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Journal articles on the topic '360° virtual reality'

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1

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.

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Abstract Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator sickness scores showed a significant reduction in feelings of nausea during the AI-supplemented six-degrees-of-freedom motion VR compared to traditional 360-degree VR. However, six-degrees-of-freedom motion VR did not reduce oculomotor or disorientation measures of sickness. No changes were observed in FMS and heart rate measures. Improving the congruency between visual and vestibular cues in 360-degree VR, as provided by the AI-supplemented six-degrees-of-freedom motion system considered, is essential for a more engaging, immersive and safe VR experience, which is critical for educational, cultural and entertainment applications.
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Srifar, 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.

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3

Firdaus, 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.

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Museum Mulawarman yang terletak di tenggarong Kutai Kartanegara beberapa tahun belakangan ini tampak mengalami penurunan pengunjung. Padahal di dalam museum banyak sekali informasi dan edukasi yang bisa di pelajari dan di dapatkan. Kurangnya media promosi bisa menjadi salah satu alasan berkurangnya pengunjung yang datang ke Museum Mulawarman. Penelitian ini bertujuan untuk menciptakan sebuah aplikasi video virtual tour pada Museum Mulawarman Tenggarong Kutai Kartanegara sebagai media promosi serta untuk memperkenalkan lebih jauh Museum Mulawarman . Tujuan penelitian tersebut dapat dicapai melalui penggabungan teknologi Video Virtual Reality (VR) dan teknologi mobile Android yang dimiliki hampir setiap lapisan masyarakat sehingga memungkinkan para pengguna aplikasi dapat melihat Video secara 360°. Hasil pengujian pada perangkat android menunjukan aplikasi yang dibuat dapat berjalan lancar dan cocok digunakan pada versi Android 5.1 keatas dengan aspek rasio layar 16:9 dan 18:9. Sementara hasil pengujian aplikasi berdasarkan kuisioner menggunakan purposive sampling dengan total 20 responden yang disebarkan menunjukan bahwa setiap pertanyaan dari kuisioner memperoleh jawaban setuju dan sangat setuju berkisar dari 85% hingga 100% yang mengindikasikan respon positif tentang aplikasi yang penulis rancang dari pengguna aplikasi.
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4

Siivola, 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.

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During the pandemic in Finland, most childbirth education (CBE) programs were canceled or transferred online. We aimed to improve the situation by developing a virtual reality (VR) CBE. This article describes the process of developing a VR CBE pilot program and the results from the preliminary user test. To create the VR experience, we used 360° videos as the main content. The program is usable with VR headsets, a computer, tablet, and smartphone. When using the program with a VR headset, the users felt they were in the birthing room; they did not feel motion sickness, nor did they have usability challenges. The users preferred using the program on their own, studying independently with a tablet or mobile device.
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Tan, 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.

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6

Taylor, 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.

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The increasing use of emerging technologies in healthcare simulation, particularly virtual reality, has caused in increase in both use and misuse. It is the exploration and study of these types of technology that are key to their success—or failure—in simulation learning and teaching. Therefore, this exploratory study evaluated the most common perceived side effect of virtual reality, that of cybersickness. A total of n=60 undergraduate healthcare students participated in one of four identical learning outcome simulation events, using different simulation techniques. This study compared these four common simulation tools, high-fidelity manikin, standardised patient, video case study and 360-degree virtual reality video, and analysed the self-reported cybersickness symptoms. The results show that some virtual reality tools, in this case 360-degree video, are no more likely to provoke cybersickness symptoms than the other simulation methods used in this study. In addition, virtual reality is reported as less fatiguing than other methods of simulation learning. Virtual reality technologies may be a useful addition to the spectrum of simulation tools and techniques currently in use. This study suggests that there is no greater risk of cybersickness symptoms and this potential barrier to use is not borne out by this study.
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7

Sun, 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.

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Changing the framework of traditional video with limited viewing angles, 360° photo/video provides an immersive viewing experience. 360° video is one of the applications and the most important feature of virtual reality for immersion and the feeling of being in another space. However, when viewing 360° videos with a head-mounted display, the viewer feels like a fixed rotatable camera, and the viewer's movement does not change the viewing angle of the object, which greatly reduces the spatial immersion required for virtual reality. Therefore, we propose a solution that maintains high-quality graphics and low hardware demands and supports 6DoF head-mounted displays. Through the camera mapping function in the 3D animation software, 360° surround video is projected into a 3D sphere to create a simple 3D object that corresponds to the shape of the object in the image. With pristine video quality and a realistic 3D spatial perspective, it provides better virtual reality immersion than 360° video and is not as complex as a full 3D virtual reality environment. In the future, 3D scanning and photogrammetry can be integrated to reconstruct a more easily applied 3D virtual reality environment
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8

Kim, 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.

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Abstract Virtual reality is rapidly becoming an effective tool for training in construction. Hazardous environments can be simulated and used for training purposes without endangering students. Furthermore, these virtual environments can be saved and re-used, on-demand, allowing students to observe temporal changes to an environment that would normally require multiple visits to a real project site to achieve. While the virtual construction site visit should not be considered a replacement for the real thing, some site visits get passed over because they are costly and logistically difficult to coordinate. Having options would be desirable. Virtual reality construction site visits using 360° photographs are a novel approach toward substituting for the real thing – yet they can be ineffective. Therefore, considering this media as a replacement for the real experience is not advisable – without some additional upgrades. This research documents a between-groups experiment that compared student’s self-reported learning performance when using 360° photographs that were annotated versus 360° photographs that were not annotated. The annotations included pop-ups, visual cues, audio clips, video clips, and quizzes to direct the learning when viewing the 360° photographs. Results indicated increased performance with the students that used the annotated 360° photographs. This study anticipated a difference in performance between the two groups and therefore used eye tracking technology with the students that used the non-annotated 360° photographs to obtain a better understanding of why their achievement differed.
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Hussain, 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.

