Academic literature on the topic 'Technology immersion'

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Journal articles on the topic "Technology immersion"

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Devi, Jayanthila. "Tele-immersion." International Journal of Informatics and Communication Technology (IJ-ICT) 5, no. 2 (August 1, 2016): 73. http://dx.doi.org/10.11591/ijict.v5i2.pp73-78.

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Tele-immersion is an advanced form of virtual reality that will allow users in different places to interact in real time in a shared simulated environment. Tele-immersion is a technology to be implemented with Internet that will enable users in different geographic locations to come together in a simulated environment to interact. Users will feel like they are actually looking, talking, and meeting with each other face-to-face in the same room.This technology causes users to feel as if they were in the same room. The tele-immersion technology uses a "tele-cubicle" which is equipped with large screens, scanners, sensors, and cameras. The tele-cubicles are linked together in real-time so that they form one larger cubicle. Through the virtual environment, participants are able to interact with other group members. Also, virtual objects and data can be passed through the walls between participants, and placed on the shared table in the middle for viewing.
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Duan Chen, 段晨, 宗明成 Zong Mingcheng, 范伟 Fan Wei, and 孟璐璐 Meng Lulu. "Focus Control Technology in Immersion Lithography." Acta Optica Sinica 38, no. 9 (2018): 0912002. http://dx.doi.org/10.3788/aos201838.0912002.

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Schroeder, Sabine. "Superior, whisker‐reduced immersion tin technology." Circuit World 31, no. 4 (December 2005): 42–46. http://dx.doi.org/10.1108/03056120510603134.

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Bernal, Raul Niño. "Evolutionary Immersion, Digital Arts, Science and Technology." ARJ – Art Research Journal / Revista de Pesquisa em Artes 2, no. 2 (September 25, 2015): 11–122. http://dx.doi.org/10.36025/arj.v2i2.7287.

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A theoretical defense of aesthetics as an open science, of knowledge from the perspective of computational information and electronic networks. The transformation of technologies vis-à-vis the evolutionary creation and immersion of digital arts and the use of computing poses a wider conception about interaction, participation and visual concepts in terms of an event horizon. Artists and scientists who use the digital medium face two transformation processes in the creative milieu: in the first place, understanding the transformation of the matter used in the past to represent objects and works of art, now with information bytes, computing codes and algorithms. On the other hand, computational technologies used in order to share and transfer knowledge on the Internet, establishing social, academic and scientific ties leading to the creation of immersive relationships that explain a technological and creative evolution. Revision: Leslie H. Damasceno
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Stickler, John C. "Total immersion: new technology creates new experiences." Museum International 47, no. 1 (March 1995): 36–40. http://dx.doi.org/10.1111/j.1468-0033.1995.tb01222.x.

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Liang, Jun, Xian Quan Han, Bo Hu, and Yong Tan. "Canal Reach Deformation Monitoring Technology Based on Terrestrial LIDAR Scanning Technology." Advanced Materials Research 383-390 (November 2011): 4175–79. http://dx.doi.org/10.4028/www.scientific.net/amr.383-390.4175.

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Canal reach soil of the south to north water transfer project has a certain expansibility. Concrete lining plates is puring on the soil. After about half a year of water immersion test, a certain plastic deformation has happened on the lining plates because of the expansion in the soil. In order to monitoring the whole lining plates deformation pre and post water immersion test, point clouds is collected by Terrestrial LIDAR and total station. After constructing of triangular mesh and endowing the specific color, the two group of mesh can be overlapping displayed. Deformation area can be found easily by color distortion on superposition chart. And then deformation tendency is concluded.
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Goehre, J., M. Schneider-Ramelow, K. F. Becker, and M. Hutter. "Immersion Silver as Universal Surface Finish for COB Technology." International Symposium on Microelectronics 2010, no. 1 (January 1, 2010): 000867–73. http://dx.doi.org/10.4071/isom-2010-tha3-paper7.

