Articles de revues sur le sujet « Google Cardboard (Virtual reality headset) »
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Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees, and Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance." Journal of Paramedic Practice 12, no. 12 (2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.
Texte intégralNobrega, Felipe Augusto, and Cibele Cecílio de Faria Rozenfeld. "Virtual Reality in the Teaching of FLE in a Brazilian Public School." Languages 4, no. 2 (2019): 36. http://dx.doi.org/10.3390/languages4020036.
Texte intégralCheiran, Jean Felipe Patikowski, Adriel Rodrigues, and Marcelo Soares Pimenta. "Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices." Journal on Interactive Systems 12, no. 1 (2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.
Texte intégralMuzammil, Zeeshan, Ramji Ramaswamy Rajendran, and Alex Gordon. "Reducing stress and anxiety in cancer patients with the use of virtual reality." JCO Oncology Practice 19, no. 11_suppl (2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.
Texte intégralLai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout, and 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, no. 1 (2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.
Texte intégralMonteiro, Ana Maria Vieira, and 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, no. 2 (2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.
Texte intégralCochrane, Thomas, and Helen Sissons. "An Introduction to Immersive Reality." Pacific Journal of Technology Enhanced Learning 2, no. 1 (2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.
Texte intégralLayalia, Fina Nabilah, Abdul Rosyid, and 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, no. 2 (2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.
Texte intégralYohanes, Yohanes, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY." Jurnal Ilmu Komputer dan Sistem Informasi 8, no. 2 (2020): 329. http://dx.doi.org/10.24912/jiksi.v8i2.11545.
Texte intégralKesselman, Martin. "Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone." Library Hi Tech News 33, no. 4 (2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.
Texte intégralFarabi, Riva, Akik Hidayat, and Erick Paulus. "Implementasi Simulasi Wisata Shark Cage Diving dengan Perangkat Virtual Reality Google Cardboard Menggunakan Game Engine Unity 3D." Jurnal Informatika 1, no. 1 (2017): 19. http://dx.doi.org/10.24198/jin.v1i1.8606.
Texte intégralMecheri, Raghav. "Porting BIM Models to Virtual Reality Using Google Cardboard." Indian Journal of Computer Science 2, no. 5 (2017): 7. http://dx.doi.org/10.17010/ijcs/2017/v2/i5/118805.
Texte intégralTkachenko, Olha, and Oleksandr Ivanytskyi. "Virtual Reality: Navigation in Mobile Applications with Using Google Cardboard." Digital Platform: Information Technologies in Sociocultural Sphere 4, no. 1 (2021): 43–55. http://dx.doi.org/10.31866/2617-796x.4.1.2021.236946.
Texte intégralIvan Ferreira Martins. "Additive manufacturing in the development of low-cost immersive virtual reality solutions for education: a study with google cardboard." Proceedings of London International Conferences, no. 9 (April 24, 2024): 37–49. http://dx.doi.org/10.31039/plic.2024.9.207.
Texte intégralStephen, Fransiscus, Dennis Gunawan, and Seng Hansun. "RANCANG BANGUN APLIKASI PERMAINAN EDUKASI BERBASIS VIRTUAL REALITY MENGGUNAKAN GOOGLE CARDBOARD." Sisfo 05, no. 05 (2016): 496–503. http://dx.doi.org/10.24089/j.sisfo.2016.03.001.
Texte intégralBerti, Margherita, Stefano Maranzana, and Jacob Monzingo. "Fostering Cultural Understanding with Virtual Reality." International Journal of Computer-Assisted Language Learning and Teaching 10, no. 1 (2020): 47–59. http://dx.doi.org/10.4018/ijcallt.2020010104.
Texte intégralWardoyo, Refila. "VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN JARINGAN KOMPUTER." JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI 14, no. 2 (2023): 248–54. http://dx.doi.org/10.51903/jtikp.v14i2.586.
Texte intégralSalvatore, Sergio De, Gianluca Vadalà, Leonardo Oggiano, Fabrizio Russo, Luca Ambrosio, and Pier Francesco Costici. "Virtual Reality in Preoperative Planning of Adolescent Idiopathic Scoliosis Surgery Using Google Cardboard." Neurospine 18, no. 1 (2021): 199–205. http://dx.doi.org/10.14245/ns.2040574.287.
Texte intégralLee, Seung Hwan (Mark), Ksenia Sergueeva, Mathew Catangui, and Maria Kandaurova. "Assessing Google Cardboard virtual reality as a content delivery system in business classrooms." Journal of Education for Business 92, no. 4 (2017): 153–60. http://dx.doi.org/10.1080/08832323.2017.1308308.
Texte intégralTuran, Meti̇n. "Virtual Reality Implementation for University Presentation." WSEAS TRANSACTIONS ON SYSTEMS AND CONTROL 16 (December 21, 2021): 696–704. http://dx.doi.org/10.37394/23203.2021.16.63.
