Artigos de revistas sobre o tema "Google Cardboard (Virtual reality headset)"
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Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees e Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance". Journal of Paramedic Practice 12, n.º 12 (2 de dezembro de 2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.
Texto completo da fonteNobrega, Felipe Augusto, e Cibele Cecílio de Faria Rozenfeld. "Virtual Reality in the Teaching of FLE in a Brazilian Public School". Languages 4, n.º 2 (9 de junho de 2019): 36. http://dx.doi.org/10.3390/languages4020036.
Texto completo da fonteCheiran, Jean Felipe Patikowski, Adriel Rodrigues e Marcelo Soares Pimenta. "Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices". Journal on Interactive Systems 12, n.º 1 (16 de novembro de 2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.
Texto completo da fonteMuzammil, Zeeshan, Ramji Ramaswamy Rajendran e Alex Gordon. "Reducing stress and anxiety in cancer patients with the use of virtual reality." JCO Oncology Practice 19, n.º 11_suppl (novembro de 2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.
Texto completo da fonteLai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout e 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, n.º 1 (março de 2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.
Texto completo da fonteMonteiro, Ana Maria Vieira, e 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, n.º 2 (agosto de 2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.
Texto completo da fonteCochrane, Thomas, e Helen Sissons. "An Introduction to Immersive Reality". Pacific Journal of Technology Enhanced Learning 2, n.º 1 (5 de novembro de 2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.
Texto completo da fonteLayalia, Fina Nabilah, Abdul Rosyid e 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, n.º 2 (3 de janeiro de 2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.
Texto completo da fonteYohanes, Yohanes, Jeanny Pragantha e Darius Andana Haris. "PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY". Jurnal Ilmu Komputer dan Sistem Informasi 8, n.º 2 (5 de agosto de 2020): 329. http://dx.doi.org/10.24912/jiksi.v8i2.11545.
Texto completo da fonteKesselman, Martin. "Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone". Library Hi Tech News 33, n.º 4 (6 de junho de 2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.
Texto completo da fonteFarabi, Riva, Akik Hidayat e Erick Paulus. "Implementasi Simulasi Wisata Shark Cage Diving dengan Perangkat Virtual Reality Google Cardboard Menggunakan Game Engine Unity 3D". Jurnal Informatika 1, n.º 1 (29 de janeiro de 2017): 19. http://dx.doi.org/10.24198/jin.v1i1.8606.
Texto completo da fonteMecheri, Raghav. "Porting BIM Models to Virtual Reality Using Google Cardboard". Indian Journal of Computer Science 2, n.º 5 (1 de outubro de 2017): 7. http://dx.doi.org/10.17010/ijcs/2017/v2/i5/118805.
Texto completo da fonteTkachenko, Olha, e Oleksandr Ivanytskyi. "Virtual Reality: Navigation in Mobile Applications with Using Google Cardboard". Digital Platform: Information Technologies in Sociocultural Sphere 4, n.º 1 (2 de julho de 2021): 43–55. http://dx.doi.org/10.31866/2617-796x.4.1.2021.236946.
Texto completo da fonteIvan 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, n.º 9 (24 de abril de 2024): 37–49. http://dx.doi.org/10.31039/plic.2024.9.207.
Texto completo da fonteStephen, Fransiscus, Dennis Gunawan e Seng Hansun. "RANCANG BANGUN APLIKASI PERMAINAN EDUKASI BERBASIS VIRTUAL REALITY MENGGUNAKAN GOOGLE CARDBOARD". Sisfo 05, n.º 05 (1 de março de 2016): 496–503. http://dx.doi.org/10.24089/j.sisfo.2016.03.001.
Texto completo da fonteBerti, Margherita, Stefano Maranzana e Jacob Monzingo. "Fostering Cultural Understanding with Virtual Reality". International Journal of Computer-Assisted Language Learning and Teaching 10, n.º 1 (janeiro de 2020): 47–59. http://dx.doi.org/10.4018/ijcallt.2020010104.
