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1

Baschetti, Anna. "Teorema di Immersione di Whitney." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16187/.

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La tesi tratta il Teorema di Immersione di Whitney, che afferma che ogni n-varietà liscia ammette una immersione differenziabile in R^(2n+1), e ne presenta una possibile dimostrazione, basata sul testo di John Lee "Introduction to Smooth Manifolds". Applicando questo teorema, nell'elaborato si dimostra che ogni mappa continua tra varietà lisce è omotopa ad una mappa liscia.
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De, Rosa Andrea. "Un teorema di immersione di Whitney." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/8025/.

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Nella tesi vengono introdotte le varietà differenziabili per poter trattare un problema di immergibilità di varietà differenziabili. Viene data una dimostrazione di un teorema di Whitney nel caso di varietà differenziabili compatte. Il teorema stabilisce che per una varietà compatta di dimensione n esiste un embedding nello spazio euclideo di dimensione 2n+1. Whitney stesso ha migliorato questo risultato, dimostrando che una varietà differenziabile può essere immersa tramite un embedding nello spazio euclideo di dimensione 2n. Nella tesi vengono dati alcuni esempi di questo miglioramento del t
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Genitoni, Andrea. "La superficie di Boy: una immersione del piano proiettivo nello spazio ordinario." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9185/.

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È ben noto che non è possibile definire un embedding dello spazio proiettivo P^2(R) in R^3. Werner Boy nel 1901 provò per via teorica l’esistenza di un’immersione di P^2 in R^3: l’immagine di tale immersione è nota come superficie di Boy. Successivamente tale immersione venne fornita esplicitamente e si dimostrò che la superficie di Boy poteva essere ottenuta deformando la superficie romana di Steiner. Quest’ultima è una rappresentazione di P^2(R) in R^3 che non è tuttavia un’immersione, per la presenza di punti singolari detti pinch points.
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Bubani, Francesca. "Acquisizione e analisi di segnali elettroencefalografici in compiti di immersione sensoriale e di working memory." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/17527/.

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In questo lavoro sono stati acquisiti ed analizzati i segnali elettroencefalografici (EEG) di dodici soggetti che hanno partecipato ad un esperimento svolto presso il Laboratorio di Realtà Virtuale del Campus di Forlì. Durante l’esperimento ogni soggetto è stato immerso in due ambienti di realtà virtuale che simulavano due configurazioni diverse (in termini di finiture) di una cabina di aereo. Prima di ciascuna immersione, i segnali sono stati acquisiti con realtà virtuale spenta. Inoltre, durante una prova di immersione nella realtà virtuale, ogni soggetto ha eseguito un task di Working Memo
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Breuning, Patrick [Verfasser], and Ernst [Akademischer Betreuer] Kuwert. "Immersions with local Lipschitz representation = Immersionen mit lokaler Lipschitz-Darstellung." Freiburg : Universität, 2011. http://d-nb.info/1123459304/34.

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Pizzonia, Gianluca. "Simulazioni HIL (Human In the Loop) per la valutazione di fattori umani in ambiente di realtà virtuale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22980/.

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Nel mio progetto di tesi sono state effettuate prove sperimentali presso il Laboratorio di Realtà Virtuale di Forlì volte a valutare il livello di comfort percepito all’interno della cabina di un velivolo regionale riprodotto in Realtà Virtuale. Queste prove hanno coinvolto 31 di partecipanti per la raccolta di dati oggettivi e soggettivi durante o al termine della simulazione. I dati soggettivi vengono raccolti tramite un questionario, progettato in collaborazione con il dipartimento di Psicologia, mentre in simulazione vengono raccolti i dati elettroencefalografici in collaborazione con il d
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Ricci, Giulia. "Analisi del segnale elettroencefalografico e dell'Heart Rate Variability durante compiti attentivi." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16588/.

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La diversa sincronizzazione delle popolazioni neurali riflette processi cognitivi diversi. In particolare, l’oscillazione cerebrale alfa (8-14 Hz), con la sua funzione inibitoria, risulta fortemente implicata nei sistemi attentivi, che sono fondati sul concetto di ‘priorità dell’informazione’. In questo studio sono stati acquisti ed elaborati i segnali EEG ed ECG con l’obiettivo di valutarne la variazione tra la condizione di rilassamento mentale e tre diversi stati attentivi indotti da: coinvolgimento cognitivo, immersione sensoriale e working memory. In un primo esperimento, per cui sono sta
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Giovannardi, Gianmarco. "Spettri di operatori compatti e applicazioni." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7308/.

