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