Academic literature on the topic 'VR'
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Journal articles on the topic "VR"
DeVeaux, Cyan, and Jeremy Bailenson. "Learning about VR in VR." XRDS: Crossroads, The ACM Magazine for Students 29, no. 1 (September 2022): 14–19. http://dx.doi.org/10.1145/3558189.
Full textPederson, Harold. "VR." Journal of Fluency Disorders 15, no. 5-6 (October 1990): 323–26. http://dx.doi.org/10.1016/0094-730x(90)90047-v.
Full textChang, Haoran. "Emersive VR: An expanded immersive VR practice." Virtual Creativity 11, no. 2 (October 1, 2021): 207–22. http://dx.doi.org/10.1386/vcr_00055_1.
Full textTanno, Takayuki. "The copyist model II in concurrent VR VI and concurrent VR VR schedules." Proceedings of the Annual Convention of the Japanese Psychological Association 79 (September 22, 2015): 1EV—094–1EV—094. http://dx.doi.org/10.4992/pacjpa.79.0_1ev-094.
Full textMarkman, Chris, M. Hess, Dan Lou, and Anh Nguyen. "VR Hackfest." Information Technology and Libraries 38, no. 4 (December 16, 2019): 6–13. http://dx.doi.org/10.6017/ital.v38i4.11877.
Full textMagnor, Marcus, Susana Castillo, and Alexander Sorkine-Hornung. "Real VR." IEEE Computer Graphics and Applications 41, no. 4 (July 1, 2021): 27–28. http://dx.doi.org/10.1109/mcg.2021.3085353.
Full textStrain, Ellen. "Virtual VR." Convergence: The International Journal of Research into New Media Technologies 5, no. 2 (June 1999): 10–15. http://dx.doi.org/10.1177/135485659900500202.
Full textKiss, Francisco, Sven Mayer, and Valentin Schwind. "Audio VR." Interactions 27, no. 3 (April 17, 2020): 46–51. http://dx.doi.org/10.1145/3386385.
Full textBergeron, Bryan. "VR Technology." Physician and Sportsmedicine 24, sup1 (October 1996): 40–41. http://dx.doi.org/10.1080/00913847.1996.11948075.
Full textSundt, Christine L. "VR @ Thirty." Visual Resources 30, no. 2 (April 3, 2014): 119–20. http://dx.doi.org/10.1080/01973762.2014.908097.
Full textDissertations / Theses on the topic "VR"
Tymoshenko. "VR-TECHNOLOGY." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33924.
Full textDam, Roadley-Battin Nikolaj. "Educational VR : An exploration of educational VR for professional users." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144071.
Full textChatterjee, Prateek. "Classic Driver VR." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1251.
Full textForsman, Dina. "Säkerhetsutbildning med VR." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20126.
Full textIn this bachelor thesis I’m examining how to create a factory environment with virtual reality (VR) to contribute to increased awareness and safety mindset in the factory. The examination is based on a challenge from Volvo with their own factory in focus where they wanted to have a safety training for their pedestrians in the factory. With help from the design perspective design thinking, Volvo has been involved through the whole process where we could create a product for them together. The survey question is ”How can you with help from Virtual Reality create the experience of a factory environment to contribute to increased awareness and safety mindset in the factory?” where I chose to shape this into a game integrated with VR. With help from the selected methods for the design process I could put myself into Volvo’s problem and create a factory that resembles theirs as much as possible. Volvo took part of the creation themselves through pictures and videos to provide feedback on the environment and how realistic the experience felt compared to their own factory. For the design to be tested and approved by Volvo, they were constantly involved in the project. The examination resulted in a VR game with a short safety training about the environment of the factory and some dangers that may occur in it. Because increased awareness and safety thinking in people within the work can not be measured directly, the survey question has been answered after only a few tests. The people at Volvo who have tested it gave positive results and new thoughts and ideas about technical training in security, such as these, have been awakened by many.
Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.
Full textValenta, Marek. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385947.
Full textLundgren, Kristoffer. "VR Museum Experience." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80669.
