Academic literature on the topic 'Virtual reality (VR) and augmented reality (AR)'

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Journal articles on the topic "Virtual reality (VR) and augmented reality (AR)"

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Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung. "Virtual Reality und Augmented Reality (VR/AR)." Informatik-Spektrum 39, no. 1 (2014): 30–37. http://dx.doi.org/10.1007/s00287-014-0838-9.

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Pramesti, A, Pramesti, and Olivia Olivia, S. "VIRTUAL REALITY DAN AUGMENTED REALITY DALAM ARSITEKTUR DIGITAL." JoDA Journal of Digital Architecture 3, no. 1 (2024): 27–33. http://dx.doi.org/10.24167/joda.v3i1.12648.

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Perkembangan teknologi Virtual Reality (VR) dan Augmented Reality (AR) telah membawa perubahan signifikan dalam berbagai bidang, termasuk arsitektur. VR dan AR menawarkan cara baru dalam memvisualisasikan, mendesain, dan berinteraksi dengan ruang binaan, membuka peluang bagi terciptanya arsitektur digital yang lebih imersif dan interaktif.Penelitian ini bertujuan untuk mengkaji penerapan VR dan AR dalam arsitektur digital, menganalisis manfaat dan tantangan penggunaannya, serta mengeksplorasi potensi pengembangannya di masa depan. Penelitian ini menggunakan pendekatan kualitatif dengan studi l
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Vladimirovna, Kodirova Yelena. "Training using virtual and augmented reality." International Journal of Pedagogics 5, no. 2 (2025): 161–63. https://doi.org/10.37547/ijp/volume05issue02-43.

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In the context of the rapid development of technologies and the digitalization of society, education faces new challenges. Traditional teaching methods often struggle to engage students and explain complex concepts. Virtual Reality (VR) and Augmented Reality (AR) represent innovative approaches that can significantly enhance the educational process. These technologies allow for the creation of interactive and engaging learning materials that promote a deeper understanding of the subject. In particular, in the field of informatics, where abstract concepts can be difficult to grasp, VR and AR op
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Boletsis, Costas, and Amela Karahasanović. "Augmented Reality and Virtual Reality for Retail Innovation." Magma 21, no. 7 (2018): 49–59. http://dx.doi.org/10.23865/magma.v21.1140.

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Nye og bedre Augmented Reality (AR) og Virtual Reality (VR) applikasjoner utvikles helle tiden og brukes mer og mer i handel. Utvikling i AR and VR i løpet av de siste årene satt i gang mange innovasjoner i måten handelen foregår, innovasjoner i markedsføring, og innovasjon i design og utvikling av produkter og tjenester. Likevel, vet vi lite om muligheter som AR og VR skaper for innovasjon og om erfaringene fra de som allerede bruker dem. Denne artikkelen beskriver hvordan AR og VR kunne med fordel brukes for flere typer av innovasjon og hjelpe forretningsvirksomhet til å vokse. Artikkelen gi
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Sadanand, Gowda, Dey Tamal, and Ravindran Parthasarthi. "API for Augmented Reality and Virtual Reality." Recent Trends in Computer Graphics and Multimedia Technology 2, no. 2 (2020): 1–5. https://doi.org/10.5281/zenodo.4024216.

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<em>Augmented reality and Virtual reality are two of the most advanced technologies enhancing how humans consume digital media. AR and VR are being applied in various fields of technology related to Business, entertainment, scientific experiments, simulated training, medicine etc. Both technologies involve transfer of high-volume data consisting of visual and aural information and therefore require large bandwidth, very low latency, efficient encoding and optimal transmission to provide a seamless experience in real time. High latency during transmission can cause cybersickness (motion sicknes
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Elmqaddem, Noureddine. "Augmented Reality and Virtual Reality in Education. Myth or Reality?" International Journal of Emerging Technologies in Learning (iJET) 14, no. 03 (2019): 234. http://dx.doi.org/10.3991/ijet.v14i03.9289.

