Academic literature on the topic 'Virtual reality, juvenile literature'
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Journal articles on the topic "Virtual reality, juvenile literature"
Rathmann, Andrew, and Bob Perelman. "Virtual Reality." Chicago Review 41, no. 1 (1995): 102. http://dx.doi.org/10.2307/25305920.
Full textFox, Jesse, Dylan Arena, and Jeremy N. Bailenson. "Virtual Reality." Journal of Media Psychology 21, no. 3 (January 2009): 95–113. http://dx.doi.org/10.1027/1864-1105.21.3.95.
Full textBenno, Mark. "Virtual Reality." Gifted Child Today 21, no. 1 (January 1998): 12–14. http://dx.doi.org/10.1177/107621759802100104.
Full textO'Brien, Peggy. "Poetry: Virtual Reality." Yale Review 88, no. 1 (January 2000): 115–20. http://dx.doi.org/10.1111/0044-0124.00376.
Full textBis, Łukasz. "Virtual Reality. Now." Social Communication 4, s1 (December 1, 2018): 121–27. http://dx.doi.org/10.2478/sc-2018-0030.
Full textAliyu, Faruku, and Corrienna Abdul Talib. "Virtual Reality Technology." Asia Proceedings of Social Sciences 4, no. 3 (May 4, 2019): 66–68. http://dx.doi.org/10.31580/apss.v4i3.856.
Full textAsad, Muhammad Mujtaba, Aisha Naz, Prathamesh Churi, and Mohammad Mehdi Tahanzadeh. "Virtual Reality as Pedagogical Tool to Enhance Experiential Learning: A Systematic Literature Review." Education Research International 2021 (November 16, 2021): 1–17. http://dx.doi.org/10.1155/2021/7061623.
Full textCohen-Ritter, H. "Narratives as Virtual Reality." Poetics Today 23, no. 2 (June 1, 2002): 364–66. http://dx.doi.org/10.1215/03335372-23-2-364.
Full textGiraldy, David Jose, and Wilson Novaldo. "A Systematic Literature Review: Acrophobia Treatment with Virtual Reality." Engineering, MAthematics and Computer Science (EMACS) Journal 4, no. 1 (February 5, 2022): 33–38. http://dx.doi.org/10.21512/emacsjournal.v4i1.8077.
Full textStasieńko, Agnieszka, and Iwona Sarzyńska-Długosz. "Virtual Reality in Neurorehabilitation." Advances in Rehabilitation 30, no. 4 (December 1, 2016): 67–75. http://dx.doi.org/10.1515/rehab-2015-0056.
Full textDissertations / Theses on the topic "Virtual reality, juvenile literature"
Haga, Koichi. "The critique of virtual shifting discursive space in Japanese literature, 1960s-1980s." Diss., Restricted to subscribing institutions, 2008. http://proquest.umi.com/pqdweb?did=1682825951&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.
Full textGonzalez, Katelynn N. "The Empathy of Immersion: An Exploration of Battlefield 1 Through the Lense of Empathetic Virtual Reality." FIU Digital Commons, 2018. https://digitalcommons.fiu.edu/etd/3677.
Full textFrisch, David M. "Proceduralizing Privilege: Designing Shakespeare in Virtual Reality and the Problem with the Canon." FIU Digital Commons, 2016. http://digitalcommons.fiu.edu/etd/2491.
Full textStamou, George. "Virtual Reality Therapy for the Enhancement of Traditional Therapies for post-natal depression." Doctoral thesis, Universitat Jaume I, 2021. http://dx.doi.org/10.6035/14109.2021.683002.
Full textEl objetivo general de este proyecto de investigación era explorar la combinación de un tratamiento tradicional para la depresión postnatal (DPN), como la terapia cognitivo-conductual (TCC), con el uso de la tecnología de realidad virtual (RV). Este proyecto se propuso responder a cinco objetivos. 1) estudiar qué tratamientos eran los más eficaces y frecuentes para el tratamiento del DPN. 2) para identificar qué componentes de la TCC se utilizaban con más frecuencia para el tratamiento del DPN. 3) para identificar si la RV se había utilizado alguna vez para el tratamiento del DPN, y si la RV podía combinarse con una terapia tradicional e implementarse en un entorno clínico. 4) estudiar la viabilidad y aceptación de este protocolo de intervención de CBT más RV, es decir, identificar si la combinación de la TCC con la tecnología de RV era factible y aceptable. 5) explorar la eficacia preliminar de la combinación de la TCC con la RV para el tratamiento del DPN.
