Literatura científica selecionada sobre o tema "Virtual reality in medicine"

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Artigos de revistas sobre o assunto "Virtual reality in medicine"

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Kaltenborn, K. F., e O. Rienhoff. "Virtual Reality in Medicine". Methods of Information in Medicine 32, n.º 05 (1993): 407–17. http://dx.doi.org/10.1055/s-0038-1634953.

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AbstractVirtual reality (VR), as part of computer science, allows computer-based models of the real world to be generated, and provides humans with a means to interact with these models through new human-computer interfaces and, thus, to nearly realistically experience these models. This contribution explores the technical requirements for VR, describes technological advances and deficits, and analyzes the framework for future technological research and development. Although some non-medical applications are discussed, this contribution focuses primarily on medical applications of VR and outlines future prospects of medical VR applications. Finally, possible hazards arising from the use of VR are discussed. The authors recommend an interdisciplinary approach to technology assessment of VR.
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Brajčić, Hrvoje, e Mirna Šitum. "Virtual Reality in Medicine". Knj. 50-51(2020) 543, n.º 50-51 (2020): 39–43. http://dx.doi.org/10.21857/yq32oh2jn9.

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Akay, M. "Virtual Reality in Medicine". IEEE Engineering in Medicine and Biology Magazine 15, n.º 2 (março de 1996): 14. http://dx.doi.org/10.1109/memb.1996.486712.

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Szekely, G., e R. M. Satava. "Virtual reality in medicine". BMJ 319, n.º 7220 (13 de novembro de 1999): 1305. http://dx.doi.org/10.1136/bmj.319.7220.1305.

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Weghorst, Suzanne. "Virtual reality in medicine". Artificial Intelligence in Medicine 6, n.º 4 (agosto de 1994): 277–79. http://dx.doi.org/10.1016/0933-3657(94)90032-9.

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King, Spencer B. "When Medicine Meets Virtual Reality". JACC: Cardiovascular Interventions 3, n.º 6 (junho de 2010): 691–92. http://dx.doi.org/10.1016/j.jcin.2010.05.002.

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Rosen, J. M., H. Soltanian, R. J. Redett e D. R. Laub. "Evolution of virtual reality [Medicine]". IEEE Engineering in Medicine and Biology Magazine 15, n.º 2 (1996): 16–22. http://dx.doi.org/10.1109/51.486713.

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Fox, Jesse, Dylan Arena e Jeremy N. Bailenson. "Virtual Reality". Journal of Media Psychology 21, n.º 3 (janeiro de 2009): 95–113. http://dx.doi.org/10.1027/1864-1105.21.3.95.

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In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific research. Specifically, we review the literature on the study of VR as an object, wherein we discuss the effects of the technology on human users; VR as an application, wherein we consider real-world applications in areas such as medicine and education; and VR as a method, wherein we provide a comprehensive outline of studies in which VR technologies are used to study phenomena that have traditionally been studied in physical settings, such as nonverbal behavior and social interaction. We then present a content analysis of the literature, tracking the trends for this research over the last two decades. Finally, we present some possibilities for future research for interested social scientists.
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Rogozovs, Niks, e Ivars Meirāns. "VIRTUAL REALITY". HUMAN. ENVIRONMENT. TECHNOLOGIES. Proceedings of the Students International Scientific and Practical Conference, n.º 24 (22 de abril de 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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Cooper, Carol. "Virtual reality". Lancet 352, n.º 9135 (outubro de 1998): 1234–35. http://dx.doi.org/10.1016/s0140-6736(05)60590-9.

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Teses / dissertações sobre o assunto "Virtual reality in medicine"

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Achenbach, Jascha [Verfasser]. "Generation of Virtual Humans for Virtual Reality, Medicine, and Domestic Assistance / Jascha Achenbach". Bielefeld : Universitätsbibliothek Bielefeld, 2019. http://d-nb.info/1189813068/34.

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Glännfjord, Fredrik, e Karin Turesson. "Virtual Reality : En ny veklighet för arbetsterapin?" Thesis, Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63927.

