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Journal articles on the topic 'Virtual reality; Digital'

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1

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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Pernekulova, Maira Mukhtarovna, Ayazhan Sagikyzy, Zhamal Bazilovna Ashirbekova, Dinara Mukhtarovna Zhanabayeva, and Gaukhar Abdikarimovna Abdurazakova. "Definition of Virtual Reality through Creative Act." Academic Journal of Interdisciplinary Studies 10, no. 2 (2021): 176. http://dx.doi.org/10.36941/ajis-2021-0048.

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Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual
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Dremlyuga, R. I., and A. V. Kripakova. "Crimes in virtual reality: myth or reality?" Actual Problems of Russian Law, no. 3 (May 4, 2019): 161–69. http://dx.doi.org/10.17803/1994-1471.2019.100.3.161-169.

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The paper is devoted to the problems of committing crimes using virtual reality technologies and their qualifications. The optional features of the objective side and their significance when using new digital technologies are characterized. The factors complicating the investigation of such crimes are analyzed in detail. According to the results of the study, the authors come to the conclusion that the technology of virtual reality gives a criminal completely new opportunities. First, virtual reality allows you to manipulate the emotions and consciousness of the victim at a completely new leve
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Allcoat, Devon, Tim Hatchard, Freeha Azmat, Kim Stansfield, Derrick Watson, and Adrian von Mühlenen. "Education in the Digital Age: Learning Experience in Virtual and Mixed Realities." Journal of Educational Computing Research 59, no. 5 (2021): 795–816. http://dx.doi.org/10.1177/0735633120985120.

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In recent years Virtual Reality has been revitalized, having gained and lost popularity between the 1960s and 1990s, and is now widely used for entertainment purposes. However, Virtual Reality, along with Mixed Reality and Augmented Reality, has broader application possibilities, thanks to significant advances in technology and accessibility. In the current study, we examined the effectiveness of these new technologies for use in education. We found that learning in both virtual and mixed environments resulted in similar levels of performance to traditional learning. However, participants repo
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M, Khairudin, Triatmaja A.K, Istanto W.J, and Azman M.N.A. "Mobile Virtual Reality to Develop a Virtual Laboratorium for the Subject of Digital Engineering." International Journal of Interactive Mobile Technologies (iJIM) 13, no. 04 (2019): 80. http://dx.doi.org/10.3991/ijim.v13i04.10522.

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This paper provides development of a virtual laboratorium for the subject of digital engineering. The virtual digital engineering laboratory based on mobile virtual reality is a finding that can be used for replacing a real laboratory. Using a virtual laboratory can be conducted a learning and teaching process at anytime and anywhere as long as it has an android device. This study applies a virtual laboratory to mobile virtual reality for a virtual digital engineering laboratory. The results of this study were fuctional application software to learn how to apply a virtual digital engineering l
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Shedlock, Kevin, and Marta Vos. "Modelling the Indigenous virtual self using fuzzy logic as a data filtering system." AlterNative: An International Journal of Indigenous Peoples 17, no. 2 (2021): 224–35. http://dx.doi.org/10.1177/11771801211015329.

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Virtual reality offers tremendous opportunities for Indigenous communities to experience themselves inside unreal settings not available in the real world. However, virtual reality as a technology is complex involving both an internal and external connection that is usually dependent on one’s attention shifting from the physical Indigenous environment to the virtual reality environment. Any deviance from heritage or known Indigenous relationships may result in a disconnected drift between the traditional and unreal digital world if wrongly presented. The concern virtual reality maybe replacing
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Rämö, Jussi, and Vesa Välimäki. "Digital Augmented Reality Audio Headset." Journal of Electrical and Computer Engineering 2012 (2012): 1–13. http://dx.doi.org/10.1155/2012/457374.

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Augmented reality audio (ARA) combines virtual sound sources with the real sonic environment of the user. An ARA system can be realized with a headset containing binaural microphones. Ideally, the ARA headset should be acoustically transparent, that is, it should not cause audible modification to the surrounding sound. A practical implementation of an ARA mixer requires a low-latency headphone reproduction system with additional equalization to compensate for the attenuation and the modified ear canal resonances caused by the headphones. This paper proposes digital IIR filters to realize the r
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Samur, Sebastian Xavier. "Comparing Stage Presence and Virtual Reality Presence." Revista Brasileira de Estudos da Presença 6, no. 2 (2016): 242–65. http://dx.doi.org/10.1590/2237-266058902.

