Academic literature on the topic 'Reality in literature'

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Journal articles on the topic "Reality in literature"

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Allan, Derek. "Literature and reality." Journal of European Studies 31, no. 122 (June 2001): 143–56. http://dx.doi.org/10.1177/004724410103112201.

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Gabryś-Sławińska, Monika, and Constante González Groba. "Literature and Reality (Introduction)." Annales Universitatis Mariae Curie-Skłodowska, sectio FF – Philologiae 38, no. 1 (December 21, 2020): 9. http://dx.doi.org/10.17951/ff.2020.38.1.9-13.

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ilgu Kim. "Augmented Reality in Children’s Literature." English & American Cultural Studies 14, no. 2 (August 2014): 77–96. http://dx.doi.org/10.15839/eacs.14.2.201408.77.

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Elin Maulida Rahmawati, Rina Nurhudi Ramdhani, Agus Taufiq, and S. A. Lily Nurillah. "A Systematic Literature Review: Virtual Reality Untuk Mengatasi Public Speaking Anxiety pada Mahasiswa." G-Couns: Jurnal Bimbingan dan Konseling 7, no. 03 (May 2, 2023): 382–94. http://dx.doi.org/10.31316/gcouns.v7i03.4614.

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Public Speaking Anxiety merupakan situasi yang dialami oleh individu ketika dihadapkan dengan tekanan dan perasaan tidak nyaman sehingga menimbulkan kecemasan. Terdapat teknologi inovatif yang terbukti mampu mengurangi kecemasan berbicara di depan umum yang bernama Virtual Reality. Tujuan penelitian ini adalah menganalisis efektivitas penggunaan virtual reality untuk mereduksi individu yang mengalami Public Speaking Anxiety. Penelitian ini menggunakan metode Systematic Literature Review berdasarkan pedoman PRISMA (Preferred Reporting Items for Systematic Literature Review and Meta-Anaysis). Penelitian ini menghasilkan: 1) Kecemasan berbicara di depan umum dapat dilawan dan diatasi menggunakan teknologi virtual reality karena mampu memfasilitasi kepercayaan diri, 2) Virtual reality memiliki potensi untuk meningkatkan keterlibatan dengan layanan dan meningkatkan efek pengobatan sebelum, selama dan setelah perawatan, 3) Pelatihan virtual reality lebih efektif diterapkan untuk wanita daripada laki-laki. Kesimpulan dalam penelitian ini yaitu teknologi virtual reality terbukti efektif untuk mengurangi kecemasan umum pada mahasiswa. Kata kunci: kecemasan berbicara di depan umum, virtual realtiy, systematic literature review
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Puspitarin, Anita, and Desi Marlena. "STUDI LITERATUR PENERAPAN AUGMENTED REALITY PADA PENDIDIKAN." J-Simbol: Jurnal Magister Pendidikan Bahasa dan Sastra Indonesia 10, no. 2 (2022): 108–13. http://dx.doi.org/10.23960/j-simbol/v10i2.2022.09.

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Augmented reality is a concept consisting of forms that have been developed and implemented in the scope of learning. Thus, the use and use of augmented reality as a medium in learning media can provide a new innovation for the development of learning media. Augmented reality users are not only using real objects, but also using virtual objects as information delivery. The purpose of this paper is to use augmented reality in the field of education, especially the scope of learning, which is based on a review of the research literature in the field being studied.
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Wong, Billy Tak Ming, and Kam Cheong Li. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.10036557.

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Li, Kam Cheong, and Billy Tak Ming Wong. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.114516.

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Petrova, S. A. "Contemporary children’s literature, myth or reality?" RUDN Journal of Studies in Literature and Journalism 23, no. 1 (2018): 66–78. http://dx.doi.org/10.22363/2312-9220-2018-23-1-66-78.

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Aiersilan, Aizierjiang, Xianze Ye, and Guanpeng Su. "Literature Review of Mixed Reality Research." SHS Web of Conferences 187 (2024): 03031. http://dx.doi.org/10.1051/shsconf/202418703031.

