Results for 'immersion'

296+ found
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  1.  97
    Frame Immersion Theory: Version 1.5 — Frame-Indexed Occupancy, Memory-Substrate Integration, and the Quad-Death Decomposition.Daniel Johnson - manuscript
    Frame Immersion Theory (FI) is a pre-formal foundations framework that treats time as the experienced continuity of observer-occupancy across affinity-linked discrete frames rather than as a fundamental flowing substance (p. 1). Version 1.5 consolidates several corrections: observer-occupancy is formulated as a frame-indexed relation rather than as an observer moving through frames; memory is defined at substrate level as event-selective retained local bias on future state transition; learning is treated as feedback-shaped integration of memory-bias into future behavior; and Self-Death is (...)
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  2. Imaginative immersion, regulation, and doxastic mediation.Alon Chasid - 2021 - Synthese 199 (3-4):1-43.
    This paper puts forward an account of imaginative immersion. Elaborating on Kendall Walton’s thesis that imagining aims at the fictional truth, it first argues that imaginings are inherently rule- or norm-governed: they are ‘regulated’ by that which is presented as fictionally true. It then shows that an imaginer can follow the rule or norm mandating her to imagine the propositions presented as fictional truths either by acquiring explicit beliefs about how the rule (norm) is to be followed, or directly, (...)
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  3. Immersive Experience and Virtual Reality.Magdalena Balcerak Jackson & Brendan Balcerak Jackson - 2024 - Philosophy and Technology 37 (1):1-24.
    Much of the excitement about virtual reality and its potential for things like entertainment, art, education, and activism is its ability to generate experiences that are powerfully immersive. However, discussions of VR tend to invoke the notion of immersive experience without subjecting it to closer scrutiny; and discussions often take it for granted that immersive experience is a single unified phenomenon. Against this, we argue that there are four distinct types or aspects of immersive experience that should be distinguished: representational (...)
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  4. Narrative immersion as an attentional phenomenon.Paloma Atencia-Linares & Miguel Ángel Sebastián - forthcoming - Inquiry: An Interdisciplinary Journal of Philosophy.
    Some stories generate in us a peculiar experience of intense narrative engagement. This common experience, which we call narrative immersion, has been the object of a vast literature in psychology and other disciplines. Philosophers, however, have only recently engaged with this topic and the tendency has been to explain it by postulating specific kinds of mental states. We propose a different approach, explaining narrative immersion by means of a particular distribution of attention over the content of ordinary mental (...)
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  5. Immersing oneself into one’s past: Subjective presence can be part of the experience of episodic remembering.Denis Perrin & Michael Barkasi - 2024 - Philosophy and the Mind Sciences 5.
    A common view about the phenomenology of episodic remembering has it that when we remember a perceptual experience, we can relive or re-experience many of its features, but not its characteristic presence. In this paper, we challenge this common view. We first say that presence in perception divides into temporal and locative presence, with locative having two sides, an objective and a subjective one. While we agree with the common view that temporal and objective locative presence cannot be relived in (...)
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  6. Immersive Situativity. Anthropological Perspectives on Being-in/out-of-sync.Tom Poljanšek & Laura Katharina Mücke - 2025 - In Philippe Bédard, Alanna Thain & Carl Therrien, States of Immersion: Bodies, Medias, Technologies. Amsterdam: Amsterdam University Press. pp. 33-54.
    Immersive experiences are typically associated with entering alternative worlds, often represented as distinct spatial environments. This paper challenges such conventional notions of immersion by arguing that the contexts of immersion aren’t spatially articulated “worlds” but temporally structured “situations” of limited scope. We propose a novel concept of immersion, asserting that being immersed in a situation involves being experientially and actively in sync with its unfolding temporal structure, rhythm, vibe, and pace. Drawing on the phenomenology of (film)experience and (...)
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  7. Immersion is Attention / Becoming Immersed.Shen-yi Liao - manuscript
    Children sometimes lose themselves in make-believe games. Actors sometimes lose themselves in their roles. Readers sometimes lose themselves in their books. From people's introspective self-reports and phenomenological experiences, these immersive experiences appear to differ from ordinary experiences of simply playing a game, simply acting out a role, and simply reading a book. What explains the difference? My answer: attention. -/- [Unpublishable 2007-2017. This paper was referenced in Liao and Doggett (2014).].