Programa de Doctorat en Psicologia
Hansen, Simon. "TEXTILE - Augmenting Text in Virtual Space." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23172.
Full textFranks, Jamie N. "Becoming Other: Virtual Realities in Contemporary Science Fiction." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/1908.
Full textJansson, Jenny. "Genom Uppsala domkyrkostad : Hur narrativ struktur i den virtuella applikationen Visir Uplandia främjar skapandet av föreställningsvärldar." Thesis, Uppsala universitet, Litteraturvetenskapliga institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-352238.
Full textLee, Chiao-Fang, and 李喬芳. "The Development Trajectory of Virtual Reality Literature." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/01122635734953024359.
Full text元智大學
經營管理碩士班(國際企業學程)
105
The application of virtual reality in game industry has been increasing rapidly in 2016. Exploring the potential technological development in this emerging industry is more important. However, with the lacking of a development trend of virtual reality on previous researches, the aim of current study is to find out the potential development of virtual reality industry based on the past literature, by using Global Key-Route main path analysis method to conducted a research on the development of virtual reality, with the collection of previous literature of virtual reality from Web of Science (WOS) database. Edge-betweenness Clustering analysis was conducted following to identify the significant subfields of virtual reality, as well as development track. Five subfields were found, including “Surgical simulation”, “Rehabilitation”, “Exposure therapy”, “Manufacturing applications”, “Cognition”. Three suitable characteristics of virtual reality that are suggested to applied in virtual reality game or others industries more , involving "Simulation", "immersion", "design", are suggested in the results of the present study. The findings of this study indicate that training on high risk working or driving, lifestyle simulation, designing tools and games could be referred to the direction of development of virtual reality in , as well as paying attention on the potential risks of too realistic virtual reality. The current study, proving the mainstream development and change of virtual reality in the academic aspects as so far, makes several noteworthy contributions to understand the development of virtual reality and the future research directions quickly for further researchers interested in this field. Keywords: Virtual reality, Technological opportunity, Technology forecasting, Main path analysis
Angelino, Fernando José de Aires. "Exploring university students’ engagement in learning through gamification, transmedia and virtual reality." Doctoral thesis, 2019. http://hdl.handle.net/10071/20498.
Full textO surgimento da 5ª geração da Internet e a evolução do comportamento dos estudantes universitários leva professores, educadores e investigadores a pesquisar e investigar novas ferramentas para envolver os alunos nos tópicos e no conteúdo dos cursos. O objetivo desta tese é explorar o envolvimento de estudantes universitários na aprendizagem através da gamificação, transmedia e realidade virtual. Embora vários estudos tenham já sido realizados, segundo sabemos, a tese atual é a primeira a utilizar três ferramentas para motivar e envolver os alunos: gamificação, transmedia e realidade virtual. Assim, os objetivos da tese são: (i) rever de forma abrangente a investigação nas áreas de marketing de relacionamento e marketing de serviços, incluindo gamificação, realidade virtual e educação; (ii) investigar a gamificação no ensino superior por meio de uma abordagem de mineração de texto; (iii) explorar efeitos transmedia no ensino superior usando uma abordagem mista; (iv) propor e validar um modelo que retrate a influência da experiência em realidade virtual no envolvimento dos alunos, alargando a estrutura S-O-R. Para desenvolver esta tese e procurar garantir a sua execução e resultados, iniciamos com uma revisão abrangente da literatura, seguida pelo desenvolvimento de três estudos independentes, baseados em metodologias distintas de pesquisa. Da revisão abrangente da literatura, emergem 115 artigos científicos, que permitem entender o uso de novas tecnologias na educação, obter acesso a outras informações relevantes sobre o tema e realizar a revisão da literatura. O primeiro estudo revela que, através da aplicação do Kahoot!, ferramenta baseada na gamificação, os alunos expressaram emoções positivas, quando questionados sobre o seu uso na sala de aula, como uma ferramenta de aprendizagem. Os resultados também mostram que as ferramentas baseadas na gamificação podem ser consideradas um ativo importante no processo de ensino-aprendizagem, podendo motivar e envolver os alunos nas suas atividades de aprendizagem. O segundo estudo mostra que o uso do Moodle, como um complemento da aula tradicional, permite que os alunos compreendam o conteúdo do curso e se envolvam com o seu grupo de colegas e professores. O nível de envolvimento e sucesso académico dos alunos parece ser maior face à realização de atividades baseadas em pesquisa de informações, partilha e interação por meio de ferramentas de discussão on-line (como o fórum on-line) e análise e discussão de estudos de caso. O terceiro estudo mostra que as memórias são ativadas e armazenadas através das emoções, logo esses são dois elementos-chave nas experiências de realidade virtual que contribuem para aprimorar e ajudar os alunos a envolverem-se mais com o conteúdo dos cursos. Parece também que os alunos menos atentos podem beneficiar mais do que os atentos, ao usar ferramentas de realidade virtual, para se tornarem mais criativos e melhorar as suas memórias sobre o conteúdo dos cursos. Com base nos nossos resultados, também são apresentadas algumas contribuições teóricas e implicações para a gestão.
