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1

Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees und Nigel W. John. „ParaVR: a virtual reality training simulator for paramedic skills maintenance“. Journal of Paramedic Practice 12, Nr. 12 (02.12.2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.

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Background: Virtual reality (VR) technology is emerging as a powerful tool in medical training and has potential benefits for paramedic education. Aim: The aim of this paper is to report the development of ParaVR, which uses VR to maintain paramedics' skills. Methods: Computer scientists at the University of Chester and the Welsh Ambulance Services NHS Trust (WAST) developed ParaVR in four stages: identifying requirements and specifications; alpha version development; beta version development; and management—development of software, further funding and commercialisation. Results: Needle cricothyrotomy and needle thoracostomy emerged as candidates for the prototype ParaVR. The Oculus Rift head-mounted display was combined with Novint Falcon haptic device and a virtual environment crafted using 3D modelling software, which was ported to the Oculus Go virtual reality headset and the Google Cardboard VR platform. Conclusion: VR is an emerging educational tool with the potential to enhance paramedic skills development and maintenance. The ParaVR programme is the first step in the authors' development, testing and scaling up of this technology.
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Nobrega, Felipe Augusto, und Cibele Cecílio de Faria Rozenfeld. „Virtual Reality in the Teaching of FLE in a Brazilian Public School“. Languages 4, Nr. 2 (09.06.2019): 36. http://dx.doi.org/10.3390/languages4020036.

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Considering the emergence of digital information and communication technologies in the contemporary educational context, this work aims to explore the possibilities offered by Virtual Reality (VR) headsets in the school environment, and also to verify how they can contribute to foreign language teaching and learning. The motivation of this work is a result of a pedagogical practice experience carried out by the researcher during French classes in a Brazilian foreign language teaching project in public schools. This pedagogical practice later became the subject of their master’s research, which is currently being conducted in the same educational context in two French language classes. The main objective consists of verifying to what extent VR can contribute to foreign language teaching/learning, focusing on the four linguistic competences and motivation. The methodology of this work has a qualitative nature with some quantitative results, and is characterized as Action Research, as the researcher participated in the activities. These activities consisted of using Google Cardboard, a VR headset, to present interactive 360° videos and tours of real places. The preliminary results show that activities with VR can promote a high level of motivation and engagement, also contributing to the development of the four linguistic competences.
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Cheiran, Jean Felipe Patikowski, Adriel Rodrigues und Marcelo Soares Pimenta. „Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices“. Journal on Interactive Systems 12, Nr. 1 (16.11.2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.

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Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare aspects of the User Experience (regarding sense of presence, cybersickness, and usability) in a virtual tour website developed in WebXR across different devices. To achieve our objective, we developed a virtual tour based on 360º pictures using WebXR API and React 360 framework and conducted an experiment with 41 undergraduate students using four different devices: a laptop computer, a smartphone, a Google Cardboard headset, and a Samsung Gear VR HMD. We evaluated users’ perceptions by adapting and translating the Suitability Evaluation Questionnaire (SEQ) and users’ performance by measuring the time to fulfill a set of tasks. The main findings from this study include that (i) the overall self-­reported experience using Google Cardboard is worse than using other devices, (ii) the users’ performance is quite similar between the platforms, (iii) there is evidence of unexpected cybersickness symptoms in tests with the smartphone, and (iv) the development of a plausible hypothesis concerning low usability having an effect upon the sense of presence. Additional contributions of our research are the adaptation, translation into Portuguese, psychometric analysis, and revised scoring procedures of the SEQ.
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Muzammil, Zeeshan, Ramji Ramaswamy Rajendran und Alex Gordon. „Reducing stress and anxiety in cancer patients with the use of virtual reality.“ JCO Oncology Practice 19, Nr. 11_suppl (November 2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.

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303 Background: Applications of virtual reality (VR) have impacted every sphere of civilization, from speculative architecture to the practice of medicine. Building on the body of research already showing the benefits of immersive VR experiences, the goal of our study was to determine whether the stress and anxiety experience of different types of cancer could be mitigated by using virtual reality, specifically through relaxing VR experiences. Methods: A comparative observational study was conducted at community outpatient offices for patients who wanted to improve patient experience throughout their cancer treatment. Patients who had symptoms of nausea, dizziness, and vision issues were excluded from the study. The VR intervention consisted of patients watching a relaxation VR 360 video on the YouTube app every day for one week on the Google Cardboard VR headset. Pre- and post VR intervention scores were recorded using a DASS21 questionnaire. The mean differences in scores as well as t-tests were compared between individuals to see if VR improved patient’s experience through one’s cancer treatment. Results: There were 115 subjects ( n = 115). There was an average reduction score of 6.50 points with stress seeing the biggest drop in score of 2.71 points. Breast cancer was the most common cancer diagnosis. Metastatic cancer was the cancer with the biggest change in VR intervention with an average decrease of 12.83 points. Conclusions: Virtual reality (VR) has been proven to significantly reduce the psychological discomfort, including stress, anxiety, and depression experienced during treatment, in the context of caring for cancer patients. The empirical results strongly imply that VR is an effective therapeutic intervention modality in the inpatient setting, with compelling implications for the use of VR technology in the future to lessen the physical and psychological suffering of cancer patients.[Table: see text]
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Lai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout und Myrtede Alfred. „Applications of Extended Reality (XR) in obtaining informed consent: A narrative review“. Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 12, Nr. 1 (März 2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.

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Informed consent in healthcare requires patients to have a sufficient understanding of their upcoming procedure before deciding to proceed. Unfortunately, education prior to a surgical procedure is constrained by barriers including poor health literacy, language barriers, one-sided dialogue during consultations, anxiety, and knowledge retention. Extended reality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR) has the potential to improve informed consent processes by creating an immersive, interactive, and multimodal sensory experience that supports patient education. The purpose of the study was to review the extant literature on the effectiveness of XR technology in improving patient education, a vital component of informed consent. We screened fifty-two articles and ten relevant papers from PubMed, Scopus, and Compendex, which were included in the review based on our eligibility criteria. We found that VR and AR proved effective in enhancing patient education in eight studies, and thus improving informed consent processes. MR was not utilized in the studies reviewed. The studies were conducted in several countries and positives findings were reported from a broad range of clinical settings and procedures. Though further investigation is needed, this is a promising finding that may encourage health systems to implement similar interventions prior to procedures. The review also provided an overview of the existing XR technology utilized for patient education such as a downloadable mobile application with a virtual chatbot character, and an environment designed to simulate the MRI patient’s perspective. These applications provide immersive and interactive experiences when paired with a head mounted headset such as Google VR Cardboard. The findings also revealed that XR tools are customizable and can be tailored to specific surgical procedures, which makes the potential of implementation applicable to a broader range of settings.
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Monteiro, Ana Maria Vieira, und Patrícia Nora de Souza Ribeiro. „VIRTUAL REALITY IN ENGLISH VOCABULARY TEACHING: AN EXPLORATORY STUDY ON AFFECT IN THE USE OF TECHNOLOGY“. Trabalhos em Linguística Aplicada 59, Nr. 2 (August 2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.

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ABSTRACT The evaluative studies of hypermedia effects on second language acquisition have been mostly applied to interfaces whose user’s input is limited to clicks, typed texts, and voice. Nonetheless, virtual reality (VR) technology expanded user’s interactions with a data processing machine since it explores a sense of presence through body language, 360-degrees images, and tactile techniques. It is in this context that this paper approaches VR to explore its potential for foreign language vocabulary teaching and learning, considering mainly the appraisal mechanisms novelty and pleasantness proposed by Schumann (1999). This exploratory research presents the preparation and the results of a study applied to sixteen undergraduate English students at the Federal University of Juiz de Fora, Brazil, as well as to nine students from the author’s one private course. The technology used in this study were three Google products: Cardboard™, as the VR headset; Expeditions, for the narrative; and Polly, for the building of the VR scenes. The following methodological actions were addressed to the participants of the study: an English placement test; vocabulary tests; exposure to the virtual environment, a guided visit to Museo Frida Kahlo, in Mexico; and a questionnaire on the evaluation of the experience. At the theoretical level, the present study is based on the assumptions of the Cognitive Theory of Multimedia Learning (MAYER, 2001) and in the role of affect in language learning (SCHUMANN, 1997; 1999). The results of vocabulary tests, the questionnaire, and limitations of the technology are discussed, giving a basis for the conclusion that VR can significantly contribute to foreign language vocabulary teaching and learning since the technology has the potential to motivate students and immerse them into real-life-like scenarios.
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Cochrane, Thomas, und Helen Sissons. „An Introduction to Immersive Reality“. Pacific Journal of Technology Enhanced Learning 2, Nr. 1 (05.11.2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.

