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You searched for subject:(Immersion AND presence). Showing records 1 – 30 of 40 total matches.

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Virginia Tech

1. Narayanan, Siddharth. Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions.

Degree: MS, Electrical and Computer Engineering, 2018, Virginia Tech

 The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory… (more)

Subjects/Keywords: Human Computer Interaction; Sensory Fusion; Immersion; Presence

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APA (6th Edition):

Narayanan, S. (2018). Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions. (Masters Thesis). Virginia Tech. Retrieved from http://hdl.handle.net/10919/82142

Chicago Manual of Style (16th Edition):

Narayanan, Siddharth. “Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions.” 2018. Masters Thesis, Virginia Tech. Accessed October 01, 2020. http://hdl.handle.net/10919/82142.

MLA Handbook (7th Edition):

Narayanan, Siddharth. “Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions.” 2018. Web. 01 Oct 2020.

Vancouver:

Narayanan S. Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions. [Internet] [Masters thesis]. Virginia Tech; 2018. [cited 2020 Oct 01]. Available from: http://hdl.handle.net/10919/82142.

Council of Science Editors:

Narayanan S. Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions. [Masters Thesis]. Virginia Tech; 2018. Available from: http://hdl.handle.net/10919/82142

2. Takala, Victor. Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft.

Degree: Media and it, 2010, Södertörn University College

  This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more… (more)

Subjects/Keywords: Game; Immersion; Presence

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APA (6th Edition):

Takala, V. (2010). Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft. (Thesis). Södertörn University College. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3750

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Takala, Victor. “Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft.” 2010. Thesis, Södertörn University College. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3750.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Takala, Victor. “Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft.” 2010. Web. 01 Oct 2020.

Vancouver:

Takala V. Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft. [Internet] [Thesis]. Södertörn University College; 2010. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3750.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Takala V. Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft. [Thesis]. Södertörn University College; 2010. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3750

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Rochester Institute of Technology

3. Babu, James. Video game HUDs: Information presentation and spatial immersion.

Degree: Information Sciences and Technologies (GCCIS), 2012, Rochester Institute of Technology

 Researchers have analyzed various aspects of the video game experience; however, analysis of how the presentation of game status information affects the player's sense of… (more)

Subjects/Keywords: Design; Diegetic; Games; Immersion; Interface; Presence

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APA (6th Edition):

Babu, J. (2012). Video game HUDs: Information presentation and spatial immersion. (Thesis). Rochester Institute of Technology. Retrieved from https://scholarworks.rit.edu/theses/5755

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Babu, James. “Video game HUDs: Information presentation and spatial immersion.” 2012. Thesis, Rochester Institute of Technology. Accessed October 01, 2020. https://scholarworks.rit.edu/theses/5755.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Babu, James. “Video game HUDs: Information presentation and spatial immersion.” 2012. Web. 01 Oct 2020.

Vancouver:

Babu J. Video game HUDs: Information presentation and spatial immersion. [Internet] [Thesis]. Rochester Institute of Technology; 2012. [cited 2020 Oct 01]. Available from: https://scholarworks.rit.edu/theses/5755.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Babu J. Video game HUDs: Information presentation and spatial immersion. [Thesis]. Rochester Institute of Technology; 2012. Available from: https://scholarworks.rit.edu/theses/5755

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

4. Sorbier de Pougnadoresse, François de. Approches visuelles pour l'amélioration de la présence en réalité virtuelle : Visual approaches to increase presence in virtual reality.

Degree: Docteur es, Informatique, 2008, Université Paris-Est

Le sentiment de présence, but ultime de la réalité virtuelle, peut être atteint en stimulant ces quatre "piliers" que sont l'immersion, l'interaction, le maintien de… (more)

Subjects/Keywords: Présence; Immersion visuelle; Stéréoscopie; Avatar; Réalité virtuelle; Virtual reality; Visual immersion; Stereoscopy; Blur; Presence

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APA (6th Edition):

Sorbier de Pougnadoresse, F. d. (2008). Approches visuelles pour l'amélioration de la présence en réalité virtuelle : Visual approaches to increase presence in virtual reality. (Doctoral Dissertation). Université Paris-Est. Retrieved from http://www.theses.fr/2008PEST0205

Chicago Manual of Style (16th Edition):

Sorbier de Pougnadoresse, François de. “Approches visuelles pour l'amélioration de la présence en réalité virtuelle : Visual approaches to increase presence in virtual reality.” 2008. Doctoral Dissertation, Université Paris-Est. Accessed October 01, 2020. http://www.theses.fr/2008PEST0205.

MLA Handbook (7th Edition):

Sorbier de Pougnadoresse, François de. “Approches visuelles pour l'amélioration de la présence en réalité virtuelle : Visual approaches to increase presence in virtual reality.” 2008. Web. 01 Oct 2020.

Vancouver:

Sorbier de Pougnadoresse Fd. Approches visuelles pour l'amélioration de la présence en réalité virtuelle : Visual approaches to increase presence in virtual reality. [Internet] [Doctoral dissertation]. Université Paris-Est; 2008. [cited 2020 Oct 01]. Available from: http://www.theses.fr/2008PEST0205.

Council of Science Editors:

Sorbier de Pougnadoresse Fd. Approches visuelles pour l'amélioration de la présence en réalité virtuelle : Visual approaches to increase presence in virtual reality. [Doctoral Dissertation]. Université Paris-Est; 2008. Available from: http://www.theses.fr/2008PEST0205


RMIT University

5. Greuter, S. Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces.

Degree: 2008, RMIT University

 This study attempted to create a game world of enormous proportions that consisted of a visual variety of procedurally generated and distributed objects. A framework… (more)

Subjects/Keywords: Fields of Research; Presence; Immersion; Visual Variety; Procedural Generation

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APA (6th Edition):

Greuter, S. (2008). Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces. (Thesis). RMIT University. Retrieved from http://researchbank.rmit.edu.au/view/rmit:10195

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Greuter, S. “Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces.” 2008. Thesis, RMIT University. Accessed October 01, 2020. http://researchbank.rmit.edu.au/view/rmit:10195.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Greuter, S. “Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces.” 2008. Web. 01 Oct 2020.

