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1

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Škola, Filip, Selma Rizvić, Marco Cozza, Loris Barbieri, Fabio Bruno, Dimitrios Skarlatos, and Fotis Liarokapis. "Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion." Sensors 20, no. 20 (October 16, 2020): 5851. http://dx.doi.org/10.3390/s20205851.

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This paper presents a combined subjective and objective evaluation of an application mixing interactive virtual reality (VR) experience with 360° storytelling. The hypothesis that the modern immersive archaeological VR application presenting cultural heritage from a submerged site would sustain high levels of presence, immersion, and general engagement was leveraged in the investigation of the user experience with both the subjective (questionnaires) and the objective (neurophysiological recording of the brain signals using electroencephalography (EEG)) evaluation methods. Participants rated the VR experience positively in the questionnaire scales for presence, immersion, and subjective judgement. High positive rating concerned also the psychological states linked to the experience (engagement, emotions, and the state of flow), and the experience was mostly free from difficulties linked to the accustomization to the VR technology (technology adoption to the head-mounted display and controllers, VR sickness). EEG results are in line with past studies examining brain responses to virtual experiences, while new results in the beta band suggest that EEG is a viable tool for future studies of presence and immersion in VR.
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IJsselsteijn, W. A., Y. A. W. de Kort, J. Westerink, M. de Jager, and R. Bonants. "Virtual Fitness: Stimulating Exercise Behavior through Media Technology." Presence: Teleoperators and Virtual Environments 15, no. 6 (December 1, 2006): 688–98. http://dx.doi.org/10.1162/pres.15.6.688.

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The current paper describes research that is aimed at elucidating our understanding of media technology factors that may help users of exercise equipment to stay motivated for doing regular workouts. In particular, we investigated the effects of immersion and coaching by a virtual agent on intrinsic motivation and the sense of presence of participants cycling on a stationary home exercise bike. A basic two-by-two within-subjects experimental design was employed whereby participants were presented with a virtual racetrack with two levels of immersion (high vs. low) and two levels of a virtual coach (with vs. without). Results indicate a clear positive effect of immersion on both motivation and presence. The virtual coach significantly lowered the perceived control and pressure/tension dimensions of intrinsic motivation, but did not affect the enjoyment dimension. The presence of the virtual coach also reduced negative effects associated with VEs, such as feeling dizzy or nauseated.
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Yang, Mao Lin, Zheng Song Li, Fu Long Wei, Chang Gui Cheng, Xiong Chen, and Shi Bing Qi. "Study on Slag Entrapment of Molten Steel in Mold with Electromagnetic Stirring Technology." Advanced Materials Research 424-425 (January 2012): 811–16. http://dx.doi.org/10.4028/www.scientific.net/amr.424-425.811.

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Considering the process conditions of the continuous billet casting, this paper has studied the slag entrapment behavior of molten steel in mold by using of a water model, and analyzed the influence rules of the submerged nozzle immersion depth, the electromagnetic stirring intensity and the mould flux viscosity on the slag entrapment in mold. The results show that the surface velocity in meniscus gradually increases with the stirring intensity increasing and the submerged nozzle immersion depth decreasing. When the submerged nozzle immersion depth is shallower, the mould flux viscosity is lower, and the stirring intensity is high, the interface turbulence of the liquid steel and slag is more severe, slag entrapment may occur in the extreme state. In order to avoid the slag entrapment in the working condition, it is necessary to increase the submerged nozzle immersion depth and decrease stirring intensity mildly.
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Jiang, Qiu Yue, Xiao Rong Gao, Chao Yong Peng, and Jin Long Li. "Application of Water Immersion Ultrasonic Phased Array Technology in Wheel Rim Inspection." Advanced Materials Research 468-471 (February 2012): 733–37. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.733.