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Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum. Schedule (100 mins) Introductions (5 min) Participant survey (5 min) Introduction to 360 video and VR (10 min) XR Journalism examples Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min) VR project development (60 min) Google Cardboard Headsets, using participants’ own smartphones Introduction to the Toolkit Participants create SeekBeak accounts Hands on with the 360 cameras Participants choose a topic to work on as a mobile VR production team Sharing and review of participant projects(participants share SeekBeak links) (10 min) Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) END References Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism
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Layalia, Fina Nabilah, Abdul Rosyid und Ahmad Jami'ul Amil. „Pengaruh Media Virtual Reality Berbantuan Google Cardboard Terhadap Kemampuan Menulis Puisi Siswa Kelas X SMA Assa’adah Bungah Gresik Tahun Ajaran 2019/2020“. Deiksis : Jurnal Pendidikan Bahasa dan Sastra Indonesia 7, Nr. 2 (03.01.2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.

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Abstrak. Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam menuangkan ide menjadi sebuah karya tulis puisi serta kurangnya pemanfaatan media dalam pembelajaran. Rumusan masalah pada penelitian ini yakni bagaimanakah pengaruh media virtual reality berbantuan google cardboard terhadap keterampilan menulis puisi siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020. Jenis penelitian kuantitatif dengan perencanaan penelitian Quasi Eksperimental Design. Populasi penelitian ini adalah siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020, dengan sampel sebanyak 2 kelas. Teknik pengumpulan data menggunakan teknik observasi keterlaksanaan pembelajaran, tes, angket, dan dokumentasi. Analisis data tes keterampilan menulis puisi menggunakan uji normalitas, uji homogenitas, dan uji hipotesis (uji signifikansi). Hasil penelitian (1) Kemampuan menulis puisi kelas eksperimen saat pelaksanaan posttest lebih baik dari pada pelaksanaan pretest. (2) Terdapat pengaruh yang signifikan terhadap penggunaan media virtual reality berbantuan google cardboard terhadap kemampuan menulis puisi siswa. (3) Respons siswa terhadap media virtual reality berbantuan google cardboard sangat positif dengan memperoleh rata-rata 92,89%. (4) Keterlaksanaan pembelajaran dengan media virtual reality berbantuan google cardboard memperoleh persentase 93% dengan kategori “sangat baik”.Kata kunci : google cardboard, keterampilan menulis puisi, media virtual reality.
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Yohanes, Yohanes, Jeanny Pragantha und Darius Andana Haris. „PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY“. Jurnal Ilmu Komputer dan Sistem Informasi 8, Nr. 2 (05.08.2020): 329. http://dx.doi.org/10.24912/jiksi.v8i2.11545.

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“Detective Adventure” is a Virtual Reality game for Android using cardboard. Where the detective must seek clues to reveal a serial killer by investigating crime scene. This game use three-dimensional graphics and virtual reality headset. The game uses a remote Virtual reality to pick up item and move. This game created by Unity game engine with C# as programming language and photoshop to make object, and to edit image. Testing was done with the blackbox testing, alpha testing by lecturer, and beta testing by surveying 30 respondens. Respondens show that the “Detective Adventure” is an interesting game to play.
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Kesselman, Martin. „Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone“. Library Hi Tech News 33, Nr. 4 (06.06.2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.

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Purpose Google Cardboard has brought virtual reality experiences to anyone with a smartphone and low-cost glasses, the first ones provided by Google made of Cardboard! Design/methodology/approach Due to its extremely low cost, many applications are burgeoning the field, and the technology has created new opportunities for libraries in creating virtual immersive experiences for their users. Findings Low-cost virtual-reality cameras are coming on the scene too that will allow libraries to develop documentaries of community information, tours and educational/information experiences. Originality/value The references below, run the gamut of what Google Cardboard is all about, new applications, new viewers based on Google’s offerings and opportunities on the horizon. This is definitely a technology that is taking everyone by storm!
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Farabi, Riva, Akik Hidayat und Erick Paulus. „Implementasi Simulasi Wisata Shark Cage Diving dengan Perangkat Virtual Reality Google Cardboard Menggunakan Game Engine Unity 3D“. Jurnal Informatika 1, Nr. 1 (29.01.2017): 19. http://dx.doi.org/10.24198/jin.v1i1.8606.

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Shark cage diving merupakan salah satu kegiatan rekreasi yang dilakukan di daerah laut yang dihuni hiu. Tentu tidak semua orang mampu melakukan kegiatan tersebut, tapi dengan teknologi virtual reality, dapat memungkinkan seseorang untuk melihat dan mensimulasikan hal yang belum pernah dilihatnya secara langsung di depan mata. Google Cardboard merupakan salah satu teknologi virtual reality dari beberapa perangkat VR yang ada di pasaran yang mudah dijangkau masyarakat. Selain murah, Google Cardboard mengandalkan kemudahan dalam pemakaiannya dengan perangkat smartphone sebagai layar VR. Dengan game engine Unity 3D, dapat memungkinkan membuat aplikasi VR yang mensimulasikan kegiatan shark cage diving yang dapat digunakan pengguna smartphone dan Google Cardboard dengan mudah. Dari penelitian dan studi lapangan terhadap 30 orang responden menunjukkan bahwa aplikasi VR bisa digunakan sebagai alat rekreasi yang juga menambah wawasan.
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Mecheri, Raghav. „Porting BIM Models to Virtual Reality Using Google Cardboard“. Indian Journal of Computer Science 2, Nr. 5 (01.10.2017): 7. http://dx.doi.org/10.17010/ijcs/2017/v2/i5/118805.

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Tkachenko, Olha, und Oleksandr Ivanytskyi. „Virtual Reality: Navigation in Mobile Applications with Using Google Cardboard“. Digital Platform: Information Technologies in Sociocultural Sphere 4, Nr. 1 (02.07.2021): 43–55. http://dx.doi.org/10.31866/2617-796x.4.1.2021.236946.

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The purpose of the article is to study, analyze and consider the general problems and prospects of using navigation systems in a virtual environment on mobile devices using Google Cardboard virtual reality glasses. The research methodology consists of the methods of semantic analysis of the basic concepts of a given subject area (navigation systems in virtual environments). The article discusses the existing approaches to the development of navigation systems. The novelty of the research is the solution of navigation problems in mobile applications that operate in virtual reality. Conclusions. The work analyzed the existing problems and prospects for the use of navigation systems in mobile applications that can be used in the field of education gamification. Taking into account the results of the analysis, the authors have developed a navigation system that is important for solving problems of improving the effectiveness of gamification of learning processes (especially distance, online learning, e-learning).
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Ivan Ferreira Martins. „Additive manufacturing in the development of low-cost immersive virtual reality solutions for education: a study with google cardboard“. Proceedings of London International Conferences, Nr. 9 (24.04.2024): 37–49. http://dx.doi.org/10.31039/plic.2024.9.207.

