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What is Immersion

Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care
The capacity of one feeling inside an artificial or virtual environment, such as a game, a video, or a collaborative virtual environment.
Published in Chapter:
Using Interactive Digital Television Middleware Tools to Promote Facilities for Healthcare and Social Services
Samuel Oliveira Azevedo (Federal University of Rio Grande do Norte, Brazil), Rummenigge Rudson Dantas (Federal University of Rio Grande do Norte, Brazil), and Luiz Marcos Gonçalves (Federal University of Rio Grande do Norte, Brazil)
DOI: 10.4018/978-1-4666-3990-4.ch053
Abstract
This chapter introduces the use of middleware tools in applications for healthcare and social services, focusing on solutions designed for Interactive Digital Television (IDTV), and discusses its implications to modern roles for easing patient and caretaker relations. The authors explore the capacities of such solutions to assist the patients in their personal needs, optimizing the time and tasks of the caretaker. They discuss the limits of the use of Internet in satisfying the needs of communication of elderly and other patients, and then they propose new roles for caretaking based on this new reality. The authors also present an architecture that allows the remote use and control of electronic devices via IDTV set-top boxes for the middleware Ginga. They show applications based on this architecture that promote healthcare and social services, as a set of infrared lights coupled to a hat that can be used as input for impaired patients, and how an accelerometer can be used with IDTV applications for treatment and entertainment. Before concluding, the authors point out research directions on the topics discussed in this chapter.
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Augmented Reality Framework for the Socialization between Elderly People
The extent to which high fidelity physical inputs are provided to the different sensory modalities (vision, audition, touch, smell) in order to create strong illusions of reality in each.
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Using Interactive Digital Television Middleware Tools to Promote Facilities for Healthcare and Social Services
The capacity of one feeling inside an artificial or virtual environment, such as a game, a video, or a collaborative virtual environment.
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Knowledge Transfer and Marketing in Second Life
“The virtual environment submerges the user in the sights and sounds and tactility specific to that environment. Immersion creates the sense of being present in a virtual world, a sense that goes beyond physical” ( Heim, 1993 ).
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Virtual Reality Exposure Therapy for Anxiety and Specific Phobias
The state of consciousness where a person immersed in a virtual environment has diminished awareness of physical self—due to his or her being surrounded in engrossing virtual environment.
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Language Learners' Social Interaction during Study Abroad: Opportunities, Satisfaction, and Benefits
In terms of language learning, this refers to constantly being surrounded by the target language and culture.
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New Media and the Virtual Workplace
The state reached when a participant is so actively engaged in a narrative that the mechanism by which that narrative is generated no longer distracts from it.
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Nursing Education in the Era of Virtual Reality
A psychological sense of being in a virtual environment.
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Virtual Environments for Geospatial Applications
A Sense of being present within the virtual world and a ‘sense’ being able to visualize objects by being amidst their surroundings and navigating through the world.
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Suggestopedia Meets TELTL: A Perfect Match?
A state of full engagement in the learning environment and activities, on behalf of the students, indicated by vivid interest and participation.
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Learning about Culture and Teaching During a Short-Term Immersion-Based Study Abroad
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Learning in Two Languages: A Long-Term Study at Bavarian Bilingual Elementary Schools
The process of learning a language implicitly by being surrounded by the foreign language itself.
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Unifying Instructional and Game Design
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360° Video as an Opportunity for the Inclusion of Product Placement
An objective feature of the technology that determines the level of immersion or involvement in something while being in action.
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Leveraging VR/AR/MR and AI as Innovative Educational Practices for “iGeneration” Students
Having an impression that one is involved in a comprehensive, realistic experience is called Immersion (Stanney, 2002 & Lessister et al., 2001).
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Design Models for Developing Educational Virtual Reality Environments: A Systematic Review
Immersion, which is the concept that enables individuals to fully experience the learning universe in virtual reality environments.
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A New Framework for Interactive Entertainment Technologies
A mental state where significant focus is on a particular task/activity; the individual may temporarily become unaware of their surroundings.
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Design Process for Accessible Virtual Reality Learning Environments: A First Approach
A psychological sense of being in a virtual environment.
