the assessment of the actual place where the future production line will be locate, through ergonomic, risk and other analysis. Furthermore, energy consumption of production line (electricity, air consumption, etc.) in real process. In analysing the readiness of virtual reality applications were selected for the following work augmented reality. The biggest advantage of augmented reality is the implementation of a virtual model and the opportunity to deal with the analysis in a real environment, which is particularly beneficial in the case of manufacturing companies. For the composition and optimization of the proposed solution was used a system approach. In the first phase of the solution was made analysis the current state of the work, which created requirements for the design of the new production line. This was followed by the preparation phase of construction in 3D, in this case, Autodesk Inventor. In this phase it was appeared to be advantageous to use the application of virtual reality, as in the design process leads to regular approval procedure of the experts team (management, design, quality, etc.), which puts on the readiness of the team high skills requirements. In this phase, the 3D design of the new production line was inserted into the support augmented reality application and outlined several opportunities to deal ergonomic and risk analysis. The proposed solution also follows the deployment in lean production area in the design phase, where it is possible to solve the analysis process using indirect methods of standard time (MOST). The result of the doctoral thesis is the extension options in designing and analysing production lines and machines in multidisciplinary teams. The proposed solution described in the thesis allows to simplification and reduce the overall time and costs of the overall process from design phase of production line to its commissioning.
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Tiiro, A. (Arttu). „Effect of visual realism on cybersickness in virtual reality“. Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201802091218.

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Virtual reality has been developing rapidly and gaining popularity in the past years as new devices and applications have been released. It is utilized in many fields like entertainment, health and science. Virtual reality is characterized by head-mounted devices that can immerse the user to the virtual environment, but it has been found out to cause an undesirable side-effect called cybersickness. Cybersickness has been studied vastly for many years and it has roots in simulators and motion sickness studies. Cybersickness has many symptoms including nausea, headache, eye stress and dizziness. There are many factors that can cause cybersickness, but the root cause is still unclear whether it is caused by a mismatch between visual and vestibular system or by instabilities in posture. With modern devices and applications, visual realism has been developing far from the first wave of virtual reality in the 1990s, but there are not many studies that have been linking it to cybersickness. In this study, three graphical styles with different levels of graphical realism are compared to find out if high visual realism causes cybersickness. Cybersickness is measured with questionnaires that have become the standard in cybersickness studies. Results have been analyzed with quantitative methods. Results of the study indicate higher visual realism causes more cybersickness than lower visual realism. Increased level of detail in high visual realism graphics causes more visual flow and stronger sensory mismatches that causes cybersickness. Reduced details also reduce depth cues in the graphics and does not cause as strong mismatches between visual and vestibular systems.
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Howat, Tyler Paul. „Scott Pilgrim's Gaming Reality: An Introduction to Gamer Realism“. University of Dayton / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1343318875.

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Bernelind, Sarah. „Navigation in Augmented Reality, Navigation i Augmented Reality“. Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172907.

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The concept of augmented reality has existed since the 60’s. In this thesis it has been investigated if navigation using a mobile device would benefit, from a usability perspective, if the navigational data were presented using augmented reality instead of a standardized map. The usability principles from which the applications were evaluated are learnability, user satisfaction, efficiency and effectivity. An AR prototype was developed and tested against a standard map, in the form of Google Maps, both used on a smart phone. The experiments were performed using think aloud during the tests and questionnaires before and after to collect both quantitative and qualitative data. The experiment was performed using possible users of AR as test subjects. The results were very similar for both applications but in favor of Google Maps. The author reflects on the results and the method and provides different situations where one might be better than the other.
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Bici, Herolinda. „Perceived Reality vs Taught Reality in Compulsory School“. Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36157.

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This paper examines how we discuss social issues in the L2 classroom under the guidelines of Lgr11. To answer this, I ask the following sub-questions; How are the overall goals of education and parts (see Appendix B) of the Curriculum for English currently perceived by English teachers? How are the social subjects in the L2 classroom currently handled? Thirdly, what kind of lesson plan can be implemented in the classroom context under the guidelines of Lgr11? Looking at past research and relevant documents along with the qualitative data and through a triangulation of evidence carried out consisting of semi-structured interviews, supported by netnography research I propose a lesson plan using the collaborative action research model. All data was collected through technical means such as Zoom, phone calls and Facebook groups. The results of the interviews with teachers have shown that there is a unity in some respects with similar interpretations of Lgr11 and the curriculum. As well as differences of views and approaches concerning social issues in the L2 classroom. Based on the netnography research findings, most tasks given consisted of receptive skills while productive skills were used less. The netnography also supported the interview findings in the claim that popular topics were used more, whereas unpopular topics were neglected significantly. CLIL as a method was found to be absent in most of the collected data with some exceptions.
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Yoon, Gyonyoung. „Filling in physical reality, living in digital reality“. Thesis, Konstfack, Institutionen för design, inredningsarkitektur och visuell kommunikation (DIV), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7537.