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The global evolution of mixed reality, driven by recent technological advancements, promises to transform industries and daily life by enhancing functionalities and services. This short review assesses highly cited papers over the last two decades from an over a thousand of research papers on mixed reality. Emphasizing papers published in 2022 and 2023, it delves into the contemporary applications of mixed reality, highlighting its potential in digitally enhanced simulations and utilities amidst the expansive language model era. Additionally, the review examines both the possibilities and constraints of these innovative solutions, shedding light on emerging research domains like education, telemedicine, remote control, and graphics optimization in real-time rendering.
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Militello, Laura, Christen Sushereba, Olivia Hernandez, and Emily S. Patterson. "Augmented Reality Adaptive Training Principles." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 8, no. 1 (September 2019): 72–75. http://dx.doi.org/10.1177/2327857919081016.

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As augmented reality (AR) technology offers enhanced capabilities for medical simulation training, research is required to understand how to best leverage the strengths of AR. We describe a literature review that will provide the foundation for articulating and testing candidate principles for AR adaptive training design. Our goal is to articulate and test design principles for designing recognition skills training as described in the recognition-primed decision model (Klein, 1997). We identified seminal articles from the the Naturalistic Decision Making literature, and used those to seed a systematic review of the medical education and combat medic training literatures. Findings from the literature review suggest three categories of candidate design principles: 1) fidelity and realism, 2) engagement, and 3) scaffolding. Next steps will include articulating specific design principles and designing a series of studies to test them using the VPIT AR training platform.
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Dissertations / Theses on the topic "Reality in literature"

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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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Patnoe, Elizabeth Louise. "Fiction, reality, and female suicide /." The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487945015619031.

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Stanford, Amanda Theresa. "Outsized reality : how 'magical realism' hijacked modern Latin American fiction." Thesis, University of Edinburgh, 2013. http://hdl.handle.net/1842/7847.

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Creative Portion abstract (75%): Literary Fiction Manuscript Souvenirs of the Revolution Against the backdrop of the Mexican Revolution of 1910, betrayal, sexual deviance, rigid morality and a fatal subservience to moral correctness drives the Montelejos clan: complex and self-serving, innocent and deluded, larger than life, an illustrious family line in its final decline. Mariabella Montelejos, who tries to sell her only daughter for the price of a new carriage during the bloodiest part of the Revolution. Her daughter, Portensia Montelejos, who leaves her mother’s body to moulder in the front room after soldiers come at the point of a gun. Gloria Vasquez, celebrated beauty, practising witch, and tormentor of her step-sister, Teresa: ill, gullible, naive, awoken to her destiny by the surreal birth of her daughter. Paulina, a child who once communed with the holy, made an empty vessel by the abuse of her father – and revered as a living saint as she lies dying in a Pueblano convent. The men of the family, weak and susceptible to the mandates of their dying class, are no match for the machinations of such women. Evil abuser Ebner Collins, paralyzed by a jealous man’s bullet in the middle of the Sinai desert. Hernando Vasquez, cowed into marriage by the longing for his dead wife, Evelyn Cuthbert. Guiermo Fuentes de Solis, cuckolded husband. Jaime Vasquez, who hears voices and lives at the bottom of a bottle, unable to save his cousin Paulina. The Revolution is the beginning of the end for Montelejos, and the miraculous will be its undoing. Analytical Portion abstract (25%): An Outsized Reality: How “Magical Realism” Hijacked Modern Latin American Literature With the publication of Gabriel García Márquez’s Cien Anos de Soledad in 1967, Latin American writing captured the world’s attention. Critics, readers, and imitators rushed to discuss and emulate this astounding novel. A whole genre of literature, “magical realism”, was popularized, and with it, critical discussion of its influences, history, genre limitations, and the sheer “imagination” it brought to the forefront of literary debate. In this thesis I will discuss the problems associated with “Western” critical analysis of Latin American writing, specifically as it seeks to define, without a proper context, the literature which draws life from the history and culture of Latin America and categorizes its literature without the cultural understanding required.
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Johnson, Jay. "Issues with Reality| Defining and Exploring the Logics of Alternate Reality Games." Thesis, The University of Wisconsin - Milwaukee, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10931461.

