Academic literature on the topic 'Virtual reality; Digital'

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Journal articles on the topic "Virtual reality; Digital"

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McDonnell, Neil, and Nathan Wildman. "Virtual Reality: Digital or Fictional?" Disputatio 11, no. 55 (2019): 371–97. http://dx.doi.org/10.2478/disp-2019-0004.

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AbstractAre the objects and events that take place in Virtual Reality genuinely real? Those who answer this question in the affirmative are realists, and those who answer in the negative are irrealists. In this paper we argue against the realist position, as given by Chalmers (2017), and present our own preferred irrealist account of the virtual. We start by disambiguating two potential versions of the realist position—weak and strong— and then go on to argue that neither is plausible. We then introduce a Waltonian variety of ictionalism about the virtual, arguing that this sort of irrealist a
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Youngwoo Jang. "Digital Humanities and Virtual Reality." Studies in Korean Literature ll, no. 54 (2017): 11–38. http://dx.doi.org/10.20881/skl.2017..54.001.

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Ross, D. "Digital twinning [virtual reality avatars]." Engineering & Technology 11, no. 4 (2016): 44–45. http://dx.doi.org/10.1049/et.2016.0403.

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Crowe, Dale, and Martin E. LaPierre. "Virtual/Mixed Reality." International Journal of Conceptual Structures and Smart Applications 6, no. 1 (2018): 33–47. http://dx.doi.org/10.4018/ijcssa.2018010103.

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Use of classroom and online learning and administrative technologies in schools and higher education institutions has grown at an exponential pace. With growth comes expectations by students of using new and emerging technologies to support their learning. Such expectations are due in part to the generational shift from digital immigrant to more students being digital natives, and is particularly true for Gen z/iGen/Centennials (born in 1996 or later). The purpose of the critical review and exploratory case study was to gain insights from 18 instructional designers, information systems profess
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Findlay-Walsh, Iain. "Virtual auditory reality." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 10, no. 1 (2021): 71–90. http://dx.doi.org/10.7146/se.v10i1.124199.

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This article examines popular music listening in light of recent research in auditory perception and spatial experience, record production, and virtual reality, while considering parallel developments in digital pop music production practice. The discussion begins by considering theories of listening and embodiment by Brandon LaBelle, Eric Clarke, Salomè Voegelin and Linda Salter, examining relations between listening subjects and aural environments, conceptualising listening as a process of environmental ‘inhabiting’, and considering auditory experience as the real-time construction of ‘reali
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Hahn, Jim F. "Virtual reality learning environments." Information and Learning Science 119, no. 11 (2018): 652–61. http://dx.doi.org/10.1108/ils-07-2018-0069.

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Purpose The purpose of this paper is to report the results of a case study on virtual reality (VR) learning environments, focused on the development and integration of multi-user reference support. Design/methodology/approach This paper used a case study methodology to understand applied software development incorporating textual browsing experiences within the HTC Vive virtual reality headset. An open corpus of text from the HathiTrust Digital Library accessed via the API was used as a data source. Findings In collaboration with students from a senior undergraduate Computer Science project co
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McLay, Allan. "Realising Virtual Reality." International Journal of Sociotechnology and Knowledge Development 2, no. 3 (2010): 37–53. http://dx.doi.org/10.4018/jskd.2010070104.

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This paper addresses the continuing convergence and integration of digital electronic media, and in particular, virtual reality as an exemplar phenomenal media. The author explores and further develops the theme that each of such media entails a specific lexicon or language of use that continually evolves. For this media to be effective, however, it must be widely understood within its community of practice. In this paper, virtual reality is discussed as an exemplar new-media application as a means of virtual representation or reflection of events or behaviours in the real world from a socio-t
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Pan, Zhigeng, Wenzhi Chen, Mingmin Zhang, Jianfeng Liu, and Gangshan Wu. "Virtual Reality in the Digital Olympic Museum." IEEE Computer Graphics and Applications 29, no. 5 (2009): 91–95. http://dx.doi.org/10.1109/mcg.2009.103.