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Immersion Ag is currently being discussed as an innovative alternative to Ni/Au and Ni/Pd/Au metallization for PCBs in COB technology. Its advantages over conventional metallizations include its non-toxicity, due to the absence of Ni, and significantly lower costs, as Au and Pd are not required. Immersion Ag is also easily processed in die attach or SMD processes using adhesives or solder and is compatible with wire bonding. The first generations of immersion Ag in the 1990s were handicapped by a lack of storage capability. The Ag quickly reacted with oxygen and sulfur in the surrounding atmosphere and, after only a few hours of storage, high quality wire bonding was no longer viable. The current generation of immersion Ag was primarily developed to ensure long-term processability for solder technology. However, its suitability for wire bonding and other COB processes, such as glob topping, after periods of storage in non-inert atmospheres had not yet been verified. This paper addresses this issue, presenting the results of wire bonding tests in initial state and after periods of storage in inert and non-inert atmosphere, as well as after die attach processes using adhesives and solder. In addition, the suitability of immersion Ag for die attach with adhesives and solder, as well as processability for glob-top encapsulation, was investigated. Finally, the results from reliability tests on open and encapsulated samples are presented. The results show that wire bonding on immersion Ag yields bonds of high initial quality and superior reliability even after storage in non-inert atmosphere for several months prior to wire bonding. The same was true of samples that had been exposed to soldering or gluing processes. In addition, immersion Ag performed exceptionally well in other COB processes, confirming its suitability as a universal surface finish for COB technology.
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Egeland, Paul. "New Teachers and Technology Preparation: Immersion or Infusion?" i-manager's Journal on School Educational Technology 5, no. 2 (November 15, 2009): 1–7. http://dx.doi.org/10.26634/jsch.5.2.1024.

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Lin, Burn J. "Hot-Lot Equivalent of Technology Development—Immersion Lithography." Journal of Micro/Nanolithography, MEMS, and MOEMS 3, no. 2 (April 1, 2004): 201. http://dx.doi.org/10.1117/1.1695567.

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Kumar, Mukesh, Rajkumar, Dinesh Kumar, and P. J. George. "Semiconductor applications of plasma immersion ion implantation technology." Bulletin of Materials Science 25, no. 6 (November 2002): 549–51. http://dx.doi.org/10.1007/bf02710548.

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Dissertations / Theses on the topic "Technology immersion"

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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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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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Häger, Ellen. "Enhanced Immersion in Augmented Reality Applications." Thesis, Linköpings universitet, Institutionen för systemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-145217.

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This thesis will examine and evaluate different mechanics that could be used in games using augmented reality. Augmented reality, the technology used to integrate computer-generated images with the real world environment, allows developers to enhance a user's gaming experience.The different mechanics will focus on immersion and on user engagement and examine which of the two is more important in games. This is examined by implementing the different mechanics in an application for a Google Tango tablet. Immersion is created by letting the environment act on virtual objects, via occlusion culling. The virtual agent interacts with the real world to generate engagement. The different methods are surveyed online, and user tests performed with the application. The results showed how the concept of combining the surveyed methods of generating immersion and engagement using augmented reality was successful.
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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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Coleman, Donnie Steve. "Technological Immersion Learning: A Grounded Theory." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/75155.