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Alternate Reality Games (ARGs), a genre of transmedia experiences, are a recent phenomenon, with the first recognized ARG being The Beast (2001), a promotion for the film A.I.: Artificial Intelligence (2001). This dissertation seeks to more clearly define and investigate contexts of transmedia narratives and games, specifically ARGs. ARGs differ from more popular and well-known contemporary forms of gaming in several ways, perhaps most importantly by intensive use of multiple media. Whereas a player may experience most or all of a conventional video game through a single medium, participants in ARGs must navigate multiple media and technical platforms— networks of websites, digital graphics, audio recordings, videos, text and graphics in print, physical objects, etc.— in order to participate in the experience of the ARG. After establishing a history of ARGs, the author defines both transmedia and ARGs and begins to build typologies to help distinguish individual examples of the genres. Then, after building the above framework for analyzing transmedia and ARGs, the author explores the relevance of the ARG genre within three specific contexts. These contexts serve as tools to excavate potential motivators from creative and participatory standpoints. The author refers to these motivations as three logics of ARGs: industrial, cultural, and educational. The industrial logic examines the advantages of transmedia and ARG production from the entertainment industry standpoint, in terms of an alternative to franchising and as a way to extend intellectual property (IP), as well as offering interactive possibilities to an engaged audience. The cultural logic examines the relationship between the emergence of digital media, transmedia, and ARGs and the aesthetic appeal of the form and genre as paranoia, puzzle-solving, and collective meaning making within a shifting representation of reality through networked embodiment and challenging long-held assumptions of ontological and phenomenological experiences. Finally, the educational logic of ARGs analyzes the potential and use of the genre as an immersive, constructivist learning space that fosters self-motivated individual and collaborative analysis, interpretation, and problem-solving.

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Wyatt, Andrew L. Wyatt. "Interfacing with Reality: Zeno and the Unstable Narrative." Kent State University Honors College / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1463138182.

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Vierra, Sarah Thomsen Jarausch Konrad Hugo. "Representing reality literature, film, and the construction of Turkish-German identity /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2006. http://dc.lib.unc.edu/u?/etd,123.

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Thesis (M.A.)--University of North Carolina at Chapel Hill, 2006.
Title from electronic title page (viewed Oct. 10, 2007). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of History." Discipline: History; Department/School: History.
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Owomoyela, Oyekan, Rita Böttcher-Wöbcke, Marion Pape, Cornelia Uschtrin, Stanislaw Pilazcewicz, Shaban Mayanja, Ezenwa Ohaeto, and Joseph A. McIntyre. "Levels of perception and reproduction of reality in modern African literature." Universität Leipzig, 1997. https://ul.qucosa.de/id/qucosa%3A32902.

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The ensuing manifestations of reality represent our cultural memory, saved from oblivion in literature. If we accept this as one possible definition of literature, every culture – oral or written – has its cultural memory, in as many facts as there are participants in the cultural progress.
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Holladay, Hilary White. ""Credences of Summer": Wallace Stevens' Concentric Search for Reality." W&M ScholarWorks, 1987. https://scholarworks.wm.edu/etd/1539625395.

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Ogunfolabi, Kayode Omoniyi. "History, horror, reality the idea of the marvelous in postcolonial fiction /." Diss., Connect to online resource - MSU authorized users, 2008.

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Underriner, Chaz 1987. "The Sound-Poetry of the Instability of Reality: Mimesis and the Reality Effect in Music, Literature, and Visual Art." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849623/.

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This paper uses the concept of mimesis to clarify the debate concerning the representation of reality in music. Specifically, this study defines the audio reality effect and the three main practices of realism as a way of understanding mimetic practices in multiple artistic media, in particular regarding the multimedia works of the "Landscape series." After addressing the historical debates concerning mimesis, this study develops a framework for the understanding of mimesis in sound by addressing the writings of Weiss, Baudrillard, Barthes, Deleuze, and Prendergast and by examining mimetic practices in 19th-century European painting and multimedia performance works. The audio reality effect is proposed as a meaningful translation of Roland Barthes' literary reality effect to the sonic realm. The main trends of realist practice are applied to electroacoustic music and soundscape composition using the works and writings of Emmerson, Truax, Wishart, Risset, Riddell, Smalley, Murray Schafer, Fischman, Young, and Field. Lastly, this study mimetically analyzes "2 seconds / b minor / wave" by Michael Pisaro and Taku Sugimoto and the works of the "Landscape series" in order to demonstrate the relevance of mimesis for understanding current musical practice.
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Books on the topic "Reality in literature"

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Shields, David. Reality Hunger. New York: Knopf Doubleday Publishing Group, 2010.

