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Artykuły w czasopismach na temat "Virtuality"
Turoff, Murray. "Virtuality". Communications of the ACM 40, nr 9 (wrzesień 1997): 38–43. http://dx.doi.org/10.1145/260750.260761.
Pełny tekst źródłaNardi, Bonnie. "Virtuality". Annual Review of Anthropology 44, nr 1 (21.10.2015): 15–31. http://dx.doi.org/10.1146/annurev-anthro-102214-014226.
Pełny tekst źródłaPortman, Diane. "Virtuality". Journal of Palliative Medicine 23, nr 12 (1.12.2020): 1686. http://dx.doi.org/10.1089/jpm.2020.0202.
Pełny tekst źródłaD'angelo, Ilaria, i Nicoletta Scapparone. "On virtuality". Metodo. International Studies in Phenomenology and Philosophy 2.2, nr 2 (2014): 7–14. http://dx.doi.org/10.19079/metodo.2.2.7.
Pełny tekst źródłaJandrić, Petar. "Deschooling Virtuality". Open Review of Educational Research 1, nr 1 (styczeń 2014): 84–98. http://dx.doi.org/10.1080/23265507.2014.965193.
Pełny tekst źródłaBirringer, Johannes. "Augmenting virtuality". International Journal of Performance Arts and Digital Media 14, nr 2 (3.07.2018): 224–28. http://dx.doi.org/10.1080/14794713.2018.1520481.
Pełny tekst źródłaGunkel, David J. "Framing Virtuality". American Book Review 29, nr 3 (2008): 20–21. http://dx.doi.org/10.1353/abr.2008.0070.
Pełny tekst źródłaCodognet, Philippe. "The virtuality of constraints and the constraints of virtuality". ACM Computing Surveys 28, nr 4es (grudzień 1996): 60. http://dx.doi.org/10.1145/242224.242301.
Pełny tekst źródłaPurvanova, Radostina K., i Renata Kenda. "Paradoxical Virtual Leadership: Reconsidering Virtuality Through a Paradox Lens". Group & Organization Management 43, nr 5 (26.08.2018): 752–86. http://dx.doi.org/10.1177/1059601118794102.
Pełny tekst źródłaTörök L, Gábor. "Virtuality, organizations, management". Társadalomkutatás 31, nr 2 (czerwiec 2013): 148–61. http://dx.doi.org/10.1556/tarskut.31.2013.2.5.
Pełny tekst źródłaRozprawy doktorskie na temat "Virtuality"
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.
Pełny tekst źródłaMetcalf, Kathryne Young. "Technophobia: Exploring Fearful Virtuality". Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1558442740070796.
Pełny tekst źródłaRaponi, Damiano. "Trends in virtuality: experiments". Doctoral thesis, Università Politecnica delle Marche, 2016. http://hdl.handle.net/11566/243122.
Pełny tekst źródłaIn 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.
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.
Pełny tekst źródłaFerreday, Debra. "Online belongings : fantasy, virtuality and community". Thesis, Lancaster University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410750.
Pełny tekst źródłaTsang, Boon-chi Benjamin, i 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.
Pełny tekst źródłaPersson, Skare Ragnar. "Exploring Architecture : Time, Photography and Virtuality". Thesis, KTH, Arkitektur, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169193.
Pełny tekst źródłaExamensarbetet 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.
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.
Pełny tekst źródłaIsmet, Burcak. "The Memory Of Time: Virtuality In Deleuze". Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/2/12608297/index.pdf.
Pełny tekst źródłas 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.
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.
Pełny tekst źródłaDetta 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.
Książki na temat "Virtuality"
Jeschke, Sabina, Leif Kobbelt i Alicia Dröge, red. Exploring Virtuality. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-03885-4.
Pełny tekst źródłaLehman-Wilzig, Sam N. Virtuality and Humanity. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-6526-4.
