Literatura académica sobre el tema "Google Cardboard (Virtual reality headset)"

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Artículos de revistas sobre el tema "Google Cardboard (Virtual reality headset)"

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Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees y Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance". Journal of Paramedic Practice 12, n.º 12 (2 de diciembre de 2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.

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Background: Virtual reality (VR) technology is emerging as a powerful tool in medical training and has potential benefits for paramedic education. Aim: The aim of this paper is to report the development of ParaVR, which uses VR to maintain paramedics' skills. Methods: Computer scientists at the University of Chester and the Welsh Ambulance Services NHS Trust (WAST) developed ParaVR in four stages: identifying requirements and specifications; alpha version development; beta version development; and management—development of software, further funding and commercialisation. Results: Needle cricothyrotomy and needle thoracostomy emerged as candidates for the prototype ParaVR. The Oculus Rift head-mounted display was combined with Novint Falcon haptic device and a virtual environment crafted using 3D modelling software, which was ported to the Oculus Go virtual reality headset and the Google Cardboard VR platform. Conclusion: VR is an emerging educational tool with the potential to enhance paramedic skills development and maintenance. The ParaVR programme is the first step in the authors' development, testing and scaling up of this technology.
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Nobrega, Felipe Augusto y Cibele Cecílio de Faria Rozenfeld. "Virtual Reality in the Teaching of FLE in a Brazilian Public School". Languages 4, n.º 2 (9 de junio de 2019): 36. http://dx.doi.org/10.3390/languages4020036.

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Considering the emergence of digital information and communication technologies in the contemporary educational context, this work aims to explore the possibilities offered by Virtual Reality (VR) headsets in the school environment, and also to verify how they can contribute to foreign language teaching and learning. The motivation of this work is a result of a pedagogical practice experience carried out by the researcher during French classes in a Brazilian foreign language teaching project in public schools. This pedagogical practice later became the subject of their master’s research, which is currently being conducted in the same educational context in two French language classes. The main objective consists of verifying to what extent VR can contribute to foreign language teaching/learning, focusing on the four linguistic competences and motivation. The methodology of this work has a qualitative nature with some quantitative results, and is characterized as Action Research, as the researcher participated in the activities. These activities consisted of using Google Cardboard, a VR headset, to present interactive 360° videos and tours of real places. The preliminary results show that activities with VR can promote a high level of motivation and engagement, also contributing to the development of the four linguistic competences.
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Cheiran, Jean Felipe Patikowski, Adriel Rodrigues y Marcelo Soares Pimenta. "Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices". Journal on Interactive Systems 12, n.º 1 (16 de noviembre de 2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.

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Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare aspects of the User Experience (regarding sense of presence, cybersickness, and usability) in a virtual tour website developed in WebXR across different devices. To achieve our objective, we developed a virtual tour based on 360º pictures using WebXR API and React 360 framework and conducted an experiment with 41 undergraduate students using four different devices: a laptop computer, a smartphone, a Google Cardboard headset, and a Samsung Gear VR HMD. We evaluated users’ perceptions by adapting and translating the Suitability Evaluation Questionnaire (SEQ) and users’ performance by measuring the time to fulfill a set of tasks. The main findings from this study include that (i) the overall self-­reported experience using Google Cardboard is worse than using other devices, (ii) the users’ performance is quite similar between the platforms, (iii) there is evidence of unexpected cybersickness symptoms in tests with the smartphone, and (iv) the development of a plausible hypothesis concerning low usability having an effect upon the sense of presence. Additional contributions of our research are the adaptation, translation into Portuguese, psychometric analysis, and revised scoring procedures of the SEQ.
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Muzammil, Zeeshan, Ramji Ramaswamy Rajendran y Alex Gordon. "Reducing stress and anxiety in cancer patients with the use of virtual reality." JCO Oncology Practice 19, n.º 11_suppl (noviembre de 2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.

