Letteratura scientifica selezionata sul tema "VR"
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Articoli di riviste sul tema "VR"
DeVeaux, Cyan, e Jeremy Bailenson. "Learning about VR in VR". XRDS: Crossroads, The ACM Magazine for Students 29, n. 1 (settembre 2022): 14–19. http://dx.doi.org/10.1145/3558189.
Testo completoPederson, Harold. "VR". Journal of Fluency Disorders 15, n. 5-6 (ottobre 1990): 323–26. http://dx.doi.org/10.1016/0094-730x(90)90047-v.
Testo completoChang, Haoran. "Emersive VR: An expanded immersive VR practice". Virtual Creativity 11, n. 2 (1 ottobre 2021): 207–22. http://dx.doi.org/10.1386/vcr_00055_1.
Testo 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 settembre 2015): 1EV—094–1EV—094. http://dx.doi.org/10.4992/pacjpa.79.0_1ev-094.
Testo completoMarkman, Chris, M. Hess, Dan Lou e Anh Nguyen. "VR Hackfest". Information Technology and Libraries 38, n. 4 (16 dicembre 2019): 6–13. http://dx.doi.org/10.6017/ital.v38i4.11877.
Testo completoMagnor, Marcus, Susana Castillo e Alexander Sorkine-Hornung. "Real VR". IEEE Computer Graphics and Applications 41, n. 4 (1 luglio 2021): 27–28. http://dx.doi.org/10.1109/mcg.2021.3085353.
Testo completoStrain, Ellen. "Virtual VR". Convergence: The International Journal of Research into New Media Technologies 5, n. 2 (giugno 1999): 10–15. http://dx.doi.org/10.1177/135485659900500202.
Testo completoKiss, Francisco, Sven Mayer e Valentin Schwind. "Audio VR". Interactions 27, n. 3 (17 aprile 2020): 46–51. http://dx.doi.org/10.1145/3386385.
Testo completoBergeron, Bryan. "VR Technology". Physician and Sportsmedicine 24, sup1 (ottobre 1996): 40–41. http://dx.doi.org/10.1080/00913847.1996.11948075.
Testo completoSundt, Christine L. "VR @ Thirty". Visual Resources 30, n. 2 (3 aprile 2014): 119–20. http://dx.doi.org/10.1080/01973762.2014.908097.
Testo completoTesi sul tema "VR"
Tymoshenko. "VR-TECHNOLOGY". Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33924.
Testo 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.
Testo completoChatterjee, Prateek. "Classic Driver VR". Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1251.
Testo completoForsman, Dina. "Säkerhetsutbildning med VR". Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20126.
Testo 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.
Testo completoValenta, Marek. "VR interaktivní aplikace". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385947.
Testo 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.
Testo 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.
Testo 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.
Testo 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.
Testo completoLibri sul tema "VR"
V.E. Riecansky Technical Translations, a cura di. VR translations index (1982-1985): Nos. VR/2027/82-VR/3081/85. Great Abington, Cambridge: V.E. Riecansky Technical Translations, 1986.
Cerca il testo completoFeyder, Manuela, e Linda Rath-Wiggins. VR-Journalismus. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8.
Testo completoSherman, William R., a cura di. 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.
Testo completoBühler, Kai. Investitionsstandort VR China. Wiesbaden: Deutscher Universitätsverlag, 2000. http://dx.doi.org/10.1007/978-3-663-08066-4.
Testo completoKim, Sŏn-ho. VR chŏnŏllijŭm yŏn'gu. Sŏul T'ŭkpyŏlsi: Han'guk Ŏllon Chinhŭng Chaedan, 2016.
Cerca il testo completo(Europe), NEC Electronics. RISC microprocessors VR 3000/VR 3010 MIPS RISC architecture: User's manual. Dusseldorf: NEC Electonics (Europe), 1988.
Cerca il testo completoRehabilitation, Massachusetts Office of Education and Vocational. VR provider orientation materials. [Boston, Mass: Office of Education and Vocational Rehabilitation], 1996.
Cerca il testo completoKumar, Abhishek. VR Integrated Heritage Recreation. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6077-7.
Testo completoLanger, Elle. Medieninnovationen AR und VR. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-60826-5.
Testo completoChris, Rayns, e International Business Machines Corporation. International Technical Support Organization., a cura di. CICS VR version 4. 2a ed. [Poughkeepsie, NY]: International Technical Support Organization, 2008.
Cerca il testo completoCapitoli di libri sul tema "VR"
Feyder, Manuela, e Linda Rath-Wiggins. "Das Medium: VR". In VR-Journalismus, 1–55. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_1.
Testo completoFeyder, Manuela, e Linda Rath-Wiggins. "Das Handwerk: VR-Storytelling". In VR-Journalismus, 57–91. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_2.
Testo completoFeyder, Manuela, e Linda Rath-Wiggins. "Der Workflow: VR in der Redaktion". In VR-Journalismus, 93–118. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_3.
Testo completoFeyder, Manuela, e Linda Rath-Wiggins. "Das Berufsbild: VR-Journalist". In VR-Journalismus, 119–31. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_4.
Testo completoVince, John. "VR Hardware". In Essential Series, 70–90. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_5.
