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

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1

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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Scarfe, Peter, and Andrew Glennerster. "The Science Behind Virtual Reality Displays." Annual Review of Vision Science 5, no. 1 (2019): 529–47. http://dx.doi.org/10.1146/annurev-vision-091718-014942.

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Virtual reality (VR) is becoming an increasingly important way to investigate sensory processing. The converse is also true: in order to build good VR technologies, one needs an intimate understanding of how our brain processes sensory information. One of the key advantages of studying perception with VR is that it allows an experimenter to probe perceptual processing in a more naturalistic way than has been possible previously. In VR, one is able to actively explore and interact with the environment, just as one would do in real life. In this article, we review the history of VR displays, inc
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Yasmin, Shamima. "Virtual Reality and Assistive Technologies: A Survey." International Journal of Virtual Reality 18, no. 2 (2018): 30–57. http://dx.doi.org/10.20870/ijvr.2018.18.2.2905.

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This paper conducts an extensive survey on existing Virtual Reality (VR)-based rehabilitation approaches in the context of different types of impairments: mobility, cognitive, and visual. Some VR-based assistive technologies involve repetitions of body movements, some require persistent mental exercise, while some work as sensory substitution systems. A multi-modal VR-based environment can incorporate a number of senses, (i.e., visual, auditory, or haptic) into the system and can be an immense source of motivation and engagement in comparison with traditional rehabilitation therapy. This surve
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Moura, João Martinho, Né Barros, and Paulo Ferreira-Lopes. "Embodiment in Virtual Reality." International Journal of Creative Interfaces and Computer Graphics 12, no. 1 (2021): 27–45. http://dx.doi.org/10.4018/ijcicg.2021010103.

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Virtual reality (VR) has been a prominent idea for exploring new worlds beyond the physical, and in recent decades, it has evolved in many aspects. The notion of immersion and the sense of presence in VR gained new definitions as technological advances took place. However, even today, we can question whether the degrees of immersion achieved through this technology are profound and felt. A fundamental aspect is the sense of embodiment in the virtual space. To what extent do we feel embodied in virtual environments? In this publication, the authors present works that challenge and question the
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Hirose, Michitaka. "Virtual Reality Technology and Museum Exhibit." International Journal of Virtual Reality 5, no. 2 (2006): 31–36. http://dx.doi.org/10.20870/ijvr.2006.5.2.2686.

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More than 15 years have passed since the word "virtual reality" became popular in our society. Now VR technology is at the stage where realistic application should be discussed. For example, it is said that museums are now a good application field of VR technology. In this paper, recent VR technologies which can be utilized for museum exhibits are introduced. The topics include sophisticated image environments such as IPT (immersive projection technology), image-based world generation methodology, and "real world VR" supported by wearable computers
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Oyelude, Adetoun A. "Virtual reality (VR) and augmented reality (AR) in libraries and museums." Library Hi Tech News 35, no. 5 (2018): 1–4. http://dx.doi.org/10.1108/lhtn-04-2018-0023.

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Purpose This edition of this study aims to focus on augmented reality (AR) and virtual reality (VR) in libraries and museums, as seen from the internet cyber sphere including blogs. It takes a look at the first quarter of 2018 and analyzes the trending issues within the period, highlighting examples of some institutions that make use of VR and AR. The advantages of the use of VR, AR and sometimes mixed reality are also pointed out. Design/methodology/approach Libraries, archives and museums are increasingly using AR/VR technologies in their service delivery because it is trending. The year 201
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Nazemi, Mark, Diane Gromala, and Mehdi Karamnejad. "Virtual Reality as Analgesia." International Journal of Creative Interfaces and Computer Graphics 5, no. 2 (2014): 75–86. http://dx.doi.org/10.4018/ijcicg.2014070105.

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This paper introduces a multidisciplinary and interactive approach to self-management of chronic pain using Virtual Reality (VR). This approach is meant to reduce the reliance on heavy use of medication and provide a non-pharmacological method for pain management. In addition, the paper discusses additional technologies that deal with issues surrounding immersion, presence, and interface design that directly impact the quality of treatment patients can obtain through VR therapy. A set of guidelines are also included that signify the importance of using biofeedback and interactive sound design
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Vert, Silviu, and Diana Andone. "Virtual Reality Authoring Tools for Educators." ITM Web of Conferences 29 (2019): 03008. http://dx.doi.org/10.1051/itmconf/20192903008.

