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1

Rathmann, Andrew, and Bob Perelman. "Virtual Reality." Chicago Review 41, no. 1 (1995): 102. http://dx.doi.org/10.2307/25305920.

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Fox, 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.

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In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific research. Specifically, we review the literature on the study of VR as an object, wherein we discuss the effects of the technology on human users; VR as an application, wherein we consider real-world applications in areas such as medicine and education; and VR as a method, wherein we provide a comprehensive outline of studies in which VR technologies are used to study phenomena that have traditionally been studied in physical settings, such as nonverbal behavior and social interaction. We then present a content analysis of the literature, tracking the trends for this research over the last two decades. Finally, we present some possibilities for future research for interested social scientists.
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Benno, Mark. "Virtual Reality." Gifted Child Today 21, no. 1 (January 1998): 12–14. http://dx.doi.org/10.1177/107621759802100104.

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Much has been written over the years about virtual reality. Frequently, it is explored in science fiction literature. Mass media outlets, from the National Enquirer to Popular Mechanics to the evening news have both celebrated and feared virtual worlds. The attention has escalated recently as more powerful computers have been developed and the public is aware of virtual events such as the rover on the surface of Mars.
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O'Brien, Peggy. "Poetry: Virtual Reality." Yale Review 88, no. 1 (January 2000): 115–20. http://dx.doi.org/10.1111/0044-0124.00376.

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Bis, Łukasz. "Virtual Reality. Now." Social Communication 4, s1 (December 1, 2018): 121–27. http://dx.doi.org/10.2478/sc-2018-0030.

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Abstract The purpose of this article is to introduce and rank information related to virtual reality as a new media phenomenon. In principle, in the Polish nomenclature, the term is so new that it is often confused, incomprehensible. This, in turn, translates into misunderstanding and the lack of the use of this communication channel. The article is a review of literature. In the first part concepts such as augmented reality, augmented virtuality, mixed reality, virtual reality, and immersion will be explained. A short historical outline of the virtual reality will also be shown. Then - in the next part of the article - the author compares this communication channel with well-known, such as the Internet, television, radio. Next the author will determine what are the fields of application of this communication channel and its condition.
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Aliyu, 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.

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This study discussed the recent application of Virtual Reality Technology (VRT) in an educational setting and self-face learning of chemistry in specific considering the need for an effective strategy in learning chemical concepts among the pre-service chemistry teachers in Nigeria. It highlighted some benefits of VRT to pre-service chemistry teachers who are faced with difficulty in content knowledge of teaching abstract chemistry concepts such organic structure, molecular structure, chemical reactions and stoichiometry through scrutinizing existing literature on VRT in chemistry. The paper further presented some empirical studies on VTR in resolving misconceptions among pre-service chemistry teachers in Nigeria. Some of the VRT benefits highlighted include; interactivity, immersability, and visualizability which are expected to enable the pre-service chemistry teacher to fully understand concepts better for effective and efficient chemistry instructional delivery after their graduation.
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Asad, 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.

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Since half of the century, technology has dominated the modern era. The rapid advancement of technology has reached generating artificial intelligence and artificial realities. So, virtual reality is an emerging technology and is applicable in education as well. Virtual reality is a computer-generated simulation, where people can interact within an artificial environment. Moreover, in an educational setting, such an environment provides students with a chance to get experiential learning. This paper has a systematic literature review on emerging technologies, such as virtual reality as a pedagogical tool for enhancing students’ experiential learning. This review aims to explore and understand the effect of virtual reality on students’ experiential learning by reviewing twenty-six selected articles. The selected studies have followed various methodologies and are from different contexts. This review study aims to present a systematic literature review for understanding and exploring the effect of virtual reality as a pedagogical tool for enhancing students’ experiential learning. Nine themes were identified, which are (a) virtual reality as pedagogical tool, (b) virtual reality as emerging educational technology tool, (c) virtual reality as digital transformation, (d) virtual reality as teaching-learning model, (e) virtual reality as architectural pedagogy, (f) virtual reality for communication skills, (g) virtual reality for reading and writing skills, (h) virtual reality for social learning, and (i) virtual reality for experiential learning. Thus, it is found that virtual reality is used as a pedagogical tool for various subject areas for encouraging involvement. It is helpful in medical, engineering, language, and social learning, as it provides a chance to get first-hand experience of the environment. Also, it helps learners to engage in a presented virtual environment and experience the sense of presence in it and enhances students’ experiential learning. Therefore, this review found virtual reality as an essential pedagogical tool for strengthening students’ experiential learning.
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Cohen-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.

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Giraldy, 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.

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Virtual Reality (VR) is becoming more popular as a treatment option for many phobias. We present a method that uses virtual reality in treatment to cure acrophobia in this research. Acrophobia is an anxiety condition that occurs when a person is exposed to heights. The goal of our study is to see whether Virtual Reality technology can be used to treat acrophobia. We conducted a comprehensive literature evaluation on publications relevant to acrophobia and virtual reality that were located on Google Scholar using a keyword-based search strategy. We noticed that the majority of papers involve more than two persons as a sample and use virtual reality exposure treatment. The participants' anxiety levels decrease with each exposure, suggesting that VR-based exposure might be employed as an acrophobic alternative treatment.
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Stasieńko, 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.

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Abstract This article includes current information on the use of modern IT solutions and virtual-reality (VR)-based technologies in medical rehabilitation. A review of current literature on VR-based interventions and their indications, benefits and limitations in patients with nervous system diseases was conducted. The popularity of VR-based training as a tool used for rehabilitation of patients with acute and chronic deficits in both sensory-motor and cognitive disorders is increasing. Still, there is a need for large randomized trials to evaluate the efficacy and safety of VR-based rehabilitation techniques in different disease entities. .
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Lee, Daisy, Peggy M. L. Ng, and Tai Ming Wut. "Virtual Reality in Festivals: A Systematic Literature Review and Implications for Consumer Research." Emerging Science Journal 6, no. 5 (August 17, 2022): 1153–66. http://dx.doi.org/10.28991/esj-2022-06-05-016.