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Abstract: Reflecting on the impending release of new Head Mounted Display virtual reality (VR) technologies, the article examines definitions and techniques for digital presence, and compares them with research into stage presence. It opens with an outline of definitions of digital presence, comparing them with Cormac Power's fictional, auratic, and literal modes of presence in performance. The article then looks at techniques used in VR and on stage to achieve presence. Finally, performance examples that use virtual reality technologies are presented. The article concludes that even if the te
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Łysik, Łukasz, and Karol Łopaciński. "Use of virtual reality in digital marketing communication." Informatyka Ekonomiczna 2019, no. 4 (54) (2020): 29–45. http://dx.doi.org/10.15611/ie.2019.4.03.

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Numfu, Manoch, Andreas Riel, and Frederic Noel. "Virtual Reality Based Digital Chain for Maintenance Training." Procedia CIRP 84 (2019): 1069–74. http://dx.doi.org/10.1016/j.procir.2019.04.268.

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Gabajová, Gabriela, Martin Krajčovič, Iveta Rolinčinová, Beáta Furmannová, and Monika Bučková. "DIGITAL DESIGN OF PRODUCTION SYSTEMS USING VIRTUAL REALITY." Proceedings of CBU in Economics and Business 1 (November 16, 2020): 49–56. http://dx.doi.org/10.12955/peb.v1.18.

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The design and operation of intelligent production and logistics systems requires the strong support of digital technologies today. A production and logistics system is normally modelled in a virtual environment, allowing rapid work with an extensive data set and "what - if" analyses to help optimize the resulting system design for performance, productivity, safety and environmental performance of its future operation. This paper deals with the issue of the digital design of production systems with the effective deployment of virtual reality technologies into the individual phases of the produ
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Kao, Chien-Hao, Chia-Chun Chen, Wei-Yi Jhu, et al. "Novel digital glove design for virtual reality applications." Microsystem Technologies 24, no. 10 (2018): 4247–66. http://dx.doi.org/10.1007/s00542-018-3747-z.

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22

Zhu, Ye, and Zhen Fang Huang. "Application of Virtual Reality Technology on Digital Scenic Spot." Applied Mechanics and Materials 333-335 (July 2013): 702–6. http://dx.doi.org/10.4028/www.scientific.net/amm.333-335.702.

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The digitization construction of scenic spot, a part of intelligent tourism, has aroused wide concern and achieved some successes. But problems still exist, for distance, the display of tourism information is incomplete, interactive experience is poor and intelligent management is unattainable. In essence, digital scenic spot is an intellectualized and visualized area supported by 3s technique, Multimedia technology, virtual reality technology, etc. Applying virtual reality into the tourism is a wonderful measure, which favors the promotion of digital scenic spot, dynamic planning and online v
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Sarıgöz, Okan. "Augmented reality, virtual reality and digital games: A research on teacher candidates." Educational Policy Analysis and Strategic Research 14, no. 3 (2019): 41–63. http://dx.doi.org/10.29329/epasr.2019.208.3.

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Gobira, Pablo, and Antônio Mozelli. "Reflections on an Immersive Virtual Reality Exhibition." Matlit Revista do Programa de Doutoramento em Materialidades da Literatura 6, no. 3 (2018): 141–48. http://dx.doi.org/10.14195/2182-8830_6-3_12.

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This paper aims to report the experience and challenges of the research group Laboratory of Front Poetics (LabFront, CNPq/UEMG) in exhibiting an immersive virtual reality installation during events and festivals of digital arts in Brazil. In this article, questions are raised regarding traditional exhibition processes and those where digital technologies are used. Although our focus is on the Brazilian context, similar difficulties and problems in exhibition design can be seen in other places, such as Latin American and European countries. We will base the discussion on our experience of exhib
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Chalmers, David J. "The Virtual and the Real." Disputatio 9, no. 46 (2017): 309–52. http://dx.doi.org/10.1515/disp-2017-0009.

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Abstract I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.
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Lukito, Andru Deva. "Virtual Reality Game Education to Learn Traffic Regulation." SISFORMA 4, no. 1 (2017): 7. http://dx.doi.org/10.24167/sisforma.v4i1.1037.

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Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO[1]. Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training [2]. One of them that can be used is digital media. One of interactive digital media is digital game, various form of digital g
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Agnello, F., F. Avella, and S. Agnello. "VIRTUAL REALITY FOR HISTORICAL ARCHITECTURE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 9–16. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-9-2019.

