Auswahl der wissenschaftlichen Literatur zum Thema „Collaborative Immersive Analytics“

Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an

Wählen Sie eine Art der Quelle aus:

Machen Sie sich mit den Listen der aktuellen Artikel, Bücher, Dissertationen, Berichten und anderer wissenschaftlichen Quellen zum Thema "Collaborative Immersive Analytics" bekannt.

Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.

Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.

Zeitschriftenartikel zum Thema "Collaborative Immersive Analytics"

1

Chhikara, Vanshika. "IMMERSIVE ANALYTICS." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem33585.

Der volle Inhalt der Quelle
Annotation:
Immersive Analytics focuses on the benefits and challenges of using immersive environments for data analysis, and developing designs to improve efficiency. Although immersive technologies are widely available, practical solutions have not gained widespread acceptance in real- world applications. Research in this field focuses on abstract 3D visualization, immersive environments, paper sampling and use case evaluation. 03 Related Works • Brooks early review of VR applications found it effective in specific domains like flight simulators, automotive engineering, and astronaut training. • Van Dam
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Benk, Michaela, Raphael P. Weibel, Stefan Feuerriegel, and Andrea Ferrario. ""Is It My Turn?"." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (2022): 1–23. http://dx.doi.org/10.1145/3555580.

Der volle Inhalt der Quelle
Annotation:
Immersive analytics has the potential to promote collaboration in machine learning (ML). This is desired due to the specific characteristics of ML modeling in practice, namely the complexity of ML, the interdisciplinary approach in industry, and the need for ML interpretability. In this work, we introduce an augmented reality-based system for collaborative immersive analytics that is designed to support ML modeling in interdisciplinary teams. We conduct a user study to examine how collaboration unfolds when users with different professional backgrounds and levels of ML knowledge interact in so
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Chen, Lei, Hai-Ning Liang, Feiyu Lu, Jialin Wang, Wenjun Chen, and Yong Yue. "Effect of Collaboration Mode and Position Arrangement on Immersive Analytics Tasks in Virtual Reality: A Pilot Study." Applied Sciences 11, no. 21 (2021): 10473. http://dx.doi.org/10.3390/app112110473.

Der volle Inhalt der Quelle
Annotation:
[Background] Virtual reality (VR) technology can provide unique immersive experiences for group users, and especially for analytics tasks with visual information in learning. Providing a shared control/view may improve the task performance and enhance the user experience during VR collaboration. [Objectives] Therefore, this research explores the effect of collaborative modes and user position arrangements on task performance, user engagement, and collaboration behaviors and patterns in a VR learning environment that supports immersive collaborative tasks. [Method] The study involved two collab
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Fanini, Bruno, and Giorgio Gosti. "A New Generation of Collaborative Immersive Analytics on the Web: Open-Source Services to Capture, Process and Inspect Users’ Sessions in 3D Environments." Future Internet 16, no. 5 (2024): 147. http://dx.doi.org/10.3390/fi16050147.

Der volle Inhalt der Quelle
Annotation:
Recording large amounts of users’ sessions performed through 3D applications may provide crucial insights into interaction patterns. Such data can be captured from interactive experiences in public exhibits, remote motion tracking equipment, immersive XR devices, lab installations or online web applications. Immersive analytics (IA) deals with the benefits and challenges of using immersive environments for data analysis and related design solutions to improve the quality and efficiency of the analysis process. Today, web technologies allow us to craft complex applications accessible through co
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Viol, Robson Santiago, Paula Cintra Fernandes, Iago Izidório Lacerda, et al. "EduVR Collab: A tool for management immersive collaborative learning." Journal on Interactive Systems 16, no. 1 (2025): 120–36. https://doi.org/10.5753/jis.2025.4276.

Der volle Inhalt der Quelle
Annotation:
Improving education through virtual reality is challenging due to the high costs of developing systems and the lack of teacher engagement in project conception. This project introduces and evaluates a system that enables teachers to create their own lessons in virtual reality without prior programming knowledge, addressing these challenges. By integrating Learning Management tools, Learning Analytics, and Multi-user Connection Servers, we developed a system that allows multiple users to coexist in the same virtual environment and perform various tasks. Our system also enables educators to eval
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Wong, Jing-Ying, Chun-Chieh Yip, Su-Ting Yong, et al. "BIM-VR Framework for Building Information Modelling in Engineering Education." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 06 (2020): 15. http://dx.doi.org/10.3991/ijim.v14i06.13397.

