Journal articles on the topic 'Google Cardboard (Virtual reality headset)'
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Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees, and Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance." Journal of Paramedic Practice 12, no. 12 (December 2, 2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.
Full textNobrega, Felipe Augusto, and Cibele Cecílio de Faria Rozenfeld. "Virtual Reality in the Teaching of FLE in a Brazilian Public School." Languages 4, no. 2 (June 9, 2019): 36. http://dx.doi.org/10.3390/languages4020036.
Full textCheiran, Jean Felipe Patikowski, Adriel Rodrigues, and Marcelo Soares Pimenta. "Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices." Journal on Interactive Systems 12, no. 1 (November 16, 2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.
Full textMuzammil, Zeeshan, Ramji Ramaswamy Rajendran, and Alex Gordon. "Reducing stress and anxiety in cancer patients with the use of virtual reality." JCO Oncology Practice 19, no. 11_suppl (November 2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.
Full textLai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout, and 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, no. 1 (March 2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.
Full textMonteiro, Ana Maria Vieira, and 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, no. 2 (August 2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.
Full textCochrane, Thomas, and Helen Sissons. "An Introduction to Immersive Reality." Pacific Journal of Technology Enhanced Learning 2, no. 1 (November 5, 2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.
Full textLayalia, Fina Nabilah, Abdul Rosyid, and 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, no. 2 (January 3, 2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.
Full textYohanes, Yohanes, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY." Jurnal Ilmu Komputer dan Sistem Informasi 8, no. 2 (August 5, 2020): 329. http://dx.doi.org/10.24912/jiksi.v8i2.11545.
Full textKesselman, Martin. "Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone." Library Hi Tech News 33, no. 4 (June 6, 2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.
Full textFarabi, Riva, Akik Hidayat, and Erick Paulus. "Implementasi Simulasi Wisata Shark Cage Diving dengan Perangkat Virtual Reality Google Cardboard Menggunakan Game Engine Unity 3D." Jurnal Informatika 1, no. 1 (January 29, 2017): 19. http://dx.doi.org/10.24198/jin.v1i1.8606.
Full textMecheri, Raghav. "Porting BIM Models to Virtual Reality Using Google Cardboard." Indian Journal of Computer Science 2, no. 5 (October 1, 2017): 7. http://dx.doi.org/10.17010/ijcs/2017/v2/i5/118805.
Full textTkachenko, Olha, and Oleksandr Ivanytskyi. "Virtual Reality: Navigation in Mobile Applications with Using Google Cardboard." Digital Platform: Information Technologies in Sociocultural Sphere 4, no. 1 (July 2, 2021): 43–55. http://dx.doi.org/10.31866/2617-796x.4.1.2021.236946.
Full textIvan 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, no. 9 (April 24, 2024): 37–49. http://dx.doi.org/10.31039/plic.2024.9.207.
Full textStephen, Fransiscus, Dennis Gunawan, and Seng Hansun. "RANCANG BANGUN APLIKASI PERMAINAN EDUKASI BERBASIS VIRTUAL REALITY MENGGUNAKAN GOOGLE CARDBOARD." Sisfo 05, no. 05 (March 1, 2016): 496–503. http://dx.doi.org/10.24089/j.sisfo.2016.03.001.
Full textBerti, Margherita, Stefano Maranzana, and Jacob Monzingo. "Fostering Cultural Understanding with Virtual Reality." International Journal of Computer-Assisted Language Learning and Teaching 10, no. 1 (January 2020): 47–59. http://dx.doi.org/10.4018/ijcallt.2020010104.
Full textWardoyo, Refila. "VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN JARINGAN KOMPUTER." JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI 14, no. 2 (September 1, 2023): 248–54. http://dx.doi.org/10.51903/jtikp.v14i2.586.
Full textSalvatore, Sergio De, Gianluca Vadalà, Leonardo Oggiano, Fabrizio Russo, Luca Ambrosio, and Pier Francesco Costici. "Virtual Reality in Preoperative Planning of Adolescent Idiopathic Scoliosis Surgery Using Google Cardboard." Neurospine 18, no. 1 (March 31, 2021): 199–205. http://dx.doi.org/10.14245/ns.2040574.287.
Full textLee, Seung Hwan (Mark), Ksenia Sergueeva, Mathew Catangui, and Maria Kandaurova. "Assessing Google Cardboard virtual reality as a content delivery system in business classrooms." Journal of Education for Business 92, no. 4 (April 7, 2017): 153–60. http://dx.doi.org/10.1080/08832323.2017.1308308.
