Academic literature on the topic '360° virtual reality'
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Journal articles on the topic "360° virtual reality"
Arshad, Iqra, Paulo De Mello, Martin Ender, Jason D. McEwen, and Elisa R. Ferré. "Reducing Cybersickness in 360-Degree Virtual Reality." Multisensory Research 35, no. 2 (December 16, 2021): 203–19. http://dx.doi.org/10.1163/22134808-bja10066.
Full textSrifar, Donlaporn. "360 Virtual Reality Travel Media for Elderly." International journal of Multimedia & Its Applications 10, no. 1/2/3 (June 30, 2018): 45–52. http://dx.doi.org/10.5121/ijma.2018.10304.
Full textFirdaus, Muhammad Bambang, Andi Tejawati, Edy Budiman, Mochamad Rizky Wahyudianto, and M. Khairul Anam. "VIRTUAL REALITY MUSEUM MULAWARMAN BERBASIS VIDEO 360°." Jurnal SAINTEKOM 11, no. 2 (September 17, 2021): 130. http://dx.doi.org/10.33020/saintekom.v11i2.222.
Full textSiivola, Marjaana, Eero Tiainen, Eeva Ekholm, Teemu Leinonen, and Lauri Malmi. "Virtual Reality Childbirth Education With 360° Videos." Journal of Perinatal Education 32, no. 1 (January 1, 2023): 35–47. http://dx.doi.org/10.1891/jpe-2021-0021.
Full textTan, Jack, Gene Cheung, and Rui Ma. "360-Degree Virtual-Reality Cameras for the Masses." IEEE MultiMedia 25, no. 1 (January 2018): 87–94. http://dx.doi.org/10.1109/mmul.2018.011921238.
Full textTaylor, Natasha, and Adam Layland. "Comparison study of the use of 360-degree video and non-360-degree video simulation and cybersickness symptoms in undergraduate healthcare curricula." BMJ Simulation and Technology Enhanced Learning 5, no. 3 (June 28, 2018): 170–73. http://dx.doi.org/10.1136/bmjstel-2018-000356.
Full textSun, Hung, Tsun-Hung Tsai, and Ke Jiang. "Combining 360° Video and Camera Mapping for Virtual Reality: An Innovative Solution." Educational Innovations and Emerging Technologies 2, no. 2 (June 30, 2022): 39–45. http://dx.doi.org/10.35745/eiet2022v02.02.0004.
Full textKim, J. "Comparing 360° Virtual Reality Learning Configurations for Construction Education." IOP Conference Series: Materials Science and Engineering 1218, no. 1 (January 1, 2022): 012054. http://dx.doi.org/10.1088/1757-899x/1218/1/012054.
Full textHussain, Abuelainin. "Interactive 360-Degree Virtual Reality into eLearning Content Design." International Journal of Innovative Technology and Exploring Engineering 10, no. 2 (December 10, 2020): 1–4. http://dx.doi.org/10.35940/ijitee.b8219.1210220.
Full textGea, Sozanolo, and Raymond Maulany. "Perancangan Aplikasi Virtual Reality 360 Berbasis Web di Universitas Advent Indonesia." TeIKa 10, no. 2 (October 30, 2020): 135–42. http://dx.doi.org/10.36342/teika.v10i2.2383.
Full textDissertations / Theses on the topic "360° virtual reality"
Durnell, Linda A. "Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360?" Thesis, Fielding Graduate University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10747522.
Full textEmotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360° Immersive technology is being used to provoke emotion and move millions of people to action. Because organizations and filmmakers are exploring more ways to use the immersive technology of VR and 360-degree video to evoke emotion, it is important to investigate what emotional reactions are experienced. Both VR and 360° fall under the category of immersive media and the terms are used interchangeably in this study. NVivo 11 is used for the analysis of 1,700 Twitter texts between the years 2015 and 2017 after people view the crisis Clouds Over Sidra in VR/360°. The appraisal theory of emotion serves as the framework to explore the interpretation of the subject’s emotional reactions. Sentiment and thematic analysis reveal (a) an increase in empathy, (b) reports of emotional reactions including feelings of sadness, grief and anger, (c) greater understanding of the crisis (d) intentions to act related to the crisis, (e) importance of VR/360° for educational use, and (f) the power of VR/360° and its ability to alter fields of education, humanitarian work, and politics. This study finds the immersive experience of viewing a crisis in VR/360° generates a range of highly emotional reactions. It is an important goal to understand the role VR/360° plays in generating emotional reactions and behavioral change, particularly in view of the accelerating development of emotional VR/360° content and people’s access to immersive technology.