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Technological advancements in virtual reality have influenced festivalgoers, performers, and festival organizers. Due to the COVID-19 pandemic, organizers of cultural and tourism festivals have sought to deliver festivals online using virtual reality to provide an immersive experience from home. However, despite growing interest in virtual reality for festivals, there is no current systematic review to synthesize knowledge from academic papers within the festival context. This paper aims to provide a structured understanding of extant virtual reality research regarding festivals by using a systematic literature review. After a comprehensive review of extant literature from major databases, 19 relevant articles were extracted and synthesized according to the types, venues, roles, and objectives of the virtual reality applications. This study is the first systematic literature review to examine the current landscape of consumer research on virtual reality in festivals. Our results show that the limited numbers of extant literature concerning virtual reality in festivals indicates that this is an important yet significantly under-researched topic for future research. Current literature on virtual reality in festival contexts also lacks an in-depth understanding of consumer engagement and experiences. This paper recommends incorporating the application of theory and robust consumer research methods into future virtual festival research. Doi: 10.28991/ESJ-2022-06-05-016 Full Text: PDF
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Anyanwu, Chika J. "Virtual world and virtual reality." Journal of Australian Studies 22, no. 58 (January 1998): 154–61. http://dx.doi.org/10.1080/14443059809387412.

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Gonsalves, Jesleena. "Virtual Reality in HealthCare." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (April 1, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem29873.

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This paper examines how Virtual Reality (VR) is used in healthcare, especially in medical training, patient care, and therapy. It uses a mix of methods, like looking at literature, case studies, and talking to experts, to see how VR affects how healthcare is given. The results show that VR gives people a truly immersive experience that helps them learn more about medicine, get better health outcomes, and come up with new ways to manage pain, rehabilitate, and treat mental health problems. The paper also talks about the challenges and chances that come with using VR in healthcare and how it could get better in the future. Keywords—Virtual Reality, Medical training, Medical Simulations.
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Purnama, Iwan, Menrisal, Nuridin Widya Pranoto, and Ruth Rize Paas Megahati S. "Virtual Reality for Future Education: Systematic Literature Review." Jurnal Penelitian Pendidikan IPA 9, no. 7 (July 25, 2023): 322–27. http://dx.doi.org/10.29303/jppipa.v9i7.4485.

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The development of information and communication technology is very rapid at this time contributed greatly to the development process of various kinds of learning media based on the application of technology as one of the innovations in education, Virtual Reality (VR) technology itself is a way in a way perform the appearance of learning pictures in the form of media three-dimensional or what is usually better known as 3D. Where the purpose of research is to explain Virtual Reality for Future Education. A review is conducted on the state-of-the-art methods using the preferred reporting items for reviews and meta-analyses (PRISMA) guidelines. Virtual Reality (VR) has the potential to enhance education by enabling greater learning potential than ever before, in addition to luring us into new realms. Learning can reach students' emotional core in novel and fascinating ways thanks to virtual reality. This study also states that learning subjects that can benefit the most from implementing Virtual Reality as learning media are science, social studies, and history. However, the potential is much greater.
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Elin Maulida Rahmawati, Rina Nurhudi Ramdhani, Agus Taufiq, and S. A. Lily Nurillah. "A Systematic Literature Review: Virtual Reality Untuk Mengatasi Public Speaking Anxiety pada Mahasiswa." G-Couns: Jurnal Bimbingan dan Konseling 7, no. 03 (May 2, 2023): 382–94. http://dx.doi.org/10.31316/gcouns.v7i03.4614.

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Public Speaking Anxiety merupakan situasi yang dialami oleh individu ketika dihadapkan dengan tekanan dan perasaan tidak nyaman sehingga menimbulkan kecemasan. Terdapat teknologi inovatif yang terbukti mampu mengurangi kecemasan berbicara di depan umum yang bernama Virtual Reality. Tujuan penelitian ini adalah menganalisis efektivitas penggunaan virtual reality untuk mereduksi individu yang mengalami Public Speaking Anxiety. Penelitian ini menggunakan metode Systematic Literature Review berdasarkan pedoman PRISMA (Preferred Reporting Items for Systematic Literature Review and Meta-Anaysis). Penelitian ini menghasilkan: 1) Kecemasan berbicara di depan umum dapat dilawan dan diatasi menggunakan teknologi virtual reality karena mampu memfasilitasi kepercayaan diri, 2) Virtual reality memiliki potensi untuk meningkatkan keterlibatan dengan layanan dan meningkatkan efek pengobatan sebelum, selama dan setelah perawatan, 3) Pelatihan virtual reality lebih efektif diterapkan untuk wanita daripada laki-laki. Kesimpulan dalam penelitian ini yaitu teknologi virtual reality terbukti efektif untuk mengurangi kecemasan umum pada mahasiswa. Kata kunci: kecemasan berbicara di depan umum, virtual realtiy, systematic literature review
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Moore, H. Frank, and Masoud Gheisari. "A Review of Virtual and Mixed Reality Applications in Construction Safety Literature." Safety 5, no. 3 (August 12, 2019): 51. http://dx.doi.org/10.3390/safety5030051.

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Over the last decade, researchers have used virtual- and mixed-reality (VR-MR) techniques for various safety-related applications such as training, hazard monitoring, and preconstruction planning. This paper reviews the recent trends in virtual- and mixed-reality applications in construction safety, explicitly focusing on virtual-reality and mixed-reality techniques as the two major types of computer-generated simulated experiences. Following a systematic literature assessment methodology, this study summarizes the results of articles that have been published over the last decade and illustrates the research trends of virtual- and mixed-reality applications in construction safety while focusing on the technological components of individual studies.
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Huang, Bingxin. "Examining Illusory Touch Perception in Virtual Reality among Virtual Reality Users." Journal of Education, Humanities and Social Sciences 26 (March 2, 2024): 1075–80. http://dx.doi.org/10.54097/a9tyq152.

