Academic literature on the topic 'Virtual place'

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Journal articles on the topic "Virtual place"

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Burris, Justin T. "Virtual Place Value." Teaching Children Mathematics 20, no. 4 (2013): 228–36. http://dx.doi.org/10.5951/teacchilmath.20.4.0228.

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MacCannell, Dean. "Virtual Reality's Place." Performance Research 2, no. 2 (1997): 10–21. http://dx.doi.org/10.1080/13528165.1997.10871546.

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Turner, Phil, and Susan Turner. "Place, Sense of Place, and Presence." Presence: Teleoperators and Virtual Environments 15, no. 2 (2006): 204–17. http://dx.doi.org/10.1162/pres.2006.15.2.204.

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Recreating real places—as distinct from virtual spaces or environments—using virtual reality technology raises a series of significant challenges. Fortunately there is a large body of existing research into the experience of place which might reasonably contribute to our understanding of the task. This paper reviews key aspects of the place literature, relates them to the concept of presence, and then illustrates their application in the context of virtual reality. We conclude that some modification of existing theories of sense of place is necessary for this context and outline proposals for
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Templeman, James N., Patricia S. Denbrook, and Linda E. Sibert. "Virtual Locomotion: Walking in Place through Virtual Environments." Presence: Teleoperators and Virtual Environments 8, no. 6 (1999): 598–617. http://dx.doi.org/10.1162/105474699566512.

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This paper presents both an analysis of requirements for user control over simulated locomotion and a new control technique designed to meet these requirements. The goal is to allow the user to move through virtual environments in as similar a manner as possible to walking through the real world. We approach this problem by examining the interrelationships between motion control and the other actions people use to act, sense, and react to their environment. If the interactions between control actions and sensory feedback can be made comparable to those of actions in the real world, then there
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Adams, Paul. "Network Topologies and Virtual Place." Annals of the Association of American Geographers 88, no. 1 (1998): 88–106. http://dx.doi.org/10.1111/1467-8306.00086.

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Jacobs, W. Jake, Kevin G. F. Thomas, Holly E. Laurance, and Lynn Nadel. "Place Learning in Virtual Space." Learning and Motivation 29, no. 3 (1998): 288–308. http://dx.doi.org/10.1006/lmot.1998.1008.

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Coyne, Richard. "Thinking through Virtual Reality." Techné: Research in Philosophy and Technology 10, no. 3 (2007): 26–38. http://dx.doi.org/10.5840/techne200710310.

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Critics and researchers apply various criteria to evaluate the efficacy of VR, including the conformity of VR environments to the character of place. I wish to add a further test: do VR environments enable thought? The paper thus applies to VR the controversial proposition advanced by Clark and others that thinking, i.e. human cognitive processes, are situated and spatial. As a further term in this mix I introduce the concept of non-place, as elucidated by Augé and propose that non-places can be characterized as unthinking spaces, i.e. spaces that provide little assistance to the thought proce
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Habarakada, Sanjeewani, and HaeRan Shin. "Transnational Religious Place-Making: Sri Lankan Migrants’ Physical and Virtual Buddhist Places in South Korea." Space and Culture 22, no. 4 (2018): 474–88. http://dx.doi.org/10.1177/1206331218760489.

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This article looks at the relationship between virtual Buddhist practices that keep Sri Lankan migrants’ engaged with Buddhist community and leadership both in South Korea and elsewhere. Based on mixed ethnographic research methods including participant observation and in-depth interviews, the research demonstrates the following findings. First, the key actors of the Buddhist place-making included Sri Lankan migrant workers, a Sri Lankan ambassador, Sri Lankan temples, Korean temples, and virtual temple participants from other countries. Migrant workers’ collaboration with them contributed to
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Vaux, Dana E., and Michael R. Langlais. "An Update of Third Place Theory." International Journal of Technology and Human Interaction 17, no. 4 (2021): 117–30. http://dx.doi.org/10.4018/ijthi.2021100107.

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Responding to a perceived decline in social capital in America, sociologists Oldenburg and Brissett offer the third place as a solution. While traditionally defined as social gathering places in the physical environment, recent studies have demonstrated that virtual environments may also serve as third places. This study analyzes the social media website Facebook to identify current socializing patterns. The goals of the present study are twofold: 1) to examine the characteristics of third places in virtual contexts as evidenced in existing literature and 2) to identify new third place charact
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Murugesh, Harish, Sushant Kawale, Sham Mahajan, and Rajdeep Divekar. "Exploring Tourism with Virtual and Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 11, no. 4 (2023): 3247–51. http://dx.doi.org/10.22214/ijraset.2023.50847.

