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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 teorema.
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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 Memory; tale task consisteva nell’ esecuzione di un calcolo a mente (sottrazione ricorsiva del numero 17 a partire da 1000). Con tale esperimento si sono voluti analizzare due aspetti: a) La variazione della potenza in banda alpha dei segnali EEG durante la fase di immersione nella realtà virtuale, rispetto alla condizione di realtà virtuale spenta. b) La variazione della potenza in banda alpha durante lo svolgimento del compito di Working Memory. L’analisi si è concentrata sul ritmo alpha in quanto sembra svolgere un ruolo fondamentale in meccanismi attentivi, nel disinibire regioni implicate nel processamento di informazioni rilevanti (diminuzione di alpha) e nell’inibire regioni irrilevanti per il task (aumento di alpha). I risultati ottenuti dalla densità spettrale di potenza dei segnali EEG e dal calcolo della potenza alpha hanno evidenziato: a) un calo di potenza in banda alpha nelle regioni posteriori nel passaggio da realtà virtuale spenta a immersione nella realtà virtuale, imputabile alla stimolazione delle regioni visive posteriori; b) un incremento di potenza alpha nelle regioni posteriori durante il task di Working Memory con immersione nella realtà virtuale rispetto a immersione nella realtà virtuale in assenza di task, imputabile alla necessità di inibire le regioni visive posteriori per isolarsi dall’ambiente esterno e concentrarsi sul calcolo mentale.
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5

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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6

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 dipartimento di Informatica di Cesena. La tesi in oggetto ha come obiettivo l’organizzazione e l’implementazione di una parte della campagna sperimentale del progetto CASTLE e lo studio di interrelazione tra dati soggettivi, raccolti durante questa specifica fase, resa particolarmente complessa dalla contemporanea raccolta dei dati EEG, successivamente non elaborati in questa tesi ma in altra sede. La durata di ogni prova in laboratorio, consisteva in circa 40 minuti. Per l’analisi di uno studio oggettivo e soggettivo, si è montato sul soggetto una cuffia EEG per analizzare lo stato di confort nei vari casi dell’esperimento, notando se il soggetto una volta terminato l’intero ciclo di esercizi, ed una volta terminati i questionari relativi alle varie prove possa essere comparabile, e quindi paradossalmente osservare la veridicità tra ciò che si dice e ciò che si prova.
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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 stati reclutati 30 soggetti, l’attenzione cognitiva è stata prodotta tramite dei task matematici. I risultati hanno mostrato un calo della potenza in banda alfa rispetto allo stato di rilassamento. Lo stesso calo del ritmo alfa è stato osservato in un secondo esperimento, anch’esso condotto su 30 soggetti, in cui l’immersione sensoriale è stata indotta dall’ambiente di realtà virtuale (VR). In questo caso, la potenza in banda alfa è stata utilizzata anche come indice di gradimento per due diversi scenari virtuali. È stato infine realizzato un ulteriore esperimento di working memory, su 12 soggetti, con lo scopo di indagare la funzione inibitoria del ritmo alfa. A differenza dei due esperimenti precedenti, si osserva un forte aumento di potenza in banda alfa, attribuibile alla necessità del soggetto di isolarsi dall’ambiente virtuale per svolgere efficientemente il compito. L’analisi dell’Heart Rate Variability (HRV) ha fornito informazioni sulla variazione del bilancio simpato-vagale del sistema autonomo, confermando un aumento del rapporto simpato-vagale nelle condizioni di coinvolgimento cognitivo e immersione sensoriale.
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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, che in dimensione uno è la classica serie di Fourier. Nel terzo capitolo vengono determinate le espressioni analitiche delle basi di autovettori sul quadrato e il cerchio unitario.