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<p><strong>Abstract.</strong> This article shows a first step in the development of an immersive virtual tour of the Cathedral of Palermo, entering the fields of Digital Cultural Heritage and Edutainment. Its purpose is to help people to gain knowledge about the site, highlighting the complex stratifications that have characterized its history.</p><p>The development of the project has been possible thanks to different phases of work: surveys were initially carried out by laser scanning, then assembled and processed to obtain the 3D model of the current state; at t
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Liu, Yi Wei. "The Application of Virtual Reality Technology on Modern Sports." Advanced Materials Research 650 (January 2013): 593–95. http://dx.doi.org/10.4028/www.scientific.net/amr.650.593.

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Computer virtual reality technology is a new type of technology in recent years, which has been used to every field widely and plays an important role. Putting the virtual reality technology into sports field will benefit scientific training of competitive sports and digital research of skilled theory, which will facilitate the rapid development of modern sports. Virtual reality technology has begun to be applied usually in the fields of sports event broadcast, theoretical digital sports training and physical education.
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Tian, Fei. "Immersive 5G Virtual Reality Visualization Display System Based on Big-Data Digital City Technology." Mathematical Problems in Engineering 2021 (February 17, 2021): 1–9. http://dx.doi.org/10.1155/2021/6627631.

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The virtual reality visual display system creates a realistic virtual product display system, allowing users to swim in a three-dimensional virtual environment and perform interactive operations, fully simulating the process of shopping selection and payment in reality, so that users have an immersive feeling. The purpose of this article is to realize the design of an immersive 5G virtual reality visual display system through big-data digital city technology. This paper uses big-data digital city technology to design and implement an immersive virtual reality visualization system from the thre
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Solovieva, Ludmila Nikolaevna. "Digital Identity as a Phenomenon of Information Modernity." Общество: философия, история, культура, no. 12 (December 11, 2020): 53–56. http://dx.doi.org/10.24158/fik.2020.12.7.

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The paper is devoted to the philosophical under-standing of digital identity as a phenomenon of in-formation modernity. It is substantiated that the existence of a modern person is constituted in the real and virtual worlds, which contributes to the transformation of traditional anthropological attrib-utes and the introduction of a digital component into it. It is stated that in the virtual space, identifica-tion is carried out through virtual communication with network communities. It is concluded that the result of adaptation to life in hybrid reality is the formation of a virtual personalit
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Yang, Eun Kyoung, and Jee Hyun Lee. "Characteristics of Digital Fashion Communication using Immersive Virtual Reality." Journal of the Korean Society of Costume 68, no. 8 (2018): 52–65. http://dx.doi.org/10.7233/jksc.2018.68.8.052.

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Dias, Miguel Sales, Jorge d'Alpuim, and Pedro Caetano. "Galactica, a Digital Planetarium for Immersive Virtual Reality Settings." International Journal of Creative Interfaces and Computer Graphics 7, no. 1 (2016): 19–39. http://dx.doi.org/10.4018/ijcicg.2016010102.

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The authors describe a new Digital Planetarium system and application (“Galactica”), for interactive visualization of astrophysical data and phenomena in immersive virtual reality (VR) settings, based in OpenSceneGraph (OSG). Galactica enables a visual and aural experience of a virtual space traveler, that can go anywhere in the Solar System and the Milky Way at any speed. The application was tested with an available dataset of such scenery, featuring 100 629 textured billboards representing stars and additional 104 328 polygons, representing constellations, orbits, planets and respective moon
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Bellalouna, Fahmi. "New Approach for Digital Factory Using Virtual Reality Technology." Procedia CIRP 93 (2020): 256–61. http://dx.doi.org/10.1016/j.procir.2020.04.012.

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Gross, Mark D. "Designing digital space: an architect's guide to virtual reality." Computer-Aided Design 30, no. 1 (1998): 91. http://dx.doi.org/10.1016/s0010-4485(97)00065-1.

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Sidjanin, Predrag, Marko Lazic, and Ratko Obradovic. "Immersive virtual reality course at the digital production studies." FME Transaction 45, no. 2 (2017): 205–8. http://dx.doi.org/10.5937/fmet1702205s.

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Gunkel, David. "Digital sensations: space, identity, and embodiment in virtual reality." Critical Studies in Media Communication 18, no. 2 (2001): 246–48. http://dx.doi.org/10.1080/07393180128081.

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Gruen, A. "Reality-based generation of virtual environments for digital earth." International Journal of Digital Earth 1, no. 1 (2008): 88–106. http://dx.doi.org/10.1080/17538940701782585.