Mögel, Jens. "Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215197.
Full textSingh, Narendra. "Developing Trust in Sharing Rental Economy through Virtual Reality 360° Video." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263238.
Full textStudenter, särskilt internationella, har svårt att hitta boende i storstäder som Stockholm i Sverige till lämplig prissättning. För att underlätta en sådan sökprocess och skapa en känsla av förtroende använder hyresgäster och hyresvärdar video och / eller röstsamtal för tidig kommunikation med varandra. Upprättande av förtroende bland hyresgäster och hyresvärdar är dock en utmanande uppgift i detta sammanhang. Denna studie syftar således till att undersöka om virtuell verklighet (VR) som 360° video kan användas för att utveckla förtroende bland hyresgäster och hyresvärdar. Denna studie genomför en undersökning från ett studentperspektiv på grund av den begränsade tidsramen. Denna studie genomfördes i samverkan med Ett tak, som arbetar på hyresmarknaden i Stockholm. Hyresgästerna är studenterna och hyresvärdarna är äldre människor som har ledigt utrymme i sina hem. En förstudie genomfördes för att identifiera studenternas förväntningar. En hyresvärd filmades för en 360° video som utvecklades till en Unity VR app. Resultaten från användbarhetsstudien indikerar att de flesta studenter kände en hög grad av förtroende gentemot hyresvärden genom att använda en fördjupande 360 ° VR rundtur. Däremot visade eleverna att de inte skulle köpa egna VR-headset om VR inte blir vanligt i de olika områdena i livet. Denna studie bygger på befintlig litteratur och bekräftar den positiva effekten av attribut som profilbilder, betyg och recensioner på förtroendenivå mellan leverantörer och konsumenter i en delningsekonomi.
Linder, Åsa. "Key Factors for Feeling Present During a Music Experience in Virtual Reality Using 360° Video." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-205969.
Full textDet här arbetet fokuserar på de faktorer som är viktiga för att en användare ska känna sig närvarande när han eller hon tittar på en 360° video av en musikupplevelse. Detta är intressant då upplevelser i VR är något som fortfarande utforskas. Artister har börjat livesända sina konserter i VR vilket visar på att just musik i VR är av intresse. Videon som användes i denna studie spelades in i Adolf Fredriks kyrka i Stockholm. För att spela in videon använde jag mig av en GoPro Omni Rig som spelar in i 360 grader samtidigt. Videon visades sedan i en användarstudie med 23 deltagare fördelat på två grupper, den ena gruppen var en VR-grupp som tittade på videon i en Oculus Rift och den andra gruppen var en kontrollgrupp som fick titta på videon på en vanlig datorskärm. Användarna fick svara på frågor gällande deras upplevelse både före och efter dem hade tittat på videon. Resultatet visar att det finns skillnader i upplevelsen mellan de två grupperna. Till exempel så kände sig VR-gruppen mer närvarande i den virtuella miljön än vad kontrollgruppen gjorde. Det som de flesta av användarna kommenterade på var kvaliteten på bilden. Upplösningen var inte tillräckligt hög och bilden var också lite suddig. Även om bildkvaliteten var låg så kände inte VR-gruppen att det distraherade dem för mycket från att känna sig närvarande. Överlag så tyckte användarna att det var en rolig och bra upplevelse att titta på. Den viktigaste faktorn för känslan av närvaro är nivån av immersion i systemet. Ett fullt immersivt system kommer troligtvis generera en högre känsla av närvaro än ett icke-immersivt system. Två andra viktiga faktorer är bildkvaliteten och ljudet. Dessa tre faktorer kombinerat med intressant innehåll, kommer med största sannolikhet leda till en upplevelse där användaren känner sig närvarande i den virtuella miljön och glömmer bort den riktiga världen för en stund.
