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Umar, Najirah, Yuyun Yuyun, and Hamdan Gani. "Generating game immersion features for immersive game selection." ILKOM Jurnal Ilmiah 14, no. 3 (2022): 264–74. http://dx.doi.org/10.33096/ilkom.v14i3.1224.264-274.

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The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game which success within game industry surely has included immersion as a component. Although digital games have been introduced for many years, yet what is immersion game been known very little. Regarding the intensive study about user immersion, there is still a lack of knowledge about game immersion. First, the game designers, game developers, and gamers are facing problems how to understand whether their game is immersi
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Kunderevych, Olena, Kateryna Kyrylenko, and Olesia Beniuk. "Imersiveness as the Twenty-First-Century Art Strategy (Analysis of Theatre Experience and Its Philosophical Bases)." Bulletin of KNUKiM. Series in Arts, no. 45 (December 17, 2021): 174–82. https://doi.org/10.31866/2410-1176.45.2021.247390.

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The purpose of the article is to reveal the polysemantic concept of immersiveness; to analyse the existing immersive experience of contemporary theatrical art providing the art strategies; to define and work out the theoretical and methodological basics for immersiveness as a new concept in contemporary aesthetics, philosophy of art and philosophy of culture. The research methodology was formed by empirical methods (observation, comparison, monitoring) and theoretical research (interdisciplinary analysis, concretisation, abductive inference). Conclusions. Based on a combination of empirical an
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Sarısakaloğlu, Aynur. "Virtuelle Realität im Journalismus. Potenziale und Herausforderungen der partizipativ-immersiven Dimension der Berichterstattung." Communicatio Socialis 56, no. 4 (2023): 460–70. http://dx.doi.org/10.5771/0010-3497-2023-4-460.

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Die Einführung von virtueller Realität (VR) im Journalismus eröffnet eine partizipativ-immersive Dimension der Berichterstattung. Als eine interaktive Schnittstelle zwischen Mensch und Maschine ermöglichen VR-Technologien durch die Simulation menschlicher Sinneswahrnehmungen das Eintauchen der Rezipient:innen in synthetisch dargestellte journalistische Ereignisse. Der Beitrag bietet hierzu eine Einführung in den immersiven Journalismus, gefolgt von einer Analyse der Potenziale und Herausforderungen für die Nachrichtenproduktion und -rezeption. Es werden exemplarisch Denkanstöße zur Reflexion m
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TAHRANI, SOUHA, and GUILLAUME MOREAU. "Integration of Immersive Walking to Analyse Urban Daylighting Ambiences." Journal of Urban Design 13, no. 1 (2008): 99–123. http://dx.doi.org/10.1080/13574800701803506.

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Scuri, Sabrina, Nuno Nunes, and Valentina Nisi. "A Questionnaire for Assessing Immersive Websites." Strategic Design Research Journal 15, no. 2 (2023): 150–66. http://dx.doi.org/10.4013/sdrj.2022.152.06.

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Web-immersion – i.e., a deep sense of cognitive and perceptual absorption engendered by the content and interactive features of a website - plays an important role in our modern, digital world. Yet, this topic has received little attention from design and HCI scholars. The lack of tools to assess and measure immersion in the Web may severely limit our ability to understand the nature of such experience, thereby constraining future research in the area. To address this issue, we designed a questionnaire for assessing immersive websites and conducted a preliminary evaluation on it. In this artic
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Khrushch, Svitlana, Valerii Kushnarov, Andrii Liutyi, and Ivan Onishchenko. "Immersive Technologies for Digital Libraries." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 2 (2023): 341–52. http://dx.doi.org/10.31866/2617-796x.6.2.2023.293605.

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The purpose of the study is to analyse modern immersive technologies and the possibility of their application in the development of digital libraries in the context of the introduction of virtual, augmented and mixed reality technologies, as well as the use of artificial intelligence technologies. Research methods. To achieve the research goal, the methods of analysis and synthesis, generalisation of theoretical data, and a systematic approach were used. This made it possible to analyse the peculiarities of the use of immersive technologies in digital libraries and to determine the benefits of
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Khrushch, Svitlana, Valerii Kushnarov, Andrii Liutyi, and Ivan Onishchenko. "Immersive Technologies for Digital Libraries." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 2 (2023): 341–52. https://doi.org/10.31866/2617-796X.6.2.2023.293605.