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The phenomenon of illusory touch perception in virtual reality (VR) is a subject of increasing intrigue within online VR communities, where users report experiencing tactile sensations in the absence of direct physical contact, triggered solely by visual stimuli. This paper presents an exploratory study aimed at understanding the underlying mechanisms that contribute to the development of such illusory touch perceptions in immersive virtual environments. Through an online survey targeting VR users, this study collected qualitative data on the nature and frequency of these experiences. The survey was complemented by a review of existing literature on touch perception and multisensory integration, providing a foundational understanding of how sensory information is processed and perceived. The findings suggest that certain visual cues in VR can evoke tactile sensations, a phenomenon that may be enhanced by the immersive quality of the virtual environment and the user's previous sensory experiences and expectations. This paper discusses potential contributors to the phenomenon, such as the realism of the virtual environment, the user's level of immersion and presence, and the congruence of multisensory stimuli. Although this study sheds light on the conditions that may facilitate illusory touch perception in VR, the complexity of human sensory processing necessitates further research. Controlled experimental studies are required to establish a causal relationship between specific factors and the experience of illusory touch in VR, which could have significant implications for the fields of virtual reality and sensory augmentation technology.
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Suma, Tia Nadia. "EFEKTIVITAS VIRTUAL REALITY TERHADAP REHABILITASI CHRONIC ANKLE INSTABILITY: LITERATURE REVIEW." Indonesian Journal of Physiotherapy 2, no. 1 (June 25, 2022): 110. http://dx.doi.org/10.52019/ijpt.v2i1.3324.

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ABSTRAKLatar Belakang: Ankle sprain merupakan cedera yang paling sering terjadi pada populasi aktif. Ankle sprain dapat berkembang menjadi chronic ankle instability yang menimbulkan berbagai permasalahan sehingga menyebabkan keterbatasan fungsional dan mempengaruhi kualitas hidup. Virtual reality menghadirkan simulasi lingkungan interaktif, realistis, menarik dan aman digunakan sehingga bermanfaat untuk meningkatkan kemampuan fungsional penderita chronic ankle instability. Tujuan: Untuk menyajikan bukti terkini terkait efektifitas virtual reality terhadap rehabilitasi chronic ankle instability, seperti kekuatan otot, keseimbangan, stabilitas ankle, dan performa melalui studi literatur. Metode: Literature review dengan framework PICOT(T) (Population, Intervention, Comparison, Outcome, Time, (Type of study)). Pencarian artikel menggunakan 4 database (PubMed Central, PubMed, Proquest, dan Google Scholar) dengan kata kunci yang telah dibuat, seleksi artikel menggunakan flowchart, dan penilaian kritis artikel. Hasil: Hasil keseluruhan pencarian dari 4 database diperoleh 852 artikel. Setelah dilakukan screening berdasarkan kriteria inklusi dan kriteria eksklusi, diperoleh 7 artikel yang menunjukkan efektivitas penggunaan virtual reality terhadap rehabilitasi chronic ankle instability. Kesimpulan: Berdasarkan literature review, mengungkapkan bahwa latihan berbasis virtual reality efektif terhadap rehabilitasi pasien chronic ankle instability. Kata kunci: Chronic ankle instability; Exergame; Functional ankle instability; Virtual reality training ABSTRACTBackground: Ankle sprain is injury that often occur in the active population. Ankle sprain may develop chronic ankle instability which causes various impairments. Therefore, it leads to functional limitations and affects quality of life. Virtual reality provides an interactive, realistic, attractive, and safe environment simulation that is useful for improving physical function of chronic ankle instability patients. Objective: To provide up-to-date evidence related to the effectiveness of virtual reality on chronic ankle instability rehabilitation, such as muscle strengths, balance, ankle stability, and performance through literature review. Methods: A literature review with the PICOT(T) framework (Population, Intervention, Comparison, Outcome, Time, (Type of study)). The method's stages were articles search using 4 databases (PubMed Central, PubMed, Proquest, and Google Scholar with keywords that have been created, articles selection using flowchart, and critical appraisal of articles. Result: There were 852 articles obtained by the overall search of 4 databases. After screening articles based on inclusion criteria and exclusion criteria, 7 journals proved the effectiveness of the use of virtual reality on chronic ankle instability rehabilitation. Conclusion: According to the literature review, virtual reality-based exercise is effective on chronic ankle instability rehabilitation. Keywords: Chronic ankle instability; Exergame; Functional ankle instability; Virtual reality training
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Purnama, Iwan, Arie Wahyu Prananta, and Tiok Wijanarko. "Recent Trends in Virtual Reality for Meaningful and Fun Science Learning: A Systematic Literature Review." Jurnal Penelitian Pendidikan IPA 10, no. 5 (May 25, 2024): 207–13. http://dx.doi.org/10.29303/jppipa.v10i5.7159.

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The use of Virtual Reality in education can revolutionize the learning experience of students through immersive and captivating encounters that can enhance their understanding of the subject can provide a meaningful and enjoyable Virtual Reality experience. Where the research objective is to examine the latest trends in Virtual Reality for meaningful and enjoyable science learning: Systematic Literature Review. The review was conducted based on state-of-the-art methods using the preferred reporting items for reviews and meta-analyses (PRISMA) guidelines. The results of this research explain that there are Learning Trends in the Future, namely: Collaboration, Learning Inspiration from a Young Age, Rapidly Growing Online Learning, Using Virtual Reality for Learning, Learning with AI Technology; Uses of Virtual Reality in science learning: Use of Virtual Reality as a learning medium, Use of Virtual Reality as a competency testing medium, Learning & competency testing in the Film Industry; The essence of science learning: Science as a way of thinking, Science as a way of inquiry, Science as a building of knowledge, Science as a form of interaction between technology and society.
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Liu, Hongxia. "A Literature Review of Virtual Reality in Interpreting Teaching (2012-2023)." World Journal of Educational Research 10, no. 6 (December 6, 2023): p170. http://dx.doi.org/10.22158/wjer.v10n6p170.

