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Статті в журналах з теми "Analyse immersive"

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Umar, Najirah, Yuyun Yuyun, and Hamdan Gani. "Generating game immersion features for immersive game selection." ILKOM Jurnal Ilmiah 14, no. 3 (December 19, 2022): 264–74. http://dx.doi.org/10.33096/ilkom.v14i3.1224.264-274.

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Анотація:
The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game which success within game industry surely has included immersion as a component. Although digital games have been introduced for many years, yet what is immersion game been known very little. Regarding the intensive study about user immersion, there is still a lack of knowledge about game immersion. First, the game designers, game developers, and gamers are facing problems how to understand whether their game is immersive or not. There is no knowledge regarding how to evaluate their game, whether immersive or not, and this process requires expert knowledge. Second, currently, the game designers are relied on speculative interpretation to evaluate their game because there is no method to examine whether the game is immersive or not. Therefore, this study aims to propose a method that enable to evaluate if the game is immersive or not. This method is emerged as knowledge and recommendation that quickly be able to assist the game designers, game developers, and gamers evaluating whether a game is immersive or not. First, this research conducts a literature review to categorize the game immersion features. Second, this study proposes an effective method that can analyse and recommends whether a game is immersive or not. Finally, this study reveals that the finding could be used as a recommendation for the other immersive technology platforms.
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Sarısakaloğlu, Aynur. "Virtuelle Realität im Journalismus. Potenziale und Herausforderungen der partizipativ-immersiven Dimension der Berichterstattung." Communicatio Socialis 56, no. 4 (2023): 460–70. http://dx.doi.org/10.5771/0010-3497-2023-4-460.

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Анотація:
Die Einführung von virtueller Realität (VR) im Journalismus eröffnet eine partizipativ-immersive Dimension der Berichterstattung. Als eine interaktive Schnittstelle zwischen Mensch und Maschine ermöglichen VR-Technologien durch die Simulation menschlicher Sinneswahrnehmungen das Eintauchen der Rezipient:innen in synthetisch dargestellte journalistische Ereignisse. Der Beitrag bietet hierzu eine Einführung in den immersiven Journalismus, gefolgt von einer Analyse der Potenziale und Herausforderungen für die Nachrichtenproduktion und -rezeption. Es werden exemplarisch Denkanstöße zur Reflexion medienethi- scher Dimensionen der immersiven Berichterstattung angeregt und Schlussfolgerungen formuliert.
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TAHRANI, SOUHA, and GUILLAUME MOREAU. "Integration of Immersive Walking to Analyse Urban Daylighting Ambiences." Journal of Urban Design 13, no. 1 (February 2008): 99–123. http://dx.doi.org/10.1080/13574800701803506.

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Scuri, Sabrina, Nuno Nunes, and Valentina Nisi. "A Questionnaire for Assessing Immersive Websites." Strategic Design Research Journal 15, no. 2 (April 7, 2023): 150–66. http://dx.doi.org/10.4013/sdrj.2022.152.06.

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Анотація:
Web-immersion – i.e., a deep sense of cognitive and perceptual absorption engendered by the content and interactive features of a website - plays an important role in our modern, digital world. Yet, this topic has received little attention from design and HCI scholars. The lack of tools to assess and measure immersion in the Web may severely limit our ability to understand the nature of such experience, thereby constraining future research in the area. To address this issue, we designed a questionnaire for assessing immersive websites and conducted a preliminary evaluation on it. In this article, we outline the questionnaire design and report on findings from a preliminary study conducted to analyse its reliability and validity. Moreover, we present results from Factor Analysis performed to investigate the dimensionality of the instrument. Finally, we conclude by discussing the implications of our findings, along with limitations of the study and future work.
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Khrushch, Svitlana, Valerii Kushnarov, Andrii Liutyi, and Ivan Onishchenko. "Immersive Technologies for Digital Libraries." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 2 (November 13, 2023): 341–52. http://dx.doi.org/10.31866/2617-796x.6.2.2023.293605.

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Анотація:
The purpose of the study is to analyse modern immersive technologies and the possibility of their application in the development of digital libraries in the context of the introduction of virtual, augmented and mixed reality technologies, as well as the use of artificial intelligence technologies. Research methods. To achieve the research goal, the methods of analysis and synthesis, generalisation of theoretical data, and a systematic approach were used. This made it possible to analyse the peculiarities of the use of immersive technologies in digital libraries and to determine the benefits of introducing such technologies in the creation of a modern information space of libraries. The scientific novelty lies in the analysis of immersive technologies in the context of their implementation in modern digital libraries. An analysis of the role of artificial intelligence, and augmented and virtual reality technologies in creating a modern information space in libraries has shown both the advantages and disadvantages of digitalisation in libraries. The ethical issues related to inclusiveness in the use of information resources and the protection and preservation of users’ data are analysed. Recommendations and approaches for the successful implementation of these technologies in digital libraries are proposed. Conclusions. Immersive technologies are becoming more widespread and their use in libraries is expanding. Ethical and legal issues in the use of virtual reality and augmented reality will inevitably arise in the future. Today, the Western world is making greater use of both technologies, although they are free and, in some cases less expensive than before. The article examines the transformative intersection of new technologies and digital libraries, highlighting the path to an enriched and accessible knowledge landscape. Focusing on artificial intelligence (AI), machine learning (ML), natural language processing (NLP), augmented reality (AR) and virtual reality (VR), it explores how these technologies are redefining the work of digital libraries. Artificial intelligence and machine learning algorithms enable intuitive content management and recommendations, changing the way users interact with digital resources. NLP bridges the gap between human language and digital systems by enhancing search functions. AR overlays digital information on the physical world, expanding the possibilities of interactive learning, while VR immerses users in virtual realms, revolutionising educational paradigms. This article discusses the integration of these technologies into digital libraries not only to preserve huge amounts of knowledge but also to present information in attractive and accessible formats. Through the creation of artificial intelligence-based metadata and tagging of content, digital libraries are systematically organized and enriched, improving search accuracy. These innovations not only preserve the past, but also illuminate a future where knowledge is publicly available, fostering curiosity, learning, and research. This article explores the potential of these technologies and describes the expectations of library users to ensure a user-centred approach in shaping the digital libraries of the future. The use of immersive technologies is making a significant contribution to the evolution of digital libraries, paving the way for inclusive and engaging knowledge experiences for diverse users around the world.
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Lu, Andong. "The telling of a spatial allegory: the Danteum as narrative labyrinth." Architectural Research Quarterly 14, no. 3 (September 2010): 237–46. http://dx.doi.org/10.1017/s1359135510000990.

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Анотація:
Among the legacy of Modernist architecture, the Danteum project is an extraordinary attempt to inscribe a literary expedition into architectural organism. Beyond its absolute form, the project makes use of the plastic effects of architectonics to create immersive ‘atmospheres’ that elicit states of mind and transform the continuous movement through the scheme into a dramatised journey. The coexistence of immersion and progression provides competing challenges to visitors' narrative sensemaking. This paper will analyse the Danteum as a hybrid system of episodic and situational narrations that turns this geometrical space int o a narrative labyrinth.
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Nosenko, Oleksiy. "Immersive technologies in the formation of musical audio space." Collection of scientific works “Notes on Art Criticism” 24, no. 1 (April 23, 2024): 23–32. http://dx.doi.org/10.63009/noac/1.2024.23.

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Анотація:
Immersive audio technology is increasingly used in music, with devices like cell phones and televisions replicating formats. The increasing adoption of immersive audio technologies by both consumers and professionals in the music industry has made this topic more relevant. The purpose of the research is to analyse immersive technologies that contribute to the creation of the musical audio environment. The research employed methods: literature and historical review, technical analysis, practical cases, statistical method, and the author’s personal empirical experience. The article examines the function of audio space in relation to the perception of musical art and the characteristics of musical audio space. The proposed classification categories musical audio spaces into two distinct types: natural and artificial, as well as offline and online. The article’s statistical data illustrates the changing patterns of growth in online audio consumers and the rivalry between radio stations and streaming platforms to enhance their impact on shaping listeners’ audio spaces. The research demonstrates that streaming platforms actively encourage the incorporation of musical content in immersive formats as a means to expand their market share and evoke heightened emotional and perceptual responses in customers. The article outlines techniques used in immersive music spaces to provide a distinct aural experience for the listener. The article’s practical analysis of immersive audio technologies encompasses the examination of requisite microphones and digital audio workstations that facilitate the transition from two-dimensional audio space formation to threedimensional. In contemporary circumstances, the distribution of musical items is progressively employing threedimensional immersive technologies. The article enumerates audio technologies that guarantee the creation of an immersive auditory environment for both listeners and musicians: Ambisonics, KLANG: technologies, and DPA 5100. The practical significance of this work rests in examining the perceptual attributes of users of immersive technologies and exploring the potential for developing immersive technologies, such as immersive musical instruments or immersive radio stations
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Schwarz, Marie Isabel, and Anna Mauersberger. "Verkörperte Bildung durch die virtuelle Realität THE SHAPE OF US." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 51 (January 27, 2023): 430–59. http://dx.doi.org/10.21240/mpaed/51/2023.01.27.x.

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Анотація:
Ausgehend von den Verkörperungstheorien, einer aktuellen Theorieströmung, die die konstitutive Rolle des Körpers für sämtliche mentale Prozesse hervorhebt, wird im Beitrag zunächst die Theorie einer ‹Verkörperten Bildung› konturiert. Diese schliesst an grundlegende Konzepte aus Medienbildung, pädagogischer Phänomenologie und ästhetischer Bildungstheorie an, versteht sich aber als disziplinübergreifender Bildungsbegriff. Hierauf aufbauend wird Bildung durch immersive virtuelle Realität als eine Bildungspraktik im Paradigma der Verkörperung erst theoretisch beleuchtet und anschliessend an einem konkreten Beispiel, der immersiven virtuellen Realität THE SHAPE OF US (TSOU), empirisch evaluiert. TSOU wurde mit dem Anspruch entwickelt, dem politischen Bildungsthema ‹Klimakrise› durch ein körper- und emotionsgebundenes Medium zu begegnen. Die Anwendung wurde zunächst in einer experimentellen Phase an drei unterschiedlichen Schulen und schliesslich in einer konzeptuellen Phase an einer Darmstädter Gesamtschule in unterschiedlichen didaktischen Settings bei Schüler:innen der 8. und 10. Jahrgangsstufe im Unterricht eingesetzt. Es wurden zwei Interviews mit Expert:innen und 14 Audiofiles von Gruppendiskussionen zur qualitativ-rekonstruktiven Analyse der Lern-Lehr-Szenarien nach der Grounded-Theory-Methodologie ausgewertet. Die Ergebnisse dienen, trotz ihrer Limitationen, einerseits der bildungstheoretischen Ausdifferenzierung spezifischer Qualitäten und Bedingungen von verkörperten Bildungsprozessen durch immersive virtuelle Realität, andererseits konkreten gestaltungsorientierten Schlussfolgerungen zu deren didaktischem Einsatz im Schulunterricht.
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Han, J., and S. Lee. "RESIDENT'S SATISFACTION IN STREET LANDSCAPE USING THE IMMERSIVE VIRTUAL ENVIRONMENT-BASED EYE-TRACKING TECHNIQUE AND DEEP LEARNING MODEL." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-4/W4-2022 (October 14, 2022): 45–52. http://dx.doi.org/10.5194/isprs-archives-xlviii-4-w4-2022-45-2022.