Vancouver:

Greuter S. Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces. [Internet] [Thesis]. RMIT University; 2008. [cited 2020 Oct 01]. Available from: http://researchbank.rmit.edu.au/view/rmit:10195.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Greuter S. Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces. [Thesis]. RMIT University; 2008. Available from: http://researchbank.rmit.edu.au/view/rmit:10195

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Central Florida

6. Procci, Katelyn. The subjective gameplay experience: An examination of the revised game engagement model.

Degree: 2015, University of Central Florida

 The study of the subjective gameplay experience spans multiple disciplines, from teachers who want to harness the power of gameplay to enhance instruction to game… (more)

Subjects/Keywords: Flow; immersion; presence; involvement; game engagement; minecraft; Psychology

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APA (6th Edition):

Procci, K. (2015). The subjective gameplay experience: An examination of the revised game engagement model. (Doctoral Dissertation). University of Central Florida. Retrieved from https://stars.library.ucf.edu/etd/1169

Chicago Manual of Style (16th Edition):

Procci, Katelyn. “The subjective gameplay experience: An examination of the revised game engagement model.” 2015. Doctoral Dissertation, University of Central Florida. Accessed October 01, 2020. https://stars.library.ucf.edu/etd/1169.

MLA Handbook (7th Edition):

Procci, Katelyn. “The subjective gameplay experience: An examination of the revised game engagement model.” 2015. Web. 01 Oct 2020.

Vancouver:

Procci K. The subjective gameplay experience: An examination of the revised game engagement model. [Internet] [Doctoral dissertation]. University of Central Florida; 2015. [cited 2020 Oct 01]. Available from: https://stars.library.ucf.edu/etd/1169.

Council of Science Editors:

Procci K. The subjective gameplay experience: An examination of the revised game engagement model. [Doctoral Dissertation]. University of Central Florida; 2015. Available from: https://stars.library.ucf.edu/etd/1169


University of New South Wales

7. McGinity, Matthew. Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality.

Degree: Art, 2014, University of New South Wales

 In this thesis, the phenomena of immersion and presence are explored through three bodies of work: a theoretical investigation, the construction of an immersive panoramic… (more)

Subjects/Keywords: panorama; presence; immersion; virtual reality; omnistereo; interactive; new media; media art; cinema

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APA (6th Edition):

McGinity, M. (2014). Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality. (Doctoral Dissertation). University of New South Wales. Retrieved from http://handle.unsw.edu.au/1959.4/53920 ; https://unsworks.unsw.edu.au/fapi/datastream/unsworks:12630/SOURCE02?view=true

Chicago Manual of Style (16th Edition):

McGinity, Matthew. “Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality.” 2014. Doctoral Dissertation, University of New South Wales. Accessed October 01, 2020. http://handle.unsw.edu.au/1959.4/53920 ; https://unsworks.unsw.edu.au/fapi/datastream/unsworks:12630/SOURCE02?view=true.

MLA Handbook (7th Edition):

McGinity, Matthew. “Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality.” 2014. Web. 01 Oct 2020.

Vancouver:

McGinity M. Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality. [Internet] [Doctoral dissertation]. University of New South Wales; 2014. [cited 2020 Oct 01]. Available from: http://handle.unsw.edu.au/1959.4/53920 ; https://unsworks.unsw.edu.au/fapi/datastream/unsworks:12630/SOURCE02?view=true.

Council of Science Editors:

McGinity M. Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality. [Doctoral Dissertation]. University of New South Wales; 2014. Available from: http://handle.unsw.edu.au/1959.4/53920 ; https://unsworks.unsw.edu.au/fapi/datastream/unsworks:12630/SOURCE02?view=true


University of Houston

8. Johnson, Robert. A Practical Dramaturgy for Immersive Practitioners.

Degree: MA, Theatre Studies, 2020, University of Houston

 Immersive theatre is a new, rapidly expanding field of practice, theory, and audience experience. Due to its relative novelty as an experiential artform as well… (more)

Subjects/Keywords: Immersive theatre; production boundaries; audience ontology; consent; role-to-player; immersion; presence; dramaturgy

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APA (6th Edition):

Johnson, R. (2020). A Practical Dramaturgy for Immersive Practitioners. (Masters Thesis). University of Houston. Retrieved from http://hdl.handle.net/10657/6543

Chicago Manual of Style (16th Edition):

Johnson, Robert. “A Practical Dramaturgy for Immersive Practitioners.” 2020. Masters Thesis, University of Houston. Accessed October 01, 2020. http://hdl.handle.net/10657/6543.

MLA Handbook (7th Edition):

Johnson, Robert. “A Practical Dramaturgy for Immersive Practitioners.” 2020. Web. 01 Oct 2020.

Vancouver:

Johnson R. A Practical Dramaturgy for Immersive Practitioners. [Internet] [Masters thesis]. University of Houston; 2020. [cited 2020 Oct 01]. Available from: http://hdl.handle.net/10657/6543.

Council of Science Editors:

Johnson R. A Practical Dramaturgy for Immersive Practitioners. [Masters Thesis]. University of Houston; 2020. Available from: http://hdl.handle.net/10657/6543


California State University – San Bernardino

9. Adame, Andre. Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables.

Degree: MAin Communication Studies, Communication Studies, 2019, California State University – San Bernardino

  Over the past few years, video games have served as a catalyst for virtual reality (VR) technology to become more accessible to the average… (more)

Subjects/Keywords: Virtual Reality; Video Games; Presence; Immersion; Communication Technology; Communication Technology and New Media

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APA (6th Edition):

Adame, A. (2019). Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables. (Thesis). California State University – San Bernardino. Retrieved from https://scholarworks.lib.csusb.edu/etd/918

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Adame, Andre. “Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables.” 2019. Thesis, California State University – San Bernardino. Accessed October 01, 2020. https://scholarworks.lib.csusb.edu/etd/918.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Adame, Andre. “Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables.” 2019. Web. 01 Oct 2020.

