Journal articles on the topic 'Virtual reality'

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1

Wennberg, Teresa. "Virtual Reality—Virtual Brain: Questioning Reality." Leonardo 51, no. 5 (October 2018): 453–59. http://dx.doi.org/10.1162/leon_a_01554.

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The author’s multimedia art is inspired by memory and cognitive processes. This paper discusses certain human brain functions, including a reflection on the evolution from individual human memory to collective computer memory and the role of the artist in this vital change.
2

Moroseev, D. A. "ВИРТУАЛЬНАЯ РЕАЛЬНОСТЬ (VIRTUAL REALITY)." Международный школьный научный вестник (International School Scientific Herald), no. 3 2021 (2021): 9. http://dx.doi.org/10.17513/issh.1442.

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3

Bamodu, Oluleke, and Xu Ming Ye. "Virtual Reality and Virtual Reality System Components." Advanced Materials Research 765-767 (September 2013): 1169–72. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1169.

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This paper is a synoptic review of virtual reality, its features, types, and virtual reality systems, as well as the elements of the VR system hardware and software, which are essential components of virtual reality systems.
4

Stone, B. "Whatever happened to virtual reality? [virtual reality]." Information Professional 1, no. 4 (October 1, 2004): 12–15. http://dx.doi.org/10.1049/inp:20040402.

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5

Kleeman, Walter B. "Virtual Reality and Reality." Facilities 11, no. 7 (July 1993): 7–10. http://dx.doi.org/10.1108/eum0000000002247.

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6

Mosher, Mike. "Virtual Reality." Leonardo 54, no. 2 (2021): 259–60. http://dx.doi.org/10.1162/leon_r_02026.

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7

Burchiel, Kim. "Virtual reality." Journal of Neurosurgery 100, no. 4 (April 2004): 583–84. http://dx.doi.org/10.3171/jns.2004.100.4.0583.

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8

Kirsch, Breanne. "Virtual Reality." Information Technology and Libraries 38, no. 4 (December 16, 2019): 4–5. http://dx.doi.org/10.6017/ital.v38i4.11847.

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During the 2019 EDUCAUSE Annual Conference, a large proportion of programs were about virtual reality. This article discusses how virtual reality could be used in libraries and how some institutions are creating VR content.
9

Sadler, Catharine. "Virtual reality." Nursing Standard 22, no. 19 (January 16, 2008): 18–20. http://dx.doi.org/10.7748/ns.22.19.18.s22.

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10

Rogozovs, Niks, and Ivars Meirāns. "VIRTUAL REALITY." HUMAN. ENVIRONMENT. TECHNOLOGIES. Proceedings of the Students International Scientific and Practical Conference, no. 24 (April 22, 2020): 95–98. http://dx.doi.org/10.17770/het2020.24.6757.

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We deal with history of virtual reality and the principle of virtual reality, as well as the application of virtual reality in selected areas. There was general knowledge of the history of virtual reality, it`s activities, and where these systems are used nowadays. It can be concluded that in the near future, we can expect a great boom in the technology department of virtual reality, which will be able to buy anybody and try to do the same with the virtual world. In 2020, we are expected to see the first progress in virtual reality and to see improvements that can drastically change our daily lives.
11

Hite, Rebecca. "Virtual Reality." American Biology Teacher 84, no. 2 (February 1, 2022): 106–8. http://dx.doi.org/10.1525/abt.2022.84.2.106.

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Virtual Reality (VR) is an emerging technology that provides K–12 students with unique experiences for robust science learning by transporting them to a virtual world where they may engage directly with scientific phenomena. This is because VR creates lifelike three-dimensional spaces where students can manipulate objects; hear, see, and sometimes feel the environment; and explore places that mimic attributes of the real world. VR holds great utility in science education by engaging students in science topics that may be otherwise inaccessible to them in the real world. This inaccessibility may stem from the content (being too small, large, or abstract), safety issues (too hazardous or dangerous), not having access to the materials in their context, possessing physical or cognitive disabilities where they need to do the activity repeatedly or differently, or having cultural, religious, or ethical concerns related to conducting specific science experiments. This commentary discusses how three key types of VR hardware (VR viewers, desktop VR systems, and head-mounted displays) can be incorporated into science standards, curriculum, and instruction by delineating the pros and cons of each. The commentary concludes with specific, stepwise guidance in ideating, designing, and implementing VR-based experiences for K–12 students in the science classroom.
12

Rathmann, Andrew, and Bob Perelman. "Virtual Reality." Chicago Review 41, no. 1 (1995): 102. http://dx.doi.org/10.2307/25305920.

