Academic literature on the topic 'Virtual reality in art'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Virtual reality in art.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Virtual reality in art"

1

Wennberg, Teresa. "Virtual Reality—Virtual Brain: Questioning Reality." Leonardo 51, no. 5 (2018): 453–59. http://dx.doi.org/10.1162/leon_a_01554.

Full text
Abstract:
The author’s multimedia art is inspired by memory and cognitive processes. This paper discusses certain human brain functions, including a reflection on the evolution from individual human memory to collective computer memory and the role of the artist in this vital change.
APA, Harvard, Vancouver, ISO, and other styles
2

Lee, Eun ah. "Art as the Virtual and Virtual Reality Art." Mihak - The Korean Journal of Aesthetics 85, no. 3 (2019): 77–101. http://dx.doi.org/10.52720/mihak.85.3.3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Cavazza, Marc, Jean-Luc Lugrin, Simon Hartley, et al. "Intelligent virtual environments for virtual reality art." Computers & Graphics 29, no. 6 (2005): 852–61. http://dx.doi.org/10.1016/j.cag.2005.09.002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

AYDOĞAN, Derya, and Lütfü KAPLANOĞLU. "SOCIETY, ART AND VIRTUAL REALITY." Electronic Journal of New Media 4, no. 2 (2020): 79–88. http://dx.doi.org/10.17932/iau.ejnm.25480200.2020.4/2.79-88.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Bates, Joseph. "Virtual Reality, Art, and Entertainment." Presence: Teleoperators and Virtual Environments 1, no. 1 (1992): 133–38. http://dx.doi.org/10.1162/pres.1992.1.1.133.

Full text
Abstract:
Most existing research on virtual reality concerns issues close to the interface, primarily how to present an underlying simulated world in a convincing fashion. However, for virtual reality to achieve its promise as a rich and popular artistic form, as have the novel, cinema, and television, we believe it will be necessary to explore well beyond the interface, to those issues of content and style that have made traditional media so powerful. We present a case for the importance of this research, then outline several topics we believe are central to the inquiry: developing computational theori
APA, Harvard, Vancouver, ISO, and other styles
6

Brown, Sheldon. "Real art and virtual reality." ACM SIGGRAPH Computer Graphics 31, no. 4 (1997): 36. http://dx.doi.org/10.1145/271247.271271.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Kent, Charlotte. "Installation Art in Virtual Reality." Digital Culture & Society 8, no. 1 (2022): 117–40. http://dx.doi.org/10.14361/dcs-2022-0107.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Kent, Charlotte. "Installation Art in Virtual Reality." Digital Culture & Society 8, no. 1 (2022): 117–40. http://dx.doi.org/10.14361/dcs-2022-080107.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Zhang, Xi. "Virtual Digital Communication Feature Fusion Based on Virtual Augmented Reality." Security and Communication Networks 2022 (April 23, 2022): 1–7. http://dx.doi.org/10.1155/2022/6345236.

Full text
Abstract:
In order to have a deeper understanding of the integration of virtual digital communication characteristics, it is studied and combined with virtual augmented reality technology. The progress of science and technology has promoted the development and progress of virtual reality technology. In recent years, virtual reality technology has been more and more widely used in digital media art creation and plays an important role in improving the quality of digital media art. This study introduces digital media art and virtual reality technology and analyzes the specific measures and practical signi
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Virtual reality in art"

1

Yoon, Sohhyoun. "VIRTUAL REALITY IN ART EDUCATION." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2021.

Full text
Abstract:
This thesis project presents possible uses of Virtual Reality for art education. To understand VR, this thesis reviews the history of using technology in educational environments and explores the concepts, definitions, and characteristics of VR in general. Then, it shows diverse purposes of VR for education and art educational environments. For an art class, the units present the use of Teen Second Life, which is a free on-line virtual world. The units demonstrate how art educators may use Teen Second life for high school art classes to build students’ understandings of their identities by cre
APA, Harvard, Vancouver, ISO, and other styles
2

Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.