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Scopo della tesi è presentare alcuni aspetti della teoria spettrale per operatori compatti definiti su spazi di Hilbert separabili. Il primo capitolo è dedicato al Teorema di esistenza di una base numerabile di autovettori, per operatori compatti autoaggiunti. Nel secondo capitolo sono presentate alcune applicazioni dirette al Laplaciano. Viene dimostrato il teorema di immersione di Sobolev, e come conseguenza dell'immersione compatta, si prova che l'inverso del Laplaciano su aperti limitati è un operatore compatto autoaggiunto. Conseguentemente viene determinata la base dei suoi autovettori,
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Vitacolonna, Daniele. "Eliminazione e mappe polinomiali tra varietà proiettive." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15888/.

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Uno dei problemi computazionali in geometria algebrica è quello di trovare equazioni cartesiane per varietà definite attraverso parametrizzazioni o per varietà che si ottengono proiettando una data varietà su uno spazio affine o proiettivo di dimensione più bassa. C'è una profonda differenza fra il caso affine e quello proiettivo, in quanto l'immagine di una varietà affine mediante una mappa polinomiale può non essere una varietà affine, mentre nel caso proiettivo lo è sempre. Essendo una varietà algebrica il luogo degli zeri di un numero finito di polinomi, uno strumento fondamentale per ott
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Pisani, Daniela. "Analisi del segnale elettroencefalografico e del segnale elettrocardiografico acquisiti in ambiente di realtà virtuale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/19953/.

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Negli ultimi anni, grazie al rapido sviluppo delle tecnologie, si sta assistendo ad un incremento dell’utilizzo della realtà virtuale (VR), nell’ambito della ricerca neuroscientifica ma anche in ambito clinico, e nella progettazione di ambienti di lavoro e di mezzi di trasporto. L’utilizzo della realtà virtuale insieme alla misura non invasiva di segnali elettrofisiologici, come il segnale elettroencefalografico (EEG) ed elettrocardiografico (ECG), permette di studiare gli effetti indotti dalla VR sui parametri fisiologici all’interno di ambienti altamente stimolanti dal punto di vista sensori
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Manzini, Marco Valerio. "Progettazione e realizzazione di una applicazione di realtà virtuale immersiva utilizzando la tecnologia HTC Vive." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12919/.

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L'attuale tecnologia, sviluppatasi negli ultimi 20 anni, ha permesso l'introduzione nel mercato di consumo diversi dispositivi di Realtà Virtuale (VR) a basso costo, grazie ai quali negli ultimi sette anni si è visto un'esplosione di applicazioni legate ai campi più disparati, di cui i principali sono: intrattenimento, addestramento, apprendimento, commerciale, e perfino in campo medico. Il lavoro di tesi descrive la realizzazione di una applicazione immersiva di Realtà Virtuale basata su Head-Mounted Display(HMD) HTC Vive e piattaforma Game Engine Unity3D 5.5.0f3. Per sviluppare tale appli
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Axelsson, Kim, and Kasper Batalje. "Utforskning i spel och immersionens djup : En empirisk studie om upplevelsen av immersion i ett utforskningbaserat spel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29498.

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Den här studien är en empirisk studie genomförd via en enkät online där deltagarnahar fått svara på frågor som rör utforskning och inlevelse i spelet Starbound.Deltagarna fick svara fritt i löpande text hur de upplever att dessa aspekter påverkarderas förmåga för immersion. Dessa svar har vi sen analyserat med tematisk analysför att ta fram teman och kategorier som ger underlag för vår forskning. Vi fann att deredan etablerade kategorierna för immersion kunde utökas då svaren vi fick tydligtindikerade på att utforskning är av stor vikt för spelarnas förmåga att uppnåimmersion i spelet. Utöver
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Perroud, Benoit. "Immersion visuelle réaliste : proposition d'un modèle d'évaluation." Thesis, Paris, ENSAM, 2018. http://www.theses.fr/2018ENAM0060/document.

