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Artykuły w czasopismach na temat "Virtual reality immersion":

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Selzer, Matias, i Silvia M. Castro. "A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables". Journal of Computer Science and Technology 23, nr 2 (25.10.2023): e08. http://dx.doi.org/10.24215/16666038.23.e08.

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Technological advances in recent years have promoted the development of virtual reality systems that have awide variety of hardware and software characteristics, providing varying degrees of immersion. Immersionis an objective property of the virtual reality system that depends on both its hardware and softwarecharacteristics. Virtual reality systems are currently attempting to improve immersion as much as possible.However, there is no metric to measure the level of immersion of a virtual reality system based onits characteristics. To date, the influence of these hardware and software variables on immersion hasonly been considered individually or in small groups. The way these system variables simultaneously affectimmersion has not been analyzed either. In this paper, we propose immersion metrics for virtualreality systems based on their hardware and software variables, as well as the development process that ledto their formulation. From the conducted experiment and the obtained data, we followed a methodology togenerate immersion models based on the variables of the system. The immersion metrics presented in thiswork offer a useful tool in the area of virtual reality and immersive technologies, not only to measurethe immersion of any virtual reality system but also to analyze the relationship and importance of thevariables of these systems.
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Bouchard, Stéphane, Julie St-Jacques, Geneviève Robillard i Patrice Renaud. "Anxiety Increases the Feeling of Presence in Virtual Reality". Presence: Teleoperators and Virtual Environments 17, nr 4 (1.08.2008): 376–91. http://dx.doi.org/10.1162/pres.17.4.376.

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Given previous studies indicating a significant correlation between anxiety and presence, the purpose of this investigation was to explore the direction of the causal relationship between them. The sample consisted of 31 adults suffering from snake phobia. The study featured a randomized within-between design with two conditions and three counterbalanced immersions: (a) a baseline control immersion (BASELINE), (b) an immersion in a threatening and anxiety-inducing environment (ANX), and (c) an immersion in a nonthreatening environment that should not induce anxiety (NOANX). In the NOANX environment, participants were immersed for 5 min in a virtual Egyptian desert. They were told that the environment was safe and contained no snakes. The ANX immersion was identical, except that participants were led to believe that a multitude of hidden and dangerous snakes were lurking in the environment. A period of distraction (reading a text on relaxation) separated the ANX and NOANX immersions. Experimenters recorded presence and anxiety in the middle of and after each VR immersion. These brief measures of presence supported our hypothesis and were significantly higher in the anxious immersion than in the baseline or the nonanxious immersion. This finding was not corroborated by the presence questionnaire, where scores varied significantly in the opposite direction. The results from the brief one-item measures of presence support the significant contribution of emotions felt during the immersion on the subjective feeling of presence. The mixed results with the presence questionnaire are discussed, along with psychological factors potentially involved in presence.
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Zhang, Yongfei, Jianshu Chen, Dan Miao i Chen Zhang. "Design and Analysis of an Interactive MOOC Teaching System Based on Virtual Reality". International Journal of Emerging Technologies in Learning (iJET) 13, nr 07 (28.06.2018): 111. http://dx.doi.org/10.3991/ijet.v13i07.8790.

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In order to solve the problem of lack of immersion in the MOOC curriculum, through research on key technologies, a MOOC teaching interactive system based on virtual reality was constructed to improve it. Through the decompo-sition of complex objects or the addition of blank sub-objects, the system built corresponding collision detectors to achieve more realistic collision de-tection effects. The immersive and interactive nature of the virtual user in the virtual scene was enhanced. The results showed that the system used the immersive, interactive and constructive sense of virtual reality to build peo-ple's interest in learning. Therefore, the MOOC teaching interactive system based on virtual reality has a good sense of immersion, interaction and con-ceivability.
4

Yu, Qien. "The Interactive Impact of Immersive Virtual Reality Experience on the SensesTake the VR Project "Unlocking Perception in Virtual Reality" as an Example". Lecture Notes in Education Psychology and Public Media 5, nr 1 (17.05.2023): 501–8. http://dx.doi.org/10.54254/2753-7048/5/20220675.

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The research background of this paper will revolve around the VR immersive experience project "Unlocking perception in virtual reality". The main motivation of this analysis is to combine virtual reality projects with human perception unlocking as an entry point, and focus on analyzing the impact on the experiencer's immersion. The experimental conclusion found that "unlocking perception in virtual reality" has a good immersive effect on human vision and hearing. Although "Unlocking Perception in Virtual Reality" lacks story background and game hints compared to other game projects, and requires players to explore by themselves, it also increases the sense of immersion because of this design. This project demo brings a special VR experience to the experiencer by unlocking the main game concept of perception.
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Fitriati, Trimalda Nur, Dea Wemona Rahma, Reza Ramadani Firman i Aisyah Cahyani. "Virtual Reality Film Development: Immersive, Cinematographic, and Duration". Journal of Informatics and Communication Technology (JICT) 5, nr 1 (9.12.2023): 67–73. http://dx.doi.org/10.52661/j_ict.v5i1.160.