Almquist, Mathias, and Viktor Almquist. "Analysis of 360° Video Viewing Behaviour." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144405.
Full textAlmquist, Mathias, and Viktor Almquist. "Analysis of 360° Video Viewing Behaviours." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144907.
Full textBaumgartner, Emily E. "The Impact of Virtual Reality and 360-Degree Video on Spatial Reasoning Skills in Elementary Students." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1586598925128395.
Full textRydenfors, Gabriella. "Telepresence and remote communication through virtual reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139936.
Full textJohansson, Kristin, and Hedda Johansson. "Malmö by 360° – en studie om 360° video inom äldreomsorgen i Malmö." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20884.
Full textThis study examines the degree to which 360 ° video viewed in an HMD can have a life-quality enhancing effect on residents of elderly care in Malmö. Loneliness and depression are one of the most common health problems today among people with an age over 65. One of the reasons for this is physical and mental barriers that reduces the opportunities for them to continuously participate in social contexts and get an environmental change. With 360° video, anything can be experienced and with an HMD the feeling of being present on the site can be enhanced. With the help of this technique, a prototype test has been performed on 2 different retirement homes in Malmö where 9 participants have been tested to view 360° video in an HMD, in the form of various excursion destinations in Malmö that have been created as a prototype in this study. Based on observations, think-aloud technology and questionnaire responses, the conclusions have been drawn that the test needs to be done for a longer period to be able to demonstrate a safe result on which life-enhancing effect 360° video can have on the residents. The result of the test could also show an increased positivity if the participants saw a place they visited in the past.
Holmes, Christine Margaret. "Exploration of Information Processing Outcomes in 360-Degree Video." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1544104147312149.
Full textBooks on the topic "360° virtual reality"
360 [reproduction of degree] imaging: The photographer's panoramic virtual reality manual. Crans-Près-Céligny: RotoVision, 2003.
Find full textXuelei, Qian, and ebrary Inc, eds. OpenSceneGraph 3.0: Beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines. Birmingham, U.K: Packt Open Source, 2010.
Find full textMazmanyan, Diana. Virtual Reality, Augmented Reality Und 360°-Videos: VR, AR und 360°-Videos Im Vergleich. Independently Published, 2020.
Find full textSchütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.
Find full textSchütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.
Find full textSchütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.
Find full textSchütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.
Find full textSchütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.
Find full textNew Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.
Find full textBook chapters on the topic "360° virtual reality"
Dooley, Kath. "Spatial Relationships in 360-Degree Space: Proximity, Body Orientation and the Gaze." In Cinematic Virtual Reality, 97–110. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72147-3_6.
Full textDooley, Kath. "The 360-Degree Spectator—Key Concepts for the Cinematic Virtual Reality Viewing Experience." In Cinematic Virtual Reality, 23–40. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72147-3_2.
Full textFrank, Tim Bastian. "Erstellung und Anwendung von 360°-Videos." In Virtual Reality und Augmented Reality in der Digitalen Produktion, 263–73. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29009-2_13.
Full textToet, Alexander, Fabienne Heijn, Anne-Marie Brouwer, Tina Mioch, and Jan B. F. van Erp. "The EmojiGrid as an Immersive Self-report Tool for the Affective Assessment of 360 VR Videos." In Virtual Reality and Augmented Reality, 330–35. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31908-3_24.
Full textJones, Sarah, and Steve Dawkins. "The Sensorama Revisited: Evaluating the Application of Multi-sensory Input on the Sense of Presence in 360-Degree Immersive Film in Virtual Reality." In Augmented Reality and Virtual Reality, 183–97. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_13.
Full textHorst, Robin, Savina Diez, and Ralf Dörner. "A 360 $$^\circ $$ Video Virtual Reality Room Demonstration." In Advances in Visual Computing, 431–42. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33723-0_35.
