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1

Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees, and Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance." Journal of Paramedic Practice 12, no. 12 (2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.

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Background: Virtual reality (VR) technology is emerging as a powerful tool in medical training and has potential benefits for paramedic education. Aim: The aim of this paper is to report the development of ParaVR, which uses VR to maintain paramedics' skills. Methods: Computer scientists at the University of Chester and the Welsh Ambulance Services NHS Trust (WAST) developed ParaVR in four stages: identifying requirements and specifications; alpha version development; beta version development; and management—development of software, further funding and commercialisation. Results: Needle cricot
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Nobrega, Felipe Augusto, and Cibele Cecílio de Faria Rozenfeld. "Virtual Reality in the Teaching of FLE in a Brazilian Public School." Languages 4, no. 2 (2019): 36. http://dx.doi.org/10.3390/languages4020036.

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Considering the emergence of digital information and communication technologies in the contemporary educational context, this work aims to explore the possibilities offered by Virtual Reality (VR) headsets in the school environment, and also to verify how they can contribute to foreign language teaching and learning. The motivation of this work is a result of a pedagogical practice experience carried out by the researcher during French classes in a Brazilian foreign language teaching project in public schools. This pedagogical practice later became the subject of their master’s research, which
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Cheiran, Jean Felipe Patikowski, Adriel Rodrigues, and Marcelo Soares Pimenta. "Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices." Journal on Interactive Systems 12, no. 1 (2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.

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Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare asp
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Sonawane, Gayatri, and Mansi Gharat. "VR Solar System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 04 (2025): 1–9. https://doi.org/10.55041/ijsrem44538.

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This research explores how Virtual Reality (VR) technology can be used to teach about the solar system and support space exploration. By using VR headsets, users can have an interactive and immersive experience, allowing them to explore planets, moons, and other space objects in real time. The study looks at the different parts of VR, including the hardware, software, and how simulations are designed, and examines how VR can benefit education, scientific research, and astronaut training. It also discusses key challenges, such as hardware limitations, motion sickness, and the accuracy of space
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Muzammil, Zeeshan, Ramji Ramaswamy Rajendran, and Alex Gordon. "Reducing stress and anxiety in cancer patients with the use of virtual reality." JCO Oncology Practice 19, no. 11_suppl (2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.

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303 Background: Applications of virtual reality (VR) have impacted every sphere of civilization, from speculative architecture to the practice of medicine. Building on the body of research already showing the benefits of immersive VR experiences, the goal of our study was to determine whether the stress and anxiety experience of different types of cancer could be mitigated by using virtual reality, specifically through relaxing VR experiences. Methods: A comparative observational study was conducted at community outpatient offices for patients who wanted to improve patient experience throughou
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Lai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout, and Myrtede Alfred. "Applications of Extended Reality (XR) in obtaining informed consent: A narrative review." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 12, no. 1 (2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.

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Informed consent in healthcare requires patients to have a sufficient understanding of their upcoming procedure before deciding to proceed. Unfortunately, education prior to a surgical procedure is constrained by barriers including poor health literacy, language barriers, one-sided dialogue during consultations, anxiety, and knowledge retention. Extended reality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR) has the potential to improve informed consent processes by creating an immersive, interactive, and multimodal sensory experience that supports pa
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Monteiro, Ana Maria Vieira, and Patrícia Nora de Souza Ribeiro. "VIRTUAL REALITY IN ENGLISH VOCABULARY TEACHING: AN EXPLORATORY STUDY ON AFFECT IN THE USE OF TECHNOLOGY." Trabalhos em Linguística Aplicada 59, no. 2 (2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.

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ABSTRACT The evaluative studies of hypermedia effects on second language acquisition have been mostly applied to interfaces whose user’s input is limited to clicks, typed texts, and voice. Nonetheless, virtual reality (VR) technology expanded user’s interactions with a data processing machine since it explores a sense of presence through body language, 360-degrees images, and tactile techniques. It is in this context that this paper approaches VR to explore its potential for foreign language vocabulary teaching and learning, considering mainly the appraisal mechanisms novelty and pleasantness
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Cochrane, Thomas, and Helen Sissons. "An Introduction to Immersive Reality." Pacific Journal of Technology Enhanced Learning 2, no. 1 (2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.