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Rim is an important part of the wheels. It is often over loaded and has a complicated stress in use. Specially, at high speed circumstances, the quality of the work piece is closely connected. This paper combines the water immersion technology with the ultrasonic phased array technology to wheel detection. It introduces the basic principle, current situation at home and abroad of the water immersion ultrasonic phased array technology, and the comparison with the contacted ultrasonic phased array detection technology. According to the feature of the rim flaws, the methods to detect rim flaws with water immersion ultrasonic phased array technology are analyzed and tested. This system can finish the whole scanning in one time, improve the work efficiency and satisfy the testing requirements.
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15

O'Brien, Mary Grantham, Richard Levy, and Annika Orich. "Virtual Immersion: The Role of CAVE and PC Technology." CALICO Journal 26, no. 2 (January 14, 2013): 337–62. http://dx.doi.org/10.1558/cj.v26i2.337-362.

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16

王, 振锋. "Study on the Technology of Pressurizer Immersion Heaters Replacement." Instrumentation and Equipments 05, no. 04 (2017): 83–86. http://dx.doi.org/10.12677/iae.2017.54012.

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17

Henry, Alastair, and Cecilia Thorsen. "Engagement with technology: Gaming, immersion and sub-optimal experiences." Technology in Language Teaching & Learning 1, no. 2 (August 31, 2018): 52–67. http://dx.doi.org/10.29140/tltl.v1n2.202.

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18

Cox, Cody B., Andrew House, Alex Lopez, and Gregory J. Pool. "The Need for Conceptual Models of Technology in Training and Development: How Immersive Does Training Need to Be?" Industrial and Organizational Psychology 10, no. 4 (November 22, 2017): 696–701. http://dx.doi.org/10.1017/iop.2017.78.

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Morelli, Potosky, Arthur, and Tippins (2017) articulate a strong need for industrial and organizational (I-O) psychologists to develop a more theory-based understanding of the role of technology in employee selection and assessment. We agree with their concerns but argue that this issue should include examination of how technology impacts training also. Researchers have noted that training is increasingly important for firms, and technology-enhanced training can improve learning and transfer (Ford & Meyer, 2013). However, the arguments that the authors make about the need for a theory-driven approach for examining the impact of technology on selection applies to training outcomes as well. Although considerable evidence exists that workplace training is effective and that technology can impact the success of training, there has been less theory-driven research exploring how technology can enhance or detract from training success. Researchers have already identified several variables related to technology that promote learning, but one variable that remains consistently unexplored in the organizational literature is immersion. This research is particularly important given how increasingly accessible immersive technology, such as virtual reality (VR), is becoming. Thus, we argue that as virtual training environments become more widely available, the variable of “immersion” in training environments is a particularly important one that warrants additional research.
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19

Smalley, Courtney M., Vaughn Browne, Bonnie Kaplan, Brian Russ, Juliana Wilson, and Resa E. Lewiss. "Early Innovative Immersion." Journal of Ultrasound in Medicine 35, no. 12 (November 7, 2016): 2681–86. http://dx.doi.org/10.7863/ultra.16.01050.

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20

Shapley, Kelly, Daniel Sheehan, Catherine Maloney, and Fanny Caranikas-Walker. "Effects of Technology Immersion on Teachers' Growth in Technology Competency, Ideology, and Practices." Journal of Educational Computing Research 42, no. 1 (January 2010): 1–33. http://dx.doi.org/10.2190/ec.42.1.a.

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21

Yang, Yun, Wengui Nan, Shenggen Guo, Dan Jin, Jianhui Wu, Yu Zhang, Zhi Dou, and Zhifang Zhou. "Application of numerical modeling to reservoir immersion assessment and control in dual-formation hydrogeological unit." Water Supply 21, no. 5 (February 18, 2021): 2357–73. http://dx.doi.org/10.2166/ws.2021.050.