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The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed. It's no longer just watching it. Unfortunately, immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline. Using VR media for too long can cause health problems. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as references in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view, and continuity
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Doumanis, Ioannis, i Daphne Economou. "REVERIE Virtual Hangout". International Journal of Virtual and Augmented Reality 5, nr 2 (lipiec 2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.

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Social media sites have gained popularity in the past decade by enabling people to create and share content online easily. However, social media cannot engage users on a level beyond content prosumption to create immersive experiences. A promising technology to create such experiences is multimodal virtual reality. REVERIE is a multimodal framework with an integrated workflow for developing immersive experiences, including various forms of virtual representation of human users (e.g., replicas and avatars). To demonstrate the social and collaborative capabilities of the framework, the authors created the Virtual Hangout. It features a VE where people can meet online to socialise and collaborate. This paper presents a study designed to evaluate user immersion using participants with variable computer skills. The results showed that participants experienced engagement-based immersion but not presence. Barriers to immersion were the absence of pleasurable interactions and the participants' computer skills. The authors propose DGs for deeply immersive experiences in Virtual Hangout and similar systems.
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Mach, Václav, Jan Valouch, Milan Adámek i Jiří Ševčík. "Virtual reality – level of immersion within the crime investigation". MATEC Web of Conferences 292 (2019): 01031. http://dx.doi.org/10.1051/matecconf/201929201031.

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The 3D reconstruction and visualization of crime scenarios, such as criminal assaults, traffic accidents or homicides are defining a new approach with potential for increasing effectiveness within the criminal investigation process. Modern 3D capturing and processing methods are utilized to create an authentic and immersive virtual environment. Nonetheless, an immersion to virtual environment enables different levels of view. Virtual reality immersion views which are proposed and described. These views are specific by reasons of its role within the criminal investigation as well as its technical severity. Moreover, the possible methods for the design of proposed virtual views are analyzed and the next research steps are exposed.
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Yin, Ziyan, i Sang-Bing Tsai. "Research on Virtual Reality Interactive Teaching under the Environment of Big Data". Mathematical Problems in Engineering 2021 (10.12.2021): 1–11. http://dx.doi.org/10.1155/2021/7980383.

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After decades of progress in virtual reality, the key technologies among them have reached the foundation to support the development of the virtual reality industry. Immersive virtual reality classroom is a bold attempt to combine present-day information science and technology with innovative teaching concepts, which inherits the characteristics of existing online education such as short and compact, large-scale, and free and open. Combined with immersive virtual reality technology, virtual reality classrooms will present strong. The virtual reality classroom will present a strong sense of immersion, interactivity, and conceptualization. This paper elaborates on the development history of virtual reality and its future development direction from the technical perspective and educational perspective, respectively. Taking Civic Science course as an example, after analyzing the feasibility and development significance of immersive virtual reality interactive teaching classroom in detail, the design scheme of immersive virtual reality classroom is proposed, the characteristics and advantages of virtual immersive virtual reality classroom are discussed, and the application of immersive virtual reality technology to classroom teaching is explored. Combined with the constructed virtual reality classroom, the testing, analysis, and evaluation work should be completed and corresponding improvements should be made to better meet the personalized learning needs of learners.
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Zhang, Xiaofan. "Study of Immersion in Augmented Reality Through Analysis of Immersion Elements in Museums". Journal of Contemporary Educational Research 7, nr 8 (31.08.2023): 9–15. http://dx.doi.org/10.26689/jcer.v7i8.5192.

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With the advent of the information age, augmented reality technology can enhance the sense of reality in the virtual world and immerse people in the real and virtual world. People have always been interested in virtual space or augmented reality technology, especially in the face of historical development trends. Museums have always been open to the public, they are not just a collection, but also an exhibition for the public. Through analyzing different museums, it is found that museums with augmented reality technology exhibitions are non-profit museums for the purpose of emotional experience. In order to find out the immersion factors of virtual reality in museums, on the basis of previous research, this paper divides immersion in augmented reality into story immersion, five-sense experience immersion, and spatial interaction immersion. Through the analysis of different museums, it is found that immersion through five-sense experience is the most commonly used method when all display media are included. This method provides educational content for museum visitors and projects virtual presentations through monitors and portable IT devices, thereby increasing visitors’ viewing pleasure.
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Sun, Hung, Tsun-Hung Tsai i Ke Jiang. "Combining 360° Video and Camera Mapping for Virtual Reality: An Innovative Solution". Educational Innovations and Emerging Technologies 2, nr 2 (30.06.2022): 39–45. http://dx.doi.org/10.35745/eiet2022v02.02.0004.

