Academic literature on the topic 'Virtual reality (VR)'

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Journal articles on the topic "Virtual reality (VR)"

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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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Hite, 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.

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Virtual Reality (VR) is an emerging technology that provides K–12 students with unique experiences for robust science learning by transporting them to a virtual world where they may engage directly with scientific phenomena. This is because VR creates lifelike three-dimensional spaces where students can manipulate objects; hear, see, and sometimes feel the environment; and explore places that mimic attributes of the real world. VR holds great utility in science education by engaging students in science topics that may be otherwise inaccessible to them in the real world. This inaccessibility may stem from the content (being too small, large, or abstract), safety issues (too hazardous or dangerous), not having access to the materials in their context, possessing physical or cognitive disabilities where they need to do the activity repeatedly or differently, or having cultural, religious, or ethical concerns related to conducting specific science experiments. This commentary discusses how three key types of VR hardware (VR viewers, desktop VR systems, and head-mounted displays) can be incorporated into science standards, curriculum, and instruction by delineating the pros and cons of each. The commentary concludes with specific, stepwise guidance in ideating, designing, and implementing VR-based experiences for K–12 students in the science classroom.
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Anggraini, 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.

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Film festival is a place to convey specific film for specific purposes. Festival nowadays were broaden their medium, not only on screen but also involved more audience with new technology mobile devices. As the longest running documentary film festival in Indonesia, Festival Film Dokumenter (FFD) have been concern about the impact of film screenings to the audience. Since 2016, FFD have been intend to using several medium to convey disability rights awareness. FFD conducted the program Virtual Reality (2016) and The Feelings of Reality (2018). Both of those program were using Virtual Reality (VR) technology during the festival showcase. In 2016 program, the audience even placed in the replica setting to have a similar situation with people with epilepsy. VR is the new attempt to brings the new documentary experience. This technology lead the impression of reality to the audience. VR known as a device that can enhance the audience cinematic experience. In documentary filmmaking, which always closely associated with the depiction of reality - in a way, the VR technology can provide different perspective on perceiving documentary. In documentary screenings, VR have a powerful strength on bringing the reliable reality which closer to the audience. Festival offers the discourse on watching the documentary into experiencing the documentary using VR. This paper will discuss about how festival provide alternative medium to present disability issue to the public. Vice versa, how audience raised their awareness through VR technology. This study conducted in qualitative impact study that focused on in-depth interview with both festival organizer/programmer and audience. This study found out that VR technology identically constructed the reality. This method is the most effective way to raising the awareness because people would feel how to live with disability closely and clearly. Rather than just watching a film, experiencing disability through VR prove a different impression to the audience. By presenting the actual condition of people with disability, VR succeed to give more heightened impact and awareness on this issue.
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Littfinski, 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.

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Dieser Beitrag stellt ein Konzept für die Integration von interaktiven Simulationsmodellen in einer Virtual-Reality (VR)-Simulationsumgebung vor. Dabei werden die Simulationsmodelle aus der virtuellen Inbetriebnahme (VIBN) von Produktionsanlagen betrachtet. Ein Ziel der erweiterten VIBN mithilfe von einer VR besteht darin, die Lücke zwischen VIBN und der realen Inbetriebnahme zu schließen. Damit das vorhandene VIBN-Modell möglichst einfach in der VR-Visualisierung integriert werden kann, ist es essenziell, eine Durchgängigkeit des Simulationsmodells im Engineering zu gewährleisten. Aus diesem Grund wird auf das bestehende Austauschdatenformat „AutomationML“ eingegangen. This paper presents a method for integrating interactive simulation models into a virtual reality (VR) simulation environment. To this end, simulation models from virtual commissioning (VIBN) of production plants are considered. One goal of enhanced VIBN using VR is to close the gap between VIBN and real commissioning. To integrate the existing VIBN model as easily as possible into the VR visualization, it is essential to ensure engineering continuity for the simulation model. For this reason, the existing exchange data format AutomationML will be discussed.
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Charchit 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.