Texto completo da fonteWardoyo, Refila. "VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN JARINGAN KOMPUTER". JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI 14, n.º 2 (1 de setembro de 2023): 248–54. http://dx.doi.org/10.51903/jtikp.v14i2.586.
Texto completo da fonteSalvatore, Sergio De, Gianluca Vadalà, Leonardo Oggiano, Fabrizio Russo, Luca Ambrosio e Pier Francesco Costici. "Virtual Reality in Preoperative Planning of Adolescent Idiopathic Scoliosis Surgery Using Google Cardboard". Neurospine 18, n.º 1 (31 de março de 2021): 199–205. http://dx.doi.org/10.14245/ns.2040574.287.
Texto completo da fonteLee, Seung Hwan (Mark), Ksenia Sergueeva, Mathew Catangui e Maria Kandaurova. "Assessing Google Cardboard virtual reality as a content delivery system in business classrooms". Journal of Education for Business 92, n.º 4 (7 de abril de 2017): 153–60. http://dx.doi.org/10.1080/08832323.2017.1308308.
Texto completo da fonteTuran, Meti̇n. "Virtual Reality Implementation for University Presentation". WSEAS TRANSACTIONS ON SYSTEMS AND CONTROL 16 (21 de dezembro de 2021): 696–704. http://dx.doi.org/10.37394/23203.2021.16.63.
Texto completo da fonteOseńko, Michał, Jakub Smołka, Maria Skublewska-Paszkowska e Edyta Łukasik. "A METHOD FOR VISUALIZATION OF 3D MOTION DATA USING A MOBILE DEVICE". Informatics Control Measurement in Economy and Environment Protection 7, n.º 3 (30 de setembro de 2017): 37–42. http://dx.doi.org/10.5604/01.3001.0010.5212.
Texto completo da fonteAndre, Joshua Lorenzo, Eva Handriyantini e Chaulina Alfianti Oktavia. "Pengembangan Game Virtual Reality Berbasis Android Menggunakan Unity Sebagai Media Penunjang Pengenalan Bahasa Inggris". J-INTECH 6, n.º 02 (11 de fevereiro de 2019): 208–13. http://dx.doi.org/10.32664/j-intech.v6i02.253.
Texto completo da fonteGupta, Rajat, Rohan Nawani, Vishal P. Talreja e 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, n.º 4 (30 de abril de 2017): 76–80. http://dx.doi.org/10.23956/ijarcsse/v7i4/0162.
Texto completo da fonteHanugrah, Rayyan, e Devi Afriyantari Puspa Putri. "Penerapan Virtual Reality Sebagai Media Pengenalan Batik". Jurnal Pendidikan dan Teknologi Indonesia 1, n.º 4 (5 de maio de 2021): 161–69. http://dx.doi.org/10.52436/1.jpti.37.
Texto completo da fonteHong, Hyungki, Youn Hong Jeong e Hyungoo Kang. "Eye Deviation and Fusional Vergence Measurement Using VR (Virtual Reality) Device of Google Cardboard Type". Journal of Korean Ophthalmic Optics Society 25, n.º 2 (30 de junho de 2020): 155–61. http://dx.doi.org/10.14479/jkoos.2020.25.2.155.
Texto completo da fonteKurniawan, Hendra, Bagus Yudha Pratama e Muhammad Tofa Nurcholis. "Perancangan Aplikasi Desain Bangunan 3D Menggunakan Virtual Reality dan Google Cardboard di Tjantik Kost Yogyakarta". Respati 17, n.º 3 (10 de outubro de 2020): 47. http://dx.doi.org/10.35842/jtir.v17i3.475.
Texto completo da fonteVahldick, Adilson, Luis Felipe Kuster, Ana Fábia Coelho Dos Santos, Gustavo Vargas De Andrade, João Marcus Cardoso, Marília Guterres Ferreira, Pablo Schoeffel e Marcelo De Souza. "Practicing requirements elicitation in a serious game: comparison between non-immersive and immersive virtual reality". CONTRIBUCIONES A LAS CIENCIAS SOCIALES 16, n.º 12 (15 de dezembro de 2023): 31295–317. http://dx.doi.org/10.55905/revconv.16n.12-134.