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Abstract Reservoir immersion is a serious environmental geological issue in a dual-formation structural reservoir bank (DFB) induced by dynamic surface water impoundment (SWI) that has implications for low-lying farmland and buried infrastructure. It is a major challenge to identify the dynamic immersion process and make economic and scientific joint mitigation measures for controlling groundwater immersion. Here, we develop a three-dimensional groundwater flow model and apply it to evaluate and control reservoir immersion in the typical low-lying DFB of Xingan Navigation and Power Junction Project (XGNPJ) across Ganjiang River in Jiangxi Province, China. The field-scale model is well calibrated to predict where the groundwater immersion could potentially occur. Furthermore, the effectiveness of the countermeasures adopted for the reduction of reservoir immersion areas were analysed based on the simulation model by considering the projected future combination scenarios of engineering measures. Results indicate that without engineering mitigation measures, SWI generates groundwater inundation across 23% of the total study area. Comprehensive comparative analysis on different seepage control schemes reveals that the joint engineering measures can effectively control the immersion range to 5% of the total area. The findings can provide scientific basis for groundwater immersion assessment and guide immersion control of XGNPJ project.
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22

Neiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (July 1, 2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.

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The paper analyzes the effect of immersion in digital games using the theoretical apparatus of game theory. The paper illustrates interactive operations and the cause and effect relationship between player and designer, explaining the importance of strategic decision-making and pathing in player immersion. It considers the game function of creating a virtual world and proposes the idea that digital games are not just computer-mediated communication to the player. These games are games of “the moment”, like the game Chicken, and played with apparently great emotion, intelligence, and physical dexterity, although represented in software form. The relationship between the player and the computer is one of sign exchange, precisely the one that semiotics calls semiosis. The paper concludes that the personal achievement of individual players (end-users) accounts for the phenomenon of deep immersion in digital games. Not virtuality, but virtuosity is the strong force in digital game playing.
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Wilson, Michael, Phillip Monro, and William AM Cutting. "Osmotic Production of Sterile Oral Rehydration Solutions — An Economic, Low-Technology Method." Tropical Doctor 23, no. 2 (April 1993): 69–72. http://dx.doi.org/10.1177/004947559302300211.

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A sterile oral rehydration solution can be produced by immersing in water a semi-permeable cellulose tube containing glucose and salts. Osmotically driven ultrafiltration excludes all microbes and particulate matter even when the immersion water contains 45 × 106 cfu/ml of Pseudomonas aeruginosa, 25 × 107 cfu/ml of Staphylococcus aureus or 20 × 107 cfu/ml of Escherichia coli. Solutions of consistent composition can be obtained by having a standard amount of glucose-electrolytes in a cellulose tube of appropriate dimensions and immersing this in a fixed volume of water for a minimum period of time. The method is simple, inexpensive, low-technology and requires no external source of power. It has potential for producing sterile solutions for injections and intravenous use in situations with very limited and simple resources, in emergencies and during natural disasters. Further studies are now needed to determine whether the method can be adapted to provide the large quantities of oral rehydration fluid needed in field conditions.
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Schröder, Sabine. "The new immersion tin generation in practical operation – a surface finish process including the world's first organic metal." Circuit World 29, no. 1 (March 1, 2003): 10–13. http://dx.doi.org/10.1108/03056120310444133.

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This paper describes the properties of a new generation of immersion tin as a solderable surface finish for printed circuit boards. The new process combines the unique technology of Organic Metals with the well introduced technology of immersion tin. A comparison with other solderable surface finishes will show the advantages and superior performance for PCB manufacturer, assemblers and OEMs.
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Mbugua, Tata. "Multiple Border Crossings: Technology-Mediated Cross-Cultural: Immersion Learning Experiences." International Journal of Learning: Annual Review 11, no. 1 (2006): 0. http://dx.doi.org/10.18848/1447-9494/cgp/v11/46281.

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OGI, Tetsuro, and Hiroaki SAKON. "3306 Construction of Distance Learning System using Tele-immersion Technology." Proceedings of Design & Systems Conference 2006.16 (2006): 343–44. http://dx.doi.org/10.1299/jsmedsd.2006.16.343.

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Sado, M., T. Teratani, H. Fujii, R. Iikawa, and H. Iida. "Influences of water on photoresist surface in immersion lithography technology." Applied Surface Science 255, no. 4 (December 2008): 1018–21. http://dx.doi.org/10.1016/j.apsusc.2008.05.039.

