BibSLEIGH
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Used together with:
environ (17)
virtual (11)
interact (10)
user (7)
effect (6)

Stem immers$ (all stems)

51 papers:

CHICHI-2015-DenisovaC #game studies #question
First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion? (AD, PC), pp. 145–148.
CHICHI-2015-HiguchiCCZL #experience #named #using
ImmerseBoard: Immersive Telepresence Experience using a Digital Whiteboard (KH, YC, PAC, ZZ, ZL), pp. 2383–2392.
CHICHI-2015-VidalBBG #interactive #social
The Royal Corgi: Exploring Social Gaze Interaction for Immersive Gameplay (MV, RB, AB, HG), pp. 115–124.
HCIDUXU-DD-2015-Gasselseder #game studies #music #video
Re-sequencing the Ludic Orchestra — Evaluating the Immersive Effects of Dynamic Music and Situational Context in Video Games (HPG), pp. 458–469.
HCIDUXU-IXD-2015-FioriniFASWRL #3d #education #interactive #modelling #simulation #tool support
Three-Dimensional Models and Simulation Tools Enabling Interaction and Immersion in Medical Education (STF, LF, BAdA, JRLdS, HW, ABR, CJPdL), pp. 662–671.
HCIHCI-UC-2015-DarzentasBC #feedback #multimodal
Designed to Thrill: Exploring the Effects of Multimodal Feedback on Virtual World Immersion (DPD, MAB, NC), pp. 384–395.
HCILCT-2015-LambropoulosMFK #design #experience #learning #ontology
Ontological Design to Support Cognitive Plasticity for Creative Immersive Experience in Computer Aided Learning (NL, IM, HMF, IAK), pp. 261–270.
CHICHI-2014-CairnsLWN #game studies #mobile
The influence of controllers on immersion in mobile games (PC, JL, WW, AIN), pp. 371–380.
CHICHI-2014-LuiKAQS #simulation
Supporting learners in collecting and exploring data from immersive simulations in collective inquiry (ML, ACK, AA, CQ, JDS), pp. 2103–2112.
HCIDUXU-DI-2014-BarrosSF
Use of Immersive Reality and Haptic Devices in Rehabilitation after Cerebral Vascular Accident: Clinical Perspectives and Neuro-Image Evidence (HOB, MMS, ELRF), pp. 501–508.
HCIDUXU-DI-2014-VianaN #artificial reality #game studies #interactive
Immersive Interactive Narratives in Augmented Reality Games (BSV, RN), pp. 773–781.
HCIHIMI-AS-2014-KojimaHMH #physics
Training Archived Physical Skill through Immersive Virtual Environment (TK, AH, TM, MH), pp. 51–58.
HCIHIMI-DE-2014-Banic #classification #interactive #visualisation
Selection Classification for Interaction with Immersive Volumetric Visualizations (AUB), pp. 10–21.
HCILCT-TRE-2014-BesiosL #education
Immersive Creative Classrooms within the Zones of Educational Priorities in Greek Primary Schools (AB, NL), pp. 258–268.
HCILCT-TRE-2014-LambropoulosB #case study #evolution #experience #reasoning #weaving
Weaving User Immersive Experiences: Scientific Curiosity and Reasoning with Bodily Feelings Mapping and Evolution (NL, TB), pp. 62–71.
CHICHI-2013-SpauldingF #design #prototype #using
Design-driven narrative: using stories to prototype and build immersive design worlds (ES, HF), pp. 2843–2852.
HCIDUXU-CXC-2013-LawrenceMPFSB #interactive #using #visualisation
Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom (KL, AM, NP, TF, JS, AUB), pp. 209–218.
HCIDUXU-NTE-2013-BarrosSFCC #analysis #artificial reality #people
Virtual Reality Immersion: An Important Tool for Diagnostic Analysis and Rehabilitation of People with Disabilities (HOB, MMS, ELRF, WC, FC), pp. 337–344.
HCIDUXU-NTE-2013-MankodiyaMFGGN #experience #interactive
Interactive Shopping Experience through Immersive Store Environments (KM, RM, JF, EG, RG, PN), pp. 372–382.
HCIHCI-AMTE-2013-MoreiraJC #empirical #prototype
An Empirical Study on Immersive Prototyping Dimensions (SM, RJ, JCC), pp. 421–430.
HCIOCSC-2013-LambropoulosTKM #community #framework #network #semantics
Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platform (NL, PT, IK, IM), pp. 385–394.
SIGIRSIGIR-2012-EickhoffHVS #crowdsourcing #quality
Quality through flow and immersion: gamifying crowdsourced relevance assessments (CE, CGH, APdV, PS), pp. 871–880.
CHICHI-2010-SjolieBEEJN #3d #process
Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment (DS, KB, EE, JE, LEJ, LN), pp. 869–878.
CHICHI-2009-SnibbeR #interactive #multi #social
Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits (SSS, HR), pp. 1447–1456.