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Changing the framework of traditional video with limited viewing angles, 360° photo/video provides an immersive viewing experience. 360° video is one of the applications and the most important feature of virtual reality for immersion and the feeling of being in another space. However, when viewing 360° videos with a head-mounted display, the viewer feels like a fixed rotatable camera, and the viewer's movement does not change the viewing angle of the object, which greatly reduces the spatial immersion required for virtual reality. Therefore, we propose a solution that maintains high-quality graphics and low hardware demands and supports 6DoF head-mounted displays. Through the camera mapping function in the 3D animation software, 360° surround video is projected into a 3D sphere to create a simple 3D object that corresponds to the shape of the object in the image. With pristine video quality and a realistic 3D spatial perspective, it provides better virtual reality immersion than 360° video and is not as complex as a full 3D virtual reality environment. In the future, 3D scanning and photogrammetry can be integrated to reconstruct a more easily applied 3D virtual reality environment

Rozprawy doktorskie na temat "Virtual reality immersion":

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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 main contributor to a user’s distraction. The fourth experiment partly confirmed previous findings and added new factors, affecting immersion experience. The results of all experiments formed a framework, containing factors which users considered as affecting them during their activities in virtual worlds. During the experimentation phase of this research a combination of qualitative and quantitative methods was used. The Grounded Theory (GT) methodology was applied for data analysis in qualitative part. The major contribution of this research is the framework of factors for building immersive 3D virtual environments. Another contribution is the evaluation of factors affecting users in such an environment.
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Rundquist, Björn, i Johan Joensen. "Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality". Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.

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Centralt inom Virtual Reality är upplevelsen att det digitala uppfattas som verkligt. Men varför känns just den här upplevelsen verklig? Genom att undersöka flera olika perspektiv på Virtual Reality, verklighet och nedbrytningar av begrepp inom tidigare Virtual Reality-forskning sökte vi att se hur denna verklighetskänsla uppstod, och kunde användas, inom Virtual Reality-spel. Genom ett gestaltningsarbete som fokuserade på olika typer av scener och kontrollsystem strävade vi mot att föra en diskussion om de olika teoriernas praktiska applikation.
Central to Virtual Reality is the experience of the digital as the real. But from where does this experience stem? By investigating several different perspectives on Virtual Reality, reality and deconstructions of concepts in previous Virtual Reality-science we’ve looked into the creation of this sensation of reality in Virtual Reality-games. Through a practical project, focusing on different types of scenes and control schemes, we then sought to create a discussion focusing on the practical application of the differing theories.
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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, répartis équitablement en une somme d’indices de vision et d’indices d’immersion. Chaque critère se voit attribuer, dans la mesure du possible, une note de 0 à 100. La note de 0 représente l’incapacité du système visuel à percevoir ou à utiliser les informations visuelles, tandis que la note de 100 incarne la capacité maximale.Une note de 80 est également assignée pour la performance standard. Chaque critère se voit assigner une pondération en fonction de la tâche réalisée en environnement virtuel. Nous réalisons dans un second temps une série d’expérimentations afin de compléter les informations disponibles dans la littérature, pour l’établissement des critères. On s’intéresse plus particulièrement au contraste et à la latence. La première expérimentation consiste en la transposition et la validation d’un modèle de performance visuelle en Réalité Virtuelle. Dans la seconde, on compare les effets de la latence sur une tâche donnée, entre un simulateur de type CAVE et un casque de Réalité Virtuelle.La thèse propose un certain nombre de résultats tant théoriques et méthodologiques qu’expérimentaux. En condition d’immersion virtuelle, les critères de contraste et de luminance sont importants pour la perception visuelle. Les expériences réalisées montrent qu’un modèle adapté aux conditions d’immersion virtuelle est nécessaire. Par ailleurs, on montre que des seuils d’influence de la latence sur la performance semblent exister. On vérifie également la pertinence de corrélations entre performance, présence et mal du simulateur, en fonction de la latence et du système immersif
The thesis "Hyper-realistic and multi-sensorial 3D visual immersion" was carried out within the framework of a CIFRE contract established between Arts et Métiers on the one hand and Renault SAS on the other. It proposes a score model to objectively evaluate the ability of an immersive display system to reproduce the right level of sensory stimulation for a user, compared to what he would receive in reality and to the modeling of the human visual system.First, we were interested in laying the foundations of the model: it is composed of twelve criteria, equitably divided into a sum of vision indices and immersion indices. Each criterion is given, as far as possible, a score from 0 to 100. A score of 0 represents the visual system’s inability to perceive or use visual information, while a score of 100 represents maximum capacity. A score of 80 is also assigned for standard performance. Each criterion is assigned a weight according to the task performed in the virtual environment.We then carry out a series of experiments to complete the information available in the literature, to establish the criteria. Contrast and latency are of particular interest. The first experiment consists in the transposition and validation of a visual performance model in Virtual Reality. In the second, we compare the effects of latency on a given task, between a CAVE simulator and a HMD.The thesis proposes a number of theoretical, methodological and experimental results. In virtual immersion conditions, contrast and luminance criteria are important for visual perception. Experiments show that a model adapted to virtual immersion conditions is necessary. Furthermore, we show that thresholds of latency influence on performance seem to exist. The relevance of correlations between simulator performance, presence and cyber-sickness is also checked, depending on the latency and the immersive system
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Löwenberg, Jakob. "Påverkar virtual reality immersion i spel med tredje persons perspektiv?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13661.