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Virtual reality technologies have been demonstrated to produce encouraging results in the educational process. However, adoption of virtual reality-based instruction among educators has yet to see significant numbers. One of the reasons is the technical difficulty in authoring custom-made VR experiences for students. In this paper, we propose criteria for choosing VR authoring tools that are appropriate for usage in education and apply them to such current platforms. We also present a case study of learning collaboration project that revolved around the usage of VR authoring tools. We conclude
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Abeele, Vero Vanden, Brenda Schraepen, Hanne Huygelier, Celine Gillebert, Kathrin Gerling, and Raymond Van Ee. "Immersive Virtual Reality for Older Adults." ACM Transactions on Accessible Computing 14, no. 3 (2021): 1–30. http://dx.doi.org/10.1145/3470743.

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Despite the proliferation of research on immersive virtual reality (IVR) technologies for older adults, comprehensive guidelines on designing immersive and engaging VR for older adults remain sparse. Therefore, we first compounded 67 guidelines based on published literature. Next, to empirically ground these design recommendations, we provided 37 older adults of diverse ages, education levels, and cognitive abilities with a first VR experience. Analyzing interviews with the 37 older adults via the Laddering method, we found that they generally reported positive experiences with their first VR
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Ishak, Muhammad Azri, Mohammad Rafiq Kosnan, and Nur Fatini Zakaria. "Build IoT through Virtual Reality." International Journal of Multimedia and Recent Innovation 2, no. 1 (2020): 11–25. http://dx.doi.org/10.36079/lamintang.ijmari-0201.80.

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Virtual Reality (VR) is a new form as integration of technologies that overlays computer-generated information on real world. Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world, real or imagined and allows users not only see it but also interact with it. Hence, educator has begun to seek technologies that have potential to be integrated in education in order to help students learn effectively and enhance their understanding. The focus of this research is
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Nayyar, Anand, Bandana Mahapatra, Dac Nhuong Le, and G. Suseendran. "Virtual Reality (VR) & Augmented Reality (AR) technologies for tourism and hospitality industry." International Journal of Engineering & Technology 7, no. 2.21 (2018): 156. http://dx.doi.org/10.14419/ijet.v7i2.21.11858.

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Virtual Reality and Augmented Reality, these days, is offering many useful applications that is attracting greater attention from tourism researchers and professionals. As, AR and VR technologies are evolving, the number of scientific applications is also at increase. VR and AR are proving their worth especially when planning, marketing, education, tourist sport preservation coming to light. The aim of this research paper is to highlight top technologies for Tourism and Hospitality with regard to AR and VR.
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Fetaji, Bekim, Majlinda Fetaji, Ozcan Asilkan, and Mirlinda Ebibi. "Examining the role of virtual reality and augmented reality technologies in education." New Trends and Issues Proceedings on Humanities and Social Sciences 7, no. 3 (2020): 160–68. http://dx.doi.org/10.18844/prosoc.v7i3.5247.

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In the last decade, applications of virtual reality (VR) and augmented reality (AR) technologies have rapidly increased. Although they are used especially in the game industry, their importance in education has also becoming more evident. As there are not enough academic researches on this field, we aimed to examine the role of VR and AR technologies in education. During the study, the implementation of VR and AR applications in education was analysed as well as impact factors, barriers and levels of knowledge transfer were investigated. We propose an approach to address the various identified
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Kontos, D., and A. Georgopoulos. "PERFORMING 3D MEASUREMENTS IN A VR ENVIRONMENT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 863–70. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-863-2020.

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Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the develo
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Piskunova, Marina D., and Pavel A. Pobokin. "Students’ attitude to learning using virtual reality programs." Yaroslavl Pedagogical Bulletin 2, no. 119 (2021): 112–19. http://dx.doi.org/10.20323/1813-145x-2021-2-119-112-119.