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Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with
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Layalia, Fina Nabilah, Abdul Rosyid, and Ahmad Jami'ul Amil. "Pengaruh Media Virtual Reality Berbantuan Google Cardboard Terhadap Kemampuan Menulis Puisi Siswa Kelas X SMA Assa’adah Bungah Gresik Tahun Ajaran 2019/2020." Deiksis : Jurnal Pendidikan Bahasa dan Sastra Indonesia 7, no. 2 (2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.

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Abstrak. Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam menuangkan ide menjadi sebuah karya tulis puisi serta kurangnya pemanfaatan media dalam pembelajaran. Rumusan masalah pada penelitian ini yakni bagaimanakah pengaruh media virtual reality berbantuan google cardboard terhadap keterampilan menulis puisi siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020. Jenis penelitian kuantitatif dengan perencanaan penelitian Quasi Eksperimental Design. Populasi penelitian ini adalah siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020, dengan sampel sebanyak 2 kelas
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Stojšić, Ivan, Džigurski Anđelija Ivkov, Olja Maričić, Bibić Ljubica Ivanović, and Vučković Smiljana Đukičin. "Possible Application of Virtual Reality in Geography Teaching." Journal of Subject Didactics 1, no. 2 (2017): 83–96. https://doi.org/10.5281/zenodo.438169.

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Abstract Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oculus Rift, and subsequently accelerated in the year 2014 by occurrence of Google Cardboard. Nowadays, for
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Yohanes, Yohanes, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY." Jurnal Ilmu Komputer dan Sistem Informasi 8, no. 2 (2020): 329. http://dx.doi.org/10.24912/jiksi.v8i2.11545.

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“Detective Adventure” is a Virtual Reality game for Android using cardboard. Where the detective must seek clues to reveal a serial killer by investigating crime scene. This game use three-dimensional graphics and virtual reality headset. The game uses a remote Virtual reality to pick up item and move. This game created by Unity game engine with C# as programming language and photoshop to make object, and to edit image. Testing was done with the blackbox testing, alpha testing by lecturer, and beta testing by surveying 30 respondens. Respondens show that the “Detective Adventure” is an interes
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Kesselman, Martin. "Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone." Library Hi Tech News 33, no. 4 (2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.

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Purpose Google Cardboard has brought virtual reality experiences to anyone with a smartphone and low-cost glasses, the first ones provided by Google made of Cardboard! Design/methodology/approach Due to its extremely low cost, many applications are burgeoning the field, and the technology has created new opportunities for libraries in creating virtual immersive experiences for their users. Findings Low-cost virtual-reality cameras are coming on the scene too that will allow libraries to develop documentaries of community information, tours and educational/information experiences. Originality/v
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Farabi, Riva, Akik Hidayat, and Erick Paulus. "Implementasi Simulasi Wisata Shark Cage Diving dengan Perangkat Virtual Reality Google Cardboard Menggunakan Game Engine Unity 3D." Jurnal Informatika 1, no. 1 (2017): 19. http://dx.doi.org/10.24198/jin.v1i1.8606.

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Shark cage diving merupakan salah satu kegiatan rekreasi yang dilakukan di daerah laut yang dihuni hiu. Tentu tidak semua orang mampu melakukan kegiatan tersebut, tapi dengan teknologi virtual reality, dapat memungkinkan seseorang untuk melihat dan mensimulasikan hal yang belum pernah dilihatnya secara langsung di depan mata. Google Cardboard merupakan salah satu teknologi virtual reality dari beberapa perangkat VR yang ada di pasaran yang mudah dijangkau masyarakat. Selain murah, Google Cardboard mengandalkan kemudahan dalam pemakaiannya dengan perangkat smartphone sebagai layar VR. Dengan ga
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Mecheri, Raghav. "Porting BIM Models to Virtual Reality Using Google Cardboard." Indian Journal of Computer Science 2, no. 5 (2017): 7. http://dx.doi.org/10.17010/ijcs/2017/v2/i5/118805.

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Alsancak Sırakaya, Didem. "Systematic Examination of Educational Virtual Reality Studies: Google Cardboard." Participatory Educational Research 12, no. 3 (2025): 88–101. https://doi.org/10.17275/per.25.35.12.3.