Vancouver:

Adame A. Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables. [Internet] [Thesis]. California State University – San Bernardino; 2019. [cited 2020 Oct 01]. Available from: https://scholarworks.lib.csusb.edu/etd/918.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Adame A. Fully Immersed, Fully Present: Examining the User Experience Through the Multimodal Presence Scale and Virtual Reality Gaming Variables. [Thesis]. California State University – San Bernardino; 2019. Available from: https://scholarworks.lib.csusb.edu/etd/918

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Tampere University

10. Saghir, Saqib. Utilization of viewer location based projection effects on ODV video display in CAVE like environments .

Degree: 2018, Tampere University

 The thesis work provides an overview of the CAVE-like virtual environments by describing and comparing different kinds of virtual environments and the technologies behind them.… (more)

Subjects/Keywords: Virtual Environment; Virtual Reality; CAVE Automatic Virtual Environment; User Experience; Omni-directional Videos; Immersion; Presence

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APA (6th Edition):

Saghir, S. (2018). Utilization of viewer location based projection effects on ODV video display in CAVE like environments . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/103985

Chicago Manual of Style (16th Edition):

Saghir, Saqib. “Utilization of viewer location based projection effects on ODV video display in CAVE like environments .” 2018. Masters Thesis, Tampere University. Accessed October 01, 2020. https://trepo.tuni.fi/handle/10024/103985.

MLA Handbook (7th Edition):

Saghir, Saqib. “Utilization of viewer location based projection effects on ODV video display in CAVE like environments .” 2018. Web. 01 Oct 2020.

Vancouver:

Saghir S. Utilization of viewer location based projection effects on ODV video display in CAVE like environments . [Internet] [Masters thesis]. Tampere University; 2018. [cited 2020 Oct 01]. Available from: https://trepo.tuni.fi/handle/10024/103985.

Council of Science Editors:

Saghir S. Utilization of viewer location based projection effects on ODV video display in CAVE like environments . [Masters Thesis]. Tampere University; 2018. Available from: https://trepo.tuni.fi/handle/10024/103985


Georgia Tech

11. Klainbaum, Daniel. Place and Digital Media.

Degree: MS, Information Design and Technology, 2006, Georgia Tech

 As interactors we often allude to a sense of presence, of being there, when experiencing interactive artifacts. Digital technologies can create a sense of presence(more)

Subjects/Keywords: Digital media; Immersion; Presence; Place; Space

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APA (6th Edition):

Klainbaum, D. (2006). Place and Digital Media. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/10554

Chicago Manual of Style (16th Edition):

Klainbaum, Daniel. “Place and Digital Media.” 2006. Masters Thesis, Georgia Tech. Accessed October 01, 2020. http://hdl.handle.net/1853/10554.

MLA Handbook (7th Edition):

Klainbaum, Daniel. “Place and Digital Media.” 2006. Web. 01 Oct 2020.

Vancouver:

Klainbaum D. Place and Digital Media. [Internet] [Masters thesis]. Georgia Tech; 2006. [cited 2020 Oct 01]. Available from: http://hdl.handle.net/1853/10554.

Council of Science Editors:

Klainbaum D. Place and Digital Media. [Masters Thesis]. Georgia Tech; 2006. Available from: http://hdl.handle.net/1853/10554

12. Roy, Mickaël. La réalité virtuelle pour l'apprentissage des langues : l'influence de l'immersion, de l'interaction et de la présence sur la communication en langue étrangère : une étude exploratoire auprès d'adolescents apprenant le français ou l'allemand : Virtual reality for language learning : influence of immersion, interaction and presence on communication in a foreign language : an empirical study on pupils learning French or German.

Degree: Docteur es, Sciences du langage, 2016, Strasbourg; Pädagogische Hochschule (Karlsruhe, Allemagne)

Cette thèse aborde la réalité virtuelle pour l’apprentissage médiatisé du français ou de l’allemand langue étrangère. L’étude analyse comment l’immersion et l’interaction en réalité virtuelle… (more)

Subjects/Keywords: Réalité virtuelle; Présence; Immersion; Interaction; Langue étrangère; Allemand; Français; Stratégies; Virtual reality; Presence; Immersion; Interaction; Foreign language; German; French; Language usage strategies; 373.238; 430; 440

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Roy, M. (2016). La réalité virtuelle pour l'apprentissage des langues : l'influence de l'immersion, de l'interaction et de la présence sur la communication en langue étrangère : une étude exploratoire auprès d'adolescents apprenant le français ou l'allemand : Virtual reality for language learning : influence of immersion, interaction and presence on communication in a foreign language : an empirical study on pupils learning French or German. (Doctoral Dissertation). Strasbourg; Pädagogische Hochschule (Karlsruhe, Allemagne). Retrieved from http://www.theses.fr/2016STRAC036

Chicago Manual of Style (16th Edition):

Roy, Mickaël. “La réalité virtuelle pour l'apprentissage des langues : l'influence de l'immersion, de l'interaction et de la présence sur la communication en langue étrangère : une étude exploratoire auprès d'adolescents apprenant le français ou l'allemand : Virtual reality for language learning : influence of immersion, interaction and presence on communication in a foreign language : an empirical study on pupils learning French or German.” 2016. Doctoral Dissertation, Strasbourg; Pädagogische Hochschule (Karlsruhe, Allemagne). Accessed October 01, 2020. http://www.theses.fr/2016STRAC036.

MLA Handbook (7th Edition):

Roy, Mickaël. “La réalité virtuelle pour l'apprentissage des langues : l'influence de l'immersion, de l'interaction et de la présence sur la communication en langue étrangère : une étude exploratoire auprès d'adolescents apprenant le français ou l'allemand : Virtual reality for language learning : influence of immersion, interaction and presence on communication in a foreign language : an empirical study on pupils learning French or German.” 2016. Web. 01 Oct 2020.

