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Journal articles on the topic 'Immersion'

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1

Selzer, Matias, and Silvia M. Castro. "A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables." Journal of Computer Science and Technology 23, no. 2 (2023): e08. http://dx.doi.org/10.24215/16666038.23.e08.

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Technological advances in recent years have promoted the development of virtual reality systems that have awide variety of hardware and software characteristics, providing varying degrees of immersion. Immersionis an objective property of the virtual reality system that depends on both its hardware and softwarecharacteristics. Virtual reality systems are currently attempting to improve immersion as much as possible.However, there is no metric to measure the level of immersion of a virtual reality system based onits characteristics. To date, the influence of these hardware and software variable
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2

Nomizu, Katsumi, Ulrich Pinkall, and Fabio Podestà. "On the geometry of affine Kähler immersions." Nagoya Mathematical Journal 120 (December 1990): 205–22. http://dx.doi.org/10.1017/s0027763000003342.

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In this paper we extend the work on affine immersions [N-Pi]-1 to the case of affine immersions between complex manifolds and lay the foundation for the geometry of affine Kähler immersions. The notion of affine Kähler immersion extends that of a holomorphic and isometric immersion between Kähler manifolds and can be contrasted to the notion of holomorphic affine immersion which has been established in the work of Dillen, Vrancken and Verstraelen [D-V-V] and that of Abe [A].
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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 (2022): 264–74. http://dx.doi.org/10.33096/ilkom.v14i3.1224.264-274.

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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 immersi
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Hubernator, Olena. "Manifestations of Immersion in Modern Cultural Practices." Issues in Cultural Studies, no. 41 (March 31, 2023): 89–99. https://doi.org/10.31866/2410-1311.41.2023.276696.

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<em>The aim of the article&nbsp;</em>is to investigate the main characteristics and features of the phenomenon of immersion in the context of cultural practices.&nbsp;<em>The results&nbsp;</em>of the research are based on identifying various types and specific aspects of the functioning of immersive practices in the cultural space. It is determined that immersion is a unique property of the cultural practice environment, which is a systemic self-organising construct, endowed with the properties of deep immersion, the presence of a subject in it, interactivity, intrasubject spatial localisation
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Silva Bastos, Arthur, Renata Faria Gomes, Clemilson Costa dos Santos, and José Gilvan Rodrigues Maia. "Synesthesia: A Study on Immersive Features of Electronic Games." Journal on Interactive Systems 9, no. 2 (2018): 1. http://dx.doi.org/10.5753/jis.2018.700.

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Immersion is a quality that turns user experiences more appealing, despite the definition of immersion itself still being a source of controversy. Modern electronic games became a well-established immersive media which already has a number of consumer-level virtual reality hardware and software available. Endowing a game with immersion requires not only theoretical background found in literature but more practical guidelines for assisting developers to glimpse possibilities and make design decisions. In this paper, we investigate specific features that bestow immersion to an electronic game. S
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BORBÉLY, ALBERT. "ON MINIMAL SURFACES SATISFYING THE OMORI–YAU PRINCIPLE." Bulletin of the Australian Mathematical Society 84, no. 1 (2011): 33–39. http://dx.doi.org/10.1017/s0004972711002346.

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AbstractComplete minimal immersions satisfying the Omori–Yau maximum principle are investigated. It is shown that the limit set of a proper immersion into a convex set must be the whole boundary of the convex set. In case of a nonproper and nonplanar immersion we prove that the convex hull of the immersion is a half-space or ℝ3.
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Han, Insook, Timothy Patterson, Hyangeun Ji, and Joseph Eisman. "Virtual Reality and Immersive Tendency for Presence and Empathy." Journal of Interactive Learning Research 35, no. 3 (2024): 287–307. https://doi.org/10.70725/188447jrftmo.

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This study explored the use of immersive virtual reality enhancing university students’ presence and empathy in relation to their immersive tendencies. With a first-person narrative delivered through a head-mounted display, a high-immersion virtual reality (VR) was expected to provide engaging embodied experiences, impacting the way students develop feelings of presence and empathy toward a VR movie. To test this, we conducted an experimental study on 48 university students, examining the effects of different VR immersion and participants’ immersive tendency levels on presence and empathy. We
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Papavlasopoulos, Angelos, Agnes Papadopoulou, Andreas Floros, and Andreas Giannakoulopoulos. "Entropy as a Transitional In-Game Variable." Technologies 10, no. 4 (2022): 88. http://dx.doi.org/10.3390/technologies10040088.

