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 intégralSonawane, Gayatri, and Mansi Gharat. "VR Solar System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 04 (2025): 1–9. https://doi.org/10.55041/ijsrem44538.
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 intégralStojšić, Ivan, Džigurski Anđelija Ivkov, Olja Maričić, Bibić Ljubica Ivanović, and Vučković Smiljana Đukičin. "Possible Application of Virtual Reality in Geography Teaching." Journal of Subject Didactics 1, no. 2 (2017): 83–96. https://doi.org/10.5281/zenodo.438169.
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 intégralAlsancak Sırakaya, Didem. "Systematic Examination of Educational Virtual Reality Studies: Google Cardboard." Participatory Educational Research 12, no. 3 (2025): 88–101. https://doi.org/10.17275/per.25.35.12.3.
Texte intégralZakaria, Aminudin, and Mita Anggaryani. "Pengembangan VR Cardboard sebagai Sarana Media Pembelajaran Fisika Berbasis Realitas Virtual." IPF: Inovasi Pendidikan Fisika 13, no. 3 (2024): 242–47. https://doi.org/10.26740/ipf.v13n3.p242-247.
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 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. https://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." London Journal of Social Sciences, no. 8 (May 6, 2024): 39–51. https://doi.org/10.31039/ljss.2024.8.209.
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 intégralPuendra, Valentino, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME VIRTUAL REALITY “PAINTING JOURNEY” PADA PLATFORM ANDROID." Jurnal Serina Sains, Teknik dan Kedokteran 1, no. 2 (2023): 423–30. http://dx.doi.org/10.24912/jsstk.v1i2.31033.
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 intégralUrazаliyeva, U., A. Bekalaeva, and G. Kassymova. "Virtual reality-supported education: results of a pilot study on English language." Bulletin of the Eurasian Humanities Institute, Philology Series, no. 3 (September 15, 2024): 235–47. http://dx.doi.org/10.55808/1999-4214.2024-3.22.
Texte intégralSaputra, Munawar, Husaini Husaini, and Amri Amri. "Simulasi Teknologi Virtual Reality Untuk Pelayanan Perpustakaan Politeknik Negeri Lhokseumawe Berbasis Android." Jurnal Teknologi Rekayasa Informasi dan Komputer 7, no. 1 (2023): 16. https://doi.org/10.30811/jtrik.v7i1.4729.
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 intégralBhagyashree, P. Dhoble, and Bhushan A. Deshpande Prof. "Virtual Reality Based Remote Place Explorer Application." International Journal of Research and Review 6, no. 4 (2019): 250–54. https://doi.org/10.5281/zenodo.3989189.
Texte intégralFadil Muslimin, Ahmad, Wahyuddin Wahyuddin, and Wahyu Arta Nugraha. "Membuat Game Virtual Reality Kota Parepare." Jurnal Sintaks Logika 4, no. 3 (2024): 1–12. https://doi.org/10.31850/jsilog.v4i3.3284.
Texte intégralRenas, Rajab Asaad. "Virtual reality and augmented reality technologies: A closer look." International Research Journal of Science, Technology, Education, and Management 1, no. 2 (2021): 1–10. https://doi.org/10.5281/zenodo.5652297.
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 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 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 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 intégralSan Martin, Joaquin, William's Romero, Jose Luis Castillo-Sequera, and Lenis Wong. "Talki: A Mobile Application to Improve English Learning of High School Students in Peru utilizing Virtual Reality and Gamification." Engineering, Technology & Applied Science Research 14, no. 5 (2024): 17472–81. http://dx.doi.org/10.48084/etasr.8223.
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 intégralQuirós-Ramírez, Maria Alejandra, Anna Feineisen, Stephan Streuber, and Ulf-Dietrich Reips. "Virtual Reality experiments in the field." PLOS ONE 20, no. 4 (2025): e0318688. https://doi.org/10.1371/journal.pone.0318688.
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 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 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 intégralAntonopoulos, Stavros, Manolis Wallace, and Vassilis Poulopoulos. "A Data-Driven Approach to Revolutionize Children’s Vaccination with the Use of VR and a Novel Vaccination Protocol." BioMedInformatics 5, no. 1 (2024): 2. https://doi.org/10.3390/biomedinformatics5010002.
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.
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