Vancouver:

Roy M. La réalité virtuelle pour l'apprentissage des langues : l'influence de l'immersion, de l'interaction et de la présence sur la communication en langue étrangère : une étude exploratoire auprès d'adolescents apprenant le français ou l'allemand : Virtual reality for language learning : influence of immersion, interaction and presence on communication in a foreign language : an empirical study on pupils learning French or German. [Internet] [Doctoral dissertation]. Strasbourg; Pädagogische Hochschule (Karlsruhe, Allemagne); 2016. [cited 2020 Oct 01]. Available from: http://www.theses.fr/2016STRAC036.

Council of Science Editors:

Roy M. La réalité virtuelle pour l'apprentissage des langues : l'influence de l'immersion, de l'interaction et de la présence sur la communication en langue étrangère : une étude exploratoire auprès d'adolescents apprenant le français ou l'allemand : Virtual reality for language learning : influence of immersion, interaction and presence on communication in a foreign language : an empirical study on pupils learning French or German. [Doctoral Dissertation]. Strasbourg; Pädagogische Hochschule (Karlsruhe, Allemagne); 2016. Available from: http://www.theses.fr/2016STRAC036

13. Deniaud, Christophe. Optimiser la validité des comportements observés sur simulateur de conduite : étude des interactions entre immersion, présence et comportement : Optimizing the validity of behaviors observed on driving simulator : study of the interactions between immersion, presence and behavior.

Degree: Docteur es, Sciences du Mouvement Humain, 2017, Aix Marseille Université

Les simulateurs de conduite permettent d’étudier le comportement humain dans différentes conditions fixées expérimentalement. Un avantage majeur de la simulation est de ne pas exposer… (more)

Subjects/Keywords: Réalité virtuelle; Immersion; Présence; Validité des simulateurs de conduite; Performance de conduite; Environnement virtuel; Virtual reality; Immersion; Presence; Validity of driving simulators; Driving perdormance Virtual environment; 613

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APA (6th Edition):

Deniaud, C. (2017). Optimiser la validité des comportements observés sur simulateur de conduite : étude des interactions entre immersion, présence et comportement : Optimizing the validity of behaviors observed on driving simulator : study of the interactions between immersion, presence and behavior. (Doctoral Dissertation). Aix Marseille Université. Retrieved from http://www.theses.fr/2017AIXM0640

Chicago Manual of Style (16th Edition):

Deniaud, Christophe. “Optimiser la validité des comportements observés sur simulateur de conduite : étude des interactions entre immersion, présence et comportement : Optimizing the validity of behaviors observed on driving simulator : study of the interactions between immersion, presence and behavior.” 2017. Doctoral Dissertation, Aix Marseille Université. Accessed October 01, 2020. http://www.theses.fr/2017AIXM0640.

MLA Handbook (7th Edition):

Deniaud, Christophe. “Optimiser la validité des comportements observés sur simulateur de conduite : étude des interactions entre immersion, présence et comportement : Optimizing the validity of behaviors observed on driving simulator : study of the interactions between immersion, presence and behavior.” 2017. Web. 01 Oct 2020.

Vancouver:

Deniaud C. Optimiser la validité des comportements observés sur simulateur de conduite : étude des interactions entre immersion, présence et comportement : Optimizing the validity of behaviors observed on driving simulator : study of the interactions between immersion, presence and behavior. [Internet] [Doctoral dissertation]. Aix Marseille Université 2017. [cited 2020 Oct 01]. Available from: http://www.theses.fr/2017AIXM0640.

Council of Science Editors:

Deniaud C. Optimiser la validité des comportements observés sur simulateur de conduite : étude des interactions entre immersion, présence et comportement : Optimizing the validity of behaviors observed on driving simulator : study of the interactions between immersion, presence and behavior. [Doctoral Dissertation]. Aix Marseille Université 2017. Available from: http://www.theses.fr/2017AIXM0640

14. Bettaieb, Ghada. Importance des facteurs d'accès dans l'expérience d'immersion et de présence dans un nouvel environnement commercial en ligne : Factors in the immersion and presence experience in a new online business environment.

Degree: Docteur es, Science de gestion, 2018, Université Lille II – Droit et Santé

S’inscrivant à l’intersection des champs du marketing expérientiel et des théories des systèmes d’information et d’interaction homme-machine, ce travail de recherche doctorale étudie les spécificités… (more)

Subjects/Keywords: Immersion; Présence; Réalité virtuelle; Expérience de shopping; Environnement commercial en 3D; Navigabilité; Sociabilité; Richesse sensorielle; Immersion; Presence; Virtual reality; Shopping experience; 3D commercial environmen; Navigability; Sociability; Sensory wealth

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bettaieb, G. (2018). Importance des facteurs d'accès dans l'expérience d'immersion et de présence dans un nouvel environnement commercial en ligne : Factors in the immersion and presence experience in a new online business environment. (Doctoral Dissertation). Université Lille II – Droit et Santé. Retrieved from http://www.theses.fr/2018LIL2D019

Chicago Manual of Style (16th Edition):

Bettaieb, Ghada. “Importance des facteurs d'accès dans l'expérience d'immersion et de présence dans un nouvel environnement commercial en ligne : Factors in the immersion and presence experience in a new online business environment.” 2018. Doctoral Dissertation, Université Lille II – Droit et Santé. Accessed October 01, 2020. http://www.theses.fr/2018LIL2D019.

MLA Handbook (7th Edition):

Bettaieb, Ghada. “Importance des facteurs d'accès dans l'expérience d'immersion et de présence dans un nouvel environnement commercial en ligne : Factors in the immersion and presence experience in a new online business environment.” 2018. Web. 01 Oct 2020.

Vancouver:

Bettaieb G. Importance des facteurs d'accès dans l'expérience d'immersion et de présence dans un nouvel environnement commercial en ligne : Factors in the immersion and presence experience in a new online business environment. [Internet] [Doctoral dissertation]. Université Lille II – Droit et Santé 2018. [cited 2020 Oct 01]. Available from: http://www.theses.fr/2018LIL2D019.