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Welty, Christopher, and Arief Setiawan. "Digital Immersion − case studies in virtual reality." SHS Web of Conferences 64 (2019): 01007. http://dx.doi.org/10.1051/shsconf/20196401007.

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Digital tools have transformed the ways we generate designs, pushing the boundaries in formal explorations, as well as the ways we represent them. In this vein, the impacts of the digital revolution affect both design practice and design education. We would like to investigate these impacts on our teaching of design studios, focusing on the virtual reality. Our premise is that the use of first-person immersion in a virtual environment is a means for experiencing space. We are interested in ways in which the abilities of virtual reality to simulate ranges of sensorial information could inform d
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ÖZDEMİR, Gökhan, Berkman ALBAYRAK, Emir YÜZBAŞIOĞLU, and Yeşim ÖLÇER US. "Virtual Articulators, Virtual Occlusal Records and Virtual Patients in Dentistry." Journal of Experimental and Clinical Medicine 38, SI-2 (2021): 129–35. http://dx.doi.org/10.52142/omujecm.38.si.dent.9.

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Digital technology is broadly used in almost every part of medicine. As tools of digital technology, augmented reality and virtual reality have been adopted in all disciplines of dentistry and dental education. In particular, virtual articulators have allowed for a full analysis of occlusion with dental models that can simulate all mandibular movements in static and dynamic positions. When combined with additional software, virtual articulators can also enhance education and practice, allow for quicker and more precise individualized diagnoses and enable discussions of dental treatment plannin
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Dissertations / Theses on the topic "Virtual reality; Digital"

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Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.

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This paper investigates how VR Impacts game user satisfaction. Four games were tested. Each game has a different genre to help better understand if it will affect player’s preferences in platforms. This study uses a customized ‘The Game User Experience Satisfaction Scale’ (GUESS) which has seven key factors that are used to determine a satisfaction grade for each game on each platform. The results are then compared between each other to analyze the differences and similarities. The result of this thesis showed that the playtesters preferred playing on VR, and that both people with more gaming
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Dalbom, Axel, Markuss Sprogis, Emil Stolpe, and Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.

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There are various tools used for teaching purposes, be it computers or even pen and paper. Virtual reality is used to simulate immersive environments. While it is mostly used in the video game industry we have made an attempt to use it as a learning tool, in this case for courses related to signal processing by trying to build intuition for digital filter design. The end product is a tool in virtual reality that allows the user to alter digital filter specifications and see how these alterations affect it. With this project we show that there is potential for virtual reality to be used as a te
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Downham, Alexander David. "True 3D Digital Holographic Tomography for Virtual Reality Applications." University of Dayton / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1513204001924421.

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Koleva, Boriana. "The properties of mixed reality boundaries." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391397.

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Teichrieb, Verônica. "Desktop virtual reality in the enchancement of digital elevation models." Universidade Federal de Pernambuco, 2004. https://repositorio.ufpe.br/handle/123456789/2846.

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Made available in DSpace on 2014-06-12T16:01:33Z (GMT). No. of bitstreams: 2 arquivo9550_1.pdf: 9178763 bytes, checksum: 18a2b5e479030dca6553328995e7c59c (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2004<br>Modelos digitais de elevação são representações topográficas. Estes modelos podem conter diversos erros, o que causa incerteza sobre a confiabilidade dos dados. O uso confiável de dados de elevação requer que a incerteza associada aos dados seja levada em consideração e que os erros responsáveis por esta incerteza sejam identificados
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Kruger, Leanne. "Metapolis : virtual reality vs. real virtuality in a digital art pavillion." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/29982.