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Arbetsterapi är ett ämne som framhäver hälsa och välmående genom aktivitet. Det huvudsakliga målet som arbetsterapeut är att möjliggöra för personer att delta i aktiviteter i det dagliga livet. Virtual Reality är en simulation där datorgrafik används för att skapa en tillsynes realistisk miljö och denna värld är inte statisk utan integrerar med användaren. Syftet med denna litteraturstudie är att kartlägga hur och varför Virtual Reality kan användas av arbetsterapeuter. En systematisk litteraturstudie genomfördes och efter databassökning uppkom 14 artiklar som via en manuell sökning kompletterades med ytterligare 5 artiklar. Resultaten visar att Virtual Reality kan användas för att stödja utförandet av meningsfulla aktiviteter och ge en säker miljö att arbeta i. Virtual Reality kan stödja människor med olika funktionsnedsättningar med aktiviteter som annars är svåra för dem att utföra som t.ex. olika fritidsaktiviteter. Det ger också människor möjlighet att kunna förbereda sig för olika situationer som kan uppstå i det verkliga livet som vid hemkomst från sjukhus eller att gå och handla. Det saknas dock fortfarande arbetsterapiforskning på de kommersiella systemen som Nintendo Wii och det behövs mera forskning för att fortsätta utveckla området.
Occupational therapy is a profession that highlights health and wellbeing through activity. Occupational therapists enable people to participate in everyday living. An activity means the ordinary and familiar things that humans do every day. Virtual reality is a simulation in which computer graphics are used to create a realistic environment. This world is not static but is one with which the user can interact. The purpose of this literature review is to describe how and why Virtual Reality can be used by occupational therapists. After a database search 14 articles were found. Through a manual search, five additional articles were added. The result shows that virtual reality can support the performance of meaningful activities and provide a safe environment to work in. Virtual reality can allow people with disabilities to participate in activities that otherwise would be inaccessible, such as different leisure activities. It also offers the opportunity for people to prepare themselves for different situations that occur in real life, such as returning home from hospital or going shopping. There is still a lack of research within occupational therapy on the commercial systems like Nintendo Wii, and more research is required to develop this field of research.
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Sherman, Vadim. "Validation of a virtual reality surgical simulator". Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101795.

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The introduction of minimally invasive surgery has resulted in revolutionary changes in the process of surgery. As a consequence, surgeons have had to adopt an entirely new skill set, one which requires additional training. To this end, surgical simulators have been developed, (physical simulators and virtual reality based simulators). We endeavored to validate the LapSim virtual reality simulator and assess its potential in the learning and acquisition of basic and complex laparoscopic skills. A series of studies were undertaken to provide evidence for the simulator's validity. They include the formulation of metrics, transference of basic skills to more complex laparoscopic tasks, and the transference of skills acquired using the simulator to the in vivo model. Through these studies, it is demonstrated that the virtual reality simulator is effective in enhancing laparoscopic skills in novices in both in vitro and in vivo environments.
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Ba, Waqash A., M. Sati, D. O. Kostin e M. Y. Tymkovych. "Hardware development of 2D force feedback device for virtual reality in medicine". Thesis, Харків, ХНУРЕ, 2019. http://openarchive.nure.ua/handle/document/8367.

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The development of haptic devices for surgery is an important task. The importance of constructing force-feedback haptic devices for modern medicine is shown. In these theses, a block diagram of such the device is proposed. The next steps are to develop the force feedback device.
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Paul, David Lawrence. "Telemedicine : a study of virtual collaboration and trust in hypercompetitive environments /". Digital version accessible at:, 2000. http://wwwlib.umi.com/cr/utexas/main.

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Huang, Jing Ye. "Visual Simulation in virtual abdominal surgery". Thesis, University of Macau, 2012. http://umaclib3.umac.mo/record=b2586278.

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Ji, Wei. "Viewing options of the virtual haptic back (VHB)". Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1125440000.