Council of Science Editors:

Bettaieb G. Importance des facteurs d'accès dans l'expérience d'immersion et de présence dans un nouvel environnement commercial en ligne : Factors in the immersion and presence experience in a new online business environment. [Doctoral Dissertation]. Université Lille II – Droit et Santé 2018. Available from: http://www.theses.fr/2018LIL2D019


Universiteit Utrecht

15. Hüfken, T. Exploratie van de Ervaring - Een ontdekkingsreis naar spelplezier en ruimtelijkheid in games.

Degree: 2011, Universiteit Utrecht

Subjects/Keywords: games; ruimtelijkheid; spelplezier; immersion; presence; exploratie; spelervaring

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Hüfken, T. (2011). Exploratie van de Ervaring - Een ontdekkingsreis naar spelplezier en ruimtelijkheid in games. (Masters Thesis). Universiteit Utrecht. Retrieved from http://dspace.library.uu.nl:8080/handle/1874/205132

Chicago Manual of Style (16th Edition):

Hüfken, T. “Exploratie van de Ervaring - Een ontdekkingsreis naar spelplezier en ruimtelijkheid in games.” 2011. Masters Thesis, Universiteit Utrecht. Accessed October 01, 2020. http://dspace.library.uu.nl:8080/handle/1874/205132.

MLA Handbook (7th Edition):

Hüfken, T. “Exploratie van de Ervaring - Een ontdekkingsreis naar spelplezier en ruimtelijkheid in games.” 2011. Web. 01 Oct 2020.

Vancouver:

Hüfken T. Exploratie van de Ervaring - Een ontdekkingsreis naar spelplezier en ruimtelijkheid in games. [Internet] [Masters thesis]. Universiteit Utrecht; 2011. [cited 2020 Oct 01]. Available from: http://dspace.library.uu.nl:8080/handle/1874/205132.

Council of Science Editors:

Hüfken T. Exploratie van de Ervaring - Een ontdekkingsreis naar spelplezier en ruimtelijkheid in games. [Masters Thesis]. Universiteit Utrecht; 2011. Available from: http://dspace.library.uu.nl:8080/handle/1874/205132


Tampere University

16. Hu, Xinru. The height of camera : evaluation of the effects of fundamental feature of 360-degree video on user experience .

Degree: 2018, Tampere University

 The 360-degree video, aka omnidirectional video, can be used to efficiently create immersive experiences and thus has great potential to be utilized in different contexts… (more)

Subjects/Keywords: 360-degree Video; omnidirectional camera; omnidirectional video; height of Camera; user experience; UX evaluation; immersion; presence

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Hu, X. (2018). The height of camera : evaluation of the effects of fundamental feature of 360-degree video on user experience . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/103983

Chicago Manual of Style (16th Edition):

Hu, Xinru. “The height of camera : evaluation of the effects of fundamental feature of 360-degree video on user experience .” 2018. Masters Thesis, Tampere University. Accessed October 01, 2020. https://trepo.tuni.fi/handle/10024/103983.

MLA Handbook (7th Edition):

Hu, Xinru. “The height of camera : evaluation of the effects of fundamental feature of 360-degree video on user experience .” 2018. Web. 01 Oct 2020.

Vancouver:

Hu X. The height of camera : evaluation of the effects of fundamental feature of 360-degree video on user experience . [Internet] [Masters thesis]. Tampere University; 2018. [cited 2020 Oct 01]. Available from: https://trepo.tuni.fi/handle/10024/103983.

Council of Science Editors:

Hu X. The height of camera : evaluation of the effects of fundamental feature of 360-degree video on user experience . [Masters Thesis]. Tampere University; 2018. Available from: https://trepo.tuni.fi/handle/10024/103983

17. Ekelund, Stefan. Inlevelse genom realism : En undersökning om relation mellan inlevelse och realism.

Degree: 2016, , Blekinge Institute of Technology

För det här kandidatarbetet så har vi valt att undersöka om hur vi kan använda oss av realism för att skapa inlevelse i en… (more)

Subjects/Keywords: Immersion; Presence; Realism; 3D; Virtual Environment; Inlevelse; Närvaro; Realism; 3D; Virtuell Miljö; Human Computer Interaction; Människa-datorinteraktion (interaktionsdesign); Computer Engineering; Datorteknik

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Ekelund, S. (2016). Inlevelse genom realism : En undersökning om relation mellan inlevelse och realism. (Thesis). , Blekinge Institute of Technology. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12349

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Ekelund, Stefan. “Inlevelse genom realism : En undersökning om relation mellan inlevelse och realism.” 2016. Thesis, , Blekinge Institute of Technology. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12349.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Ekelund, Stefan. “Inlevelse genom realism : En undersökning om relation mellan inlevelse och realism.” 2016. Web. 01 Oct 2020.

Vancouver:

Ekelund S. Inlevelse genom realism : En undersökning om relation mellan inlevelse och realism. [Internet] [Thesis]. , Blekinge Institute of Technology; 2016. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12349.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Ekelund S. Inlevelse genom realism : En undersökning om relation mellan inlevelse och realism. [Thesis]. , Blekinge Institute of Technology; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12349

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

18. Anderberg, Ted. Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative.

Degree: 2017, , Department of Technology and Aesthetics

  Virtual Reality is one of the next big things in gaming, more and more games delivering an immersive VR-experience are popping up. Words such… (more)

Subjects/Keywords: Soundscape; immersion; presence; diegetic sounds; audio narrative; spatial audio; auditory hierarchy; Media and Communication Technology; Medieteknik

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Anderberg, T. (2017). Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative. (Thesis). , Department of Technology and Aesthetics. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Anderberg, Ted. “Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative.” 2017. Thesis, , Department of Technology and Aesthetics. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Anderberg, Ted. “Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative.” 2017. Web. 01 Oct 2020.

