Literatura académica sobre el tema "Virtual reality immersion"
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Artículos de revistas sobre el tema "Virtual reality immersion"
Selzer, Matias y Silvia M. Castro. "A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables". Journal of Computer Science and Technology 23, n.º 2 (25 de octubre de 2023): e08. http://dx.doi.org/10.24215/16666038.23.e08.
Texto completoBouchard, Stéphane, Julie St-Jacques, Geneviève Robillard y Patrice Renaud. "Anxiety Increases the Feeling of Presence in Virtual Reality". Presence: Teleoperators and Virtual Environments 17, n.º 4 (1 de agosto de 2008): 376–91. http://dx.doi.org/10.1162/pres.17.4.376.
Texto completoZhang, Yongfei, Jianshu Chen, Dan Miao y Chen Zhang. "Design and Analysis of an Interactive MOOC Teaching System Based on Virtual Reality". International Journal of Emerging Technologies in Learning (iJET) 13, n.º 07 (28 de junio de 2018): 111. http://dx.doi.org/10.3991/ijet.v13i07.8790.
Texto completoYu, 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, n.º 1 (17 de mayo de 2023): 501–8. http://dx.doi.org/10.54254/2753-7048/5/20220675.
Texto completoFitriati, Trimalda Nur, Dea Wemona Rahma, Reza Ramadani Firman y Aisyah Cahyani. "Virtual Reality Film Development: Immersive, Cinematographic, and Duration". Journal of Informatics and Communication Technology (JICT) 5, n.º 1 (9 de diciembre de 2023): 67–73. http://dx.doi.org/10.52661/j_ict.v5i1.160.
Texto completoDoumanis, Ioannis y Daphne Economou. "REVERIE Virtual Hangout". International Journal of Virtual and Augmented Reality 5, n.º 2 (julio de 2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.
Texto completoMach, Václav, Jan Valouch, Milan Adámek y 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.
Texto completoYin, Ziyan y Sang-Bing Tsai. "Research on Virtual Reality Interactive Teaching under the Environment of Big Data". Mathematical Problems in Engineering 2021 (10 de diciembre de 2021): 1–11. http://dx.doi.org/10.1155/2021/7980383.
Texto completoZhang, Xiaofan. "Study of Immersion in Augmented Reality Through Analysis of Immersion Elements in Museums". Journal of Contemporary Educational Research 7, n.º 8 (31 de agosto de 2023): 9–15. http://dx.doi.org/10.26689/jcer.v7i8.5192.
Texto completoSun, Hung, Tsun-Hung Tsai y Ke Jiang. "Combining 360° Video and Camera Mapping for Virtual Reality: An Innovative Solution". Educational Innovations and Emerging Technologies 2, n.º 2 (30 de junio de 2022): 39–45. http://dx.doi.org/10.35745/eiet2022v02.02.0004.
Texto completoTesis sobre el tema "Virtual reality immersion"
Kanamgotov, Aslan. "A framework for immersion in virtual reality". Thesis, University of Bedfordshire, 2015. http://hdl.handle.net/10547/622482.
Texto completoRundquist, Björn y 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.
Texto completoCentral 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.
Texto completoThe 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.
Texto completoCurry, Kevin Michael. "Supporting Collaborative Awareness in Tele-immersion". Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/34088.
Texto completoMaster 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.
Texto completoVi 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.
Texto completoDissertation (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.
Texto completoHarman, 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.
Texto completoLjungdahl, 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.
Texto completoLibros sobre el tema "Virtual reality immersion"
Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins U.P., 2003.
Buscar texto completoLamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Montréal: Polytechnic International Press, 1997.
Buscar texto completoEditor), Randall Packer (Foreword, Ken Jordan (Editor) y William Gibson (Editor Foreword), eds. Multimedia: From Wagner to Virtual Reality. New York: W. W. Norton & Company, 2001.
Buscar texto completoRandall, Packer y Jordan Ken, eds. Multimedia: From Wagner to virtual reality. New York: Norton, 2002.
Buscar texto completoSounding new media: Immersion and embodiment in the arts and culture. Berkeley: University of California Press, 2009.
Buscar texto completoNarrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press, 2001.
Buscar texto completoEngaging the avatar: New frontiers in immersive education. Charlotte, N.C: Information Age Pub., 2012.
Buscar texto completoKumar, Rajendra, Vishal Jain, Garry Tan Wei Han y Adberezak Touzene. Immersive Virtual and Augmented Reality in Healthcare. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003340133.
Texto completoCapítulos de libros sobre el tema "Virtual reality immersion"
Khan, Muhammad Sikandar Lal, Haibo Li y Shafiq Ur Réhman. "Tele-Immersion: Virtual Reality Based Collaboration". En 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.
Texto completoBerkman, Mehmet Ilker y Ecehan Akan. "Presence and Immersion in Virtual Reality". En 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.