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Анотація:
Abstract. Virtual reality technology provides a significant clue to understanding the human visual perception process by enabling the interaction between humans and computers. In addition, deep learning techniques in the visual field provide analysis methods for image classification, processing, and segmentation. This study reviewed the applicability of gaze movement and deep learning-based satisfaction evaluation on the landscape using an immersive virtual reality-based eye-tracking device. To this end, the following research procedures were established and analysed. First, the gaze movement of the test taker is measured using an immersive virtual environment-based eye tracker. The relationship between the gaze movement pattern of the test taker and the satisfaction evaluation result for the landscape image is analysed. Second, using the Convolutional Neural Networks (CNN)-based Class Activation Map (CAM) technique, a model for estimating the satisfaction evaluation result is constructed, and the gaze pattern of the test taker is derived. Third, we compare and analyse the similarity between the gaze heat map derived through the immersive virtual environment-based gaze tracker and the heat map generated by CAM. This study suggests the applicability of urban environment technology and deep learning methods to understand landscape planning factors that affect urban landscape satisfaction, resulting from the three-dimensional and immediate visual cognitive activity.
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Scorpio, Michelangelo, Roberta Laffi, Ainoor Teimoorzadeh, and Sergio Sibilio. "Immersive virtual reality as a tool for lighting design: applications and opportunities." Journal of Physics: Conference Series 2042, no. 1 (November 1, 2021): 012125. http://dx.doi.org/10.1088/1742-6596/2042/1/012125.

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Анотація:
Abstract Immersive virtual reality offers a wide range of applications. Immersive virtual reality in particular can play an important role in lighting design, thanks to its ability to allow a quick assessment between different design choices based on spaces, colours and light. However, immersive virtual reality has to guarantee a correct reproduction of light behaviour from photometric and visual points of view, in order to be effectively used for lighting analysis. This paper presents a literature review aimed to analyse the activities of the research groups operating in this field that have addressed, with different approaches and points of view, the issue of iVR applications in the reproduction of environments illuminated by either daylight or electric lighting, as well as a combination of them.
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Дисертації з теми "Analyse immersive"

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Raboisson, Nathanaëlle. "Esthétique d'un art expérientiel : l'installation immersive et et interactive." Paris 8, 2014. http://octaviana.fr/document/18500332X#?c=0&m=0&s=0&cv=0.

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Анотація:
L’art expérientiel tend à confondre, par ses qualités, oeuvre et expérience. En art contemporain, certains artistes conçoivent des installations qui nécessitent une implication corporelle forte pour être reçue par leur visiteur, pour être vécue. Cette thèse est dédiée à l’étude du processus de réception de l’installation en tant qu’oeuvre d’art expérientiel. Comment se construit l’expérience de cette catégorie d’oeuvre ; quelles sont ses modalités et ses propriétés ? Après un bref état de l’art, nous avons étudié, dans une première approche théorique, le dispositif technique pour en dégager les spécificités liées à la situation ; spécificités spatio-temporelles, praxiques, formelles et structurelles. Une seconde approche théorique s’est orientée vers l’analyse de l’expérience du visiteur afin de comprendre comment les spécificités du dispositif pouvaient influer sur ses habitudes psychomotrices et sensorimotrices et ainsi lui offrir de nouvelles potentialités. Une dernière partie, pratique, expose les oeuvres créées durant le doctorat, ainsi que les résultats d’une étude comportementale. Cette thèse souhaite dresser les prémices d’une esthétique nouvelle en exposant le processus d’appropriation de l’installation immersive et interactive et en démontrant que, dans certains cas, elle peut proposer une expérience singulière, qui devient expérience de soi, d’un nouvel état d’agir et d’être esthétique
Via its qualities, experiential art tends to intermingle the actual artwork and experience. In contemporary art, certain artists produce installations that call for a strong corporeal investment on the part of the spectator/vistitor, that call to be experienced. This thesis studies the process of reception of the installation as experiential artwork. How does the experience of this kind of work get constructed ? What are its modalities and features ? After a brief presentation of this type of art, the thesis offers a first theoretical approach that focuses on the technical assemblage so as to single out the situationbased specificities of it : spatio-temporal, practical, formal and structural. A second theoretical approach then looks at the visitor's experience so as to make sense of how the assemblage's specificities can impact his/her psycho-motor and sensori-motor habits, and thus offer new potentialities. In the last part of the thesis, a practical approach is offered, whereby the various works created during the doctoral research are presented, along with the results of a behaviourist study. This thesis hopes to offer the premise of a new aesthetics by exposing the process of appropriation of immersive/interactive installations and by demonstrating that, in certain cases, such installations can propose a singular experience, a selfexperience, a new active and aesthetic state of being
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Trellet, Mikael. "Exploration et analyse immersives de données moléculaires guidées par la tâche et la modélisation sémantique des contenus." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS262/document.

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Анотація:
En biologie structurale, l’étude théorique de structures moléculaires comporte quatre activités principales organisées selon le processus séquentiel suivant : la collecte de données expérimentales/théoriques, la visualisation des structures 3d, la simulation moléculaire, l’analyse et l’interprétation des résultats. Cet enchaînement permet à l’expert d’élaborer de nouvelles hypothèses, de les vérifier de manière expérimentale et de produire de nouvelles données comme point de départ d’un nouveau processus.L’explosion de la quantité de données à manipuler au sein de cette boucle pose désormais deux problèmes. Premièrement, les ressources et le temps relatifs aux tâches de transfert et de conversion de données entre chacune de ces activités augmentent considérablement. Deuxièmement, la complexité des données moléculaires générées par les nouvelles méthodologies expérimentales accroît fortement la difficulté pour correctement percevoir, visualiser et analyser ces données.Les environnements immersifs sont souvent proposés pour aborder le problème de la quantité et de la complexité croissante des phénomènes modélisés, en particulier durant l’activité de visualisation. En effet, la Réalité Virtuelle offre entre autre une perception stéréoscopique de haute qualité utile à une meilleure compréhension de données moléculaires intrinsèquement tridimensionnelles. Elle permet également d’afficher une quantité d’information importante grâce aux grandes surfaces d’affichage, mais aussi de compléter la sensation d’immersion par d’autres canaux sensorimoteurs.Cependant, deux facteurs majeurs freinent l’usage de la Réalité Virtuelle dans le domaine de la biologie structurale. D’une part, même s’il existe une littérature fournie sur la navigation dans les scènes virtuelles réalistes et écologiques, celle-ci est très peu étudiée sur la navigation sur des données scientifiques abstraites. La compréhension de phénomènes 3d complexes est pourtant particulièrement conditionnée par la capacité du sujet à se repérer dans l’espace. Le premier objectif de ce travail de doctorat a donc été de proposer des paradigmes navigation 3d adaptés aux structures moléculaires complexes. D’autre part, le contexte interactif des environnements immersif favorise l’interaction directe avec les objets d’intérêt. Or les activités de collecte et d’analyse des résultats supposent un contexte de travail en "ligne de commande" ou basé sur des scripts spécifiques aux outils d’analyse. Il en résulte que l’usage de la Réalité Virtuelle se limite souvent à l’activité d’exploration et de visualisation des structures moléculaires. C’est pourquoi le second objectif de thèse est de rapprocher ces différentes activités, jusqu’alors réalisées dans des contextes interactifs et applicatifs indépendants, au sein d’un contexte interactif homogène et unique. Outre le fait de minimiser le temps passé dans la gestion des données entre les différents contextes de travail, il s’agit également de présenter de manière conjointe et simultanée les structures moléculaires et leurs analyses et de permettre leur manipulation par des interactions directes.Notre contribution répond à ces objectifs en s’appuyant sur une approche guidée à la fois par le contenu et la tâche. Des paradigmes de navigation ont été conçus en tenant compte du contenu moléculaire, en particulier des propriétés géométriques, et des tâches de l’expert, afin de faciliter le repérage spatial et de rendre plus performante l’activité d’exploration. Par ailleurs, formaliser la nature des données moléculaires, leurs analyses et leurs représentations visuelles, permettent notamment de proposer à la demande et interactivement des analyses adaptées à la nature des données et de créer des liens entre les composants moléculaires et les analyses associées. Ces fonctionnalités passent par la construction d’une représentation sémantique unifiée et performante rendant possible l’intégration de ces activités dans un contexte interactif unique
In structural biology, the theoretical study of molecular structures has four main activities organized in the following scenario: collection of experimental and theoretical data, visualization of 3D structures, molecular simulation, analysis and interpretation of results. This pipeline allows the expert to develop new hypotheses, to verify them experimentally and to produce new data as a starting point for a new scenario.The explosion in the amount of data to handle in this loop has two problems. Firstly, the resources and time dedicated to the tasks of transfer and conversion of data between each of these four activities increases significantly. Secondly, the complexity of molecular data generated by new experimental methodologies greatly increases the difficulty to properly collect, visualize and analyze the data.Immersive environments are often proposed to address the quantity and the increasing complexity of the modeled phenomena, especially during the viewing activity. Indeed, virtual reality offers a high quality stereoscopic perception, useful for a better understanding of inherently three-dimensional molecular data. It also displays a large amount of information thanks to the large display surfaces, but also to complete the immersive feeling with other sensorimotor channels (3D audio, haptic feedbacks,...).However, two major factors hindering the use of virtual reality in the field of structural biology. On one hand, although there are literature on navigation and environmental realistic virtual scenes, navigating abstract science is still very little studied. The understanding of complex 3D phenomena is however particularly conditioned by the subject’s ability to identify themselves in a complex 3D phenomenon. The first objective of this thesis work is then to propose 3D navigation paradigms adapted to the molecular structures of increasing complexity. On the other hand, the interactive context of immersive environments encourages direct interaction with the objects of interest. But the activities of: results collection, simulation and analysis, assume a working environment based on command-line inputs or through specific scripts associated to the tools. Usually, the use of virtual reality is therefore restricted to molecular structures exploration and visualization. The second thesis objective is then to bring all these activities, previously carried out in independent and interactive application contexts, within a homogeneous and unique interactive context. In addition to minimizing the time spent in data management between different work contexts, the aim is also to present, in a joint and simultaneous way, molecular structures and analyses, and allow their manipulation through direct interaction.Our contribution meets these objectives by building on an approach guided by both the content and the task. More precisely, navigation paradigms have been designed taking into account the molecular content, especially geometric properties, and tasks of the expert, to facilitate spatial referencing in molecular complexes and make the exploration of these structures more efficient. In addition, formalizing the nature of molecular data, their analysis and their visual representations, allows to interactively propose analyzes adapted to the nature of the data and create links between the molecular components and associated analyzes. These features go through the construction of a unified and powerful semantic representation making possible the integration of these activities in a unique interactive context
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Ouedraogo, Inoussa. "Collaborative Immersive Analytics for Meteorological and Climatological Data." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG048.