Vancouver:

Anderberg T. Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative. [Internet] [Thesis]. , Department of Technology and Aesthetics; 2017. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Anderberg T. Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative. [Thesis]. , Department of Technology and Aesthetics; 2017. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


AUT University

19. van Zoomeren, Joseph. Virtual Potential Spaces: A Hermeneutic Exploration of the Bridge Between Winnicott and Virtual Reality .

Degree: AUT University

 Virtual reality (VR) is a new and exciting technology which shows great potential and promise in fields such as entertainment, health, education, business, public safety,… (more)

Subjects/Keywords: Virtual Reality; Winnicott; Virtual Potential; Potential Space; Immersion; Presence

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

van Zoomeren, J. (n.d.). Virtual Potential Spaces: A Hermeneutic Exploration of the Bridge Between Winnicott and Virtual Reality . (Thesis). AUT University. Retrieved from http://hdl.handle.net/10292/13223

Note: this citation may be lacking information needed for this citation format:
No year of publication.
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

van Zoomeren, Joseph. “Virtual Potential Spaces: A Hermeneutic Exploration of the Bridge Between Winnicott and Virtual Reality .” Thesis, AUT University. Accessed October 01, 2020. http://hdl.handle.net/10292/13223.

Note: this citation may be lacking information needed for this citation format:
No year of publication.
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

van Zoomeren, Joseph. “Virtual Potential Spaces: A Hermeneutic Exploration of the Bridge Between Winnicott and Virtual Reality .” Web. 01 Oct 2020.

Note: this citation may be lacking information needed for this citation format:
No year of publication.

Vancouver:

van Zoomeren J. Virtual Potential Spaces: A Hermeneutic Exploration of the Bridge Between Winnicott and Virtual Reality . [Internet] [Thesis]. AUT University; [cited 2020 Oct 01]. Available from: http://hdl.handle.net/10292/13223.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
No year of publication.

Council of Science Editors:

van Zoomeren J. Virtual Potential Spaces: A Hermeneutic Exploration of the Bridge Between Winnicott and Virtual Reality . [Thesis]. AUT University; Available from: http://hdl.handle.net/10292/13223

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
No year of publication.

20. Rundquist, Björn. Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality.

Degree: 2016, , Department of Technology and Aesthetics

Centralt inom Virtual Reality är upplevelsen att det digitala uppfattas som verkligt. Men varför känns just den här upplevelsen verklig? Genom att undersöka flera… (more)

Subjects/Keywords: Virtual Reality; presence; immersion; HMD; Virtual Reality; presence; immersion; HMD; Media and Communication Technology; Medieteknik

…på begreppen presence eller telepresence utan beskriver presence som ”the ‘sense of being… …immersiva de är. För att förklara detta skriver Slater att “Immersion is a description of a… …participant.” (Slater & Wilbur, 1997, s. 3) Immersion kan alltså beskrivas som ett systems… …M. , 2009) För både Slater och Steuer används ordet närvaro, för Slater presence och… …Steuer specifikt som en viss typ av presence: telepresence, som en beskrivning av “känslan av… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Rundquist, B. (2016). Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality. (Thesis). , Department of Technology and Aesthetics. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Rundquist, Björn. “Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality.” 2016. Thesis, , Department of Technology and Aesthetics. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Rundquist, Björn. “Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality.” 2016. Web. 01 Oct 2020.

Vancouver:

Rundquist B. Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality. [Internet] [Thesis]. , Department of Technology and Aesthetics; 2016. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Rundquist B. Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality. [Thesis]. , Department of Technology and Aesthetics; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Pretoria

21. Bosman, Isak De Villiers. Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality.

Degree: MIS, Information Science, 2019, University of Pretoria

 Virtual reality has the potential to simulate a variety of real-world scenarios for training- and entertainment-purposes, as it has the ability to induce a sense… (more)

Subjects/Keywords: Virtual reality; Tactile feedback; Audio feedback; Intersensory illusions; Immersion and presence; UCTD

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bosman, I. D. V. (2019). Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality. (Masters Thesis). University of Pretoria. Retrieved from http://hdl.handle.net/2263/69248

Chicago Manual of Style (16th Edition):

Bosman, Isak De Villiers. “Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality.” 2019. Masters Thesis, University of Pretoria. Accessed October 01, 2020. http://hdl.handle.net/2263/69248.

MLA Handbook (7th Edition):

Bosman, Isak De Villiers. “Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality.” 2019. Web. 01 Oct 2020.

Vancouver:

Bosman IDV. Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality. [Internet] [Masters thesis]. University of Pretoria; 2019. [cited 2020 Oct 01]. Available from: http://hdl.handle.net/2263/69248.

Council of Science Editors:

Bosman IDV. Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality. [Masters Thesis]. University of Pretoria; 2019. Available from: http://hdl.handle.net/2263/69248

22. Heimonen, Magnus. Virtual Musicality : Soundtrack enters VR.

Degree: Informatics, 2016, University of Skövde

  Virtual Reality (VR) can potentially transport the user to another world. Outside of VR, musical soundtrack is usually placed outside of the scene, referred… (more)

Subjects/Keywords: virtual; reality; audiovisual; audio; visual; contract; immersion; presence

…keep the highest level of immersion and presence. We must also remember the essential point… …research on presence and immersion were formed. Singer and Witmer attempted to understand how to… …perceived immersion or “presence”. Following questions touched on the perceived best or worst… …on the immersion scale with 50%, 3 respondents replying with a 5 for presence. Virtual… …scene could have been detrimental to immersion. 90% reported presence when playing music from… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Heimonen, M. (2016). Virtual Musicality : Soundtrack enters VR. (Thesis). University of Skövde. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Heimonen, Magnus. “Virtual Musicality : Soundtrack enters VR.” 2016. Thesis, University of Skövde. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Heimonen, Magnus. “Virtual Musicality : Soundtrack enters VR.” 2016. Web. 01 Oct 2020.