Der volle Inhalt der Quelle
Annotation:
With the advancement of information technology, Building Information Modeling (BIM) is evolving fast and play an essential role in Architecture, Engineering, Construction, Owner and Operators (AECOO) industry. Universities play an important role in the current BIM transition in construction projects as well as to embrace Industry 4.0. In this research, immersive Virtual Reality (VR) in BIM offer a unique, supportive environment for the user experience in visualizing and collecting data from the model. With Virtual Reality (VR), engineering education has a major breakthrough. Immersive interact
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Irgasheva, Nasibaxon Dadajanovna. "WAYS TO USE INNOVATIVE TECHNOLOGIES IN THE EDUCATIONAL PROCESS IN THE DIGITAL AGE." INTERNATIONAL SCIENCES, EDUCATION AND NEW LEARNING TECHNOLOGIES 1, no. 12 (2025): 19–24. https://doi.org/10.5281/zenodo.14601737.

Der volle Inhalt der Quelle
Annotation:
<em>The use of innovative technologies in the educational process provides a wide range of opportunities to enrich the educational experience of students and increase the effectiveness of learning. Some of these technologies include online learning, virtual and augmented reality, mobile applications, adaptive learning, social media and collaborative tools, use of data and analytics, and others. Online learning provides access to educational content in a virtual environment, and virtual and augmented reality enable the creation of immersive educational environments.</em>
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Rubart, Jessica, Valentin Grimm, and Jonas Potthast. "Augmenting Industrial Control Rooms with Multimodal Collaborative Interaction Techniques." Future Internet 14, no. 8 (2022): 224. http://dx.doi.org/10.3390/fi14080224.

Der volle Inhalt der Quelle
Annotation:
The German manufacturing industry has been carrying out new developments towards the next industrial revolution, focusing on smart manufacturing environments. Our work emphasizes human-centered control rooms in the context of production plants. Increased automation does not have to come with less human control. Therefore, we report on multimodal collaborative interaction techniques to augment industrial control rooms. In particular, we include mobile workers who use the control room while being in the production hall using tablets or specifically mixed reality glasses. Collaborative annotation
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Vatanen, Anna, Heidi Spets, Maarit Siromaa, Mirka Rauniomaa, and Tiina Keisanen. "Experiences in Collecting 360° Video Data and Collaborating Remotely in Virtual Reality." QuiViRR: Qualitative Video Research Reports 3 (September 1, 2022): a0005. http://dx.doi.org/10.54337/ojs.quivirr.v3.2022.a0005.

Der volle Inhalt der Quelle
Annotation:
This paper reports on a pilot project called Remote Research and Collaboration Using VR and 360° Video (RReCo) that was carried out in late Spring 2021 at the University of Oulu, Finland. The project explored new ways of collecting, viewing and analysing video data for the purposes of engaging in remote, collaborative research on social interaction and activity. Here we share our experiences in collecting different types of video data, especially 360°, and relate those to our user experiences in analysing the data together in virtual reality. Our remote multisite data sessions were organised u
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Aparicio-Gómez, Oscar-Yecid, Olga-Lucia Ostos-Ortiz, and Constanza Abadía-García. "Convergence between emerging technologies and active methodologies in the university." Journal of Technology and Science Education 14, no. 1 (2024): 31. http://dx.doi.org/10.3926/jotse.2508.

Der volle Inhalt der Quelle
Annotation:
In today's educational environment, the convergence of emerging technologies and active methodologies has become a fundamental driver of change in university education. Emerging technologies, such as artificial intelligence, virtual reality, machine learning, and data analytics, are redefining the dynamics of higher education. Active methodologies, such as problem-based learning, collaborative learning, and flipped learning, center the pedagogical focus on the student, encouraging active participation and problem-solving. The combination of emerging technologies and active methodologies create
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Mehr Quellen

Dissertationen zum Thema "Collaborative Immersive Analytics"

1

Ouedraogo, Inoussa. "Collaborative Immersive Analytics for Meteorological and Climatological Data." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG048.

Der volle Inhalt der Quelle
Annotation:
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 co
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Chen, Xin. "Be the Data: Embodied Visual Analytics." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/72287.