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This article presents an empirical study of the interest of higher educational institution students in supplementing educational activities with virtual reality technologies. The article substantiates the relevance of using VR technologies in teaching University students. The purpose of the study is to determine the feasibility of using virtual reality technologies in the learning process. The review of literature sources devoted to virtual reality and its application in the educational sphere, including the training of highly specialized professionals. Specific examples of the use of virtual
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HUDÁK, Marián, Martin SIVÝ, and Branislav SOBOTA. "UNIFORM SMARTPHONE CONTROLLER FOR WEB-BASED VIRTUAL REALITY PURPOSES." Acta Electrotechnica et Informatica 21, no. 1 (2021): 11–18. http://dx.doi.org/10.15546/aeei-2021-0002.

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This work introduces a uniform smartphone controller interface integrated into LIRKIS G-CVE web-based global collaborative virtual environments. In general, VR controllers provide various kinds of interaction techniques to manipulate virtual objects. Mostly, those aim focus on controlling the virtual context and the interaction with 3D GUI integrated in the virtual environment. With respect to web-based virtual reality, the progress in development of uniform interfaces is raising thanks to emerging web technologies and frameworks with cross-platform support. Although there are many manufacture
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Dremliuga, Roman, Olga Dremliuga, and Andrei Iakovenko. "Virtual Reality: General Issues of Legal Regulation." Journal of Politics and Law 13, no. 1 (2020): 75. http://dx.doi.org/10.5539/jpl.v13n1p75.

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The article focuses on the general issues of legal regulation of relations that emerge in the field of application of VR technologies and presents issues associated with the regulation of development of such technologies. It looks at the features of this technology that create challenges for the development of a system of legal regulation of its application. The article also gives a perspective at major factors that make application of the existing law difficult and offers analysis of the emerging issues of its regulation. The author arrives at a conclusion that this technology is fundamentall
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Kim, Hee-Jin, Ye-Joon Jo, Jun-Seok Choi, et al. "Virtual Reality Simulation and Augmented Reality-Guided Surgery for Total Maxillectomy: A Case Report." Applied Sciences 10, no. 18 (2020): 6288. http://dx.doi.org/10.3390/app10186288.

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With the improvement in computer graphics and sensors, technologies like virtual reality (VR) and augmented reality (AR) have created new possibilities for developing diagnostic and surgical techniques in the field of surgery. VR and AR are the latest technological modalities that have been integrated into clinical practice and medical education, and are rapidly emerging as powerful tools in the field of maxillofacial surgery. In this report, we describe a case of total maxillectomy and orbital floor reconstruction in a patient with malignant fibrous histiocytoma of the maxilla, with preoperat
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Корнієнко, Інокентій Олексійович, and Беата Василівна Барчі. "INFLUENCE OF VIRTUAL REALITY TOOLS ON HUMAN ANATOMY LEARNING." Information Technologies and Learning Tools 77, no. 3 (2020): 66–75. http://dx.doi.org/10.33407/itlt.v77i3.3493.

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The paper considers virtual reality (VR) as an effective way of teaching and learning. It discusses the possibilities of modern educational information technologies implementation, the educational advantages and drawbacks of 3D technologies and highlights VR features which enable dynamic forms of learning by creating artifacts in virtual environment with activities triggered by learners’ interaction. The effective role of the means of VR in education is determined and theoretically substantiated. Approaches aimed at increasing the theoretical and practical readiness of learners for educational
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Cicek, Igor, Andrija Bernik, and Igor Tomicic. "Student Thoughts on Virtual Reality in Higher Education—A Survey Questionnaire." Information 12, no. 4 (2021): 151. http://dx.doi.org/10.3390/info12040151.

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This paper explores the benefits of using Virtual Reality (VR) technologies in higher education. The theoretical part investigates the classical education system and its features in order to compare advantages of using VR systems in education. VR technologies and its current state in industry and in education were explored in addition to which branches of higher education use these systems. A survey was conducted through an online questionnaire where respondents (N = 55) gave their opinion on VR and the implementation of VR technologies in education. Three hypotheses related to the use of VR t
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Dirin, Amir, Ari Alamäki, and Jyrki Suomala. "Gender Differences in Perceptions of Conventional Video, Virtual Reality and Augmented Reality." International Journal of Interactive Mobile Technologies (iJIM) 13, no. 06 (2019): 93. http://dx.doi.org/10.3991/ijim.v13i06.10487.

