Academic literature on the topic 'Virtual Reality (VR)-Technologien'

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Journal articles on the topic "Virtual Reality (VR)-Technologien"

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Fox, Jesse, Dylan Arena, and Jeremy N. Bailenson. "Virtual Reality." Journal of Media Psychology 21, no. 3 (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, wh
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Lindner, Stefan, Marc-Erich Latoschik, and Heike Rittner. "Virtual Reality als Baustein in der Behandlung akuter und chronischer Schmerzen." AINS - Anästhesiologie · Intensivmedizin · Notfallmedizin · Schmerztherapie 55, no. 09 (2020): 549–61. http://dx.doi.org/10.1055/a-1022-3038.

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ZusammenfassungSchmerzbehandlung zählt zu den täglichen Routinen klinischer Anästhesisten. Im Rahmen eines wohlüberlegten Einsatzes von Schmerzmedikamenten sind Alternativen zur medikamentösen Schmerztherapie notwendig. Virtual Reality (VR) konnte sich in den letzten Jahren durch immer kostengünstigere und bessere Technologien als realistische Ergänzung etablieren. Möglichkeiten der VR sowie Indikationen und Kontraindikationen werden aufgezeigt.
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Yilmaz, Bulent, and Muge Goken. "Virtual reality (VR) technologies in education of industrial design." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (2016): 498–503. http://dx.doi.org/10.18844/gjhss.v2i1.336.

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Stasieńko, Agnieszka, and Iwona Sarzyńska-Długosz. "Virtual Reality in Neurorehabilitation." Advances in Rehabilitation 30, no. 4 (2016): 67–75. http://dx.doi.org/10.1515/rehab-2015-0056.

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Abstract This article includes current information on the use of modern IT solutions and virtual-reality (VR)-based technologies in medical rehabilitation. A review of current literature on VR-based interventions and their indications, benefits and limitations in patients with nervous system diseases was conducted. The popularity of VR-based training as a tool used for rehabilitation of patients with acute and chronic deficits in both sensory-motor and cognitive disorders is increasing. Still, there is a need for large randomized trials to evaluate the efficacy and safety of VR-based rehabilit
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Mütterlein, Joschka, Benedikt Berger, and Thomas Hess. "Virtual Reality und die Medienbranche." MedienWirtschaft 14, no. 1 (2017): 26–31. http://dx.doi.org/10.15358/1613-0669-2017-1-26.

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Mit Virtual Reality (VR) hat eine Technologie Marktreife erlangt, die großes Potential für innovative Medienprodukte und -services bietet. Bereits 2016 verkauften Samsung, Sony, Oculus und HTC weltweit mehrere Millionen Exemplare ihrer Brillen, allein auf der Samsung Gear VR wurden über 10 Millionen Stunden 360°-Videos betrachtet.1 Gleichzeitig werden immer mehr Stimmen laut, die dem aktuellen VR-Hype einen Dämpfer verpassen – zuletzt sogar Facebook-Gründer Mark Zuckerberg, dessen Firma ein Milliarden-Investment in die Technologie tätigte.2 Diese Entwicklungen werfen zahlreiche Fragen auf, die
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Sparwasser, Peter, Dominik Schoeb, Arkadiusz Miernik, and Hendrik Borgmann. "Augmented Reality und Virtual Reality im Operationssaal – Status Quo und Quo vadis." Aktuelle Urologie 49, no. 06 (2018): 500–508. http://dx.doi.org/10.1055/a-0759-0029.

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Zusammenfassung Einleitung Virtual Reality (VR) ist die künstlich simulierte Umgebung, mit der eine Interaktion möglich ist. Die Augmented Reality (AR) hingegen überlagert reale und künstliche Informationen. Beide Verfahren sind im Klinikalltag bereits vielerorts integriert und werden zunehmend auch für den chirurgischen Sektor beworben. Welche Möglichkeiten die vielfältigen Anwendungsmöglichkeiten bieten, ist dabei vielen Ärzten unklar. Ziel Erfassung der aktuellen und zukünftigen Verwendung von AR und VR im perioperativen Umfeld sowie die Veranschaulichung der zu erwartenden Verbesserungen u
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Kim, Byeol, Warren Schwartz, Danny Catacora, and Monifa Vaughn-Cooke. "Virtual Reality Behavioral Therapy." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 356–60. http://dx.doi.org/10.1177/1541931213601081.

