Artículos de revistas sobre el tema "Virtual reality in medicine"

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1

Kaltenborn, K. F. y O. Rienhoff. "Virtual Reality in Medicine". Methods of Information in Medicine 32, n.º 05 (1993): 407–17. http://dx.doi.org/10.1055/s-0038-1634953.

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AbstractVirtual reality (VR), as part of computer science, allows computer-based models of the real world to be generated, and provides humans with a means to interact with these models through new human-computer interfaces and, thus, to nearly realistically experience these models. This contribution explores the technical requirements for VR, describes technological advances and deficits, and analyzes the framework for future technological research and development. Although some non-medical applications are discussed, this contribution focuses primarily on medical applications of VR and outlines future prospects of medical VR applications. Finally, possible hazards arising from the use of VR are discussed. The authors recommend an interdisciplinary approach to technology assessment of VR.
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Brajčić, Hrvoje y Mirna Šitum. "Virtual Reality in Medicine". Knj. 50-51(2020) 543, n.º 50-51 (2020): 39–43. http://dx.doi.org/10.21857/yq32oh2jn9.

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Akay, M. "Virtual Reality in Medicine". IEEE Engineering in Medicine and Biology Magazine 15, n.º 2 (marzo de 1996): 14. http://dx.doi.org/10.1109/memb.1996.486712.

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Szekely, G. y R. M. Satava. "Virtual reality in medicine". BMJ 319, n.º 7220 (13 de noviembre de 1999): 1305. http://dx.doi.org/10.1136/bmj.319.7220.1305.

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5

Weghorst, Suzanne. "Virtual reality in medicine". Artificial Intelligence in Medicine 6, n.º 4 (agosto de 1994): 277–79. http://dx.doi.org/10.1016/0933-3657(94)90032-9.

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King, Spencer B. "When Medicine Meets Virtual Reality". JACC: Cardiovascular Interventions 3, n.º 6 (junio de 2010): 691–92. http://dx.doi.org/10.1016/j.jcin.2010.05.002.

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7

Rosen, J. M., H. Soltanian, R. J. Redett y D. R. Laub. "Evolution of virtual reality [Medicine]". IEEE Engineering in Medicine and Biology Magazine 15, n.º 2 (1996): 16–22. http://dx.doi.org/10.1109/51.486713.

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8

Fox, Jesse, Dylan Arena y Jeremy N. Bailenson. "Virtual Reality". Journal of Media Psychology 21, n.º 3 (enero de 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.
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9

Rogozovs, Niks y Ivars Meirāns. "VIRTUAL REALITY". HUMAN. ENVIRONMENT. TECHNOLOGIES. Proceedings of the Students International Scientific and Practical Conference, n.º 24 (22 de abril de 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.
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10

Cooper, Carol. "Virtual reality". Lancet 352, n.º 9135 (octubre de 1998): 1234–35. http://dx.doi.org/10.1016/s0140-6736(05)60590-9.

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Hoffman, H. y D. Vu. "Virtual reality". Academic Medicine 72, n.º 12 (diciembre de 1997): 1076–81. http://dx.doi.org/10.1097/00001888-199712000-00018.

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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, n.º 3 (marzo de 2003): 349–52. http://dx.doi.org/10.1007/s10350-004-6554-9.

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13

Camp, J. J., B. M. Cameron, D. Blezek y R. A. Robb. "Virtual reality in medicine and biology". Future Generation Computer Systems 14, n.º 1-2 (junio de 1998): 91–108. http://dx.doi.org/10.1016/s0167-739x(98)00023-5.

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14

Knoll, Matthias y Stefan Stieglitz. "Augmented Reality und Virtual Reality". HMD Praxis der Wirtschaftsinformatik 59, n.º 1 (febrero de 2022): 1–5. http://dx.doi.org/10.1365/s40702-022-00841-4.

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15

Cole, Jane. "Virtual reality". Human & Experimental Toxicology 14, n.º 7 (julio de 1995): 616–18. http://dx.doi.org/10.1177/096032719501400712.