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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 ottenere le equazioni che descrivono la varietà viene dalla teoria dell'eliminazione. Questa teoria è una generalizzazione del metodo di eliminazione di Gauss per sistemi lineari, precisamente è lo studio dei metodi che permettono di trasformare un sistema di equazioni polinomiali in più variabili in un sistema equivalente in cui alcune equazioni dipendono solo da un sottoinsieme dell'insieme delle variabili di partenza. Un grande passo in avanti nella teoria dell'eliminazione si è avuto con l'introduzione delle basi di Gröbner di un ideale I nell'anello dei polinomi in più variabili a coefficienti in un campo K rispetto a un ordine monomiale fissato. Tali basi sono state introdotte indipendentemente da Heisuke Hironaka (1964) per la dimostrazione del suo famoso Teorema di Desingolarizzazione e da Bruno Buchberger nei sui studi sugli anelli polinomiali (1965). Queste basi si sono presto rivelate uno strumento essenziale per la teoria dell'eliminazione, le sue applicazioni e i suoi aspetti computazionali. Grazie al Teorema di Eliminazione si riescono a scrivere le equazioni cartesiane della più piccola varietà contenente una parametrizzazione (polinomiale o razionale) o contenente la proiezione di una varietà data.
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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 sensoriale. In questo progetto di Tesi sono stati acquisiti i segnali EEG (14 elettrod i) ed ECG (una derivazione) di 31 soggetti volontari durante un esperimento di immersione sensoriale all’interno di un ambiente di realtà virtuale. I segnali sono stati acquisiti durante condizioni di base (assenza di stimolazione audiovisiva) e durante un esperimento di VR nel quale il soggetto era immerso nella stimolazione audiovisiva della VR sia a riposo sia mentre eseguiva un compito di calcolo mentale. I segnali EEG ed ECG sono stati elaborati in Matlab. Nella fase di pre-processing dei segnali EEG, è stato implementato un metodo per ridurre l’artefatto cardiaco, sfruttando il segnale ECG acquisito. Sono state valutate le variazioni delle onde alpha (8-12 Hz) e theta (4-8 Hz) dei segnali EEG indotte dalla VR a riposo e durante il task. Inoltre sono stati analizzati gli effetti della VR e del task sul segnale di periodo cardiaco e sull’ Heart Rate Variability (HRV), ovvero sulle potenze in banda LF e HF, rappresentative dei sistemi simpatico e parasimpatico. I risultati supportano il potenziale ruolo del ritmo alpha come inibitore di processi sensoriali task-irrelevant, il ruolo del ritmo theta in funzioni cognitive complesse e indicano un incremento di frequenza cardiaca e riduzione di HRV durante la fase di task.
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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 applicazione è stato creato un ambiente di sviluppo che si intende utilizzare per la realizzazione di altre applicazioni. Nel lavoro di tesi vengono anche presentate le caratteristiche delle tecnologie attualmente disponibili sul mercato.
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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 utforskningsbaserad immersion fann vi också att tillgångtill flerspelarläge var en återkommande viktig aspekt för spelarnas immersion.
This study is an empirical study that was conducted via an online survey where theparticipants have answered questions regarding exploration and immersion in thegame Starbound. The participants answered the questions in their own words abouthow these aspects affected their ability to immerse themselves in the game. Theseanswers were then analyzed using thematic analysis in order for us to establish themesand categories that we used as a foundation for our research. We found that thealready established categories for immersion could be complemented by our findings;the answers from the participants indicated that exploration is of great importance forthe players ability to achieve immersion in the game. In addition to explorativeimmersion, we also found that immersion via multiplayer was a recurring importantaspect for the participants.