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  8. Immersive special education designed using the Cybernetic Theater as a metaphor.Shantanu Tilak, Tara Miner, Haley Newton, Nathan Prince, Jesse Lincoln, Natasha Christensen, Roo Shamim & J. D. Ball - forthcoming - Cybernetics and Human Knowing.
    In this study, the design philosophies behind, along with motivational and academic outcomes of an immersive VR-assisted online special education curriculum are described. Difficulties associated with allocating special education resources in US public school settings form a rationale for the creation of the program. The possibility for a portable immersive learning approach to activate students’ individual and collaborative problem-solving abilities and grant students greater freedom and control in learning is considered. As a foundation to understand the power of immersive learning, (...)
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  9. Immersion as Fiction: Divergent Uses of Emotion in Artistic and Occupational Virtual Reality.Alessandra Fussi & Simone Gasparoni - 2025 - Itinera 30:160-176.
    This paper investigates the relationship between immersion, emotion, and imagination in virtual reality (VR), focusing on two seemingly distant domains: Alejandro G. Iñárritu’s installation Carne y Arena (2017) and VR-based workplace safety training. Both cases demonstrate that simulated environments can elicit authentic emotional responses – such as fear, stress, or vulnerability – yet the implications of these experiences diverge sharply. Drawing on theories of presence and the “paradox of fiction”, we argue that VR should be understood not as a (...)
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  10. The immersive spatiotemporal hallucination model of dreaming.Jennifer M. Windt - 2010 - Phenomenology and the Cognitive Sciences 9 (2):295-316.
    The paper proposes a minimal definition of dreaming in terms of immersive spatiotemporal hallucination (ISTH) occurring in sleep or during sleep–wake transitions and under the assumption of reportability. I take these conditions to be both necessary and sufficient for dreaming to arise. While empirical research results may, in the future, allow for an extension of the concept of dreaming beyond sleep and possibly even independently of reportability, ISTH is part of any possible extension of this definition and thus is a (...)
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  11.  57
    Immersive Art and Urban Heritage: An Interdisciplinary Study of Socio-Environmental Justice in Houston and Amsterdam.Asma Mehan & Sina Mostafavi - 2024 - In Fernando Moral-Andrés, Elena Merino-Gómez & Pedro Reviriego, Decoding Cultural Heritage: A Critical Dissection and Taxonomy of Human Creativity through Digital Tools. Cham, Switzerland: Springer. pp. 439–456.
    This chapter navigates the confluence of immersive design, critical mapping, urban heritage, and socio-environmental justice. It elucidates the potential of these intersecting domains to engender inclusivity, bolster urban resilience, and challenge prevailing power dynamics within urban spaces. Initially, the chapter illuminates the nuances of critical mapping, emphasizing its pivotal role in understanding and advocating for socio-environmental justice within the tapestry of urban heritage. By taking Amsterdam and Houston as primary case studies, the exploration accentuates the power of immersive art and (...)
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  12.  89
    Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations.Alexandra Kitson, Mirjana Prpa & Bernhard E. Riecke - 2018 - Frontiers in Psychology 9:370199.
    Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today's modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users' attention to the self—from technologies that show (...)
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  13. Participation and Immersive Imagination in Thought Experiments.Daniele Molinari - 2026 - European Journal for Philosophy of Science 16 (43).
    This paper argues that immersive participation is an epistemic strategy that shapes how thought experiments ("TEs") are interpreted and contested within research communities. Building on Waltonian fictionalist approaches, I argue that their focus on work worlds and fictional truths leaves the productive role of immersion in TEs underexplored. By reinterpreting Hacking's metaphor of performing a TE as acting a part in a play, I highlight three interrelated features of TEs' participatory dimension: (i) their dual nature as both scripts and (...)
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  14. Immersive Urban Narratives: Public Urban Exhibit and Mapping Socio-Environmental Justice.Asma Mehan & Sina Mostafavi - 2023 - European Journal of Creative Practices in Cities and Landscapes 6 (2):117–138.
    This research project and exhibit, delves into the complex relationship between public exhibition, urban spaces, and socio-political norms in shaping urban thresholds within the two American and European metropolitan cities of Houston and Amsterdam. This study also investigates the transformative power of new media and emerging technologies in the production, circulation, and consumption of design, offering fresh perspectives on the influence of these technologies on urban design studies and digitally augmented physical spaces. By merging interdisciplinary research areas, including Design Computation (...)