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<strong>The purpose of the study&nbsp;</strong>is to analyse modern immersive technologies and the possibility of their application in the development of digital libraries in the context of the introduction of virtual, augmented and mixed reality technologies, as well as the use of artificial intelligence technologies. <strong>Research methods.&nbsp;</strong>To achieve the research goal, the methods of analysis and synthesis, generalisation of theoretical data, and a systematic approach were used. This made it possible to analyse the peculiarities of the use of immersive technologies in digita
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Lu, Andong. "The telling of a spatial allegory: the Danteum as narrative labyrinth." Architectural Research Quarterly 14, no. 3 (2010): 237–46. http://dx.doi.org/10.1017/s1359135510000990.

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Among the legacy of Modernist architecture, the Danteum project is an extraordinary attempt to inscribe a literary expedition into architectural organism. Beyond its absolute form, the project makes use of the plastic effects of architectonics to create immersive ‘atmospheres’ that elicit states of mind and transform the continuous movement through the scheme into a dramatised journey. The coexistence of immersion and progression provides competing challenges to visitors' narrative sensemaking. This paper will analyse the Danteum as a hybrid system of episodic and situational narrations that t
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Nosenko, Oleksiy. "Immersive technologies in the formation of musical audio space." Collection of scientific works “Notes on Art Criticism” 24, no. 1 (2024): 23–32. http://dx.doi.org/10.63009/noac/1.2024.23.

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Immersive audio technology is increasingly used in music, with devices like cell phones and televisions replicating formats. The increasing adoption of immersive audio technologies by both consumers and professionals in the music industry has made this topic more relevant. The purpose of the research is to analyse immersive technologies that contribute to the creation of the musical audio environment. The research employed methods: literature and historical review, technical analysis, practical cases, statistical method, and the author’s personal empirical experience. The article examines the
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Han, J., and S. Lee. "RESIDENT'S SATISFACTION IN STREET LANDSCAPE USING THE IMMERSIVE VIRTUAL ENVIRONMENT-BASED EYE-TRACKING TECHNIQUE AND DEEP LEARNING MODEL." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-4/W4-2022 (October 14, 2022): 45–52. http://dx.doi.org/10.5194/isprs-archives-xlviii-4-w4-2022-45-2022.

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Abstract. Virtual reality technology provides a significant clue to understanding the human visual perception process by enabling the interaction between humans and computers. In addition, deep learning techniques in the visual field provide analysis methods for image classification, processing, and segmentation. This study reviewed the applicability of gaze movement and deep learning-based satisfaction evaluation on the landscape using an immersive virtual reality-based eye-tracking device. To this end, the following research procedures were established and analysed. First, the gaze movement
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Schwarz, Marie Isabel, and Anna Mauersberger. "Verkörperte Bildung durch die virtuelle Realität THE SHAPE OF US." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 51 (January 27, 2023): 430–59. http://dx.doi.org/10.21240/mpaed/51/2023.01.27.x.

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Ausgehend von den Verkörperungstheorien, einer aktuellen Theorieströmung, die die konstitutive Rolle des Körpers für sämtliche mentale Prozesse hervorhebt, wird im Beitrag zunächst die Theorie einer ‹Verkörperten Bildung› konturiert. Diese schliesst an grundlegende Konzepte aus Medienbildung, pädagogischer Phänomenologie und ästhetischer Bildungstheorie an, versteht sich aber als disziplinübergreifender Bildungsbegriff. Hierauf aufbauend wird Bildung durch immersive virtuelle Realität als eine Bildungspraktik im Paradigma der Verkörperung erst theoretisch beleuchtet und anschliessend an einem
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Bilovus, Lesia, and Olena Vasylkiv. "Use of Immersive Multifunctional Hub in the Educational Process for the Study of Humanities." Ukrainian Journal on Library and Information Science, no. 14 (December 23, 2024): 152–60. https://doi.org/10.31866/2616-7654.14.2024.318333.

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The aim of the article is to analyse the impact of immersive technologies (virtual reality (VR), augmented reality (AR), mixed reality (MR)) on the educational process, particularly, in the study of humanities. This research also studies benefits of using these technologies in developing practical skills, increasing students’ engagement and deeper understanding the educational material. The article also analyses applying the immersive multifunctional hub at Western Ukrainian National University, which provides new opportunities for interdisciplinary cooperation and adaptation of the educationa
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Scorpio, Michelangelo, Roberta Laffi, Ainoor Teimoorzadeh, and Sergio Sibilio. "Immersive virtual reality as a tool for lighting design: applications and opportunities." Journal of Physics: Conference Series 2042, no. 1 (2021): 012125. http://dx.doi.org/10.1088/1742-6596/2042/1/012125.