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Kot̓átko, Petr. Fictionality - Possibility - Reality. Edited by Sabatés Marcelo and Pokorný Martin. Bratislava: Aleph, 2010.

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Barbara, Lounsberry, ed. Writing creative nonfiction: The literature of reality. New York: HarperCollins College Publishers, 1996.

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ill, Marks Gerald, ed. Virtual reality. New York: Scholastic, 1995.

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S, Lawson Carol, and Lawson Robert F. 1948-, eds. Kaleidoscope: Lenses on reality. West Chester, Pa: Chrysalis Books-Swedenborg Foundation Publishers, 2009.

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S, Lawson Carol, and Lawson Robert F. 1948-, eds. Kaleidoscope: Lenses on reality. West Chester, Pa: Chrysalis Books-Swedenborg Foundation Publishers, 2009.

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S, Lawson Carol, and Lawson Robert F. 1948-, eds. Kaleidoscope: Lenses on reality. West Chester, Pa: Chrysalis Books-Swedenborg Foundation Publishers, 2009.

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S, Lawson Carol, and Lawson Robert F. 1948-, eds. Kaleidoscope: Lenses on reality. West Chester, Pa: Chrysalis Books-Swedenborg Foundation Publishers, 2009.

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Robbins, Helen. The workforce - research and reality: A literature guide. London: British Library Information Sciences Service, 1990.

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Oz, Amos. Israeli literature: A case of reality reflecting fiction. Colorado Springs: Colorado College, 1985.

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Book chapters on the topic "Reality in literature"

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Fockler, S. K. F. "Motorcyclists: A Literature Review." In Motorcyclists: Image and Reality, 13–32. New York: Routledge, 2021. http://dx.doi.org/10.4324/9780429334375-2.

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Wang, Ying, Wei Zhang, Su Wu, and Yang Guo. "Simulators for Driving Safety Study – A Literature Review." In Virtual Reality, 584–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_63.

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Hensen, Benedikt. "A Systematic Literature Review of Mixed Reality Learning Approaches." In Extended Reality, 15–34. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43404-4_2.

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Moorhouse, Natasha, M. Claudia tom Dieck, and Timothy Jung. "Technological Innovations Transforming the Consumer Retail Experience: A Review of Literature." In Augmented Reality and Virtual Reality, 133–43. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_10.

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Breitkreuz, David, Maike Müller, Dirk Stegelmeyer, and Rakesh Mishra. "Augmented Reality Remote Maintenance in Industry: A Systematic Literature Review." In Extended Reality, 287–305. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_21.

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Chatsiopoulou, Anna, and Panagiotis Michailidis. "Cultural Heritage Applications Based on Augmented Reality: A Literature Review." In Extended Reality, 194–209. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43404-4_13.

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Xue, Liangchao, Christopher J. Parker, and Helen McCormick. "A Virtual Reality and Retailing Literature Review: Current Focus, Underlying Themes and Future Directions." In Augmented Reality and Virtual Reality, 27–41. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06246-0_3.

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Miller, J. Hillis. "Reading. The Swiss Family Robinson as Virtual Reality." In Children's Literature, 78–92. London: Palgrave Macmillan UK, 2004. http://dx.doi.org/10.1057/9780230523777_4.

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Taylor, Ordner W. "Horror, Race, and Reality." In The Palgrave Handbook to Horror Literature, 423–32. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-97406-4_32.

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Foster, Kate. "Children of Reality and Fiction." In Chinese Literature and the Child, 35–63. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137310989_3.

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Conference papers on the topic "Reality in literature"

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BACIU, Ana-Maria, and 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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Buettner, Ricardo, Hermann Baumgartl, Tim Konle, and Patrick Haag. "A Review of Virtual Reality and Augmented Reality Literature in Healthcare." In 2020 IEEE Symposium on Industrial Electronics & Applications (ISIEA). IEEE, 2020. http://dx.doi.org/10.1109/isiea49364.2020.9188211.