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This study aims to reveal the current situation viz. as of year 2024 in experimental educational studies conducted using Google Cardboard as a virtual reality tool. In the study, 36 articles published in journals indexed in Web of Science and Scopus databases and decided to be suitable for the research purpose were analyzed. The data were analyzed by content analysis method. According to the results obtained in the research, while the number of articles increased until 2020, it has been decreasing since this year reaching the year 2024. While the most preferred sample group was the undergradua
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Zakaria, Aminudin, and Mita Anggaryani. "Pengembangan VR Cardboard sebagai Sarana Media Pembelajaran Fisika Berbasis Realitas Virtual." IPF: Inovasi Pendidikan Fisika 13, no. 3 (2024): 242–47. https://doi.org/10.26740/ipf.v13n3.p242-247.

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Penelitian ini bertujuan untuk mengembangkan VR Cardboard sebagai sarana pendukung untuk mengakses media pembelajaran fisik yang berbasis virtual reality. Penelitian tentang media berbasis virtual reality terus berkembang selama satu dekade terakhir. Akses media berbasis VR memerlukan perangkat tambahan untuk mendapatkan pengalaman belajar yang maksimal. Penelitian ini diawali dengan pengumpulan data awal, desain, pengembangan, validasi, dan revisi. Desain VR Cardboard mengacu pada template yang disediakan oleh platform Google Cardboard yang open souce. Produk kembangkan dari bahan kertas kart
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Tkachenko, Olha, and Oleksandr Ivanytskyi. "Virtual Reality: Navigation in Mobile Applications with Using Google Cardboard." Digital Platform: Information Technologies in Sociocultural Sphere 4, no. 1 (2021): 43–55. http://dx.doi.org/10.31866/2617-796x.4.1.2021.236946.

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The purpose of the article is to study, analyze and consider the general problems and prospects of using navigation systems in a virtual environment on mobile devices using Google Cardboard virtual reality glasses. The research methodology consists of the methods of semantic analysis of the basic concepts of a given subject area (navigation systems in virtual environments). The article discusses the existing approaches to the development of navigation systems. The novelty of the research is the solution of navigation problems in mobile applications that operate in virtual reality. Conclusions.
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Tkachenko, Olha, and Oleksandr Ivanytskyi. "Virtual Reality: Navigation in Mobile Applications with Using Google Cardboard." Digital Platform: Information Technologies in Sociocultural Sphere 4, no. 1 (2021): 43–55. https://doi.org/10.31866/2617-796X.4.1.2021.236946.

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The purpose of the article is to study, analyze and consider the general problems and prospects of using navigation systems in a virtual environment on mobile devices using Google Cardboard virtual reality glasses. The research methodology consists of the methods of semantic analysis of the basic concepts of a given subject area (navigation systems in virtual environments). The article discusses the existing approaches to the development of navigation systems. The novelty of the research is the solution of navigation problems in mobile applications that operate in virtual realit
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Ivan Ferreira Martins. "Additive manufacturing in the development of low-cost immersive virtual reality solutions for education: a study with google cardboard." London Journal of Social Sciences, no. 8 (May 6, 2024): 39–51. https://doi.org/10.31039/ljss.2024.8.209.

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Virtual Reality (VR) is a technology that makes it possible to create simulated worlds using computer systems. This study presents a proposal to develop a Google Cardboard prototype using additive manufacturing. The central aim of the study is to contribute to the understanding of low-cost Immersive Virtual Reality (IVR) alternatives; to assist in the scientific-technological development of IVR solutions; and to contribute to technological development and access in a social context and to the preservation of the environment through sustainable technological solutions. Developed in two stages,
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Ivan Ferreira Martins. "Additive manufacturing in the development of low-cost immersive virtual reality solutions for education: a study with google cardboard." Proceedings of London International Conferences, no. 9 (April 24, 2024): 37–49. http://dx.doi.org/10.31039/plic.2024.9.207.