Full textMuseum Anna Nordlander är en del av Skellefteå Museum och är inriktat på konstnären Anna Nordlander. Målet med projektet var att utveckla en VR upplevelse centrerad kring Anna Nordlander och en av hennes konstverk. Innehållet i upplevelsen spelades in och skickades till utvecklarna från Museum Anna Nordlander. Syftet var att skapa ett spelbart demo med funktioner som ljuduppspelning, interagerbara objekt, och en modulärt tillvägagångssätt vilket skule tillåta framtida tillskott till projektet. Denna artikel använder sig också av användartester för att undersöka hur några av designvalen påverkar användarupplevelsen. Specifikt sett hur våra val påverkar användarna fysikt, hur prevalent vanliga VR-symptom är i produkten. För att samla in den nödvändiga datan gjordes tester med både Oculus GO och Oculus Quest. Användartesterna visade att room-scale tracking är en viktig function för att minska obehag och illamående bland användarna, och att rörelse genom teleportering inte är en bra lösning för Oculus GO. Resultatet är ett spelbart demo som innehåller allt innehåll som utvecklarna fick samt alla funktioner som efterfrågades. Projektet är också tänkt att vara modulärt och lätt att fortsätta arbeta på i framtiden.
Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.
Full textMaster of Fine Arts
Immunology Virtual Reality is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogen invasions at an infection site in the human body. It explores levels of interactivity and storytelling in educational VR and their impact on learning.
Persson, Malin. "Panorama och VR teknik." Thesis, University of Skövde, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4366.
Full textKelkkanen, Viktor. "Remote Rendering for VR." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21382.
Full textBooks on the topic "VR"
V.E. Riecansky Technical Translations, ed. VR translations index (1982-1985): Nos. VR/2027/82-VR/3081/85. Great Abington, Cambridge: V.E. Riecansky Technical Translations, 1986.
Find full textFeyder, Manuela, and Linda Rath-Wiggins. VR-Journalismus. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8.
Full textSherman, William R., ed. VR Developer Gems. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21598.
Full textBühler, Kai. Investitionsstandort VR China. Wiesbaden: Deutscher Universitätsverlag, 2000. http://dx.doi.org/10.1007/978-3-663-08066-4.
Full textKim, Sŏn-ho. VR chŏnŏllijŭm yŏn'gu. Sŏul T'ŭkpyŏlsi: Han'guk Ŏllon Chinhŭng Chaedan, 2016.
Find full text(Europe), NEC Electronics. RISC microprocessors VR 3000/VR 3010 MIPS RISC architecture: User's manual. Dusseldorf: NEC Electonics (Europe), 1988.
Find full textRehabilitation, Massachusetts Office of Education and Vocational. VR provider orientation materials. [Boston, Mass: Office of Education and Vocational Rehabilitation], 1996.
Find full textKumar, Abhishek. VR Integrated Heritage Recreation. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6077-7.
Full textLanger, Elle. Medieninnovationen AR und VR. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-60826-5.
Full textChris, Rayns, and International Business Machines Corporation. International Technical Support Organization., eds. CICS VR version 4. 2nd ed. [Poughkeepsie, NY]: International Technical Support Organization, 2008.
Find full textBook chapters on the topic "VR"
Feyder, Manuela, and Linda Rath-Wiggins. "Das Medium: VR." In VR-Journalismus, 1–55. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_1.
Full textFeyder, Manuela, and Linda Rath-Wiggins. "Das Handwerk: VR-Storytelling." In VR-Journalismus, 57–91. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_2.
Full textFeyder, Manuela, and Linda Rath-Wiggins. "Der Workflow: VR in der Redaktion." In VR-Journalismus, 93–118. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_3.
Full textFeyder, Manuela, and Linda Rath-Wiggins. "Das Berufsbild: VR-Journalist." In VR-Journalismus, 119–31. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_4.
Full textVince, John. "VR Hardware." In Essential Series, 70–90. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_5.
Full textVince, John. "VR Software." In Essential Series, 91–117. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_6.
Full textVince, John. "VR Applications." In Essential Series, 118–43. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_7.
Full textColubri, Andrés. "VR Basics." In Processing for Android, 303–29. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2719-0_14.
Full textDo, Ellen Yi-Luen. "VR Sketchpad." In Computer Aided Architectural Design Futures 2001, 161–72. Dordrecht: Springer Netherlands, 2001. http://dx.doi.org/10.1007/978-94-010-0868-6_13.
Full textJones, Sarah, Steve Dawkins, and Julian McDougall. "Understanding VR." In Understanding Virtual Reality, 53–54. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367337032-7.