Texto completoBerkman, Mehmet Ilker y Ecehan Akan. "Presence and Immersion in Virtual Reality". En 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.
Texto completoAgrawal, Sarvesh R. y Søren Bech. "Immersion in Audiovisual Experiences". En Sonic Interactions in Virtual Environments, 319–51. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_11.
Texto completoYuan, Ye y Yuao Luo. "Research on Immersion in Virtual Reality Technology". En 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.
Texto completoChoi, Hyoenah, Youngwon Ryan Kim y Gerard J. Kim. "Presence, Immersion and Usability of Mobile Augmented Reality". En 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.
Texto completoPołap, Dawid, Karolina Kęsik y Marcin Woźniak. "Accident Prevention System During Immersion in Virtual Reality". En Cryptology and Network Security, 565–73. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98678-4_56.
Texto completoDolinsky, Margaret. "Immersion and Visualizing Artistic Spaces in Virtual Reality". En 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.
Texto completoYan, Chen y Julien Cordry. "Increased Game Immersion by Using Live Player-Mapped Avatar Evolution". En 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.
Texto completoRai, Rahul K., Reshu Bansal, Shashi Shekhar Jha y Rahul Narava. "Assessing the Utility of GAN-Generated 3D Virtual Desert Terrain: A User-Centric Evaluation of Immersion and Realism". En AI Technologies and Virtual Reality, 179–91. Singapore: Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-9018-4_13.
Texto completoActas de conferencias sobre el tema "Virtual reality immersion"
Kuchelmeister, Volker. "Virtual Immersion: Simulating Immersive Experiences in VR". En 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446124.
Texto completoPausch, Randy, Dennis Proffitt y George Williams. "Quantifying immersion in virtual reality". En the 24th annual conference. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/258734.258744.
Texto completoRobertson, George, Mary Czerwinski y Maarten van Dantzich. "Immersion in desktop virtual reality". En the 10th annual ACM symposium. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/263407.263409.
Texto completoOtmane, Samir y Jean Yves Didier. "Session details: Mobile immersion and augmented reality". En VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/3246358.
Texto completoElfarargy, Mohammed, Magdy Nagi y Noha Adly. "VEGI: Virtual Environment GUI Immersion system". En 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759470.
Texto completoBellemans, M., D. Lamrnens, J. De Sloover, T. De Vleeschauwer, E. Schoofs, W. Jordens, B. Van Steenhuyse et al. "Training Firefighters in Virtual Reality". En 2020 International Conference on 3D Immersion (IC3D). IEEE, 2020. http://dx.doi.org/10.1109/ic3d51119.2020.9376336.
Texto completoFernandes, Filipe y Cláudia Werner. "Towards Immersive Software Engineering Education". En XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8451.
Texto completoHarter, Derek, Shulan Lu, Pratyush Kotturu y Devin Pierce. "An Immersive Virtual Environment for Varying Risk and Immersion for Effective Training". En ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5522.
Texto completoMarsh, William E. y Frederic Merienne. "Nested immersion: Describing and classifying augmented virtual reality". En 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223466.
Texto completoSkarbez, Richard, Frederick P. Brooks y Mary C. Whitton. "Immersion and coherence in a visual cliff environment". En 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892344.
Texto completoInformes sobre el tema "Virtual reality immersion"
Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha y Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], febrero de 2020. http://dx.doi.org/10.31812/123456789/3759.
Texto completoMerzlykin, Olexandr y Iryna Topolova. Developing of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learning. [б. в.], mayo de 2018. http://dx.doi.org/10.31812/123456789/2897.
Texto completoMerzlykin, Olexandr V., Iryna Yu Topolova y Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], noviembre de 2018. http://dx.doi.org/10.31812/123456789/2661.
Texto completoButyrina, Maria y Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, febrero de 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.
Texto completoWang, Shenlong y David Forsyth. Safely Test Autonomous Vehicles with Augmented Reality. Illinois Center for Transportation, agosto de 2022. http://dx.doi.org/10.36501/0197-9191/22-015.
Texto completoBernard, James E. y Carolina Cruz Neira. Evaluating Human Operator Performance in a Fully Immersive Virtual Reality Environment. Fort Belvoir, VA: Defense Technical Information Center, marzo de 2002. http://dx.doi.org/10.21236/ada400507.
Texto completoKalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, marzo de 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.
Texto completoShukla, Indu, Rajeev Agrawal, Kelly Ervin y Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), noviembre de 2023. http://dx.doi.org/10.21079/11681/47850.
Texto completoPaíno-Ambrosio, A. y 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, julio de 2019. http://dx.doi.org/10.4185/rlcs-2019-1375en.
Texto completoMorais, Carla, António Coelho, Alexandre Jacinto y Marta Varzim, eds. The I SEA Project: Digital Publications. Faculdade de Ciências da Universidade do Porto, octubre de 2020. http://dx.doi.org/10.24840/2020/978-989-746-279-5.
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