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Recant years have witnessed considerable progrеss in Virtual Rеality (VR) technology, influencing divers’ areas along with gaming, hеalthcarе, and еducation. Wе providе an ovеrviеw of thе prеsеnt reputation of VR tеchnology, its usеs, and thе obstaclеs it еncountеrs Furthеrmorе, on a daily basis, we explore the effects VR has on a person's mind and body individuals. Our findings suggеst that dеspitе VR’s еnormous potеntial, thеrе arе considеrablе challеngеs to addrеss, which include movement sicknеss, high еxpеnsеs, and issuеs of accеssibility. However, with continued research and innovation, VR is on the verge of disruption and will reshape the way we interact with digital spaces.
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Stone, 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.

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The diversity of learners within education is neither linear nor constant. Educators are challenged to be responsive and understanding when encouraging learners to construct meaning while adhering to stringent standards. The objective of this study is to integrate science standards into authentic learning experiences, created in both a traditional teaching method and virtual reality (VR) platform, for 8th grade middle school students in Lafayette, Louisiana. The authentic experiences were based on oral histories of the residents of Isle de Jean Charles, Louisiana, who have lost 98% of their ancestral homeland since 1955. These experiences were then tied to the National Science Standards (8-MS-ESS1-4, 8-MS-ESS2-2, and 8-MS-ESS3-1). The students were split into two groups and given either a PowerPoint or VR experience, both having the same content. The researchers tracked engagement, focus, interest, and how important the students thought the content was. Using an experimental approach, the researchers also gave a pre- and posttest to determine if the VR experience resulted in better academic learning than a regular, PowerPoint-based lecture. The students were also asked to comment on their experience of the PowerPoint versus the VR and describe what their experience.
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Citrini, 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.

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Kaltenborn, 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.

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AbstractVirtual reality (VR), as part of computer science, allows computer-based models of the real world to be generated, and provides humans with a means to interact with these models through new human-computer interfaces and, thus, to nearly realistically experience these models. This contribution explores the technical requirements for VR, describes technological advances and deficits, and analyzes the framework for future technological research and development. Although some non-medical applications are discussed, this contribution focuses primarily on medical applications of VR and outlines future prospects of medical VR applications. Finally, possible hazards arising from the use of VR are discussed. The authors recommend an interdisciplinary approach to technology assessment of VR.
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Zeng, Lijia, and Xiang Dong. "Artistic Style Conversion Based on 5G Virtual Reality and Virtual Reality Visual Space." Mobile Information Systems 2021 (May 29, 2021): 1–8. http://dx.doi.org/10.1155/2021/9312425.

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With the rapid development of digital information technology, virtual reality (VR) and VR visual space technology have become important branches in the field of computer 5G. Their application research has attracted more and more attention, and their practical value and application prospects are also very broad. This paper mainly studies the artistic style conversion based on 5G VR and VR visual space. This paper starts from the two concepts of VR technology and VR vision, analyzes the development process and characteristics of the two, discusses the possibility and inevitability of the fusion of the two, and leads to the space art produced by the fusion of VR technology and VR vision. This kind of art space gives people an “immersive” experience. This paper analyzes multiple immersive experience works, analyzes its multi-sensory and multi-technical spatial art style transformation form, and summarizes the advantages and disadvantages of the current art style transformation form based on 5G VR and VR visual space, with a view to the future development of VR immersion for reference. This paper analyzes the ease-of-use indicators. The experimental results show that, except for the sensory experience indicators, the average values of other indicators are less than 1. This is a project with better ease of use, and the use of 5G VR and VR vision technology can improve the transformation of space art style.
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Bamodu, 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.

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This paper is a synoptic review of virtual reality, its features, types, and virtual reality systems, as well as the elements of the VR system hardware and software, which are essential components of virtual reality systems.
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Dissertations / Theses on the topic "Virtual reality (VR)"

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Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.

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The goal of this thesis is to learn about virtual reality and the aspects of the development for this platform. The next goal is to find well suited development environment for the application and test the capabilities and limits of them both. The thesis will be completed by designing, implementing and then testing the aplication using knowledge learnt.
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Heimonen, 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.