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La thèse « Immersion visuelle hyper-réaliste et multi-sensorielle 3D » a été réalisée dans le cadre d’un contrat CIFRE établi entre les Arts et Métiers d’une part et Renault SAS d’autre part. Elle propose un modèle de score permettant d’évaluer objectivement de la capacité d’un système d’affichage immersif à reproduire le bon niveau de stimulation sensorielle pour un utilisateur, par rapport à ce qu’il recevrait dans la réalité et à la modélisation du système visuel humain.Dans un premier temps nous nous sommes intéressé à poser les bases du modèle : celui-ci est composé de douze critères, rép
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Wang, Xiaotian. "Chattahoochee Immersion." Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/art_design_theses/57.

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The Chattahoochee River begins in the Appalachian Mountains in northeast Georgia, flows through Atlanta, and then turns south to form the Georgia/Alabama state line. There are many dams along the river to help supply power, and many recreational areas. Most importantly, the Chattahoochee River provides 70% of metropolitan Atlanta’s drinking water. With all of these benefits, we should be protecting the river, but we are not. The water is polluted and gets more polluted the further south you go. In my photographs, I want to bring this to people’s attention. I used photographic negatives “damage
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Lanier, Madison Kathryn. "Much Ado About Immersion: Power, Reported Results, and the Validity of Research on the Psychology of Virtual Reality and Immersive Simulations." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83778.

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Virtual reality (VR) technology has permeated consumer culture in recent years, consequentially inspiring a hotbed of interdisciplinary academic VR research to better understand its effects as a medium. It has become a popular subject of study in fields as varied as engineering, computer science, communication, and psychology. The present study evaluates methodological trends in behavioral research on VR in terms of best practices regarding data collection, reporting, and availability. A meta-scientific content analysis of 61 articles focused on power, p-values, reporting errors, and transpare
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Fraser, Child Nancy. "Learning immersion, the multiple worlds of french immersion students." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ35819.pdf.

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Öhrström, Fredrik. "The Indie Developer’s guide to immersive tweens and animation : What you need to know as a programmer to animate and increase immersion." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129777.

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Some games are grabbing your attention more than others. Some even do it so well people even lose track of time and their surroundings. Why does this happen? And how can the effect be harnessed for your own game? This report studies what immersion is and subjects related to it, such as richness and flow, and then how and what kind of easy animations and effects that build on these concepts that you can create in a 2D puzzle game. Most of the effects, animations and ideas can probably be carried over to other game types without much difficulty if you want a more immersive product. In the end, t
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18

REY, DAVID. "DISTRIBUTIONS AND IMMERSIONS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11943@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>Os desafios de estudar formas levaram matemáticos a criar abstrações, em particular através da geometria diferencial. Porém, formas simples como cubos não se adequam a ferramentas diferenciáveis. Este trabalho é uma tentativa de usar avanços recentes da análise, no caso a teoria das distribuições, para estender quantidades diferenciáveis a objetos singulares. Como as distribuições generalizam as funções e permitem derivações infinitas, substituição das parametrizações d
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Daggett, Kristina Marie. "Immersion through technology." [Ames, Iowa : Iowa State University], 2010. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1476289.

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Bodén, Marcus. "Immersion och lärande." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4409.

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I denna uppsats försöker jag fastställa om immersion har någon effekt på lärande i serious games och i så fall vilken effekt det har. Många spelutvecklare och forskare säger att immersion hjälper lärande i spel. I min genomgång av fakta har jag inte kunnat hitta något som stödjer denna åsikt. Många artiklar hänvisar till ”tidigare forskning” men saknar sedan referenser till denna forskning. Det finns en viss grund för påståendena att immersion hjälper lärande i spel, men immersion är ett begrepp som kommit att användas på fel sätt inom spelindustrin och dess effekter har kraftigt missförståtts
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Dengel, Andreas [Verfasser], Jutta [Akademischer Betreuer] Mägdefrau, and Tim [Akademischer Betreuer] Bell. "Effects of Immersion and Presence on Learning Outcomes in Immersive Educational Virtual Environments for Computer Science Education / Andreas Dengel ; Jutta Mägdefrau, Tim Bell." Passau : Universität Passau, 2020. http://d-nb.info/1217841768/34.