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Abstract Immersive virtual reality offers a wide range of applications. Immersive virtual reality in particular can play an important role in lighting design, thanks to its ability to allow a quick assessment between different design choices based on spaces, colours and light. However, immersive virtual reality has to guarantee a correct reproduction of light behaviour from photometric and visual points of view, in order to be effectively used for lighting analysis. This paper presents a literature review aimed to analyse the activities of the research groups operating in this field that have
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Roussigné, Mathilde. "Tours et détours du Grand Paris. La ronde, une commande littéraire entre immersion et distanciation." RELIEF - REVUE ÉLECTRONIQUE DE LITTÉRATURE FRANÇAISE 16, no. 2 (2022): 126–37. http://dx.doi.org/10.51777/relief13502.

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La ronde (« The Round »), an immersive audio-walk commissioned by the Société du Grand Paris in 2016, allows us to analyse the contradiction between adherence and distancing, in relation to the ambiguity of the writer’s position facing citizen consultation and territorial development. The immersive modality of the audio-walk is constantly undermined by ironic and critical distancing effects. Paradoxically, it is also a privileged way of subtly contesting urban planning projects. This paper examines the ambiguities of this work, that plays and does not play the consultation game.
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Fitó Carreras, Maria, Alfonso Méndiz Noguero, and Montserrat Vidal-Mestre. "The podcast as a sound experimentation tool for brands: The immersive narrative in Endesa's Sonidos que nos transforman." Cuadernos.info, no. 56 (October 2, 2023): 293–312. http://dx.doi.org/10.7764/cdi.56.62819.

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The podcast has become an emerging audio format for advertising usage through the branded content technique, which uses content to transmit brand values ​​without intrusive messages. The technique applied to the sound medium represents added value for brands because of the sound’s sensory power. In this unisensory context, sound immersion narratives can further enhance the listening experience by making the listener an integral part of the storytelling. Through the study of Sonidos que nos transforman (Sounds that transform us), the first and only immersive branded podcast produced in Spain to
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Klein, Karsten, Michael Aichem, Ying Zhang, Stefan Erk, Björn Sommer, and Falk Schreiber. "TEAMwISE: synchronised immersive environments for exploration and analysis of animal behaviour." Journal of Visualization 24, no. 4 (2021): 845–59. http://dx.doi.org/10.1007/s12650-021-00746-2.

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Abstract The recent availability of affordable and lightweight tracking sensors allows researchers to collect large and complex movement data sets. To explore and analyse these data, applications are required that are capable of handling the data while providing an environment that enables the analyst(s) to focus on the task of investigating the movement in the context of the geographic environment it occurred in. We present an extensible, open-source framework for collaborative analysis of geospatial–temporal movement data with a use case in collective behaviour analysis. The framework TEAMwI
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Maftei, Laura, and Chris Harty. "Designing in Caves: Using Immersive Visualisations in Design Practice." International Journal of Architectural Research: ArchNet-IJAR 9, no. 3 (2015): 53. http://dx.doi.org/10.26687/archnet-ijar.v9i3.693.

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This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schön’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within the CAVE, activities accounting for, or exploring alternatives within the design for t
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Ye, ShuHua, Pintusorn Onpium, and Fangli Ying. "Prevention and management of forest fires in an immersive environment." Ukrainian Journal of Forest and Wood Science 15, no. 2 (2024): 59–78. http://dx.doi.org/10.31548/forest/2.2024.59.

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The global trend of innovative development of society positions virtual reality (VR) technologies as an integral tool in the management process. The study aims to analyse the potential of using immersive technologies in the system of forest fire prevention and management. The research was conducted using special scientific methods – experimentation and statistical methods descriptive and inferential statistics. The study determined that immersive technologies are now rapidly developing from the position of innovation to a practical range of tools. The study established that their implementatio
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Bianconi, F., M. Filippucci, F. Cornacchini, and M. Seccaroni. "IMMERSIVE VISUAL EXPERIENCE FOR WAYFINDING ANALYSIS." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-2/W1-2022 (February 25, 2022): 89–96. http://dx.doi.org/10.5194/isprs-archives-xlvi-2-w1-2022-89-2022.

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Abstract. The research presents a new digital approach to wayfinding analysis in immersive reality, integrated with biosensors for the interpretation of data surveyed. The three-dimensional model of the actual state of the Hall of Perugia Railway Station was realized, considering and detecting the present signage, and it was developed a specific algorithm for a multi-platform graphics engine, able to register an interaction mediated by HMD devices. Wayfinding experiences in immersive reality are developed guaranteeing to the user to move freely to complete the missions assigned. The algorithm
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Meher, Venkateswar, and Ms Sasmita Meher. "Immersive Learning Environments in Education: Application, Effect and Challenges." Asian Journal of Education and Social Studies 50, no. 4 (2024): 150–61. http://dx.doi.org/10.9734/ajess/2024/v50i41314.

