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1

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.

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After 20 years of teaching about VR, we finally taught in VR. This article describes lessons learned from 263 students who spent 10 weeks in virtual reality together and a total of 200,000 shared minutes "in headset."
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Pederson, 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.

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Chang, 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.

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Creating an immersive isolated virtual environment is the canon in the current mainstream virtual reality (VR) practice and design. Audiences are usually situated in a singular and complete form of space in VR to receive the fully immersive experience. Nevertheless, in this article, I propose a different way of thinking about the practice and design of VR. Rather than seeing VR as a singular and isolated space in relation to other spaces, I am considering a potentiality to have a more expansive and reflexive VR practice and design. I call this emersive VR in contrast to immersive VR. Emersion is a concept borrowing from body ecology, which is a field based on the philosophy of awakening and consciousness. Emersion in body ecology is different from immersion in that people can still sustain self-consciousness without being subsumed by the other. In the notion of emersive VR, audiences are not located in a singular and complete virtual space but in a differential space between the physical and the virtual. The spatial difference is folded through the VR experience perceived by the audiences. In this article, I highlight two different approaches to construct an emersive VR experience: expanded sensory VR and reflexive storytelling. In both, audiences are not isolated in a singular virtual world but in a differential space with multiple embodiments. Emersive VR is a reconfiguration of immersive VR. It is to expand the idea of immersive VR and sketch a more dynamic future of VR as a critical medium.
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Tanno, 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.

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Markman, 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.

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We built the future of the web — today! Our four-person eLibrary team designed an afternoon workshop and corresponding network-connected public exhibit centered around two cutting-edge internet technologies: IPFS and A-Frame.
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Magnor, 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.

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Strain, 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.

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Kiss, Francisco, Sven Mayer e Valentin Schwind. "Audio VR". Interactions 27, n. 3 (17 aprile 2020): 46–51. http://dx.doi.org/10.1145/3386385.

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Bergeron, Bryan. "VR Technology". Physician and Sportsmedicine 24, sup1 (ottobre 1996): 40–41. http://dx.doi.org/10.1080/00913847.1996.11948075.

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Sundt, Christine L. "VR @ Thirty". Visual Resources 30, n. 2 (3 aprile 2014): 119–20. http://dx.doi.org/10.1080/01973762.2014.908097.

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Walvis, M. J. J. "(Vr)eetgewoonten". Tandartspraktijk 34, n. 1 (gennaio 2013): 9–12. http://dx.doi.org/10.1007/s12496-013-0003-7.

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Goebel, M., M. Hirose e L. Rosenblum. "Today's VR". IEEE Computer Graphics and Applications 21, n. 6 (2001): 22–24. http://dx.doi.org/10.1109/38.963457.

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Rosenblum, L., G. Burdea e S. Tachi. "VR Reborn". IEEE Computer Graphics and Applications 18, n. 6 (novembre 1998): 21–23. http://dx.doi.org/10.1109/mcg.1998.734975.

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Geršak, Gregor, Huimin Lu e Jože Guna. "Effect of VR technology matureness on VR sickness". Multimedia Tools and Applications 79, n. 21-22 (1 dicembre 2018): 14491–507. http://dx.doi.org/10.1007/s11042-018-6969-2.

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Kim, Woojae, Sanghoon Lee e Alan Conrad Bovik. "VR Sickness Versus VR Presence: A Statistical Prediction Model". IEEE Transactions on Image Processing 30 (2021): 559–71. http://dx.doi.org/10.1109/tip.2020.3036782.

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Pierce, Matthew B., Philip A. Young e Shawn M. Doherty. "Engagement and Competence in VR and non-VR Environments". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, n. 1 (settembre 2017): 2082–85. http://dx.doi.org/10.1177/1541931213602003.