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16

Hamilton, Melinda F. "Virtual Reality". Pediatric Critical Care Medicine 20, n.º 6 (junio de 2019): 587–88. http://dx.doi.org/10.1097/pcc.0000000000001931.

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17

Riva, Giuseppe, Brenda K. Wiederhold y Fabrizia Mantovani. "Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine". Cyberpsychology, Behavior, and Social Networking 22, n.º 1 (enero de 2019): 82–96. http://dx.doi.org/10.1089/cyber.2017.29099.gri.

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Gonsalves, Jesleena. "Virtual Reality in HealthCare". INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, n.º 04 (1 de abril de 2024): 1–5. http://dx.doi.org/10.55041/ijsrem29873.

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This paper examines how Virtual Reality (VR) is used in healthcare, especially in medical training, patient care, and therapy. It uses a mix of methods, like looking at literature, case studies, and talking to experts, to see how VR affects how healthcare is given. The results show that VR gives people a truly immersive experience that helps them learn more about medicine, get better health outcomes, and come up with new ways to manage pain, rehabilitate, and treat mental health problems. The paper also talks about the challenges and chances that come with using VR in healthcare and how it could get better in the future. Keywords—Virtual Reality, Medical training, Medical Simulations.
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19

Banerjee, P. Pat, Cristian J. Luciano y Silvio Rizzi. "Virtual Reality Simulations". Anesthesiology Clinics 25, n.º 2 (junio de 2007): 337–48. http://dx.doi.org/10.1016/j.anclin.2007.03.005.

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Akar, Joseph G. y James P. Hummel. "Editorial commentary: Virtual medicine—A better reality?" Trends in Cardiovascular Medicine 26, n.º 8 (noviembre de 2016): 731–32. http://dx.doi.org/10.1016/j.tcm.2016.06.012.

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21

Robb, R. "Virtual reality in medicine: A personal perspective". Journal of Visualization 5, n.º 4 (diciembre de 2002): 317–26. http://dx.doi.org/10.1007/bf03182346.

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Satava, Richard M. "Virtual reality and telepresence for military medicine". Computers in Biology and Medicine 25, n.º 2 (marzo de 1995): 229–36. http://dx.doi.org/10.1016/0010-4825(94)00006-c.

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23

Kallinowski, F. "5th Congress on Medicine meets Virtual Reality". Gefässchirurgie 2, n.º 2 (1997): 108. http://dx.doi.org/10.1007/s007720050019.

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24

Hargreaves, Ian C. "Virtual reality simulators". ANZ Journal of Surgery 73, n.º 3 (marzo de 2003): 163. http://dx.doi.org/10.1046/j.1445-2197.2003.02658.x.

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Kollár, János. "Inclusive society – Reality and virtual reality". Gyermeknevelés 10, n.º 2–3 (7 de mayo de 2022): 61–71. http://dx.doi.org/10.31074/gyntf.2022.3.61.71.

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After clarifying the concept of inclusivity, the chapter lists the factors that need to be borne in mind by a society that treats people with disabilities as equal citizens. Possible means to achieve this goal are properly applied virtual reality methods. The chapter highlights some of the methods that can be applied to people with autism, learning disabilities, cerebral palsy, and wheelchairs, and to help these people with disabilities live as independent life as possible for them. The tools of virtual reality can also play an important role in sensitizing and shaping attitudes in an inclusive society. The third part of the chapter focuses on these possibilities.
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26

McGrath, Cormac. "Virtual reality MRI". Physica Medica 52 (agosto de 2018): 169–70. http://dx.doi.org/10.1016/j.ejmp.2018.06.030.

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ÖZDEMİR, Gökhan, Berkman ALBAYRAK, Emir YÜZBAŞIOĞLU y Yeşim ÖLÇER US. "Virtual Articulators, Virtual Occlusal Records and Virtual Patients in Dentistry". Journal of Experimental and Clinical Medicine 38, SI-2 (19 de mayo de 2021): 129–35. http://dx.doi.org/10.52142/omujecm.38.si.dent.9.