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Det här arbetet har som mål att undersöka huruvida tillägget av Virtual reality-teknologi i form av en Head mounted display (HMD) har någon påverkan på en spelares känsla av immersion i ett spel som använder sig av ett tredjepersonsperspektiv. För att kunna undersöka detta togs en frågeställning fram. För att undersöka denna frågeställning så utfördes en kombinerad kvantitativ/kvalitativ studie där 16 deltagare indelade i två grupper fick spela en kort prototyp framtagen för studien. Den ena gruppen spelade igenom prototypen med en HMD och den andre spelade utan. Data samlades in genom en enkät samt observationer och en kort intervju. Resultaten från de två grupperna samanställdes efter testerna för att få fram ett medelvärde för gruppens upplevda immersion. Dessa medelvärden jämfördes sedan med varandra. Resultatet av detta tyder på att tillägget av en HMD ökar användarens känsla av immersion om samtliga andra variabler är desamma.
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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 usability. Tele-immersion now deals with the "[creation of persistent virtual environments] enabling multiple, globally situated participants to collaborate over high-speed and high-bandwidth networks connected to heterogeneous supercomputing resources and large data stores" [Leigh, et. al., 1997, p. 1 of 9]. In the early stages of Tele- immersion there were two main factors driving the research: the significant processing load of real-time and simulated computational steering, and the sheer bulk of the data sets being generated for scientific visual analysis [Leigh, et. al., 1997]. Now the growing number of immersive VR sites is motivating a need to support human-to-human interaction and work over wide networks of immersive virtual environments. This research focuses heavily on issues of collaborative awareness in these networked, immersive virtual environments. Collaborative awareness, in this context, is a concept that encompasses the caveats of one's knowledge about the CVE and its occupants. As a result of this study, software has been designed to provide support not only for collaborative awareness, but also for several other dimensions of collaboration.
Master of Science
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Li, Xiaopeng. "Playful Advertising: In-Game Advertising for Virtual Reality Games". Thesis, KTH, High Performance Computing and Visualization (HPCViz), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175593.

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We present an early exploration of in-game advertising for virtual reality games. The study investigates what the impacts of interactivity and immersion on consumer learning and game experience are. First, we establish a theoretical grounding for understanding interactivity and immersion in virtual gaming environments. Then, we form a research framework and propose hypotheses around the research question. Next, we report the results of the field research, prototype design, and user study. The prototypes run in mobile browsers and are tested on virtual reality goggles with smartphones attached. Based on the results, we discuss the design of interactivity and immersion, the design’s impacts on consumer learning and game experience as well as the correlation between game experience and consumer learning. The main contributions of the work are an original research framework and a set of design considerations that can be utilized to evaluate and improve the effectiveness of in- game advertisements for virtual reality games.
Vi presenterar en tidig utforskning av reklam i spelet för virtuell verklighet-spel. Studien undersöker hur interaktivitet och inlevelse påverkar konsumentlärande och - spelupplevelse. Först etableras en teoretisk grund för att förstå interaktivitet och inlevelse i virtuella spelmiljöer. Sedan skapas ett ramverk för forskning samt hypoteser kring frågeställningen. Sedan rapporterar vi resultaten från fältforskning, prototyp och användarstudie. Prototyperna körs i mobila webbläsare och testas på virtuell verklighet- glasögon med smartphones inuti. Baserat på resultaten, diskuteras utformning av interaktivitet och inlevelse, dess effekter på konsumentlärande och -spelupplevelse, samt sambandet mellan spelupplevelse och konsumentlärande. De viktigaste bidragen från arbetet är ett ramverk för forskning och en uppsättning av designöverväganden som kan användas för att utvärdera och förbättra effektiviteten hos reklam i virtuell verklighet-spel.
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Giebler, Martin Eberhard. "Creating Convenience : How Virtual Reality allows for Augmented Relationships". Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78833.

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This dissertation uses Heidegger’s critique of technology and its essence in an attempt to understand how Virtual Reality technology can change how we interact with the world and each other. The history of VR devices is unpacked to understand the motivation behind VR’s uses and development. Merleau-Ponty’s theories about embodied experiences are also used to understand how VR has an increased capacity to generate a sense of telepresence in the virtual environment for the user. Cases are investigated that specifically deals with how VR has influenced human interactions and rituals and made them more convenient to the users. The first cases focus on religion and how it changes when it is taken online. Specific focus is given to the Church of Fools online church and D.J. Soto’s VR church. The difference between how an online church operates is compared to the VR Church and how embodiment in the VE is experienced in each. This dissertation also explores cases where a user enters a ‘cross-dimensional’ relationship with the virtual. Two cases of people marrying virtual characters are examined. In these cases, the user entered a relationship with a character that was constructed by someone else. The other case examined, is that of Sgt.Hale (username) who created and then married a virtual character in a VE that he designed and based on a real-world location. In each of the relevant cases, how technology has influenced and, in a sense, encouraged them, is explored and unpacked.
Dissertation (MA)--University of Pretoria, 2020.
Visual Arts
MA
Unrestricted
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Pereswetoff-Morath, Alexander. "THE OCULUS RIFT’S EFFECTS ON IMMERSION SURROUNDINGMORAL CHOICE : A study of modern VR technology and itseffects on a user’s spatial immersion in avirtual environment". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10013.