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Virtual Reality (VR) is a technology that makes it possible to create simulated worlds using computer systems. This study presents a proposal to develop a Google Cardboard prototype using additive manufacturing. The central aim of the study is to contribute to the understanding of low-cost Immersive Virtual Reality (IVR) alternatives; to assist in the scientific-technological development of IVR solutions; and to contribute to technological development and access in a social context and to the preservation of the environment through sustainable technological solutions. Developed in two stages, the theoretical foundation aimed to systematize and understand the concepts involving VR, low-cost solutions for VR - specifically Google Cardboard - and additive manufacturing. The experimental research involved producing the Google Cardboard from the specifications provided by the company, creating a digital model of the display, printing the 3D model and testing the prototype developed. The results of the study indicate that additive manufacturing could be a promising technology for developing low-cost and sustainable VR solutions. The use of filaments made from recyclable materials, such as PET, can help reduce the environmental impact of this type of technology, as well as providing the possibility of social transformation. Therefore, this study contributes to advances in the development of accessible and sustainable solutions in VR, cost reduction, the evolution of Google Cardboard and understanding of the concepts involved. Limitations include the lack of tests with real users and the failure to investigate the impact of focal distance on visual comfort.
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Stephen, Fransiscus, Dennis Gunawan und Seng Hansun. „RANCANG BANGUN APLIKASI PERMAINAN EDUKASI BERBASIS VIRTUAL REALITY MENGGUNAKAN GOOGLE CARDBOARD“. Sisfo 05, Nr. 05 (01.03.2016): 496–503. http://dx.doi.org/10.24089/j.sisfo.2016.03.001.

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Berti, Margherita, Stefano Maranzana und Jacob Monzingo. „Fostering Cultural Understanding with Virtual Reality“. International Journal of Computer-Assisted Language Learning and Teaching 10, Nr. 1 (Januar 2020): 47–59. http://dx.doi.org/10.4018/ijcallt.2020010104.

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In virtual reality, language learners can experience the foreign culture by exploring authentic and contextualized learning environments. To date, there is a lack of studies investigating the use of highly immersive virtual reality for cultural understanding as well as learners' attitudes toward its implementation in the language classroom. This study addresses this gap by exploring language learners' stereotypes and generalizations of the foreign culture experienced in highly immersive virtual reality, and their beliefs regarding its use in the educational setting. Undergraduate students enrolled in beginner Italian courses viewed three ordinary Italian environments with the use of their smartphones, headphones, and Google Cardboard. Through surveys, written reflections, and a focus group interview participants shared their cultural understandings and attitudes toward virtual reality. Results show that virtual reality was positively perceived and helped learners discover new cultural layers generally not encountered in traditional pedagogical materials.
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Wardoyo, Refila. „VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN JARINGAN KOMPUTER“. JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI 14, Nr. 2 (01.09.2023): 248–54. http://dx.doi.org/10.51903/jtikp.v14i2.586.

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Global Education Census 2018 oleh Cambridge International menyatakan bahwa pelajar di Indonesia menjadi salah satu pengguna teknologi tertinggi di dunia. Hal tersebut dapat dimanfaatkan sebagai media pembelajaran dalam memperoleh ilmu pengetahuan guna menunjang kualitas pendidikan. Pemilihan metode pembelajaran yang menarik dapat membuat siswa semangat dalam mempelajari sebuah materi. Salah satu contoh media pembelajaran inovatif yang didukung perkembangan teknologi saat ini adalah virtual reality. Artikel ini membahas implementasi dari virtual reality menggunakan aplikasi unity 3D dan google cardboard untuk memvisualisasikan konsep nyata dari pembelajaran jaringan komputer. Penelitian ini menggunakan metode penelitian kajian pustaka atau studi literatur dengan pendekatan kualitatif untuk melihat bagaimana perkembangan dari konsep media pembelajaran di Indonesia. Hasil dan pembahasan yang diperoleh ialah inovasi konsep dan gambaran tentang penggunaan aplikasi virtual reality dengan harapan dapat menjadi jembatan edukasi yang lebih inovatif bagi siswa untuk mempelajari suatu materi terutama pada jaringan komputer.
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Salvatore, Sergio De, Gianluca Vadalà, Leonardo Oggiano, Fabrizio Russo, Luca Ambrosio und Pier Francesco Costici. „Virtual Reality in Preoperative Planning of Adolescent Idiopathic Scoliosis Surgery Using Google Cardboard“. Neurospine 18, Nr. 1 (31.03.2021): 199–205. http://dx.doi.org/10.14245/ns.2040574.287.

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Lee, Seung Hwan (Mark), Ksenia Sergueeva, Mathew Catangui und Maria Kandaurova. „Assessing Google Cardboard virtual reality as a content delivery system in business classrooms“. Journal of Education for Business 92, Nr. 4 (07.04.2017): 153–60. http://dx.doi.org/10.1080/08832323.2017.1308308.

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Turan, Meti̇n. „Virtual Reality Implementation for University Presentation“. WSEAS TRANSACTIONS ON SYSTEMS AND CONTROL 16 (21.12.2021): 696–704. http://dx.doi.org/10.37394/23203.2021.16.63.

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The purpose of this study is to apply virtual reality technology for university presentation, so that evaluate if it is useful and usable. Due to the pandemic situation, the topic is also relevant to the current situation as many universities have shifted to online classes. With 3D modelling and coding, a university presentation application (only for computer engineering department) with virtual reality base has been developed that will allow the user to navigate around the school building and its surroundings. Because the developed application uses a new technology, it is designed to be convenient and simple considering that it can be difficult to use. Application allows movement in this virtual world according to constraints, as well as providing sound warnings when necessary. The application tested with a helmeted display, represented by Google Cardboard, with two lenses in it and a groove for the phone. The limited experiments by different users showed that the application was impressive, although it was not easy to use devices efficiently for an unexperienced user. On the other hand, with emerging technologies, it is possible develop such applications as web application using Unity WebVR Assests which will make it easy of use.
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Oseńko, Michał, Jakub Smołka, Maria Skublewska-Paszkowska und Edyta Łukasik. „A METHOD FOR VISUALIZATION OF 3D MOTION DATA USING A MOBILE DEVICE“. Informatics Control Measurement in Economy and Environment Protection 7, Nr. 3 (30.09.2017): 37–42. http://dx.doi.org/10.5604/01.3001.0010.5212.

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3D motion visualization is a topic closely connected with motion capture. Motion capture data come in many file formats, one of which is C3D. The following paper presents an innovative method of motion visualization in virtual reality using Google Cardboard. Motion data are read from C3D files. The paper presents introduction to the technology used, analysis of existing solutions, presentation of the proposed method, its implementation and results.
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Andre, Joshua Lorenzo, Eva Handriyantini und Chaulina Alfianti Oktavia. „Pengembangan Game Virtual Reality Berbasis Android Menggunakan Unity Sebagai Media Penunjang Pengenalan Bahasa Inggris“. J-INTECH 6, Nr. 02 (11.02.2019): 208–13. http://dx.doi.org/10.32664/j-intech.v6i02.253.