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Bücher zum Thema "Reality"

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Plotnitsky, Arkady. Reality Without Realism. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84578-0.

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Kim, Lia. Reality, no reality. Kyŏnggi-do P'aju-si: Mimesis, 2020.

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Aurandt, David. Corruption of reality: Redefining realism. Oshawa, ON: Robert McLaughlin Gallery, 2004.

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Glenn, Goldman, Zdepski M. Stephen und Association for Computer-Aided Design in Architecture., Hrsg. Reality and virtual reality. Newark, NJ: Association for Computer Aided Design in Architecture, School of Architecture, New Jersey Institute of Technology, 1991.

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Koren, Ziv. Reality. [Tel Aviv: Kapandria, 1995.

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Galdós, Benito Pérez. Reality. Lewiston [N.Y.]: E. Mellen Press, 1992.

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Vignoli, Beatriz. Reality. Rosario [Argentina]: Editorial Municipal de Rosario, 2004.

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1949-, Levenson Carl Avren, und Westphal Jonathan 1951-, Hrsg. Reality. Indianapolis: Hackett Pub. Co., 1994.

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tom Dieck, M. Claudia, Timothy H. Jung und Sandra M. C. Loureiro, Hrsg. Augmented Reality and Virtual Reality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2.

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Bourdot, Patrick, Mariano Alcañiz Raya, Pablo Figueroa, Victoria Interrante, Torsten W. Kuhlen und Dirk Reiners, Hrsg. Virtual Reality and Mixed Reality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90739-6.

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Buchteile zum Thema "Reality"

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Cottam, Ron, und Willy Ranson. „Really Reality?“ In Bridging the Gap between Life and Physics, 185–95. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-74533-6_9.

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Simons, Judy. „Realism and Reality“. In Rosamond Lehmann, 114–29. London: Macmillan Education UK, 1992. http://dx.doi.org/10.1007/978-1-349-21971-1_7.

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Kosok, Heinz. „Realism versus Reality“. In The Theatre of War, 103–11. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230590649_12.

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Rescher, Nicholas. „Reality and Realism“. In The Tasks of Contemporary Philosophy / Die Aufgaben der Philosophie in der Gegenwart, 75–85. Munich: J.F. Bergmann-Verlag, 1986. http://dx.doi.org/10.1007/978-3-662-30341-2_9.

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Plotnitsky, Arkady. „“Something Happened”: The Real and the Virtual in Elementary Particle Physics“. In Reality Without Realism, 273–305. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84578-0_8.

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Plotnitsky, Arkady. „“Without in Any Way Disturbing the System”: Reality, Probability, and Nonlocality, from Bohr to Bell and Beyond“. In Reality Without Realism, 227–72. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84578-0_7.

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Plotnitsky, Arkady. „From Circuits to Categories in Quantum Information Theory“. In Reality Without Realism, 307–28. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84578-0_9.

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Plotnitsky, Arkady. „Schrödinger’s Great Guess: The Time-Dependent Wave Equation“. In Reality Without Realism, 145–66. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84578-0_5.

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Plotnitsky, Arkady. „Niels Bohr and the Character of Physical Law: “A Radical Revision of Our Attitude Toward the Problem of Physical Reality”“. In Reality Without Realism, 167–225. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84578-0_6.

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Plotnitsky, Arkady. „Fundamentals of the RWR View“. In Reality Without Realism, 23–82. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84578-0_2.

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Konferenzberichte zum Thema "Reality"

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Schofield, Tom, Diego Trujillo Pisanty, Gabriella Arrigoni, Kim Reynolds und Rachel Pattinson. „Magical Realism and Augmented Reality“. In DIS '19: Designing Interactive Systems Conference 2019. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3322276.3322293.

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BACIU, Ana-Maria, und Angela BODEA. „Realism and naturalism in romanian literature“. In Învățământul superior: tradiţii, valori, perspective. "Ion Creanga" State Pedagogical University, 2023. http://dx.doi.org/10.46727/c.29-30-09-2023.p236-250.

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Realism and Naturalism are two of the main literary movements in the XIX-th century European Literature. In fact, Naturalism is a form of radical Realism, which appears towards the end of Realism.The most important realis is Honore de Balzac, as Realism appeared in France at the end of the XVIII-teen century due to many political and social events, such as:The French Revolution from 1789, The Revolution between 1830-1831, the impact of Restauration, The Revolution from 1848 and the Industrial Revolution in England. The main goal of realism is to reflect reality as in a mirror. On the other hand, Naturalism is a literary movement developped from Realism as a more brutal reflection of reality, the impact of society and genetic pathologies upon human being.
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Ghandeharizadeh, Shahram, und Vincent Oria. „Virtual Reality, Augmented Reality, Mixed Reality, Holograms and Holodecks“. In Holodecks 2023. Mitra LLC, 2023. http://dx.doi.org/10.61981/zfsh2304.