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  15. Spatial justice through immersive art: an interdisciplinary approach.Asma Mehan & Sina Mostafavi - 2024 - In C. Gray, E. Ciliotta Chehade, P. Hekkert, L. Forlano, P. Ciuccarelli & P. Lloyd, DRS2024: Boston. Boston, USA: DRS2024: Boston. pp. 1-15.
    This paper explores spatial justice in urban environments through immersive art and design, focusing on Amsterdam and Houston. It presents a case study from the Venice Biennale 2023, showcasing art's potential in fostering inclusive urban spaces. The study delves into the socio-political complexities of urban areas, highlighting often-ignored liminal spaces and their tensions and possibilities. Immersive art emerges as a transformative medium, capable of challenging and reshaping perceptions of space, and addressing systemic socio-economic disparities. Adopting a transdisciplinary approach, the research (...)
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  16. Immersion, Absorption, and Spiritual Experience: Some Preliminary Findings.Joseph Glicksohn & Tal Dotan Ben-Soussan - 2020 - Frontiers in Psychology 11:543892.
    Many traditions have utilized silent environments to induce altered states of consciousness and spiritual experiences. Neurocognitive explorations of spiritual experience can aid in understanding the underlying mechanism, but these are surprisingly rare. We present the verbal report and the electroencephalographic (EEG) alpha profile of a female participant scoring a maximal 34 on the Absorption Scale, recorded before and while she was immersed in a whole-body perceptual deprivation (WBPD) tank. We analyze her trancelike experience in terms of the imagery reported: a (...)
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  17.  41
    Immersive experience influences eye blink rate during virtual reality gaming.Tomohide Ishiguro, Cohta Suzuki, Hiroki Nakakoji, Yusuke Funagira & Motoharu Takao - 2019 - Polish Psychological Bulletin:49-53.
    Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. (...)
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  18.  63
    Culturally Immersed Legal Terminology on the Example of Forest Regulations in Poland, The United Kingdom, The United States of America and Germany.Paula Trzaskawka & Joanna Kic-Drgas - 2021 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 34 (5):1483-1513.
    The importance of forests is reflected in the national forest legislation which has been developed and implemented in European countries over recent years. Due to regional and national specificities, forest regulations include culturally immersed terms specific to the described area. The aim of this paper is to analyses the culturally driven legal terms existing in specific legal regulations concerning forestry in Germany, the United Kingdom, the United States of America and Poland, and identify possible ways of translating them. In order (...)
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  19.  90
    Immersions, recyclage et singularités.Fabiane Borges & Marc Etlin - 2008 - Multitudes 33 (2):215.
    Immersion is an availability, a submersion, a diving and, in case of distraction/inattention, a downright drowning. It is about perceiving a certain fortuitous or yielded space-time, an either individual or collective tendency in order to create situations of resistance to environmental, political and social contemporaries paradigms. The creation of new network combinations in space-time immersing are devices that spark new forms of politics making as well as new ways to be in the world. The events « interference STD/AIDS », (...)
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  20. Immersion Into Noise.Joseph Nechvatal (ed.) - 2011 - Open Humanities Press in conjunction with the University of Michigan Library's Scholarly Publishing Office.
    The noise factor is the ratio of signal to noise of an input signal to that of the output signal. Noise can block or interfere with the meaning of a message in both human and electronic communication. But in Information Theory, noise is still considered to be information. By refining the definition of noise as that which addresses us outside of our preferred comfort zone, Joseph Nechvatal's Immersion Into Noise investigates multiple aspects of cultural noise by applying the audio (...)
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  21.  75
    An immersive, comparative approach to experiential learning in food studies education.Nadine Lehrer - 2023 - Agriculture and Human Values 41 (1):61-73.
    Experiential learning in food and agricultural higher education takes many different forms. This paper highlights an immersive, comparative approach to a graduate food studies course in the dairy sector. It explores how students in this class experience a particular combination of field trips, culinary workshops, hands-on activities, and classroom discussions, and explores how the structure and combination of these course elements contributes to reflection, critical thought, and a more nuanced and complex understanding of food systems (or not). Results suggest that (...)
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  22.  87
    CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning.Christian Krupitzer, Jens Naber, Jan-Philipp Stauffert, Jan Mayer, Jan Spielmann, Paul Ehmann, Noel Boci, Maurice Bürkle, André Ho, Clemens Komorek, Felix Heinickel, Samuel Kounev, Christian Becker & Marc Erich Latoschik - 2022 - Frontiers in Psychology 13.