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Abstract: Our Project labelled “EXPLORING TOURISM USING VIRTUAL AND AUGMENTED REALITY” is the embellished translation of existent arrangement of touristry websites. Tourists will experience utilizing this netting app as it determines all the lineaments converging terrace. Tourists will catch a feel of visiting differing visitor places of INDIA nearly as 360-strength view feature is executed in this place netting app and can likewise place a hint on a outline given to survey deeper about that particular place or about united states of America. This netting app is more appropriate and compassion
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Dissertations / Theses on the topic "Virtual place"

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Barker, Jesse. "No place like home : virtual space, local places and Nocilla fictions." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/33138.

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This thesis is the first sustained study of a new wave of Spanish writers. Known in the press as the “Nocilla Generation”, after Agustín Fernández Mallo’s Nocilla Project trilogy, the work of these authors responds to changing relations between urban subjects, virtual spaces and local places. This study portrays a broad group of writers, but it focuses on four texts: Agustín Fernández Mallo’s Nocilla Dream, Javier Calvo’s “Una belleza rusa” [“A Russian Beauty”], Gabi Martínez’s Ático [Top Floor Apartment] and Esther García Llovet’s Coda. The new wave authors have been described as belonging to
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Hsu, P. H. "3D information place : architecture for virtual place-making and information navigation." Thesis, University of Cambridge, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.604679.

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Performing activities together in online information environments is not unusual. It is functionally possible for shared information environments to become ‘virtual places’ in which social activities take place. Such environments, however, are traditionally designed based on the concept of digital documents accessed remotely from the outside, rather than on the concept of places. This thesis argues that shared information environments can be designed to allow multi-user navigation to take place <i>inside</i> the space, and suggests they should be designed as places, supporting and reflecting s
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Wongrujira, Krit Electrical &amp Telecommunication UNSW. "Decentralized virtual market-place for network services." Awarded by:University of New South Wales. Electrical and Telecommunication, 2006. http://handle.unsw.edu.au/1959.4/25524.

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With the increasing growth of communication networks, systems, and devices,technology has driven much research and development on a variety of communication protocols, applications, and smart devices. As a result, a variety of heterogeneous networks, de facto and standards have emerged. In parallel, users are also demanding to seamlessly use any device on any network infrastructure within this heterogeneous environment. To go beyond this problem, one of solutions is deploying service entities to be served in/on the network. The services can be composed of many
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Zeder, Marco. "Being competitive in a virtual market place." Aix-Marseille 3, 2003. http://www.theses.fr/2003AIX30035.

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Etre compétitif dans un marché virtuel dans le champ d'activité des ascenseurs et plus particulièrement pour le groupe Schlinder, nous amène à nous poser les trois questions de base: où sommes nous actuellement, où voulons nous aller, et comment faisons nous pour y aller ? Pour ces trois aspects A, B, C, nous examinerons dans ce travail et respectivement, A: la description du "business", le marketing, le design, la R&amp;D, le manufacturing et le management, les risques financiers et les étapes clés. Pour la partie B: les tendances globales, l'évolution du style de vie, l'évolution dans le dom
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Silvers, Michael Benjamin. "Musical Creation, Reception, and Consumption in a Virtual Place." Thesis, The University of Arizona, 2007. http://hdl.handle.net/10150/193303.

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Technologically mediated listening has changed the way in which music is heard as well as the way in which musical communities are constructed. Communities are no longer necessarily tied to place, and in the case of virtual communities, musicians can create a sense of community and a sense of place through their interactions. Some virtual communities of musicians - specifically those that specialize in electronic music - are ideally situated in cyberspace; what a producer of electronic music hears in his or her headphones when composing music is exactly what the audience hears after downloadin
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Hedlund, Martin. "Detached Walk-in-Place." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-218014.

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Locomotion, the ability to walk freely in virtual environments, is a problem with no standardized solution. Walk-in-Place is one strand of solutions in which the user’s physical movement creates forward movement in the virtual environment. This technique is particularly useful for navigation in smartphone-based virtual reality without location detection. However, current mobile implementations use gaze-directed steering which limits the user’s ability to simultaneously scan the environment, which can reduce maneuverability. Additionally, step detection is triggered by head movement which shake
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Wilken, Rowan Cameron. "Teletechnologies, place and community /." Connect to thesis, 2006. http://eprints.unimelb.edu.au/archive/00003211.