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Mental health and substance abuse patients face many challenges in receiving effective long-term outpatient behavioral therapies, including issues related to accessibility and personalized care. Mobile health technologies, particularly those integrating virtual reality (VR), are increasingly becoming more accessible and affordable, thus providing a potential avenue to deploy outpatient behavioral therapy. This paper proposes a method to address the aforementioned challenges by personalizing and validating VR simulation content for behavioral therapy. An initial demonstration will be performed
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Pustowalow, Willi, Michael Arz, Guido Petrat, and Timo Frett. "Virtual-Reality-Anwendungen für den Einsatz in der Luftfahrt und im All." Flugmedizin · Tropenmedizin · Reisemedizin - FTR 27, no. 05 (2020): 223–25. http://dx.doi.org/10.1055/a-1170-1037.

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ZUSAMMENFASSUNGVirtual-Reality-Anwendungen (VR-Anwendungen) werden neben der Unterhaltsbranche auch in vielen industriellen und medizinischen Anwendungsfeldern genutzt 1, 2. Auch in der Raumfahrt wird derzeit der Nutzen von VR-Technologien erforscht. Neben einer Verbesserung bei der Vorbereitung von Experimenten im All steht dabei die Gesunderhaltung der Astronauten besonders bei Langzeitmissionen im Vordergrund 3. Ein möglicher Ansatz ist der Einsatz von VR beim körperlichen Training unter künstlicher Gravitation. Das Ziel ist die Entwicklung eines einfach zu nutzenden VR-Systems, mit dessen
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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. 
 This work consists of explaining the reasons behind the n
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Lin, Alice J., Charles B. Chen, and Fuhua (Frank) Cheng. "Virtual Reality Games for Health Care." MATEC Web of Conferences 232 (2018): 01047. http://dx.doi.org/10.1051/matecconf/201823201047.

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Virtual reality (VR) and interactive technologies have become increasingly common in today’s world, and there are many applications for this technology in numerous fields. In this paper, we present a review on recent and ongoing research related to applications of VR and VR games in the healthcare field. VR technology is allowing medical practitioners to help their patients in a number of innovative ways in addition to helping health care providers improve their skills. Lastly, we propose a VR game design for rehabilitation and palliative care.
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Dissertations / Theses on the topic "Virtual Reality (VR)-Technologien"

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Kerse, Nils. "Unterstützung der schiffbaulichen Produktentstehung durch Einsatz von Virtual-Reality-(VR)-Technologien /." Hamburg : Inst. für Produktionsmanagement und -technik, 2007. http://d-nb.info/986157775/04.

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Olsen, Jenny, and David Skoghem. "'Human Enhancement Technologies' och dess beröring i VR (Virtual Reality)." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21670.

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Artikelns syfte är att undersöka hur vi kan skapa en gestaltning som väcker tankar kring ‘Human Enhancement Technologies’ (Pariseau-Legault et al., 2018) genom kritisk design och VR-teknik. Detta har skett genom ett utforskande av våra fysiska händers beröring (Puig de la Bellacasa, 2009) i vardagliga aktiviteter samt spelarens beröring i en VR-upplevelse. Denna undersökning ledde till en gestaltning som vill förändra en spelares upplevda beröring i samband med en vardaglig aktivitet, där vi genom teknologiska modifikationer ger dina händer ny funktionalitet.<br>This article aims to research h
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Pouliadou, Kallirroi. "VR versus Phobias : An exploration of Virtual Reality in exposure therapy." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136454.

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Interest in Virtual Reality (VR) is growing fast. Tech companies are now starting to identify its most relevant application that will make it desireable. The use of VR in healthcare and mental health, has been proven through clinical research. Moreover, patient support programs extend treatment to people’s homes. An underlying opportunity was to envision a service for remote treatment of phobias with exposure therapy through VR. During the process, I conducted desk research, interviews, a workshop, prototyping and user testing. I collected evidence to lay out the service experience and communi
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Gustafsson, Mattias, and Oliver Odd. "Virtual Reality Data Visualization : Concepts, technologies and more." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37222.