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Perkembangan teknologi membuat dunia memanfaatkan teknologi pada dunia edukasi, saat ini terdapat beberapa perubahan trend pada digital education, salah satu trend tersebut adalah edukasi yang memanfaatkan teknologi Augmented Reality dan Virtual Reality. Virtual reality merupakan teknologi yang mengijinkan seorang pengguna untuk berinteraksi dengan sebuah lingkungan yang disimulasikan oleh komputer. Teknologi tersebut mengijinkan pengguna untuk berinteraksi di dalam dunia virtual. Salah satu edukasi atau pendidikan yang wajib dipelajari salah satunya ialah bahasa Inggris, karena bahasa Inggris merupakan bahasa internasional yang digunakan antar negara. Survei mengatakan bahwa 88% mahasiswa menyatakan bahwa smartphone membantu kegiatan belajar dan 85% dari pengajar setuju bahwa virtual reality akan memiliki efek positif. Unity 3D merupakan game engine cross-platform yang dikembangkan oleh Unity Technologies yang mendukung grafis 2D maupun 3D. Unity 3D dapat mengimplementasikan teknologi Virtual Reality sederhana yang ditujukan pada platform android berupa game edukasi pengenalan bahasa Inggris dengan cara memanfaatkan Source Development Kit yang disediakan oleh Google bernama Google Cardboard SDK untuk membuat aplikasi virtual reality. Maka dari itu, penelitian ini bermaksud untuk mengembangkan sebuah game edukasi bahasa Inggris dengan memanfaatkan teknologi virtual reality yang diterapkan pada smartphone android menggunakan Unity 3D. Dari latar belakang tersebut dapat diambil masalah yaitu “Bagaimana mengembangkan game virtual reality berbasis android menggunakan Unity sebagai media penunjang pembelajaran bahasa Inggris?” Adapun tujuan dari penelitian yaitu menunjukkan kemampuan Unity 3D sebagai game engine untuk menerapkan teknologi virtual reality pada platform android. Pada akhir hasil pengujian aplikasi menggunakan metode black box, dapat disimpulkan bahwa aplikasi berjalan sesuai yang diharapkan oleh peneliti, mulai dari splash screen, menu awal, hingga 5 level permainan, beserta dengan elemen lain di dalam permainan. Sehingga dapat diambil kesimpulan bahwa teknologi virtual reality dapat diimplementasikan menjadi sebuah game edukasi pada platform android dengan menggunakan Unity 3D sebagai game engine-nya.
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Gupta, Rajat, Rohan Nawani, Vishal P. Talreja und Sharmila Sengupta. „Building Virtual Reality Applications with Bluetooth Controller Interaction for Google Cardboard using Unity 3D“. International Journal of Advanced Research in Computer Science and Software Engineering 7, Nr. 4 (30.04.2017): 76–80. http://dx.doi.org/10.23956/ijarcsse/v7i4/0162.

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Hanugrah, Rayyan, und Devi Afriyantari Puspa Putri. „Penerapan Virtual Reality Sebagai Media Pengenalan Batik“. Jurnal Pendidikan dan Teknologi Indonesia 1, Nr. 4 (05.05.2021): 161–69. http://dx.doi.org/10.52436/1.jpti.37.

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Batik adalah kain bergambar yang pembuatannya secara khusus, yang mana oleh UNESCO telah ditetapkan sebagai Warisan Kemanusiaan untuk Budaya Lisan dan Nonbendawi sejak 2 Oktober 2009. Pembuatan aplikasi ini bertujuan untuk memberikan pengetahuan mulai dari motif – motif Batik, filosofi sejarah setiap motif, cara pembuatannya serta untuk melestarikan kebudayaan Batik itu sendiri. Metode yang digunakan untuk mengembangkan sistem berbasis aplikasi Android adalah dengan metode SDLC (System Development Life Cycle) dengan proses pendekatan waterfall yang diawali analisa kebutuhan hingga proses pemeliharaan sistem. Pengembangan sistem ini memerlukan beberapa software pendukung, yaitu Sistem Operasi Windows 10 64Bit, Blender, Unity, Visual Studio Code, Android SDK, Google Cardboard SDK, bahasa pemrograman C#, CorelDraw X8, dan Ringtone Maker. Penelitian ini menghasilkan aplikasi Museum Batik Danar Hadi VR berbasis Android yang mana didalamnya terdapat fitur-fitur antara lain menu Museum VR, Permainan Tebak Motif Batik, Daftar Motif Batik beserta keterangan Batik, Petunjuk, dan Tentang. Berdasarkan hasil Black Box Testing, fitur dalam sistem dapat berfungsi sebagaimana mestinya. Kemudian, Usability Testing dengan metode SUS memperoleh skor rata-rata 75,5 menunjukkan hasil yang Baik dan Dapat diterima. Maka dapat disimpulkan bahwa sistem ini dapat memberikan informasi dan pengetahuan terkait Batik mulai dari motif – motif batik, filosofi sejarah, hingga cara pembuatannya serta untuk melestarikan kebudayaan batik yang merupakan salah satu warisan budaya paling mendalam di Indonesia yang diakui dunia.
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Hong, Hyungki, Youn Hong Jeong und Hyungoo Kang. „Eye Deviation and Fusional Vergence Measurement Using VR (Virtual Reality) Device of Google Cardboard Type“. Journal of Korean Ophthalmic Optics Society 25, Nr. 2 (30.06.2020): 155–61. http://dx.doi.org/10.14479/jkoos.2020.25.2.155.

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Kurniawan, Hendra, Bagus Yudha Pratama und Muhammad Tofa Nurcholis. „Perancangan Aplikasi Desain Bangunan 3D Menggunakan Virtual Reality dan Google Cardboard di Tjantik Kost Yogyakarta“. Respati 17, Nr. 3 (10.10.2020): 47. http://dx.doi.org/10.35842/jtir.v17i3.475.

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Vahldick, Adilson, Luis Felipe Kuster, Ana Fábia Coelho Dos Santos, Gustavo Vargas De Andrade, João Marcus Cardoso, Marília Guterres Ferreira, Pablo Schoeffel und Marcelo De Souza. „Practicing requirements elicitation in a serious game: comparison between non-immersive and immersive virtual reality“. CONTRIBUCIONES A LAS CIENCIAS SOCIALES 16, Nr. 12 (15.12.2023): 31295–317. http://dx.doi.org/10.55905/revconv.16n.12-134.

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One of the biggest problems in teaching Requirements Engineering at universities is the lack of access to real projects, which could allow students to interact with stakeholders and practice communication skills while conducting requirements elicitation. This article presents a serious game for practicing requirements elicitation through guided interviews with stakeholders. Two versions of the game were developed. The Immersive VR game was designed to run on mobile phones with Google Cardboard. A Non-Immersive version was also developed to run on Windows. Systematic literature reviews point out a lack of immersive VR games for learning Software Engineering. Moreover, the game proposed here is a pioneer in the addressed subject, including the use of low-cost technologies, such as Google Cardboard. The game was tested for 20 minutes by 46 students in two classes of the Bachelor's Degree in Software Engineering. After the test in the first class, the game was improved, and another test was conducted. The purpose of the validation was to verify the sense of presence among the students through a presence questionnaire (PQ). The highest averages were identified in the non-immersive version. For the immersive version, the statistically significant lowest evaluated values pertained to movement within the environment and the feeling of disorientation at the end of the experience. This indicates the need for improvements regarding movement. The literature suggests two directions: the first is to reduce the duration of experimentation with immersive environments, and the second suggests exploring alternative mechanisms for movement within the environment. It is important to remember that the students experimented with their own mobile phones, that is, they did not use dedicated VR equipment. Therefore, it can be concluded that developing VR solutions for these devices requires more restrictive decisions.
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Khairunnisa Adinda Dhiya Hasna, Indira, Heidy Bherti Kharoline und Any Ariani Noor. „Inovasi Virtual Exhibition Masa Depan“. Altasia : Jurnal Pariwisata Indonesia 3, Nr. 1 (15.02.2021): 28–34. http://dx.doi.org/10.37253/altasia.v3i1.4369.

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The MICE (Meeting, Incentive, Conference, and Exhibition) industry is part of the tourism sector that has suffered significant losses due to the Covid-19 outbreak. Seeing this, experts in the field of MICE are trying to create innovations that can sustain the MICE industry during a pandemic. One of them is using technology to creat applications in the form of a virtual exhibition. The development that continues to occur in the world of information technology is the reason for this research, with the aim of finding opportunities that can be a reference for MICE activity actors in innovation, as well as developing MICE activities, especially virtual exhibitions in the future with the Virtual Reality 360 technology. This study collects data in the form of research and literature references that support theories related to the problem that is the focus of this research. Based on the results of the analysis, it was found that virtual exhibitions are becoming a trend during the current pandemic. The virtual exhibition is then further developed into Three Dimensional (3D) technology. By utilizing technological developments, such as google cardboard, it can be a means of supporting the presence of an innovation at a virtual exhibition in the form of the implementation of 360 virtual reality technology. By obtaining this supporting tool, it is hoped that it can provide opportunities for experts in the MICE industry to further develop virtual exhibition applications. with the implementation of 360 virtual reality technology.
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Riyadi, Firman Setiawan, A. Sumarudin und Munengsih Sari Bunga. „APLIKASI 3D VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN KAMPUS POLITEKNIK NEGERI INDRAMAYU BERBASIS MOBILE“. JIKO (Jurnal Informatika dan Komputer) 2, Nr. 2 (12.10.2017): 75. http://dx.doi.org/10.26798/jiko.2017.v2i2.76.