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This dissertation focuses on architecture in the information age.Information technology is evolving at an alarming rate, which opens up a vast landscape of possibilities within the architectural realm. These possibilities are discussed and implemented into anarchitectural intervention, with a specific focus on the relationship between the real and the virtual. A digital art pavilion is proposed on the corner of Proes and van der Walt streets in Pretoria CBD, where the Munitoria Complex (Tshwane Municipal Offices) is currently situated. This intervention should act as a catalyst for positive ch
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Louchart, S. "Emergent narrative : towards a narrative theory of virtual reality." Thesis, University of Salford, 2007. http://usir.salford.ac.uk/14894/.

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The recent improvements and developments on Intelligent Agents (IA), Artificial Intelligence (AI) and 3D visualisation, coupled with an increasing desire to integrate interactivity within virtual spaces bring concerns in regard to the articulation of narratives in such environments.
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Tickhill, Justin D. "The virtual pig head digital imaging in cephalic anatomy /." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1187634238.

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Tanner, Mark B. "Creating digital environments for multi-agent simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Dec%5FTanner.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, December 2003.<br>Thesis advisor(s): Wolfgang Baer, David W. Laflam. Includes bibliographical references (p. 61-63). Also available online.
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Dolinsky, Margaret. "Facing experience : a painter's canvas in virtual reality." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3204.

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This research investigates how shifts in perception might be brought about through the development of visual imagery created by the use of virtual environment technology. Through a discussion of historical uses of immersion in art, this thesis will explore how immersion functions and why immersion has been a goal for artists throughout history. It begins with a discussion of ancient cave drawings and the relevance of Plato’s Allegory of the Cave. Next it examines the biological origins of “making special.” The research will discuss how this concept, combined with the ideas of “action” and “rea
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Books on the topic "Virtual reality; Digital"

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Becoming virtual: Reality in the Digital Age. Plenum Trade, 1998.

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Digital space: Designing virtual environments. McGraw-Hill, 1998.

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Bertol, Daniela. Designing digital space: An architect's guide to virtual reality. Wiley, 1997.

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Cadigan, Pat. Dervish is digital. Tor, 2001.

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McCullough, Malcolm. Abstracting craft: The practiced digital hand. MIT Press, 1996.

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Abstracting craft: The practiced digital hand. MIT Press, 1998.

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360 [reproduction of degree] imaging: The photographer's panoramic virtual reality manual. RotoVision, 2003.

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Germany) Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung (1st 2002 Paderborn. Augmented & virtual reality in der Produktentstehung: Grundlagen, Methoden und Werkzeuge ; virtual prototyping/digital mock up, digitale Fabrik ; Integration von AR/VR in industrielle Geschäftsprozesse. Heinz Nixdorf Institut, 2002.

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Holtzman, Steven R. Digital mantras: The languages of abstract and virtual worlds. MIT Press, 1996.

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Digital mantras: The languages of abstract and virtual worlds. MIT Press, 1994.

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Book chapters on the topic "Virtual reality; Digital"

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Zhang, Y. Z. "Virtual Reality Technology." In Digital Orthopedics. Springer Netherlands, 2017. http://dx.doi.org/10.1007/978-94-024-1076-1_3.

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Schanda, Janos, and Cecilia Sik Lanyi. "Colour Correct Digital Museum on the Internet." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_77.

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Müller-Wittig, Wolfgang, Chao Zhu, and Gerrit Voss. "Cultural Heritage as Digital Experience: A Singaporean Perspective." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_74.

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Zhu, Tonglin, Yan Zhou, Hock Soon Seah, Feng Tian, and Xiaolong Yan. "Plant Modeling and Its Application in Digital Agriculture Museum." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_81.

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Eisenlauer, Volker. "Digital Literacies in Virtual Reality Learning Contexts." In Augmented Reality and Virtual Reality. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1_22.

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Kanai, Satoshi, Soh Horiuchi, Yukiaki Kikuta, Akihiko Yokoyama, and Yoshiyuki Shiroma. "An Integrated Environment for Testing and Assessing the Usability of Information Appliances Using Digital and Physical Mock-Ups." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_52.