Der volle Inhalt der Quelle
Annotation:
With the rise of big data, it is becoming increasingly important to educate students about data analytics. In particular, students without a strong mathematical background usually have an unenthusiastic attitude towards high-dimensional data and find it challenging to understand relevant complex analytical methods, such as dimension reduction. In this thesis, we present an embodied approach for visual analytics designed to teach students exploring alternative 2D projections of high dimensional data points using weighted multidimensional scaling. We proposed a novel application, Be the Data, to
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Sereno, Mickaël. "Collaborative Data Exploration and Discussion Supported by Augmented Reality." Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG106.

Der volle Inhalt der Quelle
Annotation:
J'étudie les avantages et limitations des casques de réalité augmentée (RA) pour l'exploration collaborative de données 3D. Avant d’entamer mes travaux, je voyais dans ces casques des avantages liés à leurs capacités immersives : ils fusionnent les espaces interactifs, de visualisation, de collaboration et physique des utilisateurs. Plusieurs collaborateurs peuvent voir et interagir directement avec des visuels 3D ancrés dans le monde réel. Ces casques reposent sur une vision stéréoscopique 3D qui fournit une perception de profondeur accrue par rapport aux écrans 2D, aidant les utilisateurs à
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

(6861467), Hui Tang. "ShapeUD: A Real-time, Modifiable, Tangible Interactive Tabletop System for Collaborative Urban Design." Thesis, 2019.

Den vollen Inhalt der Quelle finden
Annotation:
This research was to develop a real-time, modifiable, tangible interactive tabletop system for participatory urban design. The targeting user group was those stakeholders in urban design charrettes. Previous system solutions overlooked the importance of the modifiable tangible medium in the situation of reaching spatial-temporal consensus. These design issues impeded communication between the stakeholders and the professionals. Users of these systems had difficulties expressing ideas to professionals during the collaborative design process. Literature in evolving technology in the smart city c
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Buchteile zum Thema "Collaborative Immersive Analytics"

1

Billinghurst, Mark, Maxime Cordeil, Anastasia Bezerianos, and Todd Margolis. "Collaborative Immersive Analytics." In Immersive Analytics. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01388-2_8.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Garrido, Daniel, João Jacob, and Daniel Castro Silva. "Building a Prototype for Easy to Use Collaborative Immersive Analytics." In Computational Science – ICCS 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77961-0_50.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Nakamura, Shohei, and Yoshihiro Okada. "Co-browsing Cubic Gantt Charts with VR Goggles for Collaborative Immersive Visual Data Analytics." In Complex, Intelligent and Software Intensive Systems. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-35734-3_39.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Nafis, Fahim Arsad, Alexander Rose, Simon Su, Songqing Chen, and Bo Han. "Are We There Yet? Unravelling Usability Challenges and Opportunities in Collaborative Immersive Analytics for Domain Experts." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. https://doi.org/10.1007/978-3-031-76812-5_12.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Klamma, Ralf, Rizwan Ali, and István Koren. "Immersive Community Analytics for Wearable Enhanced Learning." In Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21817-1_13.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Hâj, Cezar Mihai, and Adrian Curaj. "Bologna Process in the Era of Digital Transformations and New EU Initiatives." In European Higher Education Area 2030: Bridging Realities for Tomorrow’s Higher Education. Springer Nature Switzerland, 2024. https://doi.org/10.1007/978-3-031-75140-0_28.

Der volle Inhalt der Quelle
Annotation:
Abstract The most recent EHEA Communiqués emphasize digitalization’s role in enhancing accessibility, personalized learning, and international collaboration. The COVID-19 pandemic accelerated remote learning adoption, exposing both opportunities for virtual mobility and systemic inequalities in digital access. This article examines the integration of digital transformations within the Bologna Process framework, analyzing its implications for the European Higher Education Area (EHEA) among rapid technological advancements and EU policy developments. The EU AI Act mow establishes regulatory fram
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Damaševičius, Robertas. "Quantum Pedagogy." In Advances in Educational Technologies and Instructional Design. IGI Global, 2024. https://doi.org/10.4018/979-8-3693-8191-5.ch018.

