Academic literature on the topic 'Virtual reality (VR)'
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Journal articles on the topic "Virtual reality (VR)"
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.
Full textHite, Rebecca. "Virtual Reality." American Biology Teacher 84, no. 2 (February 1, 2022): 106–8. http://dx.doi.org/10.1525/abt.2022.84.2.106.
Full textAnggraini, Sazkia Noor. "Brings Reality Through Virtual Reality." IMOVICCON Conference Proceeding 1, no. 1 (July 3, 2019): 131–43. http://dx.doi.org/10.37312/imoviccon.v1i1.15.
Full textLittfinski, Daniel, and Alexander Verl. "Virtual Reality in der Steuerungstechnik/Virtual reality in control engineering." wt Werkstattstechnik online 112, no. 09 (2022): 552–58. http://dx.doi.org/10.37544/1436-4980-2022-09-24.
Full textCharchit Chouhan, Chanchal Rathore, Prahalad Jat, Renu Bhojak,. "Virtual Reality: Review." Tuijin Jishu/Journal of Propulsion Technology 44, no. 1 (November 24, 2023): 117–21. http://dx.doi.org/10.52783/tjjpt.v44.i1.2219.
Full textStone, Heather, Manyu Li, Kenneth A. Ritter III, and Terrence L. Chambers. "Virtual Reality." International Journal for Innovation Education and Research 8, no. 8 (August 6, 2020): 101–11. http://dx.doi.org/10.31686/ijier.vol8.iss8.2498.
Full textCitrini, Renato, Ricardo Laganaro, and Marcos Alves. "MAKING VIRTUAL REALITY (VR) A REALITY!" SET EXPO PROCEEDINGS 2017, no. 1 (August 1, 2017): 29–30. http://dx.doi.org/10.18580/setep.2017.8.
Full textKaltenborn, K. F., and O. Rienhoff. "Virtual Reality in Medicine." Methods of Information in Medicine 32, no. 05 (1993): 407–17. http://dx.doi.org/10.1055/s-0038-1634953.
Full textZeng, 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 textBamodu, Oluleke, and Xu Ming Ye. "Virtual Reality and Virtual Reality System Components." Advanced Materials Research 765-767 (September 2013): 1169–72. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1169.
Full textDissertations / Theses on the topic "Virtual reality (VR)"
Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.
Full textHeimonen, Magnus. "Virtual Musicality : Soundtrack enters VR." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.
Full textZhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.
Full textMaster of Fine Arts
Immunology Virtual Reality is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogen invasions at an infection site in the human body. It explores levels of interactivity and storytelling in educational VR and their impact on learning.
Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.
Full textIjaz, Kiran. "VR-rides: Immersive virtual reality for health and wellbeing." Thesis, University of Sydney, 2019. https://hdl.handle.net/2123/23398.
Full textLundgren, Kristoffer. "VR Museum Experience." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80669.
Full textMuseum Anna Nordlander är en del av Skellefteå Museum och är inriktat på konstnären Anna Nordlander. Målet med projektet var att utveckla en VR upplevelse centrerad kring Anna Nordlander och en av hennes konstverk. Innehållet i upplevelsen spelades in och skickades till utvecklarna från Museum Anna Nordlander. Syftet var att skapa ett spelbart demo med funktioner som ljuduppspelning, interagerbara objekt, och en modulärt tillvägagångssätt vilket skule tillåta framtida tillskott till projektet. Denna artikel använder sig också av användartester för att undersöka hur några av designvalen påverkar användarupplevelsen. Specifikt sett hur våra val påverkar användarna fysikt, hur prevalent vanliga VR-symptom är i produkten. För att samla in den nödvändiga datan gjordes tester med både Oculus GO och Oculus Quest. Användartesterna visade att room-scale tracking är en viktig function för att minska obehag och illamående bland användarna, och att rörelse genom teleportering inte är en bra lösning för Oculus GO. Resultatet är ett spelbart demo som innehåller allt innehåll som utvecklarna fick samt alla funktioner som efterfrågades. Projektet är också tänkt att vara modulärt och lätt att fortsätta arbeta på i framtiden.
Bramstedt, Robert. "Notifikationsmodeller i virtuell verklighet vid träning inför akuta situationer : En jämförelse mellan två grafiskt presenterade notifikationsmodeller." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-98412.
Full textPelánek, Lukáš. "Virtuální prohlídka ve VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403818.
