Search results for "Virtual"

showing 10 items of 1485 documents

La "Generazione Y": giovani indecisi che sognano trionfi e vivono tra reale e virtuale

2011

Il ritratto che emerge dall'insieme delle indagini svolte nell'ultimo decennio in Italia è quello di giovani che, pur conservando un senso positivo della vita e del futuro e pur avendo una forte spinta interiore verso la realizzazione di progetti personali, incontrano enormi difficoltà nel compiere scelte di vita durature e significative per la loro esistenza. I giovani appartenenti alla "Generazione Y" costituiscono una popolazione particolarmente critica, che rispecchia il tipo di cultura in cui essi sono cresciuti. Manifestano diverse fragilità pur restando aperti, disponibili e generosi. Dall'analisi dell'attuale condizione giovanile si ricava che l'apatia dei giovani è l'apatia degli a…

giovani generazione y scelta progetto di vita virtualeSettore M-PED/03 - Didattica E Pedagogia Speciale
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Experiential Learning of Chemistry Concepts Using Virtual Reality Technology

2016

Master's thesis Multimedia and Educational Technology MM500 - University of Agder 2016 Chemistry is a wide subject with many theoretical concepts. These theoretical concepts may be hard to grasp without experimental work. In a school class there are often students who are visual, auditory and kinesthetic learners who need appropriate tools for triggering engagement and active learning. This research discusses how adding student activities and experiments using a Virtual Reality (VR) based solution, can contribute to an enhanced learning experience for students during chemistry class. In order to produce a usable interactive VR based solution, this work followed the Human Centered Design pro…

human-centered designexperiential learningMM500ComputingMilieux_COMPUTERSANDEDUCATIONVirtual realitychemical experiments
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Construint identitats biomedicalitzades: la identitat agorafòbica en les comunitats virtuals d’atenció de Facebook

2021

En el present article s’analitzen les entrades produïdes en tres grups de la xarxa social Facebook que funcionen com a comunitats virtuals d’atenció, creats i utilitzats per persones diagnosticades d’agorafòbia. L’objectiu d’aquest article és el d’explicar com es construeix i significa la identitat biomedicalitzada agorafòbica en aquestes comunitats. Com a estratègia metodològica ens fem servir de la netnografia i de l’anàlisi de discursos de les entrades. Com a conclusió, podem dir que la identitat biomedicalitzada agorafòbica es construeix en aquestes comunitats: a) a partir de la identificació amb les persones agorafòbiques i l’alteritat respecte a aquelles no agorafòbiques; b) com una i…

identitatsUNESCO::SOCIOLOGÍAdiscurs mèdic:SOCIOLOGÍA [UNESCO]comunitats virtualsresistències
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Cómo crear una actividad H5P de imagen con puntos en el Aula Virtual

2023

En este videotutorial se muestra Cómo crear una actividad H5P de imagen con puntos (image hotspots) en el Aula Virtual (Moodle 3.11). Esta píldora forma parte del Proyecto de I+D+i “Contenido interactivo H5P y ODS en la enseñanza de lenguas extranjeras, de las ciencias sociales y en la formación de futuros/as docentes” (CIGE/2021/131) financiado por la Conselleria d’Innovació, Universitats, Ciència i Societat Digital del 01/01/2022 al 31/12/2023.

image hotspotsaula virtualUNESCO::PEDAGOGÍAH5Pmoodle
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Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

2016

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
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Assisting immersive virtual reality development with user experience design approach

2017

In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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Immersion revisited:A review of existing definitions of immersion and their relation to different theories of presence

2016

The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a p…

immersionSocial Psychologylcsh:T58.5-58.64Computer sciencelcsh:Information technologyCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTINGvideo gamesVirtual realitycomputer.software_genre050105 experimental psychologyHuman-Computer Interaction03 medical and health sciences0302 clinical medicineVirtual machinevirtual environmentsComputer graphics (images)Immersion (virtual reality)virtual reality0501 psychology and cognitive sciencespresencecomputer030217 neurology & neurosurgery
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Influence of common landmarks between real and virtual worlds on presence feeling

2020

International audience

immersion[SDV.AEN] Life Sciences [q-bio]/Food and Nutrition[SDV.NEU.PC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behaviortactile perception[SDV.NEU.PC] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behaviorvirtual realitypresence[SDV.AEN]Life Sciences [q-bio]/Food and NutritionComputingMilieux_MISCELLANEOUS
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Psychological triggers in video games

2016

Peliteollisuudesta on hyvää vauhtia tulossa liikevaihdoltaan suurin viihdeteollisuuden haara ikinä. Erilaisten pelimuotojen lisääntyminen ja suurenevat voitot vaativatkin selvitystä siitä, mikä tekee peleistä pelattavia? Tämä tutkielma pyrkii määrittämään ja selvittämään digitaalisten pelien ominaisuuksia jotka miellyttävät potentiaalisia sekä nykyisiä asiakkaita psykologiselta kannalta. Erilaisia tekijöitä analysoidaan yrittäessä määrittää ominaisuuksia jotka erottavat virtuaaliset pelit toisistaan ja vaikuttavat haluttavilta, mainittakoon muun muassa flow, immersio, tunteet ja hahmon identifikaatio. Tutkielmassa tuodaan esille erilaisia tapoja joilla saadaan flown ja immersion tunteet her…

immersionpsychological triggersemotional triggersvirtual gamingflowgame designemotionsgamesaddictions
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Immersive journalism as storytelling

2018

immersive journalismjournalismiimmersiivinen journalismivirtual realityjournalismvirtuaalitodellisuus
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