Gotowa bibliografia na temat „Immersive visual media”
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Artykuły w czasopismach na temat "Immersive visual media"
Budge, Kylie. "Visitors in immersive museum spaces and Instagram: self, place-making, and play". Journal of Public Space, Vol. 3 n. 3 | 2018 | FULL ISSUE (31.12.2018): 121–38. http://dx.doi.org/10.32891/jps.v3i3.534.
Pełny tekst źródłaRodríguez-Fidalgo, María Isabel, i Adriana Paíno-Ambrosio. "Use of virtual reality and 360° video as narrative resources in the documentary genre: Towards a new immersive social documentary?" Catalan Journal of Communication & Cultural Studies 12, nr 2 (1.10.2020): 239–53. http://dx.doi.org/10.1386/cjcs_00030_1.
Pełny tekst źródłaVuk, Sonja, Tonka Tacol i Janez Vogrinc. "Adoption of the Creative Process According to the Immersive Method". Center for Educational Policy Studies Journal 5, nr 3 (30.09.2015): 51–71. http://dx.doi.org/10.26529/cepsj.127.
Pełny tekst źródłaWincott, Abigail, Jean Martin i Ivor Richards. "Telling stories in soundspace: Placement, embodiment and authority in immersive audio journalism". Radio Journal:International Studies in Broadcast & Audio Media 19, nr 2 (1.10.2021): 253–70. http://dx.doi.org/10.1386/rjao_00048_1.
Pełny tekst źródłaNikiforova, Anastasiia, i Natlia Voronova. "Immersive practices in the modern cultural space(world and domestic experience)". Философия и культура, nr 5 (maj 2023): 60–73. http://dx.doi.org/10.7256/2454-0757.2023.5.40731.
Pełny tekst źródłaÁrmeán, Otília. "Trust and Technologies of Sense. VR and Proprioception in Hamlet Encounters". Acta Universitatis Sapientiae, Communicatio 7, nr 1 (1.12.2020): 1–12. http://dx.doi.org/10.2478/auscom-2020-0001.
Pełny tekst źródłaCho, Yoon Sung. "The Effects of Visual Characteristics of HMD on VR Contents Engagement". Korea Institute of Design Research Society 8, nr 1 (30.03.2023): 60–69. http://dx.doi.org/10.46248/kidrs.2023.1.60.
Pełny tekst źródłaLloren, Gregg. "Immersive Technology: Towards a Kineikonic Dialogism in Challenging the Myth of the Frame". Plaridel 16, nr 1 (2019): 25–38. http://dx.doi.org/10.52518/2020.16.1-02lloren.
Pełny tekst źródłaBilchi, Nicolas. "Immersed, yet distant: Notes for an aesthetic theory of immersive travel films". Mutual Images Journal, nr 10 (20.12.2021): 191–216. http://dx.doi.org/10.32926/2021.10.bil.immer.
Pełny tekst źródłaYu, Deng, i Wang Yao. "Research on holographic display and technology application of art museum based on immersive design". Journal of Physics: Conference Series 2425, nr 1 (1.02.2023): 012048. http://dx.doi.org/10.1088/1742-6596/2425/1/012048.
Pełny tekst źródłaRozprawy doktorskie na temat "Immersive visual media"
Verdaasdonk, Maria Adriana. "Living lens: exploring interdependencies between performing bodies, visual and sonic media in immersive installation". Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16631/1/Maria_Adriana_Verdaasdonk_Thesis.pdf.
Pełny tekst źródłaVerdaasdonk, Maria Adriana. "Living lens: exploring interdependencies between performing bodies, visual and sonic media in immersive installation". Queensland University of Technology, 2007. http://eprints.qut.edu.au/16631/.
Pełny tekst źródłaHe, Yin. "Immersive Storytelling for Environmental Communication". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158200.
Pełny tekst źródłaLing, Suiyi. "Perceptual representations of structural and geometric information in images : bio-inspired and machine learning approaches : application to visual quality assessment of immersive media". Thesis, Nantes, 2018. http://www.theses.fr/2018NANT4061/document.