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This report is about VR and the effects the VR technology Oculus Rift may or may not have on the different kinds of immersion possible in virtual environments, or games. The report is based on the premise that modern games have evolved into more story based adventures with better graphics, often with moral choice as gameplay, and theories regarding new mediums and the dangers of not fully understanding them. It is also done in cooperation with a research team at Högskolan i Skövde, with a focus on moral dilemmas, and is using a virtual environment to test this combined effort. The game engine Unity is used to create a realistic environment and together with the Oculus Rift, is testing what kinds of effects the VR technology has on the users. 20 test participants have shared their experiences and the majority, independent of gaming experience, claims it has a positive effect.
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Harman, Joel. "Exploring the effect of visual immersion during procedural knowledge elicitation within virtual reality". Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/180842/1/Joel_Harman_Thesis.pdf.

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Accurately recalling and describing information is challenging. This research focusses on a new approach, which aims to help people impart knowledge of past activities and events, by role-playing their memory of a prior experience within a related virtual environment. By providing virtual stimuli and context relevant to the original experience, people were able to better recall and describe information. Further consideration of the visual presentation was explored. The result was that while a more immersive experience provided by a virtual reality headset can help people better recall information, the visual detail of the environment may not be so important.
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Ljungdahl, Petter. "Taktilitet i Virtual Reality, vän eller fiende? : En kvalitativ studie om sambandet mellan visuella stimuli och taktila stimuli i Virtual Reality". Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29776.

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I denna studie undersöks sambandet mellan visuella och taktila stimuli i Virtual Reality med avstamp i frågeställningarna: Hur stor roll spelar sambandet mellan visuella stimuli och taktila stimuli i en Virtual Reality-installation? Hur förändras deltagarens inlevelsekänsla när detta samband ändras? Hur förändras deltagarens rumsuppfattning när detta samband ändras? För att besvara frågeställningarna skapades två olika versioner av en interaktiv VR-installation utefter metoden forskning genom design. En av versionerna hade korrekt samband mellan visuella stimuli och taktila stimuli, det vill säga att deltagaren fysiskt kunde röra vid det denne såg med hjälp av fysiska objekt som var placerade i samma rum som installationen upplevdes i. Den andra versionen hade felaktigt samband mellan visuella stimuli och taktila stimuli, vilket innebar att de fysiska objekten hade flyttats en aning i Virtual Reality-installationen så att de ej speglade objekten i verkligheten. Det vill säga att informationen deltagaren avläste vid beröring ej stämde överens med informationen deltagaren avläste med synen. Därefter fick fyra deltagare testa dessa installationer och svara på frågor i en öppen intervjuform. Resultatet kopplades tydligt till Csíkszentmihályis flow-teori; när sambandet mellan dessa stimuli ej var korrekt så förändrades deltagarnas rumsuppfattning vilket bidrog till att de kände en lägre inlevelsekänsla. Möjligheten att kunna vidröra de fysiska objekten i sig ansågs dock som mer inlevelserikt än ifall möjligheten ej funnits där. Det ses även som styrkan med denna studie; att resultatet tydligt speglade de valda teorierna. Svagheten med studien var att resultatet enbart grundas på data från intervjuer med fyra deltagare, då flera ej hanns med inom tidsramen för studien.

Książki na temat "Virtual reality immersion":

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Grau, Oliver. Virtual art: From illusion to immersion. Cambridge, Mass: MIT Press, 2003.

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Ryan, Marie-Laure. Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins U.P., 2003.

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Lamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Montréal: Polytechnic International Press, 1997.

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Editor), Randall Packer (Foreword, Ken Jordan (Editor) i William Gibson (Editor Foreword), red. Multimedia: From Wagner to Virtual Reality. New York: W. W. Norton & Company, 2001.

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Randall, Packer, i Jordan Ken, red. Multimedia: From Wagner to virtual reality. New York: Norton, 2002.

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Dyson, Frances. Sounding new media: Immersion and embodiment in the arts and culture. Berkeley: University of California Press, 2009.

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Calleja, Gordon. In-game: From immersion to incorporation. Cambridge, Mass: MIT Press, 2011.

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Ryan, Marie-Laure. Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press, 2001.

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Hinrichs, Randy J., i Charles Wankel. Engaging the avatar: New frontiers in immersive education. Charlotte, N.C: Information Age Pub., 2012.

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Kumar, Rajendra, Vishal Jain, Garry Tan Wei Han i Adberezak Touzene. Immersive Virtual and Augmented Reality in Healthcare. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003340133.

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Części książek na temat "Virtual reality immersion":

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Khan, Muhammad Sikandar Lal, Haibo Li i Shafiq Ur Réhman. "Tele-Immersion: Virtual Reality Based Collaboration". W HCI International 2016 – Posters' Extended Abstracts, 352–57. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40548-3_59.

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Berkman, Mehmet Ilker, i Ecehan Akan. "Presence and Immersion in Virtual Reality". W Encyclopedia of Computer Graphics and Games, 1–10. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_162-1.