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28

Barabash, O. K., N. I. Tsybul'nik, V. A. Kachanov, D. G. Nikitin, and V. S. Virich. "Building materials for immersion burners." Chemical and Petroleum Engineering 24, no. 10 (October 1988): 526–27. http://dx.doi.org/10.1007/bf01147194.

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Rahmadi, Isnaini. "Processing Technology of Ketupat." JURNAL PANGAN 28, no. 2 (November 28, 2019): 161–70. http://dx.doi.org/10.33964/jp.v28i2.437.

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Indonesia has a typical rice processing method as part of the nation’s culture, namely ketupat. Ketupat is typical food made of rice wrapped in diamond shaped-woven coconut leaves and boiled in water. This article reviewed the variety of processing ketupat as well as changes in ketupat during storage of ketupat according to the results of research and related references. Traditionally, ketupat is cooked in boiling water for 5 hours. This is considered inefficient in terms of cooking fuel and time required for cooking. The efforts of modifying ketupat cooking method have been done to shorten processing time, such as cooking ketupat in pressure cooker for 30 minutes. The development of ready-to-cook ketupat or quick-cooking product in attractive package becomes a promising opportunity. Quick-cooking ketupat was made by immersing ketupat in salt, steaming, freezing and drying. The package of quick-cooking ketupat was designed using HDPE plastics made square shape that requires boiling period for 30 minutes. Ingredients and the amount of rice, the size of coconut leaves, immersion process and cooking technic affected the texture of ketupat produced. Ketupat is normally stored for 2 days in room temperature and 4-7 day if it is refrigerated. Spoilage of ketupat is due to microbiological and physical changes during storage. Starch retrogradation and increase in RS III may occur when ketupat is stored at low temperature.
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Luan, Yuqin, and Xiuzhen Guo. "A Study on the Application of the Immersion Teaching Model to EFL Learners in Institutions of Higher Learning." English Language Teaching 4, no. 1 (February 28, 2011): 152. http://dx.doi.org/10.5539/elt.v4n1p152.

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This paper reports an empirical study on the application of the immersion approach to English teaching in North China Institute of Science and Technology (NCIST) in line with the basic principles of the Canadian immersion teaching mode. The experiment result and survey shows that the students involved in the immersion course improve faster in productive skills (i.e. writing and speaking) than those in conventional education programs. The study reveals that, apart from gains of social and cultural knowledge, the immersion students seem to have developed a more positive attitude towards English study. It also suggests that the immersion approach to English teaching in colleges could be a feasible alternative to the traditional mode.
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Pambudi, Nugroho Agung, Husin Bugis, Ilham Wahyu Kuncoro, Nova Dany Setiawan, Miftah Hijriawan, Bayu Rudiyanto, and Basori Basori. "Preliminary experimental of GPU immersion-cooling." E3S Web of Conferences 93 (2019): 03003. http://dx.doi.org/10.1051/e3sconf/20199303003.

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A typical information technology system takes around 40% of the total energy used in cooling the system. There are three major classifications of cooling system and they are: water cooling, close loop liquid cooling, and immersion cooling systems. Immersion cooling has been observed to be the latest trend in cooling systems for IT devices. It is a cooling procedure that is carried out through the immersion of all computer components in a dielectric coolant. This research examined the cooling process of GPU using this immersion method. Mineral oil, because of its high dielectric strength, is used as a medium fluid. The temperature difference between the use of fan and immersion cooling was then measured using a benchmark software. The result showed that the immersion cooling produced a lower GPU temperature compared to the conventional fan. The working temperature of the GPU with the use of immersion method was 70°C while it was 80°C with the conventional fan method.
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Dietz, Steve. "Ten Dreams of Technology." Leonardo 35, no. 5 (October 2002): 509–22. http://dx.doi.org/10.1162/002409402320774330.