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The techniques and methods essential in creating 2D and 3D virtual reality images that can be displayed in multimedia devices are the main aims of the study. Tools such as desktops, laptops, tablets, smartphones, and other multimedia devices that display such content are the primary concern in the study. Such devices communicate the content through videos, images, or sound which are realistic and useful to the user. Such contents can be captured from different locations in virtual imaginary sites through the abovenamed electronic devices. These are beneficial e-learning instructional techniques for students, especially for higher learning [1]. Considering architectural learners who rely on such images to develop the expected simple designs useful in real constructions, 360-degree imaging has to be considered in e-learning for their benefits. The primary forms through which the content can be transformed into a virtual reality include YouTube and Facebook websites, all of which can display 360-degree virtual environment content. Through this, the learners will interact with virtual reality in such setups, thus enhancing their studies.
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10

Gea, 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.

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Sekarang ini, aplikasi web telah banyak yang bersifat dinamis dan interaktif untuk diterapkan dalam Sistem Informasi, Telekomunikasi, Perdagangan, Perbankan, Pendidikan dan berbagai jenis lainya. Seiring dengan perkembangan tersebut. Penulis ingin membuat Virtual Reality UNAI yang bertujuan untuk membantu pengunjung website melihat kampus UNAI lebih dekat. Tujuan Penelitian ini adalah: (1)Membuat Virtual Reality 360o untuk Universitas Advent Indonesia. (2)Menyajikan gambar 360o Melalui website Universitas Advent Indonesia. (3)Membuat pengunjung website Universitas Advent Indonesia dapat lebih mudah mengenali lokasi dan lingkungan sekitar UNAI yang disajikan dalam bentuk Virtual. Adapun kesimpulan dari Penelitian ini adalah: (1) Aplikasi Virtual Reality 360o dapat diimplementasikan kedalam website Universitas Advent Indonesia. (2) Aplikasi Virtual Reality 360o ini menarik, interaktif dan mudah digunakan sehingga memudahkan user untuk memperoleh informasi tentang lingkungan UNAI. Metode yang digunakan dalam perancangan aplikasi virtual Reality ini menggunakan model pengembangan waterfall. Metode pengembangan sistem waterfall. Model SDLC air terjun (waterfall) sering juga disebut model sekuensial linier (sequential linier). Aplikasi yang dirancang dapat menampilkan gambar 360o dari beberapa sudut kampus dalam bentuk web interaktif.
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Mambu, Joe Yuan, Andria Kusuma Wahyudi, and Feraldo Posumah. "Aplikasi Simulasi Public Speaking Berbasis Virtual Reality." CogITo Smart Journal 4, no. 2 (January 16, 2019): 327. http://dx.doi.org/10.31154/cogito.v4i2.139.327-336.

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Public speaking adalah proses menyampaikan suatu informasi di depan publik yang membutuhkan keterampilan berbahasa yang baik dan teratur agar para pendengar dapat mengerti apa maksud dari materi yang kita sampaikan. Walaupun kita bisa berlatih di mana saja namun, salah satu masalah yang sering muncul ketika melakukan public speaking adalah karena pembicara belum familiar dengan tempat dimana dia melakukan public speaking tersebut sehingga dapat menimbulkan rasa kurang percaya diri atau sering disebut demam panggung. Solusi untuk masalah ini adalah memperbanyak jam terbang. Namun solusi ini kadang sulit dilaksanakan karena kurangnya akses ke tempat berbicara.Dengan sudut putar 360 derajat dan penggunaan suara, VR bisa digunakan untuk mengsimulasi sebuah lingkungan secara virtual. Dalam penelitian ini, peneliti memanfaatkan teknologi Virtual Reality untuk sebuah aplikasi yang dapat mengvisualisasi tempat public speaking. Peneliti memilih tempat-tempat tersebut diambil dari kampus Universitas Klabat. Dengan aplikasi ini yang terinstall di smartphone Android dan VR headset, pengguna bisa berlatih berbicara kapan saja dan dimana saja. Aplikasi yang dibuat memiliki empat video 360 derajat atau disebut scene dengan suara ambience layaknya sebua ruangan yang dipenuhi penonton dalam format virtual reality. Kata Kunci – Virtual Reality, public speaking, 360° video, Unity Engine, demam panggung
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MOLO, Ümmühan. "360 Derece VR (Virtual Reality) Teknolojisi ve Selyatağı Filmi." Yedi, no. 26 (July 31, 2021): 1. http://dx.doi.org/10.17484/yedi.910698.

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13

Vaquero-Blasco, Miguel A., Eduardo Perez-Valero, Christian Morillas, and Miguel A. Lopez-Gordo. "Virtual Reality Customized 360-Degree Experiences for Stress Relief." Sensors 21, no. 6 (March 22, 2021): 2219. http://dx.doi.org/10.3390/s21062219.

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The latest studies in virtual reality (VR) have evidenced the potential of this technology to reproduce environments from multiple domains in an immersive way. For instance, in stress relief research, VR has been presented as a portable and inexpensive alternative to chromotherapy rooms, which require an adapted space and are expensive. In this work, we propose a portable and versatile alternative to the traditional chromotherapy color-loop treatment through four different 360-degree virtual experiences. A group of 23 healthy participants (mean age 22.65 ± 5.48) were conducted through a single-session experience divided into four phases while their electroencephalography (EEG) was recorded. First, they were stressed via the Montreal imaging stress task (MIST), and then relaxed using our VR proposal. We applied the Wilcoxon test to evaluate the relaxation effect in terms of the EEG relative gamma and self-perceived stress surveys. The results that we obtained validate the effectiveness of our 360-degree proposal to significantly reduce stress (p-value = 0.0001). Furthermore, the participants deemed our proposal comfortable and immersive (score above 3.5 out of 5). These results suggest that 360-degree VR experiences can mitigate stress, reduce costs, and bring stress relief assistance closer to the general public, like in workplaces or homes.
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Song. "Enhancing Intercultural Competence with 360-Degree Virtual Reality Videos." Korean Language in America 23, no. 1 (2019): 85. http://dx.doi.org/10.5325/korelangamer.23.1.0085.