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As an important content of metaverse, the integration of virtual reality technology with interpreting teaching has attracted increasingly attention in the field of interpreting research. By screening major journals and databases, based on the application of 19 virtual reality technologies in interpreting teaching in recent 11 years, by a combination of quantitative and qualitative research methods, from five aspects: publication trends, research topics, researchers and levels, research areas, and the design and development of the virtual reality platform, this paper formed an coding analytical framework for a systematic literature review of the application of virtual reality technology in interpreting teaching. Through content analysis to conduct a systematic literature review, it aims to systematically analyze the development trend, hot research topics and mainstream research methods of virtual reality technology applied in interpreting teaching in the past 11 years, and then summarize its research direction and the use of the platform, finally give the problems and suggestions.
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Cherni, Heni, Natacha Métayer, and Nicolas Souliman. "Literature review of locomotion techniques in virtual reality." International Journal of Virtual Reality 20, no. 1 (March 27, 2020): 1–20. http://dx.doi.org/10.20870/ijvr.2020.20.1.3183.

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This study represents a systematic literature review in which we explored the locomotion techniques in virtual reality between 2012 and 2019. We analysed and compared 22 locomotion methods that we have identified in 26 papers included in our review. The objective is to better understand relevant locomotion techniques and their impact on the user experience. The review of the literature has shown a wide range of different locomotion techniques which each technique is characterized by different advantages and drawbacks, but classic locomotion techniques such as joystick outperformed all the proposed technique in the reviewed studies. We also proposed a taxonomy and two types of evaluation for locomotion techniques in virtual environment. These elements provide guidelines that may help researchers to choose the most adapted locomotion technique according to the aim of their study.
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Eduardo Genaro, Luis, and Ticiana Sidorenko De Oliveira Capote. "Use of virtual reality in dentistry: Literature review." Metaverse 2, no. 1 (May 25, 2021): 5. http://dx.doi.org/10.54517/m.v2i1.1799.

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<p>Virtual reality (VR) allows its application in different fields, such as healthcare. In dentistry, this technology has enormous potential, in the educational and clinical setting. Its applications are of growing interest and importance in dentistry, especially in teaching, since it offers interactivity and high effectiveness in learning. In the treatment of dental treatment phobia, this technology is also promising, as it shows satisfactory results, and in the surgical area it has a high potential for complex treatments, allowing predictable and safe results. However, future studies should focus on establishing technological standards with high data quality and on the development of approved applications for clinical routine. Therefore, the aim of this literature review was to provide clarifications on the knowledge and scientific development of VR in dentistry.</p>
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Eduardo Genaro, Luis, and Ticiana Sidorenko De Oliveira Capote. "Use of virtual reality in dentistry: Literature review." Metaverse 2, no. 1 (May 25, 2021): 5. http://dx.doi.org/10.54517/met.v2i1.1799.

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<p>Virtual reality (VR) allows its application in different fields, such as healthcare. In dentistry, this technology has enormous potential, in the educational and clinical setting. Its applications are of growing interest and importance in dentistry, especially in teaching, since it offers interactivity and high effectiveness in learning. In the treatment of dental treatment phobia, this technology is also promising, as it shows satisfactory results, and in the surgical area it has a high potential for complex treatments, allowing predictable and safe results. However, future studies should focus on establishing technological standards with high data quality and on the development of approved applications for clinical routine. Therefore, the aim of this literature review was to provide clarifications on the knowledge and scientific development of VR in dentistry.</p>
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Larkin, Anna. "Virtual Reality & Acute Pain: A Literature Review." Pain Management Nursing 24, no. 2 (April 2023): 237. http://dx.doi.org/10.1016/j.pmn.2023.02.017.

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Lumenta, Deborah Ferdinanda. "PENGGUNAAN TEKNOLOGI VIRTUAL REALITY DALAM PENDIDIKAN KEPERAWATAN JIWA : LITERATURE REVIEW." Nursing Arts 15, no. 1 (August 23, 2021): 7–15. http://dx.doi.org/10.36741/jna.v15i1.136.

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Introduction: In the era of industrial revolution 4.0, distance learning has a strategic role for spreading and equity in higher education, including nursing science. Triggered by the COVID 19 pandemic, nursing education needs to innovate how to achieve the competency without direct contact with patients. This study aimed at exploring the virtual reality method in nursing education, moreover in mental health nursing. Method: The study design is a literature review, using Pubmed as the search engine, continued with literature search from the selected articles, using the following key words: nursing education, virtual reality, competency; and nursing education, virtual reality, and mental health. We selected only English and articles of the recent 10 years Result: Eight articles were selected using the two sets of key words, consisted of 5 articles about nursing education and 3 articles were more on mental health nursing education. The study designs were varied from RCT, review and scoping review, descriptive study, and qualitative study. The context were undergraduate and postgraduate students.. Conclusion: Virtual reality is one candidate in nursing education, especially in mental health nursing education to improve competency among nursing student. Keyword: nursing education; virtual reality; mental health.
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Anisa, Isy, and A. Abdurrachman. "Gambaran Keseimbangan Pada Pasien Post Stroke Setelah Pemberian Latihan Berbasis Virtual Reality: Literature Review." Prosiding Seminar Nasional Kesehatan 1 (December 20, 2021): 1565–71. http://dx.doi.org/10.48144/prosiding.v1i.897.