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Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education. &#x0D; This work consists of explaining the reasons behind the n
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Ansari, Asif Kareem, Samuel Sam KG, and Bibitha C. Baby. "Virtual Reality and Augmented Reality in Education." International Journal for Research in Applied Science and Engineering Technology 11, no. 3 (2023): 2014–18. http://dx.doi.org/10.22214/ijraset.2023.49825.

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Abstract: This paper’s objective is to show a framework for the VR and AR-based combined learning materials. VR and AR objects can stay incorporated into other educational material as by establishing effective education programmes, learning events, or other kinds of learning activities, learning objects can indeed be created. This essay reviews the study on both augmented and virtual reality and analyses holistic application techniques for the educational process. The proposed model supports the authors' findings and yields suggestions for its use.
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Garbin Praničević, Daniela. "Augmented Reality and Virtual Reality-Based Technology in Cultural Tourism." ENTRENOVA - ENTerprise REsearch InNOVAtion 7, no. 1 (2021): 314–22. http://dx.doi.org/10.54820/mhny8236.

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The paper intends to scrutinize the effects of augmented (AR) reality and virtual reality (VR) technology implementation in cultural tourism. Therefore, the paper explored and presented the following: (i) AR, and VR (AR/VR) based technology concept in general, (ii) AR/VR technologies application in cultural tourism with an emphasis on their potential to protect cultural heritage; (iii) the overview of AR/VR presence in cultural tourism in the 27 European Union countries (EU-27). In the discussion part, besides empirical results based on the EU-27 desk research, AR/VR technologies in cultural t
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Agastya, I. Gede Eka Agung Agastya. "PENGGUNAAN VIRTUAL REALITY DAN AUGMENTED REALITY DALAM PENDIDIKAN KEDOKTERAN." National Conference on Applied Business, Education, & Technology (NCABET) 3, no. 1 (2024): 806–15. http://dx.doi.org/10.46306/ncabet.v3i1.171.

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Virtual Reality (VR) and Augmented Reality (AR) are digital technologies that enable automation and can be used in fields where repetitive tasks need to be done and need to be perfected. One of the uses of VR and AR in the medical field is medical education. In Indonesia, medical education so far still uses conventional methods such as using cadavers to learn anatomy. Given the variety of skills that can be practiced with VR, coupled with the wide reach and convenience of digital education, this can be a very useful educational tool for medical students. This research will discuss the use of V
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Ulusoy, S. "THE USE OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) IN TOURISM MARKETING." Bulletin of Dulaty University 14, no. 2 (2024): 212–25. http://dx.doi.org/10.55956/xrlv7458.

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Recent technological advancements have transformed the dynamics of interpersonal interaction and communication, creating novel avenues for engagement between companies and consumers. Virtual Reality (VR) and Augmented Reality (AR) have become pivotal innovations, offering individuals innovative tools to navigate this evolving landscape. The tourism and travel industry has notably embraced these immersive technologies. This study independently aims to explore the applications of AR and VR in tourism marketing, drawing insights from diverse sectors such as hotels, restaurants, applications, and
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Dissertations / Theses on the topic "Virtual reality (VR) and augmented reality (AR)"

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PUGGIONI, MARIAPAOLA. "AR e VR nella didattica. Quali vantaggi? Indagine all’interno di un’esperienza scolastica." Doctoral thesis, Università Politecnica delle Marche, 2021. http://hdl.handle.net/11566/287732.

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La tecnologia digitale sta invadendo sempre più il quotidiano, divenendo presenza indispensabile in molti settori. La scuola molto lentamente sta introducendo questa tipologia di supporto alla didattica, scoprendo ed implementando le diverse risorse presenti nel settore. Le esperienze condotte dai docenti nei diversi livelli di scuola si presentano interessanti e stimolanti, in primo luogo per gli allievi che ritrovano un ambito a loro familiare, conosciuto prevalentemente per il settore dei videogiochi. Molte le ricerche e i risultati pubblicati in letteratura, ma quello che non è stato an
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Singh, Arshdeep. "Teaching Landscape Construction Using Augmented Reality." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7132.