Full textTuran, Meti̇n. "Virtual Reality Implementation for University Presentation." WSEAS TRANSACTIONS ON SYSTEMS AND CONTROL 16 (December 21, 2021): 696–704. http://dx.doi.org/10.37394/23203.2021.16.63.
Full textOseńko, Michał, Jakub Smołka, Maria Skublewska-Paszkowska, and Edyta Łukasik. "A METHOD FOR VISUALIZATION OF 3D MOTION DATA USING A MOBILE DEVICE." Informatics Control Measurement in Economy and Environment Protection 7, no. 3 (September 30, 2017): 37–42. http://dx.doi.org/10.5604/01.3001.0010.5212.
Full textAndre, Joshua Lorenzo, Eva Handriyantini, and Chaulina Alfianti Oktavia. "Pengembangan Game Virtual Reality Berbasis Android Menggunakan Unity Sebagai Media Penunjang Pengenalan Bahasa Inggris." J-INTECH 6, no. 02 (February 11, 2019): 208–13. http://dx.doi.org/10.32664/j-intech.v6i02.253.
Full textGupta, Rajat, Rohan Nawani, Vishal P. Talreja, and 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, no. 4 (April 30, 2017): 76–80. http://dx.doi.org/10.23956/ijarcsse/v7i4/0162.
Full textHanugrah, Rayyan, and Devi Afriyantari Puspa Putri. "Penerapan Virtual Reality Sebagai Media Pengenalan Batik." Jurnal Pendidikan dan Teknologi Indonesia 1, no. 4 (May 5, 2021): 161–69. http://dx.doi.org/10.52436/1.jpti.37.
Full textHong, Hyungki, Youn Hong Jeong, and Hyungoo Kang. "Eye Deviation and Fusional Vergence Measurement Using VR (Virtual Reality) Device of Google Cardboard Type." Journal of Korean Ophthalmic Optics Society 25, no. 2 (June 30, 2020): 155–61. http://dx.doi.org/10.14479/jkoos.2020.25.2.155.
Full textKurniawan, Hendra, Bagus Yudha Pratama, and Muhammad Tofa Nurcholis. "Perancangan Aplikasi Desain Bangunan 3D Menggunakan Virtual Reality dan Google Cardboard di Tjantik Kost Yogyakarta." Respati 17, no. 3 (October 10, 2020): 47. http://dx.doi.org/10.35842/jtir.v17i3.475.
Full textVahldick, Adilson, Luis Felipe Kuster, Ana Fábia Coelho Dos Santos, Gustavo Vargas De Andrade, João Marcus Cardoso, Marília Guterres Ferreira, Pablo Schoeffel, and Marcelo De Souza. "Practicing requirements elicitation in a serious game: comparison between non-immersive and immersive virtual reality." CONTRIBUCIONES A LAS CIENCIAS SOCIALES 16, no. 12 (December 15, 2023): 31295–317. http://dx.doi.org/10.55905/revconv.16n.12-134.
Full textKhairunnisa Adinda Dhiya Hasna, Indira, Heidy Bherti Kharoline, and Any Ariani Noor. "Inovasi Virtual Exhibition Masa Depan." Altasia : Jurnal Pariwisata Indonesia 3, no. 1 (February 15, 2021): 28–34. http://dx.doi.org/10.37253/altasia.v3i1.4369.
Full textRiyadi, Firman Setiawan, A. Sumarudin, and Munengsih Sari Bunga. "APLIKASI 3D VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN KAMPUS POLITEKNIK NEGERI INDRAMAYU BERBASIS MOBILE." JIKO (Jurnal Informatika dan Komputer) 2, no. 2 (October 12, 2017): 75. http://dx.doi.org/10.26798/jiko.2017.v2i2.76.
Full textPretto, N., and 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 (November 14, 2017): 203–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-203-2017.
Full textMitsuhara, Hiroyuki, Keisuke Iguchi, and 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, no. 02 (February 28, 2017): 101. http://dx.doi.org/10.3991/ijet.v12i02.6303.
Full textRahman, Fadhil, and Mursyidah Mursyidah. "Pengenalan Gedung Kampus Politeknik Negeri Lhokseumawe Menggunakan Voice Information Berbasis Virtual Reality." Jurnal Infomedia 5, no. 1 (June 16, 2020): 42. http://dx.doi.org/10.30811/jim.v5i1.2004.
Full textPutra, Vico Meylana Eka, Novian Adi Prasetyo, and 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, no. 1 (November 29, 2021): 22–30. http://dx.doi.org/10.20895/inista.v4i1.398.
Full textAzmi, Nurul. "IMPLEMENTASI TEKNOLOGI VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN RAMBU LALU LINTAS." JURNAL IT 13, no. 2 (September 1, 2023): 77–84. http://dx.doi.org/10.37639/jti.v13i2.352.