Texto completo da fonteKhairunnisa Adinda Dhiya Hasna, Indira, Heidy Bherti Kharoline e Any Ariani Noor. "Inovasi Virtual Exhibition Masa Depan". Altasia : Jurnal Pariwisata Indonesia 3, n.º 1 (15 de fevereiro de 2021): 28–34. http://dx.doi.org/10.37253/altasia.v3i1.4369.
Texto completo da fonteRiyadi, Firman Setiawan, A. Sumarudin e Munengsih Sari Bunga. "APLIKASI 3D VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN KAMPUS POLITEKNIK NEGERI INDRAMAYU BERBASIS MOBILE". JIKO (Jurnal Informatika dan Komputer) 2, n.º 2 (12 de outubro de 2017): 75. http://dx.doi.org/10.26798/jiko.2017.v2i2.76.
Texto completo da fontePretto, N., e 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 (14 de novembro de 2017): 203–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-203-2017.
Texto completo da fonteMitsuhara, Hiroyuki, Keisuke Iguchi e 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, n.º 02 (28 de fevereiro de 2017): 101. http://dx.doi.org/10.3991/ijet.v12i02.6303.
Texto completo da fonteRahman, Fadhil, e Mursyidah Mursyidah. "Pengenalan Gedung Kampus Politeknik Negeri Lhokseumawe Menggunakan Voice Information Berbasis Virtual Reality". Jurnal Infomedia 5, n.º 1 (16 de junho de 2020): 42. http://dx.doi.org/10.30811/jim.v5i1.2004.
Texto completo da fontePutra, Vico Meylana Eka, Novian Adi Prasetyo e 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, n.º 1 (29 de novembro de 2021): 22–30. http://dx.doi.org/10.20895/inista.v4i1.398.
Texto completo da fonteAzmi, Nurul. "IMPLEMENTASI TEKNOLOGI VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN RAMBU LALU LINTAS". JURNAL IT 13, n.º 2 (1 de setembro de 2023): 77–84. http://dx.doi.org/10.37639/jti.v13i2.352.
Texto completo da fonteAlazba, Amal, Hend Al-Khalifa e Hana AlSobayel. "RabbitRun: An Immersive Virtual Reality Game for Promoting Physical Activities Among People with Low Back Pain". Technologies 7, n.º 1 (20 de dezembro de 2018): 2. http://dx.doi.org/10.3390/technologies7010002.
Texto completo da fonteHazidar, Al Hamidy, Riza Sulaiman, Shalisah Sharip, Meutia Wardhanie Ganie, Azlin Baharudin, Hamzaini Abdul Hamid e Norshita Mat Nayan. "Creative Intervention for Acrophobia Sufferers through AIVE Concept". Information 12, n.º 7 (26 de junho de 2021): 261. http://dx.doi.org/10.3390/info12070261.
Texto completo da fonteBendell, Rhyse, Gabrielle Vasquez, Andrew B. Talone e Florian Jentsch. "Evaluation and Benefits of Head-Mounted Display Systems for HRI Research". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, n.º 1 (setembro de 2018): 1484–88. http://dx.doi.org/10.1177/1541931218621336.
Texto completo da fonteKang, Hyungoo, In wang Yoo, Jun Hyuk Lee e Hyungki Hong. "Effect of Application Type on Fatigue and Visual Function in Viewing Virtual Reality(VR) Device of Google Cardboard Type". Journal of Korean Ophthalmic Optics Society 22, n.º 3 (30 de setembro de 2017): 221–28. http://dx.doi.org/10.14479/jkoos.2017.22.3.221.
Texto completo da fonteArtawan, I. Made, Made Sudarma e I. Made Arsa Suyadnya. "Perancangan Aplikasi Media Pembelajaran Pengenalan Hewan Berbasis Virtual Reality Menggunakan Platform Android". Jurnal SPEKTRUM 4, n.º 2 (8 de janeiro de 2018): 8. http://dx.doi.org/10.24843/spektrum.2017.v04.i02.p02.