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This article presents the ten dreams of technology that frame the author/ c urator's selection of ten new media artworks. The “dreams” or themes presented by the author have been developed and/or questioned by artists throughout the history of the intersection of art and technology. This history emerges through artworks that the author describes as containing a “compelling vitality that we must admire.” The collection of dreams includes: Symbiosis, Emergence, Immersion, World Peace, Transparency, Flows, Open Work, Other, New Art, and Hacking. The author notes that these dreams of technology have a future, even if it is not yet determined.
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Yuan, Tian, Shang Guan Wei, and Zhi Zhong Lu. "Research on Moving Target Monitoring Collaborative Simulation Technology Based on Multi-Channel." Applied Mechanics and Materials 20-23 (January 2010): 700–705. http://dx.doi.org/10.4028/www.scientific.net/amm.20-23.700.

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Multi-channel Virtual reality simulation technology is a kind of simulation technology, which support the grand scene and high degree of immersion, has better visualization effect. In this paper, a moving target monitoring collaboratory simulation technology based on multi-channel is studied. Firstly, study the mathematical modeling foundation of Multi-Channel technology systematically, based on the mobile target spatial model and co-simulation technology, select the appropriate applications of multi-channel technology, building laboratory simulation platform and achieved a space-based six-degree of freedom simulation of multi-channel moving target monitoring simulation. The experiment has proved that in multi-channel target monitoring co-simulation technology used in this paper has strong practicality, combine with a moving target-space model and co-simulation technology, the advantages of objective observation to solve the requirements like large-scale, realism, immersion requirements, etc.
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Kyrylova, O. "Immersive journalism: the factors of effective functioning." Communications and Communicative Technologies, no. 19 (May 5, 2019): 48–55. http://dx.doi.org/10.15421/291907.

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The main approaches to the definition of the “immersive journalism” phenomenon is considered and its working definition is derived. This working definition incorporates both traditional and newest approaches to the structure-forming, technological and functional factors of the production of VR-content. There are the levels of immersion into the story are analyzed on the example of video–360 ° scenes (posted on the official YouTube channel of t The New York Times) in this study. The factors influencing the formation of the system of user preferences are studied. The results of vidIQ analysis of five the most popular immersive scenes are compared and presented. It tried to measure the presence in the virtual environment by the of the Witmer-Singer’s method. The study also used the methodology of actor-network theory and the approaches of Maria-Laure Ryan. The object of study are the most popular vidIQ assessment immersive video of “The New York Times” (2015–2017): “Walking New York”, “The Atomic Bombing of Hiroshima”, “The Fight for Falluja”, “Seeking Pluto's Frigid Heart” and “The Displaced” as the one of the most resonant immersive publications. In this empirical material, the components of the VR effect are highlighted: presence, involvement, immersion. Each of the components is built up by the functioning of a few factors from the Witmer-Singer model. It’s determined that the components of the VR effect are not equivalent. The basis of the immersive narration is the effect of presence, supported either by immersion in the storu, or by involvement into the environment. The results indicate that it’s quite difficult to consider the whole complex of factors in the production of journalistic materials. In full, they work in making and consuming of not immersive, but VR-content. For the media, the VR technology is not yet a priority, and therefore they prefer to create a presence effect through the possibilities of influencing the algorithm of narrative deployment and the realism presented environment.
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E. Allen, Lee, Deborah L. Lowther, and J. Danier Strahl. "Differences In Technology Use Based On Levels Of Immersion In A Teacher Technology Training Program." i-manager's Journal of Educational Technology 4, no. 3 (December 15, 2007): 27–38. http://dx.doi.org/10.26634/jet.4.3.595.

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36

Nataraj, Nagamani, Herve Deslandes, William Lo, Travis Eiles, and Patrick Pardy. "Liquid immersion lens technology applied to laser voltage probing of 130 nm process technology devices." Journal of Vacuum Science & Technology B: Microelectronics and Nanometer Structures 20, no. 6 (2002): 3067. http://dx.doi.org/10.1116/1.1523406.