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Zhou, Yimin, Ling Tian, Ce Zhu, Xin Jin, and Yu Sun. "Video Coding Optimization for Virtual Reality 360-Degree Source." IEEE Journal of Selected Topics in Signal Processing 14, no. 1 (January 2020): 118–29. http://dx.doi.org/10.1109/jstsp.2019.2957952.

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See, Zi Siang, and Adrian David Cheok. "Virtual reality 360 interactive panorama reproduction obstacles and issues." Virtual Reality 19, no. 2 (December 24, 2014): 71–81. http://dx.doi.org/10.1007/s10055-014-0258-9.

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Soyluçiçek, Seza. "Looking through the sphere; Illustration in virtual reality." New Trends and Issues Proceedings on Humanities and Social Sciences 5, no. 6 (September 14, 2018): 53–59. http://dx.doi.org/10.18844/prosoc.v5i6.3695.

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Illustration field has developed different visual communication ways and reached a broad usage area. Instead of consisting of just book limning, with various techniques, methods and technological opportunities, it continues to take place in other places. Especially the usage area of two–three-dimensional illustrations on digital media enlarged, led to different production processes and designers found new display possibilities and design processes. One of the examples about this situation is 360-degree illustrations that can be designed and displayed on virtual reality (VR) media. VR is an interactional virtual media that can detect the location and movements of users, appeal to one or more artificial senses and give the feeling of being inside the simulation. 360-degree display and production on this media takes not only VR glasses but also web portals and some developer programs. In this study, illustration in VR and 360-degree panoramic illustration of display and development systems and production processes are examined.Keywords: Illustration, virtual reality, panoramic illustration, graphic design, art education.
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Soylucicek, Seza. "Looking through the Sphere; Illustration in virtual reality." Global Journal of Arts Education 9, no. 1 (February 28, 2019): 22–28. http://dx.doi.org/10.18844/gjae.v9i2.3953.

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Artistic expression ways of Illustration that take place in visual communication design/graphic design changes and develops day by day. Having a rich history, illustration field has developed different visual communication ways and reached a broad usage area. Instead of consisting of just book limning, with various techniques, methods and technological opportunities it continues to take place in other places. Especially the usage area of two-three dimensional illustrations on digital media enlarged, led to different production processes and designers found new display possibilities and design processes. One of the examples about this situation is 360 degree illustrations that can be designed and displayed on virtual reality media. Virtual reality is an interactional virtual media that can detect the location and movements of users, appeal to one or more artificial senses and give the feeling of being inside the simulation. 360 degree display and production on this media takes not only VR glasses but also web portals and some developer programs. In this study, illustration in virtual reality and 360 degrees panoramic illustration display and development systems and production processes are examined. Keywords: Illustration, virtual reality, panoramic illustration, graphic design, art education;
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Putra, Edson Yahuda, Andria Wahyudi, and Andre Tumilaar. "Virtual Reality 360 Interaktif Wisata Digital Kota Tomohon dengan Tampilan Stereoscopic." CogITo Smart Journal 4, no. 1 (June 20, 2018): 104. http://dx.doi.org/10.31154/cogito.v4i1.106.104-112.

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Kota Tomohon atau yang dikenal sebagai Kota Bunga adalah salah satu kota di Provinsi Sulawesi Utara yang memiliki potensi wisata yang tinggi. Kota Tomohon memiliki daya Tarik wisatawan sehingga memberi pengaruh penting dalam perkembangan kota. Penyajian informasi yang menarik dan mudah sangat penting untuk wisata di Kota Tomohon. Penyajian informasi yang menarik dapat mendatangkan wisatawan lokal maupun mancanegara. Oleh karena itu, penelitian ini mengembangkan aplikasi smartphone yang dapat memberikan informasi dari objek wisata yang ada di Kota Tomohon dengan teknologi virtual reality. Untuk menampilkan objek wisata digunakan gambar panoramic 360° dengan sudut pandang luas (360 derajat). Teknologi ini memungkinkan pengguna dapat mengunjungi lokasi wisata secara virtual. Dalam penggunaan, penelitian ini memerlukan VR headset sebagai perangkat untuk visualisasi tampilan stereoscopic. Sistem dirancang menggunakan metode spiral sebagai proses model dan menggunakan Unity3D dalam pembangunan aplikasi. Antarmuka dapat di jalankan di operating system Android. Dalam pembuatan aplikasi ini menggunakan bahasa pemrograman C#.Keywords : Smartphone, Virtual Reality, Panoramic 360, wisata virtual, VR headset, Stereoscopic, Android.
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Mütterlein, Joschka, Benedikt Berger, and Thomas Hess. "Virtual Reality und die Medienbranche." MedienWirtschaft 14, no. 1 (2017): 26–31. http://dx.doi.org/10.15358/1613-0669-2017-1-26.

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Mit Virtual Reality (VR) hat eine Technologie Marktreife erlangt, die großes Potential für innovative Medienprodukte und -services bietet. Bereits 2016 verkauften Samsung, Sony, Oculus und HTC weltweit mehrere Millionen Exemplare ihrer Brillen, allein auf der Samsung Gear VR wurden über 10 Millionen Stunden 360°-Videos betrachtet.1 Gleichzeitig werden immer mehr Stimmen laut, die dem aktuellen VR-Hype einen Dämpfer verpassen – zuletzt sogar Facebook-Gründer Mark Zuckerberg, dessen Firma ein Milliarden-Investment in die Technologie tätigte.2 Diese Entwicklungen werfen zahlreiche Fragen auf, die von der Abgrenzung von VR und Augmented Reality (AR) über die generellen Potentiale und Grenzen der Technologie bis hin zu den Herausforderungen bei der Gestaltung von VR-Inhalten reichen. Zudem ist fraglich, wie nachhaltig die aktuellen Marktentwicklungen sind. Im folgenden Beitrag werden diese Fragen adressiert und kritisch diskutiert.
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AYOB, ANUAR, and Aslina Mohd Jainal. "SaraGuVRA : PEMETAAN VISUAL REALITI MAYA 360° SECARA KREATIF MENERUSI TEKNOLOGI DIGITAL." International Journal of Applied and Creative Arts 4, no. 1 (November 30, 2021): 130–42. http://dx.doi.org/10.33736/ijaca.4184.2021.