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The aim of this research is to discover the bond of entropy and the experience of video game immersion, using an Interpretative Phenomenological Analysis (IPA) to interpret the immersive experiences of players and how this bond of entropy and immersion could be transferred on other immersive technologies. The experiment was conducted on a selection of low-entropy scenes in three video games belonging to the genre of interactive drama. Six players were selected as the sample group for this research, based on their playthrough experiences of the games Heavy Rain (2010), Until Dawn (2015) and Dar
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Harrison, M. H., L. C. Keil, C. A. Wade, J. E. Silver, G. Geelen, and J. E. Greenleaf. "Effect of hydration on plasma volume and endocrine responses to water immersion." Journal of Applied Physiology 61, no. 4 (1986): 1410–17. http://dx.doi.org/10.1152/jappl.1986.61.4.1410.

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To determine the effect of hydration on the early osmotic and intravascular volume and endocrine responses to water immersion the hematocrit, hemoglobin, plasma renin activity (PRA), and plasma electrolyte, aldosterone (PA), and vasopressin (PVP) concentrations were measured during immersion following 24-h dehydration; these were compared with corresponding values following rapid rehydration. Six men and one woman (age 23–46 yr) underwent 45 min of standing immersion to the neck preceded by 45-min standing without immersion, first dehydrated, and then 105 min later after rehydration with water
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10

Turhan, Tunahan. "On geometry of Lorentzian immersions with non-null hyperelastic curves." Filomat 38, no. 21 (2024): 7469–78. https://doi.org/10.2298/fil2421469t.

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We characterize Lorentzian submanifolds by using non-null hyperelastic curves along a Lorentzian immersion defined between suitable two Lorentzian manifolds. We introduce a Lorentzian hyperelastic immersion as a map that carries a hyperelastic curve in the submanifold to a hyperelastic curve in the ambient manifold by the isometric immersion theory. Then, we investigate the characteriza-tion of submanifolds by using hyperelastic curves along Lorentzian immersions. Also, we exemplify the findings.
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Bouchard, Stéphane, Julie St-Jacques, Geneviève Robillard, and Patrice Renaud. "Anxiety Increases the Feeling of Presence in Virtual Reality." Presence: Teleoperators and Virtual Environments 17, no. 4 (2008): 376–91. http://dx.doi.org/10.1162/pres.17.4.376.

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Given previous studies indicating a significant correlation between anxiety and presence, the purpose of this investigation was to explore the direction of the causal relationship between them. The sample consisted of 31 adults suffering from snake phobia. The study featured a randomized within-between design with two conditions and three counterbalanced immersions: (a) a baseline control immersion (BASELINE), (b) an immersion in a threatening and anxiety-inducing environment (ANX), and (c) an immersion in a nonthreatening environment that should not induce anxiety (NOANX). In the NOANX enviro
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Chen, Bang-Yen. "Slant immersions." Bulletin of the Australian Mathematical Society 41, no. 1 (1990): 135–47. http://dx.doi.org/10.1017/s0004972700017925.

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A slant immersion is defined as an isometric immersion from a Riemannnian manifold into an almost Hermitian manifold with constant Wirtinger angle. In this article we give some fundamental results concerning slant immersions. Several results on slant surfaces in ℂ2 are also proved.
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Lytvynova, Svitlana. "IMMERSIVE LEARNING ENVIRONMENT: A COMPARATIVE ANALYSIS." Scientific Bulletin of Uzhhorod University. Series: «Pedagogy. Social Work», no. 2(53) (November 4, 2023): 76–82. http://dx.doi.org/10.24144/2524-0609.2023.53.76-82.

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The article is devoted to the current problem of development of the educational environment of general secondary education institutions (GSEI) in the conditions of digital technologies that are intensively developing. The purpose of the article is to carry out a comparative analysis of traditional, immersive learning environments and distance learning. The article justifies the main components of the immersive learning environment: virtual reality, augmented reality, mixed reality 360-degree video, multiplayer games, interactive simulations. Eleven characteristics were chosen to compare the tr
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CHEN, BANG-YEN. "Ideal Lagrangian immersions in complex space forms." Mathematical Proceedings of the Cambridge Philosophical Society 128, no. 3 (2000): 511–33. http://dx.doi.org/10.1017/s0305004199004247.

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Roughly speaking, an ideal immersion of a Riemannian manifold into a space form is an isometric immersion which produces the least possible amount of tension from the ambient space at each point of the submanifold. In this paper we study Lagrangian immersions in complex space forms which are ideal. We prove that all Lagrangian ideal immersions in a complex space form are minimal. We also determine ideal Lagrangian submanifolds in complex space forms.
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15

Charfi, Ahmed Anis. "Immersion and Perceived Value." International Journal of Online Marketing 4, no. 4 (2014): 17–35. http://dx.doi.org/10.4018/ijom.2014100102.