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Tickhill, Justin D. "The virtual pig head digital imaging in cephalic anatomy /". Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1187634238.

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O'Loughlin, James H. "Can virtual reality scenarios induce acute anxiety within an experimental setting?" Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2024. https://ro.ecu.edu.au/theses/2769.

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The noradrenergic system is engaged by arousal and novel stimuli, and has a widespread influence throughout the body, indirectly innervating areas that control heart rate, respiratory rate, perspiration rate, pain sensitivity, and pupil diameter. This study aimed to create anxiety using threatening virtual reality protocols and determine whether that anxiety was sufficient to cause physiological responses consistent with locus coeruleus activation and thus noradrenaline release. Ten participants were exposed to three different types of virtual reality protocol (relaxing, implied threat and overt threat) and one mental arithmetic protocol, each designed to elicit a different level of anxiety for comparison. Anxiety level was assessed after each protocol using a five-point Likert scale, with a minimum of 1 (not anxious at all) and maximum of 5 (extremely anxious). While experiencing these protocols pupil diameter, pressure pain threshold, heart rate, and galvanic skin resistance were recorded. These autonomic and sensory measures are known to be influenced by locus coeruleus activation and noradrenaline release. Increases in pupil diameter, in particular, are correlated with locus coeruleus activity. Virtual reality threat protocols were successful in promoting anxiety in participants, however, the mental arithmetic protocol created greater anxiety. Virtual reality threat protocols resulted in significant increases in two of the outcome measures (pupil diameter and pressure pain threshold) and had a median anxiety score of ≤ 2.5, while mental arithmetic resulted in significant changes in three of the outcome measures (pupil diameter, pressuanixre pain threshold, galvanic skin resistance) and a median anxiety score of 3. Exploratory repeated measures correlations showed that pupil diameter correlated with pressure pain threshold (rrm = 0.27 [0.029, 0.49], p = 0.03), pressure pain threshold with galvanic skin resistance (rrm = -0.3 [-0.5, -0.075], p = 0.01), and galvanic skin resistance with heart rate (rrm = -0.36 [-0.57, -0.17], p = 0.00095). Changes in more responses with greater anxiety may suggest a staggered sensitivity of the outcome measures, with pupil diameter and pressure pain threshold being more sensitive to noradrenaline release than galvanic skin resistance and heart rate. The findings of this study indicate that the virtual reality protocols can successfully create anxiety sufficient to cause physiological responses consistent with some noradrenaline release by locus coeruleus activation. However, the amount of anxiety and degree of physiological responses were lower compared to that caused by mental arithmetic. Nonetheless, the versatility and control that the virtual reality medium offers allows the creation of virtual reality protocols that use tension and suspense to create mild anxiety. Thus, virtual reality protocols may be a more appropriate choice when measuring certain noradrenergic effects under conditions precluding movement and speech.
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Guidi, Eleonora. "Ambiente di Mixed Reality per l'insegnamento della medicina veterinaria". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/12203/.

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La tesi progettuale, descritta in questo volume, nasce sulla base di un progetto accademico, sviluppato con la collaborazione di docenti della facoltà di Medicina Veterinaria dell’Università di Bologna. Obiettivo della tesi è lo sviluppo di un prototipo di un sistema per la realizzazione di un ambiente E-learning virtuale ed interattivo per uso didattico. Il progetto implementato ha permesso di creare un sistema basato su Realtà Mista che utilizza al suo interno immagini fotografiche a 360° della stalla della facoltà di Medicina Veterinaria su cui inserire modelli 3D animati di animali. L'utente potrà quindi visitare la fattoria, attraversando i vari ambienti in modalità di tour virtuale.
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Livros sobre o assunto "Virtual reality in medicine"

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Riener, Robert, e Matthias Harders. Virtual Reality in Medicine. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4011-5.

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Matthias, Harders, e SpringerLink (Online service), eds. Virtual Reality in Medicine. London: Springer London, 2012.