Full textHenderson, Deborah, Eric R. Williams, and John Bowditch. "Cine-VR for Healthcare (not: 360° Video)." In The Power of Virtual Reality Cinema for Healthcare Training, 3–10. New York: Productivity Press, 2021. http://dx.doi.org/10.4324/9781003168683-1.
Full textPedram, Shiva, Pascal Perez, Stephen Palmisano, and Matthew Farrelly. "Evaluating 360-Virtual Reality for Mining Industry’s Safety Training." In Communications in Computer and Information Science, 555–61. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58750-9_77.
Full textRubio-Tamayo, Jose Luis, Manuel Gertrudix, and Mario Barro. "Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content." In Virtual, Augmented and Mixed Reality: Design and Development, 58–73. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05939-1_5.
Full textRodriguez-Garcia, Bruno, Mario Alaguero, Henar Guillen-Sanz, and Ines Miguel-Alonso. "Comparing the Impact of Low-Cost 360° Cultural Heritage Videos Displayed in 2D Screens Versus Virtual Reality Headsets." In Extended Reality, 391–404. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_27.
Full textConference papers on the topic "360° virtual reality"
Jung, Jinwoong, Joon-Young Lee, Byungmoon Kim, and Seungyong Lee. "Upright adjustment of 360 spherical panoramas." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892271.
Full textSantano, Delas, Zi Siang See, Chi How Fong, and Harold Thwaites. "Aerial virtual reality 360 research-creation." In 2017 23rd International Conference on Virtual System & Multimedia (VSMM). IEEE, 2017. http://dx.doi.org/10.1109/vsmm.2017.8346262.
Full textHuang, Jingwei, Zhili Chen, Duygu Ceylan, and Hailin Jin. "6-DOF VR videos with a single 360-camera." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892229.
Full textNasrabadi, Afshin Taghavi, Anahita Mahzari, Joseph D. Beshay, and Ravi Prakash. "Adaptive 360-degree video streaming using layered video coding." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892319.
Full textPatterson, Kate. "Genome gazing: A 360° stereoscopic animation for Google cardboard." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892367.
Full textGunkel, Simon, Martin Prins, Hans Stokking, and Omar Niamut. "WebVR meets WebRTC: Towards 360-degree social VR experiences." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892377.
Full textde Dinechin, Grégoire Dupont, and Alexis Paljic. "Virtual Agents from 360° Video for Interactive Virtual Reality." In CASA '19: Computer Animation and Social Agents. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3328756.3328775.
Full textGrani, Francesco, Rolf Nordahl, and Stefania Serafin. "Multimodal interactions, virtual reality and 360 movies." In AM '16: Audio Mostly 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2986416.2986430.
Full textDíaz-Kommonen, Lily, Mirjam Vosmeer, Ji-Hye Lee, Stefan Pham, Louay Bassbouss, and Andrea Mancianti. "360° Video Storytelling and Virtual Reality Workshop." In TVX '18: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3210825.3213552.
Full textPakkanen, Toni, Jaakko Hakulinen, Tero Jokela, Ismo Rakkolainen, Jari Kangas, Petri Piippo, Roope Raisamo, and Marja Salmimaa. "Interaction with WebVR 360° video player: Comparing three interaction paradigms." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892285.
Full textReports on the topic "360° virtual reality"
Barkatov, Igor V., Volodymyr S. Farafonov, Valeriy O. Tiurin, Serhiy S. Honcharuk, Vitaliy I. Barkatov, and Hennadiy M. Kravtsov. New effective aid for teaching technology subjects: 3D spherical panoramas joined with virtual reality. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4407.
Full textPaíno-Ambrosio, A., and MI Rodríguez-Fidalgo. A proposal for the classification of immersive journalism genres based on the use of virtual reality and 360-degree video. Revista Latina de Comunicación Social, July 2019. http://dx.doi.org/10.4185/rlcs-2019-1375en.
Full textliu, cong, xing wang, rao chen, and jie zhang. Meta-analyses of the Effects of Virtual Reality Training on Balance, Gross Motor Function and Daily Living Ability in Children with Cerebral Palsy. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, April 2022. http://dx.doi.org/10.37766/inplasy2022.4.0137.
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