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Virtual Reality (VR) can potentially transport the user to another world. Outside of VR, musical soundtrack is usually placed outside of the scene, referred to as non-diegetic sound. In VR, this could potentially break immersion. Other ways to implement music have to be tested. A test was created consisting of three scenes with a wide selection of “listening modes”, or musical configurations. The listening modes ranged from non-diegetic stereo music via headphones to diegetic, played from speakers inside the VR spaces. 10 respondents played through the scenes in VR, experiencing every listening mode. Respondents then replied to a questionnaire gathering their thoughts on their experience. Results showed that immersion improved the more the experience corresponded to expectations from outside of VR. Non-diegetic listening modes were considered less immersive than diegetic listening modes. This study lays a basic foundation for further research on music in VR with initial guidelines for proper implementation.
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Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.

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Immunology Virtual Reality (VR) project is an immersive educational virtual reality experience that intends to provide an informal learning experience of specific immunology concepts to college freshmen in the Department of Biological Sciences at Virginia Tech (VT). The project is an interdisciplinary endeavor between my collaboration between people from different domain areas at VT: Creative Technologies, Education, Biological Sciences, and Computer Sciences. This thesis elaborates on the whole design process of how I created a working prototype of the project demo and shares insights from my design experience.
Master 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.
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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.

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This paper investigates how VR Impacts game user satisfaction. Four games were tested. Each game has a different genre to help better understand if it will affect player’s preferences in platforms. This study uses a customized ‘The Game User Experience Satisfaction Scale’ (GUESS) which has seven key factors that are used to determine a satisfaction grade for each game on each platform. The results are then compared between each other to analyze the differences and similarities. The result of this thesis showed that the playtesters preferred playing on VR, and that both people with more gaming experience and those with less, preferred VR interactions over PC.
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Ijaz, Kiran. "VR-rides: Immersive virtual reality for health and wellbeing." Thesis, University of Sydney, 2019. https://hdl.handle.net/2123/23398.

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A number of diseases can be prevented through active lifestyles. Yet, despite technological and non-technological interventions, many people do not engage in exercise. Immersive virtual reality (iVR) offer the opportunity for highly engaging and entertaining experiences. Their designs affects how people are motivated (or not) to engage and exercise. To maximise the benefits of these technologies a model of motivation that can help designers is needed. There is need to investigate psychological constructs of wellbeing: how do users engage with wellbeing technology’s designs? What motivates or demotivates them? And how can constructs borrowed from psychology aid better technological designs? This thesis introduces a framework for comparing designs in VR exergames and use technologies as instruments to study motivation. An iVR exergaming platform – VR-Rides – was developed to explore designs for wellbeing over an iterative design, development and evaluation process. The thesis addresses challenges by understanding users’ perceptions, evaluating iVR designs based on psychological constructs and informing future designs based on findings to promote wellbeing goals. Furthermore, various designs, game narratives and mechanics were developed to engage players in activities that purportedly lead to wellbeing. The research applied a quantitative research methodology, facilitated across five studies conducted in diverse social settings. Four studies particularly explored VR-Rides’ designs for participants’ engagement and motivation in an exergaming setup. In the fifth study we tested the feasibility of the VR-Rides platform to assess memory for age-related cognitive decline. The findings show psychological constructs have a central role in understanding users’ enjoyment and motivation with wellbeing platform, highlight motivating factors, and bridge the gap between technology designs and wellbeing constructs.
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Lundgren, 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.

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Museum Anna Nordlander is a part of Skelleftea Museum and focuses on the artist Anna Nordlander. ˚ The goal of the project was to develop a VR Experience centered around Anna Nordlander and one of her paintings. The content for the experience was provided and recorded by the people at Museum Anna Nordlander. The purpose was to create a playable demo with features like audio playback, interactable objects, and a modular approach to the code which would allow future additions to the project. This paper investigates how some of the design choices affects the user experience. Specifically, how our choices affect the users physically, how prevalent certain symptoms common in VR are in the product. To gather the necessary data both the Oculus GO and the Oculs Qust were tested. The user tests showed that room scale tracking is an important feature to reduce user discomfort and nausea, and teleportation style movement is not a good solution while using the Oculus GO. The end result is a playable demo containing all the content provided to the developers and all the requested features. The demo is also intended to be modular and easy to expand upon in the future.
Museum 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.
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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.

