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Artykuły w czasopismach na temat "Google Cardboard (Virtual reality headset)"
Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees i Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance". Journal of Paramedic Practice 12, nr 12 (2.12.2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.
Pełny tekst źródłaNobrega, Felipe Augusto, i Cibele Cecílio de Faria Rozenfeld. "Virtual Reality in the Teaching of FLE in a Brazilian Public School". Languages 4, nr 2 (9.06.2019): 36. http://dx.doi.org/10.3390/languages4020036.
Pełny tekst źródłaCheiran, Jean Felipe Patikowski, Adriel Rodrigues i Marcelo Soares Pimenta. "Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices". Journal on Interactive Systems 12, nr 1 (16.11.2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.
Pełny tekst źródłaMuzammil, Zeeshan, Ramji Ramaswamy Rajendran i Alex Gordon. "Reducing stress and anxiety in cancer patients with the use of virtual reality." JCO Oncology Practice 19, nr 11_suppl (listopad 2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.
Pełny tekst źródłaLai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout i 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, nr 1 (marzec 2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.
Pełny tekst źródłaMonteiro, Ana Maria Vieira, i 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, nr 2 (sierpień 2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.
Pełny tekst źródłaCochrane, Thomas, i Helen Sissons. "An Introduction to Immersive Reality". Pacific Journal of Technology Enhanced Learning 2, nr 1 (5.11.2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.
Pełny tekst źródłaLayalia, Fina Nabilah, Abdul Rosyid i 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, nr 2 (3.01.2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.
Pełny tekst źródłaYohanes, Yohanes, Jeanny Pragantha i Darius Andana Haris. "PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY". Jurnal Ilmu Komputer dan Sistem Informasi 8, nr 2 (5.08.2020): 329. http://dx.doi.org/10.24912/jiksi.v8i2.11545.
Pełny tekst źródłaKesselman, Martin. "Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone". Library Hi Tech News 33, nr 4 (6.06.2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.
Pełny tekst źródłaRozprawy doktorskie na temat "Google Cardboard (Virtual reality headset)"
Salas, Noain Diego, i Del Casillo Miguel Andres Delgado. "Videojuego de realidad virtual para realizar ejercicios en bicicleta estacionaria mediante el uso de un sistema de detección de movimiento y visor Google Cardboard". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655365.
Pełny tekst źródłaDespite extensive knowledge that Physical activity can contribute to maintain a healthy condition and decrease the probabilities to suffer non-contagious chronic diseases in the long term, there are several limitations that prevent people from exercising regularly like lack of time due to working conditions, traffic in daily commute and, more recently, a pandemic context that limits the places and hours in which they can go out to do all kinds of activities. Although many people have bicycles, ergometers and other sorts of training machines, not all of them are willing to maintain a regular exercise routine. One of the main reasons for which people don´t exercise regularly is due to lack of motivation and no evident short-term results. Currently, there are plenty of investigations that seek to solve this problem by adding different sorts of ludic components with varied content. Precisely, virtual reality exergames have been shown to positively influence people's motivation to allow them to exercise in a fun and prolonged way. Therefore, the present work aims to establish a knowledge base for the implementation of a virtual reality exergame for stationary bicycles that positively affects the psychological needs of people in order to keep them motivated through gamification techniques that will be validated based on the results of previous research.
Trabajo de investigación
Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.
Pełny tekst źródłaDetta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
Chang, Wei-Chen, i 張瑋晨. "Virtual Reality English Learning Space Implementation -Google Cardboard". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/yakkvr.
Pełny tekst źródła國立交通大學
理學院科技與數位學習學程
107
With the growth of ever-changing technology, cellphones have become essential in our daily life. If we can turn cellphones into learning tools, it will surely improve students learning efficiency. According to current curriculum guidelines in Taiwan, English is an important subject. However, while viewing the existing learning apps in the app store, we can only find rigid English vocabulary practice apps, English video clips with sentence pattern drills or materials related to grammars. Those apps do little help to students’ speaking ability, not to mention to motivate students. In order to improve students’ English speaking ability and boost their interest in learning English, we came up with a new Virtual Reality teaching apps in the study. Apart from using Virtual Reality to boost students interests in learning English, users can practice English conversation through being the main character in the game with the help of AI assistant (provided by IBM Watson service). The students can practice conversation with the characters through their cellphones. This study chose the Virtual Reality equipment “Cardboard” due to its low price and easy access. In the end, we help to benefit the English learners through this study. We also hope this study can help English is not only confined to memorizing vocabulary and English textbook mechanically but also being used authentically.
Książki na temat "Google Cardboard (Virtual reality headset)"
Dillon, Roberto. 2D to VR with Unity5 and Google Cardboard. Taylor & Francis Group, 2017.
Znajdź pełny tekst źródłaDillon, Roberto. 2D to VR with Unity5 and Google Cardboard. CRC Press LLC, 2017.
Znajdź pełny tekst źródłaDillon, Roberto. 2D to VR with Unity5 and Google Cardboard. Taylor & Francis Group, 2017.