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van, Almkerk Marc. "Influence of Mindfulness Practices on Feelings of Place Illusion in Virtual Reality." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231558.

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This study investigates how mindfulness influences feelingsof place illusion in Virtual Reality (VR) experiences, i.e. the feeling of being inside the mediated world that is displayed through the VR technology. To research the effects, a design called Mindsition was proposed that consist of two Virtual Environments (VEs) that transfers the user from the physicalworld to a task environment in VR and altering the user’s state of mind. In the first VE, a guided meditation exercise was introduced to bring the user to a more mindful state, changing how the mediated world was perceived. The user was
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Halfmann, Marc [Verfasser], and Hanspeter A. [Akademischer Betreuer] Mallot. "Place Recognition and Navigation in Virtual Environments / Marc Halfmann ; Betreuer: Hanspeter A. Mallot." Tübingen : Universitätsbibliothek Tübingen, 2016. http://d-nb.info/119812136X/34.

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Jolicoeur, Kay. "The influence of virtual manipulatives on second grader's acquisition of place value concepts." Master's thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4945.

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The purpose of this study was to examine my own practice of teaching place value and the influence virtual manipulatives had, in addition to physical manipulatives, on place value understanding of my second grade students. I wanted to see how adding a base-ten computer applet might better meet the needs of all learners while also meeting the needs of today's technological classroom. Through this study, I found that both physical and virtual manipulatives helped students acquire place value concepts. I found that virtual manipulatives had features that engaged students in a way that increased t
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Books on the topic "Virtual place"

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K, Helsel Sandra, and Jacobson Jeffrey, eds. Virtual reality market place. Mecklermedia, 1994.

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Lansiquot, Reneta D., and Sean P. MacDonald, eds. Interdisciplinary Perspectives on Virtual Place-Based Learning. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-32471-1.

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Thorsten, Botz-Bornstein·. Place and dream: Japan and the virtual. Rodopi·, 2002.

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D, Davis Lauren, and Wise Susan L, eds. Virtual teaming: Breaking the boundaries of time and place. Crisp Publications, 2000.

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M, Go Frank, ed. Place branding: Glocal, virtual and physical identities, constructed, imagined and experienced. Palgrave Macmillan, 2009.

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E, Jocz Katherine, ed. All business is local: Why place matters more than ever in a global, virtual world. Portfolio/Penguin, 2012.

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Williams, Tad. Otherland: City of golden shadow. DAW Books, 1998.

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Williams, Tad. Otherland: City of golden shadow. DAW Books, 1998.

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Williams, Tad. City of golden shadow. DAW Books, 1996.

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Nikolaeva, Tat'yana. Virtual professional practice for students of speech pathologists. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/2099006.

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The monograph presents an approach to the development of a digital tool for the professional training of students of speech pathologists — a virtual practice aimed at the formation of professional competencies in the field of pedagogical diagnostics of children with disabilities. The stages of virtual practice development are considered, the principles of its design are revealed. The place and functions of the created digital tool in the educational process of higher education are described. The results of an experimental study are presented, indicating the effectiveness of the use of virtual
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Book chapters on the topic "Virtual place"

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Janz, Bruce B. "Virtual Place and Virtualized Place." In The Phenomenology of Real and Virtual Places. Routledge, 2018. http://dx.doi.org/10.4324/9781315106267-6.

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Chen, Ning Chris, C. Michael Hall, and Girish Prayag. "Exploring the virtual world." In Sense of Place and Place Attachment in Tourism. Routledge, 2021. http://dx.doi.org/10.4324/9780429279089-8.

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Vallelly, Neil. "“The Place was not a Place”." In The Phenomenology of Real and Virtual Places. Routledge, 2018. http://dx.doi.org/10.4324/9781315106267-14.

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Govers, Robert. "Rethinking Virtual and Online Place Branding." In Rethinking Place Branding. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12424-7_6.

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Maggini, Golfo. "Digital Virtual Places: Utopias, Atopias, Heterotopias." In Place, Space and Hermeneutics. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-52214-2_33.

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Bredlau, Susan. "The Place of Others." In The Phenomenology of Real and Virtual Places. Routledge, 2018. http://dx.doi.org/10.4324/9781315106267-13.