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This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures. Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State U
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Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.

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Assembly is the process in which two or more objects are joined together through particular sequences and operations. Current practice utilises two-dimensional (2D) drawings as the main visualisation means to guide assembly. Other visualisation means such as three-dimensional (3D) manual and Virtual Reality (VR) technology have also been applied to assist in assembly. As an emerging technology, Augmented Reality (AR) integrates 3D images of virtual objects into a real-world workspace. The insertion of digitalised information into the real-world workspace using AR can provide workers with the m
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Tsakoumi, Aliki. "Extended Experiences : Film and Performance Practices in VR/AR." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-856.

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This is a fascinating time of digital media and new technologies. They offer immersion and interaction and they challenge us, as creators, to work in alternative ways, create more space for the audience and develop our ideas across media while staying true to our artistic principles. During my research, I developed a body of work that includes films, VR, AR, film and stand up comedy as a way to investigate cross-fertilisation in the creative field between different formats, practices and individuals.<br><p>This is the written part of the research and is supplementing the exposition in Research
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Reinemann, Jonas, Joshua Fahl, Tobias Hirschter, and Albert Albers. "Augmented Reality in der Produktvalidierung: Potenziale und Grenzen in frühen Entwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36938.

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Globaler Wettbewerb und kürzer werdende Innovationszyklen erfordern eine immer schnellere und exaktere Reaktion auf sich ständig ändernde Kundenwünsche. Die direkte Integration von Kunden und Anwendern in den Entwicklungsprozess im Rahmen kontinuierlicher Validierungsaktivitäten gewinnt im Zuge dieser Entwicklung zunehmend an Bedeutung (Ponn & Lindemann, 2011). Die Erfassung zielgerichteten Kundenfeedbacks erfordert in der Regel die Konfrontation mit konkreten Repräsentationen des späteren Produkts. Zumal physische Prototypen hierfür in frühen Entwicklungsphasen oft nicht zur Verfügung stehen
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Joonatan, Mänttäri. "Evaluation of Intuitive VR-based HRI for Simulated Industrial Robots." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24880.

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While the accessibility and technology behind industrial robots is improving as well as becomingless expensive, the installation and conguration of industrial robot cells still proves tobe an expensive venture, especially for small and mid-sized companies. It is therefore of greatinterest to simulate robot cell installations, both for verication of system functionality as wellas for demonstration purposes for clients.However, the construction and conguration of a simulated robot cell is a time-consumingprocess and requires expertise that is often only found in engineers who are experienced wit
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De, Silvio Andrea. "Realtà Virtuali: aspetti positivi e implicazioni negative. Una riflessione tassonomica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16752/.

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In questa relazione di tesi si andrà ad analizzare la tecnologia Virtual Reality che in questi ultimi anni è tornata prepotentemente sulla scena e che, in un futuro piuttosto breve, potrà avere ancora maggiore diffusione e utilizzo. Dopo un lungo periodo dove la tecnologia si è sviluppata liberamente, con alti e bassi, va via via definendosi un'opinione e un oggettivo giudizio sulla VR in tutti i suoi aspetti. Rispetto all'attuale situazione si è provato a strutturare una tassonomia degli aspetti più positivi e, anche, delle criticità emerse. La tassonomia sarà in particolar modo attenta ad
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Vu, Dieu An. "The AR in Architecture." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22742.

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En vanlig metod inom arkitektonisk visualisering idag är produktion av stillbilder som skapas med 3D-modelleringsprogram. Med sådan avancerad teknik blir det enkelt och effektivt att styra och manipulera vad som visas på stillbilderna, vilket ökar säljbarheten av arkitektoniska projekt. Men vad händer om vi tar det ett steg längre, med hjälp av Alternative Reality-teknik? AR eller Augmented Reality kan vara en annan användbar visualiseringsmetod, men vilka konsekvenser kommer det med, speciellt för de icke-professionella användarna? Om vi inte tänker på vilka konsekvenser det kan ha, på samma
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Frick, Urszula. "An Immersive Experience : Communicating the Past using AR/VR at Gamla Uppsala and Uppåkra Archaeological Centre." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106903.

