Search results for "immersive"

showing 10 items of 28 documents

Sistemi integrati per la visualizzazione immersiva

2015

Il disegno dell’architettura ha, tra i suoi obiettivi disciplinari, quello di “far vedere” lo spazio, sia nelle sue declinazioni temporali, sia in quelle descrittive di forme, luce, colori e materiali, caratteri connotativi che cerca di riprodurre grazie a metodi di proiezione codificati e tecniche di rappresentazione in continuo mutamento. Tra le tecniche di rappresentazione informatica la visualizzazione immersiva consente di ruotare lo sguardo, in tempo reale, all’interno di uno spazio, cercando di superare i limiti della rappresentazione piana, simulando la visione sferica dello spazio. La tecnica può essere utilizzata sia per vedere la realtà esistente, tramite immagini fotografiche, s…

Visualizzazione immersiva rendering rappresentazione dello spazio.Settore ICAR/17 - DisegnoImmersive visualization rendering representation of space.
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Immersive Virtual Reality Education Application : Four Development Iterations along Design Science Research Methodology

2022

This study introduces a research and development process of an immersive Virtual Reality (VR) education application. Altogether four application development iterations are showcased along the Design Science Research methodology. The results show how initial problems change and new problems occur during the course of a long-term DSR project with multiple iterations. Moreover, the study results confirm various previous findings, for example, that VR works better on higher learning levels such as application -level and personalization is a way to achieve this. In addition, 360 photos and videos were found to be easy and cost-efficient ways to increase personalization of VR applications. The re…

immersivelong-term studyopetusohjelmat (tietokoneohjelmat)design science researchkehittämistutkimuslearning applicationvirtual reality113 Computer and information sciencesohjelmistokehitysAdvances in Teaching and Learning Technologiesvirtuaalitodellisuus
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Multi-Control Virtual Reality Driving Simulator

2019

Immersive technologies (virtual and augmented reality) started gaining a lot of ground over the past few years initially in the video game industry, followed by simulators and finally integrated into many other classic applications. This paper aims to analyze how users respond to using new controlling devices in a scene designed as a driving simulator (race car track). The landscape and the controls are specifically tailored for interactions within immersive environments. In order to understand the capabilities of the experimental application and evaluate the new controls, several tests were conducted. The results are presented from a user experience perspective, emphasizing qualities, side…

business.industryComputer science05 social sciencesControl (management)Perspective (graphical)Driving simulator050801 communication & media studiesVirtual reality0506 political scienceImmersive technology0508 media and communicationsUser experience designHuman–computer interaction050602 political science & public administrationAugmented realitybusinessVideo game2019 21st International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC)
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Training Language Mediators and Interpreters through Embodied Cognition, Immersive Learning and Virtual Reality: Didactic, Organizational and Cost Be…

2022

The use of Virtual Reality (VR) for training purposes has expanded exponentially in the last decade. This paper specifically examines the use of VR in the training of language mediators and interpreters. By way of exemplification, the paper describes a training project at the University of Palermo, the “Coopera” project. The physically-cognitively immersive ‘learning by doing’ factor that characterizes a VR educational experience is particularly well-suited to skill- based activities. The paper explains how the immersive nature of VR and the notion of ‘embodied cognition’ is particularly suited to mediator/interpreter training by plausibly reproducing daily life situations and providing a ‘…

Settore SPS/07 - Sociologia Generalevirtual reality language and cultural mediation interpreter training embodied cognition immersive learning soft skills distance learningSettore L-LIN/12 - Lingua E Traduzione - Lingua Inglese
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"Having a drink in a bar": An immersive approach to explore the effects of context on drink choice