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Data Visualization (DV) can be seen as an important tool for communication and data analysis. Especially when huge amounts of data are involved, visual representation of data can facilitate observation of trends and patterns as well as understanding. Currently, two dimensional displays are mainly used for Data Visualization, both in two and three dimensions (2D and 3D). However, two dimensional displays are limited in terms of 3D visualization because they do not allow for true sense of depth and do not cover the observer’s full Field Of View (FOV). An alternative approach is to use Virtual Re
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Beverskog, Simon, and Fredrik Larsson. "A study on 2D advertisementsin mobile versus VR experiences." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-424348.

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Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement forma
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Sannefeldt, Jesper, and Elin Holmberg. "VR som ett verktyg från idé till bygglov." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Byggnadsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36275.

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Purpose: The purpose was to contribute to increased understanding on the use of VR, where integration is an essential and crucial part of whether it is an effective tool. The aim is to investigate VR as a tool between architect, client and engineer from sketch to planning permission, as well as to investigate applications from an engineering perspective. Method: Data has been collected through action research with the VR-hardware HTC Vive and interviews with architects, engineers and clients within the AEC-industry. A parallel literature study has been conducted. The three methods do thereafte
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Gunnarsson, Filip, and Ali Khan Francois Mirza. "The Effects of VR on Consumer Attitudes : Lessons from Implementing VR Technologies in Real Estate Marketing." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414757.

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Virtual Reality (VR) has gained tremendous interest within the last decades and is rapidlybecoming a disruptive marketing tool across all industries. Predictions show that the VR marketis expected to reach a staggering US$120 billion by 2026 (Fortune Business Insights, 2019).While previous research has investigated the impact of VR on consumer attitudes, theconnection between its immersive characteristic, i.e. telepresence (Steuer, 1992), and thecomplexity of consumer attitudes (Eagly &amp; Chaiken, 1993), is still relatively unknown. Hence,this paper addresses the discrepancy in extant litera
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MIRZA, ALI KHAN FRANCOIS, and FILIP GUNNARSSON. "The Effects of VR on Consumer Attitudes – Lessons from Implementing VR Technologies in Real Estate Marketing." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414977.

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Virtual Reality (VR) has gained tremendous interest within the last decades and is rapidly becoming a disruptive marketing tool across all industries. Predictions show that the VR market is expected to reach a staggering US$120 billion by 2026 (Fortune Business Insights, 2019). While previous research has investigated the impact of VR on consumer attitudes, the connection between its immersive characteristic, i.e. telepresence (Steuer, 1992), and the complexity of consumer attitudes (Eagly &amp; Chaiken, 1993), is still relatively unknown. Hence, this paper addresses the discrepancy in extant
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Eriksson, Gustav, and Anton Engberg. "Automating the CAD to Virtual Reality Pipeline for Assembly Simulation." Thesis, Linköpings universitet, Maskinkonstruktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166894.

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Virtual reality is emerging as a valuable tool in the manufacturing industry, as it allows engineers to place themselves in a virtual environment in which they can inspect and evaluate their 3D designs, providing a sense of scale not available through a 2D screen. Siemens Industrial Turbomachinery AB currently uses physical prototypes to assess whether their designs work from an assembly perspective, which can be expensive and time consuming to make and are often downscaled. Therefore, an interest in exploring the possibility of using virtual reality as a tool for simulating and evaluating ass
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Dam, Roadley-Battin Nikolaj. "Educational VR : An exploration of educational VR for professional users." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144071.

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This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel.  The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations.  Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborativ
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Books on the topic "Virtual Reality (VR)-Technologien"

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

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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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Spagno, Christian. Immersive VR projection system with simultaneous image acquisition using active projection screens. 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. IEEE, 2004.

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Vista, Fla ). IEEE Virtual Reality Conference (2013 Lake Buena. 2013 IEEE Virtual Reality (VR 2013): Lake Buena Vista, Flordia, USA, 18-20 March 2013. IEEE, 2013.

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service), SpringerLink (Online, ed. Haptic Interaction with Deformable Objects: Modelling VR Systems for Textiles. Springer-Verlag London Limited, 2011.