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Berkman, Mehmet Ilker, i Ecehan Akan. "Presence and Immersion in Virtual Reality". W Encyclopedia of Computer Graphics and Games, 1461–70. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_162.

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Agrawal, Sarvesh R., i Søren Bech. "Immersion in Audiovisual Experiences". W Sonic Interactions in Virtual Environments, 319–51. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_11.

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AbstractUnderstanding the concept of immersion and its influencing factors is critical for enabling engaging audiovisual experiences. However, a lack of definitional consensus and suitable methods for assessing immersion hinder research on the subject. This chapter discusses the idea of immersion based on a non-exhaustive literature review of the topic and presents an adaptable definition of immersion that is not limited to virtual reality applications. Additionally, an exploratory experimental paradigm for measuring immersion in audiovisual experiences is described. The description of immersion and the experimental framework presented in this chapter are a starting point for resolving the difference in opinion and developing novel methods to thoroughly explore the concept of immersion respectively.
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Yuan, Ye, i Yuao Luo. "Research on Immersion in Virtual Reality Technology". W Proceedings of the 2nd International Conference on Internet, Education and Information Technology (IEIT 2022), 88–93. Dordrecht: Atlantis Press International BV, 2023. http://dx.doi.org/10.2991/978-94-6463-058-9_16.

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Choi, Hyoenah, Youngwon Ryan Kim i Gerard J. Kim. "Presence, Immersion and Usability of Mobile Augmented Reality". W Virtual, Augmented and Mixed Reality. Multimodal Interaction, 3–15. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_1.

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Połap, Dawid, Karolina Kęsik i Marcin Woźniak. "Accident Prevention System During Immersion in Virtual Reality". W Cryptology and Network Security, 565–73. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98678-4_56.

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Dolinsky, Margaret. "Immersion and Visualizing Artistic Spaces in Virtual Reality". W VR Developer Gems, 403–13. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21598-22.

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Yan, Chen, i Julien Cordry. "Increased Game Immersion by Using Live Player-Mapped Avatar Evolution". W Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 276–80. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_53.

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Rai, Rahul K., Reshu Bansal, Shashi Shekhar Jha i Rahul Narava. "Assessing the Utility of GAN-Generated 3D Virtual Desert Terrain: A User-Centric Evaluation of Immersion and Realism". W AI Technologies and Virtual Reality, 179–91. Singapore: Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-9018-4_13.

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Streszczenia konferencji na temat "Virtual reality immersion":

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Kuchelmeister, Volker. "Virtual Immersion: Simulating Immersive Experiences in VR". W 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446124.

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Pausch, Randy, Dennis Proffitt i George Williams. "Quantifying immersion in virtual reality". W the 24th annual conference. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/258734.258744.

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Robertson, George, Mary Czerwinski i Maarten van Dantzich. "Immersion in desktop virtual reality". W the 10th annual ACM symposium. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/263407.263409.

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Otmane, Samir, i Jean Yves Didier. "Session details: Mobile immersion and augmented reality". W VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/3246358.

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Elfarargy, Mohammed, Magdy Nagi i Noha Adly. "VEGI: Virtual Environment GUI Immersion system". W 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759470.

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Bellemans, M., D. Lamrnens, J. De Sloover, T. De Vleeschauwer, E. Schoofs, W. Jordens, B. Van Steenhuyse i in. "Training Firefighters in Virtual Reality". W 2020 International Conference on 3D Immersion (IC3D). IEEE, 2020. http://dx.doi.org/10.1109/ic3d51119.2020.9376336.

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Fernandes, Filipe, i Cláudia Werner. "Towards Immersive Software Engineering Education". W XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8451.

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This paper proposes to present an approach to obtain evidence about the influence of immersion in improving learning outcomes in Software Engineering. An immersive platform has been developed and a preliminary study with 6 subjects has been conducted to identify usability issues in an immersive application prototype to support the comprehension of Object-Oriented Paradigm theoretical concepts. Although the main problems are related to the affordances of the virtual world and the interaction between user and application, there was evidence that immersive technologies have the potential to support Software Engineering Education.
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Harter, Derek, Shulan Lu, Pratyush Kotturu i Devin Pierce. "An Immersive Virtual Environment for Varying Risk and Immersion for Effective Training". W ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5522.