    GoalThis paper presents an immersive Virtual Reality system to analyze and train Executive Functions of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.MethodThe system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target (...)
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  23. Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.Lazaros Michailidis, Emili Balaguer-Ballester & Xun He - 2018 - Frontiers in Psychology 9:393107.
    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We (...)
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  24.  80
    Applying Mathematics: Immersion, Inference, Interpretation.Otávio Bueno & Steven French - 2018 - Oxford, GB: Oxford University Press.
    What has been called ‘the unreasonable effectiveness of mathematics’ sets a challenge for philosophers. Some have responded to that challenge by arguing that mathematics is essentially anthropocentric in character whereas others have pointed to the range of structures that mathematics offers. Here a middle way is offered that focuses on the moves that have to be made in both the mathematics and the relevant physics in order to bring the two into appropriate relation. This relation can be captured via the (...)
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  25. Immersive Nature of Art.Michał Ostrowicki - 2009 - Dialogue and Universalism 19 (1-2):129-141.
    The phenomenon of immersion mainly appears and relates to human existence in the interactive electronic environment. Immersion can produce an experience of electronically generated reality, which consists of feelings similar to those known from the experience of the physical world and can influence our sensuous and intentional attitude. A person enters the electronic world, frequently finding there the value of being and a sphere for her/his own activity, which can release personality and produce the kind of emotional attitude (...)
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  26.  8
    Immersive ethical role-play in undergraduate nursing ethics education: a qualitative descriptive study.Yayun Song, Pu Lin, Gang Hu, Jia Qu & Zhenhong Su - forthcoming - BMC Medical Ethics.
    Nursing ethics teaching often relies on lectures and paper-based cases, which may not adequately prepare students for ethically ambiguous clinical practice. Evidence on low-resource, narrative, immersive approaches for nursing ethics education remains limited. To explore how undergraduate nursing students described their ethical reasoning, ethical positioning, and perceived learning after participating in an immersive ethical role-play simulation (IERS). Qualitative descriptive study. A total of 102 second-year undergraduate nursing students at Hubei Polytechnic University in central China participated in November 2025. Students took (...)
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  27.  98
    The immersive dome environment (IDE): Old concept in a new light or a new hybrid medium to enhance human cognitive faculty?Isabella Buczek - 2012 - Technoetic Arts 10 (2-3):247-254.
    The 360° medium, an immersive dome-based video projection environment (immersive dome environment (IDE)) also called ‘fulldome’, is often seen as an old concept of a traditional planetarium setting. This article invites the reader to look at it as a unique, hybrid media format, which opens new ways of perception.
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  28. What Is Immersion? Towards a Phenomenology of Virtual Reality.Saulius Geniusas - 2022 - Journal of Phenomenological Psychology 53 (1):1-24.
    Although the importance of the concept of immersion in game studies is indisputable, its meaning remains imprecise and ambiguous. My goal here is to develop a phenomenological clarification of this concept. I begin by clarifying how immersion has been understood in game studies. I further contend that immersion in digital games should be recognized as one modality of immersion among others. This basic realization allows one to open a dialogue between game studies and phenomenology. I develop (...)
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  29.  38
    Immersive Attunement: Consciously Capturing Cultural Geo-Heritage Sites in Cinematic Virtual Reality.Tiisetso Dladla - 2025 - Kronos 51 (1):1-18.
    This paper seeks to unpack the social, environmental and cultural impact that virtual reality (VR) photographic documentation has on sacred geo-heritage sites. Artistic and creative researchers have consciously or unconsciously practiced immersive at-tunement when visiting and creating digital art. Several of these sacred geo-heritage sites are protected for their geological, historical or cultural significance. Immersive attunement is the concept of immersing oneself in a foreign environment and being culturally conscious of the impact that the filmmaker's physical presence and the audience's (...)
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  30.  29
    Immersive: A Violent Interruption to a Visual Silence.Brad Evans & Chantal Meza - 2022 - Washington University Review of Philosophy 2:219-235.
    This essay addresses the violence of the digital world through its relationship to the visuality of noise and how it shapes the image of thought. Noting how deep and contemplative silence is integral to any creative and critical process, it fleshes out the ways the hyper-technologization of life is throwing us into an immersive abyss. This represents another indicator in the digital colonization of the human condition, through which the poetic is being completely appropriated by a technological vision for species (...)
