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303 results on '"IMMERSION"'

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1. Von der Bildgebung zur Interaktion mit 3D-Modellen: technische Aspekte.

2. Virtual reality technologies for training tourism company managers: A case study of the ATLAS platform.

3. Does Embodiment in Virtual Reality Boost Learning Transfer? Testing an Immersion-Interactivity Framework.

4. The Virtual Reality in Your Head: How Immersion and Mental Imagery Are Connected to Knowledge Retention.

5. Temporal adaptation of the postural control following a prolonged fin swimming.

6. A virtual reality paradigm with dynamic scene stimuli for use in memory research.

7. Einsatz von XR zur Belebung von Leerständen.

8. Is Immersion in 3D Virtual Games Associated with Mathematical Ability Improvement in Game-Based Learning?

9. Non-Perceptual Representational Immersion in Video Games: a Response to David Chalmers’ Reality+.

10. Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images.

11. Exploring sex differences in collaborative virtual environments for participation equality and user experience.

12. Communicative competence in students with ASD: Interaction and immersion in a Gamified Augmented Environment.

13. It is not real until it feels real: Testing a new method for simulation of eyewitness experience with virtual reality technology and equipment.

14. Postmortem CT analysis of paranasal sinuses using an experimental model of drowning.

15. Characterization of injection moulded bamboo and tire rubber reinforced plastic composites.

16. How the metaverse influences marketing and competitive advantage of retailers: predictions and key marketing research priorities.

17. Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic.

18. Recycling efficiency of Rhodopseudomonas faecalis PA2 immobilized in Ca-alginate for waste cooking oil removal.

19. Breath-holding as model for the evaluation of EEG signal during respiratory distress.

20. Immersive Experience and Virtual Reality.

21. “There is Nothing Fun About Pain”: A Critical Phenomenology of Games for Chronic Pain.

22. Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial.

23. Analyzing two decades of immersive technology research in education: Trends, clusters, and future directions.

24. Exploring students' immersive VR experiences as resources for collaborative meaning making and learning.

25. Effect of Specific Second Phases Induced by Minor Y Addition on Corrosion Behaviors of As-Cast Mg-3Zn-1Mn-xY Alloys.

26. Modulation of immune genes in the mucosal-associated lymphoid tissues of cobia by Sarcodia suae extract.

27. Exploring Consumer Detriment in Immersive Gaming Technologies.

28. Der Notfall – unendliche Welten?: „Extended reality" als Medium in der notfallmedizinischen Aus‑, Fort- und Weiterbildung.

29. Comparison of immersive and non-immersive virtual reality for upper extremity functional recovery in patients with stroke: a systematic review and network meta-analysis.

30. Effect of Long-Term Immersion on the Corrosion and Passivation Behavior of Lean Duplex Stainless Steel 2101 in 3.5 wt% NaCl Solution.

31. Psychological predictors of consumer-level virtual reality technology adoption and usage.

32. Using interpretative phenomenological analysis to gain a qualitative understanding of presence in virtual reality.

33. Postural instability-induced compensative movements in virtual reality.

34. Cognitive load in immersive media settings: the role of spatial presence and cybersickness.

35. Audience immersion: validating attentional and physiological measures against self-report.

36. Effect of Pre-Immersion of Slag in Water and Fly Ash as Replacement of Cement at Different Ratios on Durability and Strength Properties of Concrete.

37. Design, development, and evaluation of a virtual reality game-based application to support computational thinking.

38. Assessing perceptions to a virtual reality intervention to improve trunk control in Parkinson's disease: a preliminary study.

39. Software multihoming to distal markets: Evidence of cannibalization and complementarity in the video game console industry.

40. It’s (not) Me: Dynamic Nature of Immersive Experiences in Video Game Play.

41. Die Anwendung der Virtuellen Realität in der Behandlung psychischer Störungen.

42. Combinatorial Properties of Self-Overlapping Curves and Interior Boundaries.

43. RETRACTED ARTICLE: Immersive animation scene design in animation language under virtual reality.

44. A virtual reality platform for memory evaluation: Assessing effects of spatial strategies.

45. Virtual Reality, Embodiment, and Allusion: an Ecological-Enactive Approach.

46. Leading presence-based strategies to manipulate user experience in virtual reality environments.

47. Virtuelle Unterrichtsszenarien in der Lehrpersonenbildung – eine Studie zur Akzeptanz, Immersion und zum Präsenzerleben mit Studierenden der Berufs- und Technikpädagogik.

48. A Systematic Review of Research on High-Immersion Virtual Reality for Language Learning.

49. Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning.

50. A framework for fidelity evaluation of immersive virtual reality systems.

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