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In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is b
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Dudczig, Manuel. "Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36943.

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Der Beitrag gibt einerseits eine Übersicht über die Möglichkeiten von virtuellen Produktdarstellungen durch Virtual Reality (VR), Augmented Reality (AR) und 360° Medien und vergleicht diese hinsichtlich geeigneter Kriterien um eine gezielte Kommunikation zu erreichen. [... aus der Einleitung]
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Books on the topic "Virtual reality (VR) and augmented reality (AR)"

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Doerner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual and Augmented Reality (VR/AR). 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). 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). Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3.

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Germany) Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung (1st 2002 Paderborn. Augmented & virtual reality in der Produktentstehung: Grundlagen, Methoden und Werkzeuge ; virtual prototyping/digital mock up, digitale Fabrik ; Integration von AR/VR in industrielle Geschäftsprozesse. Heinz Nixdorf Institut, 2002.

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

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Beijing mu dan dian zi ji tuan gong si, ed. Mu dan hua kai xin shi dai: AR/VR zhi hui gong cheng zhong xin gui hua she ji fang an chu tan = The new era of peony bloom : a preliminary study on the planning and design scheme of AR/VR intelligent engineering center. She hui ke xue wen xian chu ban she, 2018.

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Japan) Workshop on the Future of VR and AR Interfaces (2001 Yokohama. The future of VR and AR interfaces: Multi modal, humanoid, adaptive, and intelligent : proceedings of the workshop at IEEE Virtual Reality 2001, Yokohama, Japan, March 14, 2001. GMD-Forschungszentrum Informationstechnik, 2001.

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Virtual und Augmented Reality (VR/AR). Springer Nature, 2019.

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Ramakrishnan, K. K. VR/AR Network '17: Workshop on Virtual Reality and Augmented Reality Network. Association for Computing Machinery, 2017.

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Jung, Timothy, and M. Claudia tom Dieck. Augmented Reality and Virtual Reality: The Power of AR and VR for Business. Springer, 2019.

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Book chapters on the topic "Virtual reality (VR) and augmented reality (AR)"

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Broll, Wolfgang. "Augmented Reality." In Virtual and Augmented Reality (VR/AR). Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2_8.

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Kuntz, Sébastien, Richard Kulpa, and Jérôme Royan. "The Democratization of VR-AR." In Virtual Reality and Augmented Reality. John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.ch2.

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Terrier, Romain, Ferran Argelaguet, Jean-Marie Normand, and Maud Marchal. "Evaluation of AR Inconsistencies on AR Placement Tasks: A VR Simulation Study." In Virtual Reality and Augmented Reality. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01790-3_12.

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Grimm, Paul, Wolfgang Broll, Rigo Herold, Dirk Reiners, and Carolina Cruz-Neira. "VR/AR-Ausgabegeräte." In Virtual und Augmented Reality (VR/AR). Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1_5.

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Fuchs, Philippe. "The Challenges and Risks of Democratization of VR-AR." In Virtual Reality and Augmented Reality. John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.ch6.

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Arnaldi, Bruno, Pascal Guitton, and Guillaume Moreau. "Conclusion: Where Will VR-AR be in 10 Years?" In Virtual Reality and Augmented Reality. John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.oth1.

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Grimm, Paul, Rigo Herold, Johannes Hummel, and Wolfgang Broll. "VR-Eingabegeräte." In Virtual und Augmented Reality (VR / AR). Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3_4.

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Grimm, Paul, Rigo Herold, Dirk Reiners, and Carolina Cruz-Neira. "VR-Ausgabegeräte." In Virtual und Augmented Reality (VR / AR). Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3_5.