Der volle Inhalt der Quelle
Annotation:
This chapter introduces a pioneering educational paradigm that integrates the principles of quantum computing to redefine teaching and learning. Quantum Pedagogy leverages quantum mechanics concepts such as superposition, entanglement, and quantum tunneling to create highly personalized, adaptive, and immersive learning environments. By harnessing the unprecedented computational power of quantum computing, this framework offers innovative solutions for real-time curriculum adjustment, individualized tutoring, and predictive analytics for student success. The chapter explores the transformative
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Asrifan, Andi, Nurul Aini, and Khristianto. "The Future of Education in the Metaverse." In Advances in Computational Intelligence and Robotics. IGI Global, 2025. https://doi.org/10.4018/979-8-3693-9974-3.ch004.

Der volle Inhalt der Quelle
Annotation:
This chapter examines the metaverse's transformational potential in education, highlighting its ability to improve immersive learning experiences via sophisticated technologies like virtual reality (VR) and augmented reality (AR). It examines how these technologies may provide realistic simulations, enabling students to participate in interactive learning settings that enhance their comprehension and retention of knowledge. The chapter emphasizes the significance of personalized learning paths supported by data analytics and artificial intelligence, which provide customized educational experie
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Yadav, Rohit, Xuan-Hoa Nghiem, and Mohit Yadav. "Upskilling Service Employees for Digital Transformation Using Gamified Training." In Strategic Workforce Reskilling in Service Marketing. IGI Global, 2025. https://doi.org/10.4018/979-8-3373-0164-8.ch011.

Der volle Inhalt der Quelle
Annotation:
The rapid pace of digital transformation necessitates continuous employee reskilling, presenting challenges for organizations seeking effective training solutions. Gamified learning, which integrates game mechanics into educational programs, has emerged as a powerful approach to enhance employee engagement, knowledge retention, and skill acquisition. This chapter explores the impact of gamified learning on reskilling service employees for digital transformation, addressing its role in overcoming reskilling challenges and fostering a culture of continuous learning. Key design considerations, in
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Farooq, Samiya, and Pooja Mishra. "Future Trends and Innovations in Artificial Intelligence." In Artificial Intelligence: A Multidisciplinary Approach towards Teaching and Learning. BENTHAM SCIENCE PUBLISHERS, 2024. http://dx.doi.org/10.2174/9789815305180124010015.

Der volle Inhalt der Quelle
Annotation:
As we navigate the dynamic landscape of education in the 21st century, the role of Artificial Intelligence (AI) in teaching and learning continues to evolve, presenting exciting possibilities and challenges. The future of Artificial Intelligence will transform the educational landscape, offering unprecedented opportunities for personalized, efficient, and engaging learning experiences. The young individual's education levels impact a country's progress. AI will transform tradition al schooling in the future. As robots and technology have mostly replaced skilled labourers, manufacturing industr
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Konferenzberichte zum Thema "Collaborative Immersive Analytics"

1

Knysh, Inna, Nelia Podlevska, Oleksandr Chernenko, Liudmyla Lysenko, and Tetiana Sarkisian. "FEATURES OF THE FORMATION OF PROJECT CULTURE OF FUTURE TEACHERS WITH THE HELP OF MODERN INFORMATION TECHNOLOGIES." In 11th SWS International Scientific Conferences on SOCIAL SCIENCES - ISCSS 2024. SGEM WORLD SCIENCE, 2024. https://doi.org/10.35603/sws.iscss.2024/s08/56.