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There has been a general push within the past five years to commercialize virtual reality (VR) gaming for public use. Devices such as the Oculus Rift, HTC Vive, PlayStation VR, and Samsung VR on the market have emerged with more to come in the future. With these immersive technologies becoming more accessible, researchers can more easily test the idea of levels of engagement in VR games compared to non-VR games on the console or PC. VR companies market their immersive technology to be more engaging experiences but very little research has been conducted with newer models. The purpose of this study is to investigate the difference in engagement when using a VR version or a non-VR version of the game Thumper. The study will have 60 participants of varying expertise who will play Thumper for twenty-three minutes and then will be asked to take a demographic survey, the GUESS measure, and a motion sickness survey. This study is in progress and expects to shed light on the relationships between immersion and virtual reality.
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17

Huang, Wumeng, e Jing Chen. "A multi-scale VR navigation method for VR globes". International Journal of Digital Earth 12, n. 2 (19 gennaio 2018): 228–49. http://dx.doi.org/10.1080/17538947.2018.1426646.

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Moon, Won Leep. "VR and Cinema". Cine forum 22 (31 dicembre 2015): 351. http://dx.doi.org/10.19119/cf.2015.12.22.351.

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Ogawa, Nami, e Katharina Krosl. "IEEE VR 2022". IEEE Transactions on Visualization and Computer Graphics 28, n. 5 (maggio 2022): xiv. http://dx.doi.org/10.1109/tvcg.2022.3156687.

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Machuca, Mayra Donaji Barrera, e Javad Fotouhi. "IEEE VR 2022". IEEE Transactions on Visualization and Computer Graphics 28, n. 5 (maggio 2022): xiii. http://dx.doi.org/10.1109/tvcg.2022.3156769.

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Wadia, Reena. "VR vs topical". British Dental Journal 232, n. 2 (28 gennaio 2022): 94. http://dx.doi.org/10.1038/s41415-022-3896-4.

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Bittman, S., S. N. Acharya e D. E. Hunt. "Haida-VR orchardgrass". Canadian Journal of Plant Science 86, n. 1 (1 gennaio 2006): 177–79. http://dx.doi.org/10.4141/p05-087.

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Haida-VR is a latematuring orchardgrass (Dactylis glomerata L.) cultivar with high levels of resistance to Cocksfoot Mottle Virus (CfMV) suited to silage and hay production in regions with moderate, temperate climate. The cultivar was developed at the Pacific Agri-Food Research Centre (PARC), Agriculture and Agri-Food Canada (AAFC), Agassiz, British Columbia (BC) in collaboration with AAFC Research Centre, Lethbridge, Alberta. In BC trials, Haida-VR yielded 3% more than the check cultivar Potomac without inoculation with CfMV and 21% better than the check when inoculated with the virus. In a southern Alberta trial, Haida-VR survived for 3 yr and yielded 3% better than a winterhardy check cultivar, Kay. Key words: Orchardgrass, Cocksfoot Mottle Virus resistance, Dactylis glomerata
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23

Bittman, S., S. N. Acharya e D. E. Hunt. "Chilliwack-VR orchardgrass". Canadian Journal of Plant Science 86, n. 1 (1 gennaio 2006): 173–75. http://dx.doi.org/10.4141/p05-088.

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Chilliwack-VR is a medium-maturing orchardgrass (Dactylis glomerata L.) population with high levels of resistance to Cocksfoot Mottle Virus (CfMV) suited to silage and hay production in regions with a moderate temperate climate. The population was developed at the Pacific Agri-Food Research Centre (PARC), Agriculture and Agri-Food Canada (AAFC), Agassiz, BC, in collaboration with AAFC Research Centre, Lethbridge, AB. In BC trials, Chilliwack-VR yielded 5% more than the check cultivar Potomac without inoculation with CfMV and 23% better than the check when inoculated with the virus. In a southern Alberta trial, Chilliwack-VR survived for 3 yr and yielded as much biomass as a winterhardy check cultivar, Kay. Key words: Orchardgrass, Cocksfoot Mottle Virus resistance, Dactylis glomerata
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Bittman, S., S. N. Acharya e D. E. Hunt. "Cheam-VR orchardgrass". Canadian Journal of Plant Science 86, n. 1 (1 gennaio 2006): 169–71. http://dx.doi.org/10.4141/p05-089.