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Virtual Reality (VR) is a technology that makes it possible to create simulated worlds using computer systems. This study presents a proposal to develop a Google Cardboard prototype using additive manufacturing. The central aim of the study is to contribute to the understanding of low-cost Immersive Virtual Reality (IVR) alternatives; to assist in the scientific-technological development of IVR solutions; and to contribute to technological development and access in a social context and to the preservation of the environment through sustainable technological solutions. Developed in two stages,
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Puendra, Valentino, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME VIRTUAL REALITY “PAINTING JOURNEY” PADA PLATFORM ANDROID." Jurnal Serina Sains, Teknik dan Kedokteran 1, no. 2 (2023): 423–30. http://dx.doi.org/10.24912/jsstk.v1i2.31033.

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“Painting Journey” merupakan sebuah game virtual reality yang dirancang khusus untuk plaform android khususnya Google Cardboard. Game ini dibuat dengan menggunakan unity engine 3D dan Google VR for Unity SDK sebagai fungsi utama pergerakan virtual reality. Dalam “Painting Journey” para pemain akan mempelajari tentang berbagai macam lukisan dari para pelukis terkenal. Game “Painting Journey” memiliki cerita singkat mengenai seseorang yang ingin mengetahui beberapa lukisan dari pelukis terkenal namun dia terjebak di dalam museum tersebut dan harus mencari cara agar dapat keluar dari museum terse
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Stephen, Fransiscus, Dennis Gunawan, and Seng Hansun. "RANCANG BANGUN APLIKASI PERMAINAN EDUKASI BERBASIS VIRTUAL REALITY MENGGUNAKAN GOOGLE CARDBOARD." Sisfo 05, no. 05 (2016): 496–503. http://dx.doi.org/10.24089/j.sisfo.2016.03.001.

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Urazаliyeva, U., A. Bekalaeva, and G. Kassymova. "Virtual reality-supported education: results of a pilot study on English language." Bulletin of the Eurasian Humanities Institute, Philology Series, no. 3 (September 15, 2024): 235–47. http://dx.doi.org/10.55808/1999-4214.2024-3.22.

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This article examines the integration of virtual reality (VR) technology, namely head-mounted devices (HMDs) such as Google Cardboard, into the teaching of English as a foreign language (TEFL). The study focused on studying students' perceptions of learning English through virtual reality. The study involved 44 students over five weeks. Davis's (1989) technology acceptance model was used as the primary instrument for data collection. Data were analyzed using descriptive statistics in the JASP platform. The results showed that students' perceptions of the use of virtual reality in English class
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Saputra, Munawar, Husaini Husaini, and Amri Amri. "Simulasi Teknologi Virtual Reality Untuk Pelayanan Perpustakaan Politeknik Negeri Lhokseumawe Berbasis Android." Jurnal Teknologi Rekayasa Informasi dan Komputer 7, no. 1 (2023): 16. https://doi.org/10.30811/jtrik.v7i1.4729.

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The simulations carried out by several institutions generally only show the design of 3D images or printed media, so in order to make the images look more real, an application is needed that can introduce and provide information about the specifics of the Lhokseumawe State Polytechnic library building. By preparing a smartphone and joystick to support applications that have been made, and preparing Google Cardboard glasses. Then users can immediately use the 3D virtual reality application that has been created. The menus contained in this application are only menus, start here, about, and quit
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Berti, Margherita, Stefano Maranzana, and Jacob Monzingo. "Fostering Cultural Understanding with Virtual Reality." International Journal of Computer-Assisted Language Learning and Teaching 10, no. 1 (2020): 47–59. http://dx.doi.org/10.4018/ijcallt.2020010104.

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In virtual reality, language learners can experience the foreign culture by exploring authentic and contextualized learning environments. To date, there is a lack of studies investigating the use of highly immersive virtual reality for cultural understanding as well as learners' attitudes toward its implementation in the language classroom. This study addresses this gap by exploring language learners' stereotypes and generalizations of the foreign culture experienced in highly immersive virtual reality, and their beliefs regarding its use in the educational setting. Undergraduate students enro
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Bhagyashree, P. Dhoble, and Bhushan A. Deshpande Prof. "Virtual Reality Based Remote Place Explorer Application." International Journal of Research and Review 6, no. 4 (2019): 250–54. https://doi.org/10.5281/zenodo.3989189.