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Webmasters aim increasingly at encouraging visitors' immersion in the heart of an online experience. In order to better understand this phenomenon, a qualitative and a quantitative study are presented here that analyze the influence of immersive experiences on the online perceived value of the visit and on the potential responses of the visitor towards the site, the brand and the product. The author's study shows that virtual reality web sites generate episodes of immersion, which have an impact on the hedonic and utilitarian value of the visit experience. The author also shows that perceived
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Pangestu, Andre, Khaira Nova, Dian Septinova, and RR Riyanti. "PENGARUH PENGGUNAAN EKSTRAK DAUN JAMBU BIJI (Psidium guajava L.) TERHADAP MORTALITAS EMBRIO, DAYA TETAS, DAN SALEABLE ITIK HIBRIDA." Jurnal Riset dan Inovasi Peternakan (Journal of Research and Innovation of Animals) 5, no. 2 (2021): 88–93. http://dx.doi.org/10.23960/jrip.2021.5.2.88-93.

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This study aimed to determine the effect of immersion of hybrid duck eggs using guava leaf extract at different concentrations on embryo mortality, hatchability, and saleable duck. The research was conducted in March - April 2020. Guava leaf extract was made at the Animal Production and Reproduction Laboratory, Department of Animal Husbandry, Faculty of Agriculture, University of Lampung. The dyeing and hatching treatments were carried out in Hajimena Village, Natar District, South Lampung. This study used a completely randomized design (CRD) with four treatments, namely without immersing guav
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Nikiforova, Anastasiia, and Natlia Voronova. "Immersive practices in the modern cultural space(world and domestic experience)." Философия и культура, no. 5 (May 2023): 60–73. http://dx.doi.org/10.7256/2454-0757.2023.5.40731.

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The subject of this research is the immersive artistic environments that exist in the modern cultural space. Immersive technologies are used today in educational processes, historical reconstruction, various forms of socialization, in visual arts; immersion is implemented as a special scientific approach in anthropological, ethnographic, art history studies. Interactivity and immersiveness are considered here as complex predictable processes whose algorithms are embedded in the very basis of an artistic work or cultural environment. They make it possible to intensify the entire spectrum of sen
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18

Meng, Qi. "Application of VR Technology in Brand IP Image Design." Mathematical Problems in Engineering 2022 (March 19, 2022): 1–9. http://dx.doi.org/10.1155/2022/2397056.

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Virtual reality (VR) refers to the computer-generated simulation of a three-dimensional image environment that can be interacted within a seemingly physical way by a person using special electronic equipment and making people interactive and immersive. VR technology is applied to communication activities, producing VR communication. VR technology is applied to news reports, giving birth to the emergence of VR news. The great significance of VR technology for news communication lies in the comprehensive intake and recording and transmission of news site materials so that news events can “reprod
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19

Honda, Shun'ichi, and Masatomo Takahashi. "Evolutes and focal surfaces of framed immersions in the Euclidean space." Proceedings of the Royal Society of Edinburgh: Section A Mathematics 150, no. 1 (2019): 497–516. http://dx.doi.org/10.1017/prm.2018.84.

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AbstractWe consider a smooth curve with singular points in the Euclidean space. As a smooth curve with singular points, we have introduced a framed curve or a framed immersion. A framed immersion is a smooth curve with a moving frame and the pair is an immersion. We define an evolute and a focal surface of a framed immersion in the Euclidean space. The evolutes and focal surfaces of framed immersions are generalizations of each object of regular space curves. We give relationships between singularities of the evolutes and of the focal surfaces. Moreover, we consider properties of the evolutes,
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20

Grimshaw, Mark, John Charlton, and Richard Jagger. "First-Person Shooters: Immersion and Attention." Eludamos: Journal for Computer Game Culture 5, no. 1 (2011): 29–44. http://dx.doi.org/10.7557/23.6125.

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First-Person Shooter computer games are designed to be immersive experiences yet the phenomenon of immersion is little understood. This article surveys theories of immersion in virtual worlds and examines FPS game elements that might contribute to the state. The roles of attention and positive feedback in facilitating player immersion in FPS games is explored. In particular, the role of selective attention is highlighted before the article finishes with a discussion on the design of immersion in FPS games using the principles presented here.
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21

Brown, Joshua, and Clare Eglin. "The effect of staged versus rapid immersion on the cardio-respiratory components of the cold-shock response." Graduate Journal of Sports Science, Coaching, Management, & Rehabilitation 1, no. 3 (2024): 50. http://dx.doi.org/10.19164/gjsscmr.v1i3.1533.

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Drowning is one of the leading causes of accidental death. Sudden cold-water immersion (CWI) leads to the stimulation of cutaneous cold receptors causing the cold-shock response (CSR) which includes a gasp, hyperventilation, and tachycardia for several minutes. Only one study has investigated staged CWI (Hayward and French, 1989, Av Space Env Med, 60, 1163-1165) and found a reduction in minute ventilation (V̇E) and respiratory frequency (fB) occurred when immersed to the waist for 30 s followed by to the shoulders. However, it is unclear whether a staged entry with a longer or shorter period a
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Fang, Yu, Xiao Dan Du, Ting Fei Xi, Xiao Ming Feng, Zhen Chen, and Zhi Xiong Zhang. "Quantification of BSA in Tissue Engineered Medical Products by ELISA — Problems and Solutions." Materials Science Forum 610-613 (January 2009): 1076–81. http://dx.doi.org/10.4028/www.scientific.net/msf.610-613.1076.