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303 Background: Applications of virtual reality (VR) have impacted every sphere of civilization, from speculative architecture to the practice of medicine. Building on the body of research already showing the benefits of immersive VR experiences, the goal of our study was to determine whether the stress and anxiety experience of different types of cancer could be mitigated by using virtual reality, specifically through relaxing VR experiences. Methods: A comparative observational study was conducted at community outpatient offices for patients who wanted to improve patient experience throughout their cancer treatment. Patients who had symptoms of nausea, dizziness, and vision issues were excluded from the study. The VR intervention consisted of patients watching a relaxation VR 360 video on the YouTube app every day for one week on the Google Cardboard VR headset. Pre- and post VR intervention scores were recorded using a DASS21 questionnaire. The mean differences in scores as well as t-tests were compared between individuals to see if VR improved patient’s experience through one’s cancer treatment. Results: There were 115 subjects ( n = 115). There was an average reduction score of 6.50 points with stress seeing the biggest drop in score of 2.71 points. Breast cancer was the most common cancer diagnosis. Metastatic cancer was the cancer with the biggest change in VR intervention with an average decrease of 12.83 points. Conclusions: Virtual reality (VR) has been proven to significantly reduce the psychological discomfort, including stress, anxiety, and depression experienced during treatment, in the context of caring for cancer patients. The empirical results strongly imply that VR is an effective therapeutic intervention modality in the inpatient setting, with compelling implications for the use of VR technology in the future to lessen the physical and psychological suffering of cancer patients.[Table: see text]
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Lai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout y 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, n.º 1 (marzo de 2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.

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Informed consent in healthcare requires patients to have a sufficient understanding of their upcoming procedure before deciding to proceed. Unfortunately, education prior to a surgical procedure is constrained by barriers including poor health literacy, language barriers, one-sided dialogue during consultations, anxiety, and knowledge retention. Extended reality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR) has the potential to improve informed consent processes by creating an immersive, interactive, and multimodal sensory experience that supports patient education. The purpose of the study was to review the extant literature on the effectiveness of XR technology in improving patient education, a vital component of informed consent. We screened fifty-two articles and ten relevant papers from PubMed, Scopus, and Compendex, which were included in the review based on our eligibility criteria. We found that VR and AR proved effective in enhancing patient education in eight studies, and thus improving informed consent processes. MR was not utilized in the studies reviewed. The studies were conducted in several countries and positives findings were reported from a broad range of clinical settings and procedures. Though further investigation is needed, this is a promising finding that may encourage health systems to implement similar interventions prior to procedures. The review also provided an overview of the existing XR technology utilized for patient education such as a downloadable mobile application with a virtual chatbot character, and an environment designed to simulate the MRI patient’s perspective. These applications provide immersive and interactive experiences when paired with a head mounted headset such as Google VR Cardboard. The findings also revealed that XR tools are customizable and can be tailored to specific surgical procedures, which makes the potential of implementation applicable to a broader range of settings.
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Monteiro, Ana Maria Vieira y 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, n.º 2 (agosto de 2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.

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ABSTRACT The evaluative studies of hypermedia effects on second language acquisition have been mostly applied to interfaces whose user’s input is limited to clicks, typed texts, and voice. Nonetheless, virtual reality (VR) technology expanded user’s interactions with a data processing machine since it explores a sense of presence through body language, 360-degrees images, and tactile techniques. It is in this context that this paper approaches VR to explore its potential for foreign language vocabulary teaching and learning, considering mainly the appraisal mechanisms novelty and pleasantness proposed by Schumann (1999). This exploratory research presents the preparation and the results of a study applied to sixteen undergraduate English students at the Federal University of Juiz de Fora, Brazil, as well as to nine students from the author’s one private course. The technology used in this study were three Google products: Cardboard™, as the VR headset; Expeditions, for the narrative; and Polly, for the building of the VR scenes. The following methodological actions were addressed to the participants of the study: an English placement test; vocabulary tests; exposure to the virtual environment, a guided visit to Museo Frida Kahlo, in Mexico; and a questionnaire on the evaluation of the experience. At the theoretical level, the present study is based on the assumptions of the Cognitive Theory of Multimedia Learning (MAYER, 2001) and in the role of affect in language learning (SCHUMANN, 1997; 1999). The results of vocabulary tests, the questionnaire, and limitations of the technology are discussed, giving a basis for the conclusion that VR can significantly contribute to foreign language vocabulary teaching and learning since the technology has the potential to motivate students and immerse them into real-life-like scenarios.
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Cochrane, Thomas y Helen Sissons. "An Introduction to Immersive Reality". Pacific Journal of Technology Enhanced Learning 2, n.º 1 (5 de noviembre de 2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.