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<p class="Abstract"><strong>Abstract--</strong>The user’s emotional involvement plays an important role in adopting new technologies. The level of engagement with and adoption of new digital applications depends on various personal, contextual, and emotional factors. In our study, we assessed the personal factors, such as gender differences, of perceiving and adopting technologies such as virtual reality (VR), augmented reality (AR), and conventional video. Furthermore, we assessed what kind of emotions are involved in and invoked by the context of new technologies. This is a
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Samur, Sebastian Xavier. "Comparing Stage Presence and Virtual Reality Presence." Revista Brasileira de Estudos da Presença 6, no. 2 (2016): 242–65. http://dx.doi.org/10.1590/2237-266058902.

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Abstract: Reflecting on the impending release of new Head Mounted Display virtual reality (VR) technologies, the article examines definitions and techniques for digital presence, and compares them with research into stage presence. It opens with an outline of definitions of digital presence, comparing them with Cormac Power's fictional, auratic, and literal modes of presence in performance. The article then looks at techniques used in VR and on stage to achieve presence. Finally, performance examples that use virtual reality technologies are presented. The article concludes that even if the te
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Tychkov, Alexander Yu, Ekaterina Grosheva, Alan K. Alimuradov, et al. "Adaptive Virtual Reality Design Methodology." International Journal of Applied Research in Bioinformatics 11, no. 2 (2021): 42–53. http://dx.doi.org/10.4018/ijarb.2021070105.

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The article provides an integrated analysis of practical application of virtual reality (VR) in healthcare. Modern VR products have been created for the diagnosis and treatment of post-traumatic syndrome, Alzheimer's disease, alcohol dependence, phobic disorders, and teenage depression. Information on such products is limited to simple scenes, without adaptation to the user. The article shows a prospect for creating a virtual system with biological feedback. The proposed system is a set of portable and stationary devices for recording physiological signals and immersion into a virtual reality
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Findlay-Walsh, Iain. "Virtual auditory reality." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 10, no. 1 (2021): 71–90. http://dx.doi.org/10.7146/se.v10i1.124199.

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This article examines popular music listening in light of recent research in auditory perception and spatial experience, record production, and virtual reality, while considering parallel developments in digital pop music production practice. The discussion begins by considering theories of listening and embodiment by Brandon LaBelle, Eric Clarke, Salomè Voegelin and Linda Salter, examining relations between listening subjects and aural environments, conceptualising listening as a process of environmental ‘inhabiting’, and considering auditory experience as the real-time construction of ‘reali
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Mak, S. L., Fanny W. F. Tang, C. H. Li, Geddy T. W. Lee, and W. H. Chiu. "A Review on Development and Application of Virtual Reality (VR) Training Platform for Testing, Inspection and Certification Industry." International Journal of Information and Education Technology 10, no. 12 (2020): 926–31. http://dx.doi.org/10.18178/ijiet.2020.10.12.1480.

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The Virtual Reality (VR) training is one of modern simulation tools which has been used to help train up staffs to operate equipment and facilities, as well as handling emergency situations in different industries. This paper discusses the theories supporting the adoption of VR technologies in the laboratories and pros/cons of Virtual Reality Training systems. Virtual reality technologies have been applied to different types of trainings in many industries, such as product design and manufacturing, facilities maintenances and territory teaching purposes. A typical virtual reality system includ
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T. Kumar, Senthil. "Study of Retail Applications with Virtual and Augmented Reality Technologies." Journal of Innovative Image Processing 3, no. 2 (2021): 144–56. http://dx.doi.org/10.36548/jiip.2021.2.006.

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The rapidly emerging virtual reality (VR) and augmented reality (AR) technologies have greatly improved the digital shopping experience and retail selling environment. In terms of practical applications and academic research, fragmentation in VR and AR contributes to the technology's multidisciplinary roots in terms of applications. In this paper, the retail applications and research works that make use of VR and AR technology are compared and analyzed. The implementation, consumer acceptance, applications, issues and other related terms are compared. This study establishes a foundation for fu
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McGlynn, Sean A., and Wendy A. Rogers. "Design Recommendations to Enhance Virtual Reality Presence for Older Adults." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 2077–81. http://dx.doi.org/10.1177/1541931213602002.

