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1

McDonnell, Neil, and Nathan Wildman. "Virtual Reality: Digital or Fictional?" Disputatio 11, no. 55 (December 1, 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 approach avoids the problems of the realist positions, fits with a unifying theory of representational works, and offers a better account of the phenomenology of engaging in virtual experiences.
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Youngwoo Jang. "Digital Humanities and Virtual Reality." Studies in Korean Literature ll, no. 54 (August 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 (May 1, 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 (January 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 professionals, and content/subject matter experts pertaining to the current and future use of virtual/mixed reality technologies for both public and higher education.
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Findlay-Walsh, Iain. "Virtual auditory reality." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 10, no. 1 (January 15, 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 ‘reality’. These ideas are discussed in relation to recent research on popular music production and perception, with a focus on matters of spatial sound design, the virtual ‘staging’ of music performances and performing bodies, digital editing methods and effects, and on shifting relations between musical spatiality, singer-persona, audio technologies, and listener. Writings on music and virtual space by Martin Knakkergaard, Allan Moore, Ragnhild Brøvig-Hanssen & Anne Danielsen, Denis Smalley, Dale Chapman, Kodwo Eshun and Holger Schulze are discussed, before being related to conceptions of VR sound and user experience by Jaron Lanier, Rolf Nordahl & Niels Nilsson, Mel Slater, Tom Garner and Frances Dyson. This critical framework informs three short aural analyses of digital pop tracks released during the last 10 years - Titanium (Guetta & Sia 2010), Ultralight Beam (West 2016) and 2099 (Charli XCX 2019) - presented in the form of autoethnographic ‘listening notes’. Through this discussion on personal popular music listening and virtual spatiality, a theory of pop listening as embodied inhabiting of simulated narrative space, or virtual story-world, with reference to ‘aural-dominant realities’ (Salter), ‘sonic possible worlds’ (Voegelin), and ‘sonic fictions’ (Eshun), is developed. By examining personal music listening in relation to VR user experience, this study proposes listening to pop music in the 21st century as a mode of immersive, embodied ‘storyliving’, or ‘storydoing’ (Allen & Tucker).
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Hahn, Jim F. "Virtual reality learning environments." Information and Learning Science 119, no. 11 (November 12, 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 course, the project team developed software to pilot a multi-user VR experience, with functionality for users to search, discover and select e-books and other digitized content from the HathiTrust digital library. Originality/value Overall, the system has been developed as a prototype e-book experiment to model several VR affordances for browsing, user support and educational endeavors within libraries. Within the VR reading room pilot, users are able collaboratively explore digital collections. Aspects of reference librarian user support were modeled in the VR system including communication in real-time using chat features and text highlighting and manipulation tools that are unique to learning in VR environments.
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McLay, Allan. "Realising Virtual Reality." International Journal of Sociotechnology and Knowledge Development 2, no. 3 (July 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-technical perspective.
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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 (September 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 design processes. This paper will report in our research in our teaching that speculated about the values and application of these techniques. This paper aims to discuss our learning processes and experiences as well as to reflect on possibilities of digital means effective design pedagogy.
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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 (May 19, 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 planning options with patients during their first appointment. This article reviews the requirements for virtual articulators and occlusal recordings and assesses their advantages and disadvantages in various aspects.
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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 (March 5, 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. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space. Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021
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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 level. The psycho-emotional effect is comparable in strength to the effect of events in the real world, at the same time it can be achieved remotely via the Internet. Secondly, in connection with the integration into the virtual environment of real-world devices, the consequences of actions in virtual reality also extend to the real world. This means that many criminal acts for which contact with the victim was necessary can now be performed remotely.
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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 (January 13, 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 reported higher levels of engagement in both Virtual Reality and Mixed Reality conditions compared to the traditional learning condition, and higher levels of positive emotions in the Virtual Reality condition. No simulator sickness was found from using either headset, and both headsets scored similarly for system usability and user acceptance of the technology. Virtual Reality, however, did produce a higher sense of presence than Mixed Reality. Overall, the findings suggest that some benefits can be gained from using Virtual and Mixed Realities for education.
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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 (April 10, 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 laboratory through mobile virtual reality technology. A lot of components and circuits of logic gate can be simulated in this virtual laboratorium. This study presents a simple Android-based virtual tools for the visualization and investigation in real time of circuits of logic gates without signal disturbances. The package can be used as an educational tool in various lectures or homework to aid teaching digital engineering theory or practically.
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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 (May 17, 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 the traditional identity of users with a digital version of themselves. At the centre of this problem is the technology itself, not being exposed to Indigenous concepts during the construction of any virtual reality IT artefact? This study applies a multidisciplinary approach to tackle a key issue for virtual reality by locating a version of Indigenous identity of self within a digital setting during the construction of the virtual reality artefact.
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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 required equalization and evaluates a real-time prototype ARA system. Measurements show that the throughput latency of the digital prototype ARA system can be less than 1.4 ms, which is sufficiently small in practice. When the direct and processed sounds are combined in the ear, a comb filtering effect is brought about and appears as notches in the frequency response. The comb filter effect in speech and music signals was studied in a listening test and it was found to be inaudible when the attenuation is 20 dB. Insert ARA headphones have a sufficient attenuation at frequencies above about 1 kHz. The proposed digital ARA system enables several immersive audio applications, such as a virtual audio tourist guide and audio teleconferencing.
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Samur, Sebastian Xavier. "Comparing Stage Presence and Virtual Reality Presence." Revista Brasileira de Estudos da Presença 6, no. 2 (August 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 technology falls short, discourse on digital presence is useful in providing insights into presence on stage.
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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 production system design. This article describes the basic steps of the digital design methodology with the description of virtual reality application tools for the production and logistics system design, in order to reduce design defects and increase work safety. The proposed methodology has been verified in an experimental workplace, presenting real outputs. The final part of the article contains a brief discussion of the problem results.
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Kao, Chien-Hao, Chia-Chun Chen, Wei-Yi Jhu, Yu-Tza Tsai, Shinn-Horng Chen, Chao-Ming Hsu, and Cheng-Yi Chen. "Novel digital glove design for virtual reality applications." Microsystem Technologies 24, no. 10 (February 8, 2018): 4247–66. http://dx.doi.org/10.1007/s00542-018-3747-z.