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We present an immersive virtual environment being developed to study questions of risk perception and their impacts on effective training. Immersion is known to effect the quality of training in virtual environments, and the successful transfer of skills to real world situations. However, the level of perceived immersiveness that an environment invokes is an ill defined concept, and effects of different types of immersion are known to have greater and lesser influences on training outcomes. We concentrate on how immersiveness effects perceived risk in virtual environments, and how risk impacts training effectiveness. Simulated risk can invoke an alief of danger in subjects using a virtual environment. Alief is a concept useful in virtual training that describes situations where the person experiencing a simulated scenario knows it is not real, but suspends disbelief (willingly or unwillingly). This suspension of belief (alief) can cause the person to experience the same sorts of autonomic reactions as if they were experiencing the situation in real life (for example, think of fear invoked on amusement park rides). Alief of risk or danger has been proposed as one phenomenon that can influence training outcomes, like the experience of immersion, when training in virtual environments. In this paper we present work on developing a low-cost virtual environment for the manipulation of immersion and risk for cognitive studies. In this environment we provide several alternative input modalities, from mouse to Wii remote interactivity, to control a virtual avatar’s hand and arm for performing risky every day tasks. Immersion can be manipulated in several ways, as well as the type and risk associated with tasks. Typical tasks include performing kitchen preparation work (using knives or hot items), or wood or metal working tasks (involving manipulation of dangerous tools). This paper describes the development and technologies used to create the virtual environment, and how we vary risk perception and immersion of users for various cognitive tasks. The capabilities and manipulations of immersiveness and risk are presented together with some findings on using Wii motes as input devices in several ways for virtual environments. The paper concludes with some preliminary results of varying perceived risk on cognitive task performance in the developed environment.
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Marsh, William E., i Frederic Merienne. "Nested immersion: Describing and classifying augmented virtual reality". W 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223466.

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Skarbez, Richard, Frederick P. Brooks i Mary C. Whitton. "Immersion and coherence in a visual cliff environment". W 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892344.

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Raporty organizacyjne na temat "Virtual reality immersion":

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Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha i Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], luty 2020. http://dx.doi.org/10.31812/123456789/3759.

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The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages for education are discussed. It is noted that virtual reality is remaining a relatively new technology in language learning. Benefits from virtual reality implementation into foreign language learning and teaching are given. The aspects of immersion and gamification in foreign language learning are considered. It is emphasized that virtual reality creates necessary preconditions for motivation increasing. The results of the survey at two higher education institution as to personal experience in using VR applications for learning foreign languages are presented. Most students at both universities have indicated quite a low virtual reality application usage. Six popular virtual reality applications for foreign language learning (Mondly, VRSpeech, VR Learn English, Gold Lotus, AltSpaceVR and VirtualSpeech) are analyzed. It is stated that the most preferred VR application for foreign language learning includes detailed virtual environment for maximal immersion, high- level visual effects similar to video games, simple avatar control, thorough material selection and complete complicity level accordance of every element and aspect, affordability, helpful and unobtrusive following up.
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Merzlykin, Olexandr, i Iryna Topolova. Developing of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learning. [б. в.], maj 2018. http://dx.doi.org/10.31812/123456789/2897.

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Using of new learning and IC technologies is necessary for effective learning of modern students. That is why it can be reasonable to introduce augmented reality and content-language integrated learning in educational process. Augmented reality helps create firm links between real and virtual objects. Content and language integrated learning provides immersion in an additional language and creates challenging group and personal tasks in language and non-language subjects. Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10 key competencies. The paper deals with the features, problems and benefits of these technologies’ implementation in secondary schools.
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Merzlykin, Olexandr V., Iryna Yu Topolova i Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], listopad 2018. http://dx.doi.org/10.31812/123456789/2661.

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Using of new learning and IC technologies is necessary for effective learning of modern students. Their specific educational needs are: using of mobile ICTs, collaboration, challenging tasks and entertainment. Appropriate learning environment should be created to satisfy all these demands. It ought to deal with cloud-based technologies (for 24/7 access, individual and group work according to a personal schedule), augmented reality (for creating of firm links between real and virtual objects), content and language integrated learning (for immersion in an additional language and creation challenging groups and personal tasks in language and non-language subjects). Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10 key competencies. The paper deals with the features, problems and benefits of technologies’ implementation in secondary schools. To sum up, in spite of all difficulties, this environment helps students to get some practical experience in using foreign languages and understanding abstract nature concepts; to develop language and research competencies and to remain motivated (and self-motivated) in learning Science and English.
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Butyrina, Maria, i Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, luty 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.

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The research is devoted to the study of the phenomenon of mediatization of art on the example of virtual museums. Main objective of the study is to give communication characteristics of the mediatized socio-cultural institutions. The subject of the research is forms, directions and communication features of virtual museums. Methodology. In the process of study, the method of communication analysis, which allowed to identify and characterize the main factors of the museum’s functioning as a communication system, was used. Among them, special emphasis is put on receptive and metalinguistic functions. Results / findings and conclusions. The need to be competitive in the information space determines the gradual transformation of socio-cultural institutions into mass media, which is reflected in the content and forms of dialogue with recipients. When cultural institutions begin to function as media, they take on the features of media structures that create a communication environment localized by the functions of communicators and audience expectations. Museums function in such a way that along with the real art space they form a virtual space, which puts the recipients into the reality of the exhibitions based on the principle of immersion. Mediaization of art on the example of virtual museum institutions allows us to talk about: expanding of the perceptual capabilities of the audience; improvement of the exposition function of mediatized museums with the help of Internet technologies; interactivity of museum expositions; providing broad contextual background knowledge necessary for a deep understanding of the content of works of art; the possibility to have a delayed viewing of works of art; absence of thematic, time and space restrictions; possibility of communication between visitors; a huge target audience. Significance. The study of the mediatized forms of communication between museums and visitors as well as the directions of their transformation into media are certainly of interest to the scientific field of “Social Communications”.
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Wang, Shenlong, i David Forsyth. Safely Test Autonomous Vehicles with Augmented Reality. Illinois Center for Transportation, sierpień 2022. http://dx.doi.org/10.36501/0197-9191/22-015.