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Cheam-VR is an early-maturing orchardgrass (Dactylis glomerata L.) cultivar with high levels of resistance to Cocksfoot Mottle Virus (CfMV) suited to silage and hay production in regions with moderate temperate climate. The population was developed at the Pacific Agri-Food Research Centre (PARC), Agriculture and Agri-Food Canada (AAFC), Agassiz, BC, in collaboration with AAFC Research Centre, Lethbridge, AB. In BC trials, Cheam-VR yielded 6% better than the check cultivar Potomac without inoculation with CfMV and 15% more than the check when inoculated with the virus. In a southern Alberta trial, Cheam-VR survived for 3 yr and yielded 6% more than a winterhardy check cultivar, Kay. Key words: Orchardgrass, Cocksfoot Mottle Virus resistance, Dactylis glomerata
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25

Oshiro, Yukio. "VR・AR・Simulation". Journal of Japan Society of Computer Aided Surgery 18, n. 3 (2016): 145–47. http://dx.doi.org/10.5759/jscas.18.145.

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Oshiro, Yukio. "VR・AR・Simulation". Journal of Japan Society of Computer Aided Surgery 20, n. 3 (2018): 131–34. http://dx.doi.org/10.5759/jscas.20.131.

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Vince, John. "VR – promises, promises!" Intelligent Tutoring Media 3, n. 1 (febbraio 1992): 29–31. http://dx.doi.org/10.1080/14626269209408303.

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Dempsey, P. "VR in... Gaming". Engineering & Technology 11, n. 3 (1 aprile 2016): 30. http://dx.doi.org/10.1049/et.2016.0308.

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Northfield, R. "VR in... Art". Engineering & Technology 11, n. 3 (1 aprile 2016): 34. http://dx.doi.org/10.1049/et.2016.0313.

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Birkett, D. "VR in... buildings". Engineering & Technology 11, n. 3 (1 aprile 2016): 40. http://dx.doi.org/10.1049/et.2016.0316.

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Andrews, C. "VR in... space". Engineering & Technology 11, n. 3 (1 aprile 2016): 43. http://dx.doi.org/10.1049/et.2016.0319.

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Williamson, M. "VR in... War". Engineering & Technology 11, n. 3 (1 aprile 2016): 43. http://dx.doi.org/10.1049/et.2016.0320.

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Loughran, J. "VR at Gigs". Engineering & Technology 11, n. 3 (1 aprile 2016): 50. http://dx.doi.org/10.1049/et.2016.0325.

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Dempsey, P. "VR in...sport". Engineering & Technology 11, n. 3 (1 aprile 2016): 51. http://dx.doi.org/10.1049/et.2016.0326.

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Lane, G. "VR at TWR". Manufacturing Engineer 80, n. 1 (1 febbraio 2001): 13–15. http://dx.doi.org/10.1049/me:20010107.

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Di Gironimo, Giuseppe, e Antonio Lanzotti. "Designing in VR". International Journal on Interactive Design and Manufacturing (IJIDeM) 3, n. 2 (10 aprile 2009): 51–53. http://dx.doi.org/10.1007/s12008-009-0068-6.

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Heaven, Douglas. "VR without helmets". New Scientist 240, n. 3202 (novembre 2018): 45. http://dx.doi.org/10.1016/s0262-4079(18)32045-1.

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Pan, Zhigeng, e Jim Chen. "VR-based edutainment". Virtual Reality 12, n. 1 (29 febbraio 2008): 1. http://dx.doi.org/10.1007/s10055-008-0082-1.

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Choi, Woong. "Verification of healing effect by VR pet in VR space". Journal of Digital Contents Society 23, n. 9 (30 settembre 2022): 1795–801. http://dx.doi.org/10.9728/dcs.2022.23.9.1795.