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Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum. Schedule (100 mins) Introductions (5 min) Participant survey (5 min) Introduction to 360 video and VR (10 min) XR Journalism examples Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min) VR project development (60 min) Google Cardboard Headsets, using participants’ own smartphones Introduction to the Toolkit Participants create SeekBeak accounts Hands on with the 360 cameras Participants choose a topic to work on as a mobile VR production team Sharing and review of participant projects(participants share SeekBeak links) (10 min) Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) END References Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism
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Layalia, Fina Nabilah, Abdul Rosyid y 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, n.º 2 (3 de enero de 2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.

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Abstrak. Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam menuangkan ide menjadi sebuah karya tulis puisi serta kurangnya pemanfaatan media dalam pembelajaran. Rumusan masalah pada penelitian ini yakni bagaimanakah pengaruh media virtual reality berbantuan google cardboard terhadap keterampilan menulis puisi siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020. Jenis penelitian kuantitatif dengan perencanaan penelitian Quasi Eksperimental Design. Populasi penelitian ini adalah siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020, dengan sampel sebanyak 2 kelas. Teknik pengumpulan data menggunakan teknik observasi keterlaksanaan pembelajaran, tes, angket, dan dokumentasi. Analisis data tes keterampilan menulis puisi menggunakan uji normalitas, uji homogenitas, dan uji hipotesis (uji signifikansi). Hasil penelitian (1) Kemampuan menulis puisi kelas eksperimen saat pelaksanaan posttest lebih baik dari pada pelaksanaan pretest. (2) Terdapat pengaruh yang signifikan terhadap penggunaan media virtual reality berbantuan google cardboard terhadap kemampuan menulis puisi siswa. (3) Respons siswa terhadap media virtual reality berbantuan google cardboard sangat positif dengan memperoleh rata-rata 92,89%. (4) Keterlaksanaan pembelajaran dengan media virtual reality berbantuan google cardboard memperoleh persentase 93% dengan kategori “sangat baik”.Kata kunci : google cardboard, keterampilan menulis puisi, media virtual reality.
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Yohanes, Yohanes, Jeanny Pragantha y Darius Andana Haris. "PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY". Jurnal Ilmu Komputer dan Sistem Informasi 8, n.º 2 (5 de agosto de 2020): 329. http://dx.doi.org/10.24912/jiksi.v8i2.11545.

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“Detective Adventure” is a Virtual Reality game for Android using cardboard. Where the detective must seek clues to reveal a serial killer by investigating crime scene. This game use three-dimensional graphics and virtual reality headset. The game uses a remote Virtual reality to pick up item and move. This game created by Unity game engine with C# as programming language and photoshop to make object, and to edit image. Testing was done with the blackbox testing, alpha testing by lecturer, and beta testing by surveying 30 respondens. Respondens show that the “Detective Adventure” is an interesting game to play.
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Kesselman, Martin. "Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone". Library Hi Tech News 33, n.º 4 (6 de junio de 2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.

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Purpose Google Cardboard has brought virtual reality experiences to anyone with a smartphone and low-cost glasses, the first ones provided by Google made of Cardboard! Design/methodology/approach Due to its extremely low cost, many applications are burgeoning the field, and the technology has created new opportunities for libraries in creating virtual immersive experiences for their users. Findings Low-cost virtual-reality cameras are coming on the scene too that will allow libraries to develop documentaries of community information, tours and educational/information experiences. Originality/value The references below, run the gamut of what Google Cardboard is all about, new applications, new viewers based on Google’s offerings and opportunities on the horizon. This is definitely a technology that is taking everyone by storm!
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Tesis sobre el tema "Google Cardboard (Virtual reality headset)"

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Salas, Noain Diego y Del Casillo Miguel Andres Delgado. "Videojuego de realidad virtual para realizar ejercicios en bicicleta estacionaria mediante el uso de un sistema de detección de movimiento y visor Google Cardboard". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655365.