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Digital technology is broadly used in almost every part of medicine. As tools of digital technology, augmented reality and virtual reality have been adopted in all disciplines of dentistry and dental education. In particular, virtual articulators have allowed for a full analysis of occlusion with dental models that can simulate all mandibular movements in static and dynamic positions. When combined with additional software, virtual articulators can also enhance education and practice, allow for quicker and more precise individualized diagnoses and enable discussions of dental treatment planning options with patients during their first appointment. This article reviews the requirements for virtual articulators and occlusal recordings and assesses their advantages and disadvantages in various aspects.
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Krishnamurth, Vallidevi, Nagarajan K. K., D. Venkata Vara Prasad, Ganesh Kumar, Arjith Natarajan, Shailesh Saravanan, Akshaya Natarajan, Shankaran Murugan y Dattuluri Rushitaa. "Augmented reality and virtual reality in our daily life". International Journal of Informatics and Communication Technology (IJ-ICT) 9, n.º 3 (1 de diciembre de 2020): 205. http://dx.doi.org/10.11591/ijict.v9i3.pp205-211.

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Augmented reality, the new age technology, has widespread applications in every field imaginable. This technology has proven to be an inflection point in numerous verticals, improving lives and improving performance. In this paper, we explore the various possible applications of Augmented Reality (AR) in the field of Medicine. The objective of using AR in medicine or generally in any field is the fact that, AR helps in motivating the user, making sessions interactive and assist in faster learning. In this paper, we discuss about the applicability of AR in the field of medical diagnosis. Augmented reality technology reinforces remote collaboration, allowing doctors to diagnose patients from a different locality. Additionally, we believe that a much more pronounced effect can be achieved by bringing together the cutting edge technology of AR and the lifesaving field of Medical sciences. AR is a mechanism that could be applied in the learning process too. Similarly, virtual reality could be used in the field where more of practical experience is needed such as driving, sports, neonatal care training.
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Morimoto, Tadatsugu, Takaomi Kobayashi, Hirohito Hirata, Koji Otani, Maki Sugimoto, Masatsugu Tsukamoto, Tomohito Yoshihara, Masaya Ueno y Masaaki Mawatari. "XR (Extended Reality: Virtual Reality, Augmented Reality, Mixed Reality) Technology in Spine Medicine: Status Quo and Quo Vadis". Journal of Clinical Medicine 11, n.º 2 (17 de enero de 2022): 470. http://dx.doi.org/10.3390/jcm11020470.

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In recent years, with the rapid advancement and consumerization of virtual reality, augmented reality, mixed reality, and extended reality (XR) technology, the use of XR technology in spine medicine has also become increasingly popular. The rising use of XR technology in spine medicine has also been accelerated by the recent wave of digital transformation (i.e., case-specific three-dimensional medical images and holograms, wearable sensors, video cameras, fifth generation, artificial intelligence, and head-mounted displays), and further accelerated by the COVID-19 pandemic and the increase in minimally invasive spine surgery. The COVID-19 pandemic has a negative impact on society, but positive impacts can also be expected, including the continued spread and adoption of telemedicine services (i.e., tele-education, tele-surgery, tele-rehabilitation) that promote digital transformation. The purpose of this narrative review is to describe the accelerators of XR (VR, AR, MR) technology in spine medicine and then to provide a comprehensive review of the use of XR technology in spine medicine, including surgery, consultation, education, and rehabilitation, as well as to identify its limitations and future perspectives (status quo and quo vadis).
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Salinas Velastegui, Verónica Gabriela, Gloria Alexandra Llerena Morales, Andrea Alexandra Tufiño Aguilar y Evelyn Thalia Caicedo Peña. "Virtual reality in medical education". Medwave 23, S1 (1 de septiembre de 2023): eUTA296. http://dx.doi.org/10.5867/medwave.2023.s1.uta296.