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D, Westwood James, ed. Medicine Meets Virtual Reality 18: NextMed. Amsterdam: IOS Press, 2011.

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D, Westwood James, ed. Medicine Meets Virtual Reality 19: NextMed. Amsterdam: IOS Press, 2012.

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Diego, Calif ). Medicine Meets Virtual Reality (20th 2013 San. Medicine Meets Virtual Reality 20: NextMed/MMVR20. Amsterdam: IOS Press, 2013.

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editor, Westwood James D., ed. Medicine Meets Virtual Reality 21: NextMed/MMVR21. Amsterdam: IOS Press, 2014.

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S, Morgan Karen, e Medicine Meets Virtual Reality (5th : 1997 : San Diego, Calif.), eds. Medicine meets virtual reality: Global healthcare grid. Amsterdam: IOS Press, 1997.

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Lamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Montréal: Polytechnic International Press, 1997.

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Ayache, Nicholas, ed. Computer Vision, Virtual Reality and Robotics in Medicine. Berlin/Heidelberg: Springer-Verlag, 1995. http://dx.doi.org/10.1007/bfb0034926.

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Ayache, Nicholas, ed. Computer Vision, Virtual Reality and Robotics in Medicine. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/978-3-540-49197-2.

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Capítulos de livros sobre o assunto "Virtual reality in medicine"

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Sutherland, Justin, e Dan La Russa. "Virtual Reality". In 3D Printing in Medicine, 125–33. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-61924-8_12.

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Goldstein, Carly M., e Stephanie P. Goldstein. "Virtual Reality". In Encyclopedia of Behavioral Medicine, 2308–11. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39903-0_101947.

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Goldstein, Carly M., e Stephanie P. Goldstein. "Virtual Reality". In Encyclopedia of Behavioral Medicine, 1–4. New York, NY: Springer New York, 2018. http://dx.doi.org/10.1007/978-1-4614-6439-6_101947-1.

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Pensieri, Claudio, e Maddalena Pennacchini. "Virtual Reality in Medicine". In Progress in IS, 353–401. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-22041-3_14.

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Müller-Wittig, Wolfgang. "Virtual Reality in Medicine". In Springer Handbook of Medical Technology, 1167–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-540-74658-4_63.

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Riener, Robert, e Matthias Harders. "Introduction to Virtual Reality in Medicine". In Virtual Reality in Medicine, 1–12. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4011-5_1.

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Riener, Robert, e Matthias Harders. "Virtual Reality for Rehabilitation". In Virtual Reality in Medicine, 161–80. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4011-5_7.

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Hawkes, David. "Virtual Reality and Augmented Reality in Medicine". In The Perception of Visual Information, 361–90. New York, NY: Springer New York, 1997. http://dx.doi.org/10.1007/978-1-4612-1836-4_12.

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Riener, Robert, e Matthias Harders. "Medical Model Generation". In Virtual Reality in Medicine, 225–64. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4011-5_10.

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Riener, Robert, e Matthias Harders. "Soft Tissue Deformation". In Virtual Reality in Medicine, 265–88. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4011-5_11.

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Trabalhos de conferências sobre o assunto "Virtual reality in medicine"

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Krauss, Manfred, e Gabriele von Voigt. "Virtual reality in medicine". In 1992 14th Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE, 1992. http://dx.doi.org/10.1109/iembs.1992.5761324.

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Krauss e Von Voigt. "Virtual Reality In Medicine". In Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE, 1992. http://dx.doi.org/10.1109/iembs.1992.594666.

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Wei, Shen, e Zeng Wen-qi. "Virtual Reality technology in modern medicine". In 2010 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, 2010. http://dx.doi.org/10.1109/icalip.2010.5684506.

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Yoshida, Emilia A., Marcia L. A. Castro e Valeria F. Martins. "Virtual reality and fetal medicine — A systematic review". In 2017 XLIII Latin American Computer Conference (CLEI). IEEE, 2017. http://dx.doi.org/10.1109/clei.2017.8226468.