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The Technological Immersion Learning Theory (TILT) was developed through a classic grounded theory study in the seminal tradition of Glaser and Strauss (1967) and Glaser (1978, 1992, 1998, 2001, 2007). The purpose of the study was to investigate an exemplary case of self-determined technology enthusiasts in the hopes of generating a substantive grounded theory that conceptualizes their experiences and concerns. Twelve unstructured interviews of amateur radio enthusiasts from the eastern United States provided the initial / primary data for this study. Experimenting and self-teaching in technological activities was highlighted as the main concern of the participants. The basic social process (BSP) of technological immersion learning (TIL) emerged as a theoretical construct and core variable that illuminates the experiences of individuals immersed in a community of practice, where hands-on engagement with technology is a primary activity. Adventuring, Affirmation, Doing Technology, Experimenting, Overcoming Challenge, Self-teaching, and Social Networking were properties of technological immersion learning that interact dialectically in an amplifying causal loop, with Problem solving and Designing as active sub processes in response to unmet challenges. TIL occurs cyclically in three stages, beginning with Induction, a credentialing stage wherein the neophyte is prepared with the necessary knowledge and skill to become a novice participant in an activity. The transition from Induction into the Immersion phase is a status passage whereby the novice is absorbed into the technical culture of the group and commences autonomous active participation in hands-on experimenting. Hands-on experiences with experimenting, problem solving and social interactions provide diverse learning and affirmation for the doer and multiple sources of feedback that promote sustained engagement. The transition into the Maturation phase proceeds gradually over time, with prolonged engagement and cumulative gains in knowledge, skill, and experience. Maturation is a quasi-stable state that remains responsive to new contexts as a random-walk process, wherein trigger events can initiate new cycles of technological immersion learning in a perpetually evolving process of personal development. Engagement, Empowerment, and Self-Actualization are underlying dimensions of the TIL basic social process that provide the impetus for continued persistence and personal development.
Ph. D.
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Liang, Liu. "Test Immersion in DomeTheater using Tracking device." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69280.

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Head tracking is an important way to interact with virtual objects in virtual world. The viewercan move or rotate his head to observe the 3D scene in dierent view. Normally head tracking isused in a cave or just on a at screen.Dome theater has a half sphere screen with multiple projectors together for showing the wholescene onto the big screen. The dome screen could give the viewer a very strong immersion feelingwhen head tracking inside dome theater and that is why we want to implement head tracking indome theater. The half sphere dome screen is so big that multiple projectors should be used forshooting the whole scene onto the big screen. Hence a cluster system is used for manipulating allthe projectors working smoothly. The display system of dome theater has no place for the headtracking part.This thesis tries to introduce a method to do head tracking in dome theater. The mainproblem is how to add head tracking in the display system in dome theater. Frame buer object(FBO) is used as the solution for this problem. The viewer's viewing frustum is created in framebuer object in order to render the 3D scene depending on the viewer's head position. The FBOtexture will then be attached onto a 3D sphere which simulates the dome sphere in virtual world.Since the viewing frustum is always created depending on the viewer's head position, the FBOtextures on the 3D sphere always can represent the 3D scene rendered depending on the viewer'shead position. Using the projectors to shoot the 3D scenes which is the 3D sphere attached by theFBO textures onto the dome screen. That is the main part of how to implement head tracking indome theater.This thesis forcus on rendering the 3D scene onto the dome screen depending on the viewer'shead position. The tracking device controlling part is out of this thesis's scope. VR Juggler (VRJ) is used as the framework in this project. Viewer's position setting and cluster setting are allsetted in the conguration file.
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Pereswetoff-Morath, Alexander. "THE OCULUS RIFT’S EFFECTS ON IMMERSION SURROUNDINGMORAL CHOICE : A study of modern VR technology and itseffects on a user’s spatial immersion in avirtual environment." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10013.

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This report is about VR and the effects the VR technology Oculus Rift may or may not have on the different kinds of immersion possible in virtual environments, or games. The report is based on the premise that modern games have evolved into more story based adventures with better graphics, often with moral choice as gameplay, and theories regarding new mediums and the dangers of not fully understanding them. It is also done in cooperation with a research team at Högskolan i Skövde, with a focus on moral dilemmas, and is using a virtual environment to test this combined effort. The game engine Unity is used to create a realistic environment and together with the Oculus Rift, is testing what kinds of effects the VR technology has on the users. 20 test participants have shared their experiences and the majority, independent of gaming experience, claims it has a positive effect.
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Gustafsson, Axel. "Supporting Immersion of Board Games utilising Phone-based Augmented Reality." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.

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This thesis investigates a possibility of using phone-based Augmented Reality in a board game-setting in order to support immersion for experienced board game players. Using a user-centered design approach with workshops, interviews and play sessions to understand the qualities and applicability of phone-based Augmented Reality in combination with a board game, the research contributes with an advisory conclusion for future designers developing a board game including phone-based Augmented Reality components.
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Lu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.