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Campus promotion and introduction by some institutions in general still using the media images or print media, as is often done by State Polytechnic Indramayu in introducing and providing campus information is still using print media and images such as brochures or banners. Therefore, an application is required that can introduce and provide information about the campus, especially in the State Polytechnic Indramayu and provide information on existing buildings on campus using Virtual Reality technology. With the Virtual Reality technology is able to provide real information and can interact directly with the environment and buildings that exist in the campus although the appearance of the building and the environment still looks low poly. By setting up a smartphone that already supports or already support the Gyroscope sensor and set up Google CardBoard or VRBox glasses, users can directly use 3D virtual reality applications and can directly play it, but the effect of using this application can cause the user a bit dizzy because not used to using it. 3D Virtual Reality application is created by using software Unity, Blender, and C # programming language. The features available in this app are VR start, select building, how to use VR, and about VR. 3D virtual reality applications can be used by the State Polytechnic Indramayu as a medium of introduction Mobile-based campus that has a responsive display that can be run on smatrphone that already supports Accelerometer sensor. Gyroscope sensor, and Android operating system.
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Pretto, N., und F. Poiesi. „TOWARDS GESTURE-BASED MULTI-USER INTERACTIONS IN COLLABORATIVE VIRTUAL ENVIRONMENTS“. ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (14.11.2017): 203–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-203-2017.

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We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user’s VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.
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Mitsuhara, Hiroyuki, Keisuke Iguchi und Masami Shishibori. „Using Digital Game, Augmented Reality, and Head Mounted Displays for Immediate-Action Commander Training“. International Journal of Emerging Technologies in Learning (iJET) 12, Nr. 02 (28.02.2017): 101. http://dx.doi.org/10.3991/ijet.v12i02.6303.

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Disaster education focusing on how we should take immediate actions after disasters strike is essential to protect our lives. However, children find it difficult to understand such disaster education. Instead of disaster education to children, adults should properly instruct them to take immediate actions in the event of a disaster. We refer to such adults as Immediate-Action Commanders (IACers) and attach importance to technology-enhanced IACer training programs with high situational and audio-visual realities. To realize such programs, we focused on digital game, augmented reality (AR) and head-mounted displays (HMDs). We prototyped three AR systems that superimpose interactive virtual objects onto HMDs’ real-time vision or a trainee’s actual view based on interactive fictional scenarios. In addition, the systems are designed to realize voice-based interactions between the virtual objects (i.e., virtual children) and the trainee. According to a brief comparative survey, the AR system equipped with a smartphone-based binocular opaque HMD (Google Cardboard) has the most promising practical system for technology-enhanced IACer training programs.
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Rahman, Fadhil, und Mursyidah Mursyidah. „Pengenalan Gedung Kampus Politeknik Negeri Lhokseumawe Menggunakan Voice Information Berbasis Virtual Reality“. Jurnal Infomedia 5, Nr. 1 (16.06.2020): 42. http://dx.doi.org/10.30811/jim.v5i1.2004.

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Promosi dan pengenalan kampus yang dilakukan oleh beberapa Institusi pada umumnya masih menggunakan media gambar atau media cetak, sama halnya yang sering dilakukan oleh Politeknik Negeri Lhokseumawe dalam mengenalkan dan memberikan informasi kampus yaitu masih menggunakan media cetak dan gambar seperti brosur atau spanduk. Oleh karena itu, diperlukan sebuah aplikasi yang dapat mengenalkan dan memberikan informasi seputar kampus khususnya di Politeknik Negeri Lhokseumawe. Dengan menyiapkan smartphone yang sudah mendukung atau sudah support sensor Gyroscope dan menyiapkan kacamata Google CardBoard atau VRBox, pengguna dapat langsung menggunakan aplikasi 3D virtual reality dan dapat langsung memainkannya. Aplikasi virtual reality ini dibuat dengan menggunakan software Unity, makehuman, Blender, dan bahasa pemrograman C#. Fitur yang tersedia dalam aplikasi ini adalah menu, pilih lantai 1, pilih lantai 3, dan exit. Penelitian ini bertujuan untuk mengetahui nilai frame per second aplikasi saat dijalankan dan perbandingan keberhasilan aplikasi dijalankan pada beberapa device. Berdasarkan pengujian diperoleh nilai rata-rata frame per second saat aplikasi dijalankan yaitu 59,9 fps dan aplikasi hanya dapat dijalankan pada sistem operasi android versi 5.1 keatas dan hanya dapat dijalankan pada device dengan kapasitas RAM 3 GB keatas.
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Putra, Vico Meylana Eka, Novian Adi Prasetyo und Amalia Beladinna Arifa. „Penerapan Teknologi Video 360 Derajat Berbasis Virtual Reality Menggunakan Google Cardboard Sebagai Media Alternatif Pengenalan Kampus Institut Teknologi Telkom Purwokerto“. Journal of Informatics, Information System, Software Engineering and Applications (INISTA) 4, Nr. 1 (29.11.2021): 22–30. http://dx.doi.org/10.20895/inista.v4i1.398.

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Institut Teknologi Telkom Purwokerto (ITTP) merupakan perguruan tinggi swasta yang dikelola oleh Yayasan Pendidikan Telkom dan satu-satunya institut yang berada di Jawa Tengah. Perguruan tinggi yang berfokus pada pengembangan ilmu pengetahuan berbasis teknologi informasi membuat daya tarik tersendiri bagi mahasiswa baru yang melanjutkan studinya pada kampus ini, hal tersebut terbukti dengan bertambahnya jumlah mahasiswa baru yang mendaftar setiap tahunnya. Sebagai civitas akademika tentunya para mahasiswa baru diharapkan mengetahui segala informasi fasilitas sarana dan prasarana didalam lingkungan kampus ITTelkom Purwokerto, terutama seperti ruangan dan fasilitas apa saja yang ada didalam kampus ini. Untuk mengenalkan informasi tersebut kepada mahasiswa baru dapat dilakukan melalui berbagai media yang sudah umum digunakan. Namun untuk menambah pengalaman baru dalam mengenalkan lingkungan kampus tersebut diperlukan teknologi yang dapat memvisualisasikan tempat ruangan tersebut. Oleh karena itu diperlukan suatu media alternatif baru agar dapat memberikan gambaran visualisasi tersebut. Teknologi yang akan diterapkan adalah video 360 derajat dan virtual reality. Dengan memanfaatkan kelebihan dari teknologi ini maka pengguna tidak harus repot bergerak atau pergi ke tempat aslinya. Dengan mengubah keseluruhan bangunan kampus dengan perekaman video 360 derajat menjadi objek virtual, mahasiswa baru dapat mengetahui gambaran ruangan apa saja yang terdapat pada kampus dengan menjalankan aplikasi virtual reality menggunakan perangkat pendukung yaitu kacamata VR. Penulis menggunakan metode Multimedia Development Life Cycle (MDLC) dalam penelitian untuk melakukan perancangan sistem.
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Azmi, Nurul. „IMPLEMENTASI TEKNOLOGI VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN RAMBU LALU LINTAS“. JURNAL IT 13, Nr. 2 (01.09.2023): 77–84. http://dx.doi.org/10.37639/jti.v13i2.352.