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The objectives of the present study are to search and critically analyse the immersive learning environments; and deriving the applications and effects of immersive learning environment in education with suitable examples by supporting empirical evidences. Based on the objectives and limitations of the present study, important research questions for critical analysis are formulated. The “Substitution Augmentation Modification Redefinition Model” (SAMR) of Dr Ruben Puentedura was used as the theoretical framework. The study is review-based and analytical in nature, where related literatures reg
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Alifuoco, Annalaura. "�Alive� Performance: Toward an Immersive Activist Philosophy." Performance Philosophy 3, no. 1 (2017): 126. http://dx.doi.org/10.21476/pp.2017.3187.

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This paper proposes to analyse the �virtual,� unsighted potentials of the artistic and critical practice of performance through abstraction, deconstruction and remediation of its �body.� It argues that the ontological distinction between material and immaterial representation can be dislodged by the proposition of? an ontogenesis of emergence of the dynamic dimension of affect. Such self-organising, recursive system of forces and energies elicits change and transformation expanding the sensual and aesthetic practice of performance as alive art.These arguments connect concepts from aesthetic an
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Barrère, Florent. "Le cinéma 3D : entre immersion et théâtralité." Figures de l'Art. Revue d'études esthétiques 26, no. 1 (2014): 307–19. http://dx.doi.org/10.3406/fdart.2014.1645.

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Où l’on analyse l’ancienne fracture entre essence et reflet, icone et indice, réalité et image à l’aune de la simulation stéréoscopique du cinéma 3D des années 2000, dans laquelle on distingue une veine immersive (Avatar de James Cameron) et une veine théâtrale (Alice in Wonderland de Tim Burton), dont les frontières sont plus poreuses qu’il n’y paraît.
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Cassidy, Brendan, Gavin Sim, David Wayne Robinson, and Devlin Gandy. "A Virtual Reality Platform for Analyzing Remote Archaeological Sites." Interacting with Computers 31, no. 2 (2019): 167–76. http://dx.doi.org/10.1093/iwc/iwz011.

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Abstract This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the
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Adnan, Nur Faqihah, and Syarmila Hany Haron. "Immersive installation of proverbs for the hearing impaired." ARTEKS : Jurnal Teknik Arsitektur 10, no. 1 (2025): 113–24. https://doi.org/10.30822/arteks.v10i1.3578.

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Proverbs is a folklore known as oral tradition and has been handed down orally from generation to generation. Proverbs are vital in Malay culture, regulating people's lives and containing history, advice, life lessons and education. Due to the passage of proverbs orally in past years, the main issue in this paper is to make people with hearing impairment feel included and better understand the meaning behind Malay Proverbs. This paper emphasises the potential of immersive installation to bridge the gap, ensuring accessibility for all users and fostering greater community engagement while appre
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Haas, Silke, and Julia Besch. "Exploring diversity in PE teacher training: Immersive learning challenges & potentials." Current Issues in Sport Science (CISS) 9, no. 4 (2024): 025. http://dx.doi.org/10.36950/2024.4ciss025.

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The aim of teacher training in PE is to teach subject-specific content and to promote a reflective attitude. This is particularly important in preparation for inclusive physical education (Meier et al., 2017). Additional, research shows that videography is an effective tool for prospective and practicing teachers (e.g. Walshe &amp; Driver, 2019). Immersive teaching methods such as VR-based learning scenarios could further strengthen such methods (Huang et al., 2023). Based on this, questions arise about the learning-effective design features of immersive methods regarding complex learning obje
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Vorger, Camille. "S’immerger dans la langue grâce à une exposition immersive." Babylonia Journal of Language Education 3 (December 23, 2022): 46–50. http://dx.doi.org/10.55393/babylonia.v3i.213.

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Notre article rend compte d’une expérience menée en décembre 2021 avec des étudiant.e.s du cursus préparatoire à l’école de Français Langue étrangère (EFLE) de l’Université de Lausanne, ayant abouti à la visite de l’exposition « Van Gogh alive ». Les objectifs visaient l’appropriation langagière grâce à un projet mené dans le domaine artistique ainsi que la socialisation et l’acculturation autour de ce projet. La démarche comporte une phase d’imprégnation en amont avec la réalisation de jeux de rôles en classe ayant permis de mobiliser les ressources langagières utiles préalablement à la visit
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Lalo-Sayo, Edgard-Casimir. "Conception et diffusion d’une expérience de formation immersive, une note de lecture de l’ouvrage de Benjamin Fuzet et Clément Cahagne." Médiations et médiatisations, no. 15 (June 28, 2023): 230–34. http://dx.doi.org/10.52358/mm.vi15.336.