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A pesar del amplio conocimiento de los beneficios que la actividad física puede brindar para mejorar el estado de salud y prevenir cierto tipo de enfermedades crónicas no transmisibles a largo plazo, existen diversas limitaciones que dificultan que las personas puedan ejercitarse de forma regular como la falta de tiempo por sus condiciones laborales, tráfico en el traslado cotidiano y, más recientemente, un contexto de pandemia que limita los lugares y horas en que las que pueden salir a realizar todo tipo de actividades. Si bien muchas personas cuentan con bicicletas, ergómetros u otros equipos de entrenamiento dentro de sus casas, no todas ellas están dispuestas a seguir una rutina de ejercicios. Una de las principales razones por las que las personas no realizan ejercicios de forma regular es la falta de motivación y la falta de resultados a corto plazo. Actualmente existen diversas investigaciones que buscan resolver este problema a través de la adición de componentes lúdicos con diversos tipos de contenido añadido. Precisamente, los exergames de realidad virtual han demostrado influir positivamente en la motivación de las personas para permitir que estas puedan ejercitarse de manera divertida y prolongada. Por ello, el presente trabajo tiene por finalidad sentar una base de conocimiento para la implementación un exergame de realidad virtual para bicicletas estacionarias que afecte positivamente las necesidades psicológicas de las personas con la finalidad de mantenerlas motivadas a través de técnicas de gamificación que serán validadas en base a los resultados de investigaciones previas.
Despite extensive knowledge that Physical activity can contribute to maintain a healthy condition and decrease the probabilities to suffer non-contagious chronic diseases in the long term, there are several limitations that prevent people from exercising regularly like lack of time due to working conditions, traffic in daily commute and, more recently, a pandemic context that limits the places and hours in which they can go out to do all kinds of activities. Although many people have bicycles, ergometers and other sorts of training machines, not all of them are willing to maintain a regular exercise routine. One of the main reasons for which people don´t exercise regularly is due to lack of motivation and no evident short-term results. Currently, there are plenty of investigations that seek to solve this problem by adding different sorts of ludic components with varied content. Precisely, virtual reality exergames have been shown to positively influence people's motivation to allow them to exercise in a fun and prolonged way. Therefore, the present work aims to establish a knowledge base for the implementation of a virtual reality exergame for stationary bicycles that positively affects the psychological needs of people in order to keep them motivated through gamification techniques that will be validated based on the results of previous research.
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Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.

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This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those AV concepts using only a monocular RGB camera as sensor: monocular visual SLAM (mvSLAM) and Structure from Motion (SfM). Two lists of requirements were constructed, formalising the notions of AV and consumer-accessibility. A search process was then conducted, where existing software packages were evaluated for their suitability to be included in a piece of software fulfilling all requirements. The evaluations of SfM systems were made in combination with Multi-View Stereo (MVS) systems – a necessary complement for achieving visible shape reconstruction using a system that outputs point clouds. After thoroughly evaluating a variety of software, it was concluded that consumer-accessible AV can not currently be achieved by combining existing packages, due to several issues. While future hardware performance increases and new software implementations would solve complexity and availability issues, some inaccuracy and usability issues are inherent to the limitation of using a monocular camera.
Detta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
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Chang, Wei-Chen y 張瑋晨. "Virtual Reality English Learning Space Implementation -Google Cardboard". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/yakkvr.

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碩士
國立交通大學
理學院科技與數位學習學程
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With the growth of ever-changing technology, cellphones have become essential in our daily life. If we can turn cellphones into learning tools, it will surely improve students learning efficiency. According to current curriculum guidelines in Taiwan, English is an important subject. However, while viewing the existing learning apps in the app store, we can only find rigid English vocabulary practice apps, English video clips with sentence pattern drills or materials related to grammars. Those apps do little help to students’ speaking ability, not to mention to motivate students. In order to improve students’ English speaking ability and boost their interest in learning English, we came up with a new Virtual Reality teaching apps in the study. Apart from using Virtual Reality to boost students interests in learning English, users can practice English conversation through being the main character in the game with the help of AI assistant (provided by IBM Watson service). The students can practice conversation with the characters through their cellphones. This study chose the Virtual Reality equipment “Cardboard” due to its low price and easy access. In the end, we help to benefit the English learners through this study. We also hope this study can help English is not only confined to memorizing vocabulary and English textbook mechanically but also being used authentically.
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Libros sobre el tema "Google Cardboard (Virtual reality headset)"

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Dillon, Roberto. 2D to VR with Unity5 and Google Cardboard. Taylor & Francis Group, 2017.

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Dillon, Roberto. 2D to VR with Unity5 and Google Cardboard. CRC Press LLC, 2017.

