Gotowa bibliografia na temat „Virtual reality immersion”
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Artykuły w czasopismach na temat "Virtual reality immersion"
Selzer, Matias, i Silvia M. Castro. "A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables". Journal of Computer Science and Technology 23, nr 2 (25.10.2023): e08. http://dx.doi.org/10.24215/16666038.23.e08.
Pełny tekst źródłaBouchard, Stéphane, Julie St-Jacques, Geneviève Robillard i Patrice Renaud. "Anxiety Increases the Feeling of Presence in Virtual Reality". Presence: Teleoperators and Virtual Environments 17, nr 4 (1.08.2008): 376–91. http://dx.doi.org/10.1162/pres.17.4.376.
Pełny tekst źródłaZhang, Yongfei, Jianshu Chen, Dan Miao i Chen Zhang. "Design and Analysis of an Interactive MOOC Teaching System Based on Virtual Reality". International Journal of Emerging Technologies in Learning (iJET) 13, nr 07 (28.06.2018): 111. http://dx.doi.org/10.3991/ijet.v13i07.8790.
Pełny tekst źródłaYu, 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, nr 1 (17.05.2023): 501–8. http://dx.doi.org/10.54254/2753-7048/5/20220675.
Pełny tekst źródłaFitriati, Trimalda Nur, Dea Wemona Rahma, Reza Ramadani Firman i Aisyah Cahyani. "Virtual Reality Film Development: Immersive, Cinematographic, and Duration". Journal of Informatics and Communication Technology (JICT) 5, nr 1 (9.12.2023): 67–73. http://dx.doi.org/10.52661/j_ict.v5i1.160.
Pełny tekst źródłaDoumanis, Ioannis, i Daphne Economou. "REVERIE Virtual Hangout". International Journal of Virtual and Augmented Reality 5, nr 2 (lipiec 2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.
Pełny tekst źródłaMach, Václav, Jan Valouch, Milan Adámek i 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.
Pełny tekst źródłaYin, Ziyan, i Sang-Bing Tsai. "Research on Virtual Reality Interactive Teaching under the Environment of Big Data". Mathematical Problems in Engineering 2021 (10.12.2021): 1–11. http://dx.doi.org/10.1155/2021/7980383.
Pełny tekst źródłaZhang, Xiaofan. "Study of Immersion in Augmented Reality Through Analysis of Immersion Elements in Museums". Journal of Contemporary Educational Research 7, nr 8 (31.08.2023): 9–15. http://dx.doi.org/10.26689/jcer.v7i8.5192.
Pełny tekst źródłaSun, Hung, Tsun-Hung Tsai i Ke Jiang. "Combining 360° Video and Camera Mapping for Virtual Reality: An Innovative Solution". Educational Innovations and Emerging Technologies 2, nr 2 (30.06.2022): 39–45. http://dx.doi.org/10.35745/eiet2022v02.02.0004.
Pełny tekst źródłaRozprawy doktorskie na temat "Virtual reality immersion"
Kanamgotov, Aslan. "A framework for immersion in virtual reality". Thesis, University of Bedfordshire, 2015. http://hdl.handle.net/10547/622482.
Pełny tekst źródłaRundquist, Björn, i 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.
Pełny tekst źródłaCentral 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.
Pełny tekst źródłaThe 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.
Pełny tekst źródłaCurry, Kevin Michael. "Supporting Collaborative Awareness in Tele-immersion". Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/34088.
Pełny tekst źródłaMaster 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.
Pełny tekst źródłaVi 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.
Pełny tekst źródłaDissertation (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.
Pełny tekst źródłaHarman, 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.
Pełny tekst źródłaLjungdahl, 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.
Pełny tekst źródłaKsiążki na temat "Virtual reality immersion"
Virtual art: From illusion to immersion. Cambridge, Mass: MIT Press, 2003.
Znajdź pełny tekst źródłaNarrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins U.P., 2003.
Znajdź pełny tekst źródłaLamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Montréal: Polytechnic International Press, 1997.
Znajdź pełny tekst źródłaEditor), Randall Packer (Foreword, Ken Jordan (Editor) i William Gibson (Editor Foreword), red. Multimedia: From Wagner to Virtual Reality. New York: W. W. Norton & Company, 2001.
Znajdź pełny tekst źródłaRandall, Packer, i Jordan Ken, red. Multimedia: From Wagner to virtual reality. New York: Norton, 2002.
Znajdź pełny tekst źródłaSounding new media: Immersion and embodiment in the arts and culture. Berkeley: University of California Press, 2009.
Znajdź pełny tekst źródłaIn-game: From immersion to incorporation. Cambridge, Mass: MIT Press, 2011.
Znajdź pełny tekst źródłaNarrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press, 2001.
Znajdź pełny tekst źródłaEngaging the avatar: New frontiers in immersive education. Charlotte, N.C: Information Age Pub., 2012.
Znajdź pełny tekst źródłaKumar, Rajendra, Vishal Jain, Garry Tan Wei Han i Adberezak Touzene. Immersive Virtual and Augmented Reality in Healthcare. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003340133.
Pełny tekst źródłaCzęści książek na temat "Virtual reality immersion"
Khan, Muhammad Sikandar Lal, Haibo Li i Shafiq Ur Réhman. "Tele-Immersion: Virtual Reality Based Collaboration". W 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.