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Loin des débats autour des bienfaits ou de l’importance de la réalité virtuelle (RV), cet ouvrage nous plonge dans les secrets de la conception d’une formation immersive. En effet, selon les auteurs Benjamin Fuzet et Clément Cahagne, spécialistes en ingénierie pédagogique, ce livre nous guide à travers ses textes afin de nous donner les clés pour concevoir une expérience de formation immersive. Dans un style d’écriture accessible à tous, favorisant une vulgarisation scientifique soutenue par plusieurs illustrations et photographies, les auteurs décortiquent les différentes étapes de conception
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Rousseaux, Francis, and Indira Thouvenin. "Exploring informed virtual sites through Michel Foucault's heterotopias." International Journal of Humanities and Arts Computing 3, no. 1-2 (2009): 175–91. http://dx.doi.org/10.3366/ijhac.2009.0015.

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This papers starts with some mysterious contribution by Michel Foucault (1967) about heterotopias as special epistemological sites. With a recent case-study – an immersive virtual reality art project dealing with some ancient abbey reconstruction and managed by a French engineering school – we analyse the successive attempts to satisfy the system users by extending Foucault's heterotopology, which appears to be useful and creative for the Virtual Reality research communities.
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Batareina, Iryna, Olena Samborska, Natalia Lysenko, Alla Berestova, and Sergiy Bratushka. "Advancing virtual learning spaces in Ukraine's educational institutions." Multidisciplinary Reviews 8 (December 18, 2024): 2024spe071. https://doi.org/10.31893/multirev.2024spe071.

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In the era of innovative societal development, virtual reality technologies are becoming an integral tool in the educational process. This article aims to analyse the potential of immersive technologies in implementing virtual learning environments in educational institutions in Ukraine. It has been found that immersive technologies are rapidly evolving from being an innovation to a practical and widely used range of tools. The study established that their implementation into the educational policy paradigm is seen as a promising necessity and a factor in intensifying the quality of education.
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Keppler, Sebastian, Nina Döllinger, Carolin Wienrich, Marc Erich Latoschik, and Johann Habakuk Israel. "Self-touch: an immersive interaction-technique to enhance body awareness." i-com 21, no. 3 (2022): 329–37. http://dx.doi.org/10.1515/icom-2022-0028.

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Abstract Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body pe
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Santos, Úlima Souza dos, and Claudete Barbosa Ruschival. "Relations between multisensory languages in the design of spatiality." Projetica 13, no. 2 (2022): 254–76. http://dx.doi.org/10.5433/2236-2207.2022v13n2p254.

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The current speed of information may bring anxiety and stress symptoms to people’s lives. A space with multisensory elements where individuals feel immersed in welcome feelings may reduce these symptoms. Our objective is to list multisensory aspects for Surface Design to structure spatiality with immersive and relaxing attributes. We made a literature review to analyse the sensory elements that authors consider important and identified relevant multisensory aspects. We expect to contribute to projects that aim to promote well-being.
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Polechoński, Jacek, and Rajmund Tomik. "CAN IMMERSIVE VIRTUAL REALITY TRAVEL EXPERIENCE REPLACE REAL TRAVEL?" Folia Turistica 52 (September 30, 2019): 9–28. http://dx.doi.org/10.5604/01.3001.0013.2639.

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Purpose. The study attempts to define virtual reality in tourism as well as to characterise and present chosen applications created for the purposes of virtual sightseeing. Based on the survey conducted among tourism and recreation students of the Jerzy Kukuczka Academy of Physical Education in Katowice, the study attempts to answer the provocative question: “can virtual tourism replace real-world travel?”, and to analyse participants’ opinions on the topic of virtual trips. Methods. Analysis of scientific studies as well as information and data on the possibility of using immersive virtual re
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Hartomo Soewardi and Muhamad Nashirulhaqi Izzuddin. "STUDY OF CYBERSICKNESS ON NON-IMMERSIVE VIRTUAL REALITY USING SMARTPHONE." Malaysian Journal of Public Health Medicine 20, Special1 (2020): 88–93. http://dx.doi.org/10.37268/mjphm/vol.20/no.special1/art.703.