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Анотація:
L'explosion des données au cours des dernières décennies a remis en question les processus d'analyse de données existants, visant à découvrir des connaissances et à extraire des informations importantes en quasi temps réel. La complexité des données, due à leur hétérogénéité, leur quantité, leur qualité variable, et la vitesse à laquelle elles sont générées, pose des défis importants pour le pipeline d'analyse de données. Ce pipeline comprend des tâches telles que l'acquisition, le stockage, la gestion, le transfert, la requête, la visualisation, la mise à jour, le partage et la création de connaissances. La prise de décision basée sur l'analyse des données massives étant souvent collaborative, l'infrastructure doit permettre la communication, l'interaction avec des collaborateurs, et la coordination des activités. L'objectif de cette thèse est de fournir un cadre facilitant l'analytique collaborative avec des technologies immersives, aidant des utilisateurs de différents niveaux d'expertise à visualiser, interagir avec et analyser les données. L'étude explore comment les nouvelles technologies d'interaction et d'affichage immersives peuvent être utilisées pour l'exploration des données, le raisonnement analytique et la prise de décision dans l'analytique visuelle. La contribution principale est la proposition et l'exploration de nouvelles techniques d'interaction dans un cadre d'Analytique Immersive Collaborative avec l'humain dans la boucle. La thèse examine des techniques de sélection et d'intégration des données visant à accélérer le pipeline d'analyse de données, notamment pour interagir avec des nuages de points de données denses en Réalité Augmentée (RA) via des casques. Elle présente aussi une nouvelle approche de partition automatique de l'espace physique en RA co-localisée. De plus, la recherche se concentre sur l'analyse des données climatologiques et météorologiques, et sur des ensembles de données complexes de tempêtes et de cyclones provenant d'observations réelles et de modèles de simulation. Les catastrophes climatiques liées aux cyclones causent des dévastations chaque année, incluant des pertes humaines, des dommages infrastructurels et des revers économiques et environnementaux. Ce projet contribue aux efforts pour minimiser les dégâts causés par les tempêtes et cyclones en développant des techniques permettant aux chercheurs et parties prenantes de mieux accéder aux données disponibles et de les comprendre. Plus en détail, la recherche propose et étudie une solution pour améliorer la sélection des points de données. La technique d'interaction, basée sur l'expansion des points de données, améliore la sélection en utilisant la RA via des casques. L'approche basée sur l'ontologie et les données liées intègre différentes sources de données, permettant des requêtes et filtrages pendant l'interaction et améliorant les performances analytiques des ensembles de données météorologiques. Une étude utilisateur valide cette approche. Enfin, une technique permet aux utilisateurs de partitionner automatiquement l'espace de travail physique en plusieurs sous-espaces selon l'espace disponible et la position des utilisateurs en RA co-localisée. Cette technique de partitionnement de l'espace physique a été étudiée dans le contexte collaboratif de l'analyse des données de tempête, évaluant l'impact des aspects privés et publics de ces espaces collaboratifs co-localisés
The explosion of data in recent decades has challenged existing data analysis processes tasked with uncovering patterns and extracting valuable insights in near real time. The complexity of data due to its heterogeneity, quantity, quality or the lack thereof, as well as the speed at which it is generated, places significant challenges on data analytics pipeline. This pipeline encompasses tasks such as data acquisition, storage, management, transfer, querying, visualisation, update, sharing, and the creation of insights. Given that decision-making based on big data analysis is frequently the outcome of collaborative endeavours, the data analytics and decision-making infrastructure must be collaborative. This means enabling users to communicate, interact with collaborators, and effectively coordinate their activities. The research focus of this Ph.D. thesis is to provide a framework that facilitates collaborative visual analytics using immersive technologies, assisting users with varying expertise to visualise, interact with, and analyse data. I aim to investigate how new immersive interaction and display technologies can be used to facilitate data exploration, analytics reasoning, and decision-making in visual analytics. The main contribution of this dissertation is to propose and explore novel interaction techniques in a Collaborative Immersive Analytics framework supporting visual analytics with human in the loop. My dissertation explores new techniques of selection and data integration whose aim is to speed up the data analytics pipeline, especially for interacting with dense data point cloud in Head-Mounted-Display (HMD)-based Augmented Reality (AR). My research also highlights a novel approach of automatic spatial partition of physical space in co-located AR. Moreover, in the common effort of fighting against climate change and global warming, my work focuses on data analytics for climatology and meteorology, and to a great extent on complex storm and cyclone datasets from real weather observations and predicted simulation model projections. Indeed, cyclone climate disasters occur each year globally, causing widespread devastation including human casualties, gross infrastructural damage, economic and environmental setbacks. This project will contribute to current urgent efforts to minimise storm and cyclone damage internationally, by developing techniques that allow climate researchers and key stakeholders to better access and understand available data. In more detail, I first proposed and studied a solution to improve the selection of data points. The proposed interaction technique was based on expanding data points to improve users' selection when using HMD-based AR. Second, I explored the Ontology-and-Linked-Data-based approach to integrate different data sources that allows the users to perform queries and filtering of data during the interaction and to enhance their performance in the analytics process of meteorological datasets. A user study was conducted to show the validity of this proposed approach. Finally, I present a technique that allows the users to automatically partition the shared physical workspace into several sub-spaces based on the available space and the position of the users in co-located AR using HMDs. I studied the effect of this physical space partitioning technique in the collaborative context of storm data analysis. In addition, the impact of the private and public aspects of these co-located collaborative spaces was also evaluated
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4

Lascano, Benat. "Étude du bilinguisme basque-français chez des élèves suivant une scolarité primaire immersive en basqu." Thesis, Pau, 2016. http://www.theses.fr/2016PAUU1007/document.

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Анотація:
Ce travail de recherche s'appuie sur une analyse discursive de productions narratives orales (contes de fées) de trois types de population en scolarité primaire du Pays-Basque Nord : des élèves bilingues basque L1 et issus d'un milieu sociolinguistique majoritairement bascophone, des élèves bilingues français L1 et issus d'un milieu sociolinguistique majoritairement francophone, et des élèves monolingues français. Le but de cette étude consiste à étudier les quelles capacités linguistiques que développent les élèves bilingues en basque comme en français au cours de leur scolarité. Les élèves monolingues nous serviront de référence quant à l'acquisition du français. Les élèves bilingues sont scolarisés dans un modèle d'enseignement dont la langue d'instruction est le basque - langue minoritaire au Pays-Basque Nord - et le français est une matière enseignée. L'analyse a été menée de manière transversale (il y a des enfants de 6, 9 et 11 ans dans chaque groupe d'élèves), et elle se base sur trois aspects discursifs : l'autonomie narrative, la planification des contenus de l'histoire et la production des organisateurs textuels. Les résultats montrent une progression similaire des capacités langagières chez les trois populations étudiées, ceci en basque comme en français (pour les bilingues). Les capacités en français sont mêmes parfois supérieures chez les élèves bilingues. Nous en concluons donc qu'une scolarisation en basque permet non seulement le développement de cette langue chez les élèves basque L1 et basque L2, mais qu'elle favorise aussi un bon apprentissage du français
This research is a discourse analysis of oral storytelling produced by three groups of primary schools students in the Northern Basque Country: Basque L1 bilingual pupils from a mostly Basque-speaking sociolinguistic environment, French L1 bilingual pupils from a mostly French-speaking sociolinguistic environment, and French monolingual pupils. The aim of the sudy is to see the linguistic skills that bilingual children develop during schooling, in basque and in french. Monolingual French pupils are used as referents for the acquisition of French. The bilinguals students are educated in a teaching program where Basque - the minority language of the Northern Basque-Country - is the language of instruction, and French is a subject matter. The analysis of the stories is transversal (they are 6, 9 and 11 years old children in each group of pupils), ans is focused on three discourse aspects : the narrative autonomy, the planning of the contents of the stories and the production of text organizers. Results show a similar progress in the linguistics skills for the three populations studied, both in Basque and French (for the bilinguals). Skills in French are in some cases more advanced for bilinguals than for monolinguals. We conclude that Basque-medium education not only permits the development of Basque for both Basque L1 and Basque L2 students, but it also fosters the development of French
Ikerketa lan honek Ipar Euskal Herriko lehen hezkuntzan diren hiru ikasle perfilen ahozko ekoizpen narratiboak (ipuin kontaketak) aztertzen ditu. Lehenak etxetik euskaldunak eta ingurune euskaldun batekoak dira, bigarrenak etxetik erdaldunak eta ingurune erdaldun batean bizi. Bi lehen perfil hauek ikasle elebidunenak dira, euskarazko murgilketazko hezkuntza eredu batean eskolatuak direnak. Hirugarren ikasle perfila frantses elebakarrena da, hauek eredu frantses elebakarrean eskolatuak direla. Lanaren helburua haur elebidunek lehen hezkuntzan garatzen dituzten hizkuntza gaitasunak aztertzea da, euskaraz zein frantsesez. Haur hauek euskarazko hezkuntza eredu batean eskolatuak dira, hau da, euskara – Ipar Euskal Herriko hizkuntza gutxitua - erabilia da instrukzio hizkuntza gisa eta frantsesa irakatsia zaien gai bat da. Haur elebakarrak erreferentziatzat hartuko ditugu frantsesaren jabekuntzari doakionaz. Azterketa molde transbertsalean egina izan da (ikasle talde bakoitzean 6, 9 eta 11 urteko ikasleak badira), eta hiru gaitasun diskurtsibotan oinarritzen da : autonomia narratiboa, istorioaren edukien planifikazioa eta testu antolatzaileen ekoizpena. Emaitzek hizkuntza gaitasunen antzeko garapen bat erakusten dute, aztertu diren hiru ikasle perfilengan, bai euskaraz bai frantsesez (ikasle elebidunentzat). Batzuetan gertatu ere da frantsesezko gaitasunak hobeak zirela ikasle elebidunengan. Ondorioztatzen dugu euskarazko hezkuntza batek hizkuntza honen garapena bermatzen duela etxetik euskaldunak zein etxetik erdaldunak diren ikasleengan, eta are gehiago frantsesaren ikasketa ona ere laguntzen duela
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5

Szabo, Cukierman Hector Daniel. "Analyse de la performance des utilisateurs avec et sans défis visuels dans la localisation de sons rendus par une acoustique immersive de bas de gamme." Thèse, Université de Sherbrooke, 2017. http://hdl.handle.net/11143/11619.