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Artikel ini khususnya mengetengahkan kebolehgunaan visual realiti maya 360 darjah (360°) yang dihasilkan melalui pemetaan visual secara kreatif menerusi teknologi digital, yang dapat memudahkan urusan navigasi atau merasai pengalaman penerokaan lokasi pelancongan secara maya oleh pengguna dalam kehidupan masa kini. Penyelidikan ini mengkaji keupayaan teknologi digital yang berupaya mengubah elemen fotografi, videografi dan grafik menjadi data serta visual secara kreatif melalui eksplorasi pemetaan lokasi yang dijalankan di Taman Negara Bako dan Teluk Melano, Sarawak. Teknologi digital melalui kaedah pemetaan yang menjana visual kreatif menerusi sentuhan elemen interaktiviti dalam memaparkan lokasi maya dapat mewujudkan gambaran kehadiran dan beradaan secara nyata pengguna di persekitaran yang belum dilawati secara fizikal. Hasil dari eksplorasi visual kreatif menggunakan pelantar teknologi digital, model percubaan pemetaan visual reality maya 360° dengan nama SaraGuVRA (Sarawak Guided Virtual Reality Assistant) telah diterjemahkan bagi dirujuk oleh penyelidik untuk tujuan navigasi reality maya secara digital pengguna dalam maklumat awal berkaitan dengan lokasi yang ingin dituju menerusi pemetaan visual reality maya 360° secara kreatif yang dapat digunakan untuk tujuan pelancongan oleh mereka jika hasil penyelidikan iaitu navigasi ini berjaya direalisasikan.
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Ullah, Faiz, Oh-Jin Kwon, and Seungcheol Choi. "Generation of a Panorama Compatible with the JPEG 360 International Standard Using a Single PTZ Camera." Applied Sciences 11, no. 22 (November 21, 2021): 11019. http://dx.doi.org/10.3390/app112211019.

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Recently, the JPEG working group (ISO/IEC JTC1 SC29 WG1) developed an international standard, JPEG 360, that specifies the metadata and functionalities for saving and sharing 360-degree images efficiently to create a more realistic environment in various virtual reality services. We surveyed the metadata formats of existing 360-degree images and compared them to the JPEG 360 metadata format. We found that existing omnidirectional cameras and stitching software packages use formats that are incompatible with the JPEG 360 standard to embed metadata in JPEG image files. This paper proposes an easy-to-use tool for embedding JPEG 360 standard metadata for 360-degree images in JPEG image files using a JPEG-defined box format: the JPEG universal metadata box format. The proposed implementation will help 360-degree cameras and software vendors provide immersive services to users in a standardized manner for various markets, such as entertainment, education, professional training, navigation, and virtual and augmented reality applications. We also propose and develop an economical JPEG 360 standard compatible panoramic image acquisition system from a single PTZ camera with a special-use case of a wide field of view image of a conference or meeting. A remote attendee of the conference/meeting can see the realistic and immersive environment through our PTZ panorama in virtual reality.
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Bakk, Ágnes Karolina. "Sending Shivers Down the Spine. VR Productions as Seamed Media." Acta Universitatis Sapientiae, Film and Media Studies 17, no. 1 (October 1, 2019): 143–56. http://dx.doi.org/10.2478/ausfm-2019-0020.

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Abstract According to Rebecca Rouse’s concept of “media of attraction” (2016), the mediums of virtual reality have four characteristics: they are participatory, interdisciplinary, unassimilated and seamed. The author’s hypothesis is that even though 360-degree films and virtual reality experiences as seamed mediums are remediating the medium of film, they have the characteristics of the medium of live performance. She points out that the characteristics of performance art based on Fischer-Lichte’s taxonomy (2008), such as liveness and co-presence, are influencing the development of 360-degree films and virtual reality experiences. As an argument, she analyses three virtual reality productions created by performing artists, which operate with the specificity of intermediality and the longing for immersion, the main characteristic of virtual reality. These productions lean on the immediacy characteristics of the medium of film and performance by using cut-scenes, linear narratives, live streaming, but also by including the “human interface,” i.e., the actor, who ensures a higher level of absorption.1
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Sansoni, Maria, and Giuseppe Riva. "360-VIRTOncology: Virtual Reality to Improve Cancer Patients' Well-Being." Cyberpsychology, Behavior, and Social Networking 25, no. 9 (September 1, 2022): 620–22. http://dx.doi.org/10.1089/cyber.2022.29255.ceu.

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Pawlik, Bartek, Veli-Tapani Peltoketo, Ossi Pirinen, and Petri Nenonen. "Color Formation in Virtual Reality 3D 360° Cameras." Color and Imaging Conference 25, no. 1 (September 11, 2017): 7–12. http://dx.doi.org/10.2352/issn.2169-2629.2017.25.7.

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Metsis, Vangelis, Grayson Lawrence, Mark Trahan, Kenneth S. Smith, Dan Tamir, and Katherine Selber. "360 Video: A prototyping process for developing virtual reality interventions." Journal of Technology in Human Services 37, no. 1 (January 2, 2019): 32–50. http://dx.doi.org/10.1080/15228835.2019.1604291.

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Agulló, Belén. "Technology for subtitling: a 360-degree turn." Hermēneus. Revista de traducción e interpretación, no. 22 (January 28, 2021): 11–40. http://dx.doi.org/10.24197/her.22.2020.11-40.

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Subtitling has become one of the most important audiovisual translation modes and cannot be understood outside the context of the technology that makes it possible. New audiovisual media are appearing, such as 360º videos, and the necessity of subtitling this type of content to make it accessible is emerging. In this article, an updated review of current subtitling technology is presented to contextualise the study. Then, a review of main immersive environments (3D, augmented reality and virtual reality) and their implications for subtitling has also been introduced. The focus of the study is on virtual reality and, therefore, the main challenges of subtitling 360º content are presented. To respond to the needs of subtitling this type of content, a first version of a subtitle editor has been developed and presented to twenty-seven professional subtitlers who have tested the tool and reported the correspondent feedback on usability and preferences. This study has proven the importance of carrying out usability tests with end users when developing specific software, as well as the challenges faced by subtitlers in new audiovisual media such as 360º content.
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T. T. Tran, Huyen, Nam P. Ngoc, Cuong T. Pham, Yong Ju Jung, and Truong Cong Thang. "A Subjective Study on User Perception Aspects in Virtual Reality." Applied Sciences 9, no. 16 (August 16, 2019): 3384. http://dx.doi.org/10.3390/app9163384.