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Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics, or on imaginary dynamics. A key feature of Virtual Reality is that it allows multi-sensory interaction with the space being visualized. Virtual Reality ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active lear
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Fadil Muslimin, Ahmad, Wahyuddin Wahyuddin, and Wahyu Arta Nugraha. "Membuat Game Virtual Reality Kota Parepare." Jurnal Sintaks Logika 4, no. 3 (2024): 1–12. https://doi.org/10.31850/jsilog.v4i3.3284.

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Combining virtual reality technology into a game can create a new experience for the player while being able to introduce the icon of Parepare City. Also, in the application, there is a mission or game where in the game there are levels 1 to 4. The purpose of making virtual reality game applications is to help introduce the city of Parepare in a fun way. The experimental method uses a smartphone that already supports the gyroscope sensor, VR Box, or Google Cardboard glasses. The software used in making this game application is Unity, SkecthUp, Visual Studio, and the C# programming language. Th
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Renas, Rajab Asaad. "Virtual reality and augmented reality technologies: A closer look." International Research Journal of Science, Technology, Education, and Management 1, no. 2 (2021): 1–10. https://doi.org/10.5281/zenodo.5652297.

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Virtual Reality (VR) and Augmented Reality (AR) technologies are based on the creation of a completely new scene that cannot be touched by the bare hand but is sensually perceived through a combination of artificial visual and sound effects. Although the overall goal of these two technologies is similar, the artificial reality that can be created via VR or AR is not the same. VR is a computer-generated simulation of an alternate world or reality, primarily used in 3D movies and video games. Virtual reality creates a simulation that aims to close off the outside world or immerse the viewers, us
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Wardoyo, Refila. "VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN JARINGAN KOMPUTER." JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI 14, no. 2 (2023): 248–54. http://dx.doi.org/10.51903/jtikp.v14i2.586.

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Global Education Census 2018 oleh Cambridge International menyatakan bahwa pelajar di Indonesia menjadi salah satu pengguna teknologi tertinggi di dunia. Hal tersebut dapat dimanfaatkan sebagai media pembelajaran dalam memperoleh ilmu pengetahuan guna menunjang kualitas pendidikan. Pemilihan metode pembelajaran yang menarik dapat membuat siswa semangat dalam mempelajari sebuah materi. Salah satu contoh media pembelajaran inovatif yang didukung perkembangan teknologi saat ini adalah virtual reality. Artikel ini membahas implementasi dari virtual reality menggunakan aplikasi unity 3D dan google
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Salvatore, Sergio De, Gianluca Vadalà, Leonardo Oggiano, Fabrizio Russo, Luca Ambrosio, and Pier Francesco Costici. "Virtual Reality in Preoperative Planning of Adolescent Idiopathic Scoliosis Surgery Using Google Cardboard." Neurospine 18, no. 1 (2021): 199–205. http://dx.doi.org/10.14245/ns.2040574.287.

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Lee, Seung Hwan (Mark), Ksenia Sergueeva, Mathew Catangui, and Maria Kandaurova. "Assessing Google Cardboard virtual reality as a content delivery system in business classrooms." Journal of Education for Business 92, no. 4 (2017): 153–60. http://dx.doi.org/10.1080/08832323.2017.1308308.

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Oseńko, Michał, Jakub Smołka, Maria Skublewska-Paszkowska, and Edyta Łukasik. "A METHOD FOR VISUALIZATION OF 3D MOTION DATA USING A MOBILE DEVICE." Informatics Control Measurement in Economy and Environment Protection 7, no. 3 (2017): 37–42. http://dx.doi.org/10.5604/01.3001.0010.5212.

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3D motion visualization is a topic closely connected with motion capture. Motion capture data come in many file formats, one of which is C3D. The following paper presents an innovative method of motion visualization in virtual reality using Google Cardboard. Motion data are read from C3D files. The paper presents introduction to the technology used, analysis of existing solutions, presentation of the proposed method, its implementation and results.
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Turan, Meti̇n. "Virtual Reality Implementation for University Presentation." WSEAS TRANSACTIONS ON SYSTEMS AND CONTROL 16 (December 21, 2021): 696–704. http://dx.doi.org/10.37394/23203.2021.16.63.