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Aim In this study, the adaptability of an ELISA kit for quantification the residual BSA in TEMPs, the influence of rinsing protocol on reducing the residual BSA in TEMPs and the effectiveness of ultra-filtration on reducing the matrix effects of TEMPs immersion on BSA quantitative by ELISA were discussed. Methods Three kinds of TEMPs used in this study were: tissue engineered skin (TES), recombination human acellular dermal matrix (rhADM) and combination chitosan tissue engineered skin (cC-TES). The devices were rinsed according to the Directions for Use firstly. To investigating the influence
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McLaughlin, John R., Mary E. Trounson, Rex G. Stewart, and A. John McKinnon. "Surfactant Solution Transport in Wool Yarn." Textile Research Journal 58, no. 9 (1988): 501–6. http://dx.doi.org/10.1177/004051758805800902.

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The immersion absorption of a wool carpet yarn was studied to gain a better understanding of yarn scouring processes. Upon initial immersion in nonylphenol poly(ethylene oxide) (NPEO) surfactant solutions at 50°C, yarn bundles became rapidly and almost completely saturated. After removal from the solution and squeezing, however, complete absorption on subsequent immersions in either an identical solution or distilled water was possible only when the EO chain length of the NPEO surfactant was ≥ 12. For an EO chain length of 9, complete saturation on the subsequent immersions was possible only w
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Kolesch, Doris. "Vom Reiz des Immersiven." Paragrana 26, no. 2 (2017): 57–66. http://dx.doi.org/10.1515/para-2017-0020.

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AbstractAm Beispiel immersiver Situationen untersucht der Beitrag Verflechtungen zwischen alltäglichen ästhetischen Formationen und performativen Künsten. Denn sowohl in der Theater- und Performancekunst als auch in einem weiten Spektrum von Arbeits-, Konsum- und Erlebniswelten gewinnt Immersion als Erfahrung der Verflüssigung von Grenzen und Räumen zunehmend an Bedeutung. Der Text charakterisiert wesentliche Aspekte immersiver Theaterformen, erläutert kritisch etablierte Konzepte von Immersion und zeigt am Beispiel des Smartphone- und Tabletspiels Pokémon Go das Eindringen des Immersiven in d
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Deuster, P. A., D. J. Smith, B. L. Smoak, L. C. Montgomery, A. Singh, and T. J. Doubt. "Prolonged whole-body cold water immersion: fluid and ion shifts." Journal of Applied Physiology 66, no. 1 (1989): 34–41. http://dx.doi.org/10.1152/jappl.1989.66.1.34.

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To characterize fluid and ion shifts during prolonged whole-body immersion, 16 divers wearing dry suits completed four whole-body immersions in 5 degrees C water during each of two 5-day air saturation dives at 6.1 msw. One immersion was conducted at 1000 (AM) and one at 2200 (PM) so that diurnal variations could be evaluated. Fifty-four hours separated the immersions, which lasted up to 6 h; 9 days separated each air saturation dive. Blood was collected before and after immersion; urine was collected for 12 h before, during, and after immersion for a total of 24 h. Plasma volume decreased sig
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Zhang, Bo, and Nigel Robb. "Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study." JMIR Serious Games 9, no. 4 (2021): e27036. http://dx.doi.org/10.2196/27036.

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Background In recent years, augmented reality (AR), especially markerless augmented reality (MAR), has been used more prevalently to create training games in an attempt to improve humans' cognitive functions. This has been driven by studies claiming that MAR provides users with more immersive experiences that are situated in the real world. Currently, no studies have scientifically investigated the immersion experience of users in a MAR cognitive training game. Moreover, there is an observed lack of instruments on measuring immersion in MAR cognitive training games. Objective This study, using
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Bolton, J., C. Rodriguez Montealegre, and L. Vrancken. "Characterizing warped-product Lagrangian immersions in complex projective space." Proceedings of the Edinburgh Mathematical Society 52, no. 2 (2009): 273–86. http://dx.doi.org/10.1017/s0013091507000922.