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Three hundred and sixty degree video is becoming more and more popular on the Internet. By using a Head-Mounted Display, 360-degree video can render a Virtual Reality (VR) environment. However, it is still a big challenge to understand Quality of Experience (QoE) of 360-degree video since user experience during watching 360-degree video is a very complex phenomenon. In this paper, we aim to investigate four QoE aspects of 360-degree video, namely, perceptual quality, presence, cybersickness, and acceptability. In addition, four key QoE-affecting factors of encoding parameters, content motion, rendering device, and rendering mode are considered in our study. To the best of our knowledge, this is the first work that covers a large number of factors and QoE aspects of 360-degree video. In this study, a subjective experiment is conducted using 60 video versions generated from three original 360-degree videos. Based on statistical analysis of the obtained results, various findings on the impacts of the factors on the QoE aspects are provided. In particular, regarding the impacts of encoding parameters, it is found that the difference of QoE is negligible between video versions encoded at 4 K and 2.5 K resolutions. Also, it is suggested that 360-degree video should not be encoded at HD resolution or lower when watching in VR mode using Head Mounted Display. In addition, the bitrate for good QoE varies widely across different video contents. With respect to the content motion factor, its impact is statistically significant on the perceptual quality, presence, and cybersickness. In a comparison of two rendering device sets used in this study, there is no statistically significant difference found for the acceptability and cybersickness. However, the differences of the perceptual quality and presence are indicated to be statistically significant. Regarding the rendering mode, a comparison between VR and non-VR modes is also conducted. Although the non-VR mode always achieves higher perceptual quality scores and higher acceptability rates, more than a half of the viewers prefer the VR mode to the non-VR mode when watching versions encoded at the resolutions of fHD or higher. By contrast, the non-VR mode is preferred at the HD resolution.
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Putra, Pacu, Mgs Afriyan Firdaus, and Muhammad Farhan. "Penerapan Teknologi Virtual Reality Photography Pada Sistem Informasi Objek Wisata." Computer Engineering, Science and System Journal 4, no. 1 (January 31, 2019): 70. http://dx.doi.org/10.24114/cess.v4i1.11461.

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Penerapan Teknologi Virtual Reality Photography pada sistem informasi objek wisata merupakan suatu langkah dalam memberikan pengalaman baru bagi seorang wisatawan dalam menjelajahi objek wisata secara visual 360°. Virtual Reality Photography memberikan sebuah tampilan visual yang berbeda daripada suatu sudut pandang gambar. Dengan adanya Virtual Reality Photography yaitu realitas maya buatan diharapkan wisatawan dapat menikmati dan merasakan pengalaman berjelajah yang baru.
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Wang, Ru Guang, Huai Lin Dong, Min Wen Wu, and Qing Feng Wu. "Research and Design of Digital Museum Based on Virtual Reality." Advanced Materials Research 926-930 (May 2014): 2516–20. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.2516.

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Digital museum is an important trend in the development of museums in recent years, and virtual reality technology in the digital museum is one of the most important issues in museum construction and it has broad development prospects. This paper aims to research into two kinds of key virtual reality technologies: image-based 360 degree panoramic display and 3D modeling technology, exploring various kinds of virtual museums based on these two technologies. It discusses the advantages and limitations of the various kinds of VDMs and proposes the design of the Virtual Museum based on 360 - degree panorama, web 3D technology and 3D modeling technology. And its application in the design of Xiamen Overseas Chinese Museum has obtained good results.
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Shah, Syed Hammad Hussain, Kyungjin Han, and Jong Weon Lee. "Real-Time Application for Generating Multiple Experiences from 360° Panoramic Video by Tracking Arbitrary Objects and Viewer’s Orientations." Applied Sciences 10, no. 7 (March 26, 2020): 2248. http://dx.doi.org/10.3390/app10072248.

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We propose a novel authoring and viewing system for generating multiple experiences with a single 360° video and efficiently transferring these experiences to the user. An immersive video contains much more interesting information within the 360° environment than normal videos. There can be multiple interesting areas within a 360° frame at the same time. Due to the narrow field of view in virtual reality head-mounted displays, a user can only view a limited area of a 360° video. Hence, our system is aimed at generating multiple experiences based on interesting information in different regions of a 360° video and efficient transferring of these experiences to prospective users. The proposed system generates experiences by using two approaches: (1) Recording of the user’s experience when the user watches a panoramic video using a virtual reality head-mounted display, and (2) tracking of an arbitrary interesting object in a 360° video selected by the user. For tracking of an arbitrary interesting object, we have developed a pipeline around an existing simple object tracker to adapt it for 360° videos. This tracking algorithm was performed in real time on a CPU with high precision. Moreover, to the best of our knowledge, there is no such existing system that can generate a variety of different experiences from a single 360° video and enable the viewer to watch one 360° visual content from various interesting perspectives in immersive virtual reality. Furthermore, we have provided an adaptive focus assistance technique for efficient transferring of the generated experiences to other users in virtual reality. In this study, technical evaluation of the system along with a detailed user study has been performed to assess the system’s application. Findings from evaluation of the system showed that a single 360° multimedia content has the capability of generating multiple experiences and transfers among users. Moreover, sharing of the 360° experiences enabled viewers to watch multiple interesting contents with less effort.
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Khairunnisa Adinda Dhiya Hasna, Indira, Heidy Bherti Kharoline, and Any Ariani Noor. "Inovasi Virtual Exhibition Masa Depan." Altasia : Jurnal Pariwisata Indonesia 3, no. 1 (February 15, 2021): 28–34. http://dx.doi.org/10.37253/altasia.v3i1.4369.