Testo completoVince, John. "VR Software". In Essential Series, 91–117. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_6.
Testo completoVince, John. "VR Applications". In Essential Series, 118–43. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_7.
Testo completoColubri, Andrés. "VR Basics". In Processing for Android, 303–29. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2719-0_14.
Testo completoDo, Ellen Yi-Luen. "VR Sketchpad". In Computer Aided Architectural Design Futures 2001, 161–72. Dordrecht: Springer Netherlands, 2001. http://dx.doi.org/10.1007/978-94-010-0868-6_13.
Testo completoJones, Sarah, Steve Dawkins e Julian McDougall. "Understanding VR". In Understanding Virtual Reality, 53–54. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367337032-7.
Testo completoAtti di convegni sul tema "VR"
Shevchuk, Nataliya, e Harri Oinas-Kukkonen. "VR or non-VR?" In AcademicMindtrek '20: Academic Mindtrek 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3377290.3377312.
Testo completoUeoka, Ryoko, Ali AlMutawa e Hikaru Katsuki. "Emotion hacking VR (EH-VR)". In SA '16: SIGGRAPH Asia 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2988240.2988247.
Testo completovan Gemert, Thomas, e Joanna Bergstrom. "Evaluating VR Sickness in VR Locomotion Techniques". In 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.
Testo completoDokonal, Wolfgang, Mike Knight e Ernst Dengg. "VR or not VR – an eeZee question?" In XX Congreso de la Sociedad Iberoamericana de Gráfica Digital. São Paulo: Editora Blucher, 2016. http://dx.doi.org/10.5151/despro-sigradi2016-777.
Testo completoPavlik, Ryan A., e Judy M. Vance. "VR JuggLua: A framework for VR applications combining Lua, OpenSceneGraph, and VR Juggler". In 2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems. IEEE, 2012. http://dx.doi.org/10.1109/searis.2012.6231166.
Testo completoMat Isham, Muhammad Ismail, Habibah Norehan Hj Haron, Farhan bin Mohamed e Chan Vei Siang. "VR Welding Kit: Accuracy Comparison Between Smartphone VR and Standalone VR Using RMSE". In 2021 IEEE International Conference on Computing (ICOCO). IEEE, 2021. http://dx.doi.org/10.1109/icoco53166.2021.9673577.
Testo completoBierbaum, Allen, Christopher Just, Patrick Hartling, Kevin Meinert, Albert Baker e Carolina Cruz-Neira. "VR juggler". In ACM SIGGRAPH ASIA 2008 courses. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1508044.1508086.
Testo completoFischer, Patrick Tobias, Christian Zöllner, Thilo Hoffmann e Sebastian Piatza. "VR/Urban". In the fourth international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1709886.1709989.
Testo completoChen, Shenchang Eric. "QuickTime VR". In the 22nd annual conference. New York, New York, USA: ACM Press, 1995. http://dx.doi.org/10.1145/218380.218395.
Testo completoRastegar, Ali. "VR Music". In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446157.
Testo completoRapporti di organizzazioni sul tema "VR"
Hoffman, Helene M. VR/Multimedia Synthesis, Phase II. Fort Belvoir, VA: Defense Technical Information Center, ottobre 1997. http://dx.doi.org/10.21236/ada343370.
Testo completoWiederhold, Brenda K. Cybertherapy 2005: A Decade of VR. Fort Belvoir, VA: Defense Technical Information Center, luglio 2005. http://dx.doi.org/10.21236/ada436129.
Testo completoKennedy, Gregor, James Bailey e Stephen O'Leary. Developing Decision-Making Skills Using Immersive VR. Fort Belvoir, VA: Defense Technical Information Center, giugno 2013. http://dx.doi.org/10.21236/ada597431.
Testo completoBadler, Norman I. Hand Tool Manipulation and Self-Presence in VR. Fort Belvoir, VA: Defense Technical Information Center, maggio 1999. http://dx.doi.org/10.21236/ada362871.
Testo completoBaluk, Nadia, Natalia Basij, Larysa Buk e Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, febbraio 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.
Testo completoDMITRIENKO, B. Ch, O. A. KOVALEVA e E. A. RUBETS. VR TECHNOLOGIES AS A MEANS OF VIRTUAL MUSEUM PEDAGOGY. Science and Innovation Center Publishing House, aprile 2022. http://dx.doi.org/10.12731/2658-4034-2022-13-1-2-63-70.
Testo 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, luglio 2021. http://dx.doi.org/10.31812/123456789/4631.
Testo completoSemerikov, Serhiy O., Mykhailo M. Mintii e 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.
Testo completoVoloshynov, Serhii A., Felix M. Zhuravlev, Ivan M. Riabukha, Vitaliy V. Smolets e Halyna V. Popova. Application of VR technologies in building future maritime specialists' professional competences. [б. в.], luglio 2021. http://dx.doi.org/10.31812/123456789/4623.
Testo completoHannan, N. A., J. E. Matos, J. A. Stillman, A. P. Olson e P. L. Garner. Conversion Analyses for the VR-1 Reactor, part I and II. Office of Scientific and Technical Information (OSTI), novembre 2005. http://dx.doi.org/10.2172/885491.
Testo completo