Vancouver:

Heimonen M. Virtual Musicality : Soundtrack enters VR. [Internet] [Thesis]. University of Skövde; 2016. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Heimonen M. Virtual Musicality : Soundtrack enters VR. [Thesis]. University of Skövde; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

23. Troost, Robbert. Exploring the value of adding airflow to the VR-developer’s toolkit.

Degree: Media Technology, 2019, Södertörn University

  To achieve the highest levels of immersion and presence possible in a Virtual Reality experience, all of the sensory input we receive in the… (more)

Subjects/Keywords: immersion; presence; airflow; virtual environments; Interaction Technologies; Interaktionsteknik

immersion/presence in the VE. As such, it can arguably be concluded that the tactile feedback was… …equally accepted as a contributing factor to the feeling of immersion and presence, even if the… …a certain learning curve is present that will also impact the immersion and presence that… …A Study on Immersion and Presence of a Portable Hand Haptic System for Immersive Virtual… …immersion; it still averaged a score of 4.3 out of 7. Of course, music is a form of audio that… 

Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Sample image

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Troost, R. (2019). Exploring the value of adding airflow to the VR-developer’s toolkit. (Thesis). Södertörn University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38495

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Troost, Robbert. “Exploring the value of adding airflow to the VR-developer’s toolkit.” 2019. Thesis, Södertörn University. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38495.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Troost, Robbert. “Exploring the value of adding airflow to the VR-developer’s toolkit.” 2019. Web. 01 Oct 2020.

Vancouver:

Troost R. Exploring the value of adding airflow to the VR-developer’s toolkit. [Internet] [Thesis]. Södertörn University; 2019. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38495.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Troost R. Exploring the value of adding airflow to the VR-developer’s toolkit. [Thesis]. Södertörn University; 2019. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38495

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

24. Ghazouani, Anas El. Spatial Immersion Dimensions in 360º Videos.

Degree: Media Technology, 2017, Södertörn University

  360º videos have emerged as a technology that providesnew possibilities for filmmakers and users alike. Thisresearch study will look at 360º videos and the… (more)

Subjects/Keywords: 360º videos; presence; immersion; spatial immersion; virtual environments; Media Studies; Medievetenskap

…could focus on the link between the emotional aspect of presence and spatial immersion or ask… …level of immersion they have felt. In the restaurant scene, one of the more interesting… …had the highest sense of presence in that scene with one commenting that it was almost… …the feeling of immersion changed once they the subject noticed the moving car. It also… …This touches on the points made by Wirth et al. [22] about how spatial immersion is… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Ghazouani, A. E. (2017). Spatial Immersion Dimensions in 360º Videos. (Thesis). Södertörn University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32972

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Ghazouani, Anas El. “Spatial Immersion Dimensions in 360º Videos.” 2017. Thesis, Södertörn University. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32972.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Ghazouani, Anas El. “Spatial Immersion Dimensions in 360º Videos.” 2017. Web. 01 Oct 2020.

Vancouver:

Ghazouani AE. Spatial Immersion Dimensions in 360º Videos. [Internet] [Thesis]. Södertörn University; 2017. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32972.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Ghazouani AE. Spatial Immersion Dimensions in 360º Videos. [Thesis]. Södertörn University; 2017. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32972

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

25. Hallengren, Viktor. Virtuellt klassrum i virtuell verklighet.

Degree: Science and Technology, 2016, Örebro University

Projektet skapades från viljan att framställa en virtuell träningsmiljö där blivande lärare kan öva och bättra på sin icke-verbala kommunikation när dem undervisar. Projektet… (more)

Subjects/Keywords: virtual reality; immersion; presence; teachers; students; training environment; human behavior; virtual classroom; bdi; jason; oculus rift; kinect; myo; virtuell verklighet; immersion; närvaro; lärare; elever; träningsmiljö; mänskligt beetende; virtuellt klassrum; bdi; jason; oculus rift; kinect; myo; Computer Sciences; Datavetenskap (datalogi)

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Hallengren, V. (2016). Virtuellt klassrum i virtuell verklighet. (Thesis). Örebro University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-51087

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Hallengren, Viktor. “Virtuellt klassrum i virtuell verklighet.” 2016. Thesis, Örebro University. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-51087.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Hallengren, Viktor. “Virtuellt klassrum i virtuell verklighet.” 2016. Web. 01 Oct 2020.

Vancouver:

Hallengren V. Virtuellt klassrum i virtuell verklighet. [Internet] [Thesis]. Örebro University; 2016. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-51087.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Hallengren V. Virtuellt klassrum i virtuell verklighet. [Thesis]. Örebro University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-51087

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

26. Karlsson, Fredrik. Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion.

Degree: Information Technology, 2017, Halmstad University

Virtuell verklighet (VR) har börjat användas i större utsträckning av människor inomområden som utbildning och underhållning. För att VR ska uppfattas som en seriösplattform… (more)

Subjects/Keywords: virtual reality; immersion; presence; hand interaction; guidelines; technology; virtuell verklighet; immersion; närvaro; handinteraktion; riktlinjer; teknik; Interaction Technologies; Interaktionsteknik

…reality, immersion, presence, handinteraction, guidelines, technology i olika kombinationer… …användarupplevelse rörande VR är att användarna når en hög nivå av immersion (Pike & Ch'ng, 2016… …Stolterman, 2004; Desai et al., 2014). Immersion handlar om att skapa känslan hos användaren… …x29; och en förutsättning för immersion är att interaktionen är naturlig och realistisk… …interaktion som användarna upplever realistisk, vilket tenderar att leda till försämrad immersion… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Karlsson, F. (2017). Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion. (Thesis). Halmstad University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35373

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Karlsson, Fredrik. “Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion.” 2017. Thesis, Halmstad University. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35373.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Karlsson, Fredrik. “Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion.” 2017. Web. 01 Oct 2020.