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The MICE (Meeting, Incentive, Conference, and Exhibition) industry is part of the tourism sector that has suffered significant losses due to the Covid-19 outbreak. Seeing this, experts in the field of MICE are trying to create innovations that can sustain the MICE industry during a pandemic. One of them is using technology to creat applications in the form of a virtual exhibition. The development that continues to occur in the world of information technology is the reason for this research, with the aim of finding opportunities that can be a reference for MICE activity actors in innovation, as well as developing MICE activities, especially virtual exhibitions in the future with the Virtual Reality 360 technology. This study collects data in the form of research and literature references that support theories related to the problem that is the focus of this research. Based on the results of the analysis, it was found that virtual exhibitions are becoming a trend during the current pandemic. The virtual exhibition is then further developed into Three Dimensional (3D) technology. By utilizing technological developments, such as google cardboard, it can be a means of supporting the presence of an innovation at a virtual exhibition in the form of the implementation of 360 virtual reality technology. By obtaining this supporting tool, it is hoped that it can provide opportunities for experts in the MICE industry to further develop virtual exhibition applications. with the implementation of 360 virtual reality technology.
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Boukerch, I., B. Takarli, K. Saidi, M. Karich, and M. Meguenni. "DEVELOPMENT OF PANORAMIC VIRTUAL TOURS SYSTEM BASED ON LOW COST DEVICES." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2021 (June 28, 2021): 869–74. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2021-869-2021.

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Abstract. The virtual visit is a simulation of reality that allows virtually changing time or placing. Unlike this, virtual reality offers the possibility to associate the real world with the virtual world, while ensuring interactivity and an improvement in prospecting the reality. One of the most used form of virtual reality is the 360° panoramic imagery and video, currently in the market we can find many providers of panoramic cameras, going from costly professional cameras to the low cost consumer grade cameras. In addition, many software providers offers the virtual tours creation and visualisation, to our knowledge, only google street view offers full mapping functionalities, but the data capture and collection is an opaque operation. Generally, smartphones are equipped with positioning capabilities, based on sensors like gyroscopes, accelerometers, magnetometer used as compass and GPS, the integration of this data allow the estimation of the pose.This paper discusses the creation of an interactive virtual reality with 360° panoramic images with the possibility of automating its acquisition and integration in mapping environment by using smartphone positioning methods, while the panoramic images are taken using costumer grade camera, which composes a low cost system for acquiring and diffusing panoramic virtual tours map. The developed solution is a dynamic web interface using several open source libraries and programming tools.
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Rasim, Rasim, Tio Ardiyanto, and Munir Munir. "Smart Campus: Tur Virtual pada Kampus Universitas Pendidikan Indonesia Berbasis Virtual Reality dan Kamera 360 Derajat." INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System 6, no. 2 (September 5, 2022): 167. http://dx.doi.org/10.51211/isbi.v6i2.1795.

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Perkembangan teknologi khususnya Smartphone sangat pesat, apalagi dengan munculnya Smartphone berbasis Android yang mengakibatkan menurunnya ketertarikan manusia terhadap buku sebagai media belajar. Virtual Tour adalah sebuah simulasi dari suatu lingkungan nyata, biasanya terdiri oleh sequence video atau kumpulan foto, serta menggunakan unsur-unsur multimedia lainnya seperti efek suara, musik, narasi, dan tulisan. Media informasi kampus Universitas Pendidikan Indonesia masih berupa teks, gambar dan web yang bersifat abstrak, sehingga kurang menampilkan keadaan yang sebenarnya pada lokasi nyata. Oleh karena itu perlu dibuat aplikasi Virtual Tour 360 derajat pada kampus Universitas Pendidikan Indonesia dengan bertujuan sebagai media informasi kampus Universitas Pendidikan Indonesia yang sebenarnya. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan, atau Research and Development (R&D). Membangun aplikasi Virtual Tour 360 derajat pada kampus Universitas Pendidikan Indonesia ini menggunakan Unity 3D, dan Android Studio. Pengguna dari Aplikasi Virtual Tour 360 derajat pada kampus Universitas Pendidikan Indonesia ini adalah orang umum dan mahasiswa baru yang belum pernah datang ke kampus Universitas Pendidikan Indonesia
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Marasco, Alessandra. "Beyond virtual cultural tourism: history-living experiences with cinematic virtual reality." Tourism and Heritage Journal 2 (May 25, 2020): 1–16. http://dx.doi.org/10.1344/thj.2020.2.1.

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Virtual reality offers unprecedented opportunities for creating cultural tourism experiences that tell visitors emotionally engaging stories about the past. This paper focuses onthe latest frontier of immersive storytelling rivalling feature films, cinematic virtual reality, which can immerse users into 360-degree films making them feel like living the story. Through a qualitative analysis of five projects, this paper explores how this new media form has been applied for cultural heritage storytelling and analyses the reactions of users to the historyliving experiences with an emphasis on their emotional responses. Based on the findings of the analysis, implications are discussed for the design of VR experiences in cultural tourism.
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Julianto, Indri Tri. "Design And Build Virtual Reality Photography Web-Based To Support Tourism." Journal of Electrical, Electronic, Information, and Communication Technology 3, no. 2 (October 31, 2021): 58. http://dx.doi.org/10.20961/jeeict.3.2.54833.

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<p class="Abstract"><span lang="EN-US">Tourism is the activity of visiting tourist objects for recreational and leisure purposes. Along with developments in the world of technology and information, there is a technology that can be used to promote a tourist attraction called Virtual Reality. Virtual Reality is a technology designed to allow users to interact with a computer-simulated environment. The problem is that there are still very few travel websites that provide this feature. Virtual Reality technology in the world of photography is known as Virtual Reality Photography. Virtual Reality Photography can produce images in 360</span><sup>o</sup><span lang="EN-US">, so people can see the image as a whole and as if they were in place when the photographer was taking pictures. The purpose of this research is to design and build a website that provides information for tourists who want to visit tourist objects. The development method used is the Multimedia Development Life Cycle. The output of his research is a Virtual Reality Photography website that provides information in the form of 360<sup>o</sup> images equipped with location maps and static images. Augmented Reality technology can be applied on this website as a form of information presented as well as Virtual Reality technology.<em></em></span></p><p class="Keywords"><span lang="EN-US">Keywords— Information, Multimedia, Tourism, Virtual Reality, Web</span>.</p>
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Parry, Jack. "Shared Reality." idea journal 17, no. 02 (December 1, 2020): 144–62. http://dx.doi.org/10.37113/ij.v17i02.390.

