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1

Wang, Xiaotian. "Chattahoochee Immersion." Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/art_design_theses/57.

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The Chattahoochee River begins in the Appalachian Mountains in northeast Georgia, flows through Atlanta, and then turns south to form the Georgia/Alabama state line. There are many dams along the river to help supply power, and many recreational areas. Most importantly, the Chattahoochee River provides 70% of metropolitan Atlanta’s drinking water. With all of these benefits, we should be protecting the river, but we are not. The water is polluted and gets more polluted the further south you go. In my photographs, I want to bring this to people’s attention. I used photographic negatives “damage
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2

Fraser, Child Nancy. "Learning immersion, the multiple worlds of french immersion students." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ35819.pdf.

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3

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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4

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

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I denna uppsats försöker jag fastställa om immersion har någon effekt på lärande i serious games och i så fall vilken effekt det har. Många spelutvecklare och forskare säger att immersion hjälper lärande i spel. I min genomgång av fakta har jag inte kunnat hitta något som stödjer denna åsikt. Många artiklar hänvisar till ”tidigare forskning” men saknar sedan referenser till denna forskning. Det finns en viss grund för påståendena att immersion hjälper lärande i spel, men immersion är ett begrepp som kommit att användas på fel sätt inom spelindustrin och dess effekter har kraftigt missförståtts
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5

Jia, Hongyi, and Hongyi Jia. "Chinese Immersion Language Education." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625885.

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In the present day Mandarin Chinese has become a commonly taught language in the U.S. Mandarin is widely taught in colleges and universities; K-12 Chinese programs, including immersion programs, have also grown rapidly. However, to date little research has been conducted on the latter programs. This study examines immersion programs in elementary schools. I investigate three aspects: 1) teaching methods in Chinese immersion programs, 2) acquisition of grammatical patterns, and 3) computer assisted methods for character learning. I adopted a qualitative approach; the methods I employ include ob
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6

Holm, Robin. "Spelarkitekturs inverkan på immersion." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8188.

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Arbetets syfte var att ta reda på hur spelare tenderar att reagera på onaturlig, eller ologisk spelarkitektur och hinder och om detta kan bryta en spelares immersion. För att ge en bakgrund till undersökningen tas begrepp så som immersion, level design, tematik och spelartyper upp.Undersökningen har genomförts i samarbete med Paradox South där två stycken nivåer till spelet The Showdown Effect skapades. För båda dessa nivåer skapades en version utan visuell representation och en med visuell representation.För undersökningen användes en kvalitativ metod med observation och enkät. Resultatet vis
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7

Enström, Hasse. "Nostalgi och ökad immersion." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18978.

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I denna rapport beskrivs det vad nostalgi är, och hur det kan påverka en persons uppfattning om olika händelser och upplevelser. Studien som gjorts går ut på att undersöka om en nostalgisk upplevelse, främst inom ljud, kan skapa en större känsla av immersion i ett spel.Två olika versioner av en artefakt skapades för att kunna genomföra undersökningen. Den ena artefakten hade ljud som ska återskapa känslan av ett ”retrospel”, medan den andra artefakten innehöll ljud som ska låta nutida.En undersökning med tolv personer i ålder mellan 20 och 30 genomfördes i form av enskilda speltester och inter
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8

Perroud, Benoit. "Immersion visuelle réaliste : proposition d'un modèle d'évaluation." Thesis, Paris, ENSAM, 2018. http://www.theses.fr/2018ENAM0060/document.

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La thèse « Immersion visuelle hyper-réaliste et multi-sensorielle 3D » a été réalisée dans le cadre d’un contrat CIFRE établi entre les Arts et Métiers d’une part et Renault SAS d’autre part. Elle propose un modèle de score permettant d’évaluer objectivement de la capacité d’un système d’affichage immersif à reproduire le bon niveau de stimulation sensorielle pour un utilisateur, par rapport à ce qu’il recevrait dans la réalité et à la modélisation du système visuel humain.Dans un premier temps nous nous sommes intéressé à poser les bases du modèle : celui-ci est composé de douze critères, rép
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9

Andersson, Tom, and Hampus Strömsholm. "Immersion, Make and Break the Game - a Study on the Impact of Immersion." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20496.

