Search results for "immersive"

showing 8 items of 28 documents

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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Immersive journalism as storytelling

2018

immersive journalismjournalismiimmersiivinen journalismivirtual realityjournalismvirtuaalitodellisuus
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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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Learning Outcomes in HMD-VR: a Literature Review

2022

While the educational technology has developed to the point that Extended Reality (XR), including immersive Virtual Reality (VR) can be used in education, the learning outcomes of these technologies in the large scale is still quite unknown. This literature review aims to take a comprehensive look to the field of immersive VR in to find out where the learning outcomes of HMD-VR stands out, and how they compare to other technologies and methods. The main result of this paper is that while HMD-based Virtual Reality Learning Environments (VRLEs) may not be superior compared to other technologies such as desktop-based VR environments regarding direct learning outcomes, a clear indication toward…

motivaatiolearning motivationlearning engagementoppimisympäristölearningkoulutusteknologiaoppiminenhead-mounted-displayssitoutuminenoppimistuloksettavoitteetvirtuaalitodellisuusvirtuaalilasitlearning outcomesimmersiveHMDteknologiavirtual realityopetusteknologiakirjallisuuskatsauksetlisätty todellisuusSeminar.net
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TeamLab : au-delà de quelles limites ? Le numérique à la portée des publics

2019

L’article va étudier l’exposition « TeamLab : au-delà des limites », qui s’est déroulée à la Halle de la Villette à Paris du 15 mai au 9 septembre 2018. Il s’agit de mettre en évidence les nouveaux usages et les expériences induits au visiteur par cette exposition temporaire qualifiée d’immersive entièrement construite sur des outils numériques. Peut-on encore parler d’exposition ? L’emploi d’interfaces conviviales permet-il de dépasser les barrières culturelles et valoriser le pays mis à l’honneur dans ce parcours exploratoire : le Japon ? This text intends to study the « TeamLab : beyond the limits » exhibition which took place at the Halle de la Villette in Paris from 15 May to 9 Septemb…

numériquedigital[SHS.INFO]Humanities and Social Sciences/Library and information sciencesmuseum05 social sciencesGeography Planning and Developmentpublicimmersive experienceDevelopmentpublics050905 science studiesPublics[SHS.INFO] Humanities and Social Sciences/Library and information scienceslcsh:P87-96lcsh:Zlcsh:Communication. Mass medialcsh:Bibliography. Library science. Information resourcesPolitical science0502 economics and business0509 other social sciencesmuséeHumanities050212 sport leisure & tourismComputingMilieux_MISCELLANEOUSexpérience immersive
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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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Immersive gaming as journalism

2021

This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…

pelaaminenmediaimmersiivinen journalismiComputingMilieux_PERSONALCOMPUTINGContext (language use)Virtual realityAdventuredigitaalitekniikkavirtuaalitodellisuuspelillistäminenosallistaminenimmersioAestheticsjournalismiteknologiaImmersion (virtual reality)immersive gamingJournalismAugmented realityimmersive technologySociologylisätty todellisuusdigitaaliset pelit
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Ambienti digitali ed extended reality: alcune questioni semiotiche a partire da esempi di branding e retailing.

2021

This article raises some semiotic questions about extendend reality that involves the wide range of digital technologies including VR (virtual reality), AR (augmented reality) and MR (mixed reality), drawing on some cases from the world of organised retail and branding. We are talking about a set of technologies that, since the beginning of their creation and today in the fields in which they are most used, have brought to the surface, because they have questioned them, a series of theoretical problems of great interest for semiotics, such as corporeality and perception, the situation of fruition and the change of point of view, but also the narrative dimension produced - or not produced - …

semiotics virtual reality extended reality branding immersive technologySettore M-FIL/05 - Filosofia E Teoria Dei Linguaggi
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