Full textRuggenthaler, Dominik, and Maximilian Waidhofer. "Business of “another World” – Virtual Reality (VR) : “Influence of Virtual Reality on the competitive advantage for firms”." Thesis, Högskolan i Gävle, Avdelningen för ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-24410.
Full textDurnell, Linda A. "Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360?" Thesis, Fielding Graduate University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10747522.
Full textEmotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360° Immersive technology is being used to provoke emotion and move millions of people to action. Because organizations and filmmakers are exploring more ways to use the immersive technology of VR and 360-degree video to evoke emotion, it is important to investigate what emotional reactions are experienced. Both VR and 360° fall under the category of immersive media and the terms are used interchangeably in this study. NVivo 11 is used for the analysis of 1,700 Twitter texts between the years 2015 and 2017 after people view the crisis Clouds Over Sidra in VR/360°. The appraisal theory of emotion serves as the framework to explore the interpretation of the subject’s emotional reactions. Sentiment and thematic analysis reveal (a) an increase in empathy, (b) reports of emotional reactions including feelings of sadness, grief and anger, (c) greater understanding of the crisis (d) intentions to act related to the crisis, (e) importance of VR/360° for educational use, and (f) the power of VR/360° and its ability to alter fields of education, humanitarian work, and politics. This study finds the immersive experience of viewing a crisis in VR/360° generates a range of highly emotional reactions. It is an important goal to understand the role VR/360° plays in generating emotional reactions and behavioral change, particularly in view of the accelerating development of emotional VR/360° content and people’s access to immersive technology.
Books on the topic "Virtual reality (VR)"
Doerner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual and Augmented Reality (VR/AR). Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2.
Full textDörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR/AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1.
Full textDörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR / AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3.
Full textOrel, Marko. Collaboration Potential in Virtual Reality (VR) Office Space. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-08180-4.
Full textVirtual reality insider: Guidebook for the VR industry. 2nd ed. [Berkeley, California]: New Dimension Entertainment, 2015.
Find full textKim, Sŏn-ho. VR chŏnŏllijŭm yŏn'gu. Sŏul T'ŭkpyŏlsi: Han'guk Ŏllon Chinhŭng Chaedan, 2016.
Find full textAI agents in virtual reality worlds: Programming intelligent VR in C++. New York: John Wiley, 1996.
Find full textWorkshop, GI-Fachgruppe VR/AR. Virtuelle und erweiterte Realität: 1. Workshop der GI-Fachgruppe VR/AR. Aachen: Shaker, 2004.
Find full textSpagno, Christian. Immersive VR projection system with simultaneous image acquisition using active projection screens. Konstanz: Hartung-Gorre, 2003.
Find full textIEEE Virtual Reality Conference (2004 Chicago, Ill.). VR 2004: IEEE Virtual Reality 2004 : proceedings : Chicago, Illinois, March 27-31, 2004. Piscataway, N.J: IEEE, 2004.
Find full textBook chapters on the topic "Virtual reality (VR)"
Jones, Sarah, Steve Dawkins, and Julian McDougall. "Understanding VR." In Understanding Virtual Reality, 53–54. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367337032-7.
Full textMacIntosh, Verity. "Understanding VR Audiences." In Understanding Virtual Reality, 66–85. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367337032-9.
Full textVince, John. "VR Hardware." In Introduction to Virtual Reality, 69–90. London: Springer London, 2004. http://dx.doi.org/10.1007/978-0-85729-386-2_5.
Full textVince, John. "VR Software." In Introduction to Virtual Reality, 91–115. London: Springer London, 2004. http://dx.doi.org/10.1007/978-0-85729-386-2_6.
Full textVince, John. "VR Applications." In Introduction to Virtual Reality, 116–38. London: Springer London, 2004. http://dx.doi.org/10.1007/978-0-85729-386-2_7.
Full textLeigh, Jason. "Travel in Virtual Reality." In VR Developer Gems, 229–42. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21598-13.
Full textCordar, Andrew, Yao Heng, Fatemeh Tavassoli, Jeffrey Wood, and Benjamin Lok. "Making Virtual Reality Social." In VR Developer Gems, 271–88. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21598-15.
Full textBaruah, Rakesh. "Movement in VR." In Virtual Reality with VRTK4, 293–345. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5488-2_9.