Znajdź pełny tekst źródła2D to VR with Unity5 and Google Cardboard. CRC Press LLC, 2017.
Znajdź pełny tekst źródłaRogers, Rick. Visualizing Data with Virtual Reality: Immersive Visualization of Data Analytics Using Unity, Oculus Rift, Samsung Gear VR and Google Cardboard. Pearson Education, Limited, 2019.
Znajdź pełny tekst źródłaCzęści książek na temat "Google Cardboard (Virtual reality headset)"
Ahmed, Towfik, Afzal Un Nayeem Chowdhury i Ziaul Hasan Mozumder. "BIO-VR: Design and Implementation of Virtual Reality-Based Simulated Biology Laboratory Using Google Cardboard with an Emphasis on Virtual Education". W Inventive Computation and Information Technologies, 867–83. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-7402-1_62.
Pełny tekst źródłaOigara, James N. "Integrating Virtual Reality Tools Into Classroom Instruction". W Virtual Reality in Education, 369–81. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-8179-6.ch018.
Pełny tekst źródłaOigara, James N. "Integrating Virtual Reality Tools Into Classroom Instruction". W Handbook of Research on Mobile Technology, Constructivism, and Meaningful Learning, 147–59. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3949-0.ch008.
Pełny tekst źródłaSternig, Christof, Michael Spitzer i Martin Ebner. "Learning in a Virtual Environment". W Mobile Technologies and Augmented Reality in Open Education, 175–99. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2110-5.ch009.
Pełny tekst źródłaBeauchemin, Russell William. "Augmenting Education". W Advances in Mobile and Distance Learning, 160–80. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0251-7.ch008.
Pełny tekst źródłaSong, Shirong, Yongsheng Wang, Shike Wang, Chengze Wang i Yuting Yao. "A Unity3D Engine-Based Virtual Reality Game for Improving Cervical Mobility Using Gyroscope Controls". W Artificial Intelligence and Human-Computer Interaction. IOS Press, 2024. http://dx.doi.org/10.3233/faia240160.
Pełny tekst źródłaStreszczenia konferencji na temat "Google Cardboard (Virtual reality headset)"
Mujuru, Takudzwa, i Christian Lopez. "Creating Virtual Reality Teaching Modules for Low-Cost Headsets". W ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-72084.
Pełny tekst źródłaFlorea, Andrei george, i Catalin Buiu. "USING A WEB-BASED FRAMEWORK TO BUILD AND EXPERIMENT WITH VIRTUAL REALITY WORLDS". W eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-037.
Pełny tekst źródłaPatterson, Kate. "Genome gazing: A 360° stereoscopic animation for Google cardboard". W 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892367.
Pełny tekst źródłaGreenwald, Scott W., Luke Loreti, Markus Funk, Ronen Zilberman i Pattie Maes. "Eye gaze tracking with google cardboard using purkinje images". W VRST '16: 22th ACM Symposium on Virtual Reality Software and Technology. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2993369.2993407.
Pełny tekst źródłaPowell, Wendy, Vaughan Powell, Phillip Brown, Marc Cook i Jahangir Uddin. "Getting around in google cardboard – exploring navigation preferences with low-cost mobile VR". W 2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR). IEEE, 2016. http://dx.doi.org/10.1109/wevr.2016.7859536.
Pełny tekst źródłaNascimento, Thamer Horbylon, Fabrizzio Alphonsus A. M. Nunes Soares, Danilo Vieira Oliveira, Rogerio Lopes Salvini, Ronaldo Martins da Costa i Cristhiane Goncalves. "Method for Text Input with Google Cardboard: An Approach Using Smartwatches and Continuous Gesture Recognition". W 2017 19th Symposium on Virtual and Augmented Reality (SVR). IEEE, 2017. http://dx.doi.org/10.1109/svr.2017.36.
Pełny tekst źródłaPoltorak, Alexandra, Charli Hooper i Yang Cai. "Holograms for Minimally Invasive Surgery Training and Planning". W 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004848.
Pełny tekst źródłaBoel, Carl, Tijs Rotsaert, Tammy Schellens i Martin Valcke. "SIX YEARS AFTER GOOGLE CARDBOARD: WHAT HAS HAPPENED IN THE CLASSROOM? A SCOPING REVIEW OF EMPIRICAL RESEARCH ON THE USE OF IMMERSIVE VIRTUAL REALITY IN SECONDARY EDUCATION". W 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.1524.
Pełny tekst źródłaLoeb, Helen S., Jaime Hernandez, Chase Leibowitz, Benjamin Loeb, Erick Guerra i Rahul Mangharam. "Leveraging the Internet to Drive a Real Car in the Virtual Earth 3D Model". W WCX SAE World Congress Experience. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2024. http://dx.doi.org/10.4271/2024-01-2878.
Pełny tekst źródłaAntoine Moinnereau, Marc, Tiago Henrique Falk i Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences". W 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.
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