Letteratura scientifica selezionata sul tema "Virtuality"

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Articoli di riviste sul tema "Virtuality"

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Turoff, Murray. "Virtuality". Communications of the ACM 40, n. 9 (settembre 1997): 38–43. http://dx.doi.org/10.1145/260750.260761.

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Nardi, Bonnie. "Virtuality". Annual Review of Anthropology 44, n. 1 (21 ottobre 2015): 15–31. http://dx.doi.org/10.1146/annurev-anthro-102214-014226.

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Portman, Diane. "Virtuality". Journal of Palliative Medicine 23, n. 12 (1 dicembre 2020): 1686. http://dx.doi.org/10.1089/jpm.2020.0202.

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D'angelo, Ilaria, e Nicoletta Scapparone. "On virtuality". Metodo. International Studies in Phenomenology and Philosophy 2.2, n. 2 (2014): 7–14. http://dx.doi.org/10.19079/metodo.2.2.7.

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Jandrić, Petar. "Deschooling Virtuality". Open Review of Educational Research 1, n. 1 (gennaio 2014): 84–98. http://dx.doi.org/10.1080/23265507.2014.965193.

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Birringer, Johannes. "Augmenting virtuality". International Journal of Performance Arts and Digital Media 14, n. 2 (3 luglio 2018): 224–28. http://dx.doi.org/10.1080/14794713.2018.1520481.

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Gunkel, David J. "Framing Virtuality". American Book Review 29, n. 3 (2008): 20–21. http://dx.doi.org/10.1353/abr.2008.0070.

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Codognet, Philippe. "The virtuality of constraints and the constraints of virtuality". ACM Computing Surveys 28, n. 4es (dicembre 1996): 60. http://dx.doi.org/10.1145/242224.242301.

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Purvanova, Radostina K., e Renata Kenda. "Paradoxical Virtual Leadership: Reconsidering Virtuality Through a Paradox Lens". Group & Organization Management 43, n. 5 (26 agosto 2018): 752–86. http://dx.doi.org/10.1177/1059601118794102.

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This conceptual article moves the conversation about virtual leadership forward by blending extant knowledge on virtuality and on leadership. Drawing on paradox theory, we show that virtuality is a paradox; therefore, virtual leadership’s core function is to deal with paradox. Our paradoxical virtual leadership model introduces three distinct leadership styles: synergistic, selective, and stagnant. Synergistic leaders view virtuality through a both–and cognitive framework, integrate divergent forces into synergistic solutions, and engage in varied, even opposing, behaviors to synergize virtuality’s paradoxical tensions and leverage the power of paradox. In contrast, selective leaders view virtuality through an either–or framework, and attempt to either manage virtuality’s challenges, or to capitalize on its opportunities, thus failing to balance paradoxical tensions. Finally, stagnant leaders adopt an avoidant framework, ignoring or avoiding virtuality’s paradoxes, and fail to lead effective virtual teams. The practical implications of this model—especially as they relate to how virtual leaders can synergize paradoxical tensions—are discussed.
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Török L, Gábor. "Virtuality, organizations, management". Társadalomkutatás 31, n. 2 (giugno 2013): 148–61. http://dx.doi.org/10.1556/tarskut.31.2013.2.5.

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Tesi sul tema "Virtuality"

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Saňková, Klára. "Realita a virtualita aneb Je facebook reálný nebo virtuální prostor?" Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-124711.

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Existence of Facebook is based on software. For this reason it is commonly considered and treated as a virtual only space. But this well known phenomenon influences lives of many people and this impact on daily life cannot be overlooked. This thesis is about balancing on that fine line between real and virtual space and about questions that this brings. It gathers together different definitions of those terms and shows what most of Facebook functionality bring to this matter. Based on survey made for this thesis we can say the influence is really being underestimated even tough people that spend lot of their time on Facebook are more aware of its impact.
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Metcalf, Kathryne Young. "Technophobia: Exploring Fearful Virtuality". Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1558442740070796.

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Raponi, Damiano. "Trends in virtuality: experiments". Doctoral thesis, Università Politecnica delle Marche, 2016. http://hdl.handle.net/11566/243122.