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Belmaqrout, Ahlam, Btihal El Ghali, Najima Daoudi e Abdelahay Haqiq. "The convergence of Virtual Reality and Personalized medicine". In 2023 14th International Conference on Intelligent Systems: Theories and Applications (SITA). IEEE, 2023. http://dx.doi.org/10.1109/sita60746.2023.10373711.

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Bratosin, Ioan alexandru, Ionelbujorel Pavaloiu, Andrei Vasilateanu, Nicolae Goga, Diana Gavajuc e George Dragoi. "VIRTUAL REALITY THERAPY FOR PAIN". In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-193.

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Pain is the unpleasant condition raised as a normal response of the body to injury and illness. In the case of Chronic Pain Syndrome, this can ailment can continue even after the cause that provoked it has disappeared. The classical painkiller medicines (like paracetamol, non-steroidal anti-inflammatory drugs and opioids) are used as therapy, but they raise problems of overdose, adverse side-effects and addiction. Virtual Reality Therapy (VRT) is showing promise as a possible drug-free substitute for pain management. The VRT lets patients to navigate through Virtual Reality environments and to execute operations which are often personalized to specific medical conditions. It offers a multisensory experience that captures the subject attention on an innate level and attenuates the discomfort. Besides the lack of painkiller medicine drawbacks, it is well received by the young patients, which usually have supplementary restrictions to the pharmacological agents. We present in the paper the state of the art in the domain and the results we obtained with the two VRT applications we developed in Unity. The first one, Snow Land, was targeted primarily to patients with burn wounds. The action takes place into a cold environment inhabited by penguins and polar foxes and some of the regular activities are walking, throwing fish and snowballing. In the second one, Angling in Virtual Reality, we are trying a more general approach, with a larger scope, represented by the typical relaxation activity of fishing. The degree of immersion is higher, by using better graphics, sounds and the Leap Motion controller. These approaches permit us to understand what type of interactions, environments, mechanics and sound ambience are more beneficial for providing the patient an efficient pain relief effect and to select the direction we intend to continue our efforts.
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Santos, Bruna S. R., e Daniela Trevisan. "Overview and Tendencies of Augmented Reality Applications in Medicine". In SVR '23: Symposium on Virtual and Augmented Reality. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3625008.3625013.

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Goha, K. Y. "Virtual Reality Applications in Neurosurgery". In 2005 IEEE Engineering in Medicine and Biology 27th Annual Conference. IEEE, 2005. http://dx.doi.org/10.1109/iembs.2005.1615383.

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Vincze, Miklós, Bence Biricz, Miklós Kozlovszky e Abdallah Benhamida. "Real-time video streaming in medicine using virtual reality". In 2023 IEEE 17th International Symposium on Applied Computational Intelligence and Informatics (SACI). IEEE, 2023. http://dx.doi.org/10.1109/saci58269.2023.10158657.

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Mu, Zhenhai, Lizhen Jiang e Ge Zhu. "Outpatient Medicine Query System Based on .NET". In 2018 International Conference on Virtual Reality and Intelligent Systems (ICVRIS). IEEE, 2018. http://dx.doi.org/10.1109/icvris.2018.00081.

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Relatórios de organizações sobre o assunto "Virtual reality in medicine"

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

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

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Najjariasl, Parisa, Kamran Dalvandi, Parinaz Onikzeh, Aida Kazemi, Afshin Heidari, Hamidreza Sadeghsalehi e Hadi Zamanian. Virtual reality and labor pain. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, outubro de 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 e 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, outubro de 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, setembro de 1994. http://dx.doi.org/10.21236/ada298906.

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Hezel, Paul J., e Harry Veron. Head Mounted Displays for Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, fevereiro de 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, janeiro de 2020. http://dx.doi.org/10.31274/cc-20240624-264.

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Julie Schweitzer, Ph.D., Julie Schweitzer, Ph D. Using Virtual Reality to Build Resistance to Distraction. Experiment, janeiro de 2014. http://dx.doi.org/10.18258/1906.

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