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This paper provides a preliminary overview of different forms of reality, comparing and contrasting them with one another. It argues the definition of the term "reality" is ambiguous. This motivates an internalization of elements from a technology standpoint, e.g., biological, 3D printed, Flying Light Speck illuminations, etc.
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Azuma, Ronald T. „Making Augmented Reality a Reality“. In 3D Image Acquisition and Display: Technology, Perception and Applications. Washington, D.C.: OSA, 2017. http://dx.doi.org/10.1364/3d.2017.jtu1f.1.

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Izadi, Shahram. „The Reality of Mixed Reality“. In SUI '16: Symposium on Spatial User Interaction. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2983310.2983311.

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Gäckle, Kristian, Tim Reichert und Nicola Marsden. „Virtual reality or virtuous reality?“ In the 4th Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3196839.3196861.

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7

Shim, Hyunjung, und Seungkyu Lee. „Automatic color realism enhancement for virtual reality“. In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180881.

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8

Mirza, Tabasum, Neha Tuli und Archana Mantri. „Virtual Reality, Augmented Reality, and Mixed Reality Applications: Present Scenario“. In 2022 2nd International Conference on Advance Computing and Innovative Technologies in Engineering (ICACITE). IEEE, 2022. http://dx.doi.org/10.1109/icacite53722.2022.9823482.

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9

Kubr, Jan, und Petr Hořejší. „Možnosti využití virtuální reality v oblasti bezpečnosti práce“. In Průmyslové inženýrství 2023. University of West Bohemia, 2023. http://dx.doi.org/10.24132/pi.2023.11986.054-060.

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Annotation:
Tento článek se věnuje rešerši odborných publikací, jež se zabývají problematikou virtuální reality, a sice se zaměřením na zkoumání možností, jak virtuální realitu využít v oblasti bezpečnosti práce. Článek analyzuje a sumarizuje různé přístupy a aplikace, které přináší inovativní pohled na zlepšení pracovního prostředí a minimalizaci rizik souvisejících s pracovní činností pomocí technologie virtuální reality. Výstupem, který byl derivován na základě zkušeností s praktickou přípravou a implementací podobných simulací, je diskuse, která zahrnuje výhody a nevýhody využití, dále je to popis výzkumných trendů a doporučeních pro efektivní využití virtuální reality v kontextu bezpečnosti práce.
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Blascovich, James J. „Capstone presentation: Isn't all reality really virtual?“ In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180865.

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Berichte der Organisationen zum Thema "Reality"

1

Palen-Michel, Madison. Distorted Reality. Ames: Iowa State University, Digital Repository, 2014. http://dx.doi.org/10.31274/itaa_proceedings-180814-1057.

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2

Dailey, James F. Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, April 1993. http://dx.doi.org/10.21236/ada278294.

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3

Uhlig, Harald. Economics and Reality. Cambridge, MA: National Bureau of Economic Research, September 2010. http://dx.doi.org/10.3386/w16416.

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4

Kruse, Amy, Michael Becker und Kristy Tipton. Alternate Reality Teaching: OurSpace. Fort Belvoir, VA: Defense Technical Information Center, Mai 2014. http://dx.doi.org/10.21236/ada605455.

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5

Marshak, Ronni. Turning Innovation into Reality. Boston, MA: Patricia Seybold Group, Januar 2011. http://dx.doi.org/10.1571/psgp01-20-11cc.

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6

Kruse, Amy, Michael Becker und Michael Richard. Alternate Reality Teaching: OurSpace. Fort Belvoir, VA: Defense Technical Information Center, Juni 2012. http://dx.doi.org/10.21236/ada562629.

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7

Brock, William, und Steven N.Durlauf. Growth Economics and Reality. Cambridge, MA: National Bureau of Economic Research, Dezember 2000. http://dx.doi.org/10.3386/w8041.

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8

Alesina, Alberto, Armando Miano und Stefanie Stantcheva. The Polarization of Reality. Cambridge, MA: National Bureau of Economic Research, Januar 2020. http://dx.doi.org/10.3386/w26675.

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9

Farrar, Charles. Data Visualization -Augmented Reality. Office of Scientific and Technical Information (OSTI), Februar 2024. http://dx.doi.org/10.2172/2315692.

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10

Moore, Shirley, Daniel Pressel und Juan C. Chaves. Reality Check on OpenMP Implementations. Fort Belvoir, VA: Defense Technical Information Center, April 2002. http://dx.doi.org/10.21236/ada401459.

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