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Att en spelare lever sig in i ett spel kan ses som en av de viktigaste delarna av ett bra spel och spelare vill ständigt ha spel där dom känner mer och mer inlevelse. Tidigare forskning visar på att inlevelse i digitala spel inte är ett enkelt område och för att kunna forska på det så krävs det att man delar upp det i mindre, mer hanterbara, delområden som kan undersökas både som enskilda områden och i relation till andra. Denna uppsats bryter ut tre delområden som alla bidrar till inlevelse i spel för att utforska, testa och utvärdera. De valda delområdena används för att skapa en artefakt i
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10

Bernulf, Carl-William, and Valdemar Helander. "Immersiva ljudlösningar : Vilken betydelse har placeringen av lyssnaren i relation till immersion i tredjepersonsspel?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20506.

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Undersökningen i det här arbetet har som syfte att besvara vilken betydelse placeringen av ett lyssnarobjekt i en spelmotor har för upplevelsen av ljud i ett dataspel i ett tredjepersonsperspektiv samt dess relevans för upplevelsen av vad som generellt kallas immersion. Definitionen av immersion har tagits från författaren Paul Cairns och omfattar en benämnd upplevelse av bland annat individens förlorade uppfattning av tid och deras omgivning. Det vill säga ett omfattade fokus på en given aktivitet. Med hjälp av en spelprototyp framtagen i spelmotorn Unity samt en ljudbild utformad och program
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11

Little, Merry Joan McLean. "Intrapartum water immersion, the relationship between timing of immersion and the incidence of dystocia." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0013/MQ34072.pdf.

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12

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

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This document is a discussion of Immersion in Human-Computer Interaction which has been developed from observing and recording the experiences of participant’s in studies exploring the use of, and engagement with, technology. Within this Thesis, I present a model of User-Experience derived from my research which is termed the Immersion Model of User-Experience. I then explore how this model can be used to identify and foster the optimal form of User-Experience known as Flow. In addition, this Thesis includes an exploration of the prominent literature in Immersion and Flow, as well presenting a
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13

Wilson, Krista. "Human urbanism immersion into place /." This title; PDF viewer required. Home page for entire collection, 2010. http://archives.udmercy.edu:8080/dspace/handle/10429/9.

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14

Löwgren, Martin. "Immersion in Location-Based Games." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5119.

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This thesis focuses on how location-based games can be used to experience places of cultural heritage in new ways. A prototype game was created in which players follow a day in the life of a sergeant while walking to different locations at Karlsborg fortress and unravel a plot about the plan to steal Sweden’s gold reserve. To analyze how well a location-based game worked in this setting gameflow theory was used to measure the player experience, focusing on how concentration and immersion was handled. Since players will switch their focus a lot between the game and their surroundings it is impo
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15

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

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Modeling and simulation have always been essential steps in innovation, the processesof developing new products. This is especially the case for cyber-physical systems, whichare complex systems of networked physical and computational components. Modelingplays a key role in model-based design. Immersion techniques speed up the modelingprocess by presenting the design more intuitively. This thesis investigates the possibilityof improving support of immersion in Acumen, a free and open source software platformfor modeling and simulation of cyber-physical systems. To be consistent with theopen and
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16

Granström, David. "Immersion : Spatialisering av elektronisk musik." Thesis, Kungl. Musikhögskolan, Institutionen för komposition, dirigering och musikteori, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-1693.

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17

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

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18

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

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Thesis (M.S.) -- University of Maryland, College Park, 2008.<br>Thesis research directed by: Dept. of Mechanical Engineering. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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19

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 cullin
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20

Chen, Shou-Mian. "Plasma immersion ion implantation of silicon." Thesis, University of Surrey, 1997. http://epubs.surrey.ac.uk/842893/.