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13

Benno, Mark. "Virtual Reality." Gifted Child Today 21, no. 1 (January 1998): 12–14. http://dx.doi.org/10.1177/107621759802100104.

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Much has been written over the years about virtual reality. Frequently, it is explored in science fiction literature. Mass media outlets, from the National Enquirer to Popular Mechanics to the evening news have both celebrated and feared virtual worlds. The attention has escalated recently as more powerful computers have been developed and the public is aware of virtual events such as the rover on the surface of Mars.
14

Fox, Jesse, Dylan Arena, and Jeremy N. Bailenson. "Virtual Reality." Journal of Media Psychology 21, no. 3 (January 2009): 95–113. http://dx.doi.org/10.1027/1864-1105.21.3.95.

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In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific research. Specifically, we review the literature on the study of VR as an object, wherein we discuss the effects of the technology on human users; VR as an application, wherein we consider real-world applications in areas such as medicine and education; and VR as a method, wherein we provide a comprehensive outline of studies in which VR technologies are used to study phenomena that have traditionally been studied in physical settings, such as nonverbal behavior and social interaction. We then present a content analysis of the literature, tracking the trends for this research over the last two decades. Finally, we present some possibilities for future research for interested social scientists.
15

Stone, Heather, Manyu Li, Kenneth A. Ritter III, and Terrence L. Chambers. "Virtual Reality." International Journal for Innovation Education and Research 8, no. 8 (August 6, 2020): 101–11. http://dx.doi.org/10.31686/ijier.vol8.iss8.2498.

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The diversity of learners within education is neither linear nor constant. Educators are challenged to be responsive and understanding when encouraging learners to construct meaning while adhering to stringent standards. The objective of this study is to integrate science standards into authentic learning experiences, created in both a traditional teaching method and virtual reality (VR) platform, for 8th grade middle school students in Lafayette, Louisiana. The authentic experiences were based on oral histories of the residents of Isle de Jean Charles, Louisiana, who have lost 98% of their ancestral homeland since 1955. These experiences were then tied to the National Science Standards (8-MS-ESS1-4, 8-MS-ESS2-2, and 8-MS-ESS3-1). The students were split into two groups and given either a PowerPoint or VR experience, both having the same content. The researchers tracked engagement, focus, interest, and how important the students thought the content was. Using an experimental approach, the researchers also gave a pre- and posttest to determine if the VR experience resulted in better academic learning than a regular, PowerPoint-based lecture. The students were also asked to comment on their experience of the PowerPoint versus the VR and describe what their experience.
16

Hamilton, Melinda F. "Virtual Reality." Pediatric Critical Care Medicine 20, no. 6 (June 2019): 587–88. http://dx.doi.org/10.1097/pcc.0000000000001931.

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17

Zheng, J. M., K. W. Chan, and I. Gibson. "Virtual reality." IEEE Potentials 17, no. 2 (1998): 20–23. http://dx.doi.org/10.1109/45.666641.

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18

Murphy, John. "Virtual Reality." Hearing Journal 70, no. 9 (September 2017): 24. http://dx.doi.org/10.1097/01.hj.0000525521.39398.8f.

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19

Bricken, William. "Virtual Reality." Presence: Teleoperators and Virtual Environments 1, no. 1 (January 1992): 153–54. http://dx.doi.org/10.1162/pres.1992.1.1.153.

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20

Mitchell, Alison. "Virtual reality." Nature Reviews Molecular Cell Biology 2, no. 11 (November 2001): 790. http://dx.doi.org/10.1038/35099053.

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21

Cole, Jane. "Virtual reality." Human & Experimental Toxicology 14, no. 7 (July 1995): 616–18. http://dx.doi.org/10.1177/096032719501400712.

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22

SHIWA, Shinichi. "Virtual Reality." Kobunshi 49, no. 11 (2000): 787. http://dx.doi.org/10.1295/kobunshi.49.787.

