Gotowa bibliografia na temat „Virtual reality”

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Artykuły w czasopismach na temat "Virtual reality"

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Wennberg, Teresa. "Virtual Reality—Virtual Brain: Questioning Reality". Leonardo 51, nr 5 (październik 2018): 453–59. http://dx.doi.org/10.1162/leon_a_01554.

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The author’s multimedia art is inspired by memory and cognitive processes. This paper discusses certain human brain functions, including a reflection on the evolution from individual human memory to collective computer memory and the role of the artist in this vital change.
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Moroseev, D. A. "ВИРТУАЛЬНАЯ РЕАЛЬНОСТЬ (VIRTUAL REALITY)". Международный школьный научный вестник (International School Scientific Herald), nr 3 2021 (2021): 9. http://dx.doi.org/10.17513/issh.1442.

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Bamodu, Oluleke, i Xu Ming Ye. "Virtual Reality and Virtual Reality System Components". Advanced Materials Research 765-767 (wrzesień 2013): 1169–72. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1169.

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This paper is a synoptic review of virtual reality, its features, types, and virtual reality systems, as well as the elements of the VR system hardware and software, which are essential components of virtual reality systems.
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Stone, B. "Whatever happened to virtual reality? [virtual reality]". Information Professional 1, nr 4 (1.10.2004): 12–15. http://dx.doi.org/10.1049/inp:20040402.

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Kleeman, Walter B. "Virtual Reality and Reality". Facilities 11, nr 7 (lipiec 1993): 7–10. http://dx.doi.org/10.1108/eum0000000002247.

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Mosher, Mike. "Virtual Reality". Leonardo 54, nr 2 (2021): 259–60. http://dx.doi.org/10.1162/leon_r_02026.

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Burchiel, Kim. "Virtual reality". Journal of Neurosurgery 100, nr 4 (kwiecień 2004): 583–84. http://dx.doi.org/10.3171/jns.2004.100.4.0583.

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Kirsch, Breanne. "Virtual Reality". Information Technology and Libraries 38, nr 4 (16.12.2019): 4–5. http://dx.doi.org/10.6017/ital.v38i4.11847.

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During the 2019 EDUCAUSE Annual Conference, a large proportion of programs were about virtual reality. This article discusses how virtual reality could be used in libraries and how some institutions are creating VR content.
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Sadler, Catharine. "Virtual reality". Nursing Standard 22, nr 19 (16.01.2008): 18–20. http://dx.doi.org/10.7748/ns.22.19.18.s22.

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Rogozovs, Niks, i Ivars Meirāns. "VIRTUAL REALITY". HUMAN. ENVIRONMENT. TECHNOLOGIES. Proceedings of the Students International Scientific and Practical Conference, nr 24 (22.04.2020): 95–98. http://dx.doi.org/10.17770/het2020.24.6757.

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We deal with history of virtual reality and the principle of virtual reality, as well as the application of virtual reality in selected areas. There was general knowledge of the history of virtual reality, it`s activities, and where these systems are used nowadays. It can be concluded that in the near future, we can expect a great boom in the technology department of virtual reality, which will be able to buy anybody and try to do the same with the virtual world. In 2020, we are expected to see the first progress in virtual reality and to see improvements that can drastically change our daily lives.
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Rozprawy doktorskie na temat "Virtual reality"

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Hullfish, Keith C. "Virtual reality monitoring : how real is virtual reality? /". Connect to this title online (HTML format) Connect to this title online (RTF format), 1996. http://www.hitl.washington.edu/publications/hullfish/.

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Vlasenko, О. І., i L. V. Simonchuk. "Virtual reality". Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/5016.

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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova i A. V. Kolesova. "Virtual reality". Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22221.

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Mykhailov. "VIRTUAL REALITY". Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33819.

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Almansa, Fernández Jesús Tomás, i Maqueda Juan Pablo Vargas. "Virtual commissioning with virtual reality". Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18574.

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The industry is nowadays going through a transformation in networking technologies which leads to what it is called Industry 4.0. This stage of the industry is arriving from the hand of the internet of things. Having connected all the elements within a factory allows to control and keep track of them telematically. Virtual commissioning is in charge of designing, testing and debugging the system before it is even built. This project tries to approach virtual reality to virtual commissioning and create the virtual model of a human in these simulated environments. Technology allows introducing human interaction for many purposes such as operator training. To do this project properly a methodology will be followed for the design and creation. Once the background, frame of reference and literature review are established, the development can start. The development of the project has taken place alongside Simumatik Open Emulation Platform, consisting of creating the body of a person, as simple as possible, following ergonomics, into this platform for commissioning purposes. The model will be able to interact with the virtual environment like robots, boxes, and sensors. To sum up, the complexity of the model will be limited to the inputs coming from the head and the hands. There exist infinite solutions for which position should be the rest of the body, therefore, this project aims to fix some variables to find valid solutions. Finally, the project achieved building a digital human model in which the main goal was building the arms that are estimated. The model is capable of interact with Simumatik´s environment that has been created specifically to show the functionalities of this project, being detected for sensors and robots of the system.
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Premadasa, V. N. "Reality and realism in virtual architectural reconstruction". Thesis, University of Strathclyde, 2005. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21605.