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de Oliveira, Monique Emidio, and Cleber Gimenez Correa. "Virtual Reality and Augmented reality applications in agriculture: a literature review." In 2020 22nd Symposium on Virtual and Augmented Reality (SVR). IEEE, 2020. http://dx.doi.org/10.1109/svr51698.2020.00017.

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Danaristo, Jevon, Julian Jearsen, Yonathan Faitho, Jurike Moniaga, and Bakti Amirul Jabar. "Systematic Literature Review of Augmented Reality and Virtual Reality Development in Education." In 2022 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS). IEEE, 2022. http://dx.doi.org/10.1109/icimcis56303.2022.10017778.

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Zhang, Chi, Hao Luo, and Yi (Joy) Li. "Depression Detection Using Virtual Reality: A Literature Review." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2021. http://dx.doi.org/10.24251/hicss.2021.487.

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Kasela, Adam, Stefan Korecko, and Branislav Sobota. "Extended Reality in Youth Education: a Literature Review." In 2021 19th International Conference on Emerging eLearning Technologies and Applications (ICETA). IEEE, 2021. http://dx.doi.org/10.1109/iceta54173.2021.9726589.

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Wei, Xiaodong, and Ruifeng Huangfu. "APPLICATION OF VIRTUAL REALITY AND AUGMENTED REALITY IN MUSEUM LEARNING: A LITERATURE REVIEW." In 15th International Technology, Education and Development Conference. IATED, 2021. http://dx.doi.org/10.21125/inted.2021.1648.

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"Research on the Narrative Form of Virtual Reality." In 2017 4th International Conference on Literature, Linguistics and Arts. Francis Academic Press, 2017. http://dx.doi.org/10.25236/iclla.2017.14.

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"BHARATHI MUKHERJEE - THE VOICE OF CONTEMPORARY AMERICAN IMMIGRANT & EXPATRIATE SOCIAL REALITY." In 2nd National Conference on Translation, Language & Literature. ELK Asia Pacific Journals, 2015. http://dx.doi.org/10.16962/elkapj/si.nctll-2015.12.

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Luoto, Antti. "Systematic Literature Review on User Logging in Virtual Reality." In Mindtrek 2018: Academic Mindtrek 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3275116.3275123.

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Reports on the topic "Reality in literature"

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Petrovych, Olha B., Alla P. Vinnichuk, Viktor P. Krupka, Iryna A. Zelenenka, and Andrei V. Voznyak. The usage of augmented reality technologies in professional training of future teachers of Ukrainian language and literature. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4635.

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The article deals with the peculiarities of creation and practical application of augmented reality (AR) technologies for the organization of students-philologists’ individual and group work in studying the discipline “Methodic of teaching literature”. The relevance of the introduction of AR technologies for the future teachers-philologists’ readiness formation to the professional activity is substantiated. Analysis of the scientific sources suggested that the professional training process requires the modernization of teaching methods, and the usage of information and communication technologies (ICT) in education, in particular AR technologies, allows to make the learning process interesting and exciting. The domestic and foreign experience of AR technologies application into current educational practices is generalized. A step-by-step algorithm for creating the AR in the mobile application Unite and its subsequent content filling for professional training of future teachers of Ukrainian language and literature is described. The visualization of the educational content of the lepbook “Incredible Lesya Ukrainka”, made by students- philologists at the Mykhailo Stelmakh Faculty of Philology and Journalism of Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University during the studying the discipline “Methodic of teaching literature”, is detailed. It is specified that the educational process is based on the creation AR with the visualization of interactive learning materials with animation, instructions, links, video content, illustrations etc. according to the rubrics of the lepbook. It is emphasized that the implementation of AR technologies provides the increasing of motivation for systematic mastering of practical skills, enhances students’ concentration and attention, increases their cognitive experience, promotes the development of their creative abilities, produces the opportunities of using the visualized content for students’ research work, stimulates them to self-expression, motivates them to self-development, trains them to the skillful use of the Internet, modern gadgets and mobile applications, etc. Prospects for studying the possibilities of using AR technologies in lessons of Ukrainian literature at secondary school are determined.
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Iatsyshyn, Anna V., Valeriia O. Kovach, Volodymyr O. Lyubchak, Yurii O. Zuban, Andriy G. Piven, Oleksandra M. Sokolyuk, Andrii V. Iatsyshyn, Oleksandr O. Popov, Volodymyr O. Artemchuk, and Mariya P. Shyshkina. Application of augmented reality technologies for education projects preparation. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3856.