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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 virtual tour. Based on discussing the status of application of virtual reality, the paper puts forward some suggestions about ideas, platform and system for its further construction.
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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 (September 29, 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 (August 10, 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 exhibiting Olhe para você (2016) [Look at yourself], an immersive virtual reality work developed by one of the teams of the research group LabFront.
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Chalmers, David J. "The Virtual and the Real." Disputatio 9, no. 46 (November 27, 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 (October 19, 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 game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality) as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves”[3]. Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign, Road traffic, children, education
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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 the same time, the model of reconstruction was processed in several phases, based on historical, archival and iconographic sources; both models were, later, subject to post-processing, preparatory to the development of virtual navigation. The tour scenario includes options in order to make it attractive for the player, such as interactive elements, interfaces and animations.</p>
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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 three-dimensional display mode of vision, hearing, and touch, creating a real and interactive three-dimensional visualization environment for users to have a more intuitive visual experience. The experimental results of this paper show that the smoothness of the virtual reality visualization system test can reach 60FPS, the excellent rate reaches nearly 33%, and the model scene-realistic feedback excellent rate is about 62.5%.
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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 personality as a carrier of digi-tal attributes: а digital image, а digital profile, and a digital identity as an awareness of oneself as an integral part of information reality. Through the “re-al-virtual” dichotomy, the definition of digital identi-ty is formulated as the unity of “I-virtual” and “I-real”, the aggregate perception and experience of oneself in indissoluble unity with the real and virtual worlds.
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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 (December 31, 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 (January 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 moons of the Solar System. The authors have computed the frame rate, GPU traverse time, Cull traverse time and Draw traverse time for three visualization conditions: (A) standard OSG view frustum culling technique; (B) view frustum culling with an octree organization of the scene; (C) view frustum culling with same organization of the scene and the occlusion culling algorithm. They have generally concluded that their acceleration techniques out-performs the standard OSG view frustum culling for the mentioned metrics, when around half or less than half of the dataset is in view of the virtual camera.
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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 (January 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 (June 2001): 246–48. http://dx.doi.org/10.1080/07393180128081.