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Towards a Multilingual Preschool Policy: A Linguistic Ethnographic Analysis of the Implementation of a Transformative Pedagogy
An educational strategy that believes that a monolingual school environment is the ideal setting for learning the target language. The strategy is motivated by the idea that total immersion maximises opportunities for exposure to practice the use of this language.
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Does Bilingualism Expand the Cognitive Experience of the Students?: A Case Study in Early Childhood Education
Educational approach where students use an L2 throughout the whole teaching and learning process.
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Speaking of Technology: Teaching English Language Learners in CTE Programs
Instructional approach in which 100 percent of the instructional time is spent communicating through the target language; in comparison with submersion, the class is composed mostly of speakers of the target language with only a few non-native speakers.
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Role of Emotions in Interactive Museums: How Art and Virtual Reality Affect Emotions
It is the perception of being physically present in a non-physical world, or a state of consciousness where the user experiences a virtual environment, which appears real and is perceived as real.
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Serious Games Reloaded
The perception of being physically present in a non-physical world, in any virtual reality. This ‘perception’ is fashioned by surrounding the VR system user with images, sounds or other senses stimuli that provide an engrossing total environment. In literary terms equals the position of the «Omnipresent narrator».
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Ethical Challenges in Online Health Games
Cognitive processes leading to the embodiment of an avatar in a virtual space.
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A 3D Environment for Exploring Algebraic Structure and Behavior
For sensory immersion: the sensory impression, primarily using sight and sound, of presence that one is inside of a space; for cognitive immersion: the mental impression that one is inside of a space.
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Privacy Concerns in the VR and AR Applications in Creative Cultural Industries: A Text Mining Study
As a loosely defined psychological term, the concept has been used to define a unique experience when using a media or technology platform. Often affiliated with digital reality technologies, and other “immersive” technologies, this concept refers to users’ perceptions to feel a sense of presence in a non-physical world. This term often refers to a fully surrounded experiences when using HMD in a simulated space.
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Employing Digital Reality Technologies in Art Exhibitions and Museums: A Global Survey of Best Practices and Implications
As a loosely-defined psychological term, this term has been used to define a unique experience when using a media or technology platform. Often affiliated with digital reality technologies, and other “immersive” technologies, this concept refers to users’ perceptions to feel a sense of presence in a non-physical world. This term often refers to a fully surrounded experiences when using HMD in a virtual space.
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Augmented Reality and Franchising: The Evolution of Media Mix Through Invizimals
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Enhancing Cultural and Linguistic Awareness Through an International Teaching Experience
Living and possibly working or going to school in a country other than a person’s own.
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Bringing the Metaverse to Higher Education: Engaging University Students in Virtual Worlds
The objective degree to which Virtual Reality technologies engage a person’s senses.
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MMORPGS and Foreign Language Education
The feeling of “being in the zone” or “the flow experience.” Refers to a status where the players are totally immersed in the game so that they forget about the real world around them.
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Virtual Tourism and Its Potential for Tourism Development in Sub-Saharan Africa
The level at which someone engaged in a virtual environment senses the real world outside of it.
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Art and the Avatar in Virtual and Mixed-Reality Exhibition Space
describes a psychological state in which the viewer’s “real” world seems to fade away while the world depicted on screen takes full prominence as the location for “reality.”
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Being a Post-Learner With Virtual Worlds
The objective measure of how realistic a user experiences the virtual world sensually.
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Gamification: Applications for Health Promotion and Health Information Technology Engagement
Is experienced when a user or player of digital games becomes ‘immersed’ in the environment and they are unable to acknowledge anything else in the physical environment during this period.
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Students' Experiences of Emotional Connection with Pedagogical Agents
The sense of the user feeling ‘in’ or ‘part’ of a virtual environment and they become absorbed and deeply involved as they interact with it.
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Neo-Orientalist Approaches in XR (Extended Reality) Applications
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Revealing New Hidden Curriculum and Pedagogy of Digital Games
Immersion is the state where anyone ceases to be aware of his/her physical self. It is frequently accompanied by intense focus, distorted sense of time, and effortless action.
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Building Online Training Programs for Virtual Workplaces
An online training principle regarding the process of engaging trainees firsthand in the online environment throughout training activities. When training is designed to include immersive Internet-based activities that reflect the online environment in which trainees will ultimately work, employees can transition into their online work more efficiently.
