Academic literature on the topic 'Virtual reality immersion'
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Journal articles on the topic "Virtual reality immersion"
Selzer, Matias, and Silvia M. Castro. "A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables." Journal of Computer Science and Technology 23, no. 2 (October 25, 2023): e08. http://dx.doi.org/10.24215/16666038.23.e08.
Full textBouchard, Stéphane, Julie St-Jacques, Geneviève Robillard, and Patrice Renaud. "Anxiety Increases the Feeling of Presence in Virtual Reality." Presence: Teleoperators and Virtual Environments 17, no. 4 (August 1, 2008): 376–91. http://dx.doi.org/10.1162/pres.17.4.376.
Full textZhang, Yongfei, Jianshu Chen, Dan Miao, and Chen Zhang. "Design and Analysis of an Interactive MOOC Teaching System Based on Virtual Reality." International Journal of Emerging Technologies in Learning (iJET) 13, no. 07 (June 28, 2018): 111. http://dx.doi.org/10.3991/ijet.v13i07.8790.
Full textYu, Qien. "The Interactive Impact of Immersive Virtual Reality Experience on the SensesTake the VR Project "Unlocking Perception in Virtual Reality" as an Example." Lecture Notes in Education Psychology and Public Media 5, no. 1 (May 17, 2023): 501–8. http://dx.doi.org/10.54254/2753-7048/5/20220675.
Full textFitriati, Trimalda Nur, Dea Wemona Rahma, Reza Ramadani Firman, and Aisyah Cahyani. "Virtual Reality Film Development: Immersive, Cinematographic, and Duration." Journal of Informatics and Communication Technology (JICT) 5, no. 1 (December 9, 2023): 67–73. http://dx.doi.org/10.52661/j_ict.v5i1.160.
Full textDoumanis, Ioannis, and Daphne Economou. "REVERIE Virtual Hangout." International Journal of Virtual and Augmented Reality 5, no. 2 (July 2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.
Full textMach, Václav, Jan Valouch, Milan Adámek, and Jiří Ševčík. "Virtual reality – level of immersion within the crime investigation." MATEC Web of Conferences 292 (2019): 01031. http://dx.doi.org/10.1051/matecconf/201929201031.
Full textYin, Ziyan, and Sang-Bing Tsai. "Research on Virtual Reality Interactive Teaching under the Environment of Big Data." Mathematical Problems in Engineering 2021 (December 10, 2021): 1–11. http://dx.doi.org/10.1155/2021/7980383.
Full textZhang, Xiaofan. "Study of Immersion in Augmented Reality Through Analysis of Immersion Elements in Museums." Journal of Contemporary Educational Research 7, no. 8 (August 31, 2023): 9–15. http://dx.doi.org/10.26689/jcer.v7i8.5192.
Full textSun, Hung, Tsun-Hung Tsai, and Ke Jiang. "Combining 360° Video and Camera Mapping for Virtual Reality: An Innovative Solution." Educational Innovations and Emerging Technologies 2, no. 2 (June 30, 2022): 39–45. http://dx.doi.org/10.35745/eiet2022v02.02.0004.
Full textDissertations / Theses on the topic "Virtual reality immersion"
Kanamgotov, Aslan. "A framework for immersion in virtual reality." Thesis, University of Bedfordshire, 2015. http://hdl.handle.net/10547/622482.
Full textRundquist, Björn, and Johan Joensen. "Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.
Full textCentral to Virtual Reality is the experience of the digital as the real. But from where does this experience stem? By investigating several different perspectives on Virtual Reality, reality and deconstructions of concepts in previous Virtual Reality-science we’ve looked into the creation of this sensation of reality in Virtual Reality-games. Through a practical project, focusing on different types of scenes and control schemes, we then sought to create a discussion focusing on the practical application of the differing theories.
Perroud, Benoit. "Immersion visuelle réaliste : proposition d'un modèle d'évaluation." Thesis, Paris, ENSAM, 2018. http://www.theses.fr/2018ENAM0060/document.
Full textThe thesis "Hyper-realistic and multi-sensorial 3D visual immersion" was carried out within the framework of a CIFRE contract established between Arts et Métiers on the one hand and Renault SAS on the other. It proposes a score model to objectively evaluate the ability of an immersive display system to reproduce the right level of sensory stimulation for a user, compared to what he would receive in reality and to the modeling of the human visual system.First, we were interested in laying the foundations of the model: it is composed of twelve criteria, equitably divided into a sum of vision indices and immersion indices. Each criterion is given, as far as possible, a score from 0 to 100. A score of 0 represents the visual system’s inability to perceive or use visual information, while a score of 100 represents maximum capacity. A score of 80 is also assigned for standard performance. Each criterion is assigned a weight according to the task performed in the virtual environment.We then carry out a series of experiments to complete the information available in the literature, to establish the criteria. Contrast and latency are of particular interest. The first experiment consists in the transposition and validation of a visual performance model in Virtual Reality. In the second, we compare the effects of latency on a given task, between a CAVE simulator and a HMD.The thesis proposes a number of theoretical, methodological and experimental results. In virtual immersion conditions, contrast and luminance criteria are important for visual perception. Experiments show that a model adapted to virtual immersion conditions is necessary. Furthermore, we show that thresholds of latency influence on performance seem to exist. The relevance of correlations between simulator performance, presence and cyber-sickness is also checked, depending on the latency and the immersive system
Löwenberg, Jakob. "Påverkar virtual reality immersion i spel med tredje persons perspektiv?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13661.
