Academic literature on the topic 'Gamification VR'
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Journal articles on the topic "Gamification VR"
Ryu, Jung-Hee, Jin-Woo Park, Francis Nahm, Young-Tae Jeon, Ah-Young Oh, Hak Lee, Jin-Hee Kim, and Sung-Hee Han. "The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial." Journal of Clinical Medicine 7, no. 9 (September 17, 2018): 284. http://dx.doi.org/10.3390/jcm7090284.
Full textOberhauser, Roy, and Carsten Lecon. "Gamified Virtual Reality for Program Code Structure Comprehension." International Journal of Virtual Reality 17, no. 2 (January 1, 2017): 79–88. http://dx.doi.org/10.20870/ijvr.2017.17.2.2894.
Full textNor, Nurshamine, Mohd Sunar, and Azyan Kapi. "A Review of Gamification in Virtual Reality (VR) Sport." EAI Endorsed Transactions on Creative Technologies 6, no. 21 (February 24, 2020): 163212. http://dx.doi.org/10.4108/eai.13-7-2018.163212.
Full textFalah, Jannat, Mohammad Wedyan, Salsabeel F. M. Alfalah, Muhannad Abu-Tarboush, Ahmad Al-Jakheem, Muath Al-Faraneh, Areej Abuhammad, and Vassilis Charissis. "Identifying the Characteristics of Virtual Reality Gamification for Complex Educational Topics." Multimodal Technologies and Interaction 5, no. 9 (September 1, 2021): 53. http://dx.doi.org/10.3390/mti5090053.
Full textJeong, Ji-Yong, Sang-kyun Kim, Sung-Jin Park, Jin-Tae Jang, and Sae-Ron Kim. "Design and verification of VR gamification contents for cooperative thinking." Journal of Digital Contents Society 19, no. 5 (May 31, 2018): 853–60. http://dx.doi.org/10.9728/dcs.2018.19.5.853.
Full textChen, Pai-Hsun. "The Design of Applying Gamification in an Immersive Virtual Reality Virtual Laboratory for Powder-Bed Binder Jetting 3DP Training." Education Sciences 10, no. 7 (June 29, 2020): 172. http://dx.doi.org/10.3390/educsci10070172.
Full textMubin, Omar, Fady Alnajjar, Nalini Jishtu, Belal Alsinglawi, and Abdullah Al Mahmud. "Exoskeletons With Virtual Reality, Augmented Reality, and Gamification for Stroke Patients’ Rehabilitation: Systematic Review." JMIR Rehabilitation and Assistive Technologies 6, no. 2 (September 8, 2019): e12010. http://dx.doi.org/10.2196/12010.
Full textKarmanova, E. V., and V. A. Shelemetyeva. "Hard and light gamification in education: Which one to choose?" Informatics and education 1, no. 1 (March 10, 2020): 20–27. http://dx.doi.org/10.32517/0234-0453-2020-35-1-20-27.
Full textBerton, Alessandra, Umile Giuseppe Longo, Vincenzo Candela, Sara Fioravanti, Lucia Giannone, Valeria Arcangeli, Viviana Alciati, et al. "Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation." Journal of Clinical Medicine 9, no. 8 (August 7, 2020): 2567. http://dx.doi.org/10.3390/jcm9082567.
Full textReitz, Liesa, Aline Sohny, and Gerrit Lochmann. "VR-Based Gamification of Communication Training and Oral Examination in a Second Language." International Journal of Game-Based Learning 6, no. 2 (April 2016): 46–61. http://dx.doi.org/10.4018/ijgbl.2016040104.
Full textDissertations / Theses on the topic "Gamification VR"
Bramstedt, Robert. "Notifikationsmodeller i virtuell verklighet vid träning inför akuta situationer : En jämförelse mellan två grafiskt presenterade notifikationsmodeller." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-98412.
Full textLindh, David. "The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170079.