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Penanaman pengetahuan tentang berlalu lintas pada anak tepatnya pada tahap Sekolah Dasar (SD) sangat penting pengaplikasiannya karena memiliki nilai strategis yaitu long life for education, dimana seharusnya para siswa sejak dari kecil diperkenalkan ketentuan dan etika berlalu lintas dengan baik. Namun kenyataannya saat ini Pembelajaran tentang perambuan lalu lintas di sekolah dasar (SD) sangat sulit untuk dapat dipahami karena memiliki beberapa kelemahan pada penerapannya, seperti metode metode yang digunakan memiliki beberapa kekurangan karena tampilan dari media yang digunakan kurang menarik dan interaktif. Oleh karena itu, tujuan dari penelitian ini adalah merancang sebuah aplikasi android media pengenalan rambu lalu lintas menggunakan Virtual Reality. Tahapan penelitian ini dimulai dengan pengumpulan dokumen, observasi, dan wawancara. Perancangan model system ini menggunakan UML yang didesain secara terstruktur yang terdiri dari rancangan model Use Case Diagram, Activity Diagram dan software yang digunakan yaitu Blender, Unity 3D, GoogleVr SDK, serta Google CardBoard dan Android yang menggunakan teknologi Virtual Reality. Pengujian sistem menggunakan pengujian Blackbox dan pengujian Beta. Hasil dari penelitian ini adalah sebuah aplikasi android tentang pengenalan rambu lalu lintas dengan mengimplementasikan teknologi virtual reality. Berdasarkan proses perhitungan untuk mendapatkan jumlah persentase jawaban dari 10 responden maka didapatkan 40% responden menyatakan bahwa aplikasi VR pengenalan rambu lalu lintas sangat baik. 44% responden menilai bahwa aplikasi ini baik. 16% responden menyatakan bahwa aplikasi cukup baik. Sedangkan responden yang menyatakan kurang baik dan sangat kurang terhadap desain aplikasi dan manfaatnya adalah 0%.
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Alazba, Amal, Hend Al-Khalifa und Hana AlSobayel. „RabbitRun: An Immersive Virtual Reality Game for Promoting Physical Activities Among People with Low Back Pain“. Technologies 7, Nr. 1 (20.12.2018): 2. http://dx.doi.org/10.3390/technologies7010002.

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Low back pain (LBP) is one of the most common problems among adults. The usual physiotherapy treatment is to perform physical exercises. However, some LBP patients have false beliefs regarding their pain and they tend to avoid physical movements which might increase their pain and disability. Virtual reality (VR) has proven to be an effective intervention in improving motor functions and reducing pain perception. Existing VR interventions for LBP rehabilitation were based on a non-immersive VR, whereas to effectively reduce the pain intensity, we need an immersive VR. In this paper, we introduce the development and evaluation of a serious game called RabbitRun with an immersive experience to engage the patients in a virtual environment and distract them from the pain while performing LBP exercises. The initial usability evaluation results suggest that RabbitRun game is enjoyable and acceptable. The game is easy to play and learn and most of the participants are willing to play the game at home. This solution will enhance the rehabilitation outcome since the patients who are suffering from LBP can use the system at their home and train more for long period of time using a smartphone and low-cost virtual reality device, such as Google Cardboard.
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Hazidar, Al Hamidy, Riza Sulaiman, Shalisah Sharip, Meutia Wardhanie Ganie, Azlin Baharudin, Hamzaini Abdul Hamid und Norshita Mat Nayan. „Creative Intervention for Acrophobia Sufferers through AIVE Concept“. Information 12, Nr. 7 (26.06.2021): 261. http://dx.doi.org/10.3390/info12070261.

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This research applies exposure to the visual appearance technology of virtual reality (VR). The motivation for this research is to generate a creative intervention by using regular smartphone devices and implementing them in VR using Google Cardboard as a medium visual display for exposure therapy at high altitudes. The VR application in this research is called acrophobia immersive virtual exposure (AIVE), which utilizes the Unity3D software to develop this treatment therapy application. The utilization of exposure therapy was carried out as a therapeutic medium for acrophobia sufferers. A commissioner was given to measure the usefulness of applications and devices in the VR environment created, and as many as 20 users had tested the VR device. The existing questionnaire was revised to develop a questionnaire for acrophobia sufferers, which was then used as an index measurement in the VR environment. The research is expected to be used to design a simulator and as a therapeutic medium using immersive VR devices in future studies.
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Bendell, Rhyse, Gabrielle Vasquez, Andrew B. Talone und Florian Jentsch. „Evaluation and Benefits of Head-Mounted Display Systems for HRI Research“. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, Nr. 1 (September 2018): 1484–88. http://dx.doi.org/10.1177/1541931218621336.

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The intent of this evaluation is to describe the unique benefits that may be provided to human robot interaction (HRI) researchers by the capabilities of commercially available binocular head-mounted displays (HMDs) and associated handheld controllers. Three popular HMDs (Oculus Rift, HTC Vive, and Google Daydream) were compared across eight factors: cost, head tracking fidelity, visual resolution, user mobility, hand tracking fidelity, number of input modes, adaptability of input, and provided tracking space. Each of these elements was considered in the context of their relevance to the field of HRI, and potential importance for conducting research in immersive virtual reality (IVR). A Pugh chart was developed to succinctly compare the pros and cons of each headset alongside a description of IVR tasks for HRI military research as well as examples taken from work currently being conducted in our lab.
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Kang, Hyungoo, In wang Yoo, Jun Hyuk Lee und Hyungki Hong. „Effect of Application Type on Fatigue and Visual Function in Viewing Virtual Reality(VR) Device of Google Cardboard Type“. Journal of Korean Ophthalmic Optics Society 22, Nr. 3 (30.09.2017): 221–28. http://dx.doi.org/10.14479/jkoos.2017.22.3.221.

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Artawan, I. Made, Made Sudarma und I. Made Arsa Suyadnya. „Perancangan Aplikasi Media Pembelajaran Pengenalan Hewan Berbasis Virtual Reality Menggunakan Platform Android“. Jurnal SPEKTRUM 4, Nr. 2 (08.01.2018): 8. http://dx.doi.org/10.24843/spektrum.2017.v04.i02.p02.

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Natural science (IPA) is a subject that is intended to allow students to have an organized concept of the natural surroundings. Learn science as a way of helping students to understand more deeply the natural surroundings. One material science lessons given in fourth grade elementary school to discuss the grouping animals based on the type of food. On the subject matter students are expected to be able to tell the difference between herbivores, carnivores and omnivores. Currently the teachers at the school only uses conventional teaching methods with the book medium for conveying the material. Media books or conventional learning media can not provide a real visualization of the shape of animals. Animal grouping based learning problems in elementary school, learning media applications based animal recognition virtual reality created to help elementary school students in recognizing the object animal. Application development starts from the concept stage, design, collection of materials, assembly, testing, until the distribution phase. This application is built using the programming language C #, google cardboard SDK, software blender and unity. The result obtained is an application that can be used as a learning medium introduction of animals. In the introduction of animal learning media applications users can run, can see the types of herbivores, carnivores and omnivores are already equipped with information, sound and animation. Based on the test results with the Black-Box, functional applications have been able to run well and based ontest the System Usability Scale result average value of 20 respondents was 80.25 with Scale Grade B.
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Bradley, Ryan, und Nigel Newbutt. „Autism and virtual reality head-mounted displays: a state of the art systematic review“. Journal of Enabling Technologies 12, Nr. 3 (17.09.2018): 101–13. http://dx.doi.org/10.1108/jet-01-2018-0004.

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Purpose The use of virtual reality (VR) technologies in the education of autistic children has been a focus of research for over two decades. It is argued that this form of technology can provide authentic “real world” contexts that target social and life skills training in safe, controllable and repeatable virtual environments. The development of affordable VR head-mounted displays (HMD), such as Google cardboard and Oculus Rift, has seen a renewed interest in their use for a wide range of applications, including the education of autistic individuals. The paper aims to discuss these issues. Design/methodology/approach A systematic search of electronic databases focussing on empirical studies on the use of VR-HMD for children and adults on the autism spectrum was undertaken. Findings A review of the literature identified a limited number of studies in this field characterised by differences in the type of application, technology used and participant characteristics. Research limitations/implications Whilst there are some grounds for optimism, more research is needed on the use of this technology within educational settings to ensure robust recommendations can be made on the implementation, use and sustainability of this approach. Originality/value This paper is the first to consider the evidence base for the use of VR-HMD technology to support the needs of the autistic population.
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Miller, Ian T., Catherine S. Miller, Mark D. Wiederhold und Brenda K. Wiederhold. „Virtual Reality Air Travel Training Using Apple iPhone X and Google Cardboard: A Feasibility Report with Autistic Adolescents and Adults“. Autism in Adulthood 2, Nr. 4 (01.12.2020): 325–33. http://dx.doi.org/10.1089/aut.2019.0076.