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People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study. The results of this study has validated several existing frameworks for VR. And in conclusion, this study has also shown that both previous motion sickness experiences and gender factors weren’t significant in terms of general accessibility issues on PCVR platforms. There are hints showing that the VR technology on PC platform could be universal accessible, since both of the quantitative and qualitative results has provided some evidences supporting this finding. However, more similar studies need to be carried out in order to identify more possible factors that would give an impact on user experiences in VR. The results of this study has also given implications of that today’s VR technology is developing on the right track and it could slowly become adopted by the mainstream and mass-market in the future.
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Karlsson, Fredrik, and Marcus Lundberg. "Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35373.

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Virtuell verklighet (VR) har börjat användas i större utsträckning av människor inomområden som utbildning och underhållning. För att VR ska uppfattas som en seriösplattform för att skapa utbildnings- och underhållningstjänster, är en känsla avimmersion en viktig del av användarupplevelsen. Det finns idag olika metoder för attinteragera med VR men de saknar upplevelsen av att vara naturliga och realistiska.Handinteraktion anses vara ett naturligt sätt för människor att interagera med VR och harförutsättningar för att stödja immersion. Trots att handinteraktion anses vara ett bra sättatt interagera med VR finns det idag inga riktlinjer som underlättar för att designa tjänstermed handinteraktion. För att undersöka hur handinteraktion kan designas för att stödjaimmersion i VR, har vi utgått från frågan:Hur kan handinteraktion designas för virtuell verklighet för att stödja immersion?Genom vår studie har vi identifierat aspekter som är viktiga för att handinteraktion skastödja immersion. Frågan studeras genom en designorienterad ansats med kvalitativadatainsamlingsmetoder som deltagartester, intervjuer och observationer. Testdeltagarnasom deltagit i studien är rekryterade baserat på deras tidigare erfarenheter av VR ochspel. Studien bidrar med kunskap om vad som är viktigt för att handinteraktion skauppfattas som naturligt och realistiskt för att stödja immersion när det används i VR.
Virtual reality (VR) is becoming more commonly used by people in areas like educationand entertainment. However, for VR to be a serious platform for creating education andentertainment services, the sense of immersion is an important part of the userexperience. Today there are several methods to interact with VR, but they often lack thefeeling of being natural and realistic. Hand interaction is seen as a natural way for peopleto interact with VR and has potential to create immersion. However, even though handinteraction is seen to be a natural way of interacting with VR there’s no guidelinesavailable to facilitate the design of VR-services with hand interaction. To study how handinteraction can be designed to support immersion in VR, we’ve asked the question:“How can hand interaction be designed for virtual reality to support immersion?”Through our study, we have identified aspects that are important for hand interaction tobe able to support immersion. The question has been studied through a design orientedapproach with qualitative data gathering methods such as participant test, interviews andobservations. The test participants were recruited based on their previous experience ofVR and games. The study contributes with knowledge regarding what is important for
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Books on the topic "Technology immersion"

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Words, worlds and narratives: Transmedia and immersion. Oxford: Inter-Disciplinary Press, 2014.

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Teaching literature in virtual worlds: Immersive learning in English studies. New York: Routledge, 2011.

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Aurelia, Sagaya, and Sara Paiva, eds. Immersive Technology in Smart Cities. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-66607-1.

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Fröhlich, Bernd, Joachim Deisinger, and Hans-Jörg Bullinger, eds. Immersive Projection Technology and Virtual Environments 2001. Vienna: Springer Vienna, 2001. http://dx.doi.org/10.1007/978-3-7091-6221-7.

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Immersive learning: Designing for authentic practice. Alexandria, Virginia, USA: ASTD Press, 2013.

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Cai, Yiyu. 3D Immersive and Interactive Learning. Singapore: Springer Singapore, 2013.

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D'Agustino, Steven. Immersive environments, augmented realities, and virtual worlds: Assessing future trends in education. Hershey PA: Information Science Reference, 2013.

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Early biliteracy development: Exploring young learners? use of their linguistic resources. New York: Routledge, 2011.

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Char Davies' immersive virtual art and the essence of spatiality. Toronto: University of Toronto Press, 2007.