Full textBucher, John. "Characters in VR." In Storytelling for Virtual Reality, 133–57. New York and London : Routledge, Taylor & Francis Group, 2018.: Routledge, 2017. http://dx.doi.org/10.4324/9781315210308-6.
Full textGutiérrez A., Mario A., Frédéric Vexo, and Daniel Thalmann. "Other VR Applications." In Stepping into Virtual Reality, 235–45. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-36487-7_15.
Full textConference papers on the topic "Virtual reality (VR)"
Shim, Hyunjung, and Seungkyu Lee. "Automatic color realism enhancement for virtual reality." In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180881.
Full textBlascovich, James J. "Capstone presentation: Isn't all reality really virtual?" In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180865.
Full textBolas, Mark, Perry Hoberman, Thai Phan, Palmer Luckey, James Iliff, Nate Burba, Ian McDowall, and David M. Krum. "Open virtual reality." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549423.
Full textRoth, Daniel, Jean-Luc Lugrin, Dmitri Galakhov, Arvid Hofmann, Gary Bente, Marc Erich Latoschik, and Arnulph Fuhrmann. "Avatar realism and social interaction quality in virtual reality." In 2016 IEEE Virtual Reality (VR). IEEE, 2016. http://dx.doi.org/10.1109/vr.2016.7504761.
Full textShimizu, Koichi, Makoto Sato, Koichi Hirota, Michiteru Kitazaki, Gaku Sueta, Kentaro Yamaoka, Kazuki Sawamura, et al. "FiveStar VR." In SIGGRAPH Asia 2018 Virtual & Augmented Reality. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3275495.3275502.
Full textLeao, Crystian Wendel M., Joao Paulo Lima, Veronica Teichrieb, Eduardo S. Albuquerque, and Judith Kelner. "Altered reality: Augmenting and diminishing reality in real time." In 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759477.
Full textHvass, Jonatan S., Oliver Larsen, Kasper B. Vendelbo, Niels C. Nilsson, Rolf Nordahl, and Stefania Serafin. "The effect of geometric realism on presence in a virtual reality game." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892315.
Full textWeidner, Florian, Anne Hoesch, Sandra Poeschl, and Wolfgang Broll. "Comparing VR and non-VR driving simulations: An experimental user study." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892286.
Full textLeao, Crystian Wendel M., Joao Paulo Lima, Veronica Teichrieb, Eduardo S. Albuquerque, and Judith Kelner. "Demo — Altered reality: Augmenting and diminishing reality in real time." In 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759497.
Full textSouthard, Dylan, Elijah Allan-Blitz, Jordan Halsey, Christina Heller, and Artemis Joukowsky. "Defying the Nazis VR." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892365.
Full textReports on the topic "Virtual reality (VR)"
Witt, Theresia. Virtual Reality in kirchenpädagogischen Bildungsprozessen. Otto-Friedrich-Universität, 2023. http://dx.doi.org/10.20378/irb-89777.
Full textErvin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), September 2022. http://dx.doi.org/10.21079/11681/45502.
Full textD'Sousa, Angelina, Doris H. Kincade, and Peggy P. Quesenberry. Virtual Reality (VR): Is This New Technology Viable for Fashion Retailers? Ames (Iowa): Iowa State University. Library, January 2019. http://dx.doi.org/10.31274/itaa.8781.
Full textSymonenko, 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.], February 2020. http://dx.doi.org/10.31812/123456789/3759.
Full textJahanshahi, Mohammad, Shirley J. Dyke, Luis David Fernandez Vasquez, Nikkhil Vijaya Sankar, and Yu-Ting Huang. Investigating Consistency Among Bridge Inspectors Using Simulated Virtual Reality Testbed. Purdue University, 2023. http://dx.doi.org/10.5703/1288284317660.
Full textSemerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.
Full textIm, Hyunjoo, and Minjung Park. An Exploratory Study of Shopper Perception and Shopping Duration in a Virtual Reality (VR) Store. Ames: Iowa State University, Digital Repository, November 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1491.
Full textOsadchyi, 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.], November 2020. http://dx.doi.org/10.31812/123456789/4417.
Full textLavrentieva, Olena O., Ihor O. Arkhypov, Olexander I. Kuchma, and Aleksandr D. Uchitel. Use of simulators together with virtual and augmented reality in the system of welders’ vocational training: past, present, and future. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3748.
Full textShamonia, 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.
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