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1

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.

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2

Feyder, Manuela, and Linda Rath-Wiggins. VR-Journalismus. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8.

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3

Sherman, 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.

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4

Bühler, Kai. Investitionsstandort VR China. Wiesbaden: Deutscher Universitätsverlag, 2000. http://dx.doi.org/10.1007/978-3-663-08066-4.

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5

Kim, Sŏn-ho. VR chŏnŏllijŭm yŏn'gu. Sŏul T'ŭkpyŏlsi: Han'guk Ŏllon Chinhŭng Chaedan, 2016.

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6

(Europe), NEC Electronics. RISC microprocessors VR 3000/VR 3010 MIPS RISC architecture: User's manual. Dusseldorf: NEC Electonics (Europe), 1988.

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7

Rehabilitation, Massachusetts Office of Education and Vocational. VR provider orientation materials. [Boston, Mass: Office of Education and Vocational Rehabilitation], 1996.

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8

Kumar, Abhishek. VR Integrated Heritage Recreation. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6077-7.

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9

Langer, Elle. Medieninnovationen AR und VR. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-60826-5.

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10

Chris, Rayns, and International Business Machines Corporation. International Technical Support Organization., eds. CICS VR version 4. 2nd ed. [Poughkeepsie, NY]: International Technical Support Organization, 2008.

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11

Vr. zkt. br: Liefdesroman. 3rd ed. Arnhem: Ellessy Relax, 2014.

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12

Heinrich, Bartel, and Bundeszentrale für Politische Bildung (Germany). Ostkolleg., eds. VR China im Wandel. 2nd ed. Bonn: Das Ostkolleg, 1988.

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13

(Europe), NEC Electronics. VR-series data book. Düsseldorf: NEC Electronics, (Europe), 1993.

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14

Chris, Rayns, and International Business Machines Corporation. International Technical Support Organization., eds. CICS VR version 4. 2nd ed. [Poughkeepsie, NY]: International Technical Support Organization, 2008.

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15

Magnor, Marcus, and Alexander Sorkine-Hornung, eds. Real VR – Immersive Digital Reality. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-41816-8.

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16

Duguleană, Mihai, Marcello Carrozzino, Matjaž Gams, and Iulian Tanea, eds. VR Technologies in Cultural Heritage. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-05819-7.

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17

Song, Weitao, and Feng Xu, eds. VR/AR and 3D Displays. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-6549-0.

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18

Bass, Hans-Heinrich. Der Aussenhandel der VR China. Bremen: Institut für Weltwirtschaft und Internationales Management, 1995.

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19

Langer, Elle. Media Innovations AR and VR. Berlin, Heidelberg: Springer Berlin Heidelberg, 2023. http://dx.doi.org/10.1007/978-3-662-66280-9.

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20

Preisreform in der VR China. Köln: Bundesinstitut für ostwissenschaftliche und internationale Studien, 1986.

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21

Abdullah, Said, Senkuttuvan Arun, and Institute of Southeast Asian Studies, eds. VR Nathan: Community servant extraordinary. Singapore: Institute of Southeast Asian Studies, 2012.

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22

Krug, Barbara. Preisreform in der VR China. Köln: Bundesinstitut für Ostwissenschaftliche und Internationale Studien, 1986.

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23

Zetterberg, Seppo. Getting there together: 150 years of VR. Helsinki: Werner Söderström Osakeyhtiö, 2012.

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24

Doerner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual and Augmented Reality (VR/AR). Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2.

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25

Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR/AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1.

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26

Popp, Stephan. Multinationale Banken im Zukunftsmarkt VR China. Wiesbaden: Gabler Verlag, 1996. http://dx.doi.org/10.1007/978-3-663-10848-1.

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27

Hillmann, Cornel. Unreal for Mobile and Standalone VR. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4360-2.

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28

Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR / AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3.

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29

Duncan, Benjamin J. Robot remote control using VR techniques. Manchester: University of Manchester, Department of Computer Science, 1995.

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30

Maier, Astrid. Die Todesstrafe in der VR China. Hamburg: IFA, 2005.

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31

Lancaster, Andy. Vr. Lulu Press, Inc., 2021.

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32

VR UX: Learn VR UX, Storytelling & Design. CreateSpace Independent Publishing Platform, 2016.

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33

Fine, Robert. VR Voice 2019 VR/AR B2B Guide. Primedia eLaunch LLC, 2019.

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34

Vr Nightmare. Independently Published, 2020.

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35

Questgend, M. C. VR-Nica. Independently Published, 2017.

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36

Nadiminti, Ajay, Priya Nadiminti, and Rajan Bobra. VR War. Lulu Press, Inc., 2021.

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37

Curtis, Martin. Bristol VR. Ian Allan Publishing Ltd, 1994.

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38

MORENO, PACO BAUTISTA. THARSIS VR. Independently Published, 2019.

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39

Ørbit@l. Onirika VR. Independently Published, 2020.

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40

Lurie, Marc, and Andrew Busey. Vr Internet. Sams Publishing, 1995.

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41

Alexander P. M. van den Bosch. Ground Rules & VR. Lulu.com, 2017.

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42

Sherman, William R. VR Developer Gems. CRC Press LLC, 2019.

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43

VR Developer Gems. CRC Press LLC, 2019.

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44

Sherman, William R. VR Developer Gems. CRC Press LLC, 2019.

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45

Sherman, William R. VR Developer Gems. CRC Press LLC, 2019.

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46

Bellack, Max, Caden Carruthers, and Jack Nadborny. 9215: VR Wars. Lulu Press, Inc., 2020.

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47

Scott, Adrian. Vr Internet Unleashed. Sams, 1996.

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48

Sherman, William R. VR Developer Gems. CRC Press LLC, 2019.

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49

Using VR in Gaming. Cavendish Square Publishing LLC, 2019.

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50

Chuirazzi, Sara. Using VR in Engineering. Cavendish Square Publishing LLC, 2019.

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