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AbstractStarting from two Lagrangian immersions and a horizontal curve in S3(1), it is possible to construct a new Lagrangian immersion, which we call a warped-product Lagrangian immersion. In this paper, we find two characterizations of warped-product Lagrangian immersions. We also investigate Lagrangian submanifolds which attain at every point equality in the improved version of Chen's inequality for Lagrangian submanifolds of ℂPn(4) as discovered by Opreaffi We show that, for n≥4, an n-dimensional Lagrangian submanifold in ℂPn(4) for which equality is attained at all points is necessarily m
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Gusta Salempa, Caraka Jaya, Alpius, and Charles Kamba. "Durability of Asphalt Concrete Binder Course Using Salassa River Aggregate, North Toraja Regency." Paulus Civil Engineering Journal 3, no. 3 (2021): 21–27. http://dx.doi.org/10.52722/pcej.v3i3.281.

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The purpose of this study was to determine the effect of immersion variations on the Durability of Intermediate Laston Mixtures. The methodology in this research is to design the specimens using Salassa River aggregate with a composition of 5.00% asphalt content with variations of immersion 0.5 hours, 24 hours, 48 hours, 72 hours, 96 hours. Marshall Immersion Test to get the Durability value due to variations in immersion The results showed that the durability of the asphalt mixture will decrease if it is submerged in water for too long and changes in temperature. Stability of the mixture will
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ZHANG, XIN-MIN. "ISOMETRIC IMMERSION OF MINIMAL SPHERICAL SUBMANIFOLD VIA THE SECOND STANDARD IMMERSION OF THE SPHERE." Tamkang Journal of Mathematics 23, no. 2 (1992): 145–59. http://dx.doi.org/10.5556/j.tkjm.23.1992.4537.

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&#x0D; &#x0D; &#x0D; Let $M^n$ be a $n$-dimensional compact connected minimal submanifold of the unit sphere $S^{n+p}(1)$. In this paper we study the isometric immersion of $M^n$ into $SM(n +p + 1)$ via the second standard immersion of $S^{n+p}(1)$. We obtain some integral inequalities m terms of the spectrum of the Laplace operator of $M^n$ and find some restrictions on such immersions. &#x0D; &#x0D; &#x0D;
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Huang, Xiaoxia, Qin Zhao, Jiayu Jiang, Luyao Kang, Jeanine Huss, and Leslie North. "Effects of Level of Immersion on Cognitive and Psychological Outcomes in Virtual Reality Science Learning." Journal of Mathematics, Science and Technology Education 2, no. 1 (2025): 55–68. https://doi.org/10.12973/jmste.2.1.55.

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Immersion is an essential technical feature of immersive virtual reality (VR) environments, which can affect various learning and psychological outcomes. However, limited research has studied the impact of immersion via multiple mechanisms. In this study, we investigated the effects of immersion in a VR science learning environment using two different mechanisms, delivery format and sound stimuli, on various cognitive and psychological outcomes, including learning, cognitive load, self-efficacy, presence, enjoyment, and usefulness. Through a 2 (delivery format: immersive VR vs. Desktop VR) x 2
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Kusumo W, Eko Cahyo, and Banung Grahita. "Analisis Technical Immersion pada Film Animasi Berbasis Virtual Reality “Crow The Legend”." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 9, no. 01 (2023): 29–44. http://dx.doi.org/10.33633/andharupa.v9i01.5258.

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Abstrak Film konvensional menggunakan aspek cerita dan aspek sinematografi untuk membangun penceritaan visual dalam film. Pada film VR, terdapat pengalaman imersif yang dapat mengurangi fokus penonton pada konten cerita. Film animasi Crow: The Legend (2018) merupakan animasi yang memiliki penceritaan visual yang dinilai berhasil menyeimbangkan sisi imersif dan storytelling, salah satunya karena memenangkan penghargaan di kategori Immersive Storytelling Narrative VR di My Hero Film Festival 2018. Penelitian ini bertujuan untuk mengkaji bagaimana aspek sinematografi yang biasa digunakan dalam fi
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COLARES, ANTONIO GERVASIO, and FERNANDO ENRIQUE ECHAIZ-ESPINOZA. "CONSTANT SCALAR CURVATURE HYPERSURFACES WITH SECOND-ORDER UMBILICITY." Glasgow Mathematical Journal 51, no. 2 (2009): 219–41. http://dx.doi.org/10.1017/s0017089508004643.

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AbstractWe extend the concept of umbilicity to higher order umbilicity in Riemannian manifolds saying that an isometric immersion is k-umbilical when APk−1(A) is a multiple of the identity, where Pk(A) is the kth Newton polynomial in the second fundamental form A with P0(A) being the identity. Thus, for k=1, one-umbilical coincides with umbilical. We determine the principal curvatures of the two-umbilical isometric immersions in terms of the mean curvatures. We give a description of the two-umbilical isometric immersions in space forms which includes the product of spheres $S^{k}(\frac{1}{\sqr
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Robbani, Abdullah Syahid, Umi Baroroh, Tulus Musthofa, Sigit Purnama, Sugeng Sugiyono, and Ahmad Zaki Annafiri. "The role of technology in language immersion: a systematic literature review." International Journal of Evaluation and Research in Education (IJERE) 13, no. 2 (2024): 705–13. https://doi.org/10.11591/ijere.v13i2.26733.