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VR står för Virtual Reality och används idag ofta för utbildning, både inom skola och yrkesgrupper då det har uppvisat goda resultat och är relativt billigt att utföra jämfört med att träna till exempel personal inom brandkår, sjukhus och polis. Finns det en applikation där flera användare inklusive en instruktör kan samverka oberoende plats och plattform blir det bättre ur både logistiskt och ekonomiskt perspektiv. Det finns idag ingen standardiserad modell för notifikationer inom VR och därför finns det en mängd olika modeller för att fånga användarens uppmärksamhet. Det här arbetet handlar om att undersöka webbläsaren som verktyg för en Virtual Reality- applikation där flera användare samtidigt kan använda applikationen oberoende av vilken plattform som används. Anledningen till att det skall fungera för flera användare samtidigt är för att applikationen är till för träning inför akuta situationer och då skall både instruktör och användare kunna vara i applikationen samtidigt.  Arbetet handlar också om att ta reda på vilken av de två notifikationsmodeller som i det här arbetet testas är det mest tidseffektiva vid träning av brandkår med hjälp av VR-teknik. Resultatet har framkommit genom utförda användartester genomförda med hjälp av en prototyp som har utvecklats; samt intervjuer av de testpersoner som har deltagit i användartester. Testpersonerna delades upp i två lika stora grupper på 10 st i varje grupp för att testa två olika notifikationsmodeller. De testade notifikationsmodeller är en statisk nödutgångsskylt och en visuell vägvisare i form av en pil i golvet som rör sig i för scenariots uppgift rätt riktning. Uppgiften som testpersonerna fick var att ta sig från en punkt till en annan i en rökfylld lokal på så snabb tid som möjligt, med hjälp av den notifikation som tilldelades. Testpersonerna rangordnades efter att samtliga test var genomförda. Den som klarat sig bäst i den ena gruppen jämfördes med den som klarat sig bäst i den andra gruppen och så vidare. Resultatet visar tendenser åt att den visuella vägvisaren var den mest effektiva av de två notifikationsmodeller som testades. Deltagarna i gruppen som använde den visuella sökvägen presterade något bättre, vilket indikerar en trend mot preferenser för den notifikations modellen framför den statiska nödutgångsskylten.
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Pelánek, Lukáš. "Virtuální prohlídka ve VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403818.

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This thesis deals with the making of virtual tours in the virtual reality. It deals with panoramic photographs and their use in creating virtual tours. In this thesis, two applications were designed and implemented. The first one as a web editor for creating and the other as a mobile application for viewing virtual tours. The created solution provides a comprehensive tool for working with virtual tours.
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Ruggenthaler, 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.

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Abstract Title: Business of “another World” – Virtual Reality (VR): Influence of Virtual Reality on consumer experience, co-creation and competitive advantage Course: Thesis for Master Degree in Business Administration Authors: Dominik Ruggenthaler and Maximilian Waidhofer Supervisor: Maria Fregidou-Malama, PhD Examiner: Akmal S. Hyder, PhD Date: 2017/06/01   Purpose: This study’s aim is to examine the influence of VR in the field of architecture and its contribution to create competitive advantages. Methodology: To collect empirical data, the research applied a qualitative and inductive approach. Semi-structured interviews with ten participants with different backgrounds are conducted. Furthermore, primary and secondary data obtained from existing scientific resources built the base for argumentation. Findings & Conclusion: The main findings of the research are clustered in four groups. (1) VR planning creates a new service system and has an influence on the project performance; (2) VR experience and (3) co-creation contributes to generate new competitive advantages; (4) the use of the technology is a trigger for architect companies to differentiate compared to their competitors. Theoretical contribution: This is one of the few studies that combines VR planning with customer experience and co-creation. Furthermore, previous researches do focus on competitive advantages in this context. The developed conceptual model identifies the impact of VR on competitive advantage generation within the architecture business. Managerial implications: The implication of VR leads to both new opportunities and new problems. On one hand, architects can embed their clients better in the planning stage, but on the other hand, customers might become overwhelmed by the multisided VR opportunities. Also, it is outlined that a form of virtual planning will probably become an industry standard, which has to be adopted by architects. Limitations: Cost Leadership, one element of competitive advantages, is not explored through this study. Also, customer response of VR services has to be evaluated more deeply. Therefore we suggest further research in those fields. Keywords: VR planning, co-creation, experience, competitive advantage, architecture
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Durnell, Linda A. "Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360?" Thesis, Fielding Graduate University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10747522.