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Muravevskaia, Ekaterina, e Christina Gardner-McCune. "Case Study on VR Empathy Game: Challenges with VR Games Development for Emotional Interactions with the VR Characters". European Conference on Games Based Learning 16, n. 1 (29 settembre 2022): 412–18. http://dx.doi.org/10.34190/ecgbl.16.1.410.

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Empathy development in young children (6 to 9 years old) sets a foundation for emotional regulation and social skills for children’s futures. Researchers from the fields of virtual reality (VR) and game design highlight the potential of VR technologies as a great tool to promote empathy. However, there is little empirical and systematic knowledge on how to use VR technology to help promote empathy in young children. To address this gap, we developed a VR Empathy Game prototype to explore how VR experiences can inculcate empathy development in young children. To evaluate this prototype, we conducted a qualitative study with 15 children from 6 to 9 years old. We used an interpretive case study to provide an in-depth understanding of children’s experiences with the VR Empathy Game. To guide participant selection, we used a purposeful sampling approach and intentionally included K-3 children with different empathy and social skills levels. This paper describes one case representing a challenge that children with a low level of empathy can experience while playing the VR Empathy Game. This case explains the game experience of a seven-year-old boy, Gabe. The case is entitled: “The VR Empathy Game Experience with a Focus on Exploring the Environment and Looking for Clues.” Gabe confused intrinsic and extrinsic game goals and played the game focusing only on the VR environment. He perceived the game characters as an information source rather than building relationships with them unlike the children with a higher level of empathy. This case represents the group of four boys who participated in our study. In comparison with other participants, Gabe’s case provided very little evidence of noticing the characters' emotions. Our findings suggest that game designers should provide additional scaffolding for children with little levels of empathy, including additional reflective questions and reminders to interact with the characters. We also suggest a follow-up study exploring how different storylines would help children’s game experience.
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Wu, Hung-Che, Chi-Han Ai e Ching-Chan Cheng. "Virtual reality experiences, attachment and experiential outcomes in tourism". Tourism Review 75, n. 3 (17 novembre 2019): 481–95. http://dx.doi.org/10.1108/tr-06-2019-0205.

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Purpose The purpose of this study is to examine the structural relationships between the dimensions of virtual reality (VR) experiences (immersion, interaction, usability and illusion), the dimensions of VR attachment (VR dependence, VR identity, VR affect and VR familiarity) and the dimensions of VR experiential outcomes (VR experiential satisfaction, VR experiential loyalty and VR experiential advocacy). Design/methodology/approach A total of 490 visitors who tried 360 VR travel video games in the TripMoment VR were surveyed. Findings In this study, there are positive relationships between VR experiential satisfaction and immersion, interaction, illusion, as well as VR identity, VR affect and VR familiarity. In addition, VR experiential satisfaction has a positive relationship with VR experiential loyalty. In addition, VR experiential advocacy has a positive relationship with both VR experiential satisfaction and VR experiential loyalty. Practical implications The results show that tourism operators should focus on increasing VR experiential satisfaction and experiential loyalty to enable visitors to have intentions to advocate their VR experiences. Originality/value This paper provides the data that lead to a better understanding of the relationship between the dimensions of VR experiences, VR attachment and VR experiential outcomes in the tourism industry.
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Nunes, Thatiany Andrade, e Hyunseok Lee. "Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions". Journal of Multimedia Information System 6, n. 4 (31 dicembre 2019): 309–16. http://dx.doi.org/10.33851/jmis.2019.6.4.309.

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Park, Jun Hyung, e Jong Hoon Yang. "A Study on VR News - In Recognition of the VR News". Journal of the Korea Contents Association 16, n. 12 (28 dicembre 2016): 50–59. http://dx.doi.org/10.5392/jkca.2016.16.12.050.