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Komatina, Dragan F., and Ema Alihodžić Jašarović. "Digital City as a Metaphor for New Experiences of Reality." Architecture and Urban Planning 16, no. 1 (2020): 66–71. http://dx.doi.org/10.2478/aup-2020-0010.

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Abstract In the era of already spent utopias and ideas about the city the experience of the city is transformed into a new perceptual grammar that is a consequence of the new virtual reality. With the revolutionary computerization of architecture a new architectural discourse was created that enabled virtual one – cyberspace, producing a new experience of transposed reality. The concept of a digital city does not exist without a virtual community, which on the other hand problematizes the issue of digital city ethics, bearing in mind that its use is conditioned by technical and technological p
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Zeng, Lijia, and Xiang Dong. "Artistic Style Conversion Based on 5G Virtual Reality and Virtual Reality Visual Space." Mobile Information Systems 2021 (May 29, 2021): 1–8. http://dx.doi.org/10.1155/2021/9312425.

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With the rapid development of digital information technology, virtual reality (VR) and VR visual space technology have become important branches in the field of computer 5G. Their application research has attracted more and more attention, and their practical value and application prospects are also very broad. This paper mainly studies the artistic style conversion based on 5G VR and VR visual space. This paper starts from the two concepts of VR technology and VR vision, analyzes the development process and characteristics of the two, discusses the possibility and inevitability of the fusion
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O’Connor, Siobhan. "Virtual Reality and Avatars in Health care." Clinical Nursing Research 28, no. 5 (2019): 523–28. http://dx.doi.org/10.1177/1054773819845824.

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The editorial summarizes the evolution of virtual reality and its application in a variety of healthcare contexts to improve nursing education, research, and clinical practice. The use of digital avatars in conjunction with virtual reality systems is also discussed, along with the benefits and risks of this emerging technology.
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Wang, Ru Guang, Huai Lin Dong, Min Wen Wu, and Qing Feng Wu. "Research and Design of Digital Museum Based on Virtual Reality." Advanced Materials Research 926-930 (May 2014): 2516–20. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.2516.

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Digital museum is an important trend in the development of museums in recent years, and virtual reality technology in the digital museum is one of the most important issues in museum construction and it has broad development prospects. This paper aims to research into two kinds of key virtual reality technologies: image-based 360 degree panoramic display and 3D modeling technology, exploring various kinds of virtual museums based on these two technologies. It discusses the advantages and limitations of the various kinds of VDMs and proposes the design of the Virtual Museum based on 360 - degre
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Burghardt, Andrzej, Dariusz Szybicki, Piotr Gierlak, Krzysztof Kurc, Paulina Pietruś, and Rafał Cygan. "Programming of Industrial Robots Using Virtual Reality and Digital Twins." Applied Sciences 10, no. 2 (2020): 486. http://dx.doi.org/10.3390/app10020486.

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The article presents a method of programming robots using virtual reality and digital twins. The virtual environment is a digital twin of a robotic station, built based on CAD models of existing station elements. The virtual reality system is used to record human movements in a virtual environment, which are then reproduced by a real robot. The method developed is dedicated mainly to such situations in which it is necessary for the robot to reproduce the movements of a human performing a process that is complicated from the point of view of robotization. An example of using the method for prog
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M Aman, Abdulrazak, and Norshuhada Shiratuddin. "Virtual reality and augmented reality create fair education opportunities for refugee children in camps." International Journal of Engineering & Technology 9, no. 3 (2020): 665. http://dx.doi.org/10.14419/ijet.v9i3.31003.

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In this article, it is reported about Virtual Reality and Augmented Reality, its impact on the technology world, and change it induced in the digital world. Virtual Reality is the next step in the evolution of technology, changing the face of technology, and whole new experience. Virtual Reality and Augmented Reality changing people’s daily lives and serving the helpless beings on the planet. Hence, helping to improve the educational system, introducing an innovative and compulsive method of teaching, creating new opportunities for helping out the refugee children in refugee children with less
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Steinicke, Frank, and Katrin Wolf. "New Digital Realities – Blending our Reality with Virtuality." i-com 19, no. 2 (2020): 61–65. http://dx.doi.org/10.1515/icom-2020-0014.