Texte intégralOseńko, Michał, Jakub Smołka, Maria Skublewska-Paszkowska, and Edyta Łukasik. "A METHOD FOR VISUALIZATION OF 3D MOTION DATA USING A MOBILE DEVICE." Informatics Control Measurement in Economy and Environment Protection 7, no. 3 (2017): 37–42. http://dx.doi.org/10.5604/01.3001.0010.5212.
Texte intégralAndre, Joshua Lorenzo, Eva Handriyantini, and Chaulina Alfianti Oktavia. "Pengembangan Game Virtual Reality Berbasis Android Menggunakan Unity Sebagai Media Penunjang Pengenalan Bahasa Inggris." J-INTECH 6, no. 02 (2019): 208–13. http://dx.doi.org/10.32664/j-intech.v6i02.253.
Texte intégralGupta, Rajat, Rohan Nawani, Vishal P. Talreja, and Sharmila Sengupta. "Building Virtual Reality Applications with Bluetooth Controller Interaction for Google Cardboard using Unity 3D." International Journal of Advanced Research in Computer Science and Software Engineering 7, no. 4 (2017): 76–80. http://dx.doi.org/10.23956/ijarcsse/v7i4/0162.
Texte intégralHanugrah, Rayyan, and Devi Afriyantari Puspa Putri. "Penerapan Virtual Reality Sebagai Media Pengenalan Batik." Jurnal Pendidikan dan Teknologi Indonesia 1, no. 4 (2021): 161–69. http://dx.doi.org/10.52436/1.jpti.37.
Texte intégralHong, Hyungki, Youn Hong Jeong, and Hyungoo Kang. "Eye Deviation and Fusional Vergence Measurement Using VR (Virtual Reality) Device of Google Cardboard Type." Journal of Korean Ophthalmic Optics Society 25, no. 2 (2020): 155–61. http://dx.doi.org/10.14479/jkoos.2020.25.2.155.
Texte intégralKurniawan, Hendra, Bagus Yudha Pratama, and Muhammad Tofa Nurcholis. "Perancangan Aplikasi Desain Bangunan 3D Menggunakan Virtual Reality dan Google Cardboard di Tjantik Kost Yogyakarta." Respati 17, no. 3 (2020): 47. http://dx.doi.org/10.35842/jtir.v17i3.475.
Texte intégralVahldick, Adilson, Luis Felipe Kuster, Ana Fábia Coelho Dos Santos, et al. "Practicing requirements elicitation in a serious game: comparison between non-immersive and immersive virtual reality." CONTRIBUCIONES A LAS CIENCIAS SOCIALES 16, no. 12 (2023): 31295–317. http://dx.doi.org/10.55905/revconv.16n.12-134.
Texte intégralKhairunnisa Adinda Dhiya Hasna, Indira, Heidy Bherti Kharoline, and Any Ariani Noor. "Inovasi Virtual Exhibition Masa Depan." Altasia : Jurnal Pariwisata Indonesia 3, no. 1 (2021): 28–34. http://dx.doi.org/10.37253/altasia.v3i1.4369.
Texte intégralRiyadi, Firman Setiawan, A. Sumarudin, and Munengsih Sari Bunga. "APLIKASI 3D VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN KAMPUS POLITEKNIK NEGERI INDRAMAYU BERBASIS MOBILE." JIKO (Jurnal Informatika dan Komputer) 2, no. 2 (2017): 75. http://dx.doi.org/10.26798/jiko.2017.v2i2.76.
Texte intégralPretto, N., and F. Poiesi. "TOWARDS GESTURE-BASED MULTI-USER INTERACTIONS IN COLLABORATIVE VIRTUAL ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (November 14, 2017): 203–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-203-2017.
Texte intégralMitsuhara, Hiroyuki, Keisuke Iguchi, and Masami Shishibori. "Using Digital Game, Augmented Reality, and Head Mounted Displays for Immediate-Action Commander Training." International Journal of Emerging Technologies in Learning (iJET) 12, no. 02 (2017): 101. http://dx.doi.org/10.3991/ijet.v12i02.6303.
Texte intégralRahman, Fadhil, and Mursyidah Mursyidah. "Pengenalan Gedung Kampus Politeknik Negeri Lhokseumawe Menggunakan Voice Information Berbasis Virtual Reality." Jurnal Infomedia 5, no. 1 (2020): 42. http://dx.doi.org/10.30811/jim.v5i1.2004.
Texte intégralPutra, Vico Meylana Eka, Novian Adi Prasetyo, and Amalia Beladinna Arifa. "Penerapan Teknologi Video 360 Derajat Berbasis Virtual Reality Menggunakan Google Cardboard Sebagai Media Alternatif Pengenalan Kampus Institut Teknologi Telkom Purwokerto." Journal of Informatics, Information System, Software Engineering and Applications (INISTA) 4, no. 1 (2021): 22–30. http://dx.doi.org/10.20895/inista.v4i1.398.
Texte intégralAzmi, Nurul. "IMPLEMENTASI TEKNOLOGI VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN RAMBU LALU LINTAS." JURNAL IT 13, no. 2 (2023): 77–84. http://dx.doi.org/10.37639/jti.v13i2.352.