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AbstractPost-stroke is a condition where the stroke patient has gone through an emergency so that he is in a stable condition. Post-stroke patients can experience various functional limitations, one of which is balance disorders. Patients experiencing this type of disorder can be given balance exercises based on virtual reality. Virtual reality will provide visual, proprioceptive, and auditory stimulation trough computer hardware and software to engage in artificial environments that appear and feel similar to real world objects and events. This study aimed to describe balance of post-stroke patients after being given virtual reality-based exercises. The method used in this study was a literature review analysis with the PICO method. Five articles were obtained to be reviewed from several data bases such as PubMed (n=2) and Google Scholar (n=3). The results of the analysis of the five articles showed that the average age of the respondents was > 60 years; 51.7% were female and 48.3% were male; and the average value of pre-test as well as post-test were 42.1 and 47.2 with an increase of 5.1. In conclusion, there was an increase in the balance of post-stroke patients after undergoing virtual reality-based exercises with significant results. . Therefore, researchers or practitioners are suggested to develop a Virtual Reality method on balance disorders in post-stroke patients in the form of treatment and subsequent research.Keywords: Balance; Post Stroke; Virtual Reality AbstrakPost stroke merupakan kondisi dimana pasien stroke telah melalui keadaan darurat sehingga pasien dalam keadaan stabil. Pasien post stroke dapat mengalami berbagai keterbatasan fungsional salah satunya gangguan keseimbangan yang dapat diberikan latihan keseimbangan berbasis Virtual Reality. Virtual Reality akan memberikan stimulasi visual, proprioseptif, dan pendengaran melalui perangkat keras dan perangkat lunak komputer untuk terlibat dalam lingkungan buatan yang muncul dan terasa mirip dengan objek dan peristiwa dunia nyata. Peneltian ini bertujuan untuk mengetahui gambaran keseimbangan pada pasien post stroke setelah pemberian latihan berbasis Virtual Reality. Metode yang digunakan dalam penelitian ini yaitu analisis literature review dengan metode PICO, didapatkan lima artikel untuk direview dari beberapa data base seperti PubMed (n=2) dan Google Scholar (n=3). Hasil analisis lima artikel didapatkan responden rata-rata usia > 60 tahun dan jenis kelamin perempuan 51,7% dan laki-laki 48,3%, nilai rata-rata pre test dan post test 42,1 dan 47,2 dengan peningkatan sebesar 5,1. Kesimpulannya didapatkan gambaran adanya peningkatan keseimbangan pasien post stroke setelah pemberian latihan berbasis Virtual Reality dengan hasil yang signifikan. Saran untuk peneliti atau praktisi bisa mengembangkan metode Virtual Reality pada gangguan keseimbangan pasien post stroke dalam bentuk treatmen dan penelitian berikutnya.Kata kunci: Keseimbangan; Post Stroke; Virtual Reality
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Wong, Billy Tak Ming, and Kam Cheong Li. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.10036557.

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Li, Kam Cheong, and Billy Tak Ming Wong. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.114516.

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Rudi Hartono, Ade Riyana, Iis Aisyah Citra Dewi, Umi Fatonah, and Desy Ayu Ratna Pangesty. "Education planning analysis using augmented reality, virtual reality, and blockchain." Technium: Romanian Journal of Applied Sciences and Technology 20 (March 5, 2024): 49–55. http://dx.doi.org/10.47577/technium.v20i.10799.

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The development of information technology has changed the educational landscape by providing new opportunities to enhance the learning experience. This article aims to analyze educational planning using advanced technologies such as Augmented Reality (AR), Virtual Reality (VR), and Blockchain. Through this approach, we explore the potential of integrating these technologies in optimizing educational planning, including curriculum management, student performance evaluation, and increased student participation in the learning process. The research method used is a literature study to review literature related to AR, VR, and Blockchain technology in an educational context. The results of the analysis present ideas on how the application of this technology can improve efficiency, effectiveness, and transparency in educational planning. The conclusion of this study highlights the importance of integrating advanced technologies in educational planning to support the achievement of better learning objectives.
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Laelyana, Neneng. "Distraksi Virtual Reality (VR) terhadap Tingkat Nyeri dan Cemas Anak Usia Sekolah yang Dilakukan Tindakan Invasif." Journal of Telenursing (JOTING) 5, no. 1 (June 30, 2023): 1259–68. http://dx.doi.org/10.31539/joting.v5i1.4224.

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This study aims to discover that healthcare technology has innovated in the quality and delivery of care to patients to motivate the promotion of safe, comfortable, and cost-effective care. The method used is a literature review from several online database searches using a research design in the form of a literature review. The results showed that from the six articles reviewed, several themes were obtained, namely 1) Virtual Reality for Pediatric Needle Procedural Pain: Two Randomized Clinical Trials, 2) A Systematic Review and Meta-analysis of virtual reality in Pediatrics: Effects on Pain and Anxiety, carried out meta-analysis, 3) Virtual reality distraction during pediatric intravenous line placement in the emergency department: A prospective randomized comparison study, 4). Virtual reality for pain and anxiety management in children, 5). Effect of an Immersive Virtual Reality Intervention on Pain and Anxiety Associated With Peripheral Intravenous Catheter Placement in the Pediatric Setting A Randomized Clinical Trial, 6). Effectiveness of virtual reality on pain and anxiety management in cancer patients, Literature review. So thus, the involvement of all parties is needed to improve distraction techniques using Virtual Reality during intervention so that it is hoped that it can reduce the pain scale in children according to standard care in every hospital that gets invasive procedures. In conclusion, the Virtual Reality distraction technique has or is very influential on the condition of the child to be carried out or to receive medical procedures. Keywords: School Children, Hospitalization, Pain and Cas Levels, Virtual Reality
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Tsauri, Chamdan Nor Ihwan, Putu Sudira, and Muhammad Irfan Luthfi. "Transforming heavy equipment engineering learning using virtual reality: A literature review and case study." Jurnal Pendidikan Vokasi 14, no. 1 (March 30, 2024): 43–52. http://dx.doi.org/10.21831/jpv.v14i1.61298.