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37

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

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38

Komatina, Dragan F., and Ema Alihodžić Jašarović. "Digital City as a Metaphor for New Experiences of Reality." Architecture and Urban Planning 16, no. 1 (January 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 possibilities, which are still not available to everyone. Digitalization of space communicates the newly created virtual dialogue between the user and space, outside of his physical and sensory experience and interaction with space, thus agreeing to the digitalization of the experience of space. By creating a new reality and a new era of the utopia of virtual architecture and virtual city, a new, cyberidentity of city was produced. Identity digitization policies in this regard will consciously use methods to promote virtual values, digitizing all aspects of identity, heritage, and even memory, and memory values of the city, producing a new, virtual identity, which largely leads to mutation of its original – existing – built identity. In this way, cities are positioned and valued in relation to the degree of their digitized representation, i.e., the extent to which their digitized identity is present and visible in cyberspace. The digital transition is one of the priorities of the “smart city” concept, which indicates that the future of cities is directed towards their digital transformation.
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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 of the two, and leads to the space art produced by the fusion of VR technology and VR vision. This kind of art space gives people an “immersive” experience. This paper analyzes multiple immersive experience works, analyzes its multi-sensory and multi-technical spatial art style transformation form, and summarizes the advantages and disadvantages of the current art style transformation form based on 5G VR and VR visual space, with a view to the future development of VR immersion for reference. This paper analyzes the ease-of-use indicators. The experimental results show that, except for the sensory experience indicators, the average values of other indicators are less than 1. This is a project with better ease of use, and the use of 5G VR and VR vision technology can improve the transformation of space art style.
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O’Connor, Siobhan. "Virtual Reality and Avatars in Health care." Clinical Nursing Research 28, no. 5 (May 7, 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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41

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 - degree panorama, web 3D technology and 3D modeling technology. And its application in the design of Xiamen Overseas Chinese Museum has obtained good results.
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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 (January 9, 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 programming a robot implementing the process of cleaning ceramic casting moulds is presented.
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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 (August 4, 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 lesser resources and opportunities. Identifying the current problems in the educational system, virtual Reality, and augmented Reality, providing solutions for the pre-existing problems in the system. Use of VR and AR for students with fewer resources to increase their exposure to the world. Conducting Virtual Reality trips, VR education in refugee camps, and use of VR to reach out to children with no formal education. Use of VR for educational purposes for refugee children and teachers in Turkey, Germany, Syria, Jordan, and all over the globe. Future of VR and AR, its impact on the world in the coming years, providing a completely new experience and visualization of the digital world.
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Steinicke, Frank, and Katrin Wolf. "New Digital Realities – Blending our Reality with Virtuality." i-com 19, no. 2 (August 26, 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 and experiences while generating, visualizing and interacting with digital content either displayed in fully-immersive virtual environments or superimposed into our view of the real world, and will significantly change the way we work, travel, play, and communicate. Consequently, we face dramatic changes in interactive media creation, access, and perception. In this special issue, we solicit work that addresses novel interaction design, interfaces, and implementation of new digital reality in which our reality is blended with the virtuality with a focus on users’ needs, joy, and visions.
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Sandu, Simona Andreea, Călin Dan Neamţu, Sorin Dan Grigorescu, Cosmin Karl Bănică, Iuliana Babiuc, Adriana Bisoc, and Andrei Constantinovici. "The virtual reality technology use in prosthodontics." Romanian Journal of Stomatology 61, no. 2 (June 30, 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 issue of dental prosthetics being less or not at all approached.
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46

Urazova, Svetlana L. "Multivariance of Reality in the Digital Paradigm." Journal of Flm Arts and Film Studies 10, no. 3 (September 15, 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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47

Tjandra, Agatha Maisie. "3D Virtual Environment Pada Stage Outdoor Evakuasi Simigapi." ULTIMART Jurnal Komunikasi Visual 8, no. 1 (November 12, 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 dasar perancangan. Keywords : simulasi, 3D virtual environment, virtual reality, interactive media design
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48

Huggett, Jeremy. "Virtually Real or Really Virtual: Towards a Heritage Metaverse." Studies in Digital Heritage 4, no. 1 (June 30, 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 ‘loose-realism’ as a solution. Ultimately, the challenge is to address the claims that virtual reality represents a new class of information system, or metaverse, in order that virtual heritage fully engages with enquiry about the past.
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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 (October 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 (January 1, 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 representations by morphing prototypical polygonal models, visualizing motion characteristics and comparing their motions to other competitors stored in a library. The use of virtual reality alleviates many problems associated by the current video-based visualization methods for analyzing swimming motion
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