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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, répartis équitablement en une somme d’indices de vision et d’indices d’immersion. Chaque critère se voit attribuer, dans la mesure du possible, une note de 0 à 100. La note de 0 représente l’incapacité du système visuel à percevoir ou à utiliser les informations visuelles, tandis que la note de 100 incarne la capacité maximale.Une note de 80 est également assignée pour la performance standard. Chaque critère se voit assigner une pondération en fonction de la tâche réalisée en environnement virtuel. Nous réalisons dans un second temps une série d’expérimentations afin de compléter les informations disponibles dans la littérature, pour l’établissement des critères. On s’intéresse plus particulièrement au contraste et à la latence. La première expérimentation consiste en la transposition et la validation d’un modèle de performance visuelle en Réalité Virtuelle. Dans la seconde, on compare les effets de la latence sur une tâche donnée, entre un simulateur de type CAVE et un casque de Réalité Virtuelle.La thèse propose un certain nombre de résultats tant théoriques et méthodologiques qu’expérimentaux. En condition d’immersion virtuelle, les critères de contraste et de luminance sont importants pour la perception visuelle. Les expériences réalisées montrent qu’un modèle adapté aux conditions d’immersion virtuelle est nécessaire. Par ailleurs, on montre que des seuils d’influence de la latence sur la performance semblent exister. On vérifie également la pertinence de corrélations entre performance, présence et mal du simulateur, en fonction de la latence et du système immersif
The thesis "Hyper-realistic and multi-sensorial 3D visual immersion" was carried out within the framework of a CIFRE contract established between Arts et Métiers on the one hand and Renault SAS on the other. It proposes a score model to objectively evaluate the ability of an immersive display system to reproduce the right level of sensory stimulation for a user, compared to what he would receive in reality and to the modeling of the human visual system.First, we were interested in laying the foundations of the model: it is composed of twelve criteria, equitably divided into a sum of vision indices and immersion indices. Each criterion is given, as far as possible, a score from 0 to 100. A score of 0 represents the visual system’s inability to perceive or use visual information, while a score of 100 represents maximum capacity. A score of 80 is also assigned for standard performance. Each criterion is assigned a weight according to the task performed in the virtual environment.We then carry out a series of experiments to complete the information available in the literature, to establish the criteria. Contrast and latency are of particular interest. The first experiment consists in the transposition and validation of a visual performance model in Virtual Reality. In the second, we compare the effects of latency on a given task, between a CAVE simulator and a HMD.The thesis proposes a number of theoretical, methodological and experimental results. In virtual immersion conditions, contrast and luminance criteria are important for visual perception. Experiments show that a model adapted to virtual immersion conditions is necessary. Furthermore, we show that thresholds of latency influence on performance seem to exist. The relevance of correlations between simulator performance, presence and cyber-sickness is also checked, depending on the latency and the immersive system
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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 “damaged” in water to print my final photographs, hoping the resulting images would awaken viewers’ interest. I want to add my voice to that of other artists who work with water issues, such as Joe Cooks, Alex Kirkbride, and Yin Xiuzhen, and show how the shortage of clean water is not just a local problem for the city of Atlanta, but also a global problem.
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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 transparency of data, all of which respectively represent four stages of research: data collection, analysis, reporting, and sharing. The findings from 1,122 statistical tests show that there is room for improvement in much behavioral research on VR in terms of methodological trends regarding number of participants, reporting of results, and data availability. Although no firm conclusions can be drawn about the presence of p-hacking or other questionable research practices (QRPs), the present study demonstrates that chronically small sample sizes, instances of errors in reporting, and a lack of transparent supplemental data are evident. The trends observed are broad, yet informative, and further research in this area is crucial. Methodological recommendations are made for future research dealing with VR applications, particularly given the potential social and cultural impact of the technology.
Master of Arts
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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, the player experience is tested by two surveys to see if players were immersed, PANAS and IEQ. The results go over what kind of effects were implemented and the surveys showed that most players were a bit immersed and that they enjoyed the graphics of the game.
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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
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
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 de subvariedades clássicas por distribuições poderia naturalmente generalizar as subvariedades suaves. Isso nos leva a definir D-imersões. Esse trabalho demonstra que essa formulação, de fato, generaliza as imersões suaves. Extensões para outras classes de subvariedades são discutidas através de exemplos e casos particulares.
The challenge of studying shapes has led mathematicians to create powerful abstract concepts, in particular through Differential Geometry. However, differential tools do not apply to simple shapes like cubes. This work is an attempt to use modern advances of the Analysis, namely Distribution Theory, to extend differential quantities to singular objects. Distributions generalize functions, while allowing infinite differentiation. The substitution of classical immersions, which usually serve as submanifold parameterizations, by distributions might thus naturally generalize smooth immersion. This leads to the concept of D-immersion. This work proves that this formulation actually generalizes smooth immersions. Extensions to non-smooth of immersions are discussed through examples and specific cases.