Nortjé, Johannes Andries. "Holographic memoirs of a dream : the invention of tram hopping." Thesis, 2012. http://hdl.handle.net/10500/7042.
Full textPhilosophy & Systematic Theology
D. Th. (Systematic Theology)
Books on the topic "Virtual reality, juvenile literature"
Halls, Kelly Milner. Virtual reality technical specialist. Ann Arbor, Mich: Cherry Lake Pub., 2010.
Find full textPascoe, Elaine. Virtual reality: Beyond the looking glass. Woodbridge, Conn: Blackbirch Press, 1998.
Find full textGrady, Sean M. Virtual reality: Computers mimic the physical world. New York, NY: Facts on File, 1998.
Find full textDarling, David J. Computers of the future: Intelligent machines and virtual reality. Parsippany, N.J: Dillon Press, 1996.
Find full text1965-, West Tracey, ed. The ultimate official guide to Club Penguin. New York: Penguin Group, 2010.
Find full textGrady, Sean M. Virtual reality: Simulating and enhancing the world with computers. New York: Facts On File, 2003.
Find full textWhitman, John. Star Wars: The Nightmare Machine: Galaxy of Fear #4. New York: Bantam, 1997.
Find full textNoll, Katherine. The awesome official guide to Club Penguin. New York: Penguin Group, 2010.
Find full textBook chapters on the topic "Virtual reality, juvenile literature"
Wang, Ying, Wei Zhang, Su Wu, and Yang Guo. "Simulators for Driving Safety Study – A Literature Review." In Virtual Reality, 584–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_63.
Full textMoorhouse, Natasha, M. Claudia tom Dieck, and Timothy Jung. "Technological Innovations Transforming the Consumer Retail Experience: A Review of Literature." In Augmented Reality and Virtual Reality, 133–43. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_10.
Full textXue, Liangchao, Christopher J. Parker, and Helen McCormick. "A Virtual Reality and Retailing Literature Review: Current Focus, Underlying Themes and Future Directions." In Augmented Reality and Virtual Reality, 27–41. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06246-0_3.
Full textMiller, J. Hillis. "Reading. The Swiss Family Robinson as Virtual Reality." In Children's Literature, 78–92. London: Palgrave Macmillan UK, 2004. http://dx.doi.org/10.1057/9780230523777_4.
Full textJones, John M., Reyhan Duezguen, Peter Mayer, Melanie Volkamer, and Sanchari Das. "A Literature Review on Virtual Reality Authentication." In Human Aspects of Information Security and Assurance, 189–98. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81111-2_16.
Full textPratama, Andhika Yudha, Daya Negri Wijaya, Rizki Firmansyah, Dimas Rifqi Novica, and Dini Putri Ratna Meritasari. "Using virtual reality for cultural mapping." In Inclusive, Sustainable, and Transformational Education in Arts and Literature, 48–54. London: Routledge, 2024. http://dx.doi.org/10.1201/9781003484318-8.
Full textMorales, Jenny, Fabián Silva-Aravena, Yolanda Valdés, and Sergio Baltierra. "Virtual Reality and Augmented Reality Applied to E-Commerce: A Literature Review." In Communications in Computer and Information Science, 201–13. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-24709-5_15.