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23

Hoffman, H., and D. Vu. "Virtual reality." Academic Medicine 72, no. 12 (December 1997): 1076–81. http://dx.doi.org/10.1097/00001888-199712000-00018.

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24

Helmick, Richard. "VIRTUAL REALITY:." Journal of Interior Design 19, no. 1 (May 1993): 19–24. http://dx.doi.org/10.1111/j.1939-1668.1993.tb00148.x.

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25

Singh, Gurminder, Steven K. Feiner, and Daniel Thalmann. "Virtual reality." Communications of the ACM 39, no. 5 (May 1996): 35–36. http://dx.doi.org/10.1145/229459.229463.

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26

Cooper, Carol. "Virtual reality." Lancet 352, no. 9135 (October 1998): 1234–35. http://dx.doi.org/10.1016/s0140-6736(05)60590-9.

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27

Skagestad, Peter. "Virtual reality." Journal of Social and Evolutionary Systems 16, no. 1 (January 1993): 99–105. http://dx.doi.org/10.1016/1061-7361(93)90007-e.

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28

Newnham, David. "Virtual reality." Nursing Standard 28, no. 4 (September 25, 2013): 29. http://dx.doi.org/10.7748/ns2013.09.28.4.29.s32.

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29

Mason, Marianne. "Virtual reality." BMJ 327, Suppl S2 (August 1, 2003): 0308305. http://dx.doi.org/10.1136/sbmj.0308305.

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30

Pijnappels, Kees. "Virtual reality." Advocatenblad 100, no. 3 (March 2020): 3. http://dx.doi.org/10.5553/ab/0165-13312020100003001.

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31

Rose, F. D., E. A. Attree, and D. A. Johnson. "Virtual reality." Current Opinion in Neurology 9, no. 6 (December 1996): 461–68. http://dx.doi.org/10.1097/00019052-199612000-00012.

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32

Weder, Hans. "Virtual Reality." Evangelische Theologie 57, no. 5 (September 1, 1997): 537–48. http://dx.doi.org/10.14315/evth-1997-0506.

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33

Machover, C., and S. E. Tice. "Virtual reality." IEEE Computer Graphics and Applications 14, no. 1 (January 1994): 15–16. http://dx.doi.org/10.1109/38.250913.

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34

Hageman, Alexia. "Virtual reality." Nursing 24, no. 3 (February 24, 2018): 3. http://dx.doi.org/10.1007/s41193-018-0032-6.

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35

Dobson, Howard D., Russell K. Pearl, Charles P. Orsay, Mary Rasmussen, Ray Evenhouse, Zhuming Ai, Gregory Blew, et al. "Virtual Reality." Diseases of the Colon & Rectum 46, no. 3 (March 2003): 349–52. http://dx.doi.org/10.1007/s10350-004-6554-9.

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36

Wohlgenannt, Isabell, Alexander Simons, and Stefan Stieglitz. "Virtual Reality." Business & Information Systems Engineering 62, no. 5 (July 2, 2020): 455–61. http://dx.doi.org/10.1007/s12599-020-00658-9.

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37

Wright, Robert. "Virtual Reality." Sciences 27, no. 6 (November 12, 1987): 8–10. http://dx.doi.org/10.1002/j.2326-1951.1987.tb02976.x.

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38

Robertson, G. G., S. K. Card, and J. D. Mackinlay. "Three views of virtual reality: nonimmersive virtual reality." Computer 26, no. 2 (February 1993): 81. http://dx.doi.org/10.1109/2.192002.

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39

A, Mohamed Ibrahim, and Dr Srikanth V. "The Future of Virtual Reality." International Journal of Research Publication and Reviews 5, no. 5 (May 7, 2024): 5789–92. http://dx.doi.org/10.55248/gengpi.5.0524.1266.

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40

Anggraini, Sazkia Noor. "Brings Reality Through Virtual Reality." IMOVICCON Conference Proceeding 1, no. 1 (July 3, 2019): 131–43. http://dx.doi.org/10.37312/imoviccon.v1i1.15.