Full textMiranda, Miguel Veiga. "VR Exergames for ocular diseases diagnosis." Master's thesis, 2019. http://hdl.handle.net/10362/92288.
Full textBook chapters on the topic "Gamification VR"
Li, Xuecheng, Zhengyu Wu, and Ting Han. "Gamification-Based VR Rowing Simulation System." In Human-Computer Interaction. Recognition and Interaction Technologies, 484–93. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22643-5_38.
Full textBarazzetti, Luigi, and Fabrizio Banfi. "Historic BIM for Mobile VR/AR Applications." In Mixed Reality and Gamification for Cultural Heritage, 271–90. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49607-8_10.
Full textPapaefthymiou, Margarita, Steve Kateros, Stylianos Georgiou, Nikos Lydatakis, Paul Zikas, Vasileios Bachlitzanakis, and George Papagiannakis. "Gamified AR/VR Character Rendering and Animation-Enabling Technologies." In Mixed Reality and Gamification for Cultural Heritage, 333–57. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49607-8_13.
Full textO’Connor, Stuart, Simon Colreavy-Donnelly, and Ian Dunwell. "Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification." In Visual Computing for Cultural Heritage, 301–21. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37191-3_16.
Full textTiefenbacher, Florian. "Evaluation of Gamification Elements in a VR Application for Higher Education." In Communications in Computer and Information Science, 830–47. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-56441-4_63.
Full text"Future Direction of Gamification Within Higher Education." In Advances in Educational Technologies and Instructional Design, 120–49. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2981-1.ch005.
Full text"VR in Higher Education." In Gamification Strategies for Retention, Motivation, and Engagement in Higher Education, 116–44. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2079-6.ch004.
Full textGomes, Paulo Veloso, João Donga, and Vítor J. Sá. "Software Requirements Definition Processes in Gamification Development for Immersive Environments." In Advances in Medical Technologies and Clinical Practice, 68–78. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7472-0.ch005.
Full textBully, Charles, Jordan Gery, Daniel Nåfors, Liang Gong, Mélanie Despeisse, Björn Johansson, and Mads Bentzen Billesø. "Increasing Eco-Efficiency Awareness for Ship Loading Process Using Virtual Reality and Gamification." In Advances in Transdisciplinary Engineering. IOS Press, 2020. http://dx.doi.org/10.3233/atde200154.
Full text"Future Directions of Gamification in Education." In Gamification Strategies for Retention, Motivation, and Engagement in Higher Education, 174–87. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2079-6.ch006.
Full textConference papers on the topic "Gamification VR"
Akhmaeva, L. G. "Impact On Consumer Behavior Through Vr\Ar Experience Gamification." In II International Conference on Economic and Social Trends for Sustainability of Modern Society. European Publisher, 2021. http://dx.doi.org/10.15405/epsbs.2021.09.02.188.
Full textRodrigues, Francielly, Priscila Wilbert, José Carlos Tavares Da Silva, and Jauvane C. De Oliveira. "A Virtual Reality Environment Using Concepts of Serious Games and Gamification for the Treatment of Eating Disorders." In Anais do Simpósio Brasileiro de Computação Aplicada à Saúde. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcas.2019.6249.
Full textKern, Florian, Carla Winter, Dominik Gall, Ivo Kathner, Paul Pauli, and Marc Erich Latoschik. "Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797828.
Full textFu, Yu, Yan Hu, Veronica Sundstedt, and Cecilia Fagerström. "A Survey of Possibilities and Challenges with AR/VR/MR and Gamification Usage in Healthcare." In 14th International Conference on Health Informatics. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010386207330740.
Full textIacono, Saverio, and Gianni Vercelli. "Lessons learned about language learning and extended reality frameworks." In The 5th International Conference on Virtual and Augmented Reality in Education. CAL-TEK srl, 2019. http://dx.doi.org/10.46354/i3m.2019.vare.008.
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