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Introducción Hablar de realidad virtual es incluir diversas técnicas informáticas y tecnológicas, que mediante la inmersión en una escena digital e interactiva facilitan la práctica y el entrenamiento en los diferentes campos educativos incluido el campo médico, actualmente existen dispositivos enfocados a la integración de todos los sentidos como son: sofisticados visores, tecnología de audio en varias dimensiones, resolución de pantallas con percepciones de profundidad, todo esto a tiempo real y con grandes potenciales para percibir, recibir y analizar información, con el objetivo de prevenir, disminuir y eliminar errores médicos. Objetivos Enlazar la educación médica y la implementación de equipos de realidad virtual para la disminución de errores. Método revisión documental, secundaria de tipo revisión narrativa, con el objetivo de enlazar la realidad virtual y su uso en la enseñanza Médica. Principales resultados La realidad virtual basada en pantalla, entornos de realidad virtual y mundos virtuales, ha sido ampliamente usada para adquirir habilidades a nivel endoscópico ya que permite realizar actividades repetitivas, que van mejorando conforme se repite las escenas. Los entornos de realidad virtual inmersiva son utilizados para desarrollar habilidades cognitivas, psicomotoras y afectivas en los estudiantes. Conclusiones La inclusión de la realidad virtual en escenarios de aprendizaje ayuda a adquirir conocimientos fomentados en entornos tridimensionales con gran cantidad de herramientas que simulan estados cognositivos, mismos que disminuyen las probabilidades de cometer errores en la práctica médica, herramientas que han permitido la accesibilidad a la educación a nivel mundial.
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Agastya, I. Gede Eka Agung Agastya. "PENGGUNAAN VIRTUAL REALITY DAN AUGMENTED REALITY DALAM PENDIDIKAN KEDOKTERAN". National Conference on Applied Business, Education, & Technology (NCABET) 3, n.º 1 (15 de marzo de 2024): 806–15. http://dx.doi.org/10.46306/ncabet.v3i1.171.

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Virtual Reality (VR) and Augmented Reality (AR) are digital technologies that enable automation and can be used in fields where repetitive tasks need to be done and need to be perfected. One of the uses of VR and AR in the medical field is medical education. In Indonesia, medical education so far still uses conventional methods such as using cadavers to learn anatomy. Given the variety of skills that can be practiced with VR, coupled with the wide reach and convenience of digital education, this can be a very useful educational tool for medical students. This research will discuss the use of VR and AR in medical education using the systematic literature review (SLR) method where this research was carried out by systematically reviewing and identifying journals. The results of this research showed that there was use of VR and AR in teaching Anatomy and Physiology in basic medical sciences and there was also use of VR in clinical medicine, especially in surgery, cardiopulmonary resuscitation and endotracheal tube installation. The use of VR and AR can also increase training hours for medical students' clinical skills
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Aghapour, Masoud y Barbara Bockstahler. "State of the Art and Future Prospects of Virtual and Augmented Reality in Veterinary Medicine: A Systematic Review". Animals 12, n.º 24 (13 de diciembre de 2022): 3517. http://dx.doi.org/10.3390/ani12243517.

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Virtual reality and augmented reality are new but rapidly expanding topics in medicine. In virtual reality, users are immersed in a three-dimensional environment, whereas in augmented reality, computer-generated images are superimposed on the real world. Despite advances in human medicine, the number of published articles in veterinary medicine is low. These cutting-edge technologies can be used in combination with existing methods in veterinary medicine to achieve diagnostic/therapeutic and educational goals. The purpose of our review was to evaluate studies for their use of virtual reality and augmented reality in veterinary medicine, as well as human medicine with animal trials, to report results and the state of the art. We collected all of the articles we included in our review by screening the Scopus, PubMed, and Web of Science databases. Of the 24 included studies, 11 and 13 articles belonged to virtual reality and augmented reality, respectively. Based on these articles, we determined that using these technologies has a positive impact on the scientific output of students and residents, can reduce training costs, and can be used in training/educational programs. Furthermore, using these tools can promote ethical standards. We reported the absence of standard operation protocols and equipment costs as study limitations.
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33

Chan, Cliburn y Thomas B. Kepler. "Computational Immunology – From Bench to Virtual Reality". Annals of the Academy of Medicine, Singapore 36, n.º 2 (15 de febrero de 2007): 123–27. http://dx.doi.org/10.47102/annals-acadmedsg.v36n2p123.