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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. De studier som har visat immersion effekter har aldrig rört vid hur immersion interagerar tillsammans med spel. Utvecklare har tagit forskningen ur sitt sammanhang och sedan direkt försökt applicera den på sina spel utan vidare studier
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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
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 revisão literária sistemática, considerando-se tanto os aspectos históricos conceituais e tecnológicos. Na terceira etapa se dá a classificação dos dispositivos imersivos, baseada em suas especificidades imagéticas e no grau de imersividade proporcionado. Como resultado, obteve-se uma compilação com os principais dispositivos imersivos, além de sua classificação pelas distintas formas de imersão proporcionada.
Abstract: This research presents an investigation about the evolution of immersive imaging devices in order to conceptualize and classify aspects related to the immersiveness sensation and illusion generation. The study is divided in three stages: in the first, there is a discussion about the concepts of immersion, immersiveness and virtual reality to be used in the project last stage. In the second step, the devices used to create immersiveness sensation and illusion are listed from the systematic literary review considering the historical-conceptual and technological aspects. In the third stage is presented the immersive devices classification based in its image specificities and in its degree of illusion of immersion proportioned. As a result, it was obtained a compilation with the main immersive devices besides its different forms of immersion presented.
Mestre
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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 intervjuer. Alla deltagare fick testa både versionerna av artefakten för sedan kunna svara på frågor, om de upplevde immersion, och vilken version de föredrog.
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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 observation, interviews, questionnaires, and tests. Data were collected from two immersion programs and two non-immersion programs in a Southwestern city in the U.S. The first study compares the teaching methods used in Chinese immersion and non-immersion programs. It is found that the two immersion programs adopted the functional approach with explicating in each class time, while the non-immersion programs used the analytical approach with practicing in context in most classes. The immersion students produced spontaneous speech in each class, while non-immersion language class students did not. The second study examines how immersion learners acquire the ba-construction and time phrases. We found that immersion students produced not many ba sentences but a large number of time phrases. However, in terms of accuracy, ba sentences were produced almost flawlessly, while time phrases were often placed incorrectly in a sentence. This result is quite different from what we find in adult learners who mostly acquire Chinese in a non-immersion setting. It shows that immersion learners’ acquisition differs from both L1 acquisition and L2 acquisition by adults. The third study investigates how computer-assisted methods help students learn Chinese characters. I compare immersion learners with heritage learners with respect to how they respond to computer-assisted methods. No difference is found between the two groups of learners in terms of their performance in character recognition, pronunciation and writing. It is also found that while computer assisted materials helped with character recognition, it did not help with character writing.
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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 visade att spelare tenderar att inte reagera på onaturlig spelarkitektur. Detta beror på att deras tidigare erfarenhet av spel gjorde att de inte förväntade sig att nivåerna skulle presentera en verklighetstrogen och logisk spelvärld.Exempel på framtida arbete vore att undersöka om spelare reagerar annorlunda på onaturlig spelarkitektur när en 3D-spelvärld används istället för en 2,5D-värld.
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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 form av ett spel där delområdena är implementerade och kan testas. De resultat som presenteras i detta arbete visar på att olika delområden inom inlevelse påverkar inlevelsen i ett spel olika mycket. Vidare visar även denna uppsats på hur vissa av dessa delområden relaterar till varandra och hur de tillsammans påverkar inlevelsen i ett spel som helhet.
Immersion can be considered as an essential part in digital games and developers are constantly challenged when trying to create immersive game experiences to an ever growing demand. However, as previous work suggests, immersion is not an easy concept to grasp and the area must be divided into smaller sub-areas. The sub-areas can then be investigated both individually and in relation to one another. This thesis breaks out three sub-areas (immersive features), that contribute to the overall feeling of immersion, to explore and test. The immersive features are used to create an artifact in the form of a game where all features can be tested. The data presented in this thesis shows that the three features have different amounts of impact on immersion. Furthermore, this thesis shows how the selected features relate to each other and how they together affect the overall game.
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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 impossible di John Stillwell, studia gli spazi in cui immergere le costruzioni impossibili di Escher per renderle realizzabili, basandosi in particolare sul concetto di varietà topologica e di proiezione di rivestimento. Dopo un primo capitolo introduttivo sulla vita di Escher e sulle opere che andremo ad approfondire, la trattazione procede con un capitolo in cui si definiscono alcuni strumenti matematici: essi saranno utilizzati per giustificare la consistenza dei soggetti delle litografie precedentemente mostrate. Nell'ultima sezione ci dedichiamo a mostrare come tali strumenti matematici possano rendere possibili le visioni del grafico olandese, esplicando caso per caso come intervengano nella realizzazione e come conducano a un risultato impossibile nella realtà tridimensionale in cui viviamo ma non nello spazio in cui vengono immerse.