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Negli ultimi anni la ricerca si sta concentrando nello sviluppo di innovative soluzioni per la progettazione orientate alla riduzione dei tempi di sviluppo, dei costi e l’incremento della qualità permettendo alle aziende di ridurre il time-to-market. Tra le soluzioni più rilevanti, le tecnologie AR/MR/VR permettono di realizzare prototipi virtuali in alta fedeltà che possono essere utilizzati per svolgere test con utenti reali. Spesso però le aziende rivedono le loro tecniche di prototipazione in base al prodotto che stanno sviluppando, non ottimizzando così i costi di sviluppo e non prendendo in considerazione le caratteristiche psicofisiche dell’utente reale. Il lavoro svolto in questa tesi si concentra quindi sulla definizione di un appropriato framework integrato con i tradizionali processi di progettazione ed in grado di supportare le scelte dei progettisti nello sviluppo di prototipi virtuali in alta fedeltà al fine di sperimentare in contesti reali le soluzioni progettuali adottate. Per raggiungere questo obbiettivo è stata creata una metodologia basata su un approccio UCD in accordo al quale il cliente viene coinvolto in tutte le fasi del metodo. Al fine di validare questa metodologia sono stati implementati una serie di strumenti di VP. Inoltre, i risultati dell’applicazione del metodo proposto con gli strumenti di VP implementati hanno permesso di sviluppare un sistema di VR interattivo e riconfigurabile adatto ad attrezzare laboratori per far vivere all’utente una User Experience completa. La ricerca svolta è stata applicata a tre casi studio riguardanti lo studio di innovative interfacce utenti per vari contesti d’uso: a) una piattaforma web-based in grado di supportare il processo contract residenziale, b) un’innovativa soluzione per il monitoraggio dei parametri fisiologici di un utente e la creazione di percorsi benessere personalizzati, c) una interfaccia utente applicata ad una doccia ad elevata usabilità per persone anziane e con difficoltà visive.
In the last years, research is focusing on the development of innovative design solutions aimed at reducing development time, costs and increase the quality enabling the companies to reduce the time-to-market. Among the most relevant solutions, the AR/MR/VR technologies allow to realize High-Fidelity virtual prototypes that can be used to carry out tests with real users. Nevertheless, the companies review their prototyping techniques according to the product that are developing, not optimizing the development costs and not taking into account the psychophysical characteristics of the real user. The work presented in this thesis is therefore focused on the definition of a structured framework integrated in the traditional design process and able to support the designers choices for the development of High-Fidelity virtual prototypes in order to experiment the adopted design solution in real context. In order to achieve this goal a methodology is defined. It is based on a User-Centered Design approach according to which the customer is involved in all steps. With the purpose to validate the proposed methodology a set of VP tools are implemented. In addition, the results from the methodology application with the implemented VP tools allow to develop an interactive and reconfigurable Virtual Reality system suitable to equip a laboratory in order to create a complete Virtual User Experience. The overall framework is applied to three real industrial case studies. All concern the study of innovative User Interfaces for various contexts of use: a) a web-based platform to properly support contract furniture, b) an innovative solution to monitor the physiological parameters of a user and therefore to create customized wellness routes, c) a User Interface applied to a shower with high usability for elderly and visual impaired people.
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Gerlach, Joseph Andrew. "Vernacular mapping : affect, virtuality, performance". Thesis, University of Oxford, 2012. http://ora.ox.ac.uk/objects/uuid:00b1e482-42d2-4fcf-8832-d1db594dc24f.