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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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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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Book chapters on the topic "Virtual Reality (VR)-Technologien"

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Tramberend, Henrik. "Die Erweiterung der VPL VR-Umgebung um alternative Rendering-Technologien." In Virtual Reality. Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-88650-8_24.

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Gerth, Sebastian, and Rolf Kruse. "VR/AR-Technologien im Schulungseinsatz für Industrieanwendungen." In Virtual Reality und Augmented Reality in der Digitalen Produktion. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29009-2_8.

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Jones, Sarah. "Towards the Essence of Cinematic VR: Embracing New Technologies to Define a Medium." In Augmented Reality and Virtual Reality. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06246-0_23.

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Green, Dido, and Peter Wilson. "Applications of VR Technologies for Childhood Disability." In Virtual Reality for Physical and Motor Rehabilitation. Springer New York, 2014. http://dx.doi.org/10.1007/978-1-4939-0968-1_10.

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Sarkady, Daniel, Larissa Neuburger, and Roman Egger. "Virtual Reality as a Travel Substitution Tool During COVID-19." In Information and Communication Technologies in Tourism 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65785-7_44.

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AbstractThe pandemic outbreak of COVID-19 in 2020 has profoundly affected the global leisure and tourism industry, with international travel bans affecting over 90% of the world’s population. Widespread restrictions on community mobility have resulted in a projected decline of international tourism arrivals up to 30%. The rapid development of Virtual Reality (VR) and its effectiveness in the simulation of real-life experiences provides an opportunity for virtual holiday making especially when actual travel is not possible. Based on a quantitative study with 193 participants, the role of VR as a substitute for physical travel during the pandemic outbreak of COVID-19 was examined, more specifically by looking at the relationship between perceived risk to travel and technological acceptance of VR. The findings suggest that tourists use VR as a travel substitute during and even after a pandemic. However, perceived risk does not play a significant role when it comes to using VR.
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Walczak, Krzysztof. "Beh-VR: Modeling Behavior of Dynamic Virtual Reality Contents." In Interactive Technologies and Sociotechnical Systems. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11890881_6.

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Almufareh, Maram, Duaa Abaoud, and Md Moniruzzaman. "Taxonomy Development for Virtual Reality (VR) Technologies in Healthcare Sector." In Designing for a Digital and Globalized World. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91800-6_10.

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Yu, Feng, Jun-feng Zhang, Yousen Zhao, Ji-chun Zhao, Cuiping Tan, and Ru-peng Luan. "The Research and Application of Virtual Reality (VR) Technology in Agriculture Science." In Computer and Computing Technologies in Agriculture III. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-12220-0_79.

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Williams, Eric R., Carrie Love, Matt Love, and Adonis Durado. "Emerging technologies in cine-VR." In Virtual Reality Cinema. Routledge, 2021. http://dx.doi.org/10.4324/9781003028284-10.

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Uniyal, Manumaya, and Ray Dawson. "Context Based Approach to Applying Virtual Reality." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch050.

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It was Ivan Sutherland, nearly 30 years ago, who introduced the modern concept of VR in his thesis work (Sutherland, 1963). It has been 14 years since Jaron Lanier (1996) coined the term virtual reality to collectively present such ideas as formulated since Sutherland. Since then, VR has been offered as a one-stop solution for tackling issues as diverse as ranging from manufacturing and design to tourism. In fact, the liberal usage of the word virtual, often drawn from the term VR, is best summed up by Professor J. Vince when he says, “today we have virtual universities, virtual offices, virtual pets, virtual graveyards, virtual exhibitions, virtual wind tunnels, virtual actors, virtual studios, virtual museums, virtual doctors—and all because of VR” (Vince, 1998, p. 1). Unfortunately, even such worldwide media attention has been unable to help VR penetrate and broad-base itself across all market segments as had been predicted. This article builds upon the above-mentioned issues while specifically focusing on: a. Finding and understanding the reasons for an overall lack of enthusiasm for VR usage in the Cost Sensitive Organizations (CSO). b. To develop and present a VR application methodology specifically for CSOs based on the findings of point “a”.
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Conference papers on the topic "Virtual Reality (VR)-Technologien"

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"Ambient information technologies." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549428.