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After analysis of scientific literature, we defined that concept of “augmented reality” has following synonyms: “advanced reality”, “improved reality”, “enriched reality”, “mixed reality” and “hybrid reality”. Analysis of scientific literature and own practical experience of the use of augmented reality technologies application in educational practices allowed to state next: augmented reality technologies have a great potential for application in education; there are some cases of augmented reality use for school education; positive aspects of augmented reality technologies application in higher education institutions are confirmed by experiments (isolated cases); only few universities in Ukraine apply augmented reality technologies to educate students; only few universities in Ukraine have special subjects or modules in schedule to teach students to develop augmented reality technologies; various scientific events, mass events, competitions are held in Ukraine, and specialized training on the augmentation of augmented reality technologies is carried out, but this is non-systematic and does not have special state orientation and support. Features of introduction of virtual and augmented reality technologies at Sumy State University (Ukraine) are identified: “e-learning ecosystems” was created; in 2019, augmented and virtual reality research laboratory was established. Advantages and disadvantages of project activity in education are described: project activity is one of the most important components of educational process; it promotes creative self-development and self-realization of project implementers and forms various life competencies. It is determined that augmented reality application for implementation of educational projects will help: to increase students’ interest for educational material; formation of new competences; increase of students’ motivation for independent educational and cognitive activity; activation of educational activities; formation of positive motivation for personal and professional growth; conditions creation for development of personal qualities (creativity, teamwork, etc.). Current trends in implementation of educational projects were identified: most of the winner projects were implemented using augmented reality technology; augmented reality technologies were used in projects to teach different disciplines in higher education institutions. Augmented reality technology application for project activity has positive impact on learning outcomes and competitiveness of the national workforce; it will enhance the country’s position in the global economic space.
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3

Li, Gege, Jiakai Zhang, Peiyu Wang, Xin Yin, and Heng Luo. Augmented Reality in Higher Education: A Systematic Review and Meta-Analysis of the Literature from 2000 to 2023. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, March 2024. http://dx.doi.org/10.37766/inplasy2024.3.0062.

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4

Нечипуренко, Павло Павлович, Тетяна Валеріївна Старова, Тетяна Валеріївна Селіванова, Анна Олександрівна Томіліна, and Олександр Давидович Учитель. Use of Augmented Reality in Chemistry Education. CEUR-WS.org, November 2018. http://dx.doi.org/10.31812/123456789/2658.

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The purpose of this article is to analyze the current trends in the use of the augmented reality in the chemistry education and to identify the promising areas for the introduction of AR-technologies to support the chemistry education in Ukrainian educational institutions. The article is aimed at solving such problems as: the generalization and analysis of the scientific researches results on the use of the augmented reality in the chemistry education, the characteristics of the modern AR-tools in the chemistry education and the forecasting of some possible areas of the development and improvement of the Ukrainian tools of the augmented reality in the chemistry education. The object of research is the augmented reality, and the subject is the use of the augmented reality in the chemistry learning. As a result of the study, it has been found that AR-technologies are actively used in the chemistry education and their effectiveness has been proven, but there are still no Ukrainian software products in this field. Frequently AR-technologies of the chemistry education are used for 3D visualization of the structure of atoms, molecules, crystalline lattices. The study has made it possible to conclude that there is a significant demand for the chemistry education with the augmented reality that is available via the mobile devices, and accordingly the need to develop the appropriate tools to support the chemistry education at schools and universities. The most promising thing is the development of methodological recommendations for the implementation of laboratory works, textbooks, popular scientific literature on chemistry with the use of the augmented reality technologies and the creation of the simulators for working with the chemical equipment and utensils using the augmented reality.
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Kompaniets, Alla, Hanna Chemerys, and Iryna Krasheninnik. Using 3D modelling in design training simulator with augmented reality. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3740.