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Cybersickness is one of the psycho-physiological responses affecting human performances when it is interacting with Virtual Environment. Virtual Environment (VE) is an advanced technological model generated by computer which allows users feel the real-life presence like that in the real environment. However the repetitive exposure to VE causes sickness, especially the eyestrain when the eyes are forced to make an accommodation and focus on the virtual object. This symptom can be identified on the eye’s movement and the eyes muscle contraction. Thus, it is considered significant to evaluate the
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Grioui, Rym. "Les jeux en ligne massivement multijoueurs en tant que tiers lieux numériques : une analyse à la lumière des caractéristiques d’Oldenburg." Revue internationale animation, territoires et pratiques socioculturelles, no. 24 (January 3, 2024): 23–34. http://dx.doi.org/10.55765/atps.i24.1930.

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Les jeux en ligne massivement multijoueurs ont évolué pour devenir des espaces numériques complexes de socialisation et d’interaction. Cet article explore la manière dont ces jeux correspondent aux huit caractéristiques définies par Ray Oldenburg pour les tiers-lieux : terrain neutre, ouverture, communication, accommodation et accessibilité, noyau dur, profil bas, ambiance, et sentiment de chez soi loin de chez soi. À travers une méthodologie d’ethnographie virtuelle immersive, l’étude analyse comment ces jeux créent des environnements propices à la formation de liens sociaux et de communautés
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Shiratuddin, Mohd Fairuz, Wai Wong Kok, and Shri Rai. "ViCubeLab-An Integrated Platform Using VR to Visualise and Analyse Road Traffic Conditions." Journal of Advanced Research in Applied Sciences and Engineering Technology 49, no. 2 (2024): 176–86. http://dx.doi.org/10.37934/araset.49.2.176186.

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The main contribution of this paper is to introduce a framework for integrating Machine Learning (ML), Human, and Virtual Reality (VR) into one platform to promote a collaborative visualisation environment that can assist in better analysis and improve the human-machine teaming capability. This platform was demonstrated using a case study in ana-lysing road traffic conditions. The ‘Ab-normal Machine Learning Road Traffic Detection in VR (AbnMLRTD-VR)’ prototype system was developed to assist the human analyst. The proposed system has two main integrative components: a data-driven ML model and
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Pradini, Gagih, Dipa Teruna Awaloedin, Fitri Agustiani, and Ahmad Kelly. "5G Technology Transformation In Tourism." INTERNATIONAL JOURNAL OF ECONOMICS, MANAGEMENT, BUSINESS, AND SOCIAL SCIENCE (IJEMBIS) 4, no. 1 (2024): 523–36. http://dx.doi.org/10.59889/ijembis.v4i1.376.

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The transformation of 5G technology has significantly impacted various aspects, including the tourism industry. With much higher speed and capacity than previous technologies, 5G enables the creation of more immersive and connected tourism experiences. Purpose This study explores the impact of implementing 5G technology on the tourist experience in certain destinations. Specific objectives include: Explain changes in the traveller experience following the implementation of 5G technology. Identify factors influencing traveller perception and satisfaction related to applying 5G technology. Analy
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Dreher, Matthieu, Jessica Prevoteau-Jonquet, Mikael Trellet, et al. "ExaViz: a flexible framework to analyse, steer and interact with molecular dynamics simulations." Faraday Discuss. 169 (2014): 119–42. http://dx.doi.org/10.1039/c3fd00142c.

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The amount of data generated by molecular dynamics simulations of large molecular assemblies and the sheer size and complexity of the systems studied call for new ways to analyse, steer and interact with such calculations. Traditionally, the analysis is performed off-line once the huge amount of simulation results have been saved to disks, thereby stressing the supercomputer I/O systems, and making it increasingly difficult to handle post-processing and analysis from the scientist's office. The ExaViz framework is an alternative approach developed to couple the simulation with analysis tools t
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Liu, Zhuofan. "Using Technology Acceptance Model to Analyse the Influential Factors on Consumers Purchase Intention." Advances in Economics, Management and Political Sciences 49, no. 1 (2023): 230–37. http://dx.doi.org/10.54254/2754-1169/49/20230520.

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VR is a technology that simulates a realistic environment created through computer technology and perceptual devices. It provides users with an immersive experience by placing them in a computer-generated virtual world that they can perceive and interact with. Apple Vision Pro is a head-mounted display device that combines augmented reality (AR) and virtual reality (VR) and was recently developed by Apple. The purpose of this paper was to explore the factors that influence the purchase intention of the Apple Vision Pro among the contemporary 1825-year-old consumer group. With the help of the t
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Müser, Sinja, Jens Maiero, Christian Dominic Fehling, et al. "Konzeption und Evaluation einer virtuellen Lernumgebung für die Hochschullehre." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 51 (January 24, 2023): 345–72. http://dx.doi.org/10.21240/mpaed/51/2023.01.24.x.