Pełny tekst źródłaThis work aims to better evaluate the perceptual quality of image/video that contains structural and geometric related distortions in the context of immersive multimedia. We propose and explore a hierarchical framework of visual perception for image/video. Inspired by representation mechanism of the visual system, low-level (elementary visual features, e.g. edges), mid-level (intermediate visual patterns, e.g. codebook of edges), and higher-level (abstraction of visual input, e.g. category of distorted edges) image/video representations are investigated for quality assessment. The first part of this thesis addresses the low-level structure and texture related representations. A bilateral filter-based model is first introduced to qualify the respective role of structure and texture information in various assessment tasks (utility, quality . . . ). An image quality/video quality measure is proposed to quantify structure deformation spatially and temporally using new elastic metric. The second part explores mid-level structure related representations. A sketch-token based model and a context tree based model are presented in this part for the image and video quality evaluation. The third part explores higher-level structure related representations. Two machine learning approaches are proposed to learn higher-level representation: a convolutional sparse coding based and a generative adversarial network. Along the thesis, experiments an user studies have been conducted on different databases for different applications where special structure related distortions are observed (FTV, multi-view rendering, omni directional imaging . . . )
Rice, Andrea. "Rebooting Brecht: Reimagining Epic Theatre for the 21st Century". Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1555688903742283.
Pełny tekst źródłaFredriksson, Pontus, i Malin Sandred. "Game Feel Aesthetics : Finding the Fun Factor". Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16420.
Pełny tekst źródłaGames are close to our hearts, and belong to an industry that continues to grow without an end in sight. We were curious about how you make a game “fun” to play. Steve Swink has presented the concept of “game feel”, in his book with the same name, and how it can be used to describe the collaboration between the visual and the tactile components in a game to create feelings in the player. A similar term is “immersion”, which describes the influence a game has on the players themselves — what Swink calls game feel. We also discuss game feel as an aesthetic experience, with the help of Graeme Kirkpatricks thoughts on the subject. We cover how negative feelings can become a positive game experience, with the help of an article by Kristine Jørgensen, and how a game’s technical limits can affect its visual aesthetics, with an article by Andrew Hutchinson. Our research question is: “what are the visual components in game feel, and how do they affect a gaming experience?”, and we’ve chosen to showcase this by developing a game. With the help of a qualitative study, we got some feedback of what the visual components in game feel are. The game included five game feel experiences that Swink discusses. The play testers got to go through a game demo, and answer a questionnaire, based on their gaming experiences. We analysed their answers using an “ad hoc” method of analysis. We arrived at the conclusion that the visual components are hard to separate from the tactile ones, making it hard talk about games as only visual experiences. The feeling of involvement in playing a game comes from the combination of the visual aesthetics and the physical feeling of pressing buttons. We see the possibility of continuing the research on the topic of game feel, because we’ve only scraped the surface on what the visual components of game feel truly are.
Frankenius, Joakim. "De klingande bakgrunderna : En studie om ljudlandskaps immersiva funktioner iaudiovisuella gestaltningar". Thesis, Högskolan Dalarna, Institutionen för kultur och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37571.
Pełny tekst źródłaNordqvist, Filip, i Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation". Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.
Pełny tekst źródłaWe study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
Gillespie, Alexandra Dermott. "Australian media arts : in this place". Phd thesis, 2014. http://hdl.handle.net/1885/100197.
Pełny tekst źródłaKsiążki na temat "Immersive visual media"
Immersion in the Visual Arts and Media. BRILL, 2015.
Znajdź pełny tekst źródłaWeinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.
Pełny tekst źródłaWhat does a chameleon look like?: Topographies of immersion. Köln: Halem, 2011.
Znajdź pełny tekst źródłaWilliams, Keith. James Joyce and Cinematicity. Edinburgh University Press, 2020. http://dx.doi.org/10.3366/edinburgh/9781474402484.001.0001.
Pełny tekst źródłaHavelková, Tereza. Opera as Hypermedium. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190091262.001.0001.
Pełny tekst źródłaCzęści książek na temat "Immersive visual media"
Tenneriello, Susan. "Immersive Scenes: Visual Media, Painted Panoramas, and Landscape Narratives". W Spectacle Culture and American Identity, 15–50. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137360625_2.
Pełny tekst źródłaTanimoto, Masayuki. "International Standardization of FTV". W Proceedings e report, 92–99. Florence: Firenze University Press, 2018. http://dx.doi.org/10.36253/978-88-6453-707-8.23.
Pełny tekst źródłaJin, Jiabao. "Research on Visual Design in the Context of Immersive New Media". W Advances in Social Science, Education and Humanities Research, 78–83. Paris: Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-094-7_11.
Pełny tekst źródłaChristaki, Kyriaki, Emmanouil Christakis, Petros Drakoulis, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas i Petros Daras. "Subjective Visual Quality Assessment of Immersive 3D Media Compressed by Open-Source Static 3D Mesh Codecs". W MultiMedia Modeling, 80–91. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-05710-7_7.
Pełny tekst źródła"Visual media compression". W Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications, 331–66. Institution of Engineering and Technology, 2021. http://dx.doi.org/10.1049/pbpc021e_ch15.
Pełny tekst źródłaKorani, Tina. "Visual Journalism and the Future of News Consumption". W Advances in Media, Entertainment, and the Arts, 160–67. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-3844-9.ch015.