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Pappas-Katsiafas, Evangelos, Alan Smith, and Kashaf Khan. "Quality of Service Management for a Media-Enhanced Virtual Meeting Place." In Virtual Environments 2000. Springer Vienna, 2000. http://dx.doi.org/10.1007/978-3-7091-6785-4_11.

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Nilsson, Niels Christian, Stefania Serafin, and Rolf Nordahl. "Walking in Place Through Virtual Worlds." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39516-6_4.

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Maddison, Janine, Charlotte Foster, David Morgan, and Sara Marsham. "Developing a virtual sense of place." In Encountering Ideas of Place in Education. Routledge, 2023. http://dx.doi.org/10.4324/9781003386162-16.

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Perkins, Harvey C., and David C. Thorns. "Virtual Places and Spaces." In Place, Identity and Everyday Life in a Globalizing World. Macmillan Education UK, 2012. http://dx.doi.org/10.1007/978-1-137-29443-2_6.

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Conference papers on the topic "Virtual place"

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Dai, Ruyun, Jimoon Kim, and Kibum Kim. "Safe Place VR: A Guided Imagery-Based Virtual Reality Trauma Stabilization Technique." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00376.

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Homami, Helia, Adria Quigley, and Mayra Donaji Barrera Machuca. "Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking." In 2025 IEEE Conference Virtual Reality and 3D User Interfaces (VR). IEEE, 2025. https://doi.org/10.1109/vr59515.2025.00086.

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Sanjay, K. Kaviya, K. Sreehari, G. Shanmugasundar, SU Suganthi, R. Preethi, and J. Kirthan. "Design and Development of Virtual Reality Headset-controlled Pick and Place Robot Arm." In 2024 International Conference on Smart Technologies for Sustainable Development Goals (ICSTSDG). IEEE, 2024. https://doi.org/10.1109/icstsdg61998.2024.11026652.

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Redclift, Michael, and David Manuel Navarrete. ""Sustainable places": place as a vector of culture." In International Conference Virtual City and Territory. Centre de Política de Sòl i Valoracions, 2014. http://dx.doi.org/10.5821/ctv.8000.

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Johnson, Brian. "Virtuality and Place." In ACADIA 2002: Thresholds Between Physical and Virtual. ACADIA, 2002. http://dx.doi.org/10.52842/conf.acadia.2002.077.

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Devine, Kit. "Sense of Place: The Phenomenology of Virtual Heritage Place." In 2017 21st International Conference on Information Visualisation (IV). IEEE, 2017. http://dx.doi.org/10.1109/iv.2017.22.

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Grantham, Charles E. "Working in a virtual place." In the 1996 ACM SIGCPR/SIGMIS conference. ACM Press, 1996. http://dx.doi.org/10.1145/238857.238872.

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Gavin, Lesley. "Architecture of the Virtual Place." In eCAADe 1999: Architectural Computing: From Turing to 2000. eCAADe, 1999. http://dx.doi.org/10.52842/conf.ecaade.1999.418.

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Gavin, Lesley. "Architecture of the Virtual Place." In eCAADe 1999: Architectural Computing: From Turing to 2000. eCAADe, 1999. http://dx.doi.org/10.52842/conf.ecaade.1999.418.

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Champion, Erik, and Bharat Dave. "Where is this place?" In ACADIA 2002: Thresholds Between Physical and Virtual. ACADIA, 2002. http://dx.doi.org/10.52842/conf.acadia.2002.085.

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Reports on the topic "Virtual place"

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Ritter, Alison, Kerryn Drysdale, Ilan Katz, Evelyne de Leeuw, and Shona Bates. How do place-based services evolve in a world of virtual, physical and hybrid service delivery? A research report prepared by the Social Policy Research Centre, UNSW for ANZSOG. Australia and New Zealand School of Government, 2022. http://dx.doi.org/10.54810/egdo9879.

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These papers outline the findings of an ANZSOG research project, co-sponsored by the NSW Department of Premier and Cabinet (NSW DPC), to identify the emerging considerations for governments in designing and delivering hybrid (i.e. virtual and face-to-face) services and hybrid place-based initiatives (PBIs) – specifically those relating to social services. The research was carried out by a team from the University of New South Wales’s Social Policy Research Centre (SPRCS) and draws on the recent experiences of governments in finding new ways of working in response to the COVID-19 pandemic. It e
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Kozlovsky, Evgen O., та Hennadiy M. Kravtsov. Мультимедийная виртуальная лаборатория по физике в системе дистанционного обучения. [б. в.], 2018. http://dx.doi.org/10.31812/0564/2455.