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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 ensuite ces outils aux suites d'immersions de Willmore. Nous montrons tout d'abord qu'elles ne sont pas compactes avec un premier exemple de concentration pour les surfaces de Willmore. Cependant, en se basant sur un résultat d'epsilon régularité demandant un contrôle sur la courbure moyenne, nous montrons une compacité sous un certain plafond d'énergie
In this doctoral work we start by exposing a synthesis of the weak Willmore immersions formalism. To that end, we introduce conservation laws and exploit them to recover the epsilon-regularity theorems, as well as an innovative weak regularity result. We then present a study of the conformal Gauss map and its links with the Willmore surface notion. From this, we deduce an exchange law for residues as well as an original caracterization of surfaces that are conformal transforms of constant mean curvature surfaces. We then apply these tools to sequences of Willmore immersions. We first show that they are not compact wth a first instance of concentration for Willmore surfaces. However, relying upon an epsilon-regularity result based on a small control on the mean curvature, we show compactness below a given threshold
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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 series of studies that were used to draw the conclusions of the Thesis. Starting with an exploration of the topic of Immersion in Human Computer Interaction, I examine the common terms, descriptions and uses of Immersion across a variety of fields. I use this body of work to provide background and understanding to what it means to be immersed in activities. I then discuss how Flow experience can be identified as the optimal experience in an activity. I then present how this can be mapped to User-Experience by presenting the Immersion Model of User-Experience. In detail of this model I explore how different elements of an experience change the type of experience an individual has when engaged in an activity. Finally, I discuss how an antithesis to Flow can occur, the pessimal experience known as Boredom.
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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 free nature of Acumen, we investigate immersion options that would not entailadded cost to users.This thesis shows that it is possible to allow users to interact with an Acumen model, simulateand animate them simultaneously, and synchronize the simulation with real worldtime. The results show that the immersion techniques can be easily used without degradingthe performance of Acumen simulation, and help users understand and developAcumen models. Finally, we show why it is important to build a hardware independent3D visualization for Acumen, namely, that it allows users to use Acumen without acumbersome set-up process.iii
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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.
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 important that the game helps them know what to concentrate on and stay immersed during the game. A small testing session was conducted at Karlsborg fortress which showed an indication that players were able to stay immersed while playing the game and that the social interaction between players played an important role in their experience.
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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 a focus group where the findings reveal a number of design challenges concerning the development of a navigational system based on 360° panoramic videos. Based on these findings, design challenges are presented and later summarized as three design recommendations; 1) Design for navigation in a panoramic scenery, 2) Support overview and traditional navigation, 3) Support custom tailored features and content. The studies also suggest that the use of a head-mounted display (HMD) increase the feeling of presence which is beneficial for navigational purposes however, the users in this study preferred the mobile device based on practicality.
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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.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 53-55).
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 class and of monotone Lagrangian immersions or embeddings and we give some examples.
by Christian Hilaire.
M.Eng.
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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 och därmed påverka immersionen. Två grupper om fem testpersoner var spelade var sin av två versioner av ett dialogbaserat spel. Den ena versionen hade tidsbegränsning på dialogvalen. Immersionsnivåerna mättes med en enkät framtagen av Jennet m.fl. (2008). Resultaten sammanställs och analyseras men ingen slutsats kan dras. Undersökningen visar dock att testpersonerna som spelat versionen med tidsbegränsning tog markant längre tid på sig.
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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.
Includes bibliographical references (p. 83-85).
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 elements. Haw together they are assembled and manipulated into an architecture of form and texture, light and dark, scale and rhythm, and sound and silence; thus recreating and reinforcing the body, its senses and rituals, within our environment.
by Christina Eleanor Wasch.
M.Arch.