Full text
Abstract:
<p>In this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.</p><p>Second, it is argued in discussion that works in VR can be qualified as work
APA, Harvard, Vancouver, ISO, and other styles
3

Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

Full text
Abstract:
Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, inte
APA, Harvard, Vancouver, ISO, and other styles
4

Lobwein, Guy A. "Consuming conflict: Militainment, desire and virtual reality in contemporary art." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/180892/1/Guy_Lobwein_Thesis.pdf.

Full text
Abstract:
This research project used VR technologies in a contemporary art practice to creatively and critically investigate military-themed entertainment (militainment). The project culminated in a series of VR art installations that reinterpreted militaristic video games, films, and histories to question their influence on both the artist-researcher as well as broader contemporary culture. Although VR technology has been present in contemporary art for decades, its relationship to discourses of militainment and histories of armed conflict remains under-explored in a creative practice research conte
APA, Harvard, Vancouver, ISO, and other styles
5

Kruger, Leanne. "Metapolis : virtual reality vs. real virtuality in a digital art pavillion." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/29982.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
6

Fletcher, Lauren Jean. "Adaptive realities : effects of merging physical and virtual entities." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1018557.

Full text
Abstract:
In the worlds of virtual reality, whole objects and bodies are created in an immaterial manner from lines, ratios and light pixels. When objects are created in this form they can easily be manipulated, edited, multiplied and deleted. In addition, technological advances in virtual reality development result in an increased merging of physical and virtual elements, creating spaces of mixed reality. This leads to interesting consequences where the physical environment and body, in a similar vein to the virtual, also becomes increasingly easier to manipulate, distort and change. Mixed realities th
APA, Harvard, Vancouver, ISO, and other styles
7

Vadruccio, Alessandro. "Mixed Reality techniques applied to a Virtual and Georeferenced tour for displaying street art content." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15144/.

Full text
Abstract:
Negli ultimi anni l’uso della tecnologia è aumentato considerevolmente, con un parallelo aumento di dati creati. Tale incremento ha portato alla necessita di avere nuove tecnologie che ci permettano di rappresentare nel contesto reale i dati raccolti. La “Mixed Reality” è una tecnologia che permette di inserire degli oggetti virtuali all’interno dell’ambiente reale circostante in cui viviamo. HoloLens è un dispositivo realizzato da Microsoft che permette l’esecuzione di applicazioni in Mixed Reality. Grazie a questa tecnologia è possibile mappare l’ambiente circostante per creare delle super
APA, Harvard, Vancouver, ISO, and other styles
8

Leibbrandt, Tim. "Intramediary presence : body, interactivity and networked distribution in immersive virtual reality art." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/14245.

Full text
Abstract:
This thesis is concerned with the ways in which the medium of immersive virtual reality has been utilised in the art context since the early 1990s, with a view towards the contemporary relevance of the medium. Artworks that have been realised through both Head-Mounted Display (HMD) and CAVE Automatic Virtual Environment (CAVE) systems are discussed. The first chapter uses the 1993 Solomon R. Guggenheim exhibition 'Virtual Reality: An Emerging Medium' as a starting point in order to introduce the defining concepts of immersion and interactivity into the discussion. Thereafter, the second chapte
APA, Harvard, Vancouver, ISO, and other styles
9

Dolinsky, Margaret. "Facing experience : a painter's canvas in virtual reality." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3204.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
10

Wiesemueller, Cornelia Francesca. "Vapour trails of imagination : the metaphysics of virtual reality : the deepest seat of creativity." Thesis, The University of Sydney, 2002. https://hdl.handle.net/2123/29234.

Full text
Abstract:
In this dissertation I try to define the metaphysics of Virtual Reality, offer ideas on perception and the mind and look at philosophical notions of art and myth—making. I discuss a number of different artists (including myself) who go beyond the world of the tangible object and struggle with expression, composition, space, time and movement.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Virtual reality in art"

1

Centro di cultura contemporanea Strozzina, ed. Identità virtuali: Virtual identities. Silvana Editoriale, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Hanson, Duane. Duane Hanson: Virtual reality. Palm Springs Desert Museum, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Diodato, Roberto. Aesthetics of the Virtual. State University of New York Press, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