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Drinking from a fire-hose is an old cliché for the experience of learning basic and clinical sciences in medical school, and the pipe has been growing fatter at an alarming rate. Of course, it does not stop when one graduates; if anything, both the researcher and clinician are flooded with even more information. Slightly embarrassingly, while modern science is very good at generating new information, our ability to weave multiple strands of data into a useful and coherent story lags quite far behind. Bioinformatics, systems biology and computational medicine have arisen in recent years to address just this challenge. This essay is an introduction to the problem of data synthesis and integration in biology and medicine, and how the relatively new art of biological simulation can provide a new kind of map for understanding physiology and pathology. The nascent field of computational immunology will be used for illustration, but similar trends are occurring broadly across all of biology and medicine. Key words: Mathematical models, Medical informatics, Scientific visualisation, Simulation, Systems biology
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OYAMA, HIROSHI. "Clinical Applications of Virtual Reality for Palliative Medicine". CyberPsychology & Behavior 1, n.º 1 (enero de 1998): 53–58. http://dx.doi.org/10.1089/cpb.1998.1.53.

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Silva, Jennifer N. A., Michael Southworth, Constantine Raptis y Jonathan Silva. "Emerging Applications of Virtual Reality in Cardiovascular Medicine". JACC: Basic to Translational Science 3, n.º 3 (junio de 2018): 420–30. http://dx.doi.org/10.1016/j.jacbts.2017.11.009.

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Duan, Yu-yu, Jia-yao Zhang, Mao Xie, Xiao-bo Feng, Song Xu y Zhe-wei Ye. "Application of Virtual Reality Technology in Disaster Medicine". Current Medical Science 39, n.º 5 (octubre de 2019): 690–93. http://dx.doi.org/10.1007/s11596-019-2093-4.

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37

Daineko, Yevgeniya, Madina Ipalakova, Dana Tsoy, Bakhyt Alipova, Azamat Kozhakhmetov y Akkyz Mustafina. "Towards Metahospital: augmented and virtual reality in medicine". Procedia Computer Science 231 (2024): 373–78. http://dx.doi.org/10.1016/j.procs.2023.12.220.

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Kaufman, M. "Digital Information / Virtual Reality". JAPANES JOURNAL OF MEDICAL INSTRUMENTATION 73, n.º 2 (1 de febrero de 2003): 84–88. http://dx.doi.org/10.4286/ikakikaigaku.73.2_84.

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Pal, Rita. "Cybermedics—a virtual reality". BMJ 331, n.º 7527 (26 de noviembre de 2005): s234.2—s234. http://dx.doi.org/10.1136/bmj.331.7527.s234-a.

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40

Andreae, M. H. "Virtual reality in rehabilitation". BMJ 312, n.º 7022 (6 de enero de 1996): 4–5. http://dx.doi.org/10.1136/bmj.312.7022.4.

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Tanaka, Candie. "Virtual Reality in Libraries". Pathfinder: A Canadian Journal for Information Science Students and Early Career Professionals 4, n.º 1 (8 de septiembre de 2023): 162. http://dx.doi.org/10.29173/pathfinder75.

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Research Question: Can Virtual Reality (VR) Create a Fourth Space in Libraries that is a safer space for 2SLGTBQ+ and IBPOC people? Libraries are considered third places between work and home, if there is access to VR could that create a fourth space for individuals with intersectional identities to explore in library settings?
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Khairunisa, Yuyun, Yeni Nurhasanah y Ratu Verlaili. "Virtual Job Fair Information System Design Based on Augmented Reality/Virtual Reality". Sinkron 7, n.º 4 (13 de octubre de 2022): 2449–61. http://dx.doi.org/10.33395/sinkron.v7i4.11795.