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The transformation of education in Indonesia is influenced by the development of digital technology. Over time, the world of education in Indonesia is able to transform to keep up with developments in the digital era. One form of transformation is learning through virtual reality media. This research aims to explore the impact of virtual reality transformation on learning heavy equipment engineering. The research methods used in this research are case studies and literature. A quantitative approach through quasi-experimental research with a post-test only control group design, was also used to gain a deeper understanding of the impact of virtual reality on learning outcomes. The data obtained was analysed using descriptive methods, qualitative data was analysed using qualitative descriptive, and quantitative data was analysed using quantitative descriptive. The results of the analysis show that learning transformation is needed so that it can be carried out properly in accordance with various environmental conditions. The use of virtual reality in learning heavy equipment engineering encourages digital learning transformation to improve the quality of learning through simulation of practical learning. The use of virtual reality in learning heavy equipment engineering can improve student understanding, although virtual reality transformation cannot fully replace the role of conventional learning because there are some competencies that must be taught directly. Although this research is exploratory, the empirical insights gained can make a valuable contribution as a reference for the development of virtual reality-based learning.
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Muhammad Nur Aiman Doktah @ Mokhtar, Ismahafezi Ismail, Wan Mohd Amir Fazamin Wan Hamzah, Maizan Mat Amin, Fazida Karim, and Addy Putra Md Zulkifli. "Systematic Literature Review of Interior Design in Virtual Reality Environment." Journal of Advanced Research in Applied Sciences and Engineering Technology 34, no. 1 (November 23, 2023): 337–49. http://dx.doi.org/10.37934/araset.34.1.337349.

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The purpose of the current paper is to review the potential interior design in virtual reality environment. Therefore, in this systematic literature review, we analyse findings on virtual reality interior design and disseminate this information as a written overview of current studies. Six papers were selected after 146 papers from Scopus databases were shortlisted and subjected to various inclusion and exclusion criteria. Virtual reality has the potential to be a tool for interior designers when it comes to design. Future research can gather more thorough data by incorporating conference articles and merging information from various databases.
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Md Shamsudin, Nurshamshida, and Melor Md Yunus. "Mirror..mirror on the Wall Are We Real in Reality? Virtual Reality Learning Application in Malaysian Education." Environment-Behaviour Proceedings Journal 7, no. 19 (March 31, 2022): 111–17. http://dx.doi.org/10.21834/ebpj.v7i19.3245.

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Virtual reality has a lot of promise, and its use in education and industry has recently piqued the interest of many in academia. In Malaysian educational environments, there are presently just a few thorough studies on how academics and educationists use immersive virtual reality. Until far, Virtual Reality-based education in Malaysia has received little attention in the literature. This is a systematic literature review paper that follows closely the methodology of PRISMA that consists of rigid and vigorous literature search. Findings showed in virtual reality's use, including not taking into account the best practices for teaching and lack of evaluations Keywords:: Virtual Reality; Learning Environment; Systematic Literature Review eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.
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Navas Colon, Willian Ricardo, Patricio Vladimir Mendez Zambrano, Jorge Fernando Carlozama Puruncajas, and Gladys Veronica Llano Zhinin. "Exploration of virtual reality as a tool for simulating leadership and teamwork situations among university students." Salud, Ciencia y Tecnología 4 (May 5, 2024): 1017. http://dx.doi.org/10.56294/saludcyt20241017.

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In the current educational context, virtual reality emerges as a revolutionary tool. By immersing students in immersive simulated environments, it facilitates deep understanding of abstract concepts and practical application of knowledge. The present study seeks to analyze the application of virtual reality as a tool to improve leadership and teamwork skills among university students through a literature review. A literature review of existing literature on the topic of virtual reality and its application in higher education was carried out, focusing specifically on studies that address the simulation of leadership and teamwork situations. Relevant research that provided insight into the benefits and challenges of VR in this context was selected and reviewed. The results of the literature review revealed a variety of studies that support the potential of virtual reality to improve the leadership and teamwork skills of university students. Virtual reality has been found to provide immersive experiences, safe environments, and immediate feedback that promote the development of these skills. However, challenges such as assessing the impact and accessibility of the technology have also been identified.
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Sindu, I. Gede Partha, Rukmi Sari Hartati, Made Sudarma, and Nyoman Gunantara. "Systematic Literature Review of Machine Learning in Virtual Reality and Augmented Reality." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 12, no. 1 (March 31, 2023): 108–18. http://dx.doi.org/10.23887/janapati.v12i1.60126.

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This study aims to conduct a systematic literature review on machine learning methods used in virtual reality (VR) and augmented reality (AR). The method proposed in the SLR consists of three main phases: planning, conducting, and reporting. Researchers used data obtained through Google searches sourced from IEEE Xplore, Springer, Science Direct, Scopus, and Web of Science. The application of inclusion and exclusion criteria is used to select documents. The findings from this study consist of countries involved in machine learning research in the VR and AR fields, machine learning methods, technology used, and work sectors that use machine learning in the VR and AR fields. The results also show that when the machine learning method is used in VR and AR applications, the main advantages are high efficiency and algorithm precision. Moreover, this research observes that machine learning is the most widely applied artificial intelligence scientific technique in VR and AR applications. The results of this systematic literature review show that the combination of machine learning and VR and AR methods contributes to trends, opportunities, and applications in the fields of engineering, arts, education, industry, medicine, tourism, and technology
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Noorazzahrawani Abdul Rani, Mohd Ekram AlHafis Hashim, and Muhammad Zaffwan Idris. "Literature Survey: The Potential of Integrating Immersive Experience and Aesthetic Experience in Virtual Reality Historical Event." Journal of Advanced Research in Applied Sciences and Engineering Technology 33, no. 3 (November 9, 2023): 112–23. http://dx.doi.org/10.37934/araset.33.3.112123.