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Minecraft Our City, an Erasmus Project in Virtual World: Building Competences Using a Virtual World
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Pedagogical Considerations for Successful Implementation of Virtual Reality in the Language Classroom
The sense on the part of the user of being ‘in’ the VR application or digital game, when the user’s physical reality is supplanted by the virtual or digital application.
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Virtual Reality, Augmented Reality, and Mixed Reality in Education: A Brief Overview
In virtual reality, immersion is a perception of being physically present in a non-physical world. The perception is created surrounding the user by the virtual reality technologies and by its devices, for example data gloves, head mounted display, sound, or other sensorial stimuli, that provide an engrossing total environment.
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Serious Games as a Learning Tool: A Scope in the Indian Context
The affective and perceptual experience of a game that makes them feel more like the character they're playing.
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Effects of Virtual Reality Learning Platforms on Usability and Presence: Immersive vs. Non-Immersive Platform
A set of technological features that provide a sense of reality to the users by abstracting the richness, resolution, and the panoramic view of the users from other physical realities in the environment.
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The Use of Virtual Reality in Education for Sustainable Development
Immersion, in the context of virtual reality and other digital media, refers to the sensation of being fully absorbed or engaged in a simulated environment or experience.
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The State of Extended Reality Technologies in Language Education and Research
The quality of feeling surrounded and included in something, such as a story, a virtual environment, or a physical medium like water.
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Exploring Mixed Reality: Enhancing Consumer Interaction
A state of being entirely engaged or absorbed in an experience, often facilitated by technologies like MR.
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The Virtual Identity, Digital Identity, and Virtual Residence of the Digital Citizen
When several of a user’s senses are isolated from the real world and fed information (images and sound) coming from a computer.
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Using Advanced Approaches in Urban Design Researches: A Mutation from 3D Digital Models to Virtual Reality
The first steps towards VR involved building digital simulations as close as possible to single users, ‘immersing’ them within the environment in such a way that they were connected directly, through peripheral devices such as headsets, data-gloves and the like. Indeed immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
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Analysis of the Use of VR and Haptic Devices in the Teaching-Learning Process for Blind People
Perception of being physically present in a non-physical world.
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An Immersive Virtual Reality Training Environment for CBRN Procedures
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A User Study of Virtual Reality for Visualizing Digitized Canadian Cultural Objects
Psycho-physiological user perception of being physically present in a virtual environment.
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Ecological Validity in Virtual Reality-Based Neuropsychological Assessment
State of consciousness where a person immersed in a virtual environment has diminished awareness of physical self.
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Where Is Hanuman?: Hindu Mythology, Transmigration, and the Design Process of Immersive Experiences in Museums
It is a combination of flow (being very focused), sense of presence (the feeling of being in another place), embodiment (having all the senses involved), interactivity (moving and acting in a space and playing a role with other actors), transportation (the feeling of being inside a story).
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Language and Identity Formations of Second-Generation Migrants in Deepak Unnikrishnan's Temporary People
It is a method in language teaching practice where a second language is taught by immersing the subject in the language and culture.
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Open Source Virtual Worlds for E-Learning
The illusion of user’s existence or otherwise the state of consciousness in a virtual environment (sense presence).
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Reality-Creating Technologies as a Global Phenomenon
As a loosely-defined psychological term, this term has been used a lot to describe a unique experience when using a media or a technology. Often affiliated with virtual reality, and other “immersive” technologies, this concept refers to users’ perceptions to feel a sense of presence in a non-physical world. This term often refers to a fully surrounded experiences when using HMD in a virtual space.
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Virtual Reality 2.0 and Its Application in Knowledge Building
Immersion is the user’s feeling of, so to speak, being immersed in a virtual world which is provided by the technical system. So the concept of immersion not only takes into account technological aspects of a VR, but also emotional, motivational and cognitive processes of focusing attention.
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A Plurilingual Approach to Language Education: Observations From the Japanese Classroom
A language learning method that entails exposing learners to the language for extended periods every day.
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Virtual Standardized Patients for Assessing the Competencies of Psychologists
State of consciousness where a person experiences being in a virtual environment.
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Surveying Games With a Combined Model of Immersion and Flow
The sub-optimal experience of an activity. Describes a loss of spatial awareness and temporal awareness as focus is increased on the activity performed.
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