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This article presents a phenomenological inquiry in the extreme environments of the Arctic winter and of ‘Shared Reality’—a hybrid form of virtual reality merging spherical video documentation, virtual reality and present reality. The inquiry was carried out in two parallel spheres of ownness: one in the Arctic and the other in the Shared Reality. The outcome was documented using the footage of a spherical 360° camera in the Arctic and thick description to provide accounts of the lived experience in both spheres of ownness. Shared Reality facilitates a perspective into phenomenology that incorporates multiple key ideas of several important thinkers. The inquiry tests the phenomenological perspectives of Husserl, Heidegger, and Merleau-Ponty, and examines the coupling between body, environment, and lived experience as well as the creative process. The combined experience brings together parallel states of active coping, inhabiting a shared phenomenological field and sphere of ownness.
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Mokhtar, Marzni Mohamed, Marni Jamil, Evi Indriasari Mansor, Nurfadhlina Mohd Sharef, and Mas Nida Md Khambari. "360-DEGREE INSTRUCTIONAL VIDEO INNOVATION: PRESERVICE MALAY LANGUAGE TEACHERS’ ACCEPTANCE OF THE USE OF VIRTUAL REALITY TECHNOLOGY AND THINGLINK APPLICATION." International Journal of Modern Education 3, no. 10 (September 5, 2021): 19–31. http://dx.doi.org/10.35631/ijmoe.310002.

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To capture students’ interest during Malay Language learning and facilitation (PdPc), educators can consider the use of Virtual Reality technology (Virtual Reality) and the ThingLink application. The ThingLink application can be integrated with a VR device to bring a new experience to Malay Language educators as an initial step to create a virtual environment in the classroom. The 360-degree instructional video is an innovation that is developed and catered to the needs of eight themes covered in the Malay Language textbook. In fact, the educational video content has also been researched according to the Teacher's Daily Lesson Plan for use in the classroom. This study reviewed the acceptance level of 40 preservice teachers undertaking Bachelor of Education (Malay Language Education) at the Faculty of Education on the use of Virtual Reality and ThingLink application in the process of producing teaching innovation materials. The research instrument constructed is based on the Technology Acceptance Model (TAM). Overall, the findings of the study show that the use of Virtual Reality Technology and ThingLink application can facilitate future educators in the effective production of 360-degree instructional videos, and their ability to attract and retain the attention of students in the classroom.
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Khan, Swaleha, Ashwini Patil, Gauri Kadam, and Ashish Jadhav. "Indoor Navigation in Stadium using Virtual Reality." ITM Web of Conferences 32 (2020): 03002. http://dx.doi.org/10.1051/itmconf/20203203002.

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Virtual Reality is a computer generated scenario that simulates a realistic experience. Current popular online maps majorly provide two-dimensional upper views of buildings. It becomes difficult to visualize the interiors of a place. Indoor navigation using VR technology addresses the problem of visualizing the interior infrastructure of huge complex buildings like stadium. This paper ‘Indoor Navigation in Stadium using Virtual Reality’ aims to provide highly realistic and immersive experience by incorporating an app that uses 360 degree images to serve the purpose. The paper explains how WebVR technology can be used effectively in order to provide a three dimensional view of the stadium with navigation functionalities to the users.
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Patel, Devika, Jessica Hawkins, Lara Zena Chehab, Patrick Martin-Tuite, Joshua Feler, Amy Tan, Benjamin S. Alpers, et al. "Developing Virtual Reality Trauma Training Experiences Using 360-Degree Video: Tutorial." Journal of Medical Internet Research 22, no. 12 (December 16, 2020): e22420. http://dx.doi.org/10.2196/22420.

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Historically, medical trainees were educated in the hospital on real patients. Over the last decade, there has been a shift to practicing skills through simulations with mannequins or patient actors. Virtual reality (VR), and in particular, the use of 360-degree video and audio (cineVR), is the next-generation advancement in medical simulation that has novel applications to augment clinical skill practice, empathy building, and team training. In this paper, we describe methods to design and develop a cineVR medical education curriculum for trauma care training using real patient care scenarios at an urban, safety-net hospital and Level 1 trauma center. The purpose of this publication is to detail the process of finding a cineVR production partner; choosing the camera perspectives; maintaining patient, provider, and staff privacy; ensuring data security; executing the cineVR production process; and building the curriculum.
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TANENBAUM, MIRA, ANEIL SRIVASTAVA, MARIE-GENEVIEVE FLOOD, and KEITH MORTMAN. "THE USE OF 360° VIRTUAL REALITY VISUALIZATION IN VANISHING LUNG SYNDROME." Chest 160, no. 4 (October 2021): A70. http://dx.doi.org/10.1016/j.chest.2021.07.101.

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42

Castellanos, Jorge M., Alex Yefimov, and Phuong N. Dang. "360-Degree Virtual Reality Consultation for the Structural Heart Disease Patient." Structural Heart 4, no. 3 (April 20, 2020): 230–35. http://dx.doi.org/10.1080/24748706.2020.1748776.

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43

Dooley, Kath. "Storytelling with virtual reality in 360-degrees: a new screen grammar." Studies in Australasian Cinema 11, no. 3 (September 2, 2017): 161–71. http://dx.doi.org/10.1080/17503175.2017.1387357.

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Huh, Yeol. "360° virtual reality project to inspire future educators to be creators." Journal of Education for Teaching 46, no. 3 (May 20, 2020): 421–23. http://dx.doi.org/10.1080/02607476.2020.1766833.

