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      Human Computer InteractionGame studiesUsabilityGame Design
Entrare nell’immagine: un desiderio che accompagna l’umanità dall’alba dei tempi, perdendosi nelle nebbie del mito. Un desiderio che nei secoli ogni cultura visuale ha cercato di realizzare con i mezzi di volta in volta disponibili. E che... more
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    •   20  
      AestheticsMedia StudiesNew MediaMedia Archaeology
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    •   8  
      Event ManagementExperience DesignInteractive and Digital MediaInteractive Arts
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    •   12  
      PerceptionComputer Games TechnologyInteractive NarrativeInteractive Digital Storytelling
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    •   6  
      Installation ArtLight & Space (Art)Immersion and ExperienceEsthetics
In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is... more
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    •   9  
      Cognitive PsychologyVisual perceptionAttentionVirtual Worlds
In this paper, we review the use of virtual and augmented reality technologies for capture and externalization of tacit knowledge from complex activity in knowledge-intensive professions. We focus on technologies for converting experience... more
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    •   16  
      Educational TechnologyVirtual Reality (Computer Graphics)Augmented RealityRecording
In an essay on the picture frame, Georg Simmel claims the sacredness of this device considered fun- damental for the dialectical articulation of the delicate relationship between art and reality which con- stitutes, for the german... more
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    •   10  
      SemioticsCultural SemioticsVisual SemioticsDrama and Theater
Aldous Huxley's concern with media, and in particular with cinema, is one of the most conspicuous components of his work as a social critic and as a novelist. Evaluating its potential societal functions, as an artistic genre, a didactic... more
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    •   3  
      Cinematic SpaceImmersion and ExperienceCinema Studies
Mit diesem Titel liegt eine veröffentlichte Magisterarbeit vor, deren redaktioneller Beschreibungstext auf dem Buchrücken einen „Blick über den Tellerrand hinaus“ verspricht. Dieses Versprechen soll sich durch drei Leitaspekte einlösen,... more
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    •   43  
      SemioticsCultural HistoryCultural StudiesGame Theory
A presentation pertinent to the development of virtual reality (VR) software for research, clinical, and academic purposes. It includes also links to useful online tutorials, webpages, and assets. This presentation is the fourth part of... more
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    •   4  
      Virtual Reality (Computer Graphics)Immersion and ExperienceVirtual RealityUnity3d
Every May, Creighton students travel to Peru as part of the Discovering Peru: Church, Society and Language in Context program. While in Peru, they directly engage and accompany people in the Villa El Salvador district of Lima, one of the... more
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    •   6  
      Catholic Social TeachingImmersion and ExperienceImmersion Programs and Language LearningInternational Service Learning
Une étude quantitative menée auprès de 916 visiteurs d’un musée français a permis de mesurer les bénéfices expérientiels retirés de l’usage d’un outil interactif dans un contexte muséal et de vérifier si le vécu diffère en fonction de... more
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    •   9  
      Visitor studiesUser Experience (UX)Usability and user experienceImmersion and Experience
A presentation pertinent to the development of virtual reality (VR) software for research, clinical, and academic purposes. It includes also links to useful online tutorials, webpages, and assets. This presentation is the third part of... more
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    •   4  
      Virtual Reality (Computer Graphics)Immersion and ExperienceVirtual RealityUnity3d
Outcomes in pediatric cardiac surgery have improved dramatically since its infancy 40 years ago. Mortality has been reduced from as high as 90–100% in the initial years to around 4% for high complexity cases and virtually no mortality for... more
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    •   10  
      SurgeryQuality ManagementE-learningExpertise
Becoming commercially available in the mid 1960s, video quickly became integral to the intense experimentalism of New York City's music and art scenes. The medium was able to record image and sound at the same time, which allowed... more
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    •   128  
      MusicVisual StudiesArt HistoryNew Media
A period of intense intercultural activity, the Renaissance offers a productive terrain for explor- ing the multi-faceted dimensions of translation. Translation Studies increasingly sees translation as a process of cultural interaction in... more
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    •   8  
      Translation StudiesRenaissance StudiesRenaissance HumanismTranslation theory