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In diagramming the recent, global proliferation in quotidian cartographic technologies and practices, this thesis is concerned with the re-imagining of durable geographic motifs and refrains; those of maps and mappings. Conceptually, the thesis works to explore and interrogate the underplayed non-representational registers of cartography. Specifically, this entails unsettling the assumed ontological security of maps as representational artefacts, at the same time accentuating their affective and virtual vectors through an attentiveness to their spatial emergence and performance. In doing so, maps are rendered here not as mimetic, static grids of existence, but as intensive performances, productive of an unqualified geographic and political potential; that is to say, spaces of the virtual. Empirically, these conceptual concerns are worked through a series of fieldwork traces that animate and narrate a number of quite distinct yet resonant cartographic performances; namely geographic encounters with a counter-cartography group in North Carolina; a digital, open-source mapping organisation in both the UK and Peru and finally with two examples of an institutional cartography: Google and Ordnance Survey. Through these mappings, these fieldwork traces, what the thesis works towards is a micropolitical diagramming of contemporary cartographic practices, a diagramming that complicates deliberately the representational certitude of maps, but moreover, one that affirms the (im)material, anticipatory and minor geopolitics of mapping; a mapping of and for the everyday; a mapping of and for the vernacular.
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Ferreday, Debra. "Online belongings : fantasy, virtuality and community". Thesis, Lancaster University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410750.

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Tsang, Boon-chi Benjamin, e 曾本治. "Rhizomatic labyrinth: between virtuality and actuality". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31986079.

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Persson, Skare Ragnar. "Exploring Architecture : Time, Photography and Virtuality". Thesis, KTH, Arkitektur, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169193.

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The thesis project explores the architectural themes of time and virtuality in two parts. The first theme - time - is investigated through a photographical study of Kulturhuset in Stockholm, searching for physical traces of change. The study also reveals a faster time scale relating to the inhabitants and users of space.  The second part of the project relates to the photographs, building on the technique of the camera obscura to investigate the theme of virtuality. Through three full scale tests and different experiments, an attempt was made to manipulate the border between the physical and the virtual, demonstrated in a room obscura built up at the courtyard of the School of Architecture during the Diploma Days in June 2015.  The project moves from the observational part of the photograph into a physical exploration of what architecture is, how it works and possibly what it could be, from virtual to physical and back again. As a whole, the project is a collection of thoughts, of sights, of connections and of experiences.
Examensarbetet undersöker de arkitektoniska begreppen tid och virtualitet i två delar. Det första temat - tid - undersöks genom en fotografisk studie av Kulturhuset i Stockholm, ett sökande efter fysiska spår av förändring. Studien visar också en snabbare tidsskala som relaterar till användaren och brukaren av rummet. Den andra delen av projektet utgår från fotografierna och använder camera obscurans teknik för att undersöka temat virtualitet. Genom tre fullskaliga tester och olika experiment prövades gränsen mellan det fysiska och det virtuella, och demonstrerades slutligen i ett rum obscura som byggts upp på gården i Arkitekturskolan under Diploma Days, juni 2015. Projektet rör sig från ett observerande i fotografiet till en fysisk undersökning av vad arkitektur är, hur arkitektur fungerar och eventuellt vad det skulle kunna vara, från det virtuella till det fysiska och tillbaka igen. Som helhet är projektet en samling tankar, sevärdheter, kopplingar och erfarenheter.
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Tsang, Boon-chi Benjamin. "Rhizomatic labyrinth : between virtuality and actuality /". Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25946614.

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Ismet, Burcak. "The Memory Of Time: Virtuality In Deleuze". Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/2/12608297/index.pdf.

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The main objective of this master&rsquo
s thesis is to examine the concept of difference according to French philosophers Gilles Deleuze and Henri Bergson. In order to explicate this crucial concept and its emphasis in these thinkers&rsquo
philosophies, this dissertation is focused on the notion of time and memory. Through the thesis, first Deleuze&rsquo
s critical attitude towards representational and dialectical approachs for difference is elucidated. After the comprehensive examination for the meaning of difference according to Deleuze, the understanding of time is revealed by means of Deleuzian comprehension of repetition and Bergsonian notion of duration. Throughout the thesis what is virtually hidden beneath the arguments, what is common in both philosophers finally is exposed as the concept of becoming. For Deleuze, whose philosophy of time is certainly dependent on Bergson, time creates a renewed conception in order for subject to be an individual as the state of permanent becoming. And an individual which is qualified as a state of becoming, is the memory of time where the latter is an infinite virtuality.
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Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.