2013

UT: 000315557500004; International audience; This paper aims to evaluate the effect of context on food choices. Two studies are presented to test the potential of an immersive approach to help understanding contextual influences on drink choices. To generate contextual effects, two bar-like environments based on the idea of "having a drink in a bar" were created: one with wood furniture and one with blue furniture. In both immersive bars, clips with visual and music stimuli were projected on a wall to change the overall warmth of the ambience. In the first study, five different clips were projected. Participants in the immersive bars had to choose a drink within a large range of drinks for …

colour030309 nutrition & dieteticsContextual effectsBar (music)media_common.quotation_subject[ SDV.AEN ] Life Sciences [q-bio]/Food and NutritionApplied psychologyContext (language use)food choicecontextmultisensory perception03 medical and health sciences0404 agricultural biotechnologyPerceptionContextual variableacceptabilityFood choicemusicphysical-environmentauditory cuesComputingMilieux_MISCELLANEOUSmedia_common0303 health sciencesNutrition and Dieteticsflavorimmersive barsdurationCognition04 agricultural and veterinary sciences040401 food scienceTest (assessment)drink choicesresponsesPsychologysocial-interactionSocial psychology[SDV.AEN]Life Sciences [q-bio]/Food and NutritionFood Science
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Comparison of immersive room and virtual reality, through the consumption episode "Eating a sandwich in a park"

2020

International audience; Conventional approaches for consumers’ tests, CLT and HUT, lead respectively to a high either internal or external validity. In recent years, several immersive approaches have been developed to achieve both internal and external validity at the same time, i.e. environments close to actual consumption context while keeping parameters under control. Virtual reality (VR) is one of the most promising one.In this study, we assess two immersive strategies in terms of internal and external validity for a consumption episode “having a sandwich for lunch in a park”. The two experimental conditions were an immersive room (N = 57, Fig. 1) and a VR environment (N = 55, Fig. 2). …

[SDV.AEN] Life Sciences [q-bio]/Food and Nutrition[SDV.NEU.PC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behavior[SDV.NEU.PC] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behaviorvirtual realityimmersive room[SDV.AEN]Life Sciences [q-bio]/Food and Nutritionecological validity
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Macchine, media, pensieri e visioni... appunti (molto) sparsi

2020

Immersive art proposes a vision that is the result of a machinic utopia

Settore L-ART/06 - Cinema Fotografia E TelevisioneMachine vision Postcinema Immersive Art
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"Boire un verre dans un bar...!" - Modulation de l'expérience d'un produit par le contexte. Apport de l'immersion à l'étude des influences contextuel…

2013

The overall aim of the present thesis is to study contextual influences on food behaviour (including variables coming from the environment and from the consumer). To this purpose, an immersive method using a space with physical elements was used, in order to evoke a realistic situation within a laboratory setting. Here, the method consisted in designing an immersive bar evoking the situation of “having a drink in a bar”. Two variants of the bar were created and five studies were implemented in these spaces to study how context influences food choices and evaluation. Our approach consisted in taking the product as central in the link between the consumer and the environment and not as a cont…

comportement alimentaireperceptifimmersive bardrinkaffectiveboissonproduct experiencecontextaffectif[SDV.AEN] Life Sciences [q-bio]/Food and Nutritionbar immersiffood behavioursemanticsémantiqueperceptive[SDV.AEN]Life Sciences [q-bio]/Food and Nutritionexpérience d’un produitcontexte
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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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DESIGNING AND IMPLEMENTING A BIG OPEN ONLINE COURSE BY USING A 3D VIRTUAL IMMERSIVE ENVIRONMENT – LESSONS LEARNED

2017

Open Education (OE) is a distance learning approach that was strategically chosen by the European Commission (EC) to encourage cost-effective training, upskilling and reskilling of large population groups and workforce with speed and flexibility. Institutions and businesses design and offer Open Online Courses (OOCs) to address skill gaps, organizational and societal needs. OOCs and especially Massive OOCs (MOOCs) are suffering from high rates of attrition, which is attributed to various factors such as learner isolation and lack of motivation to complete the course. Recommendations to address the retention gap in MOOCs include adopting a participation-driven approach, using game design tec…

ongelmalähtöinen oppiminenMultimediae-LearningVirtual Immersive Environmentsavoimet verkkokurssitOpen EducationMOOCverkko-oppiminencomputer.software_genrepelillistäminenOnline courseSecond LifeProblem-Focused Education (PFE)gamificationProblem-based Learning (PBL)Game-Based Learning (GBL)PsychologycomputervirtuaalimaailmaEDULEARN proceedings
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