Texto completo da fonteBradley, Ryan, e Nigel Newbutt. "Autism and virtual reality head-mounted displays: a state of the art systematic review". Journal of Enabling Technologies 12, n.º 3 (17 de setembro de 2018): 101–13. http://dx.doi.org/10.1108/jet-01-2018-0004.
Texto completo da fonteMiller, Ian T., Catherine S. Miller, Mark D. Wiederhold e Brenda K. Wiederhold. "Virtual Reality Air Travel Training Using Apple iPhone X and Google Cardboard: A Feasibility Report with Autistic Adolescents and Adults". Autism in Adulthood 2, n.º 4 (1 de dezembro de 2020): 325–33. http://dx.doi.org/10.1089/aut.2019.0076.
Texto completo da fonteKalacska, Margaret, J. Pablo Arroyo-Mora e Oliver Lucanus. "Comparing UAS LiDAR and Structure-from-Motion Photogrammetry for Peatland Mapping and Virtual Reality (VR) Visualization". Drones 5, n.º 2 (9 de maio de 2021): 36. http://dx.doi.org/10.3390/drones5020036.
Texto completo da fontePerski, Olga, Trupti Jambharunkar, Jamie Brown e Dimitra Kale. "A pilot randomised trial of a brief virtual reality scenario in smokers unmotivated to quit: Assessing the feasibility of recruitment". PLOS Digital Health 1, n.º 6 (27 de junho de 2022): e0000060. http://dx.doi.org/10.1371/journal.pdig.0000060.
Texto completo da fonteSaraiva, Aratã, Matheus Barros, Alexandre Nogueira, N. Fonseca Ferreira e Antonio Valente. "Virtual Interactive Environment for Low-Cost Treatment of Mechanical Strabismus and Amblyopia". Information 9, n.º 7 (19 de julho de 2018): 175. http://dx.doi.org/10.3390/info9070175.
Texto completo da fonteSissons, Helen, e Thomas Cochrane. "Introducing Immersive Reality into the Journalism Curriculum". Pacific Journal of Technology Enhanced Learning 2, n.º 1 (11 de novembro de 2019): 7. http://dx.doi.org/10.24135/pjtel.v2i1.27.
Texto completo da fonteZhao, Shilin, Sheng Jin, Congfang Ai e Nan Zhang. "Visual analysis of three-dimensional flow field based on WebVR". Journal of Hydroinformatics 21, n.º 5 (13 de julho de 2019): 671–86. http://dx.doi.org/10.2166/hydro.2019.101.
Texto completo da fonteGibson, Bryan, Sara Simonsen, Jakob D. Jensen, Leah Yingling, Julia Schaefer, Vishnu Sundaresh, Yue Zhang e Roger Altizer. "Mobile Virtual Reality Versus Mobile 360° Video to Promote Enrollment in the Diabetes Prevention Program Among Hispanic Adults: Pilot Study". JMIR Diabetes 7, n.º 1 (17 de março de 2022): e26013. http://dx.doi.org/10.2196/26013.
Texto completo da fonte"Google Cardboard: A virtual reality headset for $10?" Physics Teacher 53, n.º 2 (fevereiro de 2015): 125. http://dx.doi.org/10.1119/1.4905824.
Texto completo da fonteSaif, A. F. M. Saifuddin, e Zainal Rasyid Mahayuddin. "Stereo Vision Based Localization of Handheld Controller in Virtual Reality for 3D Painting Using Inertial System". Journal of Image and Graphics, junho de 2023, 127–31. http://dx.doi.org/10.18178/joig.11.2.127-131.
Texto completo da fontePadma, E., M. Sugumaran e M. R. Nithish Raj. "AUGMENTED REALITY INTERFACE FOR PC". INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, n.º 04 (9 de abril de 2023). http://dx.doi.org/10.55041/ijsrem18569.
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