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This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those AV concepts using only a monocular RGB camera as sensor: monocular visual SLAM (mvSLAM) and Structure from Motion (SfM). Two lists of requirements were constructed, formalising the notions of AV and consumer-accessibility. A search process was then conducted, where existing software packages were evaluated for their suitability to be included in a piece of software fulfilling all requirements. The evaluations of SfM systems were made in combination with Multi-View Stereo (MVS) systems – a necessary complement for achieving visible shape reconstruction using a system that outputs point clouds. After thoroughly evaluating a variety of software, it was concluded that consumer-accessible AV can not currently be achieved by combining existing packages, due to several issues. While future hardware performance increases and new software implementations would solve complexity and availability issues, some inaccuracy and usability issues are inherent to the limitation of using a monocular camera.
Detta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
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Libri sul tema "Virtuality"

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Jeschke, Sabina, Leif Kobbelt e Alicia Dröge, a cura di. Exploring Virtuality. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-03885-4.

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Lehman-Wilzig, Sam N. Virtuality and Humanity. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-6526-4.

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Crowston, Kevin, Sandra Sieber e Eleanor Wynn, a cura di. Virtuality and Virtualization. Boston, MA: Springer US, 2007. http://dx.doi.org/10.1007/978-0-387-73025-7.

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Diodato, Roberto. Image, Art and Virtuality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67784-8.

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Hoang, Nguyen Tuan, e Preston David Seth, a cura di. Virtuality and education: A reader. Amsterdam: Rodopi, 2006.

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editor, Franken-Wendelstorf Regina, Lindinger Elisabeth editor e Sieck Jürgen editor, a cura di. Kultur und Informatik: Reality and virtuality. Glückstadt: VWH, Verlag Werner Hülsbusch, Fachverlag für Medientechnik und -wirtschaft, 2014.

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Braga, Joaquim, a cura di. Conceiving Virtuality: From Art To Technology. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24751-5.

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Panteli, Niki, e Mike Chiasson. Exploring Virtuality Within and beyond Organizations. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230593978.

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J, Clayton Mark, Vasquez de Velasco, Guillermo P. e Association for Computer-Aided Design in Architecture., a cura di. ACADIA 2000: Eternity, infinity, and virtuality. [United States?]: Association for Computer-Aided Design in Architecture, 2002.

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Sukula, Shiva. Information technology: Bridge to the wired virtuality. New Delhi: Ess Ess Publications, 2008.

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Capitoli di libri sul tema "Virtuality"

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Boellstorff, Tom. "Virtuality". In A Companion to the Anthropology of the Body and Embodiment, 504–20. Oxford, UK: Wiley-Blackwell, 2011. http://dx.doi.org/10.1002/9781444340488.ch29.

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Ryan, Marie-Laure. "Virtuality". In Critical Terms in Futures Studies, 335–41. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-28987-4_51.

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Bühlmann, Vera. "Applied Virtuality". In X.media.publishing, 119–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-540-69002-3_10.

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Fyfe, Paul. "Radiant Virtuality". In Victoria's Lost Pavilion, 97–115. New York: Palgrave Macmillan US, 2017. http://dx.doi.org/10.1057/978-1-349-95195-6_6.

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Panteli, Niki, e Mike Chiasson. "Rethinking virtuality". In Exploring Virtuality Within and beyond Organizations, 1–17. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230593978_1.

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Lehman-Wilzig, Sam N. "Defining Virtuality". In Virtuality and Humanity, 13–30. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-6526-4_2.

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Glezos, Simon. "Embodied Virtuality". In Speed and Micropolitics, 129–80. New York, NY : Routledge, 2021.: Routledge, 2020. http://dx.doi.org/10.4324/9780367280642-8.

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Jeschke, Sabina, Leif Kobbelt e Alicia Dröge. "Einführung in den Band". In Exploring Virtuality, 7–18. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03885-4_1.

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Staar, Henning. "„Auf jedem Schiff, ob’s dampft, ob’s segelt, gibt’s (mindestens) einen, der die Sache regelt“ Führung, Macht und Einfluss in virtuellen Netzwerken". In Exploring Virtuality, 173–97. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03885-4_10.