Vancouver:

Karlsson F. Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion. [Internet] [Thesis]. Halmstad University; 2017. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35373.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Karlsson F. Designriktlinjer för handinteraktion för att stödja immersion i VR : En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion. [Thesis]. Halmstad University; 2017. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35373

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

27. Dunnington, Renee M. The Nature and Determinants of Presence Among Nursing Students Participating in High Fidelity Human Patient Simulation.

Degree: PhD, EDU Policy and Leadership, 2012, The Ohio State University

  Human patient simulation is increasingly becoming an integral component of nursing education based on a variety of professional, educational, social, economic, political, and safety… (more)

Subjects/Keywords: Educational Technology; Health Care; Nursing; Technology; Simulation; Human Patient Simulation; Presence; Immersion; Nursing Students

…70 Environmental/Physical Presence Definitions ….. 77 Engagement/Immersion… …57 Presence and Human Patient Simulation …. 61 Presence Conceptualizations… …62 Evolution of the Concept of Presence 63 Presence Definitions… …Presence Definitions …. 77 Actional/Agentic Presence Definitions 78… …Perceptual/Illusional Presence Definitions .. 78 viii Cognitive/Perceptual… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Dunnington, R. M. (2012). The Nature and Determinants of Presence Among Nursing Students Participating in High Fidelity Human Patient Simulation. (Doctoral Dissertation). The Ohio State University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=osu1329957926

Chicago Manual of Style (16th Edition):

Dunnington, Renee M. “The Nature and Determinants of Presence Among Nursing Students Participating in High Fidelity Human Patient Simulation.” 2012. Doctoral Dissertation, The Ohio State University. Accessed October 01, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1329957926.

MLA Handbook (7th Edition):

Dunnington, Renee M. “The Nature and Determinants of Presence Among Nursing Students Participating in High Fidelity Human Patient Simulation.” 2012. Web. 01 Oct 2020.

Vancouver:

Dunnington RM. The Nature and Determinants of Presence Among Nursing Students Participating in High Fidelity Human Patient Simulation. [Internet] [Doctoral dissertation]. The Ohio State University; 2012. [cited 2020 Oct 01]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1329957926.

Council of Science Editors:

Dunnington RM. The Nature and Determinants of Presence Among Nursing Students Participating in High Fidelity Human Patient Simulation. [Doctoral Dissertation]. The Ohio State University; 2012. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1329957926


University of Vienna

28. Reiner, Daniela. Das Präsenzerleben bei Ego Shooter Spielen.

Degree: 2009, University of Vienna

 Diese Arbeit beschäftigt sich mit dem generellen Spielerleben der Spieler von Videospielen, im speziellen aber von Ego Shooter Spielen. Ego Shooter Spiele kennzeichnen sich dadurch,… (more)

Subjects/Keywords: 05.38 Neue elektronische Medien; 05.30 Massenkommunikation, Massenmedien: Allgemeines; Präsenzerleben / Ego Shooter / Videospiele / Unterhaltungserleben / Immersion; presence / Ego Shooter / videogames

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Reiner, D. (2009). Das Präsenzerleben bei Ego Shooter Spielen. (Thesis). University of Vienna. Retrieved from http://othes.univie.ac.at/5450/

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Reiner, Daniela. “Das Präsenzerleben bei Ego Shooter Spielen.” 2009. Thesis, University of Vienna. Accessed October 01, 2020. http://othes.univie.ac.at/5450/.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Reiner, Daniela. “Das Präsenzerleben bei Ego Shooter Spielen.” 2009. Web. 01 Oct 2020.

Vancouver:

Reiner D. Das Präsenzerleben bei Ego Shooter Spielen. [Internet] [Thesis]. University of Vienna; 2009. [cited 2020 Oct 01]. Available from: http://othes.univie.ac.at/5450/.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Reiner D. Das Präsenzerleben bei Ego Shooter Spielen. [Thesis]. University of Vienna; 2009. Available from: http://othes.univie.ac.at/5450/

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

29. Hansson, Mikael. A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games.

Degree: Informatics, 2016, Umeå University

  In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within… (more)

Subjects/Keywords: first-person; video games; identification; identity; self; self-perception; perception; immersion; narrative; user-study; charakter; fictional; role-playing; narratology; ludology; ludonarrative; ludonarrative dissonance; walking simulator; crafting survival; Dear Esther; Minecraft; player presence; role

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Hansson, M. (2016). A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Hansson, Mikael. “A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games.” 2016. Thesis, Umeå University. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Hansson, Mikael. “A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games.” 2016. Web. 01 Oct 2020.

Vancouver:

Hansson M. A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games. [Internet] [Thesis]. Umeå University; 2016. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Hansson M. A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games. [Thesis]. Umeå University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

30. Holgersson, Jakob. Camera impact on social impact games : Top down, third person and immersion.

Degree: Informatics, 2016, University of Skövde

Subjects/Keywords: Immersion; camera angles; spatial presence; games; Engineering and Technology; Teknik och teknologier

…consider to be the same thing as Immersion. He claims that spatial presence happens in three… …only the playability of a game, but also on challenge and immersion. When reading reviews and… …put the camera behind the player, giving the player more spatial presence than the top-down… …relevance of spatial presence. They describe spatial presence as a state of consciousness that… …physical presence is for players to establish a mental model of the virtual environment. 2.2.1… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Holgersson, J. (2016). Camera impact on social impact games : Top down, third person and immersion. (Thesis). University of Skövde. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13259

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Holgersson, Jakob. “Camera impact on social impact games : Top down, third person and immersion.” 2016. Thesis, University of Skövde. Accessed October 01, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13259.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Holgersson, Jakob. “Camera impact on social impact games : Top down, third person and immersion.” 2016. Web. 01 Oct 2020.

Vancouver:

Holgersson J. Camera impact on social impact games : Top down, third person and immersion. [Internet] [Thesis]. University of Skövde; 2016. [cited 2020 Oct 01]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13259.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Holgersson J. Camera impact on social impact games : Top down, third person and immersion. [Thesis]. University of Skövde; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13259

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

[1] [2]

.