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The purpose of this study is to apply virtual reality technology for university presentation, so that evaluate if it is useful and usable. Due to the pandemic situation, the topic is also relevant to the current situation as many universities have shifted to online classes. With 3D modelling and coding, a university presentation application (only for computer engineering department) with virtual reality base has been developed that will allow the user to navigate around the school building and its surroundings. Because the developed application uses a new technology, it is designed to be conve
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Andre, Joshua Lorenzo, Eva Handriyantini, and Chaulina Alfianti Oktavia. "Pengembangan Game Virtual Reality Berbasis Android Menggunakan Unity Sebagai Media Penunjang Pengenalan Bahasa Inggris." J-INTECH 6, no. 02 (2019): 208–13. http://dx.doi.org/10.32664/j-intech.v6i02.253.

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Perkembangan teknologi membuat dunia memanfaatkan teknologi pada dunia edukasi, saat ini terdapat beberapa perubahan trend pada digital education, salah satu trend tersebut adalah edukasi yang memanfaatkan teknologi Augmented Reality dan Virtual Reality. Virtual reality merupakan teknologi yang mengijinkan seorang pengguna untuk berinteraksi dengan sebuah lingkungan yang disimulasikan oleh komputer. Teknologi tersebut mengijinkan pengguna untuk berinteraksi di dalam dunia virtual. Salah satu edukasi atau pendidikan yang wajib dipelajari salah satunya ialah bahasa Inggris, karena bahasa Inggris
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San Martin, Joaquin, William's Romero, Jose Luis Castillo-Sequera, and Lenis Wong. "Talki: A Mobile Application to Improve English Learning of High School Students in Peru utilizing Virtual Reality and Gamification." Engineering, Technology & Applied Science Research 14, no. 5 (2024): 17472–81. http://dx.doi.org/10.48084/etasr.8223.

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Despite the widespread necessity of students to learn English, Peruvian students face challenges that include a lack of motivation, overwhelmed academic expectations, and low socioeconomic status. Therefore, in this paper, a mobile application that employs virtual reality and gamification is proposed to improve English language learning among Peruvian high school students. This research consists of three stages: (1) review, (2) proposal, and (3) validation. In (1), an exhaustive review of teaching techniques, gamification strategies, and virtual reality models applied to English language learn
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Gupta, Rajat, Rohan Nawani, Vishal P. Talreja, and Sharmila Sengupta. "Building Virtual Reality Applications with Bluetooth Controller Interaction for Google Cardboard using Unity 3D." International Journal of Advanced Research in Computer Science and Software Engineering 7, no. 4 (2017): 76–80. http://dx.doi.org/10.23956/ijarcsse/v7i4/0162.

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Hanugrah, Rayyan, and Devi Afriyantari Puspa Putri. "Penerapan Virtual Reality Sebagai Media Pengenalan Batik." Jurnal Pendidikan dan Teknologi Indonesia 1, no. 4 (2021): 161–69. http://dx.doi.org/10.52436/1.jpti.37.

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Batik adalah kain bergambar yang pembuatannya secara khusus, yang mana oleh UNESCO telah ditetapkan sebagai Warisan Kemanusiaan untuk Budaya Lisan dan Nonbendawi sejak 2 Oktober 2009. Pembuatan aplikasi ini bertujuan untuk memberikan pengetahuan mulai dari motif – motif Batik, filosofi sejarah setiap motif, cara pembuatannya serta untuk melestarikan kebudayaan Batik itu sendiri. Metode yang digunakan untuk mengembangkan sistem berbasis aplikasi Android adalah dengan metode SDLC (System Development Life Cycle) dengan proses pendekatan waterfall yang diawali analisa kebutuhan hingga proses pemel
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Hong, Hyungki, Youn Hong Jeong, and Hyungoo Kang. "Eye Deviation and Fusional Vergence Measurement Using VR (Virtual Reality) Device of Google Cardboard Type." Journal of Korean Ophthalmic Optics Society 25, no. 2 (2020): 155–61. http://dx.doi.org/10.14479/jkoos.2020.25.2.155.