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37

Kronqvist, Aila, Jussi Jokinen, and Rebekah Rousi. "Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices." Advances in Human-Computer Interaction 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/2937632.

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Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.
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Graddy, Patricia, Allan Beikmohamadi, Deepukumar Nair, Brad Thrasher, and James Parisi. "Reliability of LTCC using Electroless Nickel Immersion Gold (ENIG) Plating Technology." International Symposium on Microelectronics 2014, no. 1 (October 1, 2014): 000687–91. http://dx.doi.org/10.4071/isom-wp34.

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In an effort to address the impact of rising gold costs on the fabrication expense for high frequency circuits, and maintain circuit quality and reliability, the DuPont™ GreenTape™ 9K7 low temperature co-fired ceramic materials (LTCC) with top silver conductors have been evaluated using electroless nickel immersion gold (ENIG) plating. Results comparable to the quality of efficiency and reliability of traditional gold conductor systems were achieved at reduced costs. LTCC coupons produced using the ENIG process were tested and compared to standard specifications for coupons with gold printed conductors. The test methods used include wire bond and adhesion pull tests on eight layer coupons, and MIL-STD-883 [1] temperature cycle testing on a layered high frequency test pattern. The reliability of the high frequency characteristics including insertion loss and return loss measurements were evaluated periodically throughout 1090 temperature cycles. Adequate results for most applications were obtained using the ENIG plated system compared to gold printed coupons. In an attempt to better understand the boundaries of the ENIG process on 9K7 LTCC and its use as an alternative for gold conductor systems; future testing will explore the effects of additional environmental testing. The added tests will include thermal shock, and temperature and humidity cycling on 9K7 LTCC test coupons. The testing will be conducted in accordance with MIL-STD-883 as a benchmark, and also evaluate wire bond and adhesion properties. This paper will report the reliability test results on plated GreenTape™ 9K7 LTCC systems after exposure to the stated environmental conditions.
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Oh, Changil, Junggun Hao, Jaeheon Kim, Junghung Lee, Cheolkyu Bok, and Donggyu Yim. "Circle Patterning Technology with Negative Tone Development for ArF Immersion Extension." Journal of Photopolymer Science and Technology 24, no. 5 (2011): 497–501. http://dx.doi.org/10.2494/photopolymer.24.497.

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Cameron, James, Mingqi Li, Cong Liu, Jin Wuk Sung, and Cheng Bai Xu. "Novel Approaches to Extend 193nm Immersion Technology to Advanced Device Nodes." Journal of Photopolymer Science and Technology 29, no. 5 (2016): 753–60. http://dx.doi.org/10.2494/photopolymer.29.753.

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41

Durbidge, Levi. "Technology and L2 engagement in study abroad: Enabler or immersion breaker?" System 80 (February 2019): 224–34. http://dx.doi.org/10.1016/j.system.2018.12.004.

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Renn, Kristen A., and Dawn M. Zeligman. "Learning About Technology and Student Affairs: Outcomes of an Online Immersion." Journal of College Student Development 46, no. 5 (2005): 547–55. http://dx.doi.org/10.1353/csd.2005.0055.

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43

Yu, Jae Gak, Hyejung Park, Kyoung Hwa Um, and Won Dae Chung. "The Quality Characteristics of Foods by Applying Liquid Immersion Freezing Technology." Food Engineering Progress 24, no. 1 (February 29, 2020): 88–93. http://dx.doi.org/10.13050/foodengprog.2020.24.1.88.

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Murray, Garold L. "Autonomy, Technology, and Language-Learning in a Sheltered ESL Immersion Program." TESL Canada Journal 17, no. 1 (October 26, 1999): 01. http://dx.doi.org/10.18806/tesl.v17i1.877.