Full textAlazba, Amal, Hend Al-Khalifa, and Hana AlSobayel. "RabbitRun: An Immersive Virtual Reality Game for Promoting Physical Activities Among People with Low Back Pain." Technologies 7, no. 1 (December 20, 2018): 2. http://dx.doi.org/10.3390/technologies7010002.
Full textHazidar, Al Hamidy, Riza Sulaiman, Shalisah Sharip, Meutia Wardhanie Ganie, Azlin Baharudin, Hamzaini Abdul Hamid, and Norshita Mat Nayan. "Creative Intervention for Acrophobia Sufferers through AIVE Concept." Information 12, no. 7 (June 26, 2021): 261. http://dx.doi.org/10.3390/info12070261.
Full textBendell, Rhyse, Gabrielle Vasquez, Andrew B. Talone, and Florian Jentsch. "Evaluation and Benefits of Head-Mounted Display Systems for HRI Research." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1484–88. http://dx.doi.org/10.1177/1541931218621336.
Full textKang, Hyungoo, In wang Yoo, Jun Hyuk Lee, and 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, no. 3 (September 30, 2017): 221–28. http://dx.doi.org/10.14479/jkoos.2017.22.3.221.
Full textArtawan, I. Made, Made Sudarma, and I. Made Arsa Suyadnya. "Perancangan Aplikasi Media Pembelajaran Pengenalan Hewan Berbasis Virtual Reality Menggunakan Platform Android." Jurnal SPEKTRUM 4, no. 2 (January 8, 2018): 8. http://dx.doi.org/10.24843/spektrum.2017.v04.i02.p02.
Full textBradley, Ryan, and Nigel Newbutt. "Autism and virtual reality head-mounted displays: a state of the art systematic review." Journal of Enabling Technologies 12, no. 3 (September 17, 2018): 101–13. http://dx.doi.org/10.1108/jet-01-2018-0004.
Full textMiller, Ian T., Catherine S. Miller, Mark D. Wiederhold, and 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, no. 4 (December 1, 2020): 325–33. http://dx.doi.org/10.1089/aut.2019.0076.
Full textKalacska, Margaret, J. Pablo Arroyo-Mora, and Oliver Lucanus. "Comparing UAS LiDAR and Structure-from-Motion Photogrammetry for Peatland Mapping and Virtual Reality (VR) Visualization." Drones 5, no. 2 (May 9, 2021): 36. http://dx.doi.org/10.3390/drones5020036.
Full textPerski, Olga, Trupti Jambharunkar, Jamie Brown, and 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, no. 6 (June 27, 2022): e0000060. http://dx.doi.org/10.1371/journal.pdig.0000060.
Full textSaraiva, Aratã, Matheus Barros, Alexandre Nogueira, N. Fonseca Ferreira, and Antonio Valente. "Virtual Interactive Environment for Low-Cost Treatment of Mechanical Strabismus and Amblyopia." Information 9, no. 7 (July 19, 2018): 175. http://dx.doi.org/10.3390/info9070175.
Full textSissons, Helen, and Thomas Cochrane. "Introducing Immersive Reality into the Journalism Curriculum." Pacific Journal of Technology Enhanced Learning 2, no. 1 (November 11, 2019): 7. http://dx.doi.org/10.24135/pjtel.v2i1.27.
Full textZhao, Shilin, Sheng Jin, Congfang Ai, and Nan Zhang. "Visual analysis of three-dimensional flow field based on WebVR." Journal of Hydroinformatics 21, no. 5 (July 13, 2019): 671–86. http://dx.doi.org/10.2166/hydro.2019.101.
Full textGibson, Bryan, Sara Simonsen, Jakob D. Jensen, Leah Yingling, Julia Schaefer, Vishnu Sundaresh, Yue Zhang, and 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, no. 1 (March 17, 2022): e26013. http://dx.doi.org/10.2196/26013.
Full text"Google Cardboard: A virtual reality headset for $10?" Physics Teacher 53, no. 2 (February 2015): 125. http://dx.doi.org/10.1119/1.4905824.
Full textSaif, A. F. M. Saifuddin, and Zainal Rasyid Mahayuddin. "Stereo Vision Based Localization of Handheld Controller in Virtual Reality for 3D Painting Using Inertial System." Journal of Image and Graphics, June 2023, 127–31. http://dx.doi.org/10.18178/joig.11.2.127-131.
Full textPadma, E., M. Sugumaran, and M. R. Nithish Raj. "AUGMENTED REALITY INTERFACE FOR PC." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, no. 04 (April 9, 2023). http://dx.doi.org/10.55041/ijsrem18569.
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