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Анотація:
Cette thèse porte sur la localisation de la position virtuelle de sources sonores utilisant des moyens de reproduction acoustique du type immersif de faible coût. L’étude compare la performance d’utilisateurs avec et sans défis visuels. Des études de multiples sources montrent qu’un pourcentage important des personnes ayant des défis visuels vivent avec des revenus annuels très bas. Ce constat a orienté ce projet de recherche, afin que les technologies acoustiques utilisées dans les essais soient des technologies de reproduction acoustique de faible coût. Ceci, pour couvrir le contexte acoustique le plus probable chez les utilisateurs de cette technologie. La création de plusieurs jeux acoustiques immersifs dans le contexte académique a exposé le besoin d’un modèle de perception capable d’orienter les concepteurs de scénarios acoustiques par rapport aux échantillons sonores à utiliser (la fréquence du son et leur positionnement). Un modèle de convivialité pour l’utilisation d’échantillons sonores dans un contexte acoustique immersif de bas coût est défini comme résultat des constats expérimentaux. La littérature expose l’existence d’une capacité accrue pour déterminer la localisation d’objets et d’interlocuteurs par des personnes non voyantes. L’origine de cet accroissement de capacité semble être relié à une utilisation plus efficace de l’information auditive ou à une spécialisation d’une partie du cortex visuel pour traiter l’information sonore. La présente expérience suggère que, dans un contexte acoustique immersif de faible coût, les personnes avec et sans défis visuels ont une performance similaire dans la localisation de la position virtuelle des sons produits. Les conclusions sont établies à partir du résultat de l’analyse comparative de métriques objectives pour 55 participants (19 ayant des défis visuels et 36 sans défis visuels) réalisant une activité de jeu acoustique sans interface visuelle. L’analyse des actions de localisation des participants dans 10500 évènements sonores, donne des résultats conformes aux attentes et est à la base des constats et du modèle de convivialité. Des stratégies de localisation de la position virtuelle du son ont été analysées et les conclusions sont présentées. Un modèle de convivialité acoustique appliqué au contexte est proposé. Celui-ci est un graphique d’interprétation simple, destiné aux concepteurs d’acoustique pour environnements immersifs.
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6

Bisson, Isaline. "Approche multidimensionnelle et collaborative de la conception de formations professionnelles immersive centrée sur les utilisateurs." Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA024.

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Анотація:
Aujourd’hui, de plus en plus d’industriels ont passé le pas des technologies immersives (TI). Ces technologies innovantes sont utilisées notamment dans le cadre de la formation professionnelle pour améliorer l’apprentissage des opérateurs. De nombreux travaux académiques et industriels démontrent l’intérêt d’utiliser ces nouvelles modalités aussi bien sur la qualité d’apprentissage que sur le déploiement de nouvelles situations d’apprentissage inaccessibles jusqu’alors. Cependant, il apparait encore un manque de prise en compte des utilisateurs dans la conception de ces nouveaux supports de formation qui limite leur gain potentiel. C’est cette problématique que la société Stäubli, fournisseur mondial de solutions industrielles et mécatroniques (Raccords Electriques, Raccords Fluides, Robots et Textile), a décidé de traiter dans le contexte d’une thèse CIFRE en partenariat avec le pôle ERCOS du laboratoire ELLIADD (UR 4661).La prise en compte des utilisateurs dans la conception de produits, et plus particulièrement de systèmes de formations immersifs, est difficile à mener car elle s’intègre dans une démarche multidisciplinaire et fortement collaborative. Ainsi, l’objectif de notre travail de recherche est de proposer un cadre méthodologique pour la conception collaborative centrée sur les utilisateurs de formations professionnelles immersives (FPI).Une première contribution de nos travaux réside dans (i) un état des pratiques de formation au sein de la société Stäubli couplée à (ii) une analyse qualitative des freins et opportunités liées aux TI. Sur cette base et un état de l’art du domaine, une deuxième contribution porte sur la proposition d’un modèle original de processus de conception collaborative centrée sur les utilisateur de FPI. Il a été expérimenté dans de nombreux cas de projets de formations. Nous avons fait varier les types projets (conception initiale, reconception, à distance…) dans des contextes d’exécution eux aussi divers (TI imposée, absence de plan de formation, contraintes temporelles fortes…). D’une part, notre processus de conception a été validé via l’évaluation des résultats obtenus par sa mise en œuvre, à savoir les applications développées. L’utilisabilité, l’acceptabilité, l’intérêt pédagogique de ces dernières ont pu être évalués par des approches qualitatives et quantitatives. D’autre part, la validation du modèle proposé a été faite en confrontant le processus prescrit avec la réalité du terrain. Des axes d’améliorations ont ainsi été proposés de manière itérative jusqu’à obtention d’un modèle de processus de conception de FPI qui soit adapté aux pratiques de la société Stäubli.Une troisième contribution de nos travaux a consisté à analyser des phases de collaboration et plus particulièrement des phases de convergence dans le cadre du processus proposé. Nous avons notamment étudié, par une approche basée sur le Objets intermédiaires de Conception (OIC), les phases de co-conception des scénarios pédagogiques. Les résultats préliminaires obtenus par des analyses qualitatives de la qualité de collaboration ont montré tout l’intérêt de spécifier correctement ces OIC.Sur la base de ces résultats, une quatrième et dernière contribution de nos travaux a consisté à rendre notre modèle opérationnel au contexte de l’entreprise. Pour cela, nous l’avons traduit en une roadmap. Cette dernière comporte les éléments importants pour permettre une bonne prise en main de nos travaux par les équipes de l’entreprise Stäubli dans le cadre de futurs projets. Notre roadmap a été expérimentée via une mise à l’épreuve simulée sur 3 scénarios de besoin de formation proposés à un panel interne à l’entreprise. Les résultats obtenus via des entretiens semi-directifs sont positifs et vont dans le sens d’une appropriation aisée de la roadmap
Today, an increasing number of industrial companies are embracing immersive technologies (IT). These innovative technologies are primarily used in professional training to enhance operator learning. Numerous academic and industrial studies have demonstrated the benefits of using these new methods, both in terms of learning quality and the deployment of new learning situations that were previously inaccessible. However, there still exists a notable lack of user-centric consideration in designing these new training tools, which limits their full potential. However, there is still a lack of consideration for users in the design of these new training materials, which limits their potential benefits. Stäubli, a global supplier of industrial and mechatronic solutions (electrical fittings, fluid fittings, robots, and textiles), has decided to address this issue in the context of a CIFRE thesis in partnership with the ERCOS unit of the ELLIADD laboratory (UR 4661).Incorporating user perspectives into the design of products, especially immersive training systems, is challenging due to its multidisciplinary and highly collaborative nature. Therefore, the objective of our research is to propose a methodological framework for collaborative user-centered design of immersive professional training (IPT).Our research makes several contributions. Firstly, we conducted (i) an analysis of training practices within the Stäubli company, coupled with (ii) a qualitative analysis of the barriers and opportunities associated with IT. Based on this and a review of the field, our second contribution is the proposal of an original model of the user-centered collaborative design process for IPT. This model was tested in various training project cases, including initial design, redesign, and remote scenarios, in diverse execution contexts (mandatory IT use, absence of training plans, tight time constraints, etc.). On one hand, the design process was validated by evaluating the outcomes, namely the developed applications. Their usability, acceptability, and pedagogical value were assessed using qualitative and quantitative approaches. On the other hand, the model's validation was done by comparing the prescribed process with real-world practices. Iterative improvements were proposed until a design process model for FPI was aligned with Stäubli's practices.A third contribution of our work involved analyzing collaboration phases, particularly convergence phases within the proposed process. We specifically studied the co-design phases of pedagogical scenarios using Intermediate Objects (IO) as an approach. Preliminary results from qualitative analyses of collaboration quality highlighted the importance of properly specifying these IDOs.Building on these results, our fourth and final contribution was to operationalize our model within the company's context. We translated it into a roadmap that contains essential elements for the seamless integration of our work into Stäubli's teams for future projects. Our roadmap was tested through a simulated trial involving three training needs scenarios presented to an internal panel within the company. The results from semi-structured interviews were positive, indicating an easy adoption of the roadmap
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Do, Hana. "L'immersion sonore : analyse du phénomène et réalisation compositionnelle." Electronic Thesis or Diss., Sorbonne université, 2024. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2024SORUL030.pdf.