Pełny tekst źródłaCrowston, Kevin, Sandra Sieber i Eleanor Wynn, red. Virtuality and Virtualization. Boston, MA: Springer US, 2007. http://dx.doi.org/10.1007/978-0-387-73025-7.
Pełny tekst źródłaDiodato, Roberto. Image, Art and Virtuality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67784-8.
Pełny tekst źródłaHoang, Nguyen Tuan, i Preston David Seth, red. Virtuality and education: A reader. Amsterdam: Rodopi, 2006.
Znajdź pełny tekst źródłaeditor, Franken-Wendelstorf Regina, Lindinger Elisabeth editor i Sieck Jürgen editor, red. Kultur und Informatik: Reality and virtuality. Glückstadt: VWH, Verlag Werner Hülsbusch, Fachverlag für Medientechnik und -wirtschaft, 2014.
Znajdź pełny tekst źródłaBraga, Joaquim, red. Conceiving Virtuality: From Art To Technology. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24751-5.
Pełny tekst źródłaPanteli, Niki, i Mike Chiasson. Exploring Virtuality Within and beyond Organizations. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230593978.
Pełny tekst źródłaJ, Clayton Mark, Vasquez de Velasco, Guillermo P. i Association for Computer-Aided Design in Architecture., red. ACADIA 2000: Eternity, infinity, and virtuality. [United States?]: Association for Computer-Aided Design in Architecture, 2002.
Znajdź pełny tekst źródłaSukula, Shiva. Information technology: Bridge to the wired virtuality. New Delhi: Ess Ess Publications, 2008.
Znajdź pełny tekst źródłaCzęści książek na temat "Virtuality"
Boellstorff, Tom. "Virtuality". W 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.
Pełny tekst źródłaRyan, Marie-Laure. "Virtuality". W Critical Terms in Futures Studies, 335–41. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-28987-4_51.
Pełny tekst źródłaBühlmann, Vera. "Applied Virtuality". W X.media.publishing, 119–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-540-69002-3_10.
Pełny tekst źródłaFyfe, Paul. "Radiant Virtuality". W Victoria's Lost Pavilion, 97–115. New York: Palgrave Macmillan US, 2017. http://dx.doi.org/10.1057/978-1-349-95195-6_6.
Pełny tekst źródłaPanteli, Niki, i Mike Chiasson. "Rethinking virtuality". W Exploring Virtuality Within and beyond Organizations, 1–17. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230593978_1.
Pełny tekst źródłaLehman-Wilzig, Sam N. "Defining Virtuality". W Virtuality and Humanity, 13–30. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-6526-4_2.
Pełny tekst źródłaGlezos, Simon. "Embodied Virtuality". W Speed and Micropolitics, 129–80. New York, NY : Routledge, 2021.: Routledge, 2020. http://dx.doi.org/10.4324/9780367280642-8.
Pełny tekst źródłaJeschke, Sabina, Leif Kobbelt i Alicia Dröge. "Einführung in den Band". W Exploring Virtuality, 7–18. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03885-4_1.
Pełny tekst źródłaStaar, 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". W Exploring Virtuality, 173–97. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03885-4_10.
Pełny tekst źródłaKrecklau, Lars, Dominik Sibbing, Torsten Sattler, Ming Li, Martin Habbecke i Leif Kobbelt. "Rekonstruktion urbaner Umgebungen und ihre Anwendungen". W Exploring Virtuality, 199–213. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03885-4_11.
Pełny tekst źródłaStreszczenia konferencji na temat "Virtuality"
Al-Attili, Aghlab, i Leonidas Koutsoumpos. "Ethics of Virtuality… Virtuality of Ethics". W eCAADe 2006: Communicating Space(s). eCAADe, 2006. http://dx.doi.org/10.52842/conf.ecaade.2006.032.
Pełny tekst źródłaAl-Attili, Aghlab, i Leonidas Koutsoumpos. "Ethics of Virtuality… Virtuality of Ethics". W eCAADe 2006: Communicating Space(s). eCAADe, 2006. http://dx.doi.org/10.52842/conf.ecaade.2006.032.