Der volle Inhalt der Quelle
Annotation:
The purpose of the article is to study the role and place of modern information technologies in the formation of the project culture of future teachers. Scientific methods are applied: questionnaires and surveys (to collect data from respondents), descriptive (to characterize didactic categories), comparative (to compare methods of forming project culture), experimental (creating conditions for cause-and-effect relationships between objects), grapho-analytical (for graphical interpretation of results), mathematical and statistical (evaluation of experimental results). The essence of the concep
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Geymayer, Thomas, and Dieter Schmalstieg. "Collaborative distributed cognition using a seamless desktop infrastructure." In 2016 Workshop on Immersive Analytics (IA). IEEE, 2016. http://dx.doi.org/10.1109/immersive.2016.7932375.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Hackathorn, Richard, and Todd Margolis. "Immersive analytics: Building virtual data worlds for collaborative decision support." In 2016 Workshop on Immersive Analytics (IA). IEEE, 2016. http://dx.doi.org/10.1109/immersive.2016.7932382.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Nguyen, Huyen, Peter Marendy, and Ulrich Engelke. "Collaborative Framework Design for Immersive Analytics." In 2016 Big Data Visual Analytics (BDVA). IEEE, 2016. http://dx.doi.org/10.1109/bdva.2016.7787044.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Lee, Benjamin, Maxime Cordeil, Arnaud Prouzeau, and Tim Dwyer. "FIESTA: A Free Roaming Collaborative Immersive Analytics System." In ISS '19: Interactive Surfaces and Spaces. ACM, 2019. http://dx.doi.org/10.1145/3343055.3360746.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Zagermann, Johannes, Sebastian Hubenschmid, Daniel Immanuel Fink, Jonathan Wieland, Harald Reiterer, and Tiare Feuchtner. "Challenges and Opportunities for Collaborative Immersive Analytics with Hybrid User Interfaces." In 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2023. http://dx.doi.org/10.1109/ismar-adjunct60411.2023.00044.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Lock, John G., Daniel Filonik, Robert Lawther, et al. "Visual analytics of single cell microscopy data using a collaborative immersive environment." In VRCAI '18: International Conference on Virtual Reality Continuum and its Applications in Industry. ACM, 2018. http://dx.doi.org/10.1145/3284398.3284412.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Reski, Nico, Aris Alissandrakis, Jukka Tyrkkö, and Andreas Kerren. "“Oh, that’s where you are!” – Towards a Hybrid Asymmetric Collaborative Immersive Analytics System." In NordiCHI '20: Shaping Experiences, Shaping Society. ACM, 2020. http://dx.doi.org/10.1145/3419249.3420102.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Kim, Duck Bong, Mahdi Sadeqi Bajestani, Guodong Shao, Albert Jones, and Sang Do Noh. "Conceptual Architecture of Digital Twin With Human-in-the-Loop-Based Smart Manufacturing." In ASME 2023 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2023. http://dx.doi.org/10.1115/imece2023-112791.

Der volle Inhalt der Quelle
Annotation:
Abstract This paper proposes a conceptual architecture of digital twin with human-in-the-loop-based smart manufacturing (DH-SM). Our proposed architecture integrates cyber-physical systems with human spaces, where artificial intelligence and human cognition are employed jointly to make informed decisions. This will enable real-time, collaborative decision-making between humans, software, and machines. For example, when evaluating a new product design, information about the product’s physical features, manufacturing requirements, and customer demands must be processed concurrently. Moreover, th
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Hadil, A., K. Fatema, K. Chakib, M. Hussein, and R. Samat. "ADNOC & SLB - Energy Futures Initiative. Pioneering Innovation in Future Talent Development." In ADIPEC. SPE, 2024. http://dx.doi.org/10.2118/222864-ms.

Der volle Inhalt der Quelle
Annotation:
Abstract The ADNOC Energy Futures Initiative, co-developed with SLB, aims to revolutionize talent development in the energy industry. Addressing the challenge of equipping a diverse workforce with digital &amp; AI skills, the initiative seeks to foster talent development, technological advancement, sustainability, collaboration through innovative methods. This program diverges from traditional methods by integrating AI, digital marketplaces, collaborative partnerships, gamified learning, and open innovation. This approach represents an experimentation mindset, where iterative innovation and di
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Berichte der Organisationen zum Thema "Collaborative Immersive Analytics"

1

Bernstetter, Armin. The Digital Lab Book (software). GEOMAR Helmholtz Centre for Ocean Research Kiel, 2024. http://dx.doi.org/10.3289/sw_7_2024.

Der volle Inhalt der Quelle
Annotation:
The Digital Lab Book is a provenance visualization and management tool for immersive and collaborative cisual analytics. It acts as a direct companion to the Virtual Fieldwork Unreal Engine application providing a web-application that tracks interaction in the Unreal Engine. Each interaction in Unreal Engine triggers committing a visualization state to the DLB. The interaction history can be managed similar to a git repository by creating branches and stepping back to previous states in a visualized repository graph. The visualization states can be annotated, and organized in an internal mind-
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Wir bieten Rabatte auf alle Premium-Pläne für Autoren, deren Werke in thematische Literatursammlungen aufgenommen wurden. Kontaktieren Sie uns, um einen einzigartigen Promo-Code zu erhalten!