Pełny tekst źródła"Immersive Exhibition Design: Titanic Belfast and the Concept of Scenography". W Immersion in the Visual Arts and Media, 344–82. Brill | Rodopi, 2016. http://dx.doi.org/10.1163/9789004308237_016.
Pełny tekst źródłaJordan, Randolph. "Immersive Reflexivity". W Acoustic Profiles, 61—C2P119. Oxford University PressNew York, 2023. http://dx.doi.org/10.1093/oso/9780190226077.003.0003.
Pełny tekst źródła"Projection Rooms: Film as an Immersive Medium in the Architecture of Jean Nouvel". W Immersion in the Visual Arts and Media, 279–98. Brill | Rodopi, 2016. http://dx.doi.org/10.1163/9789004308237_013.
Pełny tekst źródła"From the Unchained to the Ubiquitous Motion-Picture Camera: Camera Innovations and Immersive Effects". W Immersion in the Visual Arts and Media, 137–63. Brill | Rodopi, 2016. http://dx.doi.org/10.1163/9789004308237_008.
Pełny tekst źródłaStreszczenia konferencji na temat "Immersive visual media"
Dindar, N., A. M. Tekalp i C. Basdogan. "Immersive haptic interaction with media". W Visual Communications and Image Processing 2010, redaktorzy Pascal Frossard, Houqiang Li, Feng Wu, Bernd Girod, Shipeng Li i Guo Wei. SPIE, 2010. http://dx.doi.org/10.1117/12.863387.
Pełny tekst źródłaCheung, Gene, Antonio Ortega, Ngai-Man Cheung i Bernd Girod. "On media data structures for interactive streaming in immersive applications". W Visual Communications and Image Processing 2010, redaktorzy Pascal Frossard, Houqiang Li, Feng Wu, Bernd Girod, Shipeng Li i Guo Wei. SPIE, 2010. http://dx.doi.org/10.1117/12.863532.
Pełny tekst źródłaDavies, Steven, Stuart Cunningham i Mike Wright. "Immersive RGB+D zoetropic projection for touchscreens and HMDs/wearables". W CVMP 2015: 12th International Conference on Visual Media Production. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2824840.2824852.
Pełny tekst źródłaDiehl, Alexandra, Michael Hundt, Johannes Haussler, Daniel Seebacher, Siming Chen, Nida Cilasun, Daniel Keim i Tobias Shreck. "SocialOcean: Visual Analysis and Characterization of Social Media Bubbles". W 2018 International Symposium on Big Data Visual and Immersive Analytics (BDVA). IEEE, 2018. http://dx.doi.org/10.1109/bdva.2018.8534023.
Pełny tekst źródłaGudumasu, Srinivas, Gireg Maury, Ariel Glasroth i Ahmed Hamza. "Adaptive Streaming of Visual Volumetric Video-based Coding Media". W MMVE '23: 15th International Workshop on Immersive Mixed and Virtual Environment Systems. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3592834.3592876.
Pełny tekst źródłaDomanski, Marek, Olgierd Stankiewicz, Krzysztof Wegner i Tomasz Grajek. "Immersive visual media — MPEG-I: 360 video, virtual navigation and beyond". W 2017 International Conference on Systems, Signals and Image Processing (IWSSIP). IEEE, 2017. http://dx.doi.org/10.1109/iwssip.2017.7965623.
Pełny tekst źródłaSchreer, O., I. Feldmann, N. Atzpadin, P. Eisert, P. Kauff i H. J. W. Belt. "3D presence - a system concept for multi-user and multi-party immersive 3D video conferencing". W IET 5th European Conference on Visual Media Production (CVMP 2008). IEE, 2008. http://dx.doi.org/10.1049/cp:20081083.
Pełny tekst źródłaMendonça, Catarina, i Victoria Korshunova. "Surround sound spreads visual attention and increases cognitive effort in immersive media reproductions". W AM'20: Audio Mostly 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3411109.3411118.
Pełny tekst źródłaErdoǧan Ford, Sedef. "Hypermodels: An Exploration of New Media Environments and Expansive Representation of Architecture". W AIA/ACSA Intersections Conference. ACSA Press, 2017. http://dx.doi.org/10.35483/acsa.aia.inter.17.5.
Pełny tekst źródłaDiniz, Rafael, Pedro Garcia Freitas i Mylène C. Q. Farias. "3D Point-Cloud Quality Assessment Using Color and Geometry Texture Descriptors". W Anais Estendidos da Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/sibgrapi.est.2022.23254.
Pełny tekst źródłaRaporty organizacyjne na temat "Immersive visual media"
Baluk, Nadia, Natalia Basij, Larysa Buk i Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, luty 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.
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