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Computer-aided modelling and visualisation techniques have found widespread use in architectural practice as tools to illustrate proposed buildings and environments. The same techniques have also been utilised to aid in the interpretation of the architecture of the past, principally by recreating, in a virtual environment, structures which either no longer exist or which have been substantially altered or damaged over the years. However, much interest in this area has been focused on creating visually alluring images with a strong public appeal, with rather less emphasis given to illustrating the uncertainty that usually underlies any attempt at reconstructing the past. This thesis consists of a critical analysis of the way in which the computeraided visualisation techniques are commonly perceived and employed by researchers in architectural history and archaeology, with the 11th century church of Sant Vicenc de Cardona in Spain being used as a case study. The main issues raised are then discussed, both in terms of current trends and possible future directions, with a view to identifying a general approach to the illustration of uncertainty in virtual architectural reconstructions.
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Voronenko, A. S. "Virtual reality technology". Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40508.

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Modern technology grows faster and faster. A lot of new gadgets and devices appears in our everyday life. Huge corporations compete for being the first in the fields of technology. Indie developers try to invent something new. All these things lead humanity to prosperity.
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Chan, Melanie A. "Reality kicks back : Representions of virtual reality". Thesis, Leeds Beckett University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.517111.

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This study examines representations of virtual reality within Western and Westernised culture. Particular attention will be given to the 1980s and 1990s when representations of virtual reality were prolific. Semiotic analysis will be used as a theoretical tool with which to study these representations in order to question such concepts as simulacra, simulation, hyperreality, the virtual and the real. This study has some interdisciplinary aspects as it draws upon representations of virtual reality in art history, cultural studies, film studies, computer science, cognitive science and philosophy. Three case studies are presented to provide an in-depth exploration of representations of virtual reality, these are: Neuromancer (1986), a science fiction novel by William Gibson, The Matrix (dir. A. & L. Wachowski, 1999), a major Hollywood Film and Osmose (1995) and Ephemere (1998) by Char Davies, which are virtual works of art. During this study attention is given to the relationships between perception, embodiment and virtual reality in order to move beyond binary notions of the mind versus the body. Upon investigation representations of virtual reality indicate that there is a sense of ambivalence surrounding this technology, particularly in relation to embodiment. In some instances there are claims that the body can be repressed or somehow denied; whilst in some cases the human body is denigrated as 'meat'. There are even calls for a post embodied and possibly post-human existence via immersion in virtual reality environments. Countering these dismissals of embodiment this study calls for a returned emphasis on the body as the ground of human experience. Embodiment cannot be repressed or denied; it is central to the immersive and interactive experiences that are made possible by virtual reality technology. In summary it is possible that embodiment both encompasses signification and interaction in virtual environments and the world around us.
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Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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Johansson, Niklas, i Tony Lin. "Växande kunskaper i virtual reality : Virtual reality som ett verktyg för lärande". Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18309.

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Denna undersökning diskuterar virtual reality (VR) spel i förhållande till lärande och underhållning. Gestaltningen kommer ske genom det existerande spelet GROW’em från företaget Okay Games där vi undersökte effekten av virtual reality på lärande i just spel. Målet är att förse spelaren med engagerande uppgifter för att sköta ett växthus tillsammans med lekfulla VR-interaktioner och möjligheten att kunna påverka den egna omgivningen. Syftet är att spelaren ska lära sig om genuin flora och kanske en dag framöver byta ut sin virtuella växt till en riktig planta. Med denna undersökningen vill vi lyfta fram spel och virtual reality som ett verktyg för lärande, där kroppens del i lärandet syftar på hur inlärning sker genom ens handlingar.
This study discusses virtual reality (VR) games in relation to learning and entertainment. The digital portrayal will take place through the existing game GROW’em from the company Okay Games, where we examined how the effect on learning in a virtual reality game. The goal is to provide the player with engaging tasks in order to manage their greenhouse together with playful VR-interactions and the ability to influence their own environment. The purpose is for the player to learn about genuine flora and maybe one day replace their virtual plant with an actual plant. With this study we want to highlight games and virtual reality as a tool for learning, where the body's part in learning refers to how learning takes place through one's actions.
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Książki na temat "Virtual reality"

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Perelman, Bob. Virtual reality. New York: Roof Books, 1993.