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Organizing a job fair is one of the steps to bridge the needs of companies in finding workers and the needs of job seekers to find work. Creative Media State Polytechnic (Polimedia) as a vocational college provides support to alumni to get decent jobs and according to their fields of expertise. In accordance with one of the Main Performance Indicators (KPI) of higher education, namely graduates get decent jobs [1]. However, currently Polimedia does not have a system that supports the implementation of the job fair or is still done manually. Research with the theme of developing virtual job fair information systems based on augmented reality and virtual reality has two objectives. The first objective is to develop an information system that assists the process of posting job vacancies and allows users to register for available vacancies. Then the second is to facilitate virtual job fairs. Because apart from the impact of the COVID-19 pandemic, holding a virtual job fair can be a distinct advantage for alumni who are looking for work because they can significantly save transportation and accommodation costs. The system development methodology used is the System Development Lyfe Cycle (SDLC) with the waterfall method. The waterfall method is divided into five stages, namely the analysis, design, implementation, testing and support stages. The design phase uses the Unified Modeling Language (UML), namely use case diagrams and entity relationship diagrams, while the implementation phase of augmented reality uses 3D modeling, markers and interface adjustments. In addition, the design of augmented reality and virtual reality applications uses the A-FRAME framework.
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RIVA, GIUSEPPE. "Virtual Reality in Psychological Assessment: The Body Image Virtual Reality Scale". CyberPsychology & Behavior 1, n.º 1 (enero de 1998): 37–44. http://dx.doi.org/10.1089/cpb.1998.1.37.

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Grebnyakova, Darya A. y Yaroslava I. Shilkina. "Ethical issues associated with the use of virtual reality in medicine". Digital Diagnostics 4, n.º 1S (26 de junio de 2023): 33–34. http://dx.doi.org/10.17816/dd430336.

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Due to improvements in the medical techniques used, virtual reality technologies are increasingly used to treat various diseases. Simultaneously, various ethical issues emerged. Knowing exactly what problems the treating physician and the patient may be facing is important to increase the effectiveness of therapy. This will help minimize or at least prevent negative consequences. A qualitative secondary study was conducted on the ethical issues arising from the application of virtual reality technologies in treatment. Papers suitable for analysis were searched using the keywords virtual reality, ethical issues, and medicine. The works of the last 10 years were selected, most of the sources being at most 5 years old. After analyzing papers and studies which describe the experience of applying virtual reality technologies in medicine, the range of ethical problems that are currently relevant was determined most accurately. Firstly, the vulnerability of patients is evident, which arises from the realism of the avatars and the deep immersion in the virtual world. Without the physicians supervision, the patient may experience a high degree of psychological pressure, which has a negative effect. Secondly, strong emotional involvement is possible, which may develop attachment to the artificial intelligence and cause derealization, depersonalization, and other mental disorders. Thirdly, active interaction with the virtual world may be accompanied by long-lasting effects, such as gaming disorder. Finally, patients may have difficulties in distinguishing between reality and simulation, which affects autonomous choice and compromises informed consent. Virtual reality technologies may potentially change the lives of trauma patients and improve their quality of life. However, these changes are accompanied by ethical issues that must be addressed with respect to the vulnerability and nature of trauma.
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EFIMOV, IGOR R. "Virtual Electrodes in Virtual Reality of Defibrillation". Journal of Cardiovascular Electrophysiology 13, n.º 7 (julio de 2002): 680–81. http://dx.doi.org/10.1046/j.1540-8167.2002.00680.x.

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46

Mabrey, Jay D., Karl D. Reinig y W. Dilworth Cannon. "Virtual Reality in Orthopaedics: Is It a Reality?" Clinical Orthopaedics and Related Research® 468, n.º 10 (18 de junio de 2010): 2586–91. http://dx.doi.org/10.1007/s11999-010-1426-1.

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47

Syah, Virda Wildan. "Kekerasan Seksual Berupa Virtual Groping Dalam Game Berbasis Virtual Reality". Jurist-Diction 5, n.º 3 (30 de mayo de 2022): 1133–52. http://dx.doi.org/10.20473/jd.v5i3.35809.