Full textNolin, Pierre, Jérémy Besnard, Philippe Allain, and Frédéric Banville. "Assessment and Rehabilitation Using Virtual Reality after Stroke: A Literature Review." In Virtual Reality for Psychological and Neurocognitive Interventions, 307–26. New York, NY: Springer New York, 2019. http://dx.doi.org/10.1007/978-1-4939-9482-3_14.
Full textKnigge, Jan-Karl. "Systematic Literature Review of Previous Studies that use Virtual Reality Head-Mounted Devices for Simulating Manual Activities." In Virtual Reality in Manual Order Picking, 33–56. Wiesbaden: Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-34704-8_3.
Full textHakim, Arhum, and Sadaf Hammad. "Use of Virtual Reality in Psychology." In Digital Interaction and Machine Intelligence, 208–17. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11432-8_21.
Full textConference papers on the topic "Virtual reality, juvenile literature"
Soccini, Agata Marta, Anna Maria Marras, Gelsomina Spione, Valentina Bruno, and Francesca Garbarini. "Bringing Museums to Juvenile Prison Inmates through Virtual Reality." In 2022 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR). IEEE, 2022. http://dx.doi.org/10.1109/aivr56993.2022.00049.
Full textTatro-Duarte, Rachel R. "A Virtual Learning Model for Virtual Reality and Literature." In 2022 8th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 2022. http://dx.doi.org/10.23919/ilrn55037.2022.9815967.
Full textBuettner, Ricardo, Hermann Baumgartl, Tim Konle, and Patrick Haag. "A Review of Virtual Reality and Augmented Reality Literature in Healthcare." In 2020 IEEE Symposium on Industrial Electronics & Applications (ISIEA). IEEE, 2020. http://dx.doi.org/10.1109/isiea49364.2020.9188211.
Full textde Oliveira, Monique Emidio, and Cleber Gimenez Correa. "Virtual Reality and Augmented reality applications in agriculture: a literature review." In 2020 22nd Symposium on Virtual and Augmented Reality (SVR). IEEE, 2020. http://dx.doi.org/10.1109/svr51698.2020.00017.
Full textZhang, Chi, Hao Luo, and Yi (Joy) Li. "Depression Detection Using Virtual Reality: A Literature Review." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2021. http://dx.doi.org/10.24251/hicss.2021.487.
Full textDanaristo, Jevon, Julian Jearsen, Yonathan Faitho, Jurike Moniaga, and Bakti Amirul Jabar. "Systematic Literature Review of Augmented Reality and Virtual Reality Development in Education." In 2022 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS). IEEE, 2022. http://dx.doi.org/10.1109/icimcis56303.2022.10017778.
Full textLuoto, Antti. "Systematic Literature Review on User Logging in Virtual Reality." In Mindtrek 2018: Academic Mindtrek 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3275116.3275123.
Full textKurniawan, Candra, Yusep Rosmansyah, and Budiman Dabarsyah. "A Systematic Literature Review on Virtual Reality for Learning." In 2019 IEEE 5th International Conference on Wireless and Telematics (ICWT). IEEE, 2019. http://dx.doi.org/10.1109/icwt47785.2019.8978263.
Full text"Research on the Narrative Form of Virtual Reality." In 2017 4th International Conference on Literature, Linguistics and Arts. Francis Academic Press, 2017. http://dx.doi.org/10.25236/iclla.2017.14.
Full textWei, Xiaodong, and Ruifeng Huangfu. "APPLICATION OF VIRTUAL REALITY AND AUGMENTED REALITY IN MUSEUM LEARNING: A LITERATURE REVIEW." In 15th International Technology, Education and Development Conference. IATED, 2021. http://dx.doi.org/10.21125/inted.2021.1648.
Full textReports on the topic "Virtual reality, juvenile literature"
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.], February 2020. http://dx.doi.org/10.31812/123456789/3760.
Full textIatsyshyn, Anna V., Valeriia O. Kovach, Volodymyr O. Lyubchak, Yurii O. Zuban, Andriy G. Piven, Oleksandra M. Sokolyuk, Andrii V. Iatsyshyn, Oleksandr O. Popov, Volodymyr O. Artemchuk, and Mariya P. Shyshkina. Application of augmented reality technologies for education projects preparation. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3856.
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