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Plasma Immersion Ion Implantation has several unique advantages over conventional implantation, such as low cost, large area capability, non-line-of-sight features and high dose rate implantation. However, it is still far from use in routine production because of problems such as the ability to control the ion depth profile in targets, the ion dose and contamination. In this thesis, a PIII system has been systematically calibrated, and a computer simulation code for PIII has been developed in order to understand more clearly the physics of the PIII process and to optimise the experimental cond
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21

Wasch, Christina Eleanor. "Immersion in water, steam, and light." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/70682.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1994.<br>Includes bibliographical references (p. 83-85).<br>The built environment impacts and impresses itself upon the body and spirit. Our senses reveal and interpret these experiences. I am interested in the experiencing of architecture at a point where the material and permanent collide and cooperate with the immaterial and impermanent. Through the design and transformation of a Russian bath in an urban American context this thesis investigates how the elements of building react to and shape the natural elemen
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22

Kent, J. "Sound received : immersion, listening and anthropology." Thesis, Liverpool John Moores University, 2016. http://researchonline.ljmu.ac.uk/4049/.

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Immerse yourself in a world of sound and approximations. This practice-­led research is concerned with critically examining the roots and contemporary significance of immersion within sonic art and everyday life. This body of work has resulted from research into key issues repositioning the term immersion outside the normal parameters of art investigating the intertwining relationship between immersion, listening and anthrophony. The research has been informed by the working methods of selected contemporary artists using field recordings within various interior environments. Rigorous listening
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23

Curry, Kevin Michael. "Supporting Collaborative Awareness in Tele-immersion." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/34088.

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The goal of this thesis is to present the virtual environments research community with a thorough investigation of collaborative awareness in Tele- immersion and related immersive virtual environments. Tele-immersion was originally defined in 1996 by Tom Defanti of the Electronic Visualization Laboratory (EVL), is "the union of networked VR and video in the context of significant computing and data mining" [Leigh, et. al., 1997]. Since then, research on Tele-immersion has outgrown most of its system and performance-related issues and now focuses supporting collaborative interaction and usabili
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24

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 technol
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El, Ghazouani Anas. "Spatial Immersion Dimensions in 360º Videos." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32972.

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360º videos have emerged as a technology that providesnew possibilities for filmmakers and users alike. Thisresearch study will look at 360º videos and the level ofspatial immersion that users can achieve while viewingthem in different contexts. A number of studies havelooked at immersion in virtual environment. However, thesame does not apply to 360º videos. The paper willintroduce related work in the areas of 360º as well asimmersion and spatial immersion in virtual realityenvironments in order to provide a background for theresearch question. The process of answering this researchquestion i
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Williams, Bryon. "Immersion and wildness : Thoreau's mythological mind /." May be available electronically:, 2009. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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

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With the success of technology, computers and digital games have become a new, more advanced, medium for storytelling. What sets digital games apart from more traditional forms is that the player must engage and interact with a game world and the characters on a whole new level. Immersion is a term that is described as the experience of feeling deeply engaged within another reality. So how does a player become immersed in the game? In order to enable the necessary interactions between the player and the game, a user interface is required. User interface elements can be designed in a variety of
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28

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

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Arbetet undersöker hur tidsbegränsning på dialogval i spel påverkar spels förmåga att skapa immersion. Immersionsbegreppet gås igenom och flertalet saker pekar på att tidsbegränsningen kan ha en effekt på spelarens immersionsnivå. Brown och Cairns (2004) beskriver exempelvis både uppmärksamhet och tid som centrala för immersion och en tidsbegränsning kan mycket väl tänkas påverka båda dessa faktorer. Douglas och Hargardon (2001) skriver också hur en tung bok generellt ger lägre immersion då läsaren måste stanna upp och tänka. En tidsbegränsning kan hindra spelaren från att stanna upp och tänka
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Trout, Cheryl Lynn. "Assessing contextual factors for immersion programs." CSUSB ScholarWorks, 1993. https://scholarworks.lib.csusb.edu/etd-project/628.

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Semb, Oscar. "Pros and Cons in Immersion : - A Study of a Swedish and Italian Exchange Project Focused on Immersion." Thesis, Högskolan i Halmstad, Sektionen för lärarutbildning (LUT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-21679.