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Cleaver, Dreama D. Cleaver. "Breaking the Fourth Wall: A Study of Gender Fluidity Using Immersive Storytelling as a Medium for Evoking Empathy." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu153173611895785.

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Cardia, Neto Rubens. "Arqueologia dos dispositivos imersivos /." Bauru, 2020. http://hdl.handle.net/11449/192175.

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Orientador: Leticia Passos Affini<br>Resumo: A presente pesquisa apresenta-se como uma investigação acerca da evolução dos dispositivos de imagens imersivas, com o objetivo de conceituar e classificar os aspectos relacionados à geração de ilusão e sensação de imersão. O estudo se divide em três etapas: na primeira, realiza-se uma discussão sobre os conceitos de imersão, imersividade e realidade virtual para a elaboração de uma definição a ser utilizada na última etapa do projeto. Na segunda, listam-se os dispositivos utilizados para a geração de ilusão e sensação de imersividade a partir de re
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Enström, Hasse. "Nostalgi och ökad immersion." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18978.

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I denna rapport beskrivs det vad nostalgi är, och hur det kan påverka en persons uppfattning om olika händelser och upplevelser. Studien som gjorts går ut på att undersöka om en nostalgisk upplevelse, främst inom ljud, kan skapa en större känsla av immersion i ett spel.Två olika versioner av en artefakt skapades för att kunna genomföra undersökningen. Den ena artefakten hade ljud som ska återskapa känslan av ett ”retrospel”, medan den andra artefakten innehöll ljud som ska låta nutida.En undersökning med tolv personer i ålder mellan 20 och 30 genomfördes i form av enskilda speltester och inter
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Jia, Hongyi, and Hongyi Jia. "Chinese Immersion Language Education." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625885.

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In the present day Mandarin Chinese has become a commonly taught language in the U.S. Mandarin is widely taught in colleges and universities; K-12 Chinese programs, including immersion programs, have also grown rapidly. However, to date little research has been conducted on the latter programs. This study examines immersion programs in elementary schools. I investigate three aspects: 1) teaching methods in Chinese immersion programs, 2) acquisition of grammatical patterns, and 3) computer assisted methods for character learning. I adopted a qualitative approach; the methods I employ include ob
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Holm, Robin. "Spelarkitekturs inverkan på immersion." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8188.

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Arbetets syfte var att ta reda på hur spelare tenderar att reagera på onaturlig, eller ologisk spelarkitektur och hinder och om detta kan bryta en spelares immersion. För att ge en bakgrund till undersökningen tas begrepp så som immersion, level design, tematik och spelartyper upp.Undersökningen har genomförts i samarbete med Paradox South där två stycken nivåer till spelet The Showdown Effect skapades. För båda dessa nivåer skapades en version utan visuell representation och en med visuell representation.För undersökningen användes en kvalitativ metod med observation och enkät. Resultatet vis
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Andersson, Tom, and Hampus Strömsholm. "Immersion, Make and Break the Game - a Study on the Impact of Immersion." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20496.

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Att en spelare lever sig in i ett spel kan ses som en av de viktigaste delarna av ett bra spel och spelare vill ständigt ha spel där dom känner mer och mer inlevelse. Tidigare forskning visar på att inlevelse i digitala spel inte är ett enkelt område och för att kunna forska på det så krävs det att man delar upp det i mindre, mer hanterbara, delområden som kan undersökas både som enskilda områden och i relation till andra. Denna uppsats bryter ut tre delområden som alla bidrar till inlevelse i spel för att utforska, testa och utvärdera. De valda delområdena används för att skapa en artefakt i
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Beccari, Matteo. "Metriche riemanniane e immersioni isometriche." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8779/.

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Attraverso alcuni esempi la tesi mostra che una stessa varietà differenziabile può essere munita di strutture riemanniane diverse e, a seconda della metrica, può variare la dimensione del più piccolo spazio euclideo in cui la varietà può essere immersa.
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Rosales, Leobardo. "Minimal immersions with prescribed boundary /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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De, Marchi Sara. "Immersioni possibili di oggetti impossibili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10967/.