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  31. Daydreaming as spontaneous immersive imagination: A phenomenological analysis.Emily Lawson & Evan Thompson - 2024 - Philosophy and the Mind Sciences 5 (1):1-34.
    Research on the specific features of daydreaming compared with mind-wandering and night dreaming is a neglected topic in the philosophy of mind and the cognitive neuroscience of spontaneous thought. The extant research either conflates daydreaming with mind-wandering (whether understood as task-unrelated thought, unguided attention, or disunified thought), characterizes daydreaming as opposed to mind-wandering (Dorsch, 2015), or takes daydreaming to encompass any and all “imagined events” (Newby-Clark & Thavendran, 2018). These dueling definitions obstruct future research on spontaneous thought, and are insufficiently (...)
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  32. Facing Immersive “Post-Truth” in AIVR?Nadisha-Marie Aliman & Leon Kester - 2020 - Philosophies 5 (4):45.
    In recent years, prevalent global societal issues related to fake news, fakery, misinformation, and disinformation were brought to the fore, leading to the construction of descriptive labels such as “post-truth” to refer to the supposedly new emerging era. Thereby, the (mis-)use of technologies such as AI and VR has been argued to potentially fuel this new loss of “ground-truth”, for instance, via the ethically relevant deepfakes phenomena and the creation of realistic fake worlds, presumably undermining experiential veracity. Indeed, _unethical_ and (...)
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  33.  4
    Immersive Learning Approaches in Teacher Preparation Within a Block Teaching Model.Huseyn Aliyev - 2026 - Metafizika 9 (2):482.
    The modernization of teacher education requires the use of innovative pedagogical methods to increase the effectiveness of professional learning. One of the most promising trends is the integration of integrative learning into the block learning model. Immersive learning focuses on creating an environment where learners are engaged and actively involved in meaningful learning experiences. Such methods in teacher education programs can significantly promote the development of professional competencies, critical thinking, and practical teaching skills. This study examines the application of integrative (...)
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  34.  79
    Immersive movies: the effect of point of view on narrative engagement.Alberto Cannavò, Antonio Castiello, F. Gabriele Pratticò, Tatiana Mazali & Fabrizio Lamberti - forthcoming - AI and Society:1-15.
    Cinematic virtual reality (CVR) offers filmmakers a wide range of possibilities to explore new techniques regarding movie scripting, shooting and editing. Despite the many experiments performed so far both with both live action and computer-generated movies, just a few studies focused on analyzing how the various techniques actually affect the viewers’ experience. Like in traditional cinema, a key step for CVR screenwriters and directors is to choose from which perspective the viewers will see the scene, the so-called point of view (...)
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  35.  60
    Immersive practices in the modern cultural space(world and domestic experience).Воронова Н.И Никифорова А.А. - 2023 - Philosophy and Culture (Russian Journal) 5:60-73.
    The subject of this research is the immersive artistic environments that exist in the modern cultural space. Immersive technologies are used today in educational processes, historical reconstruction, various forms of socialization, in visual arts; immersion is implemented as a special scientific approach in anthropological, ethnographic, art history studies. Interactivity and immersiveness are considered here as complex predictable processes whose algorithms are embedded in the very basis of an artistic work or cultural environment. They make it possible to intensify the (...)
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  36.  97
    Immersive Virtual Reality Reminiscence Reduces Anxiety in the Oldest-Old Without Causing Serious Side Effects: A Single-Center, Pilot, and Randomized Crossover Study.Kazuyuki Niki, Megumi Yahara, Michiya Inagaki, Nana Takahashi, Akira Watanabe, Takeshi Okuda, Mikiko Ueda, Daisuke Iwai, Kosuke Sato & Toshinori Ito - 2021 - Frontiers in Human Neuroscience 14.
    Background: Dementia is one the major problems of aging societies, and, novel and effective non-drug therapies are required as interventions in the oldest-old to prevent cognitive decline.Objective: This study aims to examine the efficacy and safety of reminiscence using immersive virtual reality focusing on anxiety that often appears with cognitive decline. The secondary objective is to reveal the preference for VR image types for reminiscence: live-action or computer graphics.Methods: This was a pilot, open-label, and randomized crossover study which was conducted (...)