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Das Interesse an Virtual Reality (VR) für die Hochschullehre steigt aktuell vermehrt durch die Möglichkeit, logistisch schwierige Aufgaben abzubilden sowie aufgrund positiver Ergebnisse aus Wirksamkeitsstudien. Gleichzeitig fehlt es jedoch an Studien, die immersive VR-Umgebungen, nicht-immersive Desktop-Umgebungen und konventionelle Lernmaterialien gegenüberstellen und lehr-lernmethodische Aspekte evaluieren. Aus diesem Grund beschäftigt sich dieser Beitrag mit der Konzeption und Realisierung einer Lernumgebung für die Hochschullehre, die sowohl mit einem Head Mounted Display (HMD) als auch mi
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Peng, S.-T., S.-Y. Hsu, and K.-C. Hsieh. "An Interactive Immersive Serious Game Application for Kunyu Quantu World Map." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences II-5/W3 (August 12, 2015): 221–27. http://dx.doi.org/10.5194/isprsannals-ii-5-w3-221-2015.

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In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is “Serious game.” Serious game is not designed for entertainment purpose but allows users to learn real world’s cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users’ movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainmen
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Rafiq, Samiha Binte, and Sumaiya Mahmud. "Marketing of Metaverse: the Current State and Prospects – A Case of Generation Z." International Journal of Metaverse 2, no. 1 (2024): 43–52. https://doi.org/10.54536/ijm.v2i1.1992.

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This paper explores marketing strategies in the metaverse that brands can adopt attract and retain Generation Z customers. Metaverse provides an online universe with the help of the creator’s and user’s perception with possibly various capabilities. Most individuals will be intrigued by the Metaverse’s diversity. As new technologies are developing, Generation Z has acquired a preference for those that offer immersive experiences. Studying Generation Z behaviour is essential to design a successful metaverse platform. Consumer responses to the virtual environment will determine the platform’s ef
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Darsan, Darsan. "EFFECTIVENESS OF ROLE PLAY IN IMPROVING COMMUNICATION COMPETENCE OF PRESCHOOL CHILDREN." Journal of Education Technology and Inovation 7, no. 2 (2024): 42–51. https://doi.org/10.31537/jeti.v7i2.2104.

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The purpose of the study was to comprehensively analyse and measure the effectiveness of the role-play method in improving preschool children's communication competence. in the development of social and academic skills, communicating effectively is not just about conveying wishes, but also forms the foundation of complex social interactions helping preschool children to build positive relationships with peers, teachers, and the surrounding environment, Role play is a highly effective method of improving preschool children's communication competence. By integrating this approach into the educat
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Wu, Zijing, and Mirela Oktrova. "Impact of virtual reality technologies on the perception and interpretation of contemporary art." Interdisciplinary Cultural and Humanities Review 3, no. 2 (2024): 6–15. https://doi.org/10.59214/cultural/2.2024.06.

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The purpose of the study was to analyse the impact of virtual reality technologies on the emotional perception of contemporary art and determine how the integration of virtual reality changes traditional forms of artistic expression. The methodology was based on the analysis of the main areas of technology use in contemporary art and the investigation of practical examples. The paper discusses the basics of the influence of virtual reality on the emotional perception of art, emphasising how the immersive effect, interactivity, and audio-visual effects create new opportunities for artistic expr
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KARPENKO, Vitalii, Natalia SHKVYRIA, Nina YAROVA, and Nataliia ТERENTIEVA. "Technological Innovation in Digital Brand Management: Leveraging Artificial Intelligence and Immersive Experiences." Journal of Research, Innovation and Technologies (JoRIT) 4, no. 16 (2025): 201. https://doi.org/10.57017/jorit.v4.2(8).06.

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The digital transformation has fundamentally reshaped brand management, moving from traditional mass communication to data-driven, interactive, and highly personalized strategies. With emerging technologies such as artificial intelligence (AI), augmented reality, and digital ecosystems, brands are now engaging consumers in innovative ways to enhance loyalty and gain a competitive advantage. This study examines how leading brands, such as Nike, Apple, and Coca-Cola, employ digital brand management strategies to enhance brand equity, boost consumer engagement, and maintain market leadership. A m
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Scott, Gregory Adam, and Katherine Alexander. "Teaching Through the Uncanny: Red Candle Games’ Devotion." British Journal of Chinese Studies 12, no. 2 (2022): 70–75. http://dx.doi.org/10.51661/bjocs.v12i2.195.

