Essays about: "immersion"

Showing result 1 - 5 of 218 essays containing the word immersion.

  1. 1. Real-Time Plastic Deformation of Car Bodyworks

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Tom Ille; [2021-03-09]
    Keywords : computer graphics; plastic deformation; position based deformation;

    Abstract : Realism in video games is furthered each year. Particularly in racing and drivinggames, visual realism in the deformation of cars play a larger and larger role for theimmersion in a virtual world. With the improvements of modern hardware, a newphysically based simulation approach for the deformation of object has emerged. READ MORE

  2. 2. Mixed Reality for Gripen Flight Simulators

    University essay from Linköpings universitet/Medie- och InformationsteknikLinköpings universitet/Tekniska högskolan; Linköpings universitet/Medie- och InformationsteknikLinköpings universitet/Tekniska högskolan

    Author : Tobias Olsson; Oscar Ullberg; [2021]
    Keywords : mixed reality; flight simulator; chroma key; depth sensors; immersion; latency; varjo;

    Abstract : This thesis aims to evaluate how different mixed reality solutions can be built and whetheror not it could be used for flight simulators. A simulator prototype was implemented usingUnreal Engine 4 with Varjo’s Unreal Engine plugin giving the foundation for the evaluations done through user studies. READ MORE

  3. 3. ANIMAL QUALIA AND NON-ANTHROPOCENTRIC NARRATION IN BARBARA GOWDY’S THE WHITE BONE : PROBLEMATIZING NONHUMAN EXPERIENTIALITY THROUGH ENVISIONMENTS IN THE EFL CLASSROOM

    University essay from Linnéuniversitetet/Institutionen för språk (SPR)

    Author : Niklas Erlandsson; [2021]
    Keywords : Cognition; multimodality; cognitive ecocriticism; synaesthesia; cross-modality; sensorial aesthetics; phenomenology; immersion; animal subjectivity; animal sentience; animal alterity; extended mind theory; social mind; upper secondary school; high school; EFL context.;

    Abstract : This thesis examines nonhuman phenomenological experiences, communication, and sensory perception in Barbara Gowdy’s The White Bone. Drawing on literary and pedagogical theories by Roman Bartosch, Monika Fludernik, Marco Caracciolo, David Herman, and Judith Langer, the thesis argues that Gowdy’s novel employs narrative strategies and devices that involve nonhuman experientiality evoked from sensorial configurations, narration, and textual cognitive and embodied experiences. READ MORE

  4. 4. Developing Immersive Experience in Virtual Tour Applications on Mobile Devices

    University essay from Linköpings universitet/Medie- och InformationsteknikLinköpings universitet/Tekniska fakulteten

    Author : Dong Wang; [2021]
    Keywords : Immersive Experience; Immersion; User Experience; Virtual Reality; Virtual Tour; 360-Video; Interactive Movie; User Interface; Interaction;

    Abstract : As a cutting-edge technology, VR is applied to all aspects of life. Especially when the pandemic is spreading, the immersive experience of VR provides another possibility for people's virtual tours and online exhibitions. Limited by the high price of professional VR equipment, VR technology still exists in specific professional fields. READ MORE

  5. 5. Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games

    University essay from Malmö universitet/Malmö högskola/Institutionen för konst, kultur och kommunikation (K3)

    Author : Julia Jespersdotter Högman; [2021]
    Keywords : literature; game studies; video game studies; sigmund freud; the uncanny; english; english literature; literature studies; english studies; video game fiction; written fiction; silent hill; cry of fear; psychological horror; horror; horror games; psychological horror games; outlast; P.T.; games; narrative; narrative games; linear horror games; story games;

    Abstract : This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging and pleasurable. READ MORE