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Bozgeyikli, Ren, i Lila Bozgeyikli. Virtual Reality. New York: River Publishers, 2022. http://dx.doi.org/10.1201/9781003340003.

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Shumaker, Randall, red. Virtual Reality. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5.

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Warnecke, H. J., i H. J. Bullinger, red. Virtual Reality. Berlin, Heidelberg: Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-88650-8.

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Rheingold, Howard. Virtual reality. [London]: Mandarin, 1992.

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Rheingold, Howard. Virtual reality. New York: Simon & Schuster, 1992.

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Spear, Brian J. Virtual reality. London: Patent Office, 1993.

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Bates-Brkljac, Nada. Virtual reality. Hauppauge, N.Y: Nova Science Publisher's, 2011.

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Rheingold, Howard. Virtual reality. New York: Simon & Schuster, 1992.

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Landwehr, Dominik. Virtual reality. [Zurich]: Migros-Kulturprozent, 2019.

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Części książek na temat "Virtual reality"

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Calcutt, Andrew. "Virtual reality/‘virtual reality’". W White Noise, 131–41. London: Palgrave Macmillan UK, 1999. http://dx.doi.org/10.1057/9780230373686_22.

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Sala, Luc. "Virtual Reality". W Virtual Reality, 223–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-88650-8_16.

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Chen, Hung-Kuang, Chin-Shyurng Fahn i Ming-Bo Lin. "The Storage Independent Polygonal Mesh Simplification System". W Virtual Reality, 3–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_1.

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Lee, Chulhan, Junho Cho i Kyoungsu Oh. "Visual Hull with Silhouette Maps". W Virtual Reality, 88–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_10.

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Li, Qicheng, Chen Zhao, Qiang Zhang, Weining Yue i Guoping Wang. "Region-Based Artificial Terrain Texture Generation". W Virtual Reality, 97–103. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_11.

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Lim, Hun-gyu, i Doowon Paik. "A Real-Time Color Quantization Scheme for Virtual Environments Navigation System". W Virtual Reality, 104–10. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_12.

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Lozano, Miguel, Pedro Morillo, Daniel Lewis, Dirk Reiners i Carolina Cruz-Neira. "A Distributed Framework for Scalable Large-Scale Crowd Simulation". W Virtual Reality, 111–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_13.

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Lu, Wei, Dinghao Zeng i Jingui Pan. "QEM-Based Mesh Simplification with Effective Feature-Preserving". W Virtual Reality, 122–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_14.

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Park, Hanhoon, Moon-Hyun Lee, Byung-Kuk Seo, Yoonjong Jin i Jong-Il Park. "Content Adaptive Embedding of Complementary Patterns for Nonintrusive Direct-Projected Augmented Reality". W Virtual Reality, 132–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_15.

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Parke, Frederic I. "Lower Cost Modular Spatially Immersive Visualization". W Virtual Reality, 142–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_16.

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Streszczenia konferencji na temat "Virtual reality"

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Canniff, Keely, i Daniel C. Cliburn. "Teaching Virtual Reality in Virtual Reality". W 2022 8th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 2022. http://dx.doi.org/10.23919/ilrn55037.2022.9815930.

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Bamodu, Oluleke, i Xuming Ye. "Virtual Reality and Virtual Reality System Components". W 2nd International Conference On Systems Engineering and Modeling. Paris, France: Atlantis Press, 2013. http://dx.doi.org/10.2991/icsem.2013.192.

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Kim, Bk, i Kyujung Kim. "Virtual reality". W ACM SIGGRAPH ASIA 2010 Computer Animation Festival. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1900264.1900343.

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Gennaro, Silvano de. "VIRTUAL REALITY". W Proceedings of the International Conference. WORLD SCIENTIFIC, 1996. http://dx.doi.org/10.1142/9789814447188_0163.

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"VIRTUAL REALITY". W Russian science: actual researches and developments. Samara State University of Economics, 2019. http://dx.doi.org/10.46554/russian.science-2019.10-1-72/75.

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Gäckle, Kristian, Tim Reichert i Nicola Marsden. "Virtual reality or virtuous reality?" W the 4th Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3196839.3196861.

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Shim, Hyunjung, i Seungkyu Lee. "Automatic color realism enhancement for virtual reality". W 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180881.