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Анотація:
Le terme d'immersion sonore est apparu à la fin du XXe siècle dans divers domaines artistiques. Il recouvre de nombreuses dimensions, qu'elles soient physiques, métaphoriques ou même métaphysiques. Il n'y a cependant d'immersion sonore qu'avec, par ou pour le son.De la réalisation concrète du phénomène auditif dans toute son omnidirectionnalité à la mise en œuvre artistique et contextualisée de l'interaction avec le monde sonore en passant par une conjonction avec l'esprit écologique jusqu'à la quête d'états de conscience modifiés, l'immersion sonore se propose de communiquer différemment avec le monde à travers le son. En particulier, ce terme a pris une ampleur considérable avec la musique contemporaine, mettant en avant de nouveaux paradigmes et de nouveaux concepts, développant de nouvelles façons d'aborder des domaines tels que la corporalité, la multiplicité, l'interaction, la fusion, ou la spiritualité. La notion d'immersion sonore aide à comprendre plusieurs langages spécifiques et l'esthétique qui en découle implique de multiples tendances ou styles, et s'associe ainsi à la recherche d'une plus grande sensibilité, d'une spatialité élargie, d'une forme de temporalité non-linéaire ou de concepts philosophiques plus métaphorisés. Pour mieux comprendre les tenants et les aboutissants de ce phénomène, la thèse se concentre sur l'étude de l'univers de Luigi Nono à travers l'analyse de son œuvre Prometeo. Tragedia dell'ascolto (1981-1984, rév. 1985). Toutes les particularités de l'immersion sonore, de l'appréhension esthétique à la réalisation compositionnelle, y trouvent une illustration permettant d'en clarifier la portée artistique et humaine
The term “ sound immersion ” appeared in various artistic fields at the end of the 20th century. It covers many dimensions, whether they are physical, metaphorical or even metaphysical. However, sound immersion can only be achieved with, by or for sound.From the concrete realization of the auditory phenomenon in all its omnidirectionality, to the artistic and contextualized implementation of interaction with the sound world, via a conjunction with the ecological spirit to the quest for modified states of consciousness, sound immersion proposes to communicate differently with the world through sound. In particular, the term has gained considerable extent with contemporary music, highlighting new paradigms and concepts, developing new ways of approaching areas such as corporeality, multiplicity, interaction, fusion, or spirituality. The notion of sound immersion helps us to understand several specific languages, and the resulting aesthetic implies multiple trends or styles, and is thus associated with the search for greater sensitivity and expanded spatiality, a non-linear form of temporality or more metaphorical philosophical concepts. To better understand the ins and outs of this phenomenon, the thesis focuses on the study of Luigi Nono's universe through the analysis of his work Prometeo. Tragedia dell'ascolto (1981-1984, rev. 1985). All the particularities of sound immersion, from aesthetic apprehension to compositional realization, are illustrated, clarifying its artistic and human scope
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8

Guan, Yanlin. "Interactive and immersive surface interrogation techniques over triangulated surfaces." Diss., Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04142003-173417.

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9

Allan, Scott Young. "Ion Energy Measurements in Plasma Immersion Ion Implantation." Thesis, The University of Sydney, 2009. http://hdl.handle.net/2123/5338.

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Анотація:
This thesis investigates ion energy distributions (IEDs) during plasma immersion ion implantation (PIII). PIII is a surface modification technique where an object is placed in a plasma and pulse biased with large negative voltages. The energy distribution of implanted ions is important in determining the extent of surface modifications. IED measurements were made during PIII using a pulse biased retarding field energy analyser (RFEA) in a capacitive RF plasma. Experimental results were compared with those obtained from a two dimensional numerical simulation to help explain the origins of features in the IEDs. Time resolved IED measurements were made during PIII of metal and insulator materials and investigated the effects of the use of a metal mesh over the surface and the effects of insulator surface charging. When the pulse was applied to the RFEA, the ion flux rapidly increased above the pulse-off value and then slowly decreased during the pulse. The ion density during the pulse decreased below values measured when no pulse was applied to the RFEA. This indicates that the depletion of ions by the pulsed RFEA is greater than the generation of ions in the plasma. IEDs measured during pulse biasing showed a peak close to the maximum sheath potential energy and a spread of ions with energies between zero and the maximum ion energy. Simulations showed that the peak is produced by ions from the sheath edge directly above the RFEA inlet and that the spread of ions is produced by ions which collide in the sheath and/or arrive at the RFEA with trajectories not perpendicular to the RFEA front surface. The RFEA discriminates ions based only on the component of their velocity perpendicular to the RFEA front surface. To minimise the effects of surface charging during PIII of an insulator, a metal mesh can be placed over the insulator and pulse biased together with the object. Measurements were made with metal mesh cylinders fixed to the metal RFEA front surface. The use of a mesh gave a larger ion flux compared to the use of no mesh. The larger ion flux is attributed to the larger plasma-sheath surface area around the mesh. The measured IEDs showed a low, medium and high energy peak. Simulation results show that the high energy peak is produced by ions from the sheath above the mesh top. The low energy peak is produced by ions trapped by the space charge potential hump which forms inside the mesh. The medium energy peak is produced by ions from the sheath above the mesh corners. Simulations showed that the IED is dependent on measurement position under the mesh. To investigate the effects of insulator surface charging during PIII, IED measurements were made through an orifice cut into a Mylar insulator on the RFEA front surface. With no mesh, during the pulse, an increasing number of lower energy ions were measured. Simulation results show that this is due to the increase in the curvature of the sheath over the orifice region as the insulator potential increases due to surface charging. The surface charging observed at the insulator would reduce the average energy of ions implanted into the insulator during the pulse. Compared to the case with no mesh, the use of a mesh increases the total ion flux and the ion flux during the early stages of the pulse but does not eliminate surface charging. During the pulse, compared to the no mesh case, a larger number of lower energy ions are measured. Simulation results show that this is caused by the potential in the mesh region which affects the trajectories of ions from the sheaths above the mesh top and corners and results in more ions being measured with trajectories less than ninety degrees to the RFEA front surface.
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10

Allan, Scott Young. "Ion Energy Measurements in Plasma Immersion Ion Implantation." The School of Physics. The Faculty of Science, 2009. http://hdl.handle.net/2123/5338.

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Анотація:
Doctor of Philosophy (PhD)
This thesis investigates ion energy distributions (IEDs) during plasma immersion ion implantation (PIII). PIII is a surface modification technique where an object is placed in a plasma and pulse biased with large negative voltages. The energy distribution of implanted ions is important in determining the extent of surface modifications. IED measurements were made during PIII using a pulse biased retarding field energy analyser (RFEA) in a capacitive RF plasma. Experimental results were compared with those obtained from a two dimensional numerical simulation to help explain the origins of features in the IEDs. Time resolved IED measurements were made during PIII of metal and insulator materials and investigated the effects of the use of a metal mesh over the surface and the effects of insulator surface charging. When the pulse was applied to the RFEA, the ion flux rapidly increased above the pulse-off value and then slowly decreased during the pulse. The ion density during the pulse decreased below values measured when no pulse was applied to the RFEA. This indicates that the depletion of ions by the pulsed RFEA is greater than the generation of ions in the plasma. IEDs measured during pulse biasing showed a peak close to the maximum sheath potential energy and a spread of ions with energies between zero and the maximum ion energy. Simulations showed that the peak is produced by ions from the sheath edge directly above the RFEA inlet and that the spread of ions is produced by ions which collide in the sheath and/or arrive at the RFEA with trajectories not perpendicular to the RFEA front surface. The RFEA discriminates ions based only on the component of their velocity perpendicular to the RFEA front surface. To minimise the effects of surface charging during PIII of an insulator, a metal mesh can be placed over the insulator and pulse biased together with the object. Measurements were made with metal mesh cylinders fixed to the metal RFEA front surface. The use of a mesh gave a larger ion flux compared to the use of no mesh. The larger ion flux is attributed to the larger plasma-sheath surface area around the mesh. The measured IEDs showed a low, medium and high energy peak. Simulation results show that the high energy peak is produced by ions from the sheath above the mesh top. The low energy peak is produced by ions trapped by the space charge potential hump which forms inside the mesh. The medium energy peak is produced by ions from the sheath above the mesh corners. Simulations showed that the IED is dependent on measurement position under the mesh. To investigate the effects of insulator surface charging during PIII, IED measurements were made through an orifice cut into a Mylar insulator on the RFEA front surface. With no mesh, during the pulse, an increasing number of lower energy ions were measured. Simulation results show that this is due to the increase in the curvature of the sheath over the orifice region as the insulator potential increases due to surface charging. The surface charging observed at the insulator would reduce the average energy of ions implanted into the insulator during the pulse. Compared to the case with no mesh, the use of a mesh increases the total ion flux and the ion flux during the early stages of the pulse but does not eliminate surface charging. During the pulse, compared to the no mesh case, a larger number of lower energy ions are measured. Simulation results show that this is caused by the potential in the mesh region which affects the trajectories of ions from the sheaths above the mesh top and corners and results in more ions being measured with trajectories less than ninety degrees to the RFEA front surface.
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Книги з теми "Analyse immersive"

1

Rehner, Katherine. Developing aspects of second language discourse competence. München: Lincom Europa, 2005.

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2

Ternovaya, Lyudmila. War and peace in a hybrid dimension. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1058362.

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The monograph is devoted to the analysis of the current topic of hybrid war, in which the thin red lines separating it from peaceful life can both turn into an impenetrable iron curtain, and become a bright and attractive advertisement for another country and culture, forcing you to immerse yourself in another world, and not perceive it as a rival. Neither international law, nor the tools for identifying all the figures of international relations involved in resolving issues of war and peace, nor culture can correct the mutual distortions of hybrid war and hybrid peace. And yet, it is possible to find such facts that help to remove hybrid layers and reach the true interests, goals and means of those geopolitical actors who benefit from such a complex hybrid game of war and peace. It is intended for specialists in the field of international relations, history, culture. It will also arouse the interest of a wide range of readers.
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3

Nazarov, Dmitriy, and Anton Kopnin. Information technologies in professional activity: data mining and business analytics. ru: INFRA-M Academic Publishing LLC., 2024. http://dx.doi.org/10.12737/2110964.

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The textbook offers a comprehensive look covering a wide range of topics related to the role of information technology in the modern world. Starting with an overview of the history of information technology and its evolution, the book introduces the reader to professions in the field of information and digital technologies, emphasizing them in various professional fields. The content of the textbook includes a detailed analysis of key concepts such as Data Science, Data Mining and Machine Learning, and their role in healthcare, law, education, science and business. The textbook provides a detailed overview of Data Science methods and algorithms, including teaching methods with and without a teacher, as well as specific methods such as Dematel. In the section on business intelligence tools, special attention is paid to Yandex Cloud DataLens, its data analysis functionality, and practical recommendations on registration, the use of intelligent detection of patterns in data, visualization and the development of analytical panels are provided. The section of the textbook devoted to the R and Python programming languages contains recommendations on the use of the R and Python programming languages for statistical data analysis, a description of the main data types, operations, and specific algorithms used for analytical purposes. This section provides a quick guide on how to use the RStudio and PyCharm tools. The final section is devoted to the application of data analysis tools in real projects, providing the reader with the opportunity to immerse themselves in the world of data processing using advanced technologies and techniques. The presentation of the material of each chapter is accompanied by control questions and tests to consolidate the theoretical material, located at the end of the chapter. This textbook will be an indispensable resource for students, professionals and researchers who want to deeply understand and apply information and digital technologies in their professional activities.
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Zhukova, Evgeniya, Tat'yana Suvorova, Irina Il'ina, and Iskra Kosmarskaya. Business communication and cross-cultural communication. ru: INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1859082.