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Emotional 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.

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Books on the topic "Virtual reality (VR)"

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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.

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Dörner, 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.

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Dörner, 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.

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Orel, 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.

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Virtual reality insider: Guidebook for the VR industry. 2nd ed. [Berkeley, California]: New Dimension Entertainment, 2015.

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Kim, Sŏn-ho. VR chŏnŏllijŭm yŏn'gu. Sŏul T'ŭkpyŏlsi: Han'guk Ŏllon Chinhŭng Chaedan, 2016.

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AI agents in virtual reality worlds: Programming intelligent VR in C++. New York: John Wiley, 1996.

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Workshop, GI-Fachgruppe VR/AR. Virtuelle und erweiterte Realität: 1. Workshop der GI-Fachgruppe VR/AR. Aachen: Shaker, 2004.

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Spagno, Christian. Immersive VR projection system with simultaneous image acquisition using active projection screens. Konstanz: Hartung-Gorre, 2003.

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IEEE Virtual Reality Conference (2004 Chicago, Ill.). VR 2004: IEEE Virtual Reality 2004 : proceedings : Chicago, Illinois, March 27-31, 2004. Piscataway, N.J: IEEE, 2004.

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Book chapters on the topic "Virtual reality (VR)"

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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.

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MacIntosh, Verity. "Understanding VR Audiences." In Understanding Virtual Reality, 66–85. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367337032-9.

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Vince, 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.

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Vince, 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.

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Vince, 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.

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Leigh, 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.

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Cordar, 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.

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Baruah, 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.

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Bucher, 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.

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Gutiérrez 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.

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Conference papers on the topic "Virtual reality (VR)"

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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.

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Blascovich, 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.

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Bolas, 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.

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Roth, 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.

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Shimizu, 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.

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Leao, 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.

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Hvass, 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.

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Weidner, 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.

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Leao, 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.

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Southard, 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.

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Reports on the topic "Virtual reality (VR)"

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Witt, Theresia. Virtual Reality in kirchenpädagogischen Bildungsprozessen. Otto-Friedrich-Universität, 2023. http://dx.doi.org/10.20378/irb-89777.

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Um das universitäre Lehr- und Lernangebot an gesellschaftliche Veränderungen anzupassen, wurde das Seminar „VR-Kirchenpädagogik“ im Sinne des Flipped-Classroom-Konzepts entwickelt, das an der Otto-Friedrich-Universität Bamberg im SoSe 2022 durchgeführt und evaluiert wurde: Lehramtsstudierende der katholischen Theologie sollten zunächst eine virtuelle Kirche erkunden, ehe sie selbst eine VR-Kirchen(raum)erschließung für eine schulische Zielgruppe entwickelten und mit dieser erprobten. Wissenschaftlich gerahmt wurden diese Praxiserfahrungen durch einen die Studierenden vorbereitenden Online-Selbstlernkurs. Das Seminar wurde ich zweifacher Weise evaluiert: Ein Pre-Posttest untersucht, wie sich die digitalitätsbezogene Selbstwirksamkeitserwartung und Selbsteinschätzung angehender Religionslehrkräfte im Rahmen dieses Seminars verändert. Anhand von Einzelinterviews wird hingegen erforscht, welche Potentiale und Herausforderungen VR für kirchenpädagogische Bildungsprozesse und eine diesbezügliche Professionalisierung angehender Religionslehrkräfte mit sich bringt. Das wissenschaftliche Poster zeigt die theoriebasierte Konzeption des Seminars "VR-Kirchenpädagogik", erste Ergebnisse der Begleitforschung sowie Limitationen auf.
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Ervin, 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.