Texte intégralAlazba, Amal, Hend Al-Khalifa, and Hana AlSobayel. "RabbitRun: An Immersive Virtual Reality Game for Promoting Physical Activities Among People with Low Back Pain." Technologies 7, no. 1 (2018): 2. http://dx.doi.org/10.3390/technologies7010002.
Texte intégralHazidar, Al Hamidy, Riza Sulaiman, Shalisah Sharip, et al. "Creative Intervention for Acrophobia Sufferers through AIVE Concept." Information 12, no. 7 (2021): 261. http://dx.doi.org/10.3390/info12070261.
Texte intégralBendell, Rhyse, Gabrielle Vasquez, Andrew B. Talone, and Florian Jentsch. "Evaluation and Benefits of Head-Mounted Display Systems for HRI Research." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1484–88. http://dx.doi.org/10.1177/1541931218621336.
Texte intégralKang, Hyungoo, In wang Yoo, Jun Hyuk Lee, and Hyungki Hong. "Effect of Application Type on Fatigue and Visual Function in Viewing Virtual Reality(VR) Device of Google Cardboard Type." Journal of Korean Ophthalmic Optics Society 22, no. 3 (2017): 221–28. http://dx.doi.org/10.14479/jkoos.2017.22.3.221.
Texte intégralArtawan, I. Made, Made Sudarma, and I. Made Arsa Suyadnya. "Perancangan Aplikasi Media Pembelajaran Pengenalan Hewan Berbasis Virtual Reality Menggunakan Platform Android." Jurnal SPEKTRUM 4, no. 2 (2018): 8. http://dx.doi.org/10.24843/spektrum.2017.v04.i02.p02.
Texte intégralBradley, Ryan, and Nigel Newbutt. "Autism and virtual reality head-mounted displays: a state of the art systematic review." Journal of Enabling Technologies 12, no. 3 (2018): 101–13. http://dx.doi.org/10.1108/jet-01-2018-0004.
Texte intégralMiller, Ian T., Catherine S. Miller, Mark D. Wiederhold, and Brenda K. Wiederhold. "Virtual Reality Air Travel Training Using Apple iPhone X and Google Cardboard: A Feasibility Report with Autistic Adolescents and Adults." Autism in Adulthood 2, no. 4 (2020): 325–33. http://dx.doi.org/10.1089/aut.2019.0076.
Texte intégralKalacska, Margaret, J. Pablo Arroyo-Mora, and Oliver Lucanus. "Comparing UAS LiDAR and Structure-from-Motion Photogrammetry for Peatland Mapping and Virtual Reality (VR) Visualization." Drones 5, no. 2 (2021): 36. http://dx.doi.org/10.3390/drones5020036.
Texte intégralPerski, Olga, Trupti Jambharunkar, Jamie Brown, and Dimitra Kale. "A pilot randomised trial of a brief virtual reality scenario in smokers unmotivated to quit: Assessing the feasibility of recruitment." PLOS Digital Health 1, no. 6 (2022): e0000060. http://dx.doi.org/10.1371/journal.pdig.0000060.
Texte intégralSaraiva, Aratã, Matheus Barros, Alexandre Nogueira, N. Fonseca Ferreira, and Antonio Valente. "Virtual Interactive Environment for Low-Cost Treatment of Mechanical Strabismus and Amblyopia." Information 9, no. 7 (2018): 175. http://dx.doi.org/10.3390/info9070175.
Texte intégralSissons, Helen, and Thomas Cochrane. "Introducing Immersive Reality into the Journalism Curriculum." Pacific Journal of Technology Enhanced Learning 2, no. 1 (2019): 7. http://dx.doi.org/10.24135/pjtel.v2i1.27.
Texte intégralZhao, Shilin, Sheng Jin, Congfang Ai, and Nan Zhang. "Visual analysis of three-dimensional flow field based on WebVR." Journal of Hydroinformatics 21, no. 5 (2019): 671–86. http://dx.doi.org/10.2166/hydro.2019.101.
Texte intégralGibson, Bryan, Sara Simonsen, Jakob D. Jensen, et al. "Mobile Virtual Reality Versus Mobile 360° Video to Promote Enrollment in the Diabetes Prevention Program Among Hispanic Adults: Pilot Study." JMIR Diabetes 7, no. 1 (2022): e26013. http://dx.doi.org/10.2196/26013.
Texte intégral"Google Cardboard: A virtual reality headset for $10?" Physics Teacher 53, no. 2 (2015): 125. http://dx.doi.org/10.1119/1.4905824.
Texte intégralSaif, A. F. M. Saifuddin, and Zainal Rasyid Mahayuddin. "Stereo Vision Based Localization of Handheld Controller in Virtual Reality for 3D Painting Using Inertial System." Journal of Image and Graphics, June 2023, 127–31. http://dx.doi.org/10.18178/joig.11.2.127-131.
Texte intégralPadma, E., M. Sugumaran, and M. R. Nithish Raj. "AUGMENTED REALITY INTERFACE FOR PC." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, no. 04 (2023). http://dx.doi.org/10.55041/ijsrem18569.
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