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The workshop is an addition to the textbook "Business communication and cross-cultural communication" and includes practice-oriented tasks that can be carried out online in all sections of the textbook. The workshop contains three sections, 10 chapters and consists of group and individual tasks, business games, analysis of video clips and discussions, reflection exercises aimed at developing skills in the sections "Cross-cultural communication as the interaction of different cultures", "Business communication as the basis of cross-cultural communications", "Ethical standards in professional activity". A special feature of the workshop is a detailed description of the methodology of conducting classes online to form students' practical experience on each topic of the workshop. The publication is provided with parables and tales for the successful entry of students into the subject of the lesson. At the end of each chapter, tasks are given for self-completion in order to more fully immerse yourself in the specifics of cross-cultural business communications. The workshop contains: 40 training sessions; 83 video clips illustrating business communication and cross-cultural communication; 200 exercises, business and role-playing games for interactive interaction adapted to the online format; 300 tasks for self-completion. Meets the requirements of the federal state educational standards of higher education of the latest generation. For undergraduate students studying in the areas of "Economics", "Management", "Personnel Management", "State and Municipal Management", "Business Informatics", "Trade", "Commodity Science", "Housing and communal infrastructure", as well as for anyone interested in business problems cross-cultural communications.
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5

Conference, Ontario Educational Research Council. [Papers presented at the 31st Annual Conference of the Ontario Educational Research Council, Toronto, Ontario, December 8-9, 1989]. [Toronto, ON: s.n.], 1989.

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Conference, Ontario Educational Research Council. [Papers presented at the 30th Annual Conference of the Ontario Educational Research Council, Toronto, Ontario, December 2-3, 1988]. [Toronto, ON: s.n.], 1988.

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Ontario Educational Research Council. Conference. [Papers presented at the 28th Annual Conference of the Ontario Educational Research Council, Toronto, Ontario, Dec. 1986]. [Toronto, ON: s.n.]., 1986.

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Ontario Educational Research Council. Conference. [Papers presented at the 33rd Annual Conference of the Ontario Educational Research Council, Toronto, Ontario, December 6-7, 1991]. [Ontario: s.n.], 1991.

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9

Ontario Educational Research Council. Conference. [Papers presented at the 32nd Annual Conference of the Ontario Educational Research Council, Toronto, Ontario, December 7-8, 1990]. [Ontario: s.n.], 1990.

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10

Ontario Educational Research Council. Conference. [Papers presented at the 36th Annual Conference of the Ontario Educational Research Council, Toronto, Ontario, December 2-3, 1994]. [Toronto, ON: s.n.], 1994.

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Частини книг з теми "Analyse immersive"

1

Zappi, Victor, Dario Mazzanti, and Florent Berthaut. "From the Lab to the Stage: Practical Considerations on Designing Performances with Immersive Virtual Musical Instruments." In Sonic Interactions in Virtual Environments, 383–424. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_13.

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AbstractImmersive virtual musical instruments (IVMIs) lie at the intersection between music technology and virtual reality. Being both digital musical instruments (DMIs) and elements of virtual environments (VEs), IVMIs have the potential to transport the musician into a world of imagination and unprecedented musical expression. But when the final aim is to perform live on stage, the employment of these technologies is anything but straightforward, for sharing the virtual musical experience with the audience gets quite arduous. In this chapter, we assess in detail the several technical and conceptual challenges linked to the composition of IVMI performances on stage, i.e., their scenography, providing a new critical perspective on IVMI performance and design. We first propose a set of dimensions meant to analyse IVMI scenographies, as well as to evaluate their compatibility with different instrument metaphors and performance rationales. Such dimensions are built from the specifics and constraints of DMIs and VEs; they include the level of immersion of musicians and spectators and provide an insight into the interaction techniques afforded by 3D user interfaces in the context of musical expression. We then analyse a number of existing IVMIs and stage setups, and finally suggest new ones, with the aim to facilitate the design of future immersive performances.
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Kearney, Amanda, John Bradley, Vincent Dodd, Dinah Norman a-Marrngawi, Mavis Timothy a-Muluwamara, Graham Friday Dimanyurru, and Annie a-Karrakayny. "Conceptualising Indigenous Law." In Indigenous Law and the Politics of Kincentricity and Orality, 1–30. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-19239-5_1.

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AbstractLaw is the most immersive of concepts in an Indigenous cultural context. It is a nuanced schema for human existence, and goes beyond a system of justice or governance as might be the conventional and western understanding of law, to shape and give meaning to all aspects of life. Indigenous Law provides the logic and rationale for life, as inclusive of ancestral and creator beings, humans and non-humans, the place world and all types of natural phenomena. Law instates the relations between all emplaced elements and beings.This opening chapter serves to establish the context and scene for a sensitive and respectful discussion of Indigenous Law, acknowledging the varied language that is used around the world to describe and analyse different iterations of Indigenous Laws, ranging from Law, customary law, knowledge, tradition, religion and spiritualism.
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Bideci, Mujde, and Caglar Bideci. "Back in Time with Immersive Heritage Tourism Experience: A Study of Virtual Reality in Archaeological Sites." In Information and Communication Technologies in Tourism 2023, 312–17. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-25752-0_33.

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AbstractThis study focuses on how virtual reality applications might evoke nostalgic sensations in travellers during cultural heritage tourism. While extensive research on the tourism experience has revealed different extrinsic and intrinsic dynamics that affect the tourist experience, this research aims to explore what feeling of back in time VR users experience in an archaeological destination. The gap in visitor experience employing VR research still persists, despite the rising adoption rate of immersive technology, such as virtual reality. In this study, a qualitative method has been applied to analyse online reviews of VR users who visited the Olympia Archaeological Site in Greece and used the ‘Back in Time Olympia’ VR application. The findings drawn from the results show that nostalgia, presence, engagement by learning, and service experience are essential determinants of tourist VR experiences in such cultural heritage destinations.
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D'Ascenzi, Eleonora, Vito Getuli, and Irene Fiesoli. "Application of Smart Technologies for Assessing Users’ Well-Being for Immersive Design Strategies: A State-of-the-Art Review." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality, 91–99. Florence: Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.09.

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As never before, during the COVID-19 pandemic, the effectiveness of the digital design strategies on the user’s well-being has been questioned. However, a research branch astride digital design and neuroscience able to overcome net discipline borders to analyse users’ well-being seems to be lacking. Today mainly qualitative data are used in the design field for the investigation of users’ quality experience. Although fundamental, they also have great disadvantages such as unanswered questions, unconscientious responses, and respondents’ biases. As such, a systematic state of art review is presented to find methodologies and tools currently used in medicine to identify the impact of digital design strategies (XR) on users’ well-being through quantitative and objective data. The main technologies used for this purpose have been synthesized in a schematic chart by reporting the principal related biometric data (skin conductivity, heart rate metrics and breathing rates), as well as other technologies such as video/images/audio analysis based on sensors and machine learning to reach out mass numbers. In conclusion, gaps and future applications of this innovative approach within the virtual environment have been identified by the authors
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D'Ascenzi, Eleonora, Vito Getuli, and Irene Fiesoli. "Application of Smart Technologies for Assessing Users’ Well-Being for Immersive Design Strategies: A State-of-the-Art Review." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality, 91–99. Florence: Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.09.

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Анотація:
As never before, during the COVID-19 pandemic, the effectiveness of the digital design strategies on the user’s well-being has been questioned. However, a research branch astride digital design and neuroscience able to overcome net discipline borders to analyse users’ well-being seems to be lacking. Today mainly qualitative data are used in the design field for the investigation of users’ quality experience. Although fundamental, they also have great disadvantages such as unanswered questions, unconscientious responses, and respondents’ biases. As such, a systematic state of art review is presented to find methodologies and tools currently used in medicine to identify the impact of digital design strategies (XR) on users’ well-being through quantitative and objective data. The main technologies used for this purpose have been synthesized in a schematic chart by reporting the principal related biometric data (skin conductivity, heart rate metrics and breathing rates), as well as other technologies such as video/images/audio analysis based on sensors and machine learning to reach out mass numbers. In conclusion, gaps and future applications of this innovative approach within the virtual environment have been identified by the authors
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Kumar, Abhishek. "Lightmap Analysis and Correction." In Immersive 3D Design Visualization, 151–65. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6597-0_7.

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7

Richards-Rissetto, Heather, Kristy E. Primeau, David E. Witt, and Graham Goodwin. "Multisensory Experiences in Archaeological Landscapes—Sound, Vision, and Movement in GIS and Virtual Reality." In Capturing the Senses, 179–210. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-23133-9_9.

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AbstractArchaeologists are employing a variety of digital tools to develop new methodological frameworks that combine computational and experiential approaches which is leading to new multisensory research. In this article, we explore vision, sound, and movement at the ancient Maya city of Copan from a multisensory and multiscalar perspective bridging concepts and approaches from different archaeological paradigms. Our methods and interpretations employ theory-inspired variables from proxemics and semiotics to develop a methodological framework that combines computation with sensory perception. Using GIS, 3D, and acoustic tools we create multisensory experiences in VR with spatial sound using an immersive headset (Oculus Rift) and touch controllers (for movement). The case study simulates the late eighth and early ninth-century landscape of the ancient Maya city of Copan to investigate the role of landscape in facilitate movement, send messages, influence social interaction, and structure cultural events. We perform two simulations to begin to study the impact of vegetation on viewsheds and soundsheds of a stela at ancient Copan. Our objectives are twofold: (1) design and test steps towards developing a GIS computational approach to analyse the impact of vegetation within urban agrarian landscapes on viewsheds and soundsheds and (2) explore cultural significance of Stela 12, and more generally the role of synesthetic experience in ancient Maya society using a multisensory approach that incorporates GIS and VR.
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Damas, Susana Herrera, and Mª José Benítez de Gracia. "A prospective analysis of immersive journalism from the perspective of experts 1 , 2." In Insights on Immersive Journalism, 17–45. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003217008-3.