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Porwol, Lukasz, e Adegboyega Ojo. "Virtual Reality-driven serious communication: Through VR-Dialogue towards VR-Participation". Information Polity 26, n. 4 (6 dicembre 2021): 501–19. http://dx.doi.org/10.3233/ip-210331.

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e-Participation depends on a community of users-citizens who constructively engage and collaborate with governments and decision-makers on key democratic and social matters. Effective serious communication requires meaningful social interactions supported by relevant community-building efforts. We argue that achieving that is more visible by engaging dialogue with a constructive shared viewpoint rather than thorough discussions or argumentation. The emerging social Immersive Virtual Reality technologies supply a novel mode of digital communication that brings an opportunity to overcome some of the challenges hindering e-Participation. In this paper, we present the key concepts and explore the principles of Dialogue in the context of serious communication. We link those principles with specific Immersive VR affordances and propose a Framework for Virtual-Reality-Mediated Serious Communication – VR-Dialogue. Finally, we discuss the implications of employing that framework to support e-Participation through an additional component: VR-Participation.
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Zyda, Mike. "Why the VR You See Now Is Not the Real VR". Presence: Teleoperators and Virtual Environments 25, n. 2 (1 novembre 2016): 166–68. http://dx.doi.org/10.1162/pres_a_00254.

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Lambe, Sinéad, Indira Knight, Thomas Kabir, Jonathan West, Riana Patel, Rachel Lister, Laina Rosebrock et al. "Developing an automated VR cognitive treatment for psychosis: gameChange VR therapy". Journal of Behavioral and Cognitive Therapy 30, n. 1 (aprile 2020): 33–40. http://dx.doi.org/10.1016/j.jbct.2019.12.001.

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Andria, Andria, Catur Herison, Sigit Sudjatmiko e Nurwita Dewi. "Pertumbuhan dan Hasil Dua Belas Genotipe Kacang Hijau pada Beberapa Dosis Pupuk Kandang Sapi di Lahan Ultisol". Akta Agrosia 19, n. 1 (30 giugno 2016): 11–19. http://dx.doi.org/10.31186/aa.19.1.11-19.

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One major problem of low mungbean production in Indonesia is the lack of high yielding varieties for marginal land. A study was done with an objective to compare growth and yield of twelve mung bean genotypes on ultisol fertilized with several doses of cow manure. Twelve mung bean genotypes were grown in a field under a randomized complete block design arranged in a Split Plot Design with 3 replications. The Main Plots were four doses of cow manure, i.e. 0, 3, 6 or 9 ton.ha-1 and the Sub-Plots were twelve mungbean genotypes, i.e. VR 3, VR 61, VR 88, VR 200, VR 204 K, VR 213 K, VR 266 ct, VR 341, VR 368, VR 601 m, VR 222 Walet and VR 1074 Vinna-1. The result showed that the interaction between cow manure doses and mungbean genotypes was only occured on number of leaf. Genotype VR 61 demonstrated the highest plant stature, the greatest pod number, the heafiest pod and seeds per plant. Increasing dose of cow manure until 9 tons.ha-1did not reach the optimum level for the growth and yield of mungbean genotypes yet, except on the number of leaf variable on genotype VR 3, VR 88, VR 200, VR 266 ct and VR 601.
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Boer, Miriam. "Doorbraak VR door corona?" Onderwijs en Gezondheidszorg 45, n. 2 (marzo 2021): 6. http://dx.doi.org/10.24078/oeng.2021.3.126627.

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Stelzer, Ralph, Dirk Petermann, Bernhard Saske e Wolfgang Steger. "Kollaborationsumgebung für CAD-VR". ZWF Zeitschrift für wirtschaftlichen Fabrikbetrieb 104, n. 1-2 (24 febbraio 2009): 89–93. http://dx.doi.org/10.3139/104.110021.

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B, Tharani. "VR Based Monitoring System". International Journal for Research in Applied Science and Engineering Technology V, n. III (30 marzo 2017): 1219–21. http://dx.doi.org/10.22214/ijraset.2017.3224.

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