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  37.  92
    Immersion and Invariance Adaptive Control for Spacecraft Pose Tracking via Dual Quaternions.Xiaoping Shi, Xuan Peng & Yupeng Gong - 2021 - Complexity 2021:1-18.
    This paper addresses the simultaneous attitude and position tracking of a target spacecraft in the presence of general unknown bounded disturbances in the framework of dual quaternions, which provides a concise and integrated description of the coupled rotational and translational motions. By virtue of the newly introduced dual direction cosine matrix, the dimension of the dual quaternion-based relative motion dynamics written in vector/matrix form can be lowered to six. Treating the disturbances as unknown parameters, a modular adaptive pose tracking control (...)
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  38.  31
    Virtual Immersion in STEM Education: A MICMAC Study on How Virtual Reality Impacts the Understanding and Application of Scientific Concepts.Piedad Mary Martelo Gómez, Raúl José Martelo Gómez & David Antonio Franco Borré - forthcoming - Evolutionary Studies in Imaginative Culture:162-173.
    The integration of virtual reality into STEM education has generated growing interest in how this technology impacts the understanding and application of scientific concepts. This study focuses on investigating this relationship by using the MICMAC technique to identify key variables and their interactions in virtual educational environments. It was found that variables such as the design of educational content, the quality of the virtual experience, and the interactivity of the environment are key to the learning process in STEM. In addition, (...)
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  39.  55
    Immersive Technology for Cognitive-Motor Training in Parkinson’s Disease.Justin Lau, Claude Regis, Christina Burke, MaryJo Kaleda, Raymond McKenna & Lisa M. Muratori - 2022 - Frontiers in Human Neuroscience 16.
    Background: Parkinson’s disease is a neurodegenerative disease in which the progressive loss of dopaminergic neurons leads to initially sporadic and eventually widespread damage of the nervous system resulting in significant musculoskeletal and cognitive deterioration. Loss of motor function alongside increasing cognitive impairment is part of the natural disease progression. Gait is often considered an automatic activity; however, walking is the result of a delicate balance of multiple systems which maintain the body’s center of mass over an ever-changing base of support. (...)
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  40.  38
    Virtual Immersivity: some semiotic issues.Ilaria Ventura Bordenca - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):49-59.
    In this essay, some theoretical semiotic issues concerning immersive technologies are presented and discussed. In particular, the somatic and corporeal dimensions of the construction of the user-visual hybrid, the problematic of point of view and realism, and the narrativity inscribed in immersive technologies will be discussed. The objective is twofold: tracing the semiotic perspective on the real/virtual relationship and questioning certain rhetoric of immersivity that underlies precise ideologies circulating in the contemporary imagery.
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  41.  48
    Immersive Media Presentation and Preschoolers’ Prosocial Behaviors: The Mediating Role of Theory of Mind.Ting Chen & Chenglin Jin - 2022 - Frontiers in Psychology 13.
    Although scholars have asserted that it is necessary to explore the effect of immersive media presentation on preschoolers’ prosocial behaviors, the empirical research, as well as the moderating roles of this link, remained limited. One hundred and twenty preschoolers were involved in three experiments of four waves. This study empirically examined the effect of media presentation, including immersive media presentation and traditional media presentation, on preschoolers’ prosocial behaviors and the moderating effect of theory of mind on such links. After the (...)
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  42. Immersive Excess in the Apse of Lascaux.Joseph Nechvatal - 2005 - Technoetic Arts 3 (3):181-192.
    This paper will investigate the anonymous collective of skilled artists which created an immersive work of art of a high order in the Abside (Apse) of the Grotte de Lascaux. The Apse is a roundish, semi-spherical, penumbra-like chamber (like those adjacent to romanesque basiliques) approximately 4.5 metres in diameter (about 5 yards) covered on every wall surface (including the ceiling) with thousands of entangled, overlapping, engraved drawings (Leroi-Gourhan, 1968, p. 315) for which, on request, I received a very unique privilege (...)
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  43.  58
    Flow Immersive: A Multiuser, Multidimensional, Multiplatform Interactive Covid-19 Data Visualization Tool.Michael DiBenigno, Mehmet Kosa & Mina C. Johnson-Glenberg - 2021 - Frontiers in Psychology 12.