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Film festival is a place to convey specific film for specific purposes. Festival nowadays were broaden their medium, not only on screen but also involved more audience with new technology mobile devices. As the longest running documentary film festival in Indonesia, Festival Film Dokumenter (FFD) have been concern about the impact of film screenings to the audience. Since 2016, FFD have been intend to using several medium to convey disability rights awareness. FFD conducted the program Virtual Reality (2016) and The Feelings of Reality (2018). Both of those program were using Virtual Reality (VR) technology during the festival showcase. In 2016 program, the audience even placed in the replica setting to have a similar situation with people with epilepsy. VR is the new attempt to brings the new documentary experience. This technology lead the impression of reality to the audience. VR known as a device that can enhance the audience cinematic experience. In documentary filmmaking, which always closely associated with the depiction of reality - in a way, the VR technology can provide different perspective on perceiving documentary. In documentary screenings, VR have a powerful strength on bringing the reliable reality which closer to the audience. Festival offers the discourse on watching the documentary into experiencing the documentary using VR. This paper will discuss about how festival provide alternative medium to present disability issue to the public. Vice versa, how audience raised their awareness through VR technology. This study conducted in qualitative impact study that focused on in-depth interview with both festival organizer/programmer and audience. This study found out that VR technology identically constructed the reality. This method is the most effective way to raising the awareness because people would feel how to live with disability closely and clearly. Rather than just watching a film, experiencing disability through VR prove a different impression to the audience. By presenting the actual condition of people with disability, VR succeed to give more heightened impact and awareness on this issue.
41

Rana, Om, and Dr Bindu Thakral. "VIRTUAL REALITY – THE FUTURE REALITY." International Journal of Technical Research & Science Special, Issue3 (October 15, 2020): 11–16. http://dx.doi.org/10.30780/specialissue-icaccg2020/035.

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42

Lybeck, Karen, Dana Bruhn, and Solen Feyissa. "The Reality of Virtual Reality." International Journal of Online Pedagogy and Course Design 1, no. 4 (October 2011): 1–19. http://dx.doi.org/10.4018/ijopcd.2011100101.

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In order to improve teacher preparation courses offered online, a study of the use of Second Life virtual world for peer-teaching activities was conducted. The research period was over one year and the sampling group consisted of 25 Teaching English as a Second Language (TESL) students. The methods practiced during the study follow the suggestions and implications given in previous research in hopes that an informed design would be the means to overcome the published limitations of Second Life. Despite this, the authors were not able to overcome previous difficulties, and did not find Second Life to be useful as a tool for classroom role-playing in online teacher-development courses. Virtual reality, however, has promise for facilitating teacher development; thus, further investigation is needed to find an appropriate virtual venue for this purpose.
43

Knoll, Matthias, and Stefan Stieglitz. "Augmented Reality und Virtual Reality." HMD Praxis der Wirtschaftsinformatik 59, no. 1 (February 2022): 1–5. http://dx.doi.org/10.1365/s40702-022-00841-4.

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44

Massaro. "Experiencing Reality in Virtual Reality." American Journal of Psychology 132, no. 4 (2019): 495. http://dx.doi.org/10.5406/amerjpsyc.132.4.0495.

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45

Delattre, Edwin J. "Reality, Unreality, and Virtual Reality." Arts Education Policy Review 102, no. 3 (January 2001): 15–19. http://dx.doi.org/10.1080/10632910109599998.

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46

Williams, A. "Reality check [virtual reality technology]." Engineering & Technology 10, no. 2 (March 1, 2015): 52–55. http://dx.doi.org/10.1049/et.2015.0204.

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47

Stone, Robert J. "The reality of virtual reality." World Class Design to Manufacture 2, no. 4 (August 1995): 11–17. http://dx.doi.org/10.1108/09642369310091106.

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48

Raajan, N. R., S. Suganya, M. V. Priya, Sruthi V. Ramanan, S. Janani, N. S. Sarada Nandini, R. Hemanand, and S. Gayathri. "Augmented Reality Based Virtual Reality." Procedia Engineering 38 (2012): 1559–65. http://dx.doi.org/10.1016/j.proeng.2012.06.191.

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49

Rooks, Brian. "The reality of virtual reality." Assembly Automation 19, no. 3 (September 1999): 203–8. http://dx.doi.org/10.1108/01445159910280065.

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50

Rowe, A., S. Bandyopadhyay, K. Narang, and J. Fenn. "Virtual reality: virtually a reality?" Bulletin of the Royal College of Surgeons of England 105, no. 8 (November 2023): 398–99. http://dx.doi.org/10.1308/rcsbull.2023.137.

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