Pełny tekst źródłaChagué, Sylvain. "Real virtuality". W 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.
Pełny tekst źródłaBrown, Ross, Selen Turkay i Laurianne Sitbon. "Educational virtuality". W OzCHI '18: 30th Australian Computer-Human Interaction Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3292147.3295498.
Pełny tekst źródłaAkşit, Kaan, Ward Lopes, Jonghyun Kim, Josef Spjut, Anjul Patney, Peter Shirley, David Luebke i in. "Varifocal virtuality". W 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.
Pełny tekst źródła"Real virtuality". W the 20th annual conference, Chair Jack Bresenham. New York, New York, USA: ACM Press, 1993. http://dx.doi.org/10.1145/166117.166164.
Pełny tekst źródłaChagué, Sylvain, i Caecilia Charbonnier. "Real virtuality". W VRIC '16: Virtual Reality International Conference - Laval Virtual 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2927929.2927945.
Pełny tekst źródłaChalmers, Alan, David Howard i Christopher Moir. "Real virtuality". W the 2009 Spring Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1980462.1980466.
Pełny tekst źródłaMagnor, Marcus. "Reality-augmented virtuality". W the ACM symposium. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1077534.1077574.
Pełny tekst źródłaCohen, Michael, Rasika Ranaweera, Bektur Ryskeldiev, Tomohiro Oyama, Aya Hashimoto, Naoki Tsukida i Toshimune Miyaji. "Mixed virtuality transducer". W SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2669062.2684185.
Pełny tekst źródłaRaporty organizacyjne na temat "Virtuality"
Clarke, Jerry, John Vines i Eric Mark. An Augmented Virtuality Scientific Data Center. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2004. http://dx.doi.org/10.21236/ada428158.
Pełny tekst źródłaBrodsky, Stanley J. Gluon Virtuality and Heavy Sea Quark Contributions to the Spin-dependent g1 Structure Function. Office of Scientific and Technical Information (OSTI), styczeń 1999. http://dx.doi.org/10.2172/9979.
Pełny tekst źródłaBilovska, Natalia. HYPERTEXT: SYNTHESIS OF DISCRETE AND CONTINUOUS MEDIA MESSAGE. Ivan Franko National University of Lviv, marzec 2021. http://dx.doi.org/10.30970/vjo.2021.50.11104.
Pełny tekst źródłaMarshak, Ronni. Virtually Being There. Boston, MA: Patricia Seybold Group, wrzesień 2006. http://dx.doi.org/10.1571/i9-7-06cc.
Pełny tekst źródłaPanchenko, Liubov F., Tetiana A. Vakaliuk i Kateryna V. Vlasenko. Augmented reality books: concepts, typology, tools. [б. в.], listopad 2020. http://dx.doi.org/10.31812/123456789/4414.
Pełny tekst źródłaSchiper, Andre, i Aleta Ricciardi. Virtually-Synchronous Communication Based on a Weak Failure Suspector. Fort Belvoir, VA: Defense Technical Information Center, kwiecień 1993. http://dx.doi.org/10.21236/ada264352.
Pełny tekst źródłaBeauchamp, Justin, Emily Schwartz i Elizabeth Davidson Pisacreta. Seven Practices for Building Community and Student Belonging Virtually. Ithaka S+R, sierpień 2020. http://dx.doi.org/10.18665/sr.313740.
Pełny tekst źródłaHadjidakis, 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), grudzień 2002. http://dx.doi.org/10.2172/824917.
Pełny tekst źródłaGarzón Maceda, María, Eleanor Krabill i Almudena Azcárate Ortega. 2021 Outer Space Security Conference Report. UNIDIR, listopad 2021. http://dx.doi.org/10.37559/wmd/21/space02.
Pełny tekst źródłaSingh, Priya, i 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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