    Covid-19 has prompted a surge of data visualizations that have been published for public consumption, yet, many have not had broad appeal or may have not been well-understood by laypeople. A data storytelling platform called Flow Immersive has been created to successfully engage both laypeople and experts in understanding complex information. This tool integrates emerging technologies [e.g., augmented reality and virtual reality ] with a multiplatform, multiuser publishing approach. From October 2020 to December 2020, Flow’s Covid-19 AR videos captured 9 (...)
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  44.  47
    Immersion Education in the Early Years.Tina Hickey & Anne-Marie de Mejía (eds.) - 2015 - Routledge.
    Worldwide, more parents are opting for immersion pre-schooling for their children in order to benefit from its linguistic, educational, and cultural benefits. This immersion can be either bilingual or monolingual, aimed at early second language learning, or at language maintenance – offering minority language children mother-tongue support and enrichment. This book examines some of the key issues and policy concerns relating to immersion education in the early years. The term itself can be difficult in some political contexts, (...)
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  45.  56
    Immersive Nature-Experiences as Health Promotion Interventions for Healthy, Vulnerable, and Sick Populations? A Systematic Review and Appraisal of Controlled Studies.Lærke Mygind, Eva Kjeldsted, Rikke Dalgaard Hartmeyer, Erik Mygind, Mads Bølling & Peter Bentsen - 2019 - Frontiers in Psychology 10:432229.
    In this systematic review, we summarized and evaluated the evidence for effects of, and associations between, immersive nature-experience on mental, physical and social health promotion outcomes. Immersive nature-experience was operationalized as non-competitive activities, both sedentary and active, occurring in natural environments removed from everyday environments. We defined health according to the World Health Organization’s holistic and positive definition of health and included steady-state, intermediate, and health promotion outcomes. An electronic search was performed for Danish, English, German, Norwegian, and Swedish articles (...)
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  46. Immersive ideals / critical distances : study of the affinity between artistic ideologies in virtual Reality and previous immersive idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in (...)
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  47. Justice: A Role-Immersion Game for Teaching Political Philosophy.Noel Martin, Matthew Draper & Andy Lamey - 2020 - Teaching Philosophy 43 (3):281-308.
    We created Justice: The Game, an educational, role-immersion game designed to be used in philosophy courses. We seek to describe Justice in sufficent detail so that it is understandable to readers not already familiar with role-immersion pedagogy. We hope some instructors will be sufficiently interested in using the game. In addition to describing the game we also evaluate it, thereby highlighting the pedagogical potential of role-immersion games designed to teach political philosophy. We analyze the game by drawing (...)
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  48. Cultivating Civic Competencies Through Immersive Inquiry: A Digital-age Approach to Fourth Grader’s Disciplinary Thinking and Argumentation.Haeun Park, Kevin Fulton, Adriana I. Martinez Calvit, Ziye Wen, Yue Sheng, Saetbyul Kim, Tzu-Jung Lin, Michael Glassman & Eric M. Anderman - 2025 - Journal of Social Studies Research 49 (2):136-162.
    This mixed-methods study examined Grade 4 students’ growth in two types of civic competencies—argumentation skills and disciplinary thinking, and how civic competencies interweave and co-develop over an academic year in the context of an interdisciplinary social studies curriculum called Digital Civic Learning (DCL). A total of 106 fourth-grade students (38.7% girls) and 6 social studies teachers participated in the study. Quantitative evidence indicates that students in the DCL curriculum significantly improved in their argumentation skills (argument-counterargument integration, claim-evidence integration) and disciplinary (...)
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  49.  95
    Pratiques interactives et immersives; pratiques spatiales critiques. La réalité augmentée de l'espace d'exposition (with an abstract in English).Alessandra Mariani - 2012 - Mediatropes 3 (2):52-81.
    [Interactive and Immersive Practices; Critical Spatial Practices. The Augmented Reality of the Exhibition Space] The rise of installations, as well as immersive and interactive spaces, in both art and science museums has accustomed the public to heightened interactivity, leading to a better understanding of social, natural and scientific phenomena. These spatial systems have also paved the way for the production of innovative environments within exhibition design. This article aims to present a brief overview of the origins of immersive and sensory (...)
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  50. Immersive Virtual Reality and Virtual Embodiment for Pain Relief.Marta Matamala-Gomez, Tony Donegan, Sara Bottiroli, Giorgio Sandrini, Maria V. Sanchez-Vives & Cristina Tassorelli - 2019 - Frontiers in Human Neuroscience 13.
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