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Park, Jin ho, and Sangheon Kim. "Digital Representation of Seokguram Temple UNESCO World Heritage Site." In Augmented Reality and Virtual Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_27.

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Yamada-Rice, Dylan, Deborah Rodrigues, and Justyna Zubrycka. "Makerspaces and virtual reality." In Enhancing Digital Literacy and Creativity. Routledge, 2019. http://dx.doi.org/10.4324/9780429243264-5.

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Pan, Zhigeng, Adrian David Cheok, Hongwei Yang, Jiejie Zhu, and Jiaoying Shi. "Virtual Reality and Mixed Reality for Virtual Learning Environments." In Technologies for E-Learning and Digital Entertainment. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_4.

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Guynup, S. "Virtual Reality, Game Design, and Virtual Art Galleries." In Curating the Digital. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28722-5_10.

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Conference papers on the topic "Virtual reality; Digital"

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Berger, Pierre. "Digital creation." In VRIC '14: Virtual Reality International Conference - Laval Virtual 2014. ACM, 2014. http://dx.doi.org/10.1145/2617841.2620704.

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Xu, Jiaming, Qiuxin Du, and Junxiao Xue. "Digital Virtual Museum." In 2020 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2020. http://dx.doi.org/10.1109/icvrv51359.2020.00094.

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Grabovičkić, Dejan, Pablo Benitez, Juan C. Miñano, et al. "Super-resolution optics for virtual reality." In SPIE Digital Optical Technologies, edited by Bernard C. Kress, Wolfgang Osten, and H. Paul Urbach. SPIE, 2017. http://dx.doi.org/10.1117/12.2270178.

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Yu, Ka Chun, Kamran Saham, Victoria Sahami, Larry Sessions, and Grant Denn. "Group immersive education with digital fulldome planetariums." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892264.

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Angulo, Antonieta, and Guillermo Vasquez de Velasco. "Virtual Sketching:Instructional Low Resolution Virtual Reality Simulations." In XIX Congresso da Sociedade Ibero-americana de Gráfica Digital 2015. Editora Edgard Blücher, 2015. http://dx.doi.org/10.5151/despro-sigradi2015-100074.

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Reyes-Garcia, Everardo. "On visual features and artistic digital images." In VRIC 2013: Virtual Reality International Conference - Laval Virtual. ACM, 2013. http://dx.doi.org/10.1145/2466816.2466835.

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Beer, Suzanne. "Digital Heritage Museums and Virtual Museums." In VRIC '15: Virtual Reality International Conference - Laval Virtual 2015. ACM, 2015. http://dx.doi.org/10.1145/2806173.2806183.

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Ban, Yuki, Takashi Kajinami, Takuji Narumi, Tomohiro Tanikawa, and Michitaka Hirose. "High-definition digital display case with the image-based interaction." In 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223339.

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Thilagavathy, R., T. Veeramani, and B. Ramakrishna. "Role of Augmented Reality and Virtual Reality in Digital World." In 2019 Fifth International Conference on Science Technology Engineering and Mathematics (ICONSTEM). IEEE, 2019. http://dx.doi.org/10.1109/iconstem.2019.8918727.

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Barboza, Diego, Wesley De Oliveira, Marco Saraiva, and Leo Soares. "DEMO: Virtual Reality Digital Twin for Floating Production Storage and Offloading (FPSO) Units." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8463.

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Digital Twin is one of the key Industry 4.0 tech-nologies that enable the fourth industrial revolution. With recent advances in tech, the availability of billions of IoT sensors gathering data, and virtual and augmented reality visualization tools, Digital Twins are a great way to provide a unified platform to access this data and interact and visualize them in virtual environments. This work presents an FPSO unit Digital Twin that allows collaborative work and data access in virtual reality.
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Reports on the topic "Virtual reality; Digital"

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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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