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020 _a9783319101903
_z978-3-319-10190-3
024 7 _a10.1007/978-3-319-10190-3
_2doi
040 _aTR-AnTOB
_beng
_cTR-AnTOB
_erda
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZG
_2bicssc
072 7 _aCOM070000
_2bisacsh
072 7 _aUYZG
_2thema005.437
_2234.019
_223
245 1 0 _aImmersed in Media :
_bTelepresence Theory, Measurement & Technology /
_cedited by Matthew Lombard, Frank Biocca, Jonathan Freeman, Wijnand IJsselsteijn, Rachel J. Schaevitz.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2015.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aLighting a Path While Immersed in Presence: A Wayward Introduction -- Defining Presence -- Presence: Form, Content and Consciousness -- Affect, Availability and Presence -- Intention, Action, Self and Other: An Evolutionary Model of Presence -- An Action Based Approach to Presence -- Spatial Presence Theory: State of the Art and Challenges Ahead -- Ways to Measure Presence: Review and Future Directions -- An Integrative Approach to Presence and Self-Motion Perception Research -- Patterns of Place: An Integrated Approach for the Design and Evaluation of Real and Virtual Environments -- Collaboration in Immersive and Non-Immersive Virtual Environments -- Presence-Inducing Media for Mental Health Applications.
520 _aHighlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.
650 0 _aComputer science.
650 0 _aComputer vision.
650 1 4 _aUser Interfaces and Human Computer Interaction.
_0http://scigraph.springernature.com/things/product-market-codes/I18067
650 2 4 _aComputer Applications.
_0http://scigraph.springernature.com/things/product-market-codes/I23001
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
_0http://scigraph.springernature.com/things/product-market-codes/I22005
700 1 _aLombard, Matthew.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aBiocca, Frank.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aFreeman, Jonathan.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aIJsselsteijn, Wijnand.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aSchaevitz, Rachel J.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
856 4 0 _uhttps://doi.org/10.1007/978-3-319-10190-3
_3Springer eBooks
_zOnline access link to the resource
942 _2lcc
_cEBK
041 _aeng