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This work exploits augmented reality to safely train and validate autonomous vehicles’ performance in the real world under safety-critical scenarios. Toward this goal, we first develop algorithms that create virtual traffic participants with risky behaviors and seamlessly insert the virtual events into real images perceived from the physical world. The resulting composed images are photorealistic and physically grounded. The manipulated images are fed into the autonomous vehicle during testing, allowing the self-driving vehicle to react to such virtual events within either a photorealistic simulator or a real-world test track and real hardware systems. Our presented technique allows us to develop safe, hardware-in-the-loop, and cost-effective tests for self-driving cars to respond to immersive safety-critical traffic scenarios.
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Bernard, James E., i Carolina Cruz Neira. Evaluating Human Operator Performance in a Fully Immersive Virtual Reality Environment. Fort Belvoir, VA: Defense Technical Information Center, marzec 2002. http://dx.doi.org/10.21236/ada400507.

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Kalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, marzec 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.

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The article deals with the new technologies of immersive journalism in the Ukrainian and global mediaspace for the example of specific media. The 360° video stands out among the main formats of immersive journalism, in it the viewer himself explores the video space, becoming a witness of events. The formats of photogrammetry, virtual reality (VR), 3D panoramas and 3D maps are also immersive. New formats and technologies have revolutionized the media sphere and allowed to create more dynamic and interesting stories. Immersive technologies made possible to transport the audience directly to the center of the news event through the format of 360-degree video and three-dimensional virtual reality, providing the «effect of presence». The format of 3D models and photogrammetry allowed users to interact with stories on a visual level more actively. Immersive technologies have also had a profound impact on the functioning of immersive journalism and fundamentally changed the way audiences interact with news stories. «Radio Svoboda», «Texty», «Ukraїner», «The New York Times», «The Guardian», «Der Tagesspiegel», «WDR» and other media experiment with the immersive formats. They give the opportunity for viewers to be in the center of a news event directly or to get an interactive, data-rich experience. This immersive approach allowed for increased empathy and understanding of each information consumer because they can feel and see the environments which are associated with a particular story. Key words: new media, media format, media technology, immersive technologies, immersive journalism.
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Shukla, Indu, Rajeev Agrawal, Kelly Ervin i Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), listopad 2023. http://dx.doi.org/10.21079/11681/47850.

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The power of artificial intelligence (AI) coupled with optimization algorithms can be linked to data-rich digital twin models to perform predictive analysis to make better informed decisions about installation operations and quality of life for the warfighters. In the current research, we developed AI connected lifecycle building information models through the creation of a data informed smart digital twin of one of US Army Corps of Engineers (USACE) buildings as our test case. Digital twin (DT) technology involves creating a virtual representation of a physical entity. Digital twin is created by digitalizing data collected through sensors, powered by machine learning (ML) algorithms, and are continuously learning systems. The exponential advance in digital technologies enables facility spaces to be fully and richly modeled in three dimensions and can be brought together in virtual space. Coupled with advancement in reinforcement learning and computer graphics enables AI agents to learn visual navigation and interaction with objects. We have used Habitat AI 2.0 to train an embodied agent in immersive 3D photorealistic environment. The embodied agent interacts with a 3D environment by receiving RGB, depth and semantically segmented views of the environment and taking navigational actions and interacts with the objects in the 3D space. Instead of training the robots in physical world we are training embodied agents in simulated 3D space. While humans are superior at critical thinking, creativity, and managing people, whereas robots are superior at coping with harsh environments and performing highly repetitive work. Training robots in controlled simulated world is faster and can increase their surveillance, reliability, efficiency, and survivability in physical space.
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Paíno-Ambrosio, A., i MI Rodríguez-Fidalgo. A proposal for the classification of immersive journalism genres based on the use of virtual reality and 360-degree video. Revista Latina de Comunicación Social, lipiec 2019. http://dx.doi.org/10.4185/rlcs-2019-1375en.

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Morais, Carla, António Coelho, Alexandre Jacinto i Marta Varzim, red. The I SEA Project: Digital Publications. Faculdade de Ciências da Universidade do Porto, październik 2020. http://dx.doi.org/10.24840/2020/978-989-746-279-5.

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The I SEA project aimed at the development of a non-obtrusive, valid and replicable method to evaluate audience attitudes about science communication projects through an immersive virtual reality environment that can improve exhibitions while educating and empowering citizens. To achieve the objectives of this highly complex, highly interdisciplinary, and innovative project, a permanent articulation of the scientific approach with the technical and design development took place, aiming the construction of the non- invasive evaluation method. Because it is an intricate project, it required constant iterations and interactions among the team members. So, we’ve learned somehow to consider limitations as engines for developing the project, instead of seeing them as obstacles.

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