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This article reports on a classroom-based research project exploring the learning experiences of 30 Japanese English-as-a-second-language (ESL) exchange students in an environment highlighting learner autonomy and the use of technology. It first addresses a growing concern among practitioners, that is, how to create a learning environment that facilitates learner autonomy. One possible answer is a learning structure that first requires students to reflect on their second-language needs and interests. They then set their learning goals, devise projects to help meet these goals, and self-assess their learning. This model was implemented in three multimedia lab classes of two content-based language courses of a sheltered immersion program. The students' learning experiences are examined in a multiple case study relying on data collected through questionnaires and interviews, as well as participants' learning logs, teacher observation, and measures of academic achievement. The data suggest that promoting learner autonomy through experiential learning enhances motivation, metacognitive knowledge, and personal growth. The article concludes by exploring possibilities for the application of this model in regular ESL classrooms.
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Suroto, Peni Zulandari, Made Handijaya Dewantara, and Aulia Ardista Wiradarmo. "THE APPLICATION OF TECHNOLOGY IN MUSEUMS." International Journal of Applied Sciences in Tourism and Events 4, no. 2 (December 30, 2020): 170–81. http://dx.doi.org/10.31940/ijaste.v4i2.1853.

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Alongside with collections in form of historical objects, as well as objects related to human culture, museums have taken an important role in providing education, especially for tourists who visiting a destination. However, at its conditions who have lack of innovation, has implications for declining number in interest of tourists to come and dig deeper into the collections in museum. This research set an objective to answer how could technology applied in museum. Research has been done through Focus Group Discussion (FGD) and depth observation conducted on January 2020, in Jakarta. Nine informants/participants involved during FGD, including 5 museums (public and private), 2 technology providers, and 1 museum users community. Research indicates that strong cooperation between museums and technology providers has been elaborated, in particular in several museums in Jakarta. Augmented Reality and Virtual Reality are two most applications applied. Meanwhile, museums have established several platforms for security and data collection purposes. Both parties will try to add more platforms through video mapping application, projection mapping, virtual tour, and internet of things (IoT) operations. Process of increasing experience and immersion encounters obstacles, to provide additional experience to visitors, so that all five senses that exist in visitors, can enjoy all museum collection. Technology could embrace interaction and immersion to add more experience value on visitors. Thus, tourism industry would be more attractive with the presences of museums.
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Wu, Shan, Hubin Liu, Qi Xu, and Yulong Liu. "Design and Research of Interactive Animation of Immersive Space Scene Based on Computer Vision Technology." Mathematical Problems in Engineering 2021 (July 8, 2021): 1–10. http://dx.doi.org/10.1155/2021/5554879.

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With the development of computational simulation technology, the need for stable and immersive display effects of space scene animation in the field of life experience and visual art has gradually increased. In this case, the requirements for immersive characteristics of space scene animation have also been strengthened. The existing 3D space scene animation has a limited degree of stereoscopic display model and data visualization. However, the current space scene interactive animation adopts a plane layout as a whole, and the size of the view interface is generally fixed, including the size of virtual elements. However, the immersion in this paper interactive animation of spatial scene can effectively solve the problems of incomplete display of 3D effects and unstable view simulation in 3D effects. This paper takes immersive space scene animation as the research object and studies the 3D and characteristics of space scene animation based on computer parallel computing in different immersive space scenes and different virtual space technologies, as well as the animation effects of different scene transformations and art forms. The result of research shows that, with the continuous increase of the degree of virtuality within a certain range, the immersive effect of spatial scene interactive animation gradually becomes better. When the color of the space scene animation is below 15, the virtual immersive effect changes less. When the space scene is in the range of 15–20, the space scene will make people feel the atmosphere of a beautiful and mysterious illusion.
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Binambuni, Micron Rahmad, Meity ,. Sompie, and Indyah ,. Wahyuni. "PENGARUH KONSENTRASI LARUTAN ASAM ASETAT DAN LAMA PERENDAMAN TERHADAP SIFAT FISIK DAN KIMIA GELATIN KULIT BABI." AGRI-SOSIOEKONOMI 14, no. 1 (May 15, 2018): 347. http://dx.doi.org/10.35791/agrsosek.14.1.2018.19561.