GIANNACHI, GABRIELLA. Virtual Theatres. Taylor & Francis Group Plc, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Monterrey, Museo de. Arte virtual realidad plural. Museo de Monterrey, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Anne, Moser Mary, MacLeod Douglas, and Banff Centre for the Arts., eds. Immersed in technology: Art and virtual environments. MIT Press, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Back, Bettina. Die ungerahmte Welt: Virtuelle Realität als künstlerisches Medium = The unframed world : virtual reality as artistic medium. Christoph Merian Verlag, 2017.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

González, Margarita Ramírez. Génesis de una estética de la realidad virtual. Instituto Nacional de Bellas Artes y Literatura, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Fernie, Kate. Creating and using virtual reality: A guide for the arts and humanities. Oxbow, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Grossir, Anthony. What are virtual reality and virtual worlds?. Oxford Brookes University, 2001.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Virtual reality in art"

1

Bergamasco, Massimo. "The GLAD-IN-ART Project." In Virtual Reality. Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-88650-8_19.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Bodenbender, Christel. "Art Therapy with Virtual Reality." In Virtual Art Therapy. Routledge, 2022. http://dx.doi.org/10.4324/9781003149538-20.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Bodenbender, Christel. "Art Therapy with Virtual Reality." In Virtual Art Therapy. Routledge, 2022. http://dx.doi.org/10.4324/9781003149538-20.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Lee, Chun-I., Fu-Ren Xiao, and Kai-Ting Kao. "Incorporation of Augmented-Reality Technology into Smartphone App for Large-Scale Performance Art." In Augmented Reality and Virtual Reality. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Wichrowski, Marcin, Ewa Satalecka, and Alicja Wieczorkowska. "Augmented Reality Workshops for Art Students." In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_15.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Cavazza, Marc, Jean-Luc Lugrin, Simon Hartley, et al. "ALTERNE: Intelligent Virtual Environments for Virtual Reality Art." In Smart Graphics. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-24678-7_3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Lobwein, Guy, and Daniel McKewen. "Expanded Experience: An ‘Artist-Bricoleur’ Approach to Writing VR in Contemporary Art." In Screenwriting for Virtual Reality. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-54100-1_9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Gatto, Carola, Kim Martinez, and Lucio Tommaso De Paolis. "Design Process of a Ceramic Modeling Application for Virtual Reality Art Therapy." In Extended Reality. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15546-8_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Casiez, Géry, Xavier Granier, Martin Hachet, Vincent Lepetit, Guillaume Moreau, and Olivier Nannipieri. "Towards VE that are More Closely Related to the Real World." In Virtual Reality and Augmented Reality. John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.ch4.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Virtual reality in art"

1

Eklund, Martin, and Martin Christensen. "Art plunge." In SIGGRAPH Asia 2018 Virtual & Augmented Reality. ACM Press, 2018. http://dx.doi.org/10.1145/3275495.3275510.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Garnier, François, Alain Berthoz, and Simon Lambrey. "Art - Distance Sharing." In VRIC '17: Virtual Reality International Conference - Laval Virtual 2017. ACM, 2017. http://dx.doi.org/10.1145/3110292.3110304.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Cavazza, Marc, Jean-Luc Lugrin, Sean Crooks, Alok Nandi, Mark Palmer, and Marc Le Renard. "Causality and virtual reality art." In the 5th conference. ACM Press, 2005. http://dx.doi.org/10.1145/1056224.1056228.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Bendis, Jared E., and Leonard Steinbach. "Virtual reality and art education." In ACM SIGGRAPH 2006 Educators program. ACM Press, 2006. http://dx.doi.org/10.1145/1179295.1179320.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Chang, Ben. "Art in virtual reality 2010." In IS&T/SPIE Electronic Imaging, edited by Ian E. McDowall and Margaret Dolinsky. SPIE, 2010. http://dx.doi.org/10.1117/12.845633.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Herbet, Aurélie. "Immaterial art stock project." In VRIC '14: Virtual Reality International Conference - Laval Virtual 2014. ACM, 2014. http://dx.doi.org/10.1145/2617841.2617846.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Lioret, Alain. "Session details: Leisure & art." In VRIC '16: Virtual Reality International Conference - Laval Virtual 2016. ACM, 2016. http://dx.doi.org/10.1145/3257312.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Xu, Hongwei, Xu Miao, Jiarui Li, et al. "Mondrian Virtual Art Gallery." In 2018 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2018. http://dx.doi.org/10.1109/icvrv.2018.00044.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

