Dissertations / Theses on the topic 'Immersione'
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Baschetti, Anna. "Teorema di Immersione di Whitney." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16187/.
Full textDe, Rosa Andrea. "Un teorema di immersione di Whitney." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/8025/.
Full textGenitoni, 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/.
Full textBubani, 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/.
Full textBreuning, 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.
Full textPizzonia, 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/.
Full textRicci, 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/.
Full textGiovannardi, Gianmarco. "Spettri di operatori compatti e applicazioni." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7308/.
Full textVitacolonna, Daniele. "Eliminazione e mappe polinomiali tra varietà proiettive." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15888/.
Full textPisani, 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/.
Full textManzini, 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/.
Full textAxelsson, 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.
Full textThis 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.
Perroud, Benoit. "Immersion visuelle réaliste : proposition d'un modèle d'évaluation." Thesis, Paris, ENSAM, 2018. http://www.theses.fr/2018ENAM0060/document.
Full textThe 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
Wang, Xiaotian. "Chattahoochee Immersion." Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/art_design_theses/57.
Full textLanier, 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.
Full textMaster of Arts
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.
Full textÖhrström, 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.
Full textREY, 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.
Full textCOORDENAÇÃO 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.
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.
Full textBodén, 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.
Full textDengel, 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.
Full textCleaver, 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.
Full textCardia, Neto Rubens. "Arqueologia dos dispositivos imersivos /." Bauru, 2020. http://hdl.handle.net/11449/192175.
Full textResumo: 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
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.
Full textJia, Hongyi, and Hongyi Jia. "Chinese Immersion Language Education." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625885.
Full textHolm, 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.
Full textAndersson, 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.
Full textImmersion 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.
Beccari, Matteo. "Metriche riemanniane e immersioni isometriche." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8779/.
Full textRosales, Leobardo. "Minimal immersions with prescribed boundary /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.
Full textDe, Marchi Sara. "Immersioni possibili di oggetti impossibili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10967/.
Full textMarque, Nicolas. "Moduli spaces of Willmore immersions." Thesis, Université de Paris (2019-....), 2019. http://www.theses.fr/2019UNIP7127.
Full textIn 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
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.
Full textDawson, 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.
Full textWilson, 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.
Full textXu, 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.
Full textGranström, 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.
Full textAfaneh, Ibrahim Abdullah. "Immersion frying of potato products." Thesis, Queen's University Belfast, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343110.
Full textYoung, Sigmund Max. "Dynamics of low immersion milling." College Park, Md. : University of Maryland, 2008. http://hdl.handle.net/1903/8343.
Full textThesis 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.
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.
Full textUlenius, 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.
Full textWilliamson, Helen. "Immersions of complexes and inverse monoids." Thesis, University of York, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261082.
Full textHilaire, 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.
Full textCataloged 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.
Akaho, Manabu. "An Intersection Theory of Lagrangian Immersions." 京都大学 (Kyoto University), 2000. http://hdl.handle.net/2433/151669.
Full textWilliams, Bryon. "Immersion and wildness : Thoreau's mythological mind /." May be available electronically:, 2009. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.
Full textFogelberg, 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.
Full textWasch, Christina Eleanor. "Immersion in water, steam, and light." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/70682.
Full textIncludes 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.
Curry, Kevin Michael. "Supporting Collaborative Awareness in Tele-immersion." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/34088.
Full textMaster of Science
Kent, J. "Sound received : immersion, listening and anthropology." Thesis, Liverpool John Moores University, 2016. http://researchonline.ljmu.ac.uk/4049/.
Full textTrout, Cheryl Lynn. "Assessing contextual factors for immersion programs." CSUSB ScholarWorks, 1993. https://scholarworks.lib.csusb.edu/etd-project/628.
Full textNorrman, 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.
Full text