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Bücher von Peter Ellis

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  • von Peter Ellis
    42,00 €

    Comment un environnement interactif affecte-t-il l'expérience de l'utilisateur ? La "présence" est généralement suscitée par la réalité virtuelle, mais comme les jeux traditionnels se transforment en un média riche avec des qualités immersives supérieures à celles de la télévision ou du cinéma, on peut affirmer qu'ils peuvent également susciter le sentiment de présence. Est-il possible de mesurer la présence dans les jeux traditionnels à l'aide de structures de RV ? La méthode de mesure la plus répandue est le questionnaire de présence. Dans cette étude de 2008, il est complété par une autre méthode de mesure psychologique : la perception du temps. Ici, deux niveaux de jeu sont créés afin d'étudier la théorie selon laquelle un degré accru d'interactivité affecte la présence dans les jeux. Ces niveaux sont identiques à l'exception d'un facteur : un niveau est statique et l'autre est hautement interactif et destructible. Les résultats du test de perception du temps et du questionnaire qui l'accompagne montrent une forte relation entre les niveaux de plaisir et l'augmentation du degré d'interactivité, ainsi qu'une relation entre la distorsion du temps et le sentiment de présence.

  • von Peter Ellis
    42,00 €

    Como é que um ambiente interativo afecta a experiência de um utilizador? A "presença" é algo que é normalmente evocado através da realidade virtual, mas à medida que os jogos tradicionais se transformam num meio de comunicação rico, com qualidades imersivas que ultrapassam as da televisão ou do cinema, defende-se que também podem evocar a sensação de presença. É viável medir a presença nos jogos tradicionais utilizando estruturas de RV? O método de medição mais utilizado é o Questionário de Presença. No entanto, argumenta-se que um questionário não é suficiente para medir a experiência imediata sentida por um indivíduo e, neste estudo de 2008, é complementado por um método adicional de medição psicológica: a perceção do tempo. Aqui, são criados dois níveis de jogo para investigar a teoria de que um maior grau de interatividade afecta a presença nos jogos. Estes níveis são idênticos, à exceção de um fator: um nível é estático e o outro é altamente interativo e destrutível. Os resultados do teste de perceção do tempo e do questionário que o acompanha mostram uma forte relação entre os níveis de diversão e o aumento da interatividade, bem como uma relação entre a distorção do tempo e a sensação de presença.

  • von Peter Ellis
    42,00 €

    ¿Cómo afecta un entorno interactivo a la experiencia del usuario? La "presencia" es algo que suele suscitarse a través de la realidad virtual, pero a medida que los juegos tradicionales se convierten en un medio rico con cualidades inmersivas superiores a las de la televisión o el cine, se argumenta que también pueden suscitar la sensación de presencia. ¿Es viable medir la presencia en los juegos tradicionales utilizando estructuras de RV? El método más utilizado para medirla es el Cuestionario de Presencia. Sin embargo, se argumenta que un cuestionario no es suficiente para medir la experiencia inmediata que siente un individuo y en este estudio de 2008 se complementa con un método adicional de medición psicológica: la percepción del tiempo. Aquí se crean dos niveles de juego para investigar la teoría de que un mayor grado de interactividad afecta a la presencia en los juegos. Estos niveles son idénticos salvo por un factor, un nivel es estático y el otro es altamente interactivo y destructible. Los resultados de la prueba de percepción del tiempo y del cuestionario que la acompaña muestran una fuerte relación entre los niveles de disfrute y el aumento del grado de interactividad, así como una relación entre la distorsión del tiempo y la sensación de presencia.

  • von Peter Ellis
    42,00 €

    In che modo un ambiente interattivo influisce sull'esperienza dell'utente? La "presenza" è qualcosa che di solito viene elicitato attraverso la realtà virtuale, ma poiché i giochi tradizionali si sono sviluppati in un media ricco con qualità immersive superiori a quelle della TV o del cinema, si sostiene che anch'essi possono elicitare il senso di presenza. È possibile misurare la presenza nei giochi tradizionali utilizzando strutture VR? Il metodo di misurazione più utilizzato è il questionario sulla presenza. Si sostiene tuttavia che un questionario non sia sufficiente per misurare l'esperienza immediata provata da un individuo e in questo studio del 2008 viene integrato da un ulteriore metodo di misurazione psicologica: la percezione del tempo. Sono stati creati due livelli di gioco per studiare la teoria secondo cui un maggior grado di interattività influisce sulla presenza nei giochi. Questi livelli sono identici, ma per un fattore: un livello è statico e l'altro è altamente interattivo e distruttibile. I risultati del test di percezione del tempo e del questionario di accompagnamento mostrano una forte relazione tra i livelli di divertimento e l'aumento dell'interattività, nonché una relazione tra la distorsione temporale e il senso di presenza.