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Fin dall'antichità, arte e geometria sono state spesso accostate, ma mai come nel caso delle opere di Maurits Cornelis Escher. Le celebri litografie del grafico olandese, infatti, traggono quasi sempre ispirazione dal mondo geometrico, in particolare le cosiddette ''stampe impossibili'', in cui compaiono edifici irrealizzabili, costruzioni illusorie e fenomeni che non rispettano le leggi della fisica. Oltre che su illusioni ottiche, esse sono basate su concetti matematici veri e propri, così come vedremo durante l'elaborato. Questa tesi, partendo dal Capitolo 8 del libro Yearning for the impos
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Marque, Nicolas. "Moduli spaces of Willmore immersions." Thesis, Université de Paris (2019-....), 2019. http://www.theses.fr/2019UNIP7127.

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Dans ce travail doctoral, nous commençons par présenter une synthèse du formalisme des immersions faibles de Willmore. A cet effet, nous introduisons les lois de conservation et les exploitons pour retrouver les résultats d'epsilon régularité, ainsi qu'un résultat de régularité faible inédit. Nous présentons ensuite une étude de l'application de Gauss conforme et de ses liens avec la notion de surface de Willmore. Nous en déduisons une loi d'échange de résidus ainsi que d'une caractérisation originale des surfaces étant transformations de surfaces à courbure moyenne constante. Nous appliquons
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Little, Merry Joan McLean. "Intrapartum water immersion, the relationship between timing of immersion and the incidence of dystocia." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0013/MQ34072.pdf.

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Dawson, John David. "A discussion of immersion in human computer interaction : the immersion model of user experience." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3685.

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This document is a discussion of Immersion in Human-Computer Interaction which has been developed from observing and recording the experiences of participant’s in studies exploring the use of, and engagement with, technology. Within this Thesis, I present a model of User-Experience derived from my research which is termed the Immersion Model of User-Experience. I then explore how this model can be used to identify and foster the optimal form of User-Experience known as Flow. In addition, this Thesis includes an exploration of the prominent literature in Immersion and Flow, as well presenting a
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Wilson, Krista. "Human urbanism immersion into place /." This title; PDF viewer required. Home page for entire collection, 2010. http://archives.udmercy.edu:8080/dspace/handle/10429/9.

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Xu, Fei. "Lightweight Immersion Techniques for Acumen." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-28371.

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Modeling and simulation have always been essential steps in innovation, the processesof developing new products. This is especially the case for cyber-physical systems, whichare complex systems of networked physical and computational components. Modelingplays a key role in model-based design. Immersion techniques speed up the modelingprocess by presenting the design more intuitively. This thesis investigates the possibilityof improving support of immersion in Acumen, a free and open source software platformfor modeling and simulation of cyber-physical systems. To be consistent with theopen and
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Granström, David. "Immersion : Spatialisering av elektronisk musik." Thesis, Kungl. Musikhögskolan, Institutionen för komposition, dirigering och musikteori, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-1693.

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Afaneh, Ibrahim Abdullah. "Immersion frying of potato products." Thesis, Queen's University Belfast, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343110.

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Young, Sigmund Max. "Dynamics of low immersion milling." College Park, Md. : University of Maryland, 2008. http://hdl.handle.net/1903/8343.

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Thesis (M.S.) -- University of Maryland, College Park, 2008.<br>Thesis research directed by: Dept. of Mechanical Engineering. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Löwgren, Martin. "Immersion in Location-Based Games." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5119.

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This thesis focuses on how location-based games can be used to experience places of cultural heritage in new ways. A prototype game was created in which players follow a day in the life of a sergeant while walking to different locations at Karlsborg fortress and unravel a plot about the plan to steal Sweden’s gold reserve. To analyze how well a location-based game worked in this setting gameflow theory was used to measure the player experience, focusing on how concentration and immersion was handled. Since players will switch their focus a lot between the game and their surroundings it is impo
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Ulenius, Magnus. "Navigating using 360° Panoramic Video : Design Challenges and Implications." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32915.