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Dillon, Roberto. 2D to VR with Unity5 and Google Cardboard. Taylor & Francis Group, 2017.

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2D to VR with Unity5 and Google Cardboard. CRC Press LLC, 2017.

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Rogers, Rick. Visualizing Data with Virtual Reality: Immersive Visualization of Data Analytics Using Unity, Oculus Rift, Samsung Gear VR and Google Cardboard. Pearson Education, Limited, 2019.

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Capítulos de libros sobre el tema "Google Cardboard (Virtual reality headset)"

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Ahmed, Towfik, Afzal Un Nayeem Chowdhury y Ziaul Hasan Mozumder. "BIO-VR: Design and Implementation of Virtual Reality-Based Simulated Biology Laboratory Using Google Cardboard with an Emphasis on Virtual Education". En Inventive Computation and Information Technologies, 867–83. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-7402-1_62.

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Oigara, James N. "Integrating Virtual Reality Tools Into Classroom Instruction". En Virtual Reality in Education, 369–81. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-8179-6.ch018.

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Virtual reality (VR) is an emerging possibility for delivering educational content and experiences to students. Virtual Reality's use in education has long been discussed however; one of the main challenges is that VR was unaffordable. Today VR has evolved; the technology is mainstreamed, inexpensive, and more accessible. This chapter will examine the benefits of using VR tools (Google Cardboard), a 3D viewer in conjunction with Smartphone, for educational applications. Related studies suggest that VR tools are effective in subjects where an interactive environment is needed.
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Oigara, James N. "Integrating Virtual Reality Tools Into Classroom Instruction". En Handbook of Research on Mobile Technology, Constructivism, and Meaningful Learning, 147–59. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3949-0.ch008.

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Virtual reality (VR) is an emerging possibility for delivering educational content and experiences to students. Virtual Reality's use in education has long been discussed however; one of the main challenges is that VR was unaffordable. Today VR has evolved; the technology is mainstreamed, inexpensive, and more accessible. This chapter will examine the benefits of using VR tools (Google Cardboard), a 3D viewer in conjunction with Smartphone, for educational applications. Related studies suggest that VR tools are effective in subjects where an interactive environment is needed.
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Sternig, Christof, Michael Spitzer y Martin Ebner. "Learning in a Virtual Environment". En Mobile Technologies and Augmented Reality in Open Education, 175–99. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2110-5.ch009.

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With the introduction of Google Cardboard, a combination of mobile devices, Virtual Reality (VR) and making was created. This “marriage” opened a wide range of possible, cheap Virtual Reality applications, which can be created and used by everyone. In this chapter, the potential of combining making, gaming and education is demonstrated by evaluating an implemented math-game prototype in a school by pupils aged 12-13. The aim of the virtual reality game is to solve math exercises with increasing difficulty. The pupils were motivated and excited by immerging into the virtual world of the game to solve exercises and advance in the game. The results of the evaluation were very positive and showed the high motivational potential of combining making and game-based learning and its usage in schools as educational instrument.
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Beauchemin, Russell William. "Augmenting Education". En Advances in Mobile and Distance Learning, 160–80. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0251-7.ch008.

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This chapter covers research surrounding augmented and virtual realities as types of mobile technologies for teaching and learning. The efficacy of these technologies as mobile learning tools will be presented and how these technologies might be used to enhance or even create contemporary classrooms such as virtual operating theatres and virtual tours while on-the-go. The chapter will also present some conclusions that can be drawn from various augmented and virtual realities research using Google Glass and Google Cardboard as well as challenges and concerns in terms of privacy and detachment from physical reality. Finally, this chapter presents examples of how Google Glass Explorers use AR devices to deconstruct traditional segmented classrooms and reconstruct modern-day learning communities where teaching, learning, collaborating, and sharing become integrated.
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Song, Shirong, Yongsheng Wang, Shike Wang, Chengze Wang y Yuting Yao. "A Unity3D Engine-Based Virtual Reality Game for Improving Cervical Mobility Using Gyroscope Controls". En Artificial Intelligence and Human-Computer Interaction. IOS Press, 2024. http://dx.doi.org/10.3233/faia240160.