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Krecklau, Lars, Dominik Sibbing, Torsten Sattler, Ming Li, Martin Habbecke e Leif Kobbelt. "Rekonstruktion urbaner Umgebungen und ihre Anwendungen". In Exploring Virtuality, 199–213. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03885-4_11.

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Atti di convegni sul tema "Virtuality"

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Al-Attili, Aghlab, e Leonidas Koutsoumpos. "Ethics of Virtuality… Virtuality of Ethics". In eCAADe 2006: Communicating Space(s). eCAADe, 2006. http://dx.doi.org/10.52842/conf.ecaade.2006.032.

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Al-Attili, Aghlab, e Leonidas Koutsoumpos. "Ethics of Virtuality… Virtuality of Ethics". In eCAADe 2006: Communicating Space(s). eCAADe, 2006. http://dx.doi.org/10.52842/conf.ecaade.2006.032.

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Chagué, Sylvain. "Real virtuality". In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745234.2810209.

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Brown, Ross, Selen Turkay e Laurianne Sitbon. "Educational virtuality". In OzCHI '18: 30th Australian Computer-Human Interaction Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3292147.3295498.

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Akşit, Kaan, Ward Lopes, Jonghyun Kim, Josef Spjut, Anjul Patney, Peter Shirley, David Luebke et al. "Varifocal virtuality". In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3084822.3084829.

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"Real virtuality". In the 20th annual conference, chair Jack Bresenham. New York, New York, USA: ACM Press, 1993. http://dx.doi.org/10.1145/166117.166164.

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Chagué, Sylvain, e Caecilia Charbonnier. "Real virtuality". In VRIC '16: Virtual Reality International Conference - Laval Virtual 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2927929.2927945.

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Chalmers, Alan, David Howard e Christopher Moir. "Real virtuality". In the 2009 Spring Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1980462.1980466.

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Magnor, Marcus. "Reality-augmented virtuality". In the ACM symposium. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1077534.1077574.

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Cohen, Michael, Rasika Ranaweera, Bektur Ryskeldiev, Tomohiro Oyama, Aya Hashimoto, Naoki Tsukida e Toshimune Miyaji. "Mixed virtuality transducer". In SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2669062.2684185.

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Rapporti di organizzazioni sul tema "Virtuality"

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Clarke, Jerry, John Vines e Eric Mark. An Augmented Virtuality Scientific Data Center. Fort Belvoir, VA: Defense Technical Information Center, settembre 2004. http://dx.doi.org/10.21236/ada428158.

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2

Brodsky, Stanley J. Gluon Virtuality and Heavy Sea Quark Contributions to the Spin-dependent g1 Structure Function. Office of Scientific and Technical Information (OSTI), gennaio 1999. http://dx.doi.org/10.2172/9979.

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Bilovska, Natalia. HYPERTEXT: SYNTHESIS OF DISCRETE AND CONTINUOUS MEDIA MESSAGE. Ivan Franko National University of Lviv, marzo 2021. http://dx.doi.org/10.30970/vjo.2021.50.11104.

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Abstract (sommario):
In the article we interpret discrete and continuous message as interrupted and constant, limited and continual text, which has specific features and a number of differences between traditional (one-dimensional) text and hypertext (multidimensional). The purpose of this study is to define the concept of “hypertext”, consideration of its characteristics and features of the structure, similarities and differences with the traditional text, including the message in the media and communication. To achieve the goal of the study, we used a number of methods typical of journalism. Empirical analysis enabled a generalized description of the subject of study, which allowed to know it as a phenomenon. With the help of generalization the characteristic and specific regularities and principles of hypertext were studied. The system method is used to identify the dependence of each element of hypertext on its place in the text system as a whole. The retrospective method helped to understand the preconditions for the emergence of hypertext, to trace the dynamics of its development. General scientific methods (analysis, synthesis, induction, deduction) made it possible to formulate the conclusions of the study. Thanks to hypertext and the hypertext systems, the concept of virtual reality has gained tangible meaning. In hypertext space, virtuality organically complements reality. The state of virtuality, in this case, becomes the concept of hyperreality, and all this merges into a single whole in the space of computer text. Due to its volume and multidimensionality, hypertext can arouse scientific interest as an interdisciplinary discipline. In today’s world, the phenomenon of hypertext has been the subject of numerous discussions, conferences and research in the field of social communications, linguistics and psychology. Today, a significant number of organizations conduct large-scale research based on the concepts of hypertext associations and associative navigation.
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Marshak, Ronni. Virtually Being There. Boston, MA: Patricia Seybold Group, settembre 2006. http://dx.doi.org/10.1571/i9-7-06cc.