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Abstract Virtual reality is a renewable technology that allows users to feel the sensation of the real world in cyberspace. Virtual reality is actually used by people to commit crimes in the form of sexual violence through real-time virtual reality-based games. Sexual violence is carried out by players by controlling their visuals in the virtual world in the form of avatars through the real world to groping the visuals of their co-stars in the game. Although the actions taken by the perpetrators were not actually directed at the victim's body, the consequences of these actions can be felt by the victim because they use virtual reality technology. The purpose of this study was to analyze the characteristics and regulations related to sexual violence, especially virtual groping. Regulations on sexual violence have not been specifically regulated, t, this has the effect of legal obscurity and the potential for a legal vacuum so that perpetrators of sexual violence, especially virtual reality, are difficult to prosecute. This research was conducted using two approaches namely the statute approach and the conceptual approach. Keywords: Sexual Violence; Virtual Groping; Virtual Reality; Real-Time Multiplayer Game. Abstrak Virtual reality merupakan suatu teknologi yang memungkinkan pengguna merasakan sensasi dunia nyata dalam dunia maya. Virtual reality justru digunakan oleh sebagai orang untuk melakukan tindak pidana berupa kekerasan seksual melalui real-time game berbasis virtual reality. Kekerasan seksual tersebut dilakukan oleh player dengan mengendalikan visualnya di dunia maya berupa avatar melalui dunia nyata untuk melakukan tindakan groping terhadap visual lawan mainnya dalam game tersebut. Walaupun tindakan yang dilakukan oleh pelaku tidak ditujukan secara nyata terhadap tubuh korban, namun akibat daripada tindakan tersebut dapat dirasakan secara nyata oleh korban karena menggunakan teknologi virtual reality. Tujuan penelitian ini untuk menganalisis karakteristik dan peraturan yang berkaitan dengan kekerasan seksual terutama virtual groping. Regulasi kekerasan seksual belum diatur secara khusus, hal tersebut berdampak adanya kekaburan serta berpotensi adanya kekosongan hukum sehingga pelaku kekerasan seksual khususnya virtual reality sulit ditindak. Penelitian ini dilakukan dengan menggunakan dua pendekatan yaitu pendekatan perundang-undangan dan pendekatan konseptual.. Kata Kunci: Kekerasan Seksual; Virtual Groping; Virtual Reality; Real-Time Multiplayer Game.
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Hodgkin, Carolyn. "CME: From hard reality to virtual reality". Journal of Medical Marketing 9, n.º 2 (abril de 2009): 162–65. http://dx.doi.org/10.1057/jmm.2009.8.

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Qin, Jing, Yim-Pan Chui, Simon Sze-Ming Ho, Wai-Sang Poon y Pheng Ann Heng. "PPU-friendly Biomechanical Models for Virtual Medicine". International Journal of Virtual Reality 8, n.º 1 (1 de enero de 2009): 17–26. http://dx.doi.org/10.20870/ijvr.2009.8.1.2709.

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The main focus of virtual medicine is to develop and deliver virtual reality based training and computer enhanced learning in medicine. Traditionally, medical students learn diagnostic, therapeutic and surgical skills through difficult clinical training on live patients. With the change in the health economics, the advances of minimal invasive surgery (MIS) and shortening of hospitalization time, source and availability of patient for teaching become a major problem. Advanced technologies such as virtual reality, visualization and dedicated hardware accelerator for graphics or physics processing can help making the learning process more efficient, engaging and flexible. It is possible to construct immersive environments to provide realistic visualization and haptics feedbacks for anatomy education and surgical training. In this paper, we would like to share our experiences of using a newly released physics processing unit (PPU) in developing various virtual medicine applications in virtual orthopedic trauma surgery, ultrasound guide biopsy training, virtual neuro-endoscopy and telemedicine
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Robbins, Arnold. "Reality versus virtual reality: which articles, which data". Journal of Men's Health & Gender 4, n.º 4 (diciembre de 2007): 390–92. http://dx.doi.org/10.1016/j.jmhg.2007.09.003.

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