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The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is researching opportunities to advance ship simulation to deliver the Ship Simulator of the Future (SSoF). The SSoF will be equipped with a VR mode and will more accurately resolve nearshore wave phenomena by ingesting precalculated output from a Boussinesq-type wave model. This initial prototype of the SSoF application is intended for research and development purposes; however, the technologies employed will be applicable to other disciplines and project scopes, including the Synthetic Training Environment (STE) and ship and coastal structure design in future versions.
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D'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.

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

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The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages for education are discussed. It is noted that virtual reality is remaining a relatively new technology in language learning. Benefits from virtual reality implementation into foreign language learning and teaching are given. The aspects of immersion and gamification in foreign language learning are considered. It is emphasized that virtual reality creates necessary preconditions for motivation increasing. The results of the survey at two higher education institution as to personal experience in using VR applications for learning foreign languages are presented. Most students at both universities have indicated quite a low virtual reality application usage. Six popular virtual reality applications for foreign language learning (Mondly, VRSpeech, VR Learn English, Gold Lotus, AltSpaceVR and VirtualSpeech) are analyzed. It is stated that the most preferred VR application for foreign language learning includes detailed virtual environment for maximal immersion, high- level visual effects similar to video games, simple avatar control, thorough material selection and complete complicity level accordance of every element and aspect, affordability, helpful and unobtrusive following up.
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Jahanshahi, 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.

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The current condition of US infrastructure requires a data-driven, risk-based approach to asset management. In the case of bridges, inspectors in every state visit these structures and collect data, and based on the information they report, state departments evaluate bridge conditions, predict deterioration, and make repair and retrofit decisions. However, the capacity of inspectors for defect detection might vary due to several factors, such as the inspectors’ experience or eyesight, which results in differences when reporting their results. Through the development of a virtual reality (VR)-based testbed, the variability among inspectors in examination and documentation practices in steel and concrete bridges in Indiana will be measured and analyzed. As a result, training programs could be enhanced according to the outcome analyses of the VR system.
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Semerikov, 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.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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Im, 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.

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

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been identified. Based on analysis of latest publications and experience of using of augmented and virtual reality technologies, as well as the concept of adaptive learning, conceptual model of learning based on the combined capabilities of AR and VR technologies with adaptive learning systems has been designed. The use of VR and AR technologies as a special information environment is justified, which is applied in accordance with the identified dominant type of students' thinking. The prospects of using the proposed model in training process at educational institutions for the implementation and support of new teaching and learning strategies, as well as improving learning outcomes are determined by the example of such courses as “Algorithms and data structures”, “Computer graphics and three-dimensional modeling”, “Circuit Engineering”, “Computer Architecture”.
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Lavrentieva, 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.

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The article discusses the theory and methods of simulation training, its significance in the context of training specialists for areas where the lack of primary qualification is critical. The most widespread hardware and software solutions for the organization welders' simulation training that use VR- and AR- technologies have been analyzed. A review of the technological infrastructure and software tools for the virtual teaching-and-production laboratory of electric welding has been made on the example of the achievements of Fronius, MIMBUS, Seabery. The features of creating a virtual simulation of the welding process using modern equipment based on studies of the behavioral reactions of the welder have been shown. It is found the simulators allow not only training, but also one can build neuro-fuzzy logic and design automated and robotized welding systems. The functioning peculiarities of welding's simulators with AR have been revealed. It is shown they make it possible to ensure the forming basic qualities of a future specialist, such as concentration, accuracy and agility. The psychological and technical aspects of the coaching programs for the training and retraining of qualified welders have been illustrated. The conclusions about the significant advantages of VR- and AR-technologies in comparison with traditional ones have been made. Possible directions of the development of simulation training for welders have been revealed. Among them the AR-technologies have been presented as such that gaining wide popularity as allow to realize the idea of mass training in basic professional skills.
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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.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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