Academic literature on the topic '360° VR'
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Journal articles on the topic "360° VR"
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 textKreutzberg, Anette, and Emanuele Naboni. "360° VR for Qualifying Daylight Design." SHS Web of Conferences 64 (2019): 02015. http://dx.doi.org/10.1051/shsconf/20196402015.
Full textJung, Woonsub, Eunju Park, and Hankyu Lim. "Guide for 360 ˚ VR Video Production." IOSR Journal of Computer Engineering 19, no. 03 (May 2017): 126–32. http://dx.doi.org/10.9790/0661-190302126132.
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 textLiu, Yanwei, Jinxia Liu, Antonios Argyriou, Siwei Ma, Liming Wang, and Zhen Xu. "360-Degree VR Video Watermarking Based on Spherical Wavelet Transform." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 1 (April 16, 2021): 1–23. http://dx.doi.org/10.1145/3425605.
Full textKim, Hyeongjin, and Sunjin Yu. "Interactive Webtoon System Using VR 360 Cam and Face Detection." Journal of Computational and Theoretical Nanoscience 18, no. 6 (June 1, 2021): 1737–43. http://dx.doi.org/10.1166/jctn.2021.9608.
Full textGuo, Chengjun, Ying Cui, and Zhi Liu. "Optimal Multicast of Tiled 360 VR Video." IEEE Wireless Communications Letters 8, no. 1 (February 2019): 145–48. http://dx.doi.org/10.1109/lwc.2018.2864151.
Full textV Alamäki, Ari, Amir Dirin, Jyrki Suomala, and Cheul Rhee. "Students’ Experiences of 2D and 360° Videos With or Without a Low-Cost VR Headset: An Experimental Study in Higher Education." Journal of Information Technology Education: Research 20 (2021): 309–29. http://dx.doi.org/10.28945/4816.
Full textKim, Hak Gu, Heoun-Taek Lim, Sangmin Lee, and Yong Man Ro. "VRSA Net: VR Sickness Assessment Considering Exceptional Motion for 360° VR Video." IEEE Transactions on Image Processing 28, no. 4 (April 2019): 1646–60. http://dx.doi.org/10.1109/tip.2018.2880509.
Full textDavis, 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.
Full textDissertations / Theses on the topic "360° VR"
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.
Johansson, 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.
Li, Yanlin [Verfasser]. "Transformation von Sozialversicherungssystemen : Probleme, Reform und Perspektiven des Sozialversicherungssystems in der VR China / Yanlin Li." Aachen : Shaker, 2003. http://d-nb.info/1170541658/34.
Full textDahlén, Peter. "Den sfäriska intervjun : En studie om hur tittare och producenter upplever 360°- intervjusekvenser i en VR-miljö." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30513.
Full textVon, Drasek Nathan James. "Return to Earth: Decayed Rulesets in VR." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1626166928722007.
Full textLindskog, Eric. "Developing an emulator for 360° video : intended for algorithm development." Thesis, Linköpings universitet, Databas och informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171369.
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.
Cazin, Marie-Laure. "Cinéma et neurosciences : du cinéma émotif à emotive VR." Thesis, Aix-Marseille, 2020. http://www.theses.fr/2020AIXM0009.
Full textThis Phd thesis is about the theoretical and practical stakes of the possibilities for cross-over between neurosciences and cinema. It takes as a starting point my project Emotive Cinema (2014). This is a prototype of neuro-interactive cinema, where the screenplay of the film is affected by the viewer’s emotional state (first part).This led us towards a theoretical questioning concerning emotions and perception (part two and three), applied to the cinematic situation, traversing different fields, such as the neurosciences, philosophy, psychology and psychoanalysis. Different approaches which have the common aim of better understanding the spectator's experience. The fourth part of the thesis seeks to imagine the future evolutions of cinema. The hypothesis has a tight proximity with sciences, which is why we are presenting therapeutic prototypes for psycho-somatic issues, as well as cinematic prototypes. This concludes with the recent explorations of Emotive Cinema into Virtual Reality, Emotive VR , a neuro-interactive prototype of a film in 360° and VR untitled Freud's last hypnosis” , which is presented as the practical part of the Phd
Seffert, Birte [Verfasser]. "HIV/AIDS als Herausforderung für die VR China : Policy-Dynamik und der Beitrag von Wissenschaftlern 1984 - 2006 / Birte Seffert." Berlin : Freie Universität Berlin, 2012. http://d-nb.info/1029792739/34.