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Margariti, Katerina, Pantelis Velanas, Christos Malliarakis, John Soldatos, and Vassileios Roussakis. "LAW-GAME: Elevating Experiential Training Through Gamification Technologies." In Security Informatics and Law Enforcement, 287–96. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-62083-6_23.

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AbstractThis research paper introduces the LAW-GAME project, an innovative initiative aimed at improving law enforcement professional training using gamification technologies. LAW-GAME’s primary goal is to bridge the theoretical knowledge and practical application gap by immersing police officers in a safe and controlled virtual environment. LAW-GAME is made up of four distinct “mini games,” each of which is designed to train and evaluate police officers in critical areas of law enforcement. Within an immersive virtual environment, these modules provide comprehensive training on forensic examination, evidence collection, crime scene analysis, communication, persuasion, negotiation, counterterrorism strategies, intelligence gathering, car accident scene investigation, evidence handling, and interviewing techniques. Furthermore, LAW-GAME’s architecture incorporates cutting-edge technologies such as virtual reality devices for real-time communication and advanced artificial intelligence techniques to create an immersive and effective training platform. In addition, the paper describes the user’s journey through the LAW-GAME ecosystem, emphasizing the seamless integration of training content, immersive simulations, and real-time feedback. The user’s progress is constantly monitored, assisting in skill development and knowledge expansion. In conclusion, the LAW-GAME project represents a significant advancement in law enforcement training, addressing the growing complexities of criminal activities in the European Union. LAW-GAME equips officers with the essential competencies required to combat modern challenges by leveraging gamification and AI-assisted procedures.
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Zehrbach, G. "Chapter 4. Two-Way Immersion Charter Schools: An Analysis of Program Characteristics and Student Body Compositions." In Immersion Education, edited by Diane J. Tedick, Donna Christian, and Tara Williams Fortune, 58–78. Bristol, Blue Ridge Summit: Multilingual Matters, 2011. http://dx.doi.org/10.21832/9781847694041-007.

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Тези доповідей конференцій з теми "Analyse immersive"

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Mosca, Nicola, Maria di Summa, Moh Rafik, Vittorio Bianco, Daniele Pirone, and Ettore Stella. "Immersive Exploration of Tomographic Datasets: Virtual Reality Revolutionizing Microscopic Analysis." In Digital Holography and Three-Dimensional Imaging, W2B.5. Washington, D.C.: Optica Publishing Group, 2024. http://dx.doi.org/10.1364/dh.2024.w2b.5.

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Traditional microscopy has limitations. On the contrary, tomographic methods provide non-destructive 3D visualization. This paper proposes immersive exploration via virtual reality, revolutionizing scientific analysis by bridging traditional techniques with advanced methodologies for enhanced research insights.
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Agostinelli, Serge, Marielle Metge, and Stéphane Brosia. "VIRTUAL AND REALITY: THE NUMERICAL BOUNDARIES. ANALYSE OF TWO INTERACTIVE AND TOTAL IMMERSIVE DEVICES WITH HEADSET (360° VISION)." In 10th CONTECSI International Conference on Information Systems and Technology Management. Sao Paulo: TECSI, 2013. http://dx.doi.org/10.5748/9788599693094-10contecsi/ps-399.

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3

Paananen, Tiina, Tiina Kemppainen, Markus Makkonen, Matilda Holkkola, Olli Tyrväinen, and Lauri Frank. "Towards Techno-Psychological Immersion: A Narrative Literature Review of Immersion and Its Related Concepts." In 37th Bled eConference. University of Maribor Press, 2024. http://dx.doi.org/10.18690/um.fov.4.2024.34.

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Immersion is re-trending interdisciplinary topic in academic research due to new digital innovations, such as augmented reality smart glasses. Immersion is, however, still criticized as being a vague concept which should be clarified. For instance, immersion can be analyzed from both psychological and technological perspectives, yet many studies solely focus on one aspect while neglecting the other. Moreover, technological immersion and immersive technologies can be incorrectly used as synonyms. Thus, in this study, we conducted a narrative literature review of selected articles on immersion. As a result, we present our summary, which includes four sense stimulators (visual, auditory, haptic, and olfactory) of technological immersion and three dimensions (spatial, narrative, and strategic) of psychological immersion. Also, we suggest that immersive technologies should be separated from technological immersion. Lastly, we propose a new perspective to immersion: techno-psychological immersion, which combines technological and psychological viewpoints of immersion.
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Skov, Mette, and Marianne Lykke. "Information-related behaviour as meaning-making processes: a study of science centre visitors." In ISIC: the Information Behaviour Conference. University of Borås, Borås, Sweden, 2020. http://dx.doi.org/10.47989/irisic2021.

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Introduction. This paper studies the science centre visitor experience from an information behaviour perspective. The study contributes to the area of casual-leisure information behaviour. Method. The qualitative walk-along method rooted in ethnographic research was applied to study the in-situ visitor experience of forty-four families (seventy-four children and seventy adults) at a science centre in Denmark. An inductive content analysis approach was adopted focusing on three analytical themes. Analysis.The concept of mediational means was used to analyse how the different exhibit features facilitate visitors’ meaning-making processes. Results. Results from the study show how different exhibition features facilitate visitors’ information use and meaning-making processes in multiple ways providing rich opportunities for meaning-making. The results further illustrate, how visitors’ meaning-making processes become informed through a duality of cognitive and corporeal ways of knowing. Conclusions. In the immersive and highly interactive exhibition, visitors mainly become informed about the importance of movement and health through corporeal information that is experienced through the situated body.
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Chabot, Samuel, Wendy Lee, Rebecca Elder, and Jonas Braasch. "Using a Multimodal Immersive Environment to Investigate Perceptions in Augmented Virtual Reality Systems." In The 24th International Conference on Auditory Display. Arlington, Virginia: The International Community for Auditory Display, 2018. http://dx.doi.org/10.21785/icad2018.014.

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The Collaborative-Research Augmented Immersive Virtual Environment Laboratory at Rensselaer is a state-of-the-art space that offers users the capabilities of multimodality and immersion. Realistic and abstract sets of data can be explored in a variety of ways, even in large group settings. This paper discusses the motivations of the immersive experience and the advantages over smaller scale and single-modality expressions of data. One experiment focuss on the influence of immersion on perceptions of architectural renderings. Its findings suggest disparities between participants’ judgment when viewing either two-dimensional printouts or the immersive CRAIVE-Lab screen. The advantages of multimodality are discussed in an experiment concerning abstract data exploration. Various auditory cues for aiding in visual data extraction were tested for their affects on participants’ speed and accuracy of information extraction. Finally, artificially generated auralizations are paired with recreations of realistic spaces to analyze the influences of immersive visuals on the perceptions of sound fields. One utilized method for creating these sound fields is a geometric ray-tracing model, which calculates the auditory streams of each individual loudspeaker in the lab to create a cohesive sound field representation of the visual space.
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Huang, Lusha, and Yuxiang Wang. "From Engagement to Immersion: A Self-Determination Theory and Approach to Gamified Cultural Tourism." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004428.

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In a rapidly growing economy, contemporary tourists are increasingly drawn to unique cultural encounters; this highlights the significance of innovative approaches in promoting cultural tourism. This paper, which relies on self-determination theory, adopts a mixedmethods approach, amalgamating text mining with quantitative and qualitative methodologies, to dissect the interplay of gamification in enhancing engagement within immersive cultural tourism, with a concentrated lens on the “Wizarding World of Harry Potter”. Immersive experiences, intricately crafted from profound narratives, engender deep-seated connections between participants and the embedded tales. Concurrently, the strategic deployment of gamification, while leveraging game mechanics, acts as a potent catalyst in bolstering engagement levels, serving as a conduit to heightened immersion. Rooted in motivational psychology, the tenets of self-determination theory emerge as indispensable when applied to game mechanics, fostering a richer, more holistic engagement and experience.This harmonious confluence of immersive narratives, gamification techniques, and self-determination principles not only augments engagement but, as underscored in this study, propels it toward deeper immersion, satisfying the intricate psychological cravings of tourists. This research provides an illustrative case study that contributes to the ongoing academic and industry discourse through a detailed analysis of selected immersive cultural tourism exemplars. In doing so, the paper paves the way for a more synchronized trajectory in cultural tourism, emphasizing the transition "From Engagement to Immersion" and underscoring the pivotal role of self-determination theory in gamified cultural tourism endeavours.
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Dudakov, Nicolay. "Research of Immersion in Virtual Reality Technology for the Stage of Information Systems Design." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-1125-1130.

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Virtual reality technology (VR) is a comprehensive technology that allows you to immerse a person in an immersive virtual world using specialized devices (virtual reality helmets). Virtual reality provides a complete immersion in the computer environment surrounding the user and responding to his actions in a natural way, manipulating objects and programmable events in the virtual environment. Virtual reality constructs a new artificial world transmitted to man through his sensations: vision, hearing, touch and others. A person can interact with a 3D, computerized environment, as well as manipulate objects or perform specific tasks by gaining user experience. Virtual reality is an evolving technology for the transfer of user experience (User Experiment: UI) from person to person. Currently, at the stage of information systems design, the use of induced virtual environment technology in dynamic interaction systems leads to the need to analyze the effectiveness of visual perception and transfer to the human neocortex. Visual perception represents a fundamental scientific task and is studied in many areas of science: neurophysiology, psychophysics, psychology, computer graphics and virtual environment, computer vision, computer science theory.
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Li, Shuo, Hongtao Zheng, Wenyu Yuan, and Ting Han. "Virtual Reality for Delivering Swimming Practice Through Water-Free Immersive Training System." In ASME 2022 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/detc2022-90553.