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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 usability. Tele-immersion now deals with the "[creation of persistent virtual environments] enabling multiple, globally situated participants to collaborate over high-speed and high-bandwidth networks connected to heterogeneous supercomputing resources and large data stores" [Leigh, et. al., 1997, p. 1 of 9]. In the early stages of Tele- immersion there were two main factors driving the research: the significant processing load of real-time and simulated computational steering, and the sheer bulk of the data sets being generated for scientific visual analysis [Leigh, et. al., 1997]. Now the growing number of immersive VR sites is motivating a need to support human-to-human interaction and work over wide networks of immersive virtual environments. This research focuses heavily on issues of collaborative awareness in these networked, immersive virtual environments. Collaborative awareness, in this context, is a concept that encompasses the caveats of one's knowledge about the CVE and its occupants. As a result of this study, software has been designed to provide support not only for collaborative awareness, but also for several other dimensions of collaboration.
Master of Science
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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 to works has also influenced and driven this research forward to search for definitions of immersion. The author analyses the sonic works produced by reflecting on his own practice, with the thesis focused on the works produced rather than any alternative historical notion of sonic arts. The thesis critically examines a collection of works perceived as immersive in nature and secondly explores the interaction with personal sonorous environments. This thesis presents a series of informative and illuminating original interviews that have reinforced expanded elements of immersion presented in the examination of the practice-­led aspects of the work. These primary source interviews give a wide spectrum of opinions and experiences enabling the term and practices of immersion to be viewed outside the commonly viewed perceptions and practices that immersion evokes with artists’, audiences and individuals. Thirteen interviews with international artists’, curators and contemporary writers reflect on their personal experiences of immersion in art and critical methodological influences and practices. The interviews also discuss the contested adjectives that the term immersion evokes and the wider reaching impacts of the term beyond popular usages of the term. These essential interviewees include: Alan Dunn (multidisciplinary artist), BJ Nilsen (field recordist and sound artist), Budhaditya Chattopadhyay (researcher and sound artist), Chris Watson (field recordist and artist), Christine Sun Kim (sound artist), Daniela Cascella (curator, researcher and contemporary writer), David Hendy (researcher and contemporary writer), Francisco Lopez (sound artist), Hildegard Westerkamp (composer and sound ecologist), Markus Soukup (film and sound artist) Matthew Herbert (electronic musician), Ross Dalziel (Local Curator) and Sebastiane Hegarty (visual and sound artist). This primary research brings together, for the first time, a broad spectrum of experiences, opinions and views on immersion in sonic art and everyday life and re-­considers the challenges presented when examining this theme. An accompanying collection of artistic recordings using three distinct methods is also presented as an integrated part of the thesis. First, using mobile phones to record the author’s everyday travels, conversations and movements. Secondly, it utilises the habituated environments and the in/significance of each reverberation by presenting recordings using delicate contact microphones. The third method utilises the phenomenological and abstract memories from the author’s autobiographical past, reconstructing the distant but real recollections. These methods illuminate the author’s immersive resonating capsule of isolated existence including and portraying the fragmented and often distorted everyday sonorous experience. Sound Received: Immersion, Listening and Anthrophony generates alternative and renewed thinking on immersion, re-­definitions illuminating historical moments that have shaped much of the research. The unique collection of interviews and sonic recordings contributes to the expanding area of sonic discourse and offers a unique contribution to the field.
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49

Trout, Cheryl Lynn. "Assessing contextual factors for immersion programs." CSUSB ScholarWorks, 1993. https://scholarworks.lib.csusb.edu/etd-project/628.

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50

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 ways. Some elements are part of the game’s geometric world and its narrative, so-called diegetic elements. Then there is the opposite, nondiegetic elements, which have no connection to the game story at all and only fulfill the purpose of conveying information to the player. The aim of this thesis was to investigate how the user interface affects the players’ immersion. The study consisted of a theoretical literary section and two empirical investigations in the field of user tests and online surveys. What was investigated in this thesis was how non-diegetic user interface elements affect immersion as well as whether immersion increases by integrating the user interface into the gaming world. Determining a statistical significance difference in immersion seems difficult. But with the help of interviews and online surveys, the player’s preferences have shown that minimizing non-diegetic elements can increase immersion and that integrating the user interface into the game world is a very good and preferred solution for conveying the necessary information to the player. However, the data collected indicate that failure to convey the necessary information can lead to the opposite, reduced immersion.
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