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This study intends to explore the potential of integrating of two major theories that stemmed from two entirely different disciplines, namely the human-computer interaction and the arts. Indeed, there are vast gaps when two different theories, such as technology and art, are to be unified to develop a new element that complements to both disciplines. Empirically, virtual reality as immersive technological innovations are progressively developed and evaluated among various disciplines. Virtual reality technically is customarily to immersive experience as a measurement tool while virtual three-dimensional animated environment in virtual reality is an aesthetic object that requires an aesthetic-friendly method as its measurement tool. The proposition of evaluation is to measure the user immersive experience and aesthetic experience when dealing with an art object that imbues with digital technology. Therefore, an integrative multidimensional evaluation is required to evaluate virtual reality environment. This study uses scientific literature survey which research papers are retrieved from Google Scholar, ScienceDirect, and Scopus. Thus, this paper reports on the potentials of integrating the immersive experience and aesthetic experience theories to evaluate a virtual reality historical event. It explains the concept of immersive experience and aesthetic experience in immersive virtual reality applications in general and museum digital preservation practices in particular. Then focuses on the concept idea of how to integrate immersive experience and aesthetic experience in virtual reality historical event application by discovering the construct and element from both theories. Thus, the finding unveils the possibilities of integration immersive experience and aesthetic experience in terms of integrating the construct and elements, contributing to contemplate new possibilities and discoveries in both fields and become catalysts for future research. This initial concept idea could become fundamental conceptual design reference of developing virtual reality system in museum context used by designers, developers and museum professionals. In the conclusion, this study concluded that there is a significant and lucrative potential to integrate both theory in developing immersive virtual reality systems. Hence recommend to a new integrative framework development that is applicable to immersive product development.
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Wadjdi, Farid, and Yuliza Yuliza. "Augmented and Virtual Reality in HRM Development." Jurnal Penelitian Pendidikan IPA 9, no. 11 (November 25, 2023): 1137–41. http://dx.doi.org/10.29303/jppipa.v9i11.5333.

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The purpose of this study is to describe the use of virtual and augmented reality in the field of HRM. The growing interest in virtual and augmented reality applied to HR development. The application of virtual and augmented reality to human resources management and development is also underway. This review is literature study with an elaborative approach. This approach is a methodological effort by organizing the logic flow of the discussion with various compatible literature sources. Reliable literature sources come from journals, books, articles, and other sources relevant to this discourse. The results show that virtual and augmented reality in human resources management and development is still in a very early stage, requiring more in-depth research. This study found that VR and AR can be successfully used in improving workers’ productivity, enhancing employee training, reducing costs, making worksites safer and closing the skills gap more effectively and efficiently.
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Brij, Yassine, and Hicham Belhadaoui. "Virtual and Augmented Reality in school context: A literature review." E3S Web of Conferences 297 (2021): 01027. http://dx.doi.org/10.1051/e3sconf/202129701027.

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Virtual and Augmented reality has established itself in many sectors including education. The virtual is progressively entering the classrooms. MOOCs (Massive Open Online Course), those online interactive lessons available for all, are useful tools to complete the traditional school system. There are also more and more e-learning platforms that propose online lessons and follow-up for any student. Immersive contents appear as playful alternatives to traditional lectures. But, the integration of VR/AR equipment in classrooms raises questions. What is the place of augmented and virtual reality in education and teaching? In order to be able to answer this important question, our article takes place as the result of a literature review on the field of virtual and augmented reality in education. Our objective, first of all, to deepen our knowledge domain in order to provide the necessary answers to « the question », and, secondly, to identify principles that can guide the design of educational artefacts in virtual and augmented reality. The methodology of the literature review is based on the EPPI method (Evidence for Policy and Practice Information and Co-ordinating). Results will be presented by themes such as motivation, immersion, collaboration, and design.
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Markelova, E. S., V. R. Safonova, and I. Liu. "AUGMENTED AND VIRTUAL REALITY IN THE FASHION INDUSTRY: LITERATURE REVIEW." ECONOMIC VECTOR 2, no. 37 (June 2024): 46–52. http://dx.doi.org/10.36807/2411-7269-2024-2-37-46-52.

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The paper presents the main approaches to the definition of the concepts of "augmented reality" and "virtual reality", describes their key advantages and disadvantages. The authors propose their own definitions of these concepts, developed taking into ac-count the advantages and disadvantages of existing approaches. The paper also pre-sents a comparative analysis of augmented and virtual reality technologies. The main advantages and disadvantages of using these technologies are identified, and the goals of their use are formulated. Based on the conducted research, the authors deter-mine the type of technology that is most suitable for the development of such a digital tool as a virtual fitting room.
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Amaliya Fradinata, Suci, Netrawati, and Yeni Karneli. "PENERAPAN TERAPI REALITA UNTUK MENGATASI KENAKALANREMAJA PADA SISWA BROKEN HOME." Jurnal Ilmu Pendidikan dan Sosial 1, no. 4 (December 31, 2022): 431–37. http://dx.doi.org/10.58540/jipsi.v1i4.90.

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We still encounter many students at school who often commit acts that violate school rules, in other words, there are juvenile delinquents. The existence of juvenile delinquency behavior needs to get special attention and approach. In this paper the author offers an approach or reality counseling to overcome the phenomenon of juvenile delinquency in students due to broken homes. The purpose of this counseling practice is to find out the efforts and success in dealing with broken home juvenile delinquency through reality counseling. The method used is a literature review or also called a literature review where a study makes descriptions of reading sources, be it books, journals, articles, and magazines. Literature review or called a literature review or literature review, a literature review is a description or description of literature that is relevant to a particular field or topic. The findings of this research are the counselor invites the counselee to understand and make the counselee aware that the condition of a broken home does not always have to be used as an excuse for the counselee to commit acts of delinquency as a way of fulfilling their basic needs. Reality counseling helps counselees face reality and meet basic needs without harming themselves or others. The counselee is invited to act realistically according to the fact that he is in a family environment that is not conducive to meeting his needs.
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Junaini, Syahrul Nizam, Ahmad Alif Kamal, Abdul Halim Hashim, Norhunaini Mohd Shaipullah, and Liyana Truna. "Augmented and Virtual Reality Games for Occupational Safety and Health Training: A Systematic Review and Prospects for the Post-Pandemic Era." International Journal of Online and Biomedical Engineering (iJOE) 18, no. 10 (July 26, 2022): 43–63. http://dx.doi.org/10.3991/ijoe.v18i10.30879.