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Kalacska, Margaret, J. Pablo Arroyo-Mora und Oliver Lucanus. „Comparing UAS LiDAR and Structure-from-Motion Photogrammetry for Peatland Mapping and Virtual Reality (VR) Visualization“. Drones 5, Nr. 2 (09.05.2021): 36. http://dx.doi.org/10.3390/drones5020036.

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The mapping of peatland microtopography (e.g., hummocks and hollows) is key for understanding and modeling complex hydrological and biochemical processes. Here we compare unmanned aerial system (UAS) derived structure-from-motion (SfM) photogrammetry and LiDAR point clouds and digital surface models of an ombrotrophic bog, and we assess the utility of these technologies in terms of payload, efficiency, and end product quality (e.g., point density, microform representation, etc.). In addition, given their generally poor accessibility and fragility, peatlands provide an ideal model to test the usability of virtual reality (VR) and augmented reality (AR) visualizations. As an integrated system, the LiDAR implementation was found to be more straightforward, with fewer points of potential failure (e.g., hardware interactions). It was also more efficient for data collection (10 vs. 18 min for 1.17 ha) and produced considerably smaller file sizes (e.g., 51 MB vs. 1 GB). However, SfM provided higher spatial detail of the microforms due to its greater point density (570.4 vs. 19.4 pts/m2). Our VR/AR assessment revealed that the most immersive user experience was achieved from the Oculus Quest 2 compared to Google Cardboard VR viewers or mobile AR, showcasing the potential of VR for natural sciences in different environments. We expect VR implementations in environmental sciences to become more popular, as evaluations such as the one shown in our study are carried out for different ecosystems.
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Perski, Olga, Trupti Jambharunkar, Jamie Brown und Dimitra Kale. „A pilot randomised trial of a brief virtual reality scenario in smokers unmotivated to quit: Assessing the feasibility of recruitment“. PLOS Digital Health 1, Nr. 6 (27.06.2022): e0000060. http://dx.doi.org/10.1371/journal.pdig.0000060.

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Individual-level interventions for smokers unmotivated to quit remain scarce and have had limited success. Little is known about the potential of virtual reality (VR) for delivering messaging to smokers unmotivated to quit. This pilot trial aimed to assess the feasibility of recruitment and acceptability of a brief, theory-informed VR scenario and estimate proximal quitting outcomes. Unmotivated smokers (recruited between February-August 2021) aged 18+ years who had access to, or were willing to receive via post, a VR headset were randomly assigned (1:1) using block randomisation to view the intervention (i.e., a hospital-based scenario with motivational stop smoking messaging) or a ‘sham’ VR scenario (i.e., a scenario about the human body without any smoking-specific messaging) with a researcher present via teleconferencing software. The primary outcome was feasibility of recruitment (i.e., achieving the target sample size of 60 participants within 3 months of recruitment). Secondary outcomes included acceptability (i.e., positive affective and cognitive attitudes), quitting self-efficacy and intention to stop smoking (i.e., clicking on a weblink with additional stop smoking information). We report point estimates and 95% confidence intervals (CIs). The study protocol was pre-registered (osf.io/95tus). A total of 60 participants were randomised within 6 months (intervention: n = 30; control: n = 30), 37 of whom were recruited within a 2-month period of active recruitment following an amendment to gift inexpensive (£7) cardboard VR headsets via post. The mean (SD) age of participants was 34.4 (12.1) years, with 46.7% identifying as female. The mean (SD) cigarettes smoked per day was 9.8 (7.2). The intervention (86.7%, 95% CI = 69.3%-96.2%) and control (93.3%, 95% CI = 77.9%-99.2%) scenarios were rated as acceptable. Quitting self-efficacy and intention to stop smoking in the intervention (13.3%, 95% CI = 3.7%-30.7%; 3.3%, 95% CI = 0.1%-17.2%) and control (26.7%, 95% CI = 12.3%-45.9%; 0%, 95% CI = 0%-11.6%) arm were comparable. The target sample size was not achieved within the feasibility window; however, an amendment to gift inexpensive headsets via post appeared feasible. The brief VR scenario appeared acceptable to smokers unmotivated to quit.
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Saraiva, Aratã, Matheus Barros, Alexandre Nogueira, N. Fonseca Ferreira und Antonio Valente. „Virtual Interactive Environment for Low-Cost Treatment of Mechanical Strabismus and Amblyopia“. Information 9, Nr. 7 (19.07.2018): 175. http://dx.doi.org/10.3390/info9070175.

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This study presents a technique that uses an interactive virtual environment for the rehabilitation treatment of patients with mechanical strabismus and/or amblyopia who have lost eye movement. The relevant part of this treatment is the act of forcing the two eyes to cooperate with each other by increasing the level of adaptation of the brain and allowing the weak eye to see again. Accordingly, the game enables both eyes to work together, providing the patient with better visual comfort and life quality. In addition, the virtual environment is attractive and has the ability to overcome specific challenges with real-time feedback, coinciding with ideal approaches for use in ocular rehabilitation. The entire game was developed with free software and the 3D environment, which is made from low-cost virtual reality glasses, as well as Google Cardboard which uses a smartphone for the display of the game. The method presented was tested in 41 male and female patients, aged 8 to 39 years, and resulted in the success of 40 patients. The method proved to be feasible and accessible as a tool for the treatment of amblyopia and strabismus. The project was registered in the Brazil platform and approved by the ethics committee of the State University of Piaui—UESPI, with the CAAE identification code: 37802114.8.0000.5209.
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Sissons, Helen, und Thomas Cochrane. „Introducing Immersive Reality into the Journalism Curriculum“. Pacific Journal of Technology Enhanced Learning 2, Nr. 1 (11.11.2019): 7. http://dx.doi.org/10.24135/pjtel.v2i1.27.

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Following the introduction of the Google Cardboard virtual reality (VR) head mounted display (HMD) in 2014, mainstream journalism began exploring the potential of VR to transform news storytelling as an immersive experience (Lalwani, 2015; Somaiya, 2015). However, unlike the transformative impact of social media on journalism and journalism education (Mulrennan, 2017), VR has taken several years for this to filter into the curriculum of journalism higher education. AUT’s journalism programme includes a final semester, capstone, assessment in which students produce a piece of long-form immersive journalism that provides the opportunity to embed VR storytelling as an authentic immersive experience. To address this we created a collaborative curriculum design team in 2019 to design a workshop (Sissons & Cochrane, 2019) to introduce journalism students to the potential of VR to explore and create an immersive journalism experience. We used a design based research methodology (McKenney & Reeves, 2019) to structure the curriculum design process into four phases: initial analysis and exploration, development of a prototype curriculum intervention, evaluation and redesign of the intervention, and dissemination of identified design principles and findings. Meeting weekly the design team brainstormed a workshop that mapped the affordances of mobile XR to a real world project, and created a simple demonstration XR environment (https://seekbeak.com/v/kvPq47DpjAw). We founded the workshop design upon the principles of heutagogy (Blaschke & Hase, 2019), as the principles of heutagogy map closely to the core journalism graduate profile outcomes (Cochrane, Sissons, & Mulrennan, 2017). In this workshop students worked in teams to film and compile an interactive experience based on the University’s Journalism Media Centre, creating an interactive tour using SeekBeak (https://seekbeak.com). Using AUTEC ethics processes we obtained informed consent from the participating students for a feedback survey that will inform the second phase redesign of the curriculum design for 2020. Anonymous post-workshop student feedback survey responses, with a 78% return rate (https://www.surveymonkey.com/results/SM-5SMVCVSJ7/) were very positive. We believe this collaborative curriculum design approach provides a simple model that can be utilised in other higher education discipline contexts. References Blaschke, L. M., & Hase, S. (2019). Heutagogy and digital media networks: Setting students on the path to lifelong learning. Pacific Journal of Technology Enhanced Learning, 1(1), 1-14. doi:https://doi.org/10.24135/pjtel.v1i1.1 Cochrane, T., Sissons, H., & Mulrennan, D. (2017). Mainstreaming Mobile Learning in Journalism Education. In H. Crompton & J. Traxler (Eds.), Mobile Learning in Higher Education: Challenges in Context (pp. 19-30). New York: Routledge. Lalwani, M. (2015). ABC News introduces VR initiative with 360-degree tour of Syria. Retrieved from http://www.engadget.com/2015/09/17/abc-news-introduces-vr-initiative-with-360-degree-tour-of-syria/ McKenney, S., & Reeves, T. (2019). Conducting educational design research (2nd ed.). London: Routledge. Mulrennan, D. (2017). Mobile Social Media and the News: Where Heutagogy Enables Journalism Education. Journalism & Mass Communication Educator, OnlineFirst(0), 1-12. doi:10.1177/1077695817720762 Sissons, H., & Cochrane, T. (2019). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism Somaiya, R. (2015, 20 October 2015). The Times partners with Google on virtual reality project. Retrieved from http://www.nytimes.com/2015/10/21/business/media/the-times-partners-with-google-on-virtual-reality-project.html?smid=tw-nytimestech&smtyp=cur&_r=1
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Zhao, Shilin, Sheng Jin, Congfang Ai und Nan Zhang. „Visual analysis of three-dimensional flow field based on WebVR“. Journal of Hydroinformatics 21, Nr. 5 (13.07.2019): 671–86. http://dx.doi.org/10.2166/hydro.2019.101.