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This paper introduces a virtual reality game based on the Unity3D engine, designed to enhance cervical mobility through gyroscope control in conjunction with the low-cost VR display device, Google Cardboard. The game requires players to use head movements to control in-game objects, reaching specific locations to complete levels. The paper provides a detailed account of the game’s development process, including the implementation of gyroscope control and game logic using the C# programming language. This interactive approach allows users to simultaneously enjoy entertainment while exercising their neck, thus improving cervical health. Through this research, the aim is to showcase the innovative applications of virtual reality technology in related industries and demonstrate how gamification elements can be integrated with the field of health to provide users with a more engaging and effective experience.
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Actas de conferencias sobre el tema "Google Cardboard (Virtual reality headset)"

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Mujuru, Takudzwa y Christian Lopez. "Creating Virtual Reality Teaching Modules for Low-Cost Headsets". En ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-72084.

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Abstract In the past few years, remote learning has been on a trend of steady growth and it is projected to remain on that course in the years to come. Additionally, the global COVID-19 pandemic forced a shift to remote learning which accelerated the existing trend to remote education. Unfortunately, learners find remote classes less engaging than traditional face-to-face classes. One technology that has shown great potential to improve students’ engagement, both in face-to-face classes and remote classes, is Virtual Reality (VR). Nevertheless, while educators are no longer limited to expensive, high-tech, and high-fidelity VR hardware thanks to the introduction of low-cost, low fidelity headset, like the Google Cardboard, educators are still limited in getting relevant content and find it difficult to create their own VR teaching modules. With the objective to address these limitations, this work introduces a new process to create VR content that is easy, rapid, and affordable for educators to adopt and implement into their curriculum. The results indicate great potential for low-cost VR in remote learning as the sample of students in this study reported that they enjoyed the ‘first-hand experience’ of touring places that were inaccessible to them due to the pandemic. However, the findings also show a strong need to address usability issues such as blurriness and dizziness.
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Florea, Andrei george y Catalin Buiu. "USING A WEB-BASED FRAMEWORK TO BUILD AND EXPERIMENT WITH VIRTUAL REALITY WORLDS". En eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-037.

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As computing power and ubiquity increase, so do the opportunities of enhancing every day activities using technologies such as augmented (AR) or virtual reality (VR). While the former has seen extensive use on assembly/service lines, the latter has broader usage domains such as entertainment, remote meetings, remote medical assistance, social networking and many other. Preparing future VR developers usually requires expensive hardware and software as well as prebuilt environments. This paper proposes a novel method of teaching VR to students using A-FRAME, an open-source framework that promises to make VR as easy to create as a web page. The framework extends the Hyper-Text Markup Language (HTML) and Javascript, that together form the basis of all web-pages, by adding VR specific objects and functions thus allowing VR to be integrated into normal web pages. The paper presents the traditional and eLearning methods used to teach students how to assemble a virtual world, add real-life objects (a TV, a DSLR camera and a smart phone) and a user-interface, all with the end objective of building a virtual electronics shop. The virtual shop has all the features of its real counterpart such as commercials on TV-screens, text details as well as a 360-degree view of each product. Each separate task was taught as a challenge that involved different software tools and methods. The template application can be tested online on any computer or mobile phone (even using Google cardboard-like headsets) or dedicated VR headsets. All associated material and source code is available on Github.
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Patterson, Kate. "Genome gazing: A 360° stereoscopic animation for Google cardboard". En 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892367.

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Greenwald, Scott W., Luke Loreti, Markus Funk, Ronen Zilberman y Pattie Maes. "Eye gaze tracking with google cardboard using purkinje images". En VRST '16: 22th ACM Symposium on Virtual Reality Software and Technology. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2993369.2993407.

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Powell, Wendy, Vaughan Powell, Phillip Brown, Marc Cook y Jahangir Uddin. "Getting around in google cardboard – exploring navigation preferences with low-cost mobile VR". En 2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR). IEEE, 2016. http://dx.doi.org/10.1109/wevr.2016.7859536.

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6

Nascimento, Thamer Horbylon, Fabrizzio Alphonsus A. M. Nunes Soares, Danilo Vieira Oliveira, Rogerio Lopes Salvini, Ronaldo Martins da Costa y Cristhiane Goncalves. "Method for Text Input with Google Cardboard: An Approach Using Smartwatches and Continuous Gesture Recognition". En 2017 19th Symposium on Virtual and Augmented Reality (SVR). IEEE, 2017. http://dx.doi.org/10.1109/svr.2017.36.