The objective of this article is twofold. In the first part, I discuss two issues central to any theoretical inquiry into mental imagery: embodiment and consciousness. I do so against the backdrop of second-generation cognitive science,... more
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    •   29  
      Cognitive ScienceAestheticsLiteracyVisual Studies
This article presents the category of emersion in videogames. The author of this article understands emersion as an experience of such elements of a game that weaken the impression of non-mediated participation in events presented in the... more
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    •   32  
      Human Computer InteractionGame studiesMedia StudiesNew Media
Player immersion is the holy grail of computer game designers particularly in environments such as those found in first-person shooters. However, little is understood about the processes of immersion and much is assumed. This is certainly... more
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    •   6  
      PsychologyComputer ScienceGame studiesUser Experience (UX)
In the following article, I examine Martin Heidegger’s philosophy of dwelling with a view to its importance for the concept of ‘place’. It is my interest to show how a phenomenological concept of place can elucidate the phenomenology of... more
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    •   9  
      PhenomenologyMartin HeideggerTelepresenceImmersion and Experience
This paper proposes a tool to be used by aspiring horror game developers, to design more horrifying and immersive horror experiences by distributing the psychological aspects of fear into a spectrum of emotional components that could... more
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    •   29  
      Anxiety DisordersTerrorismInternational TerrorismSocial Anxiety
The aim of this thesis is to provide insight into methods of designing and implementing believable and internally consistent environments for use within video games. The first chapter introduces the ideas of immersion, flow and... more
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    •   3  
      Video GamesImmersion and ExperienceSuspension of Disbelief
In seinem zukunftsweisenden Text The Cyborg’s Dilemma: Embodiment in Virtual Environments (1997) entwickelte Frank Biocca das Konzept des progressive embodiment. Mit diesem Theoriekonzept entwirft Biococa ein interaktionistisches Modell... more
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    •   51  
      HistoryCultural HistoryCultural StudiesCognitive Psychology
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    •   15  
      Computer ScienceDesignArtNarrative
Ce travail de recherche propose une mesure française du transport narratif adaptée aux expériences de dispositifs numériques de narration transmédia dans le champ des arts et de la culture. Tout d'abord, sur la base d'une revue de la... more
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    •   3  
      Consumer BehaviorImmersion and ExperienceTransmedia Storytelling
Immersive cinema was made for modern storytellers and has inspired innovative ways to create films. Unrestricted by boundaries an immersive film maker places the audience at the center of a story revealing each scene through manipulation... more
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    •   20  
      Virtual Reality (Computer Graphics)VR PanoramaExperience DesignPlanetariums
faculty industry immersion experience as part of teaching enhancement program
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    •   2  
      Immersion and ExperienceTravel and Tourism Industry
This short essay examines the working method of the late sound artist Michael Brewster. Using sound as a material for creating immersive installations, Brewster employed sound in a novel way and created a viewer activated environment... more
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    •   5  
      Installation ArtImmersion and ExperienceSound Artpostwar art of Southern California
ImmerseMe is a virtual reality technology (VR technology) software with automatic speech recognition (ASR) embedded into language learning lessons designed for language study. The desktop version is currently licensed to over 13,000 users... more
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    •   40  
      LanguagesHuman Computer InteractionTeaching and LearningEducation
This study aimed to determine the usability of a 3D touch screen kiosk system for way-finding at a shopping mall in Ankara, Turkey. The usability testing was conducted in collaboration with 15 authentic users and the usability problems... more
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    •   48  
      Information SystemsInformation ScienceInformation RetrievalHuman Computer Interaction
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    •   9  
      PsychologyComputer ScienceGame studiesUser Experience (UX)
Studied responses of employees of 1500+ strong listed company to gauge the happiness factor and factors contributing to their productivity, engagement level, loyalty and discontent factors.
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    •   19  
      Social PsychologyHuman Computer InteractionDigital HumanitiesOrganizational Change
O áudio e seu processo imersivo dentro de jogos digitais, mais especificamente dentro do jogo Journey (That Game Company, 2012).