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Jung, Bernhard, and Arnd Vitzthum. "Virtual Worlds." In Virtual and Augmented Reality (VR/AR). Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2_3.

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Dörner, Ralf, Geert Matthys, Manfred Bogen, et al. "Fallbeispiele für VR/AR." In Virtual und Augmented Reality (VR / AR). Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3_9.

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Conference papers on the topic "Virtual reality (VR) and augmented reality (AR)"

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Gaikwad, Aditya Rahul, Rohan Maruti Gaikwad, Dasharathraje Naganath Jodh, and Simran Khiani. "Augmented Reality (AR) and Virtual Reality (VR) for Personalized Learning." In 2025 3rd International Conference on Intelligent Data Communication Technologies and Internet of Things (IDCIoT). IEEE, 2025. https://doi.org/10.1109/idciot64235.2025.10914996.

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Sebiraj, N., K. Advaith, and P. Sugantha Priyadharshini. "Enhancing User Experience and Design Exploration using Augmented Reality (AR) and Virtual Reality (VR)." In 2024 5th International Conference on Smart Electronics and Communication (ICOSEC). IEEE, 2024. http://dx.doi.org/10.1109/icosec61587.2024.10722546.

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Kumar Yekollu, Roop, Tejal Bhimraj Ghuge, Sammip Sunil Biradar, Shivkumar V. Haldikar, and Omer Farook Mohideen Abdul Kader. "Securing the Virtual Realm: Strategies for Cybersecurity in Augmented Reality (AR) and Virtual Reality (VR) Applications." In 2024 8th International Conference on I-SMAC (IoT in Social, Mobile, Analytics and Cloud) (I-SMAC). IEEE, 2024. http://dx.doi.org/10.1109/i-smac61858.2024.10714591.

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Coutino Soto, Pedro, Ludmila Sukhomlinova, Tamas Kosa, and Bahman Taheri. "e-Tint lenses in augmented reality." In Optical Architectures for Displays and Sensing in Augmented, Virtual, and Mixed Reality (AR, VR, MR) VI, edited by Hong Hua, Naamah Argaman, and Daniel K. Nikolov. SPIE, 2025. https://doi.org/10.1117/12.3042283.

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Majumdar, Arka. "Meta-optics for AR/ VR System." In Laser Science. Optica Publishing Group, 2024. https://doi.org/10.1364/ls.2024.ftu6a.1.

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By co-designing the meta-optics and computational backend, we demonstrated broadband imaging as well privacy preserving imaging for augmented/ virtual reality application. We also reported large field of view eyepiece. Full-text article not available; see video presentation
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Deng, Biqin. "The Application of AI Video Generation Technology in Virtual Reality (VR) and Augmented Reality (AR)." In 2024 International Conference on Artificial Intelligence, Deep Learning and Neural Networks (AIDLNN). IEEE, 2024. https://doi.org/10.1109/aidlnn65358.2024.00035.

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M, Monisha, V. Lavanya, M. S. Maharajan, E. Sivajothi, V. Samuthira Pandi, and W. V. Sherlin Sherly. "Augmented Reality (AR) and Virtual Reality (VR) in Software Development: Transforming User Experiences and Interactions." In 2024 1st International Conference on Sustainability and Technological Advancements in Engineering Domain (SUSTAINED). IEEE, 2024. https://doi.org/10.1109/sustained63638.2024.11074041.

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Park, Jae-Hyeung, Myeong-Ho Choi, Woongseob Han, and Minseong Kim. "Compact super multi-view and foveated holographic near eye display for augmented reality and virtual reality applications." In JSAP-Optica Joint Symposia. Optica Publishing Group, 2024. https://doi.org/10.1364/jsapo.2024.17a_a37_4.