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Poltorak, Alexandra, Charli Hooper y Yang Cai. "Holograms for Minimally Invasive Surgery Training and Planning". En 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004848.

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The medical field has rapidly adopted Minimally Invasive Surgery (MIS) as a powerful alternative to traditional surgery as it reduces infection, pain, hospital stays, and costs. Despite these benefits, the in-depth knowledge of procedures coupled with the variety of tools used requires extensive training and technical planning for successful surgery. Prevailing Virtual Reality (VR) and Augmented Reality (AR) applications enable a broad spectrum of MIS training and pre-surgery planning. However, these currently existing systems are bulky, complex, and expensive and have had poor adoption rates in the field attributed to a lack of knowledge and financial barriers2. In this paper, we present a novel low-cost approach to develop a mobile hologram platform for MIS surgery training and potentially pre-surgery planning. Our developmental process consists of converting a patient's CT DICOM data to a 3D model using region of interest identification and volumetric or surface rendering. We prioritize realistic model texturing as the texture has a significant impact on visual perception and potential for use in medical diagnosis. The realistic 3D model can then be displayed on a variety of accessible devices such as mobile phones, 2D tablets, 3D tablets, and phone-based Google Cardboards or HUD headsets, all with their tradeoffs. The integration of models with devices can rely on different software for development, in our instances exploring the capabilities of Unity, Unreal, React, and XCode. Using this software, we then developed an overlay functionality that tracks aspects of the physical world and places the virtual 3D model on physical models of organs, mannequins, and/or live humans, allowing for real-world replications of medically relevant augmented scenes. An integral part of surgical practices is incisions that can cause blood flow. This is a feature we are mimicking with fluid dynamics and implementing using particle systems to yield a high-quality real-world medical training platform. To use these realistic models for MIS training, we developed specific controls based on ergonomics research that were suited for each platform. We experimented with approaches such as hand-tracking and touch-based screen gesture controls to tailor usability to device specifications. Finally, to improve perceptual adaptation, we focus on the disparate distance as it plays a critical role in user experience. Further development in user interactions and surgical design is required to allow for pre-surgical planning functionality on our applications.
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Boel, Carl, Tijs Rotsaert, Tammy Schellens y Martin Valcke. "SIX YEARS AFTER GOOGLE CARDBOARD: WHAT HAS HAPPENED IN THE CLASSROOM? A SCOPING REVIEW OF EMPIRICAL RESEARCH ON THE USE OF IMMERSIVE VIRTUAL REALITY IN SECONDARY EDUCATION". En 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.1524.

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Loeb, Helen S., Jaime Hernandez, Chase Leibowitz, Benjamin Loeb, Erick Guerra y Rahul Mangharam. "Leveraging the Internet to Drive a Real Car in the Virtual Earth 3D Model". En WCX SAE World Congress Experience. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2024. http://dx.doi.org/10.4271/2024-01-2878.

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<div class="section abstract"><div class="htmlview paragraph">Digital mapping tools have become indispensable for road navigation. Applications like Waze and Google Maps harness the power of satellite imagery to provide precise visualization of GPS coordinates. The field advanced significantly in May 2023 with the introduction of dynamic 3D representations of the Earth. Companies such as Cesium now offer Unity3D and Unreal Engine Application Programming Interface that can be applied to geospatial applications. These images are no longer static and offer the opportunity to provide seamless continuous navigation.</div><div class="htmlview paragraph">Driving simulation has been widely used for training and research. We investigate with this project the potential of this new geospatial database as a tool for scenario development to study manual and autonomous driving. We present an in-vehicle driving simulation integration that employs a real steering wheel and pedals from a stationary vehicle as controls. The visual experience is delivered through the Meta Quest Headset through an overlay in a Mixed Reality environment.</div><div class="htmlview paragraph">Two case scenarios are examined. The first case involves navigating downtown Denver. The use of photorealistic representations of Denver's buildings offers an immersive experience, although the 3D topology presents some irregularities. These irregularities result from the limited number of polygons used for the digital modeling, especially on flat surfaces like roads and pavements.</div><div class="htmlview paragraph">The second scenario leverages the hilly landscapes outside Denver. These areas, characterized by arid, treeless terrain typical of Colorado, offer a smooth driving experience. Still, the technology incorporates projection such as phantom cars, flat images of vehicles on the roadway that were captured during satellite data acquisition. We explore opportunities to address these inaccuracies and enhance the environment for a more realistic and immersive driving experience.</div></div>
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10

Antoine Moinnereau, Marc, Tiago Henrique Falk y Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences". En 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.