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Challenges and oppositions related to language immersion implementation are still ongoing, although numerous types of research have shown the positive impact provided by this program in a wide range of aspects. One of the most bulging challenges is that language learners are restrained from conducting language immersion directly in the country where the target language is spoken. To responding such challenges, the researchers, through this systematic literature review, reveal many important aspects that one should consider in achieving successful language immersion and probe the right technolo
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Hedges, Jacob Michael, Robert Sazdov, and Andrew Johnston. "Audio’s Impact on Immersive Experience in Extended Reality and Digital Games: A Systematic Review." Journal of the Audio Engineering Society 72, no. 10 (2024): 630–49. http://dx.doi.org/10.17743/jaes.2022.0169.

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Extended reality and digital games strive to deliver a high level of “immersion,” a complex phenomenon influenced by both perceptual and psychological factors. Audio plays a crucial role in shaping immersive experiences, yet there is no clear consensus on its impact or on the best methods to evaluate it. This paper presents a systematic literature review spanning two decades, outlining the methods and findings related to how audio influences immersion in extended reality and digital games. It reveals a strong preference for experiments using virtual reality headsets and headphones and notes a
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NIKKUNI, RYO. "COMPLETELY DISTINGUISHABLE PROJECTIONS OF SPATIAL GRAPHS." Journal of Knot Theory and Its Ramifications 15, no. 01 (2006): 11–19. http://dx.doi.org/10.1142/s0218216506004282.

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A generic immersion of a finite graph into the 2-space with p double points is said to be completely distinguishable if any two of the 2p embeddings of the graph into the 3-space obtained from the immersion by giving over/under information to each double point are not ambient isotopic in the 3-space. We show that only non-trivializable graphs and non-planar graphs have a non-trivial completely distinguishable immersion. We give examples of non-trivial completely distinguishable immersions of several non-trivializable graphs, the complete graph on n vertices and the complete bipartite graph on
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Lucho Lingan, Cesar, Meng Li, and Arnold P. O. S. Vermeeren. "THE IMMERSION CYCLE: UNDERSTANDING IMMERSIVE EXPERIENCES THROUGH A CYCLICAL MODEL." Proceedings of the Design Society 1 (July 27, 2021): 3011–20. http://dx.doi.org/10.1017/pds.2021.562.

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AbstractThe present work introduces a cyclical model which showcases the process of immersion during Immersive Technological Experiences (ITEs) such as Virtual Reality, Augmented Reality and Mixed Reality. This model is based on the identified concepts around immersion and immersive environments across 30 years. The concepts' similarities were used to organize them on a cyclical model by acknowledging the user's presence at the beginning and end of immersive experiences. The proposed model's value relies on its cyclical approach based on a user-centred perspective and having a general overview
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Mestrener, Leandro Rahal, Sandra Rahal Mestrener, Cleidiel Aparecido Araujo Lemos, André Luiz Fraga Briso, Renato Herman Sundfeld, and Ticiane Cestari Fagundes. "Repair bond strength and degradation of glass ionomer cements after mechanical and chemical challenges." Brazilian Journal of Oral Sciences 19 (May 6, 2020): e201715. http://dx.doi.org/10.20396/bjos.v19i0.8659174.

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Aim: Little is known about the reparability of glass ionomer cements (GICs) after storage in acid environments. The aim of this study was to evaluate the solubility and repairability of GICs immersed in acid solutions and subjected to brushing. Methods: Thirty discs of each GIC (Vitremer, VitroFil LC, VitroFil, and Maxxion R) were divided into three immersion groups: distilled water, Coca-Cola, or hydrochloric acid (HCl), then subjected to brushing. The weight of discs was measured before and after the immersions to determine mass alteration. Each disc was repaired, by adding the same brand of
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Yin, Dawei, Shaojie Chen, Bing Chen, Rui Liu, and Faxin Li. "Experimental Study on Immersion Effects of Pressure Water on the Tensile Characteristics of Sandstone Samples." Geofluids 2021 (February 1, 2021): 1–11. http://dx.doi.org/10.1155/2021/6694881.

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In this study, Brazilian splitting tests were conducted on sandstone samples subjected to drying and immersing at water pressures of 0, 1, and 3 MPa (immersion duration of 120 h). Investigation of the immersion effects of pressure water on the tensile characteristics of the samples revealed that their tensile strengths decreased with the immersion water pressure. Relative to a sandstone sample subjected to drying alone, immersing at water pressures of 0, 1, and 3 MPa reduced the tensile strength by 12.96%, 19.03%, and 30.16%, respectively. Although the immersed samples experienced splitting fa
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Christela Melviana, Agustine, Rizkita Rachmi Esyanti, Maizirwan Mel, and Roy Hendroko Setyobudi. "Biomass Enhancement of Stevia rebaudiana Bertoni Shoot Culture in Temporary Immersion System (TIS) RITA® Bioreactor Optimized in Two Different Immersion Periods." E3S Web of Conferences 226 (2021): 00007. http://dx.doi.org/10.1051/e3sconf/202122600007.