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Abstract This study examines the Comenius exchange project between Da Vinci, Kattegattgymnasiet in Sweden and Liceo Scientifico F. Vercelli in Asti, Italy from both a qualitative and a quantitative angle. This exchange project was working with immersion. The purpose of this essay is to investigate to what extent second language learning is achieved in an immersion project. The essay aims to answer the following thesis questions:   What are the learning outcomes of this exchange project, focused on immersion? What are the advantages, and disadvantages of an exchange project, focused on immersio
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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
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Limire, Bruno. "Cold water immersion after exercise-induced hyperthermia." Thesis, University of Ottawa (Canada), 2008. http://hdl.handle.net/10393/27703.

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Cold water immersion (CWI) is the most effective known cooling treatment against exercise-induced hyperthermia. However, sex differences related to body composition (i.e. body fat, muscle mass, surface area, etc.) may affect core cooling rates in hyperthermic males and females. Purpose. To determine sex related differences in core cooling rates during CWI after exercise-induced hyperthermia. Methods. Ten male (M) and nine female (F) participants matched for body surface area to mass ratio took part in this study. Participants exercised at 65% V&dot;O2max at an ambient temperature of 40&deg;C u
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Chinta, Ruthvik. "Measurement of Game Immersion through Subjective Approach." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14825.

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Context. People in recent times are getting engaged more often in playing video games. Few play for enjoyment, few play for stress relaxation and so on. Generally, the degree of involvement of a player with the game is described as game immersion. People when immersed into playing a game doesn't realize that they are getting dissociated with the outside world and are losing track of time. Objectives. In this research, the main objective is to explore the relationship between the game immersion and game experience using the five factors of game immersion. In addition, the study also involves ex
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Bridges, Susan Margaret, and n/a. "English Language Immersion: Theorising from Stakeholders' Accounts." Griffith University. School of Cognition, Language and Special Education, 2005. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20060322.144245.

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This research is a case study of stakeholders' perceptions of learning and provision during a specific English language program. The pedagogical context of the program was clearly defined. English teachers from Hong Kong who had either Cantonese or Mandarin as their first language (L1) came to Australia for intensive language proficiency training and assessment. The Hong Kong government determined the program's syllabus, including assessment instruments and criteria in the Syllabus Specifications for the Language Proficiency Assessment for Teachers (English Language) (LPATE) (Government of the
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Froc, Myra. "Holistic scoring, french immersion teachers experiencing change." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0003/MQ30472.pdf.

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Robichaud, Jacinthe. "Changing landscapes of literacy in French immersion." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ38406.pdf.

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Hudson, Diana Stark. "Immersion- and recreationalboating related injuries in Alaska /." Stockholm, 2005. http://diss.kib.ki.se/2005/91-7140-454-6/.

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Ballinger, Susan. "Oral language use in dual immersion classrooms." Thesis, McGill University, 2003. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=19390.

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This cross-sectional inquiry examines first-, third-, and eighth-grade dual immersion students' use of Spanish and English when interacting with their teachers and peers in a U.S. school. Findings are based on classroom interactions, student and teacher interviews, and student questionnaires intended to determine when students diverged from using the language of instruction and whether their age or language background affected their language use. In addition, teachers' impact on student language use is examined, and other factors affecting language use—such as the length of a students' stay in
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Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation an
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40

Dahl, Leif Alan. "NPSNET : aural cues for virtual world immersion." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23731.

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41

Chao, David Ph D. Massachusetts Institute of Technology. "Development of an immersion maskless lithography system." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/34371.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.<br>Includes bibliographical references (p. 85-87).<br>As lithography quickly approaches its limits with current technologies, a host of new ideas is being proposed in hopes of pushing lithography to new levels of performance. The work presented in this thesis explores the use of an immersion scheme to improve the performance of a maskless lithographic technique known as Zone-Plate-Array Lithography (ZPAL). This is believed to be the first implementation of an immersion scheme in a
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42

Clague, Marie Pauline. "The developing Manx of immersion educated children." Thesis, University of Liverpool, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709835.