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It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome and long preparation times (e.g., placing electroencephalography caps, gel, test impedances) which could be overwhelming for gamers. To overcome this limitation, we have recently developed an instrumented “plug-and-play” virtual reality head-mounted display (termed iHMD) [4] which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; electromyography, EMG; and electrooculography, EoG) into the HMD. A portable bioamplifier is used to collect, stream, and/or store the biosignals in real-time. Moreover, a software suite has been developed to automatically measure signal quality [5], enhance the biosignals [6, 7, 8], infer breathing rate from the ECG [9], and extract relevant HIFs from the post-processed signals [3, 10, 11]. More recently, we have also developed companion software to allow for use and monitoring of the device at the gamer’s home with minimal experimental supervision, hence exploring its potential use truly “in the wild”. The iHMD, VR controllers, and a laptop, along with a copy of the Half-Life: Alyx videogame, were dropped off at the homes of 10 gamers who consented to participate in the study. All public health COVID-19 protocols were followed, including sanitizing the iHMD in a UV-C light chamber and with sanitizing wipes 48h prior to dropping the equipment off. Instructions on how to set up the equipment and the game, as well as a google form with a multi-part questionnaire [12] to be answered after the game were provided via videoconference. The researcher remained available remotely in case any participant questions arose, but otherwise, interventions were minimal. Participants were asked to play the game for around one hour and none of the participants reported cybersickness. This paper details the obtained results from this study and shows the potential of measuring HIFs from ExG signals collected “in the wild,” as well as their use in remote gaming experience monitoring. In particular, we will show the potential of measuring gamer engagement and sense of presence from the collected signals and their influence on overall experience. The next steps will be to use these signals and inferred HIFs to adjust the game in real-time, thus maximizing the experience for each individual gamer.References[1] Perkis, A., et al, 2020. QUALINET white paper on definitions of immersive media experience (IMEx). arXiv preprint arXiv:2007.07032.[2] Gupta, R., et al, 2016. Using affective BCIs to characterize human influential factors for speech QoE perception modelling. Human-centric Computing and Information Sciences, 6(1):1-19.[3] Clerico, A., et al, 2016, Biometrics and classifier fusion to predict the fun-factor in video gaming. In IEEE Conf Comp Intell and Games (pp. 1-8).[4] Cassani, R., et al 2020. Neural interface instrumented virtual reality headsets: Toward next-generation immersive applications. IEEE SMC Mag, 6(3):20-28.[5] Tobon, D. et al, 2014. MS-QI: A modulation spectrum-based ECG quality index for telehealth applications. IEEE TBE, 63(8):1613-1622.[6] Tobón, D. and Falk, T.H., 2016. Adaptive spectro-temporal filtering for electrocardiogram signal enhancement. IEEE JBHI, 22(2):421-428.[7] dos Santos, E., et al, 2020. Improved motor imagery BCI performance via adaptive modulation filtering and two-stage classification. Biomed Signal Proc Control, Vol. 57.[8] Rosanne, O., et al, 2021. Adaptive filtering for improved EEG-based mental workload assessment of ambulant users. Front. Neurosci, Vol.15.[9] Cassani, R., et al, 2018. Respiration rate estimation from noisy electrocardiograms based on modulation spectral analysis. CMBES Proc., Vol. 41.[10] Tiwari, A. and Falk, T.H., 2021. New Measures of Heart Rate Variability based on Subband Tachogram Complexity and Spectral Characteristics for Improved Stress and Anxiety Monitoring in Highly Ecological Settings. Front Signal Proc, Vol.7.[11] Moinnereau, M.A., 2020, Saccadic Eye Movement Classification Using ExG Sensors Embedded into a Virtual Reality Headset. In IEEE Conf SMC, pp. 3494-3498.[12] Tcha-Tokey, K., et al, 2016. Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments. Intl J Virtual Reality, 16:33-48.
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