  • von Peter Ellis
    49,90 €

    Wie beeinflusst eine interaktive Umgebung die Erfahrung des Nutzers? Präsenz" ist etwas, das normalerweise durch virtuelle Realität hervorgerufen wird, aber da sich traditionelle Spiele zu einem reichhaltigen Medium mit immersiven Qualitäten entwickeln, die über die des Fernsehens oder des Films hinausgehen, wird argumentiert, dass sie auch das Gefühl der Präsenz hervorrufen können. Ist die Messung des Präsenzgefühls in traditionellen Spielen mit Hilfe von VR-Strukturen realisierbar? Die am weitesten verbreitete Methode zur Messung der Präsenz ist der Präsenz-Fragebogen. Es wird jedoch argumentiert, dass ein Fragebogen nicht ausreicht, um die unmittelbare Erfahrung zu messen, die ein Individuum empfindet. In dieser Studie aus dem Jahr 2008 wird er durch eine zusätzliche psychologische Messmethode ergänzt: die Zeitwahrnehmung. Hier werden zwei Spielebenen geschaffen, um die Theorie zu untersuchen, dass ein erhöhter Grad an Interaktivität die Präsenz im Spiel beeinflusst. Diese Ebenen sind bis auf einen Faktor identisch, eine Ebene ist statisch, die andere ist hoch interaktiv und zerstörbar. Die Ergebnisse des Zeitwahrnehmungstests und des begleitenden Fragebogens zeigen eine starke Beziehung zwischen den Genussniveaus und dem erhöhten Maß an Interaktivität sowie eine Beziehung zwischen Zeitverzerrung und dem Gefühl der Präsenz.

  • von Peter Ellis
    43,00 - 111,00 €

  • von Mooi Standing & Peter Ellis
    114,00 €

  • von Peter Ellis
    42,00 €

    How does an interactive environment affect a user¿s experience? ¿Presence¿ is something that is usually elicited through virtual reality, but as traditional games develop into a rich media with immersive qualities beyond that of TV or film, it is argued that they can also elicit the sense of presence. Is measuring presence in traditional games viable using VR structures? The most widely used method of measuring it is the Presence Questionnaire. It is argued however that a questionnaire is not enough for measuring the immediate experience felt by an individual and in this study from 2008 it¿s complemented by an additional method of psychological measurement; time perception. Here, two game levels are created in order to investigate the theory that an increased degree of interactivity affects presence in games. These levels are identical but for one factor, one level is static and the other is highly interactive and destructible. Results from the time perception test and the accompanying questionnaire show a strong relationship between the levels of enjoyment and the increased amount of interactivity, as well as a relationship between time distortion and the sense of presence.

  • von Peter Ellis
    39,00 - 110,00 €

  • von Peter Ellis
    39,00 - 104,00 €

    From the start of their training it's crucial for nursing students to be able to understand and evaluate current research to support their learning and reading for assignments. However, many books focus on how to do research, rather than how to understand and evaluate research. This book helps students recognise what good research is by providing an entry-level guide to the main research methodologies used in nursing. It puts research into context for student nurses, explaining how they need to use the skills of critiquing and evaluating research throughout their course and how this is linked to evidence-based practice.

  • von Peter Ellis
    41,00 - 110,00 €

    With all nurses expected to demonstrate leadership, management and team working skills it is vital that students engage with this aspect of their training as early as possible. As well as covering all of the core theory and knowledge, the authors also encourage the reader to explore their own values and experiences.

  • - Excavations at Pode Hole Farm, Paston, Longstanton and Bassingbourn, 1996-7
    von Peter Ellis, Richard Cuttler, Gary Coates & usw.
    82,00 €

    Written by Peter Ellis, Gary Coates, Richard Cuttler and Catharine MouldA report on four pieces of fieldwork undertaken in Cambridgeshire (Pode Hole Farm, Paston, Longstanton, Bassingbourn) in 1996 and 1997. Pode Hole Farm provided Bronze Age to Romano-British material; Paston Romano-British; Longstanton Late Saxon and Medieval; and Bassingbourn Saxon and Medieval. Each has a similar format and layout, starting with a review of the processes leading up to the fieldwork and an outline of the methods used followed by acknowlegements. In the case of three of the excavations, an historical and documentary section follows which summarizes the known data before excavation began and provides a necessary historical background. In a general concluding discussion some points are considered from the excavations and the results are set within their county context.

  • - The Archaeology of the A1(M) Alconbury to Peterborough Road Scheme
    von Peter Ellis, Peter Leach, Gwilym Hughes, usw.
    83,00 €

    Birmingham University Field Archaeology Unit - Monograph Series 1Written by Peter Ellis, Gwilym Hughes, Peter Leach, Catharine Mould and Jon SterenbergDescribes the results of archaeological investigations at a number of sites undertaken by Birmingham University Field Archaeology Unit in 1996. New prehistoric sites were found along the length of the road corridor which, from Alconbury Hill to Norman Cross, coincides with Ermine Street. Here the major Roman road would have taken on additional importance where it skirted the fen edge. The book reports on a number of excavations along this section.

  • - Excavation of a Romano-British kiln site at North End Farm, Great Malvern, Worcestershire in 1992 and 1994
    von Peter Ellis, Laurence Jones & C Jane Evans
    59,00 €

    Birmingham University Field Archaeology Unit Monograph Series 2This report presents the results of two campaigns of Romano-British archaeological work at Newland Hopfields, and makes a significant contribution to studies at a local, regional, and national level. This is not only the first Severn Valley ware production site to be explored in such detail, but it is also one of the few Romano-British pottery production sites generally for which this level of information has been gathered.

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