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McRobert, Laurie. Char Davies' immersive virtual art and the essence of spatiality. Toronto: University of Toronto Press, 2007.

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Book chapters on the topic "Technology immersion"

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Mcdougall, Anne, and Jennifer Betts. "Teacher professional development in a technology immersion school." In Information Technology, 222–27. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35081-3_28.

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Judge, Andy. "Designing Permanent Magnet Machines for Ferrofluid Immersion." In Energy Technology 2013, 189–98. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2013. http://dx.doi.org/10.1002/9781118658352.ch21.

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Qian, Wang, Xu Ying, Tian Yinsheng, and Ding Li. "Test Technology Research on Immersion Thermal Manikin." In Advances in Intelligent Systems and Computing, 107–16. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96071-5_12.

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Wadsö, Lars, and Dmytro Orlov. "Adding Dimensions to the Immersion Testing of Magnesium Corrosion." In Magnesium Technology 2018, 31–36. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72332-7_7.

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Orlov, Dmytro, Bastien Reinwalt, Ilyes Tayeb-Bey, Lars Wadsö, Jelena Horky, Andrea Ojdanic, Erhard Schafler, and Michael Zehetbauer. "Advanced Immersion Testing of Model Mg-Alloys for Biomedical Applications." In Magnesium Technology 2020, 235–42. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36647-6_37.

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Levin, Ilya, Alexey Dordopulo, Alexander Fedorov, and Yuriy Doronchenko. "Design Technology for Reconfigurable Computer Systems with Immersion Cooling." In Communications in Computer and Information Science, 554–64. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-05807-4_47.

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Luo, Jianhui, Yong Yuan, and Pengfei He. "Numerical Investigation on Shear Mechanical Performance of Immersion Joint." In High Tech Concrete: Where Technology and Engineering Meet, 1058–66. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59471-2_123.

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Elias, John Z. "Immersed in Immersion: Simulation as Technology and Theory of Mind." In Intelligent Systems Reference Library, 227–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-31140-6_12.

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Sinclair, Nathalie. "Time, Immersion and Articulation: Digital Technology for Early Childhood Mathematics." In ICME-13 Monographs, 205–21. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73432-3_11.

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Shirzadian, Najereh, Judith A. Redi, Thomas Röggla, Alice Panza, Frank Nack, and Pablo Cesar. "Immersion and Togetherness: How Live Visualization of Audience Engagement Can Enhance Music Events." In Advances in Computer Entertainment Technology, 488–507. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_34.

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Conference papers on the topic "Technology immersion"

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Mulkens, Jan, Bob Streefkerk, and Martin Hoogendorp. "ArF immersion lithography using TWINSCAN technology." In Photonics Asia 2004, edited by Yangyuan Wang, Jun-en Yao, and Christopher J. Progler. SPIE, 2005. http://dx.doi.org/10.1117/12.578071.

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Wang, C. T., W. L. Chang, C. Y. Chen, and Douglas Yu. "Immersion in Memory Compute (ImMC) Technology." In 2020 IEEE Symposium on VLSI Technology. IEEE, 2020. http://dx.doi.org/10.1109/vlsitechnology18217.2020.9265019.

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Vidaña Montes, Ana Cecilia, and Ernesto Momox. "EXPERIENTAL ART - VR IMMERSION." In 13th International Technology, Education and Development Conference. IATED, 2019. http://dx.doi.org/10.21125/inted.2019.2321.

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Zhou, N., K. Racette, M. Hibbs, T. Mizoguchi, D. Hasselbeck, M. Barrett, R. Nolan, et al. "Evaluation of 32nm advanced immersion lithography pellicles." In Photomask Technology, edited by Hiroichi Kawahira and Larry S. Zurbrick. SPIE, 2008. http://dx.doi.org/10.1117/12.801663.

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Lipton, Lenny. "High-resolution immersion viewer." In IS&T/SPIE 1994 International Symposium on Electronic Imaging: Science and Technology, edited by Scott S. Fisher, John O. Merritt, and Mark T. Bolas. SPIE, 1994. http://dx.doi.org/10.1117/12.173867.