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On 19th February 2019, horror game Devotion (Huan yuan 還願) by Red Candle Games (赤燭遊戲) was launched on the popular PC platform Steam. One week later it was pulled from digital distribution after a satirical message was discovered in one of its graphical assets. In this essay we analyse how the immersive narrative deploys traditional Chinese religious imagery, supernatural literary themes, and sometimes gruesome experiences to explore issues of family, guilt, and redemption. We seek to initiate a conversation about Devotion as a significant cultural text that gives players a unique experience of
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Hlavacska, András. "Preparing a Tabletop Role-Playing Game Experiment: Methodological Notes for Studying the Immersion of Tabletop Role-Playing Game Participants." Acta Ludologica 7, Special Issue (2024): 84–97. https://doi.org/10.34135/actaludologica.2024-7-si.84-97.

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The study aims to contribute to the research that seeks a better understanding of the language of tabletop role-playing games through the analysis of video recordings of game sessions. In the autumn of 2021, the Tabletop Role-playing Game Research Group at the Department of Communication and Media Studies of the University of Debrecen performed an experiment, the aim of which was to analyse the communication of role-playing participants through video recordings. During the experiment, the research team recorded 38 hours and 47 minutes of video footage of the games played by participants with n
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Marín-Morales, Javier, Juan Luis Higuera-Trujillo, Jaime Guixeres, Carmen Llinares, Mariano Alcañiz, and Gaetano Valenza. "Heart rate variability analysis for the assessment of immersive emotional arousal using virtual reality: Comparing real and virtual scenarios." PLOS ONE 16, no. 7 (2021): e0254098. http://dx.doi.org/10.1371/journal.pone.0254098.

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Many affective computing studies have developed automatic emotion recognition models, mostly using emotional images, audio and videos. In recent years, virtual reality (VR) has been also used as a method to elicit emotions in laboratory environments. However, there is still a need to analyse the validity of VR in order to extrapolate the results it produces and to assess the similarities and differences in physiological responses provoked by real and virtual environments. We investigated the cardiovascular oscillations of 60 participants during a free exploration of a real museum and its virtu
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Han, Yijia, and Lin Luo. "Research on the “Three Movements, Two Steps, Three Dimensions” online and offline hybrid teaching model--The Principles of Management as an example." E3S Web of Conferences 251 (2021): 03081. http://dx.doi.org/10.1051/e3sconf/202125103081.

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In the current social context, information technology and education teaching are deeply integrated, classroom teaching is gradually changing from “teacher-centred” to “student-centred”, and the traditional teaching mode is gradually changing to the online and offline hybrid teaching mode. In this paper, we analyse the limitations of traditional teaching methods and propose a hybrid online and offline teaching model based on the Principles of Management. This model combines online and offline teaching, changes the roles of teachers and students, promotes teaching with learning, and enhances int
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Restivo, Maria Teresa, José Rodrigues, Maria Fátima Chouzal, Paulo Menezes, and José Almacinha. "Online Systems for Training the Evaluation of Deviations of Geometrical Characteristics." International Journal of Online and Biomedical Engineering (iJOE) 9, S8 (2013): 16. http://dx.doi.org/10.3991/ijoe.v9is8.3355.

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In mechanical design, product manufacturing and product maintenance, geometrical characteristics such as straightness, flatness, roundness and cylindricity are very important, first in detail design with the specification of their tolerances in order to translate functional requirements into geometrical requirements and later, in the verification of the manufactured workpieces (measurement procedure) for compliance with the design objective. Coordinate Measuring Machines are very expensive equipment widely used to perform automated measurement, to inspect and to analyse engineering components
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Yu, Jingjing, Qi Xi, Runlei Li, Hui Tian, and Yaxi Xie. "Stochastic allocation strategy for irregular arrays based on geometric feature control." International Journal of Distributed Sensor Networks 16, no. 5 (2020): 155014772092177. http://dx.doi.org/10.1177/1550147720921775.

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Irregularities in microphone distribution enrich the diversity of spatial differences to decorrelate interferences from the beamforming target. However, the large degrees of freedom of irregular placements make it difficult to analyse and optimize array performance. This article proposes fast and feasible optimal irregular array design methods with improved beamforming performance for human speech. Important geometric features are extracted to be used as the input vector of the neural network structure to determine the optimal irregular arrangements of sensors. In addition, a hyperbola design
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