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Stevia plant contains steviol glycosides, which are estimated to be 300 times sweeter than sucrose. However, conventional (in vivo) propagation of Stevia rebaudiana in Indonesia was not effective due to poor results. Therefore, an alternative method to propagate stevia plants is needed. One of them is by using in vitro method. Multiplication with a large quantity of stevia biomass in a relatively short period can be conducted by using TIS RITA® (Recipient for Automated Temporary Immersion System). This study aimed to evaluate the effect of the immersion period of the medium on growth and the m
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Carter, Sheila, and Zerrin Şentürk. "The Space of Immersions Parallel to a given Immersion." Journal of the London Mathematical Society 50, no. 2 (1994): 404–16. http://dx.doi.org/10.1112/jlms/50.2.404.

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Galani, Helena. "Metaverse biomes with Design Thinking for TESOL and exponential language acquisition." Εκπαίδευση, Δια Βίου Μάθηση, Έρευνα και Τεχνολογική Ανάπτυξη, Καινοτομία και Οικονομία 3 (September 4, 2024): 1–20. http://dx.doi.org/10.12681/elrie.7111.

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This paper evaluates the efficiency of using metaverse biomes to facilitate Teaching English to Speakers of Other Languages, and raises awareness of their emergence in the English language classroom embracing the new era. Through a case study, it highlights the process in which language-learning experience can enhance accelerated acquisition and low affective filter (Krashen, 1988) in a four-step Design Thinking approach evolving around observation, compassion, creativity and critical thinking. Despite limited existing bibliography in Immersive Design Thinking, through a case study of using th
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Shizuka, Hiroo, Katsuhiko Sakai, and Kazumasa Iwakura. "Investigation of the Surface-Modification Effect by Oil-Immersion Treatment on Carbide Tool." Advanced Materials Research 1017 (September 2014): 377–82. http://dx.doi.org/10.4028/www.scientific.net/amr.1017.377.

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This paper describes the effect of oil-immersion treatment on the surfaces of cutting tools. In this study, the ‘oil-immersion treatment’ refers to the modification of the tool’s surface by immersing the tool in a treatment solution and heating under pressure. Our previous study demonstrated that such treatment reduces the wear on cutting tools. In this study, the effect of oil-immersion treatment on a carbide cutting tool was investigated by EPMA (electron probe microanalysis) and XPS (x-ray photoelectron spectroscopy). SEM (scanning electron microscope) and EPMA examination revealed that oil
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Reeder, Philip, and Danielle Meunier. "Song and Soundscape – Immersion and Presence in Spatial Audio." International Journal of Creative Media Research 11 (April 10, 2025): 23–36. https://doi.org/10.24135/ijcmr.v11i1.138.

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Returns is a creative practice research project, involving multichannel recordings of traditional folk songs performed in rural locations. This writing discusses how aspects of immersion and presence were considered over the making process alongside the dissemination method of head tracked headphone-based listening via Apple’s spatial audio. Perceptual immersion, narrative immersion, and certain dimensions of presence are aligned with praxis, resulting in findings from across production processes and the playback system. We propose that these individual parts form a synergy to enhance immersiv
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Robbani, Abdullah Syahid, Umi Baroroh, Tulus Musthofa, Sigit Purnama, Sugeng Sugiyono, and Ahmad Zaki Annafiri. "The role of technology in language immersion: a systematic literature review." International Journal of Evaluation and Research in Education (IJERE) 13, no. 2 (2024): 705. http://dx.doi.org/10.11591/ijere.v13i2.26733.

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&lt;span lang="EN-US"&gt;Challenges and oppositions related to language immersion implementation are still ongoing, although numerous types of research have shown the positive impact provided by this program in a wide range of aspects. One of the most bulging challenges is that language learners are restrained from conducting language immersion directly in the country where the target language is spoken. To responding such challenges, the researchers, through this systematic literature review, reveal many important aspects that one should consider in achieving successful language immersion and
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Utama, Nafi, C. D. Nusivera, Indira Prabasari, and Chandra Setiawan. "The Effect of Concentration and Immersion Time of Sodium Hydrogen Sulfites as an Anti-Browning Agent in Sliced Apples (Malus sylvestris Mill.)." AJARCDE (Asian Journal of Applied Research for Community Development and Empowerment) 9, no. 2 (2025): 32–38. https://doi.org/10.29165/ajarcde.v9i2.648.