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In recent decades, the usage of augmented reality (AR) and virtual reality (VR) games for safety training and rehabilitation has grown exponentially. However, no systematic literature review of the research trends in augmented and virtual reality (AR/VR) for Occupational Safety and Health (OHS) training has been carried out. The authors conducted a comprehensive review of the relevant literature published between 2016 and 2020. This analysis was guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). The Scopus database contained 1031 records. However, only 12 papers matched the inclusion criteria and were included in this review. According to the findings, the use of augmented and virtual reality for safety training and rehabilitation has been progressively growing. With robust research trends in this field—in the post-pandemic era, the use of augmented reality and virtual reality games has promising potential, especially for safety training and rehabilitation. This study provides critical insights into how augmented reality and virtual reality may impact the future of safety training and rehabilitation at the workplace.
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Supit, Milita Familya, and Dini Nur Alpiah. "EFEKTIVITAS INTERVENSI BERBASIS VIRTUAL REALITY TERHADAP FUNGSIONAL LENGAN PADA LUKA BAKAR : LITERATURE REVIEW." Binawan Student Journal 5, no. 1 (April 30, 2023): 47–59. http://dx.doi.org/10.54771/bsj.v5i1.870.

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Luka bakar merupakan masalah yang umum terjadi pada semua rentang usia dengan prevelensi 1,3% di Indonesia. Luka bakar menjadi penyebab utama cedera pediatrik dan berkontribusi terhadap lebih dari 90% kematian anak akibat cedera. Bagian yang rentan adalah tangan. Luka bakar pada tangan dapat mempengaruhi kehidupan individu. Intervensi berbasis virtual reality merupakan metode penanganan luka bakar dalam meningkatkan kemampuan fungsional individu lengan dengan luka bakar. Penelitian ini bertujuan untuk mengetahui efektivitas intervensi berbasis virtual reality terhadap fungsional lengan pada pasien luka bakar. Penelitian literature review dilakukan dengan menggunakan pencarian PICO di database seperti Google Scholar, Science Direct, dan Pubmed. Didapat 5 jurnal yang memenuhi kriteria dan menyatakan bahwa intervensi berbasis virtual reality menunjukkan efek yang signifikan terhadap peningkatan fungsional lengan dan rentang gerak individu dengan luka bakar. Dapat disimpulkan bahwa intervensi berbasis virtual reality efektif dalam perbaikan fungsional dan peningkatan rentang gerak.
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Frolovičeva, Valērija. "Differentiated Learning in the Context of Immersive Technologies." International Journal of Smart Education and Urban Society 13, no. 1 (January 2022): 1–10. http://dx.doi.org/10.4018/ijseus.297069.

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This article includes a literature review about the impact of fully immersive virtual reality experiences on a students’ well-being, focusing on side effects such as cybersickness and depersonalization-derealization disorder. The purpose of this article is to emphasize the importance of some aspects of pedagogical work, in case of using virtual reality technology, such as the importance of educators being informed about the reasons why a student may not want to use virtual reality technology, significance of ability to understand student’s reactions during virtual reality experience, the possibility to offer alternatives and find the best solutions, so student can have the most positive and safe virtual reality learning experience. Therefore, this article raises the question of the need for a differentiated learning in the context of extended reality technologies in school education, identifying several possible alternatives such as desktop virtual reality and augmented reality to fully immersive virtual reality.
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Samukhin, Anton H. "Iconic Images of Virtual Reality in Popular Culture." Observatory of Culture, no. 6 (December 28, 2015): 8–13. http://dx.doi.org/10.25281/2072-3156-2015-0-6-8-13.

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The article analyzes the history of virtual reality images’ emergence and development in popular culture. The images of the virtual reality are considered in the context of the influence exerted upon them by philosophy of technology as well as by the conceptions of technological optimism and technological pessimism. Ideological roots of the virtual reality images can be traced in the field of utopian literature and futurology. Popular books and movies about virtual reality have served as the main source material for this analysis.
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Suryawinata, B. A., and Y. Mariana. "The Role of Virtual Reality in Green Building Design." IOP Conference Series: Earth and Environmental Science 998, no. 1 (February 1, 2022): 012037. http://dx.doi.org/10.1088/1755-1315/998/1/012037.

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Abstract Green buildings have now become the basis of the ideal sustainable development. The application of the green building concept can be seen from three points of view, namely environmental, economic, and social aspects. Virtual Reality allows researchers to conduct realtime analytical studies of green building indicators and compare them with scenarios at the next design stage. This paper discusses the role of Virtual Reality in green building. The methodology in this paper uses a literature study research method, the data obtained are compiled, analysed, and concluded, to get a conclusion about the role of Virtual Reality in green building. From several literature studies, there are many things that can be done by Virtual Reality technology in applying the concept of green building.
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YATA, Tsutomu, Mitsuru SENDA, and Tetsuya HONDA. "CHILDREN'S PLAY SPACES IN REALITY WORKS OF MODERN JUVENILE LITERATURE." Journal of Architecture and Planning (Transactions of AIJ) 64, no. 518 (1999): 223–28. http://dx.doi.org/10.3130/aija.64.223_3.

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Beusterien, John. "READING CERVANTES: A NEW VIRTUAL REALITY." Comparative Literature Studies 43, no. 4 (January 1, 2006): 428–40. http://dx.doi.org/10.2307/25659544.

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Beusterien, John. "Reading Cervantes: A New Virtual Reality." Comparative Literature Studies 43, no. 4 (January 1, 2006): 428–40. http://dx.doi.org/10.2307/complitstudies.43.4.0428.

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Beusterien, John. "Reading Cervantes: A New Virtual Reality." Comparative Literature Studies 43, no. 4 (2006): 428–40. http://dx.doi.org/10.1353/cls.2007.0011.

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Bielsa, V. Fuertes. "Virtual reality simulation in plastic surgery training. Literature review." Journal of Plastic, Reconstructive & Aesthetic Surgery 74, no. 9 (September 2021): 2372–78. http://dx.doi.org/10.1016/j.bjps.2021.03.066.

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