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    •   8  
      MusicAudio Signal ProcessingVideo GamesVideo Game Audio and Music
Visions of East Asian mythology materialise in a decidedly modern metropolis, a place without a past – two worlds collide. Secret Detours engages the audience with over-whelming vistas in a full spherical presentation, encompassing the... more
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    •   5  
      Cultural HeritageArtistic ResearchImmersion and Experience360 Video
Książka "Allotopie. Topografia światów fikcjonalnych" powstała z bardzo przyziemnej potrzeby: stworzenia swego rodzaju kompendium zbierającego teorie fikcji i narracji przydatne w analizowaniu literatury fantastycznej i światotwórczej. W... more
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    •   32  
      Comparative LiteraturePhilosophyLiteratureNarrative
Digital technologies are being introduced in museums and other informal learning environments alongside more traditional interpretive and communication media. An increasing number of studies has proved the potential of digitally mediated... more
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    •   20  
      Information TechnologyDigital HumanitiesUsabilityAssessment
Recent developments in image-making techniques have resulted in a drastic blurring of the threshold between the world of the image and the real world. Immersive and interactive virtual environments have enabled the production of pictures... more
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    •   21  
      Human Computer InteractionAestheticsVisual StudiesMedia Studies
Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more... more
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    •   23  
      Social PsychologyHealth PsychologyHealth SciencesCyberpsychology
Since the 1950s zoos have taken up the mission to make their audience aware of conservational issues. The ideological shift towards conservational goals as well as public concerns about living conditions of captive wild animals influenced... more
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    •   19  
      ArchitectureLandscape ArchitectureEnvironmental HistoryArchitectural History
A comparative journey through the sensory mediation of DJ-led electronic dance music events, arguing for a sonic immersive heterotopia, over hegemonic exploitation of the DJ as visual spectacle.
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    •   10  
      Popular Music StudiesEthnomusicologyPerformance StudiesPopular Culture
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    •   16  
      Film StudiesFilm TheoryFearPhilosophy of Film
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    •   5  
      Virtual Reality (Computer Graphics)FearVideo GamesImmersion and Experience
Chapter 1. The notion and conceptions of virtual reality. Chapter 2. "Platonic" senses of the "virtual": the "virtual" as a produced by the activity of the objectively-mental. Chapter 3. "Platonic" senses of the "virtual":... more
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    •   20  
      Philosophy of MindPlatoAristotleVirtual Reality (Computer Graphics)
Die prozessuale Wirkungsweise der Immersion beschränkt sich nicht nur auf technisch-apparative Medien oder computergestützte Mediensysteme, sondern zeigt sich innerhalb zahlreicher Forschungsdiskurse ebenfalls bei analogen oder... more
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    •   86  
      SemioticsHistoryCultural StudiesSociology of Culture
This paper synthesizes the different ways that players and theorists discuss immersion in role-playing games, establishing six major categories: immersion into activity, game, environment, narrative, character, and community. For the... more
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    •   7  
      NursingNurse EducationImmersion and ExperienceRole-playing Game Theory
Das 2006 in Paris eröffnete »Musée du Quai Branly – Jacques Chirac« (im Folgenden abgekürzt als BRANLY) und das 2007 in Köln eröffnete »Kolumba – Kunstmuseum des Erzbistums Köln« (weiterhin abgekürzt als KOLUMBA) stehen, so die These... more
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    •   17  
      Museum StudiesAtmospheres (Architecture)Museums and Exhibition DesignPrimitivism (Art History)
Celem artykułu jest zarysowanie problematyki relacji pomiędzy grami wideo a nostalgią oraz zaproponowanie kierunków badania tych zjawisk. Nostalgia, oprócz bycia tęsknotą za tym, co przeszłe, ujawnia się także w naszej relacji do... more
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    •   5  
      Game TheoryGame studiesMemory StudiesImmersion and Experience
The article is the first Polish attempt to provide a theoretical framework for a relatively unknown term ‘allotopia’, coined by Umberto Eco in essay Il mondi della fantascienza. However, instead of following rather poststructuralist Eco’s... more
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    •   45  
      Comparative LiteratureGame studiesMedia StudiesLiterature