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Borst, Christoph W., Kenneth A. Ritter, and Terrence L. Chambers. "Virtual energy center for teaching alternative energy technologies." In 2016 IEEE Virtual Reality (VR). IEEE, 2016. http://dx.doi.org/10.1109/vr.2016.7504701.

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Kozhevnikov, Maria. "Keynote address: Bringing 3D immersive virtual reality technologies to visual-spatial cognition research." In 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759427.

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Southgate, Erica, Shamus P. Smith, and Jill Scevak. "Asking ethical questions in research using immersive virtual and augmented reality technologies with children and youth." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892226.

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Satava, Richard. "Keynote speaker: Virtual reality: Current uses in medical simulation and future opportunities & medical technologies that VR can exploit in education and training." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549339.

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Asencio, Armand J., Ian C. Graham, Ryan Korsen, Guohua Ma, and James McCusker. "Designing a Better Virtual Reality (VR) Experience." In ASME 2019 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/imece2019-10674.

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Abstract Virtual reality (VR) is a great new technology which has extensive applications, and it is imperative that there is a way to use VR comfortably. This will allow VR to become an everyday tool, creating a more interactive world. With more VR integration new technologies can be created and allow VR to expand further into fields like therapy or military training. However, VR comes with some unfortunate side effects. The cybersickness that many people experience when using a VR system has been shown to trigger a thermoregulatory response that causes sweating, the sensation of being excessi
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Trego, Angela, and Spencer Magleby. "Virtual Reality Promises New Design Capabilities." In ASME 1994 Design Technical Conferences collocated with the ASME 1994 International Computers in Engineering Conference and Exhibition and the ASME 1994 8th Annual Database Symposium. American Society of Mechanical Engineers, 1994. http://dx.doi.org/10.1115/detc1994-0378.

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Abstract Virtual reality has received much attention in the past few years in relation to entertainment and simulation. Although there is much hype surrounding virtual reality, the underlying technologies and concepts could have a significant impact on computer-based design engineering tools. This paper explores the possible applications of virtual reality to the engineering design process. The objective of the described research is to explore opportunities to create tools, environments, and systems which will increase the designer’s productivity through the application of virtual reality (VR)
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Webster, Rustin, and Alex Clark. "Turn-Key Solutions: Virtual Reality." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46174.

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A little over two decades ago the opportunity to purchase a turn-key virtual reality (VR) solution was scarce. High priced head-mounted displays (HMD) and projection based technologies dominated the first VR revolution, which experienced a peak of growth and excitement in the late 1990s before fading. However, many of the early adaptors, innovators, developers, and researchers would argue that the evolution of VR did not fade. They may say that VR was a medium that was just ahead its time and was waiting for individual pieces to mature and for society to demand and push the boundaries of techn
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Andrade, Stevão A., Fatima L. S. Nunes, and Márcio E. Delamaro. "A fault-based testing approach to VR applications." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8450.

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Technologies such as Virtual Reality (VR) have emerged, allowing the development of three-dimensional environments with real-time interaction. VR systems lack similarities between traditional programs, which makes it ineffective to apply traditional software test-ing criteria on then. Considering this motivation and the acceptance between researchers and engineers that quality is an essential factor in software development, in this paper we examine software testing practices available for the VR domain and present the possibilities for improvement to provide an automated software testing appro
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Schoor, W., S. Masik, J. Tumler, S. Adler, M. Hofmann, and E. Trostmann. "A Concept for Applying VR and AR Technologies to Support Efficient 3D Non-contact Model Digitalization." In 2009 IEEE Virtual Reality Conference. IEEE, 2009. http://dx.doi.org/10.1109/vr.2009.4811043.

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Reports on the topic "Virtual Reality (VR)-Technologien"

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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? Iowa State University. Library, 2019. http://dx.doi.org/10.31274/itaa.8781.

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Im, Hyunjoo, and Minjung Park. An Exploratory Study of Shopper Perception and Shopping Duration in a Virtual Reality (VR) Store. Iowa State University, Digital Repository, 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1491.

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Recruiting VR Troopers: Bringing Introductory Programming Projects to Life in Virtual Reality. Purdue University, 2018. http://dx.doi.org/10.5703/1288284316857.

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