CHICHI-2009-WaernMS #design #game studies #pervasive
The three-sixty illusion: designing for immersion in pervasive games (AW, MM, JS), pp. 1549–1558.
HCIHCI-VAD-2009-Lane #learning
Promoting Metacognition in Immersive Cultural Learning Environments (HCL), pp. 129–139.
ICEISICEIS-HCI-2009-VinhasSOR #assessment #multi #realtime #towards
Dynamic Multimedia Environment based on Realtime user Emotion Assessment — Biometric User Data towards Affective Immersive Environments (VV, DCS, ECO, LPR), pp. 42–47.
CHICHI-2008-ElmqvistTT #3d #constraints
Evaluating motion constraints for 3D wayfinding in immersive and desktop virtual environments (NE, MET, PT), pp. 1769–1778.
CSCWCSCW-2008-SteptoeWMGRSRS #analysis #collaboration
Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments (WS, RW, AM, EG, JR, PMS, DJR, AS), pp. 197–200.
HCIHCI-AS-2007-WesterinkJBBHKIS #motivation
Motivation in Home Fitnessing: Effects of Immersion and Movement (JHDMW, MdJ, RB, MB, JvH, YdK, WAI, FS), pp. 544–548.
HCIHCI-IPT-2007-KyoungLJ #3d #user interface
Immersive Viewer System for 3D User Interface (DK, YL, KJ), pp. 624–633.
VLDBVLDB-2004-SharifzadehSNPR #adaptation #named
AIDA: an Adaptive Immersive Data Analyzer (MS, CS, BN, FP, AAR), pp. 1369–1372.
ICPRICPR-v4-2004-IvekovicT
Dense Wide-Baseline Disparities from Conventional Stereo for Immersive Videoconferencing (SI, ET), pp. 921–924.
ICPRICPR-v4-2004-SatoKYI #interface #using
An Immersive Telepresence System with a Locomotion Interface Using High-Resolution Omnidirectional Movies (SI, TS, MK, NY), pp. 396–399.
CHICHI-2003-GarauSVBSS #communication #quality
The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment (MG, MS, VV, AB, AS, MAS), pp. 529–536.
CSCWCSCW-2002-Jouppi #mobile #towards
First steps towards mutually-immersive mobile telepresence (NPJ), pp. 354–363.
SACSAC-2002-AsaiOST
Viewpoint motion control by body position in immersive projection display (KA, NO, YYS, YT), pp. 1074–1079.
HTHT-2000-DouglasH
The pleasure principle: immersion, engagement, flow (YD, AH), pp. 153–160.
CHICHI-1999-LindemanSH #empirical #towards #user interface
Towards Usable VR: An Empirical Study of User Interfaces for Immersive Virtual Environments (RWL, JLS, JKH), pp. 64–71.
HCIHCI-CCAD-1999-ConinxRWR #3d #interactive #modelling
Uniform interaction for immersive and non-immersive 3D object modelling (KC, CR, TDW, FVR), pp. 1080–1084.
HCIHCI-CCAD-1999-Dachselt #3d #challenge #component #flexibility #user interface
The challenge to build flexible user interface components for non-immersive 3D environments (RD), pp. 1055–1059.
HCIHCI-CCAD-1999-OgiYH #named #network
CABINet: networking of immersive projection environment (TO, TY, MH), pp. 1025–1029.
HCIHCI-CCAD-1999-YanoKOH #interface
Haptic interface for immersive projection display (HY, NK, TO, MH), pp. 1030–1034.
HPDCHPDC-1999-LeighJDBG #analysis #collaboration #set
A Methodology for Supporting Collaborative Exploratory Analysis of Massive Data Sets in Tele-Immersive Environments (JL, AEJ, TAD, SB, RLG), pp. 62–69.
HPDCHPDC-1999-RosePASSWR #approach #distributed #parallel #performance #visualisation
An Approach to Immersive Performance Visualization of Parallel and Wide-Area Distributed Applications (LDR, MP, RAA, ES, BS, SW, DAR), pp. 247–254.
CHICHI-1998-LangeJM
Insight Lab: An Immersive Team Environment Linking Paper, Displays, and Data (BML, MAJ, JLM), pp. 550–557.
HPDCHPDC-1998-DeFantiSDBRLJL
Personal Tele-Immersion Devices (TAD, DJS, GD, MDB, MR, GL, AEJ, JL), pp. 198–205.
HCIHCI-SEC-1997-ConinxRF #human-computer #modelling
HCI Issues About Immersive Modeling (KC, FVR, EF), pp. 953–956.
HCIHCI-SEC-1997-DeisingerCRS #comparison #monitoring
The Effect of Different Viewing Devices for the Sense of Presence of Immersion in Virtual Environments: A Comparison of Stereoprojections Based on Monitors, HMDs and Screens (JD, CCN, OR, JS), pp. 881–884.
HCIHCI-SEC-1997-DiZioL
Circumventing Side Effects of Immersive Virtual Environments (PD, JRL), pp. 893–896.
CSCWCSCW-1996-BowersOP
Practically Accomplishing Immersion: Cooperation in and for Virtual Environments (JB, JO, JP), pp. 380–389.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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