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Near eye displays (NEDs) are glasses-type wearable displays that play a pivotal role in augmented reality (AR) and virtual reality (VR) applications. Various optical techniques have been developed to realize compact form factor, light weight, wide field of view, large eyebox, and high angular resolution. However, natural three-dimensional (3D) image presentation without the vergence-accommodation conflict (VAC) remains a challenging issue. The VAC adversely affects the visual comfort of users, leading to eye fatigue, particularly during prolonged use. To address the VAC, NEDs should present op
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Kaščak, Jakub, Marek Kočiško, Martin Pollák, and Peter Gabštur. "Integrating VR and AR into Computer-Aided Manufacturing: A Framework for University-Level Engineering Education." In Materials and Technologies for Defense and Security. Trans Tech Publications Ltd, 2025. https://doi.org/10.4028/p-bg6rge.

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As the manufacturing industry rapidly evolves with the emergence of virtual and augmented reality technologies, engineering education must adapt to prepare students for these advancements. This paper proposes a comprehensive framework for integrating Virtual reality (VR and Augmented reality (AR) into computer-aided manufacturing curricula at the university level. The framework outlines strategies for incorporating immersive technologies into traditional CAD and CAM coursework, aiming to enhance student’s understanding of complex manufacturing processes and improve their practical skills. By l
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Márquez Ruiz, Andrés, José C. García-Vázquez, Juan C. Bravo, et al. "Simulation tool for holographic-based augmented reality eyewear." In Optical Architectures for Displays and Sensing in Augmented, Virtual, and Mixed Reality (AR, VR, MR) VI, edited by Hong Hua, Naamah Argaman, and Daniel K. Nikolov. SPIE, 2025. https://doi.org/10.1117/12.3042612.

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Reports on the topic "Virtual reality (VR) and augmented reality (AR)"

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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.), 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
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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
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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.], 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 ide
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Pasupuleti, Murali Krishna. Next-Generation Extended Reality (XR): A Unified Framework for Integrating AR, VR, and AI-driven Immersive Technologies. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv325.

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Abstract: Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), is evolving into a transformative technology with applications in healthcare, education, industrial training, smart cities, and entertainment. This research presents a unified framework integrating AI-driven XR technologies with computer vision, deep learning, cloud computing, and 5G connectivity to enhance immersion, interactivity, and scalability. AI-powered neural rendering, real-time physics simulation, spatial computing, and gesture recognition enable more realistic and adap
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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.], 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 simulati
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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.], 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
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Popov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4631.

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Training and professional development of nuclear power plant personnel are essential components of the atomic energy industry’s successful performance. The rapid growth of virtual reality (VR) and augmented reality (AR) technologies allowed to expand their scope and caused the need for various studies and experiments in terms of their application and effectiveness. Therefore, this publication studies the peculiarities of the application of VR and AR technologies for the training and professional development of personnel of nuclear power plants. The research and experiments on various aspects o
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Tummalapudi, Manideep, and Prem Timilsena. Inspection Technologies for Construction and Maintenance of Highway Infrastructure – Review and Analysis. Mineta Transportation Institute, 2025. https://doi.org/10.31979/mti.2024.2357.

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The Federal Highway Administration (FHWA) and state Departments of Transportation (DOTs) seek to provide high quality infrastructure that meets or exceeds the desired quality standards crucial for ensuring safety and efficiency in our nation's transportation systems. Efficient inspection practices—which enable conformance with plans, specifications, and quality standards—are an essential part of this effort. In this digital age, state DOTs are relying on emerging technologies to improve inspection practices. However, there is limited knowledge available regarding various emerging technologies
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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combi
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Mintii, Iryna S., and Vladimir N. Soloviev. Augmented Reality: Ukrainian Present Business and Future Education. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2673.

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The aim of the study: analysis of the current state and prospects for the development of augmented reality in Ukraine in business and education. The objectives of the study: to analyze the experience of using the augmented reality in advertising, marketing, education of Ukraine; to investigate the problems existing in this direction. The object of the study: the process of using augmented reality in advertising, marketing, education. The subject of the study: specific projects using the augmented reality in advertising, marketing, education. The used method of study was theoretical that includ
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