Full textCurry, Kevin Michael. "Supporting Collaborative Awareness in Tele-immersion." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/34088.
Full textMaster of Science
Li, Xiaopeng. "Playful Advertising: In-Game Advertising for Virtual Reality Games." Thesis, KTH, High Performance Computing and Visualization (HPCViz), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175593.
Full textVi presenterar en tidig utforskning av reklam i spelet för virtuell verklighet-spel. Studien undersöker hur interaktivitet och inlevelse påverkar konsumentlärande och - spelupplevelse. Först etableras en teoretisk grund för att förstå interaktivitet och inlevelse i virtuella spelmiljöer. Sedan skapas ett ramverk för forskning samt hypoteser kring frågeställningen. Sedan rapporterar vi resultaten från fältforskning, prototyp och användarstudie. Prototyperna körs i mobila webbläsare och testas på virtuell verklighet- glasögon med smartphones inuti. Baserat på resultaten, diskuteras utformning av interaktivitet och inlevelse, dess effekter på konsumentlärande och -spelupplevelse, samt sambandet mellan spelupplevelse och konsumentlärande. De viktigaste bidragen från arbetet är ett ramverk för forskning och en uppsättning av designöverväganden som kan användas för att utvärdera och förbättra effektiviteten hos reklam i virtuell verklighet-spel.
Giebler, Martin Eberhard. "Creating Convenience : How Virtual Reality allows for Augmented Relationships." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78833.
Full textDissertation (MA)--University of Pretoria, 2020.
Visual Arts
MA
Unrestricted
Pereswetoff-Morath, Alexander. "THE OCULUS RIFT’S EFFECTS ON IMMERSION SURROUNDINGMORAL CHOICE : A study of modern VR technology and itseffects on a user’s spatial immersion in avirtual environment." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10013.
Full textHarman, Joel. "Exploring the effect of visual immersion during procedural knowledge elicitation within virtual reality." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/180842/1/Joel_Harman_Thesis.pdf.
Full textLjungdahl, Petter. "Taktilitet i Virtual Reality, vän eller fiende? : En kvalitativ studie om sambandet mellan visuella stimuli och taktila stimuli i Virtual Reality." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29776.
Full textBooks on the topic "Virtual reality immersion"
Virtual art: From illusion to immersion. Cambridge, Mass: MIT Press, 2003.
Find full textNarrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins U.P., 2003.
Find full textLamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Montréal: Polytechnic International Press, 1997.
Find full textEditor), Randall Packer (Foreword, Ken Jordan (Editor), and William Gibson (Editor Foreword), eds. Multimedia: From Wagner to Virtual Reality. New York: W. W. Norton & Company, 2001.
Find full textRandall, Packer, and Jordan Ken, eds. Multimedia: From Wagner to virtual reality. New York: Norton, 2002.
Find full textSounding new media: Immersion and embodiment in the arts and culture. Berkeley: University of California Press, 2009.
Find full textIn-game: From immersion to incorporation. Cambridge, Mass: MIT Press, 2011.
Find full textNarrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press, 2001.
Find full textEngaging the avatar: New frontiers in immersive education. Charlotte, N.C: Information Age Pub., 2012.
Find full textKumar, Rajendra, Vishal Jain, Garry Tan Wei Han, and Adberezak Touzene. Immersive Virtual and Augmented Reality in Healthcare. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003340133.
Full textBook chapters on the topic "Virtual reality immersion"
Khan, Muhammad Sikandar Lal, Haibo Li, and Shafiq Ur Réhman. "Tele-Immersion: Virtual Reality Based Collaboration." In HCI International 2016 – Posters' Extended Abstracts, 352–57. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40548-3_59.
Full textBerkman, Mehmet Ilker, and Ecehan Akan. "Presence and Immersion in Virtual Reality." In Encyclopedia of Computer Graphics and Games, 1–10. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_162-1.
Full textBerkman, Mehmet Ilker, and Ecehan Akan. "Presence and Immersion in Virtual Reality." In Encyclopedia of Computer Graphics and Games, 1461–70. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_162.
Full textAgrawal, Sarvesh R., and Søren Bech. "Immersion in Audiovisual Experiences." In Sonic Interactions in Virtual Environments, 319–51. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_11.
