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  • av Peter Ellis
    709,-

    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.

  • av Peter Ellis
    709,-

    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.

  • av Peter Ellis
    709,-

    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.

  • av Peter Ellis
    709,-

    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.

  • av Peter Ellis
    369 - 922,-

  • av Mooi Standing & Peter Ellis
    320 - 910,-

  • av Peter Ellis
    320 - 1 040,-

  • av Peter Ellis
    320 - 972,-

    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.

  • av Peter Ellis
    369 - 986,-

    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.

  • av Peter Ellis
    970,-

    Ethics can impact the decisions nurses make in their day-to-day work, so it's important that students develop their understanding of ethical frameworks as preparation for future practice. In this book, the author explains ethical ideas, theories and concepts in simple to understand terms, focussing on real-life nursing situations that makes it easy to apply these principles to your practice.

  • av Peter Ellis
    840,-

    Do your students ever struggle to grasp what exactly constitutes evidence or struggle to see how it applies to practice? Would you like them to feel more confident about critiquing evidence?The need for an evidence base for nursing practice is widely accepted. However, what constitutes evidence and how nurses might apply it to practice is not always clear. This book guides nursing students through the process of identifying, appraising and applying evidence in nursing practice. It explores a wide range differing sources of evidence and knowledge, and helps students to develop key skills of critiquing research and using evidence in clinical decision making.

  • - Excavations at Pode Hole Farm, Paston, Longstanton and Bassingbourn, 1996-7
    av Peter Ellis, Richard Cuttler, Gary Coates & m.fl.
    604,-

    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.

  • - Further Archaeological Investigations for the Daventry International Rail Freight Terminal, Crick & Kilsby, Northamptonshire 1993-2013 (DIRFT Volume II)
    av Peter Ellis & Andy Chapman
    664,-

    Excavations of a large Iron Age farming settlement in Northamptonshite spread across five sites, four studied here (The Lodge, Long Dole, Crick Hotel and Nortoft Lane, Kilsby) with Covert Farm, Crick studied in Volume I (9781784912086).

  • av Peter Ellis, Nigel Saunders & Susan Kearsey
    97,-

    With Revision Workbooks for question practice and Revision Guides for classroom and independent study, our revision resources are the smart choice for those revising for AQA GCSE Science.

  • av Peter Ellis, Ian Roberts, Penny Johnson, m.fl.
    101,-

    Ideal for classroom or independent study,this revision workbook is the smart choice for studying on the higher tier for Edexcel GCSE Science

  • av Peter Ellis
    166,-

    A history of the cult of the ancient Druids, exploring who they really were and what role they played in the Celtic world. The author's interpretation of the facts is based on both archaeological and etymological findings.

  • av Peter Ellis
    175,-

    From all six Celtic cultures - Irish, Scots, Welsh, Cornish, Manx and Breton - Ellis has included popular myths and legends, as well as bringing to light exciting tales which have been lying in manuscript form, translated and unknown to the modern general reader.

  • av Peter Ellis
    138,-

    Uncovering one of the world's greatest civilisations

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