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In recent years, technological developments have led to the emergence of 360°. Google Street Map has provided panoramic imagery for a number of years, where users can immerse themselves and pan around in scenarios and follow streets of their liking, familiarizing and navigating themselves with the location. However, this service supports neither video nor moving imagery. This paper explores the use of 360° panoramic videos as a navigation aid on two different platforms as well as consider more subjective perspectives from potential users. The study is conducted through a set of interviews and
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Williamson, Helen. "Immersions of complexes and inverse monoids." Thesis, University of York, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261082.

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Hilaire, Christian S. M. Massachusetts Institute of Technology. "Topology of Lagrangian immersions and submanifolds." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61552.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 53-55).<br>In this thesis, we look at some of the first topological results for Lagrangian immersions and embeddings. In particular, we state and consider some applications of the h-principle of Gromov which gives a homotopy classification of Lagrangian immersions. We outline a proof of Matsushima's theorem which states that there is no Lagrangian embedding ... We define the notions of the Malsov
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Akaho, Manabu. "An Intersection Theory of Lagrangian Immersions." 京都大学 (Kyoto University), 2000. http://hdl.handle.net/2433/151669.

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Williams, Bryon. "Immersion and wildness : Thoreau's mythological mind /." May be available electronically:, 2009. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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Fogelberg, Dan. "Immersion och Tidsbegränsade Dialogval i Dataspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9765.

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Arbetet undersöker hur tidsbegränsning på dialogval i spel påverkar spels förmåga att skapa immersion. Immersionsbegreppet gås igenom och flertalet saker pekar på att tidsbegränsningen kan ha en effekt på spelarens immersionsnivå. Brown och Cairns (2004) beskriver exempelvis både uppmärksamhet och tid som centrala för immersion och en tidsbegränsning kan mycket väl tänkas påverka båda dessa faktorer. Douglas och Hargardon (2001) skriver också hur en tung bok generellt ger lägre immersion då läsaren måste stanna upp och tänka. En tidsbegränsning kan hindra spelaren från att stanna upp och tänka
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Wasch, Christina Eleanor. "Immersion in water, steam, and light." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/70682.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1994.<br>Includes bibliographical references (p. 83-85).<br>The built environment impacts and impresses itself upon the body and spirit. Our senses reveal and interpret these experiences. I am interested in the experiencing of architecture at a point where the material and permanent collide and cooperate with the immaterial and impermanent. Through the design and transformation of a Russian bath in an urban American context this thesis investigates how the elements of building react to and shape the natural elemen
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Curry, Kevin Michael. "Supporting Collaborative Awareness in Tele-immersion." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/34088.

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The goal of this thesis is to present the virtual environments research community with a thorough investigation of collaborative awareness in Tele- immersion and related immersive virtual environments. Tele-immersion was originally defined in 1996 by Tom Defanti of the Electronic Visualization Laboratory (EVL), is "the union of networked VR and video in the context of significant computing and data mining" [Leigh, et. al., 1997]. Since then, research on Tele-immersion has outgrown most of its system and performance-related issues and now focuses supporting collaborative interaction and usabili
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Kent, J. "Sound received : immersion, listening and anthropology." Thesis, Liverpool John Moores University, 2016. http://researchonline.ljmu.ac.uk/4049/.

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Immerse yourself in a world of sound and approximations. This practice-­led research is concerned with critically examining the roots and contemporary significance of immersion within sonic art and everyday life. This body of work has resulted from research into key issues repositioning the term immersion outside the normal parameters of art investigating the intertwining relationship between immersion, listening and anthrophony. The research has been informed by the working methods of selected contemporary artists using field recordings within various interior environments. Rigorous listening
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Trout, Cheryl Lynn. "Assessing contextual factors for immersion programs." CSUSB ScholarWorks, 1993. https://scholarworks.lib.csusb.edu/etd-project/628.

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Norrman, Alex. "User Interface's Impact on Player's Immersion." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-170644.

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With the success of technology, computers and digital games have become a new, more advanced, medium for storytelling. What sets digital games apart from more traditional forms is that the player must engage and interact with a game world and the characters on a whole new level. Immersion is a term that is described as the experience of feeling deeply engaged within another reality. So how does a player become immersed in the game? In order to enable the necessary interactions between the player and the game, a user interface is required. User interface elements can be designed in a variety of
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