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45

Erdős, Sándor. "A virtuális valóság technológiai és egészségügyi fejlődése 2000-ig." Kaleidoscope history 11, no. 23 (2021): 340–49. http://dx.doi.org/10.17107/kh.2021.23.340-349.

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Virtual reality is a 360-degree artificial environment, which creates the sense of real presence in spatial terms. Several medical fields utilize its mentioned property. The aim of this study is to show the history of virtual reality from 1960 to 2000 and its first ten years in healthcare. Struggling technological development was led by talented computer scientists as Ivan Sutherland and Thomas Furness. Education and psychiatry were the first two fields of virtual reality in medicine. Scientists discovered the negative aspects of virtual reality already at the beginning as a cybersickness syndrome. Both technological and medical development was slow however it contributed gradually to our contemporary and highly developed technology.
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ROSENLACHER, PAVEL, MICHAL TOMČÍK, and MATĚJ BRŮNA. "EEG STUDY OF THE EFFECT OF VIRTUAL REALITY." AD ALTA: 08/02 8, no. 2 (December 31, 2018): 216–18. http://dx.doi.org/10.33543/0802216218.

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This study examines the effect of virtual reality on the human brain in terms of how much virtual reality is capable of replacing real-world experiences and affect the human brain. The focus of the study is on the area of neuromarketing where the purpose of our own investigation is to determine the effect of a 360° advertising spot using a neuromarketing approach. The main objective of our own research is to find out through the EEG brain the effectiveness of advertising spot presented using virtual reality.
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Davis, Deborah Pang, and Barbara Millet. "Designing 360 Video for Immersive Journalism." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1059–63. http://dx.doi.org/10.1177/1071181320641254.

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Journalism has seen tremendous change and 360-degree video, a form of virtual reality (VR), continues to present new ways for audiences to experience and engage with stories. Many journalists see 360° video as the future of storytelling. This literature review was conducted to guide UX practitioners and journalism professionals to practical information in an effort to understand the design challenges of VR and 360° video in journalism and identify opportunities to improve the user experience.
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Bruening, Daniel M., Peter Truckenmueller, Christian Stein, Josch Fuellhase, Peter Vajkoczy, Thomas Picht, and Gueliz Acker. "360° 3D virtual reality operative video for the training of residents in neurosurgery." Neurosurgical Focus 53, no. 2 (August 2022): E4. http://dx.doi.org/10.3171/2022.5.focus2261.

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OBJECTIVE Training of residents is an essential but time-consuming and costly task in the surgical disciplines. During the coronavirus disease 2019 pandemic, surgical education became even more challenging because of the reduced caseload due to the increased shift to corona care. In this context, augmented 360° 3D virtual reality (VR) videos of surgical procedures enable effective off-site training through virtual participation in the surgery. The goal of this study was to establish and evaluate 360° 3D VR operative videos for neurosurgical training. METHODS Using a 360° camera, the authors recorded three standard neurosurgical procedures: a lumbar discectomy, brain metastasis resection, and clipping of an aneurysm. Combined with the stereoscopic view of the surgical microscope, 7- to 10-minute 360° 3D VR videos augmented with annotations, overlays, and commentary were created. These videos were then presented to the neurosurgical residents at the authors’ institution using a head-mounted display. Before viewing the videos, the residents were asked to fill out a questionnaire indicating their VR experience and self-assessment of surgical skills regarding the specific procedure. After watching the videos, the residents completed another questionnaire to evaluate their quality and usefulness. The parameters were scaled with a 5-point Likert scale. RESULTS Twenty-two residents participated in this study. The mean years of experience of the participants in neurosurgery was 3.2 years, ranging from the 1st through the 7th year of training. Most participants (86.4%) had no or less than 15 minutes of VR experience. The overall quality of the videos was rated good to very good. Immersion, the feeling of being in the operating room, was high, and almost all participants (91%) stated that 360° VR videos provide a useful addition to the neurosurgical training. VR sickness was negligible in the cohort. CONCLUSIONS In this study, the authors demonstrated the feasibility and high acceptance of augmented 360° 3D VR videos in neurosurgical training. Augmentation of 360° videos with complementary and interactive content has the potential to effectively support trainees in acquiring conceptual knowledge. Further studies are necessary to investigate the effectiveness of their use in improving surgical skills.
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Cha, Sangguk, Da-Yoon Nam, and Jong-Ki Han. "Hole Concealment Algorithm Using Camera Parameters in Stereo 360 Virtual Reality System." Applied Sciences 11, no. 5 (February 25, 2021): 2033. http://dx.doi.org/10.3390/app11052033.

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Ramsey, Eleanor. "VIRTUAL WOLVERHAMPTON: RECREATING THE HISTORIC CITY IN VIRTUAL REALITY." International Journal of Architectural Research: ArchNet-IJAR 11, no. 3 (November 22, 2017): 42. http://dx.doi.org/10.26687/archnet-ijar.v11i3.1395.

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While many towns and cities have historic origins, the modern urban landscape is often unrecognisable from the past. Over the last two thousand years innumerable changes have occurred, from the Roman period to the Industrial Revolution, culminating in wide scale development and redevelopment of towns and cities during the 19th and 20th centuries. Fragments of the past survive as extant buildings, monuments, and areas, and are offered protection through mechanisms such as the National Heritage List for England. However, these buildings are part of a dynamic and changing environment, and their place within their original landscape not always visible. Meanwhile, the advent of mainstream and accessible immersive virtual reality offers opportunities to recreate and explore the past, and to disseminate a deeper understanding of the history and historic context of our heritage assets to a broader audience via new technologies. This paper discusses a project based on Wolverhampton that aims to create immersive and 360° experiences of the historic city that allows the user or viewer to explore how the city might have been in the past from a ‘first person’ perspective. It uses multiple approaches to gather, verify and validate archival data, records, maps and building style information. The project itself is a work-in-progress, with various approaches being explored. It looks at sources of information used to inform the virtual world; software and methodologies used to create the model; different forms of VR output; potential forms of funding for wider dissemination; and problems encountered so far.
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