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Panchenko, Liubov F., Tetiana A. Vakaliuk e Kateryna V. Vlasenko. Augmented reality books: concepts, typology, tools. [б. в.], novembre 2020. http://dx.doi.org/10.31812/123456789/4414.

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The article discussed the usage of augmented reality books in educational process. The object of research is augmented reality books. The subject of the study is the concepts and classification of augmented reality books; digital story making tools that emphasize child-teacher co-operation; difficulties in augmented reality using. The methods of research are: the analysis of publications about the issue; the analysis of digital tools capabilities; systematization and generalization of research information. In the article the facet classification for augmented books is proposed; the main facets are: reality- virtuality continuum, type of augmented materials, device types, type of interaction, spatial space of book, book’s category. Content for a module of a specialty course about augmented reality books for the system of professional training and retraining for educators in postgraduate education is discussed. Some samples of tasks for educators are presented: audio augmented book about world’s books monuments; analysis augmented reality examples in the textbook of the New Ukrainian school (subject name, topic, didactic tasks, quality of implementation, directions of expansion etc.), search and analysis augmented books according to the professional interests of the educators; discussion how augmented reality can help to improve student motivation with accent to attention, relevance, confidence and satisfaction; group work about design and creation a fragment of own textbook with augmented reality.
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Schiper, Andre, e Aleta Ricciardi. Virtually-Synchronous Communication Based on a Weak Failure Suspector. Fort Belvoir, VA: Defense Technical Information Center, aprile 1993. http://dx.doi.org/10.21236/ada264352.

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Beauchamp, Justin, Emily Schwartz e Elizabeth Davidson Pisacreta. Seven Practices for Building Community and Student Belonging Virtually. Ithaka S+R, agosto 2020. http://dx.doi.org/10.18665/sr.313740.

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Hadjidakis, Cynthia. Exclusive Electroproduction of meson rho on the nucleon Virtualite Intermediate With the CLAS Detector at Jlab; Electroproduction Exclusive de meson rho sur le nucleon Virtualite Intermediaire Avec le Detecteur CLAS at Jlab. Office of Scientific and Technical Information (OSTI), dicembre 2002. http://dx.doi.org/10.2172/824917.

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Garzón Maceda, María, Eleanor Krabill e Almudena Azcárate Ortega. 2021 Outer Space Security Conference Report. UNIDIR, novembre 2021. http://dx.doi.org/10.37559/wmd/21/space02.

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Abstract (sommario):
The 2021 UNIDIR Outer Space Security Conference (OS21) was held on 27 and 28 September 2021 both virtually and in person at the Palais des Nations in Geneva, Switzerland. The central conversations at OS21 are condensed in this document, as well as several key takeaway points.
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Singh, Priya, e Vikas Singh. Beyond Binaries 2022: IIHS Annual Research Conference Proceedings. Indian Institute for Human Settlements, 2022. http://dx.doi.org/10.24943/9788195648597.

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Urban ARC is the Annual Research Conference of the Indian Institute for Human Settlements (IIHS). The sixth edition of the conference was conducted virtually from 13 to 15 January 2022 and focussed on the theme ‘Beyond Binaries: Towards new conceptual frameworks in the Urban’. The panels and sessions explored, built on and continued ongoing conversations around the idea of binaries, showcasing their fluidity, and the potential they offer for new conceptualizations. A wide range of themes, sectors, disciplines and methodologies was discussed. These Conference Proceedings feature the extended abstracts submitted by the selected participants for Urban ARC 2022.
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