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Abstract With the rapid development of internet technologies, it is possible to provide computing services and visualize calculated results on the internet. A three-dimensional flow field visualization method based on WebVR is presented in this paper. We devised and built an immersive and interactive three-dimensional virtual reality scene employing web-standard technologies (i.e., HTML5, JavaScript, WebGL, and Ajax) and computing services provided by hydrodynamic software, using GPUs to accelerate the display of flow field in the browser, without the use of plug-ins. On the basis of three-dimensional topography and surface flow field, a three-dimensional flow field presentation method of superimposing multiple sections into the original computational domain was proposed. Furthermore, the description of tracer sphere and path line was adopted to describe the structure characteristics of the flow field. Replacing complete three-dimensional sphere models with textured stylized particles improved the frame rate of the browser greatly when rendering animations. This research enables developers and users of the hydrodynamic model to be immersed in their data of flow field using Google Cardboard. As far as we know, this is the first time that WebVR technology has been applied in three-dimensional hydrodynamic simulation.
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Gibson, Bryan, Sara Simonsen, Jakob D. Jensen, Leah Yingling, Julia Schaefer, Vishnu Sundaresh, Yue Zhang und Roger Altizer. „Mobile Virtual Reality Versus Mobile 360° Video to Promote Enrollment in the Diabetes Prevention Program Among Hispanic Adults: Pilot Study“. JMIR Diabetes 7, Nr. 1 (17.03.2022): e26013. http://dx.doi.org/10.2196/26013.

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Background Hispanic adults are at increased risk of developing type 2 diabetes. The Diabetes Prevention Program (DPP) reduces the risk of developing type 2 diabetes; however, the rate of enrollment is very low. Objective The goal of this pilot project was to determine whether presenting brief motivational mobile videos in virtual reality vs 360° video has differential effects on risk perceptions and enrollment in the DPP. Methods Adults with prediabetes were recruited at a clinic serving a low-income Hispanic community. After consenting, the participants completed a baseline survey that collected information about demographics and risk perceptions. All participants then viewed 2 videos. Per random assignment, the videos were presented either using the participant’s smartphone alone (360° video) or were viewed with their smartphone in a virtual reality (VR) cardboard headset. Two weeks later, a follow-up survey collected measures of enrollment in the DPP, risk perceptions, health literacy, the importance of contextual factors related to the decision of whether to enroll in the DPP (eg, distance to the class), and qualitative feedback on the interventions. We used logistic regression to determine whether enrollment in the DPP differed by intervention mode, while accounting for health literacy and contextual factors related to the DPP. We used unpaired t tests to examine differences in change in risk perceptions between groups. Paired t tests were used to examine within-subject changes in risk perceptions. Results A total of 116 participants provided complete data. Most participants were middle-aged (mean age 44.6 years; SD 11.9) Hispanic (114/116), female (79/116), with low health literacy (mean score 12.3/20; SD 3.4). Enrollment in the DPP was 44/116 (37.9%) overall but did not differ by group (odds ratio for enrolling in VR group 1.78, 95% CI 0.75-4.3; P=.19). Individuals who rated the distance needed to travel to attend the DPP as more important were less likely to enroll in the DPP (odds ratio 0.56, 95% CI 0.33-0.92; P=.03). Risk perceptions did not differ by group (mean change in 360° video group -0.07, mean change in VR group 0.03, t=0.6, P=.54) and did not change within subjects (mean 0.02, t=0.21, P=.83). Participant feedback suggested that the videos are emotionally engaging and educational. Conclusions The videos presented in 360° video and mobile VR had equal efficacy in promoting enrollment in the DPP. Future work to rigorously evaluate this intervention, its mechanism of action, and potential moderators of the efficacy are discussed.
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„Google Cardboard: A virtual reality headset for $10?“ Physics Teacher 53, Nr. 2 (Februar 2015): 125. http://dx.doi.org/10.1119/1.4905824.

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Saif, A. F. M. Saifuddin, und Zainal Rasyid Mahayuddin. „Stereo Vision Based Localization of Handheld Controller in Virtual Reality for 3D Painting Using Inertial System“. Journal of Image and Graphics, Juni 2023, 127–31. http://dx.doi.org/10.18178/joig.11.2.127-131.

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Google Tilt Brush is expensive for virtual drawing which needs further improvement on the functionalities of mechanisms rather than implementation expects addressed in this research. Several issues are addressed by this research in this context, i.e., noise removal from sensor data, double integration-based drift issues and cost. Recently, available smart phones do not have the ability to perform drawing within artificial settings handling cardboard and daydream of google without purchasing Oculus Rift and HTC Vive (Virtual Reality Headset) because of expensiveness for large number of users. In addition, various extrinsic hardwares, i.e., satellite localization hardware and ultrasonic localization applications are not used for drawing in virtual reality. Proposed methodology implemented extended Kalman filter and Butterworth filter to perform positioning using six degree of freedom using Microelectromechanical Applications (MEMS) software data. A stereo visual method using Simultaneous Localization and Mapping (SLAM) is used to estimate the measurement for positioning implicating mobile phone (i.e., android platform) for the hardware system to estimate drift. This research implemented Google Virtual Reality application settings Kit with Unity3D engine. Experimentation validation states that proposed method can perform painting using virtual reality hardware integrated with controller software implicating smartphone mobile without using extrinsic controller device, i.e., Oculus Rift and HTC Vive with satisfactory accuracy.
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Padma, E., M. Sugumaran und M. R. Nithish Raj. „AUGMENTED REALITY INTERFACE FOR PC“. INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, Nr. 04 (09.04.2023). http://dx.doi.org/10.55041/ijsrem18569.

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Augmented Reality (AR) and Virtual Reality (VR) headsets are becoming more accessible and cheaper, especially headsets that allow mobile phones to be used as a display for VR/AR applications. VR is being utilized heavily on platforms like Google Cardboard. Whereas AR applications which use the camera of the mobile device for situational awareness with virtual elements overlaid on top of the camera view are useful for productivity and commercial applications. We propose an Android mobile application made using Unity3D that provides additional virtual displays for PC that can be used as large virtual workspace instead of large monitors. It is implemented with the AR display which is on top of the viewport. The user can record the screen and work anywhere while connected to the same local area network. Keywords: Virtual Reality, Augmented Reality, Socket Programming, Unity3D
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