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Sewell, Harry, Diane McCafferty, Louis Markoya, Eric Hendrickx, Jan Hermans, and Kurt Ronse. "32nm node technology development using interference immersion lithography." In Microlithography 2005, edited by John L. Sturtevant. SPIE, 2005. http://dx.doi.org/10.1117/12.601012.

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Brooker, Peter D. "Fourier optic imaging equations for the immersion case." In Photomask Technology, edited by Kurt R. Kimmel and Wolfgang Staud. SPIE, 2003. http://dx.doi.org/10.1117/12.518884.

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Cotte, Eric P., Ruediger Haessler, Benno Utess, Gunter Antesberger, Frank Kromer, and Silvio Teuber. "Pellicle choice for 193-nm immersion lithography photomasks." In Photomask Technology, edited by Wolfgang Staud and J. Tracy Weed. SPIE, 2004. http://dx.doi.org/10.1117/12.569280.

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Milster, Tom, Tao Chen, Dongseok Nam, and Tuviah E. Schlesinger. "Maskless lithography with the solid immersion lens nanoprobes." In Photomask Technology, edited by Wolfgang Staud and J. Tracy Weed. SPIE, 2004. http://dx.doi.org/10.1117/12.569328.

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Zhang, Peng. "Novel depolymerizable topcoat for immersion lithography." In Advances in Resist Technology and Processing XXIII. SPIE, 2006. http://dx.doi.org/10.1117/12.656629.

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Reports on the topic "Technology immersion"

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Ilami, Ashkan, Mohammadali Amini-Tehrani, and Hadi Zamanian. Application of immersive technology interventions in sexual victims: A systematic review protocol. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, September 2021. http://dx.doi.org/10.37766/inplasy2021.9.0081.

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Abstract:
Review question / Objective: The aim of this systematic review is to critically evaluate the current evidence regarding the immersive technology interventions in sexual victims in terms of applied methodology and patient-related outcomes. Accordingly, this systematic review will address the following questions: 1) what are the general methodological features (study design, sample and related variables, intervention content and related variables, so forth) of immersive technology interventions targeting sexually victimized individuals, 2) to what extent immersive technology interventions targeting sexually victimized individuals are promising in terms of methodological outcomes (such as feasibility, safety, so forth), and 3) to what extent the immersive technology interventions have been effective in addressing biopsychosocial outcomes in sexually victimized individuals.
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Stonum, Ron. A Survey of Immersive Technology For Maintenance Evaluations. Fort Belvoir, VA: Defense Technical Information Center, April 1998. http://dx.doi.org/10.21236/ada349708.

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Sayers, Dave, Rui Sousa-Silva, Sviatlana Höhn, Lule Ahmedi, Kais Allkivi-Metsoja, Dimitra Anastasiou, Štefan Beňuš, et al. The Dawn of the Human-Machine Era: A forecast of new and emerging language technologies. Open Science Centre, University of Jyväskylä, May 2021. http://dx.doi.org/10.17011/jyx/reports/20210518/1.

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New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand and foresee their effects, or be taken by surprise and spend our time trying to catch up. This report scketches out some transformative new technologies that are likely to fundamentally change our use of language. Some of these may feel unrealistically futuristic or far-fetched, but a central purpose of this report - and the wider LITHME network - is to illustrate that these are mostly just the logical development and maturation of technologies currently in prototype. But will everyone benefit from all these shiny new gadgets? Throughout this report we emphasise a range of groups who will be disadvantaged and issues of inequality. Important issues of security and privacy will accompany new language technologies. A further caution is to re-emphasise the current limitations of AI. Looking ahead, we see many intriguing opportunities and new capabilities, but a range of other uncertainties and inequalities. New devices will enable new ways to talk, to translate, to remember, and to learn. But advances in technology will reproduce existing inequalities among those who cannot afford these devices, among the world’s smaller languages, and especially for sign language. Debates over privacy and security will flare and crackle with every new immersive gadget. We will move together into this curious new world with a mix of excitement and apprehension - reacting, debating, sharing and disagreeing as we always do. Plug in, as the human-machine era dawns.
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