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What Can We Learn from Media History?
an Experimental Strategy
the Emergence of Ambient Intelligence
16 other sections not shown
actions activities activity theory advertising allow Ambient Intelligence audio augmented reality avatars awareness behavior cinema Cinerama classical media cognitive communication complex context create cues cultural devices display effects emotional enhance evaluation example factors feel Figure film focus goals haptic HDTV head-mounted display homebound human Human-Computer Interaction illusion images immersive virtual important informal collaboration interaction interface Internet involved learning Mantovani mediated environment medium mental imagery Mixed Reality objects participants Participatory Design perceived perceptual person physical physiological pictorial realism possible presence in virtual presence information presence research presence technology psychological questionnaire real world remote representation Riva role screen senior center sense of presence sensory shared simulation situations social presence space subjective Teleoperators and Virtual telepresence television Telewindow user's Virtual Environments virtual experience virtual presence virtual reality virtual world visual
Thérapie cognitive et émotions: la troisième vague
No preview available - 2007