Full textYuan, Ye, and Yuao Luo. "Research on Immersion in Virtual Reality Technology." In Proceedings of the 2nd International Conference on Internet, Education and Information Technology (IEIT 2022), 88–93. Dordrecht: Atlantis Press International BV, 2023. http://dx.doi.org/10.2991/978-94-6463-058-9_16.
Full textChoi, Hyoenah, Youngwon Ryan Kim, and Gerard J. Kim. "Presence, Immersion and Usability of Mobile Augmented Reality." In Virtual, Augmented and Mixed Reality. Multimodal Interaction, 3–15. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_1.
Full textPołap, Dawid, Karolina Kęsik, and Marcin Woźniak. "Accident Prevention System During Immersion in Virtual Reality." In Cryptology and Network Security, 565–73. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98678-4_56.
Full textDolinsky, Margaret. "Immersion and Visualizing Artistic Spaces in Virtual Reality." In VR Developer Gems, 403–13. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21598-22.
Full textYan, Chen, and Julien Cordry. "Increased Game Immersion by Using Live Player-Mapped Avatar Evolution." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 276–80. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_53.
Full textRai, Rahul K., Reshu Bansal, Shashi Shekhar Jha, and Rahul Narava. "Assessing the Utility of GAN-Generated 3D Virtual Desert Terrain: A User-Centric Evaluation of Immersion and Realism." In AI Technologies and Virtual Reality, 179–91. Singapore: Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-9018-4_13.
Full textConference papers on the topic "Virtual reality immersion"
Kuchelmeister, Volker. "Virtual Immersion: Simulating Immersive Experiences in VR." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446124.
Full textPausch, Randy, Dennis Proffitt, and George Williams. "Quantifying immersion in virtual reality." In the 24th annual conference. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/258734.258744.
Full textRobertson, George, Mary Czerwinski, and Maarten van Dantzich. "Immersion in desktop virtual reality." In the 10th annual ACM symposium. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/263407.263409.
Full textOtmane, Samir, and Jean Yves Didier. "Session details: Mobile immersion and augmented reality." In VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/3246358.
Full textElfarargy, Mohammed, Magdy Nagi, and Noha Adly. "VEGI: Virtual Environment GUI Immersion system." In 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759470.
Full textBellemans, M., D. Lamrnens, J. De Sloover, T. De Vleeschauwer, E. Schoofs, W. Jordens, B. Van Steenhuyse, et al. "Training Firefighters in Virtual Reality." In 2020 International Conference on 3D Immersion (IC3D). IEEE, 2020. http://dx.doi.org/10.1109/ic3d51119.2020.9376336.
Full textFernandes, Filipe, and Cláudia Werner. "Towards Immersive Software Engineering Education." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8451.
Full textHarter, Derek, Shulan Lu, Pratyush Kotturu, and Devin Pierce. "An Immersive Virtual Environment for Varying Risk and Immersion for Effective Training." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5522.
Full textMarsh, William E., and Frederic Merienne. "Nested immersion: Describing and classifying augmented virtual reality." In 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223466.
Full textSkarbez, Richard, Frederick P. Brooks, and Mary C. Whitton. "Immersion and coherence in a visual cliff environment." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892344.
Full textReports on the topic "Virtual reality immersion"
Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3759.
Full textMerzlykin, Olexandr, and Iryna Topolova. Developing of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learning. [б. в.], May 2018. http://dx.doi.org/10.31812/123456789/2897.
Full textMerzlykin, Olexandr V., Iryna Yu Topolova, and Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], November 2018. http://dx.doi.org/10.31812/123456789/2661.
Full textButyrina, Maria, and Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.
Full textWang, Shenlong, and David Forsyth. Safely Test Autonomous Vehicles with Augmented Reality. Illinois Center for Transportation, August 2022. http://dx.doi.org/10.36501/0197-9191/22-015.
Full textBernard, James E., and Carolina Cruz Neira. Evaluating Human Operator Performance in a Fully Immersive Virtual Reality Environment. Fort Belvoir, VA: Defense Technical Information Center, March 2002. http://dx.doi.org/10.21236/ada400507.
Full textKalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, March 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.
Full textShukla, Indu, Rajeev Agrawal, Kelly Ervin, and Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), November 2023. http://dx.doi.org/10.21079/11681/47850.
Full textPaíno-Ambrosio, A., and MI Rodríguez-Fidalgo. A proposal for the classification of immersive journalism genres based on the use of virtual reality and 360-degree video. Revista Latina de Comunicación Social, July 2019. http://dx.doi.org/10.4185/rlcs-2019-1375en.
Full textMorais, Carla, António Coelho, Alexandre Jacinto, and Marta Varzim, eds. The I SEA Project: Digital Publications. Faculdade de Ciências da Universidade do Porto, October 2020. http://dx.doi.org/10.24840/2020/978-989-746-279-5.
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