Books on the topic 'Immersives technologies'
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Kulshreshth, Arun K., and 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.
Full textPotseluyko, Lilia, Farzad Pour Rahimian, Nashwan Dawood, and 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.
Full textFLEURY, Richir. Technologies Immersives : la Realite VI: Technologies Immersives. ISTE Editions Ltd., 2022.
Find full textMartin, Alain, Giuseppe Valenzise, Emin Zerman, and Cagri Ozcinar. Immersive Video Technologies. Elsevier Science & Technology Books, 2022.
Find full textAlain, Martin, Giuseppe Valenzise, Emin Zerman, and Cagri Ozcinar. Immersive Video Technologies. Academic Press, 2022.
Find full textDalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.
Find full textDalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.
Find full textDalton, Jeremy. Reality Check: How Immersive Technologies Can Transform Your Business. Kogan Page, Limited, 2021.
Find full textVirtual Immersive And 3d Learning Spaces Emerging Technologies And Trends. Information Science Publishing, 2010.
Find full textUX for XR: User Experience Design and Strategies for Immersive Technologies. Apress L. P., 2021.
Find full textLafruit, Gauthier, and 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.
Full textKulshreshth, Arun K., and Joseph J. LaViola Jr. Designing Immersive Video Games Using 3DUI Technologies: Improving the Gamer's User Experience. Springer, 2018.
Find full textKulshreshth, Arun K., and Joseph J. LaViola Jr. Designing Immersive Video Games Using 3DUI Technologies: Improving the Gamer's User Experience. Springer, 2018.
Find full textTeratani, Mehrdad, and Gauthier Lafruit. Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Institution of Engineering & Technology, 2021.
Find full textLafruit, Gauthier, and Mehrdad Panaphour Tehrani. Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Institution of Engineering & Technology, 2022.
Find full textBurgess, Kieran. Examining the Use of Theatrical Technologies in Creating an Immersive Micro-Scene : Technical Theatre and Production Design: In Immersive Theatre. Independently Published, 2013.
Find full textEinav, Gali. Transitioning Media in a Post COVID World: Digital Transformation, Immersive Technologies, and Consumer Behavior. Springer International Publishing AG, 2022.
Find full textFleury, Sylvain, and Simon Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.
Find full textImmersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.
Find full textFleury, Sylvain, and Simon Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.
Find full textFleury, Sylvain, and Simon Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts. Wiley & Sons, Incorporated, John, 2022.
Find full textFranks, Patricia C., Lori A. Bell, and Rhonda B. Trueman, eds. Teaching and Learning in Virtual Environments. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798216022831.
Full textWeinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.
Full textS. H., Lytvynova, Pinchuk O. P., Luparenko L. A., and 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.
Full textMeyer, Petra Maria. Sound, Image, Dance, and Space in Intermedial Theatre. Edited by Yael Kaduri. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199841547.013.42.
Full textIvory, James D. Virtual Lives. ABC-CLIO, LLC, 2012. http://dx.doi.org/10.5040/9798216032533.
Full textSulaiman, Noor Suhana, Akhyari Nasir, Azliza Yacob, Mohd Alif Hasmani Abd Ghani, Mohd Tamizan Abu Bakar, Lukmanulhakim Ngah, Siti Norwahidayah Wahab, Mohd Shah Shafie Idris, and Mohd Azizuddin Ali. FUNDAMENTAL OF NETWORKING. 2024th ed. PENERBIT UNIVERSITI MALAYSIA PERLIS, 2024. http://dx.doi.org/10.58915/bk2023.018.
Full textVernallis, Carol, Amy Herzog, and John Richardson, eds. 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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