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Kurniawan, Hendra, Bagus Yudha Pratama, and Muhammad Tofa Nurcholis. "Perancangan Aplikasi Desain Bangunan 3D Menggunakan Virtual Reality dan Google Cardboard di Tjantik Kost Yogyakarta." Respati 17, no. 3 (2020): 47. http://dx.doi.org/10.35842/jtir.v17i3.475.

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Vahldick, Adilson, Luis Felipe Kuster, Ana Fábia Coelho Dos Santos, et al. "Practicing requirements elicitation in a serious game: comparison between non-immersive and immersive virtual reality." CONTRIBUCIONES A LAS CIENCIAS SOCIALES 16, no. 12 (2023): 31295–317. http://dx.doi.org/10.55905/revconv.16n.12-134.

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One of the biggest problems in teaching Requirements Engineering at universities is the lack of access to real projects, which could allow students to interact with stakeholders and practice communication skills while conducting requirements elicitation. This article presents a serious game for practicing requirements elicitation through guided interviews with stakeholders. Two versions of the game were developed. The Immersive VR game was designed to run on mobile phones with Google Cardboard. A Non-Immersive version was also developed to run on Windows. Systematic literature reviews point ou
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Quirós-Ramírez, Maria Alejandra, Anna Feineisen, Stephan Streuber, and Ulf-Dietrich Reips. "Virtual Reality experiments in the field." PLOS ONE 20, no. 4 (2025): e0318688. https://doi.org/10.1371/journal.pone.0318688.

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Virtual Reality (VR) has paved its way into experimental psychology due to its capacity to realistically simulate real-world experiences in a controlled way. Theoretically, this technology opens the possibility to conduct experiments anywhere in the world using consumer hardware (e.g. mobile-VR). This would allow researchers to access large scale, heterogeneous samples and to conduct experiments in the field in cases where social distancing is required – e.g. during the COVID-19 pandemic. Here, we investigate the feasibility of carrying VR experiments in the field using mobile-VR through a str
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Riyadi, Firman Setiawan, A. Sumarudin, and Munengsih Sari Bunga. "APLIKASI 3D VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN KAMPUS POLITEKNIK NEGERI INDRAMAYU BERBASIS MOBILE." JIKO (Jurnal Informatika dan Komputer) 2, no. 2 (2017): 75. http://dx.doi.org/10.26798/jiko.2017.v2i2.76.

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Campus promotion and introduction by some institutions in general still using the media images or print media, as is often done by State Polytechnic Indramayu in introducing and providing campus information is still using print media and images such as brochures or banners. Therefore, an application is required that can introduce and provide information about the campus, especially in the State Polytechnic Indramayu and provide information on existing buildings on campus using Virtual Reality technology. With the Virtual Reality technology is able to provide real information and can interact d
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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 (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
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Pretto, N., and F. Poiesi. "TOWARDS GESTURE-BASED MULTI-USER INTERACTIONS IN COLLABORATIVE VIRTUAL ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (November 14, 2017): 203–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-203-2017.

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We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user’s VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD fo
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Mitsuhara, Hiroyuki, Keisuke Iguchi, and Masami Shishibori. "Using Digital Game, Augmented Reality, and Head Mounted Displays for Immediate-Action Commander Training." International Journal of Emerging Technologies in Learning (iJET) 12, no. 02 (2017): 101. http://dx.doi.org/10.3991/ijet.v12i02.6303.

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Disaster education focusing on how we should take immediate actions after disasters strike is essential to protect our lives. However, children find it difficult to understand such disaster education. Instead of disaster education to children, adults should properly instruct them to take immediate actions in the event of a disaster. We refer to such adults as Immediate-Action Commanders (IACers) and attach importance to technology-enhanced IACer training programs with high situational and audio-visual realities. To realize such programs, we focused on digital game, augmented reality (AR) and h
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Rahman, Fadhil, and Mursyidah Mursyidah. "Pengenalan Gedung Kampus Politeknik Negeri Lhokseumawe Menggunakan Voice Information Berbasis Virtual Reality." Jurnal Infomedia 5, no. 1 (2020): 42. http://dx.doi.org/10.30811/jim.v5i1.2004.