Pełny tekst źródłaBerkman, Mehmet Ilker, i Ecehan Akan. "Presence and Immersion in Virtual Reality". W 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.
Pełny tekst źródłaBerkman, Mehmet Ilker, i Ecehan Akan. "Presence and Immersion in Virtual Reality". W 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.
Pełny tekst źródłaAgrawal, Sarvesh R., i Søren Bech. "Immersion in Audiovisual Experiences". W Sonic Interactions in Virtual Environments, 319–51. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_11.
Pełny tekst źródłaYuan, Ye, i Yuao Luo. "Research on Immersion in Virtual Reality Technology". W 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.
Pełny tekst źródłaChoi, Hyoenah, Youngwon Ryan Kim i Gerard J. Kim. "Presence, Immersion and Usability of Mobile Augmented Reality". W 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.
Pełny tekst źródłaPołap, Dawid, Karolina Kęsik i Marcin Woźniak. "Accident Prevention System During Immersion in Virtual Reality". W Cryptology and Network Security, 565–73. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98678-4_56.
Pełny tekst źródłaDolinsky, Margaret. "Immersion and Visualizing Artistic Spaces in Virtual Reality". W 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.
Pełny tekst źródłaYan, Chen, i Julien Cordry. "Increased Game Immersion by Using Live Player-Mapped Avatar Evolution". W 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.
Pełny tekst źródłaRai, Rahul K., Reshu Bansal, Shashi Shekhar Jha i Rahul Narava. "Assessing the Utility of GAN-Generated 3D Virtual Desert Terrain: A User-Centric Evaluation of Immersion and Realism". W AI Technologies and Virtual Reality, 179–91. Singapore: Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-9018-4_13.
Pełny tekst źródłaStreszczenia konferencji na temat "Virtual reality immersion"
Kuchelmeister, Volker. "Virtual Immersion: Simulating Immersive Experiences in VR". W 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446124.
Pełny tekst źródłaPausch, Randy, Dennis Proffitt i George Williams. "Quantifying immersion in virtual reality". W the 24th annual conference. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/258734.258744.
Pełny tekst źródłaRobertson, George, Mary Czerwinski i Maarten van Dantzich. "Immersion in desktop virtual reality". W the 10th annual ACM symposium. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/263407.263409.
Pełny tekst źródłaOtmane, Samir, i Jean Yves Didier. "Session details: Mobile immersion and augmented reality". W VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/3246358.
Pełny tekst źródłaElfarargy, Mohammed, Magdy Nagi i Noha Adly. "VEGI: Virtual Environment GUI Immersion system". W 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759470.
Pełny tekst źródłaBellemans, M., D. Lamrnens, J. De Sloover, T. De Vleeschauwer, E. Schoofs, W. Jordens, B. Van Steenhuyse i in. "Training Firefighters in Virtual Reality". W 2020 International Conference on 3D Immersion (IC3D). IEEE, 2020. http://dx.doi.org/10.1109/ic3d51119.2020.9376336.
Pełny tekst źródłaFernandes, Filipe, i Cláudia Werner. "Towards Immersive Software Engineering Education". W XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8451.
Pełny tekst źródłaHarter, Derek, Shulan Lu, Pratyush Kotturu i Devin Pierce. "An Immersive Virtual Environment for Varying Risk and Immersion for Effective Training". W ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5522.
Pełny tekst źródłaMarsh, William E., i Frederic Merienne. "Nested immersion: Describing and classifying augmented virtual reality". W 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223466.
Pełny tekst źródłaSkarbez, Richard, Frederick P. Brooks i Mary C. Whitton. "Immersion and coherence in a visual cliff environment". W 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892344.
Pełny tekst źródłaRaporty organizacyjne na temat "Virtual reality immersion"
Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha i Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], luty 2020. http://dx.doi.org/10.31812/123456789/3759.
Pełny tekst źródłaMerzlykin, Olexandr, i Iryna Topolova. Developing of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learning. [б. в.], maj 2018. http://dx.doi.org/10.31812/123456789/2897.
Pełny tekst źródłaMerzlykin, Olexandr V., Iryna Yu Topolova i Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], listopad 2018. http://dx.doi.org/10.31812/123456789/2661.
Pełny tekst źródłaButyrina, Maria, i Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, luty 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.
Pełny tekst źródłaWang, Shenlong, i David Forsyth. Safely Test Autonomous Vehicles with Augmented Reality. Illinois Center for Transportation, sierpień 2022. http://dx.doi.org/10.36501/0197-9191/22-015.
Pełny tekst źródłaBernard, James E., i Carolina Cruz Neira. Evaluating Human Operator Performance in a Fully Immersive Virtual Reality Environment. Fort Belvoir, VA: Defense Technical Information Center, marzec 2002. http://dx.doi.org/10.21236/ada400507.
Pełny tekst źródłaKalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, marzec 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.
Pełny tekst źródłaShukla, Indu, Rajeev Agrawal, Kelly Ervin i Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), listopad 2023. http://dx.doi.org/10.21079/11681/47850.
Pełny tekst źródłaPaíno-Ambrosio, A., i 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, lipiec 2019. http://dx.doi.org/10.4185/rlcs-2019-1375en.
Pełny tekst źródłaMorais, Carla, António Coelho, Alexandre Jacinto i Marta Varzim, red. The I SEA Project: Digital Publications. Faculdade de Ciências da Universidade do Porto, październik 2020. http://dx.doi.org/10.24840/2020/978-989-746-279-5.
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