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The objective of the study was to examine the extent to which the effect of different concentrations of acetic acid and the duration of immersion in acetic acid (CH3COOH) solution to the physicochemical gelatin of pigskin. This research has been carried out from September to December of 2017 at Animal Product Technology Laboratory of Faculty of Animal Husbandry of Sam Ratulangi University of Manado and the analysis was done at Food Engineering Laboratory, Faculty of Agricultural Technology Universitas Gadjah Mada Yogyakarta. This study used a 3x3 factorial pattern design with concentration treatment and long immersion in acetic acid (CH3COOH) solution, each treatment was repeated three times (Steel and Torrie, 2001). The results showed that the pigskin gelatin produced from 3% acetic acid solution and immersion time 24 hours had the best physicochemical properties.
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Wang, Yuying. "The Influence of Virtual Reality Technology on the Cultivation of Agricultural Students." Mobile Information Systems 2021 (August 10, 2021): 1–8. http://dx.doi.org/10.1155/2021/7699106.

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Virtual reality learning environment is a virtual learning environment created by the use of virtual reality technology, which expands the physical learning environment and provides learners with richer learning experience and learning resources. It has the characteristics of immersion, interaction, and imagination. From these three characteristics, this paper studies the virtual reality learning environment to promote the deeper learning of agricultural students, immersion teaching provides experience support for agricultural students' deeper learning, interaction provides emotional support for agricultural students' deeper learning, and imagination provides situational support for agricultural students' deeper learning. The virtual reality technology is helpful to the cultivation of higher-order thinking of agricultural talents. It is expected to provide a reference for the future exploration of virtual reality technology to the cultivation of agricultural talents.
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Govindarajan, Usharani Hareesh, Amy J. C. Trappey, and Charles V. Trappey. "Immersive Technology for Human-Centric Cyberphysical Systems in Complex Manufacturing Processes: A Comprehensive Overview of the Global Patent Profile Using Collective Intelligence." Complexity 2018 (2018): 1–17. http://dx.doi.org/10.1155/2018/4283634.

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Immersive technology for human-centric cyberphysical systems includes broad concepts that enable users in the physical world to connect with the cyberworld with a sense of immersion. Complex systems such as virtual reality, augmented reality, brain-computer interfaces, and brain-machine interfaces are emerging as immersive technologies that have the potential for improving manufacturing systems. Industry 4.0 includes all technologies, standards, and frameworks for the fourth industrial revolution to facilitate intelligent manufacturing. Industrial immersive technologies will be used for smart manufacturing innovation in the context of Industry 4.0’s human machine interfaces. This research provides a thorough review of the literature, construction of a domain ontology, presentation of patent metatrend statistical analysis, and data mining analysis using a technology function matrix and highlights technical and functional development trends using latent Dirichlet allocation (LDA) models. A total of 179 references from the IEEE and IET databases and 2,672 patents are systematically analyzed to identify current trends. The paper establishes an essential foundation for the development of advanced human-centric cyberphysical systems in complex manufacturing processes.
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Godulla, Alexander, Rosanna Planer, Cornelia Wolf, Annika Lück, and Fiona Vaaßen. "An Immersive Journey through Flawed Technology: Users’ Perceptions of VR in Journalism." Journalism and Media 2, no. 3 (August 4, 2021): 454–68. http://dx.doi.org/10.3390/journalmedia2030027.

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Virtual reality (VR) has had the reputation of being a revolutionising technology ever since it emerged in the early 1960s, but virtual is not yet a successful reality in journalistic practice. Examining VR’s current situation and the factors preventing it from reaching its predicted potential in digital journalism, this paper analyses the user comments (n = 770) on 15 journalistic VR apps offered by media organizations, with the help of a qualitative-reductive content analysis. Deductive categories of analysis contain the constructs of immersion, emotion, usability, and utility, which are further specified by inductive subcategories in the course of the analysis. Results show that users positively highlight different aspects of emotion and immersion that the VR apps elicit, and criticize journalistic VR apps for their low levels of utility and usability. Implications for journalistic practice and research are subsequently drawn.
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