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Stenmark, Joakim. "Interaktiv musik och dess effekt på immersion." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14070.

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Denna studie har ämnat att undersöka skillnaden i den upplevda immersionen mellan interaktiv musik och linjär musik inom spel. Bakgrundskapitlet redogör för litteratur och forskning angående musikens funktion i spel, linjär och interaktiv musik, immersion, och hur immersion kan mätas. En artefakt skapades i form av ett spel i två utföranden, ett som hade interaktiv musik och en som hade linjär musik inför en kvalitativ undersökning. Analysen antydde att med obetydlig skillnad så var den interaktiva musiken mer immersiv trots brister i den interaktiva musikens design. Den interaktiva musiken ha
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44

Reed, Julian. "Promoting collaborative dialogue in the immersion classroom." Thesis, Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25262762.

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45

Ferreira, Adrienne. "City of Rapture - Affective Immersion in Florence." Thesis, The University of Sydney, 2020. https://hdl.handle.net/2123/21935.

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Stendhal syndrome is the psychosomatic reaction of tremendous disorientation some tourists experience when they encounter objects of great beauty. The term was first applied to visitors of Florence, where for centuries the city’s high concentration of art has regularly overwhelmed people, causing dizzy spells, palpitations, hallucinations and temporary loss of identity. Despite ongoing reports of Stendhal syndrome, systematic clinical studies have never been conducted and the phenomenon is not well understood. This collection of short stories, set in contemporary Florence, investigates the lin
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Shearing, David Richard. "Audience immersion and the experience of scenography." Thesis, University of Leeds, 2015. http://etheses.whiterose.ac.uk/9467/.

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This study sits at the intersection of two fields of academic enquiry into performance practice: audience reception of scenography and the rise of ‘immersive’ theatre. Using my own scenographic practice as a tool, I illuminate the understanding of audience experience of scenography in environmental performance and question how scenography might act as an agent for audience immersion. I examine the nature of sensory and imaginative engagement in the context of performance installations in black-box studio spaces where audiences are central to the composition. This practice-based study is compos
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47

Bridges, Susan Margaret. "English Language Immersion: Theorising from Stakeholders' Accounts." Thesis, Griffith University, 2005. http://hdl.handle.net/10072/365381.

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This research is a case study of stakeholders' perceptions of learning and provision during a specific English language program. The pedagogical context of the program was clearly defined. English teachers from Hong Kong who had either Cantonese or Mandarin as their first language (L1) came to Australia for intensive language proficiency training and assessment. The Hong Kong government determined the program's syllabus, including assessment instruments and criteria in the Syllabus Specifications for the Language Proficiency Assessment for Teachers (English Language) (LPATE) (Government of the
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48

Kanamgotov, Aslan. "A framework for immersion in virtual reality." Thesis, University of Bedfordshire, 2015. http://hdl.handle.net/10547/622482.

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The purpose of this research is the creation of the framework for immersive Virtual Worlds (VW) development and evaluation of factors affecting user’s immersion experience in 3D virtual worlds. Three experiments have been conducted to evaluate different aspects of the immersion experience in virtual reality. The first experiment aimed to explore the influence of communication on users whilst performing certain activities in a virtual world. The second experiment evaluated how the real-world environment affects users in a virtual world. The third experiment examined the aspect of mobility as a
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49

Winklmann, Sven. "Krümmungsabschätzungen für stabile Extremalen parametrischer Funktionale." [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=97079228X.

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50

Jennett, Charlene Ianthe. "Is game immersion just another form of selective attention? : an empirical investigation of real world dissociation in computer game immersion." Thesis, University College London (University of London), 2010. http://discovery.ucl.ac.uk/20225/.

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When your daughter is playing video-games and you call her to dinner but she fails to respond, do you assume she heard you and ignored you? Everyday descriptions of game immersion suggest that the real world dissociation experienced by gamers could be an extreme form of selective attention. If this were the case, this would mean that your daughter really did not hear you call, due to the complexity of the game environment and a lack of available cognitive resources. This thesis describes a grounded theory that suggests that immersion is a result of self-motivated attention which is enhanced th
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