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Abstract Learning to swim is essential at any age as a great way to exercise and part of safety measures. Not everyone feels comfortable to start practicing from being in the water due to specific psychological or physical difficulties. Similarly, the in-water practice lacks real-time feedback for postures or stroke corrections. However, Virtual Reality (VR) technology presents a great potential to enable a water-free approach as preparation for, or supplementary to, in-water practice. Such technology is still under-explored. This paper proposes a Water-Free Immersive Training System (WITS) which verifies the feasibility of a Water-free Immersive Training System using system construction and experience tests. WITS features whole-body physical feedback (e.g.through distributed resistance materials or controllable air cushions) and body movement tracking to provide visual and embodied immersion and real-time training feedback. A Presence Questionnaire (PQ) is adopted to analyze users immersive experience. This paper discusses the user experience of WITS and the broader directions and implications for future development. This paper is intended to propose a novel design application and expand the possibility of other innovative forms of immersive sports. At the same time, it provides a set of design-oriented insights for creating tangible immersive experiences in VR systems.
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Lu, Aidong, Jian Huang, Shaoting Zhang, Chuang Wang, and Weichao Wang. "Towards mobile immersive analysis: A study of applications." In 2016 Workshop on Immersive Analytics (IA). IEEE, 2016. http://dx.doi.org/10.1109/immersive.2016.7932378.

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Nagao, Ken, Yucong Ye, Chuan Wang, Issei Fujishiro, and Kwan-Liu Ma. "Enabling interactive scientific data visualization and analysis with see-through hmds and a large tiled display." In 2016 Workshop on Immersive Analytics (IA). IEEE, 2016. http://dx.doi.org/10.1109/immersive.2016.7932374.

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Звіти організацій з теми "Analyse immersive"

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Xiong, Juan, Jianlin Wen, Songrui Zhang, Guangshu Pei, and Xu Han. Effect of immersive technology on K-12 and higher education students’ creativity: A systematic review and meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2022. http://dx.doi.org/10.37766/inplasy2022.1.0108.

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Review question / Objective: (1) What are research findings on the relation between immersive technology and creativity in higher education? (2) Is immersive technology conductive to improving students’ creativity? (3) To what extent does immersive technology affect students’ creativity? (4) Are there significant differences in moderating variables such as type of intervention, subject, grade level, time, and team or individual? (5) What are future research directions regarding the educational use of immersive technology based on the reviewed literature? Condition being studied: Creativity is recognized as a crucial 21st-century skill, and immersive technology can stimulate students' creativity.
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Moura, Rita, Cristina Camilo, and Sílvia Luís. The effects of immersive virtual nature on psychological outcomes: A protocol for a meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2023. http://dx.doi.org/10.37766/inplasy2023.1.0068.

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Review question / Objective: This work aims to assess the effectiveness of immersive virtual nature in promoting psychological health. To this end, the proposed meta-analysis will address the following research question: How effective is immersive virtual nature in improving affect, emotion regulation, stress, mental health, restoration, and well-being among clinical and non-clinical adults as compared to a control condition? Population: Clinical adults, non-clinical adults. Intervention: Immersive virtual nature. Comparison: Control condition. Outcomes: Affect, emotion regulation, stress, mental health (anxiety, depression), restoration, and well-being.
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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
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Popov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, Valeriia O. Kovach, Volodymyr O. Artemchuk, Viktor O. Gurieiev, Yulii G. Kutsan, et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4631.

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Training and professional development of nuclear power plant personnel are essential components of the atomic energy industry’s successful performance. The rapid growth of virtual reality (VR) and augmented reality (AR) technologies allowed to expand their scope and caused the need for various studies and experiments in terms of their application and effectiveness. Therefore, this publication studies the peculiarities of the application of VR and AR technologies for the training and professional development of personnel of nuclear power plants. The research and experiments on various aspects of VR and AR applications for specialists’ training in multiple fields have recently started. The analysis of international experience regarding the technologies application has shown that powerful companies and large companies have long used VR and AR in the industries they function. The paper analyzes the examples and trends of the application of VR technologies for nuclear power plants. It is determined that VR and AR’s economic efficiency for atomic power plants is achieved by eliminating design errors before starting the construction phase; reducing the cost and time expenditures for staff travel and staff training; increasing industrial safety, and increasing management efficiency. VR and AR technologies for nuclear power plants are successfully used in the following areas: modeling various atomic energy processes; construction of nuclear power plants; staff training and development; operation, repair, and maintenance of nuclear power plant equipment; presentation of activities and equipment. Peculiarities of application of VR and AR technologies for training of future specialists and advanced training of nuclear power plant personnel are analyzed. Staff training and professional development using VR and AR technologies take place in close to real-world conditions that are safe for participants and equipment. Applying VR and AR at nuclear power plants can increase efficiency: to work out the order of actions in the emergency mode; to optimize the temporary cost of urgent repairs; to test of dismantling/installation of elements of the equipment; to identify weaknesses in the work of individual pieces of equipment and the working complex as a whole. The trends in the application of VR and AR technologies for the popularization of professions in nuclear energy among children and youth are outlined. Due to VR and AR technologies, the issues of “nuclear energy safety” have gained new importance both for the personnel of nuclear power plants and for the training of future specialists in the energy sector. Using VR and AR to acquaint children and young people with atomic energy in a playful way, it becomes possible to inform about the peculiarities of the nuclear industry’s functioning and increase industry professions’ prestige.
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Benítez de Gracia, MJ, S. Herrera Damas, and E. Benítez de Gracia. Analysis of the immersive social content feature in the Spanish news media. Revista Latina de Comunicación Social, October 2019. http://dx.doi.org/10.4185/rlcs-2019-1403en.

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Bonnett, Michaela, Meaghan Kennedy, Sophie Becker, and Odiraa Okala. A Cross-Sectoral Approach to Innovation in Public Health. Orange Sparkle Ball, May 2024. http://dx.doi.org/10.61152/hbtw2644.

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Brief Description Innovative methods need to be integrated into public health thinking to accelerate change, a belief that led to the creation of our public health innovation cohorts. 11 participants were taught new ways of approaching problems and how to test with pilots. Thematic and network analysis of interviews, along with a 2-year follow-up, revealed an enduring shift in approach to problem-solving within their work. Background Public health tends to be siloed and reactive in solving new and existing problems. Innovation and the development of novel approaches requires cross-sectoral collaboration and thinking. The intentional development of new ideas and actionable programs is key to responding to emerging challenges. Immersive Innovation Labs is a guided approach to innovation focused on multidisciplinary collaboration and the creation of actionable solutions. Methods 11 public health professionals and 12 student coaches participated in a 10-day Public Health Innovation Summit. Collaborative learning sessions, research, and guided innovation sessions were accompanied by interviews to gauge participant’s knowledge about and attitudes toward developing and implementing innovative solutions within the public health field. Interviews were analyzed for common themes using AI and influential concepts were identified using network analysis software. Follow-up interviews were conducted with participants and coaches 2 years later to determine the impact that the innovation training had on their careers and approach to problem-solving. Results Participants of the summit developed 11 pilot programs. 28 interviews and a post-summit feedback session revealed a shift in topical focus by betweenness centrality. Prior to the summit, participants focused on public health programming and actions (top 43% most influential nodes). After completing the innovation summit, participants shifted focus away from public health (top 6% most influential nodes) to the impact these techniques would have in their workplace, the creative approaches to problem-solving, and the new connections made during the summit. Conclusion Immersive Innovative Labs is an effective methodology for reframing the approach public health professionals have to solve new and existing problems. Guided coaching and cross-sectoral collaboration lead to innovation, producing new approaches and ideas. This technique has been effective in shaping mindsets beyond the session and has meaningfully impacted the careers of participants.
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Hernández, Ana, Magaly Lavadenz, and JESSEA YOUNG. Mapping Writing Development in Young Bilingual Learners. CEEL, 2012. http://dx.doi.org/10.15365/ceel.article.2012.2.

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A growing interest in Two-Way Bilingual Immersion (TWBI) programs has led to increased attention to bilingualism, biliteracy, and biculturalism. This article describes the writing development in Spanish and English for 49 kindergarten students in a 50/50 Two-Way Bilingual Immersion program. Over the course of an academic year, the authors collected writing samples to analyze evidence of cross-linguistic resource sharing using a grounded theoretical approach to compare and contrast writing samples to determine patterns of cross-linguistic resource sharing in English and Spanish. The authors identified four patterns: phonological, syntactic, lexical, and metalinguistic awareness. Findings indicated that emergent writers applied similar strategies as older bilingual students, including lexical level code-switching, applied phonological rules of L1 to their respective L2s, and used experiential and content knowledge to write in their second language. These findings have instructional implications for both English Learners and native English speakers as well as for learning from students for program improvement.
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Balali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, July 2022. http://dx.doi.org/10.31979/mti.2021.2137.

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Every year, over 60,000 work zone crashes are reported in the United States (FHWA 2016). Such work zone crashes have resulted in over 4,400 fatal and 200,000 non-fatal injuries in the last 5 years (FHWA 2016, BLS 2014). Apart from the physical and emotional trauma, the annual cost of these injuries exceeds $4 million-representing significant wasted resources. To improve work zone safety, this research developed a system architecture for unveiling high-risk behavioral patterns among highway workers, equipment operators, and drivers within dynamic highway work zones. This research implemented the use of a connected virtual environment, which is an immersive hyper-realistic and virtual environment where multiple agents (e.g. workers, drivers, and equipment handlers) control independent simulators but experience an interactive and shared experience. For this project, the team conducted an in-depth analysis of accident investigation, simulated accident scenarios, and tested diverse interventions to prevent high-risk behavior. Overall, the research improved understanding of behavioral patterns that lead to injuries and fatalities of highway workers in order to better protect them in high-risk work environments. As part of making transportation smarter, this project contributes to smart behavioral safety analysis.
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Zhao, Chun-Yu, and Rong-Hai Su. The effect of cold water immersion after eccentric exercise on delayed onset muscle soreness: evidence based on meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, July 2024. http://dx.doi.org/10.37766/inplasy2024.7.0079.

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10

Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3759.

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The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages for education are discussed. It is noted that virtual reality is remaining a relatively new technology in language learning. Benefits from virtual reality implementation into foreign language learning and teaching are given. The aspects of immersion and gamification in foreign language learning are considered. It is emphasized that virtual reality creates necessary preconditions for motivation increasing. The results of the survey at two higher education institution as to personal experience in using VR applications for learning foreign languages are presented. Most students at both universities have indicated quite a low virtual reality application usage. Six popular virtual reality applications for foreign language learning (Mondly, VRSpeech, VR Learn English, Gold Lotus, AltSpaceVR and VirtualSpeech) are analyzed. It is stated that the most preferred VR application for foreign language learning includes detailed virtual environment for maximal immersion, high- level visual effects similar to video games, simple avatar control, thorough material selection and complete complicity level accordance of every element and aspect, affordability, helpful and unobtrusive following up.
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