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AbstractNew digital reality as a spectrum of technologies and experiences that digitally simulate and extend reality in one way or another across different human senses has received considerable attention in recent years. In particular, we have witnessed great advances in mixed reality (MR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR) technology, which provide enormous potential for application domains like training, simulation, education, entertainment, health, and sports. However, also other forms of digitally enhanced reality (XR) supports novel forms of immersion a
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Sandu, Simona Andreea, Călin Dan Neamţu, Sorin Dan Grigorescu, et al. "The virtual reality technology use in prosthodontics." Romanian Journal of Stomatology 61, no. 2 (2015): 121–25. http://dx.doi.org/10.37897/rjs.2015.2.2.

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The virtual reality technologies can be included into the e-learning system, according to specialized studies. At present education system is in a period of transition from traditional to digital and virtual. Out of the benefits of using the 3D technologies in education, we name: 3D virtual learning solutions involving students in the learning process, helping them to understand faster various concepts, to remember knowledge; access to technology; complete the learning experience. In a lot of universities the majority of systems based on VR technologies are in their experimental stage, the iss
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Urazova, Svetlana L. "Multivariance of Reality in the Digital Paradigm." Journal of Flm Arts and Film Studies 10, no. 3 (2018): 144–51. http://dx.doi.org/10.17816/vgik103144-151.

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The article validates the terms based on the notion of reality that have started to be used in the media due to the implementation of digital technologies. Emphasis is laid on Virtual Reality (VR) and its types: Augmented Reality (AG) and Mixed Reality (MR). Дєіг application updates the approaches to the creation of film and TV productions, alters the immanent bond with the audience. tte terms are correlated with the concepts of media reality and screen reality introduced into scientific use. As a result, there emerges a multireality which affects the individuals perception.
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Tjandra, Agatha Maisie. "3D Virtual Environment Pada Stage Outdoor Evakuasi Simigapi." ULTIMART Jurnal Komunikasi Visual 8, no. 1 (2016): 44–49. http://dx.doi.org/10.31937/ultimart.v8i1.458.

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SIMIGAPI merupakan simulasi digital pengenalan mitigasi gunung berapi yang diakses melalui media HDM (Head mounted display). Target penggunanya adalah anak-anak usia 7 sampai 11 tahun yang belajar mengenai mitigasi bencana gunung berapi menggunakan metode digital learning by doing. 3D virtual environment diciptakan sebagai tempat interaksi pada stage SIMIGAPI. Dalam menciptakan stage untuk simulasi virtual reality, diperlukan modeling 3D yang efektif dan efisien namun tetap menarik. Penggunaan teori mengenai virtual environment dan data mengenai peta area bencana sangat dibutuhkan sebagai dasa
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48

Huggett, Jeremy. "Virtually Real or Really Virtual: Towards a Heritage Metaverse." Studies in Digital Heritage 4, no. 1 (2020): 1–15. http://dx.doi.org/10.14434/sdh.v4i1.26218.

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The hype surrounding the impending mainstreaming of Virtual Reality can seem to prioritize the digital above the critical. With the development of VR said to be at a pivotal point, there is an important opportunity to consider the emergence of virtual heritage and its potential futures. This paper argues that there is a disjunction between the present reality of virtual heritage and virtual reality, and discusses the twin challenges of presence and realism within virtual reality. In particular, it highlights a paradox inherent in virtual heritage and virtual reality and proposes the use of ‘lo
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Yoon, Joonsung, Kwanho Song, and Insub Kim. "Digital Mandala: The Post-Virtual as Meditation of Impermanence or a New Reality." Leonardo 46, no. 5 (2013): 496–97. http://dx.doi.org/10.1162/leon_a_00653.

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This paper proposes the post-virtual as the second phase of media art. The post-virtual is an entity in reality from the virtual, in which the output of media artworks follow the physical condition based on physical computing. Digital Mandala captures the viewer's face, processes the image, draws it in rough pixels made of black colored sand, and brushes it out soon. As an ephemeral repatriation of the virtual, the post-virtual is pronounced in the paper as a new reality in our technological scene
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Kirmizibayrak, Can, Jean Honorio, Xiaolong Jiang, Russell Mark, and James K. Hahn. "Digital Analysis and Visualization of Swimming Motion." International Journal of Virtual Reality 10, no. 3 (2011): 9–16. http://dx.doi.org/10.20870/ijvr.2011.10.3.2817.

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Competitive swimming is a demanding sport that requires rigorous training to achieve technical perfection. Research on computer simulations of flow have improved our understanding of how thrust and drag can be optimized for better performance. However, for a swimmer translating this information to technical improvement can be difficult. In this paper, we present an analysis and visualization framework for swimming motion that uses virtual reality to display 3-dimensional models of swimmers. The system allows users to digitize their motions from video sequences, create personalized virtual repr
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