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Research goals: the description of technology of software development in Physics Virtual Laboratory for Distance Learning System. Research objectives: the architecture of client and server parts of the lab, the functionality of the system modules, user roles, as well as the principles of virtual laboratory use on a personal computer. Object of research: the distance learning system “Kherson Virtual University”. Subject of research: virtual laboratory for physics in the distance learning. Research methods used: analysis of statistics and publications. Results of the research. The development of
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Smyth, Clara, and Ilan Katz. Changing experiences of virtual, physical and hybrid service delivery across the social care (child and family services) sector: a rapid evidence review. Australia and New Zealand School of Government, 2021. http://dx.doi.org/10.54810/znhw3049.

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This rapid evidence review was conducted to inform a study on how place-based services evolve in a world of virtual, physical and hybrid service delivery. The review sought to identify innovations and attempted enhancements facilitated by changing technologies, and unplanned changes brought about by COVID-19 and the responses of different agencies and services.
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Lvov, Michael S., and Halyna V. Popova. Simulation technologies of virtual reality usage in the training of future ship navigators. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3758.

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Research goal: the research is aimed at the theoretical substantiation of the application of virtual reality technology simulators and their features in higher maritime educational institutions. Research objectives: to determine the role and place of simulation technology in the educational process in the training of future ship navigators in order to form the professional competence of navigation. Object of research: professional training of future ship navigators in higher maritime educational institutions. Subject of research: simulation technologies of virtual reality as a component of the
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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling
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Morais, Carla, António Coelho, Alexandre Jacinto, and Marta Varzim, eds. The I SEA Project: Digital Publications. Faculdade de Ciências da Universidade do Porto, 2020. http://dx.doi.org/10.24840/2020/978-989-746-279-5.

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The I SEA project aimed at the development of a non-obtrusive, valid and replicable method to evaluate audience attitudes about science communication projects through an immersive virtual reality environment that can improve exhibitions while educating and empowering citizens. To achieve the objectives of this highly complex, highly interdisciplinary, and innovative project, a permanent articulation of the scientific approach with the technical and design development took place, aiming the construction of the non- invasive evaluation method. Because it is an intricate project, it required cons
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Secretariat, Commonwealth. Youth Agency in Peacebuilding. Commonwealth Secretariat, 2021. https://doi.org/10.14217/comsec.995.

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The Commonwealth Secretariat’s Countering Violent Extremism (CVE) Unit has always emphasised the importance of young people and youth mainstreaming within the work that we do. The CVE Unit organised ‘The Power of Youth to Build Peace in the Commonwealth’ in collaboration with CYPAN, in order to give young Commonwealth citizens that meaningful seat at the table. Taking place in November 2020, the event was a sub-session of the Commonwealth Action Series, organised by the Commonwealth Youth Programme. In lieu of a physical Commonwealth Heads of Government Meeting (CHOGM) and Commonwealth Youth F
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Rudman, Debbie Laliberte, and Rebecca M. Aldrich. Social Isolation, Third Places, and Precarious Employment Circumstances: A Scoping Review. University of Western Ontario, 2022. http://dx.doi.org/10.5206/otpub.2022.54.

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Rising rates of social isolation in Canada and other middle- and high-income countries have turned scholarly attention to the kinds of places that facilitate social connections. “Third places” - physical and virtual places beyond home (first places) and work (second places) - are thought to foster social interaction, connection, belonging, and support. This evidence brief reports on a SSHRC funded knowledge synthesis that linked understandings about “third places” with situations of precarious employment, given that people facing precarious employment circumstances often lack the social opport
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Voloshynov, Serhii A., Halyna V. Popova, Alona Y. Yurzhenko, and Ekaterina O. Shmeltser. The use of digital escape room in educational electronic environment of maritime higher education institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3869.

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The paper is tended to investigate the gamification activities use in educational electronic environment of maritime higher education institutions. Gamification methods with examples are described (gamification testing, QR Code quest, storytelling and escape room). Comparative characteristic of traditional learning and learning using gamification in educational electronic environment is given in the article according to different criteria: the place and role of teacher or students in the learning process; type of information communication; methods of training; equipment; level of freedom of th
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Gyrya, Vitaliy, and Hashem Mohamed Mourad. C1-continuous Virtual Element Method for Poisson-Kirchhoff plate problem. Office of Scientific and Technical Information (OSTI), 2016. http://dx.doi.org/10.2172/1327994.

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