"[Cover art]." In 2012 International Symposium on Ubiquitous Virtual Reality (ISUVR). IEEE, 2012. http://dx.doi.org/10.1109/isuvr.2012.26.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

"Cover Art." In 2013 International Symposium on Ubiquitous Virtual Reality (ISUVR). IEEE, 2013. http://dx.doi.org/10.1109/isuvr.2013.23.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Virtual reality in art"

1

Holloway, Richard L. Art-Related Virtual Reality Applications at the University of North Carolina at Chapel Hill. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada236628.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Butyrina, Maria, and Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.

Full text
Abstract:
The research is devoted to the study of the phenomenon of mediatization of art on the example of virtual museums. Main objective of the study is to give communication characteristics of the mediatized socio-cultural institutions. The subject of the research is forms, directions and communication features of virtual museums. Methodology. In the process of study, the method of communication analysis, which allowed to identify and characterize the main factors of the museum’s functioning as a communication system, was used. Among them, special emphasis is put on receptive and metalinguistic funct
APA, Harvard, Vancouver, ISO, and other styles
3

Ervin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), 2022. http://dx.doi.org/10.21079/11681/45502.

Full text
Abstract:
The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is
APA, Harvard, Vancouver, ISO, and other styles
4

Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3759.

Full text
Abstract:
The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages
APA, Harvard, Vancouver, ISO, and other styles
5

Wang, Shenlong, and David Forsyth. Safely Test Autonomous Vehicles with Augmented Reality. Illinois Center for Transportation, 2022. http://dx.doi.org/10.36501/0197-9191/22-015.

Full text
Abstract:
This work exploits augmented reality to safely train and validate autonomous vehicles’ performance in the real world under safety-critical scenarios. Toward this goal, we first develop algorithms that create virtual traffic participants with risky behaviors and seamlessly insert the virtual events into real images perceived from the physical world. The resulting composed images are photorealistic and physically grounded. The manipulated images are fed into the autonomous vehicle during testing, allowing the self-driving vehicle to react to such virtual events within either a photorealistic sim
APA, Harvard, Vancouver, ISO, and other styles
6

Syrovatskyi, Oleksandr V., Serhiy O. Semerikov, Yevhenii O. Modlo, Yuliia V. Yechkalo, and Snizhana O. Zelinska. Augmented reality software design for educational purposes. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2895.

Full text
Abstract:
In the process of researching the problem of training future informatics teachers to use augmented reality technologies in education, the tasks were solved: 1) a historical and technological analysis of the experience of using augmented reality tools for developing interactive teaching materials was performed; 2) the software for the design of augmented reality tools for educational purposes is characterized and the technological requirements for the optional course “Development of virtual and augmented reality software” are defined; 3) separate components of an educational and methodical comp
APA, Harvard, Vancouver, ISO, and other styles
7

Lvov, Michael S., and Halyna V. Popova. Simulation technologies of virtual reality usage in the training of future ship navigators. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3758.

Full text
Abstract:
Research goal: the research is aimed at the theoretical substantiation of the application of virtual reality technology simulators and their features in higher maritime educational institutions. Research objectives: to determine the role and place of simulation technology in the educational process in the training of future ship navigators in order to form the professional competence of navigation. Object of research: professional training of future ship navigators in higher maritime educational institutions. Subject of research: simulation technologies of virtual reality as a component of the
APA, Harvard, Vancouver, ISO, and other styles
8

Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4417.

Full text
Abstract:
The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been ide
APA, Harvard, Vancouver, ISO, and other styles
9

Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3760.

Full text
Abstract:
Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling
APA, Harvard, Vancouver, ISO, and other styles
10

Kanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3745.

Full text
Abstract:
We conducted an analysis of the learning aids used in the study of general technical disciplines. This allowed us to draw an analogy between physical and virtual models and justify the development of a mobile application to perform tasks on a projection drawing. They showed a technique for creating mobile applications for augmented reality. The main stages of the development of an augmented reality application are shown: the development of virtual models, the establishment of the Unity3D game engine, the development of a mobile application, testing and demonstration of work. Particular attenti
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!