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The article is devoted to the theoretical consideration of the problem and the use of innovative technologies in the educational process in the educational establishment of secondary education in the process of studying the school course of computer science. The main advantages of using educational simulators in the educational process are considered, based on the new state standard of basic and complete general secondary education. Based on the analysis of scientific and methodological literature and network sources, the features of the development of simulators for educational purposes are described. Innovative tools for simulator development have been investigated, as augmented reality with the use of three-dimensional simulation. The peculiarities of using a simulator with augmented reality when studying the topic of algorithmization in the course of studying a school computer science are considered. The article also describes the implementation of augmented reality simulator for the formation of algorithmic thinking skills by students, presents the results of development and describes the functionality of the software product. In the further prospects of the study, it is planned to conduct an experimental study to determine the effectiveness of the use of software development in the learning process.
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6

Hruntova, Tetiana V., Yuliia V. Yechkalo, Andrii M. Striuk, and Andrey V. Pikilnyak. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. [б. в.], November 2018. http://dx.doi.org/10.31812/123456789/2660.

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Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in the training process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotes development of research skills and a future specialist’s competent personality.
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Zinonos, Natalya O., Elena V. Vihrova, and Andrey V. Pikilnyak. Prospects of Using the Augmented Reality for Training Foreign Students at the Preparatory Departments of Universities in Ukraine. CEUR-WS.org, November 2018. http://dx.doi.org/10.31812/123456789/2657.

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The purpose of the study is to highlight the potential and the prospects of using the augmented reality in the mathematical education for foreign students at the preparatory departments of universities. Objectives of the study: to determine the peculiarities of the virtualization of the training of foreign students at the preparatory departments of universities, as well as the possibilities of using the technology of complementary reality in the teaching of mathematics. Object of research: a virtually oriented educational environment of foreign students at the preparatory departments of universities. Subject of research: virtualization of learning with the augmented reality of mathematical education of foreign students at the preparatory departments of universities. Used research methods: theoretical – analysis of scientific and methodological literature; empirical-study, observation of the educational process. Results of the research: on the basis of the analysis of scientific publications, the notion of virtualization of education and the virtually oriented educational environment of foreign students at the preparatory departments of higher educational institutions is described. The main conclusions and recommendations: 1) the article outlines the possibilities and prospects of using the augmented reality in the mathematical education for foreign students at the preparatory departments of universities; 2) the considering the various targets of mobile applications, which are used in solving mathematical problems, as well as analysis of the characteristics of various practical achievements of using the augmented reality in the mathematical preparation for foreign students at the preparatory departments of universities, it is planned to devote a separate work.
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Nema, Rohit, and Sooraj M. Raveendran. A Method for Estimating Distribution of Household Income at a Regional Scale. Indian Institute for Human Settlements, 2023. http://dx.doi.org/10.24943/amedhirs08.2023.

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Measuring income at household and individual levels has always been a conundrum in the policymaking and research space in India. Since a lot of policy decisions relating to the welfare of the most vulnerable are taken based on income data, it is imperative that an estimation method that captures the complex ground reality is used. In the existing literature, it is often observed that researchers take an approach that uniformly allocates the entire population into income brackets at the national or state level.
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9

Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Friedman, Yuval, and Israel (Issi) Doron. Ageism and disaster situations - The case of Covid-19: A scoping review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, May 2022. http://dx.doi.org/10.37766/inplasy2022.5.0148.

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Review question / Objective: What is, and how is it expressed, the interaction between the phenomenon of ageism and society's attitude and coping with a disaster situation, such as the Cuvid-19 pandemic in the professional literature? Condition being studied: The covid-19 pandemic is a type of disaster situation, as the impact of pandemics is similar to the impact of other disasters in several respects: a wide range of impact affecting society as a whole, and an increase in uncertainty and long range of impacts. At the same time, pandemics stand out as being a pervasive, unavoidable and invisible danger (Pappas et al., 2009), and this characteristic blocks us from the usual methods that can allow us to regain a sense of control. It can be said that this complex reality has led to a recognition of the need for a deeper understanding of the interaction between the reality of disaster situations (or in this case - a disaster event in the form of a global pandemic), and the phenomenon of ageism, as well as the status and place of older persons in society.
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