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Sodium hydrogen sulfite or sodium bisulfite (NaHSO3) is a common anti-browning agent to preserve fresh produce. We can maintain the color of fruits and vegetables by inhibiting certain enzymes involved in the browning process. The study evaluates different concentrations (50, 100, 150, and 200 ppm) and immersion time (three and five minutes) of NaHSO3 applied to fresh-cut apples. Sliced apples (n=189 slices) were grouped into nine groups: N50I3 (50 ppm NaHSO3 immersion for three minutes), N100I3 (100 ppm NaHSO3 immersion for three minutes), N150I3 (150 ppm NaHSO3 immersion for three minutes),
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Tipton, M. J., D. A. Stubbs, and D. H. Elliott. "Human initial responses to immersion in cold water at three temperatures and after hyperventilation." Journal of Applied Physiology 70, no. 1 (1991): 317–22. http://dx.doi.org/10.1152/jappl.1991.70.1.317.

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The present investigation was designed to examine the influence of water temperature and prior hyperventilation on some of the potentially hazardous responses evoked by immersion in cold water. Eight naked subjects performed headout immersions of 2-min duration into stirred water at 5, 10, and 15 degrees C and at 10 degrees C after 1 min of voluntary hyperventilation. Analysis of the respiratory and cardiac data collected during consecutive 10-s periods showed that, at the 0.18-m/s rate of immersion employed, differences between the variables recorded on immersion in water at 5 and 10 degrees
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Doumanis, Ioannis, and Daphne Economou. "REVERIE Virtual Hangout." International Journal of Virtual and Augmented Reality 5, no. 2 (2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.

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Social media sites have gained popularity in the past decade by enabling people to create and share content online easily. However, social media cannot engage users on a level beyond content prosumption to create immersive experiences. A promising technology to create such experiences is multimodal virtual reality. REVERIE is a multimodal framework with an integrated workflow for developing immersive experiences, including various forms of virtual representation of human users (e.g., replicas and avatars). To demonstrate the social and collaborative capabilities of the framework, the authors c
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Rożyński, Maciej, Krystyna Demska-Zakęś, and Zdzisław Zakęś. "Influence of brief immersion in an aqueous solution of sodium chloride and/or copper sulphate on the physiological state of pikeperch (Sander lucioperca (L.)) selects." Fisheries & Aquatic Life 30, no. 2 (2022): 104–11. http://dx.doi.org/10.2478/aopf-2022-0010.

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Abstract The study was conducted with the aim of determining the influence of brief immersions in aqueous solutions of sodium chloride (NaCl) and/or copper sulphate (CuSO4) on the physiological state (hematological and blood plasma biochemical indicators) of pikeperch selects (body weight 509.89 ± 99.56 g; body length 33.9 ± 2.0 cm). Immersion was conducted in a water temperature similar to that of spawning (15.1°C). The fish were divided into three experimental groups and one control group: NaCl group (NaCl concentration – 5 g l−1), CuSO4 group (CuSO4 concentration – 1.5 mg l−1), and NaCl+CuS
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Du Vignaux, Maÿlis Merveilleux, Pierre-Majorique Léger, Patrick Charland, et al. "An Exploratory Study on the Impact of Collective Immersion on Learning and Learning Experience." Multimodal Technologies and Interaction 5, no. 4 (2021): 17. http://dx.doi.org/10.3390/mti5040017.

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This paper aims to explore the impact of a collective immersion on learners’ engagement and performance. Building on Bandura’s social learning theory and the theory on the sense of presence, we hypothesise that collective immersion has a positive impact on performance as well as cognitive, emotional and behavioural engagement. Ninety-three participants distributed in four conditions took part in the experiment. The four conditions manipulated the collective and individual dimensions of the learning environment as well as the high and low immersion of the learning material. The two conditions t
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Nakamura, Kae, Yuma Nagashima, Hiraku Muto, Ryo Nakano, and Takahiro Ishizaki. "Corrosion Behavior of Mg(OH)2/Mg–Al Layered Double Hydroxides/AlO(OH) Composite Film Prepared by Steam Coating on Mg Alloy AZCa612." Journal of The Electrochemical Society 169, no. 2 (2022): 021508. http://dx.doi.org/10.1149/1945-7111/ac54db.

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This study investigated the corrosion behavior of the corrosion-resistant films steam coated on AZCa612 magnesium alloy. The film samples were corroded by immersing them in 5 wt% NaCl aqueous solution for a predetermined time. The corroded films were characterized using scanning electron microscopy, energy-dispersive X-ray spectroscopy, glancing angle X-ray diffraction, Fourier transform infrared spectroscopy, potentiodynamic polarization measurements, hydrogen generation measurements, and electrochemical impedance spectroscopy. The amount of Mg–Al–CO3 layered double hydroxides (LDHs) in the f
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