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Promosi dan pengenalan kampus yang dilakukan oleh beberapa Institusi pada umumnya masih menggunakan media gambar atau media cetak, sama halnya yang sering dilakukan oleh Politeknik Negeri Lhokseumawe dalam mengenalkan dan memberikan informasi kampus yaitu masih menggunakan media cetak dan gambar seperti brosur atau spanduk. Oleh karena itu, diperlukan sebuah aplikasi yang dapat mengenalkan dan memberikan informasi seputar kampus khususnya di Politeknik Negeri Lhokseumawe. Dengan menyiapkan smartphone yang sudah mendukung atau sudah support sensor Gyroscope dan menyiapkan kacamata Google CardBo
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Putra, Vico Meylana Eka, Novian Adi Prasetyo, and Amalia Beladinna Arifa. "Penerapan Teknologi Video 360 Derajat Berbasis Virtual Reality Menggunakan Google Cardboard Sebagai Media Alternatif Pengenalan Kampus Institut Teknologi Telkom Purwokerto." Journal of Informatics, Information System, Software Engineering and Applications (INISTA) 4, no. 1 (2021): 22–30. http://dx.doi.org/10.20895/inista.v4i1.398.

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Institut Teknologi Telkom Purwokerto (ITTP) merupakan perguruan tinggi swasta yang dikelola oleh Yayasan Pendidikan Telkom dan satu-satunya institut yang berada di Jawa Tengah. Perguruan tinggi yang berfokus pada pengembangan ilmu pengetahuan berbasis teknologi informasi membuat daya tarik tersendiri bagi mahasiswa baru yang melanjutkan studinya pada kampus ini, hal tersebut terbukti dengan bertambahnya jumlah mahasiswa baru yang mendaftar setiap tahunnya. Sebagai civitas akademika tentunya para mahasiswa baru diharapkan mengetahui segala informasi fasilitas sarana dan prasarana didalam lingku
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Antonopoulos, Stavros, Manolis Wallace, and Vassilis Poulopoulos. "A Data-Driven Approach to Revolutionize Children’s Vaccination with the Use of VR and a Novel Vaccination Protocol." BioMedInformatics 5, no. 1 (2024): 2. https://doi.org/10.3390/biomedinformatics5010002.

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Background: This study aims to revolutionize traditional pediatric vaccination protocols by integrating virtual reality (VR) technology. The purpose is to minimize discomfort in children, ages 2–12, during vaccinations by immersing them in a specially designed VR short story that aligns with the various stages of the clinical vaccination process. In our approach, the child dons a headset during the vaccination procedure and engages with a virtual reality (VR) short story that is specifically designed to correspond with the stages of a typical vaccination process in a clinical setting. Methods:
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Azmi, Nurul. "IMPLEMENTASI TEKNOLOGI VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN RAMBU LALU LINTAS." JURNAL IT 13, no. 2 (2023): 77–84. http://dx.doi.org/10.37639/jti.v13i2.352.

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Penanaman pengetahuan tentang berlalu lintas pada anak tepatnya pada tahap Sekolah Dasar (SD) sangat penting pengaplikasiannya karena memiliki nilai strategis yaitu long life for education, dimana seharusnya para siswa sejak dari kecil diperkenalkan ketentuan dan etika berlalu lintas dengan baik. Namun kenyataannya saat ini Pembelajaran tentang perambuan lalu lintas di sekolah dasar (SD) sangat sulit untuk dapat dipahami karena memiliki beberapa kelemahan pada penerapannya, seperti metode metode yang digunakan memiliki beberapa kekurangan karena tampilan dari media yang digunakan kurang menari
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Alazba, Amal, Hend Al-Khalifa, and Hana AlSobayel. "RabbitRun: An Immersive Virtual Reality Game for Promoting Physical Activities Among People with Low Back Pain." Technologies 7, no. 1 (2018): 2. http://dx.doi.org/10.3390/technologies7010002.

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Low back pain (LBP) is one of the most common problems among adults. The usual physiotherapy treatment is to perform physical exercises. However, some LBP patients have false beliefs regarding their pain and they tend to avoid physical movements which might increase their pain and disability. Virtual reality (VR) has proven to be an effective intervention in improving motor functions and reducing pain perception. Existing VR interventions for LBP rehabilitation were based on a non-immersive VR, whereas to effectively reduce the pain intensity, we need an immersive VR. In this paper, we introdu
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