Full textConference papers on the topic "VR"
Shevchuk, Nataliya, and Harri Oinas-Kukkonen. "VR or non-VR?" In AcademicMindtrek '20: Academic Mindtrek 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3377290.3377312.
Full textUeoka, Ryoko, Ali AlMutawa, and Hikaru Katsuki. "Emotion hacking VR (EH-VR)." In SA '16: SIGGRAPH Asia 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2988240.2988247.
Full textvan Gemert, Thomas, and Joanna Bergstrom. "Evaluating VR Sickness in VR Locomotion Techniques." In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2021. http://dx.doi.org/10.1109/vrw52623.2021.00078.
Full textDokonal, Wolfgang, Mike Knight, and Ernst Dengg. "VR or not VR – an eeZee question?" In XX Congreso de la Sociedad Iberoamericana de Gráfica Digital. São Paulo: Editora Blucher, 2016. http://dx.doi.org/10.5151/despro-sigradi2016-777.
Full textPavlik, Ryan A., and Judy M. Vance. "VR JuggLua: A framework for VR applications combining Lua, OpenSceneGraph, and VR Juggler." In 2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems. IEEE, 2012. http://dx.doi.org/10.1109/searis.2012.6231166.
Full textMat Isham, Muhammad Ismail, Habibah Norehan Hj Haron, Farhan bin Mohamed, and Chan Vei Siang. "VR Welding Kit: Accuracy Comparison Between Smartphone VR and Standalone VR Using RMSE." In 2021 IEEE International Conference on Computing (ICOCO). IEEE, 2021. http://dx.doi.org/10.1109/icoco53166.2021.9673577.
Full textBierbaum, Allen, Christopher Just, Patrick Hartling, Kevin Meinert, Albert Baker, and Carolina Cruz-Neira. "VR juggler." In ACM SIGGRAPH ASIA 2008 courses. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1508044.1508086.
Full textFischer, Patrick Tobias, Christian Zöllner, Thilo Hoffmann, and Sebastian Piatza. "VR/Urban." In the fourth international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1709886.1709989.
Full textChen, Shenchang Eric. "QuickTime VR." In the 22nd annual conference. New York, New York, USA: ACM Press, 1995. http://dx.doi.org/10.1145/218380.218395.
Full textRastegar, Ali. "VR Music." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446157.
Full textReports on the topic "VR"
Hoffman, Helene M. VR/Multimedia Synthesis, Phase II. Fort Belvoir, VA: Defense Technical Information Center, October 1997. http://dx.doi.org/10.21236/ada343370.
Full textWiederhold, Brenda K. Cybertherapy 2005: A Decade of VR. Fort Belvoir, VA: Defense Technical Information Center, July 2005. http://dx.doi.org/10.21236/ada436129.
Full textKennedy, Gregor, James Bailey, and Stephen O'Leary. Developing Decision-Making Skills Using Immersive VR. Fort Belvoir, VA: Defense Technical Information Center, June 2013. http://dx.doi.org/10.21236/ada597431.
Full textBadler, Norman I. Hand Tool Manipulation and Self-Presence in VR. Fort Belvoir, VA: Defense Technical Information Center, May 1999. http://dx.doi.org/10.21236/ada362871.
Full textBaluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.
Full textDMITRIENKO, B. Ch, O. A. KOVALEVA, and E. A. RUBETS. VR TECHNOLOGIES AS A MEANS OF VIRTUAL MUSEUM PEDAGOGY. Science and Innovation Center Publishing House, April 2022. http://dx.doi.org/10.12731/2658-4034-2022-13-1-2-63-70.
Full textPopov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, Valeriia O. Kovach, Volodymyr O. Artemchuk, Viktor O. Gurieiev, Yulii G. Kutsan, et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4631.
Full textSemerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.
Full textVoloshynov, Serhii A., Felix M. Zhuravlev, Ivan M. Riabukha, Vitaliy V. Smolets, and Halyna V. Popova. Application of VR technologies in building future maritime specialists' professional competences. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4623.
Full textHannan, N. A., J. E. Matos, J. A. Stillman, A. P. Olson, and P. L. Garner. Conversion Analyses for the VR-1 Reactor, part I and II. Office of Scientific and Technical Information (OSTI), November 2005. http://dx.doi.org/10.2172/885491.
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