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Blascovich, James J. "Capstone presentation: Isn't all reality really virtual?" W 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180865.

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Richards, Catherine, Larry W. Korba, Christopher D. Shaw i Mark Green. "Virtual reality and virtual bodies". W IS&T/SPIE 1994 International Symposium on Electronic Imaging: Science and Technology, redaktorzy Scott S. Fisher, John O. Merritt i Mark T. Bolas. SPIE, 1994. http://dx.doi.org/10.1117/12.173894.

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Mudhol, Mahesh V., i Vasanth N. "The Virtual Library: Virtually a Reality?" W 2009 Second International Conference on Computer and Electrical Engineering. IEEE, 2009. http://dx.doi.org/10.1109/iccee.2009.267.

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Raporty organizacyjne na temat "Virtual reality"

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Dailey, James F. Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, kwiecień 1993. http://dx.doi.org/10.21236/ada278294.

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Gembicki, M., i D. Rousseau. Naval Applications of Virtual Reality,. Fort Belvoir, VA: Defense Technical Information Center, styczeń 1993. http://dx.doi.org/10.21236/ada265100.

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Najjariasl, Parisa, Kamran Dalvandi, Parinaz Onikzeh, Aida Kazemi, Afshin Heidari, Hamidreza Sadeghsalehi i Hadi Zamanian. Virtual reality and labor pain. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, październik 2021. http://dx.doi.org/10.37766/inplasy2021.10.0035.

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Witt, Theresia. Virtual Reality in kirchenpädagogischen Bildungsprozessen. Otto-Friedrich-Universität, 2023. http://dx.doi.org/10.20378/irb-89777.

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Um das universitäre Lehr- und Lernangebot an gesellschaftliche Veränderungen anzupassen, wurde das Seminar „VR-Kirchenpädagogik“ im Sinne des Flipped-Classroom-Konzepts entwickelt, das an der Otto-Friedrich-Universität Bamberg im SoSe 2022 durchgeführt und evaluiert wurde: Lehramtsstudierende der katholischen Theologie sollten zunächst eine virtuelle Kirche erkunden, ehe sie selbst eine VR-Kirchen(raum)erschließung für eine schulische Zielgruppe entwickelten und mit dieser erprobten. Wissenschaftlich gerahmt wurden diese Praxiserfahrungen durch einen die Studierenden vorbereitenden Online-Selbstlernkurs. Das Seminar wurde ich zweifacher Weise evaluiert: Ein Pre-Posttest untersucht, wie sich die digitalitätsbezogene Selbstwirksamkeitserwartung und Selbsteinschätzung angehender Religionslehrkräfte im Rahmen dieses Seminars verändert. Anhand von Einzelinterviews wird hingegen erforscht, welche Potentiale und Herausforderungen VR für kirchenpädagogische Bildungsprozesse und eine diesbezügliche Professionalisierung angehender Religionslehrkräfte mit sich bringt. Das wissenschaftliche Poster zeigt die theoriebasierte Konzeption des Seminars "VR-Kirchenpädagogik", erste Ergebnisse der Begleitforschung sowie Limitationen auf.
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Costa, E., S. Manfio i S. Tusa. Virtual Reality and Virtual Dives among Sicilian Marble Cargos. Honor Frost Foundation, 2020. http://dx.doi.org/10.33583/utm2020.03.

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Dow, Thomas A. Virtual Reality in Precision Engineering Research. Fort Belvoir, VA: Defense Technical Information Center, październik 1994. http://dx.doi.org/10.21236/ada286528.

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SRI INTERNATIONAL MENLO PARK CA. Audition and Vision in Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 1994. http://dx.doi.org/10.21236/ada298906.

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Hezel, Paul J., i Harry Veron. Head Mounted Displays for Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, luty 1993. http://dx.doi.org/10.21236/ada263498.

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Wilson, Nicholas. Augmented and Virtual Reality Telecommunication Tool. Ames (Iowa): Iowa State University, styczeń 2020. http://dx.doi.org/10.31274/cc-20240624-264.

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Ervin, Kelly, Karl Smink, Bryan Vu i Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), wrzesień 2022. http://dx.doi.org/10.21079/11681/45502.

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The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is researching opportunities to advance ship simulation to deliver the Ship Simulator of the Future (SSoF). The SSoF will be equipped with a VR mode and will more accurately resolve nearshore wave phenomena by ingesting precalculated output from a Boussinesq-type wave model. This initial prototype of the SSoF application is intended for research and development purposes; however, the technologies employed will be applicable to other disciplines and project scopes, including the Synthetic Training Environment (STE) and ship and coastal structure design in future versions.
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