Full textAtkins, Daniel Aaron. "Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1573830322607172.
Full textBooks on the topic "360° VR"
Mazmanyan, 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 text林東清, 林東清. 資訊管理:智慧化企業的核心競爭能力. 8th ed. 智勝出版, 2022. http://dx.doi.org/10.53106/9789575117856.
Full textBook chapters on the topic "360° VR"
Dowling, David O. "The 360/VR Documentary." In Immersive Longform Storytelling, 164–80. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429488290-8.
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 textCarvalho, Paulo, Taynah Miyagawa, Fran Maciel, and Paulo Melo. "VR Rio 360: The Challenges of Motion Sickness in VR Environments." In Lecture Notes in Computer Science, 495–504. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_40.
Full textBertel, Tobias, Feng Xu, and Christian Richardt. "Image-Based Scene Representations for Head-Motion Parallax in 360° Panoramas." In Real VR – Immersive Digital Reality, 109–31. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-41816-8_5.
Full textHaugan, Siri, Eivind Kværnø, Johnny Sandaker, Jonas Langset Hustad, and Gunnar Orn Thordarson. "Playful Learning with VR-SIMI Model: The Use of 360-Video as a Learning Tool for Nursing Students in a Psychiatric Simulation Setting." In How Can we Use Simulation to Improve Competencies in Nursing?, 103–16. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-10399-5_9.
Full textGödde, Michael, Frank Gabler, Dirk Siegmund, and Andreas Braun. "Cinematic Narration in VR – Rethinking Film Conventions for 360 Degrees." In Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry, 184–201. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91584-5_15.
Full textYu, Bai, Wei Shi, and Yoshihiro Okada. "Action Input Interface of IntelligentBox Using 360-Degree VR Camera and OpenPose for Multi-persons’ Collaborative VR Applications." In Complex, Intelligent and Software Intensive Systems, 747–57. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79725-6_75.
Full textPérez-Seijo, Sara, Pavel Sidorenko Bautista, and María José Benítez de Gracia. "VR and 360-Degree Video Storytelling in Political Communication: Threats and Opportunities." In Digital Political Communication Strategies, 119–36. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81568-4_8.
Full textGorin, Valérie. "From Empathy to Shame: The Use of Virtual Reality by Humanitarian Organisations." In Making Humanitarian Crises, 147–70. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-00824-5_7.
Full textWilson, R. Scott. "Sensory Worlds: Emotional Geography and Human-Centered Design in 360° VR Ethnographic Videos." In Educational Media and Technology Yearbook, 81–86. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27986-8_8.
Full textConference papers on the topic "360° VR"
Yanaze, Leandro Key Higuchi, Edna De Mello Silva, and Marcelo De Paiva Guimarães. "Unifesp 25 anos - VR 360°." In Anais Estendidos do Simpósio de Realidade Virtual e Aumentada. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/svr_estendido.2020.12962.
Full textJung, 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 textGunkel, Simon N. B., Marleen D. W. Dohmen, Hans Stokking, and Omar Niamut. "360-Degree Photo-realistic VR Conferencing." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797971.
Full textPatterson, Dale. "360 Degree photographic imagery for VR." In ACSW 2018: Australasian Computer Science Week 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3167918.3167955.
Full textRoss, Miriam. "Until Jesse 360." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446328.
Full textDorta, Tomás, Davide Pierini, and Sana Boudhraâ. "Why 360° and VR headsets for movies?" In Actes de la 28ieme conference francophone sur l'Interaction Homme-Machine. New York, New York, USA: ACM Press, 2016. http://dx.doi.org/10.1145/3004107.3004117.
Full textTang, Jintao, and Xinyu Zhang. "Hybrid Projection For Encoding 360 VR Videos." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798261.
Full textPark, Seonock, and Jusub Kim. "Color Space: 360 VR Hanbok Art Performance." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798022.
Full textHayes, Brian, and Yusun Chang. "Lightweight Evolving 360 VR Adaptive Video Delivery." In 2020 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2020. http://dx.doi.org/10.1109/icnc47757.2020.9049747.
Full textDudczig, Manuel. "360° Video - Light Design Experience." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8445842.
Full textReports on the topic "360° VR"
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 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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