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Virtual reality (VR) systems are becoming increasingly affordable for the general population. These technologies have potentially beneficial applications in a wide variety of contexts. Primary considerations for enhancing VR experiences in these contexts are the level of immersion enabled by the technology and the level of presence experienced by the user. Older adults are often overlooked during the design and application of VR technologies, even though these types of systems may help overcome certain aspects of the age-related challenges and limitations that they experience. The purpose of t
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Berton, Alessandra, Umile Giuseppe Longo, Vincenzo Candela, et al. "Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation." Journal of Clinical Medicine 9, no. 8 (2020): 2567. http://dx.doi.org/10.3390/jcm9082567.

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Background: Remote virtual rehabilitation aroused growing interest in the last decades, and its role has gained importance following the recent spread of COVID19 pandemic. The advantages of virtual reality (VR), augmented reality (AR), gamification, and telerehabilitation have been demonstrated in several medical fields. In this review, we searched the literature for studies using these technologies for orthopedic rehabilitation and analyzed studies’ quality, type and field of rehabilitation, patients’ characteristics, and outcomes to describe the state of the art of VR, AR, gamification, and
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Trindade, Daniel, Lucas Teixeira, Manuel Loaiza, Felipe Carvalho, Alberto Raposo, and Ismael Santos. "LVRL: Reducing the Gap between Immersive VR and Desktop Graphical Applications." International Journal of Virtual Reality 12, no. 1 (2013): 1–15. http://dx.doi.org/10.20870/ijvr.2013.12.1.2854.

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The emergence of cheaper technologies for immersive environments has considerably increased the interest in Virtual Reality applications. However, VR frameworks currently available force user applications to be developed specifically for them. This increases the cost of converting an existing application to another virtual reality environment. This paper proposes a new framework, the LVRL (Lightweight Virtual Reality Libraries), which allows the creation or conversion of existing applications to VR without changing the application's structure. The LVRL's main objective is to provide a nonintru
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Jovanović, Aleksandar, and Aleksandar Milosavljević. "VORTEX ENTERPRISE: DECENTRALIZED VIRTUAL REALITY BLOCKCHAIN-BASED PLATFORM." Facta Universitatis, Series: Automatic Control and Robotics 18, no. 1 (2019): 057. http://dx.doi.org/10.22190/fuacr1901057j.

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Virtual Reality (VR) has been used in industries since the 1960s. However, the recent development of hardware and software has made it possible for VR technologies to become widely adopted by the mass market with the highest level of immersion and affordable price. However, building platforms for VR technologies will require many active users and their engagement in project development. Those activities will include platform activities, content creation, social media marketing, processing power, and storage. For that purpose, we introduce VoRtex enterprise high-level software architecture and
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Godzik, Jakub, S. Harrison Farber, Timur Urakov, et al. "“Disruptive Technology” in Spine Surgery and Education: Virtual and Augmented Reality." Operative Neurosurgery 21, Supplement_1 (2021): S85—S93. http://dx.doi.org/10.1093/ons/opab114.

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Abstract BACKGROUND Technological advancements are the drivers of modern-day spine care. With the growing pressure to deliver faster and better care, surgical-assist technology is needed to harness computing power and enable the surgeon to improve outcomes. Virtual reality (VR) and augmented reality (AR) represent the pinnacle of emerging technology, not only to deliver higher quality education through simulated care, but also to provide valuable intraoperative information to assist in more efficient and more precise surgeries. OBJECTIVE To describe how the disruptive technologies of VR and AR
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Cook, Matt, Zack Lischer-Katz, Nathan Hall, et al. "Challenges and Strategies for Educational Virtual Reality." Information Technology and Libraries 38, no. 4 (2019): 25–48. http://dx.doi.org/10.6017/ital.v38i4.11075.

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Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear
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Elsayed, Mohammad, Nadja Kadom, Comeron Ghobadi, et al. "Virtual and augmented reality: potential applications in radiology." Acta Radiologica 61, no. 9 (2020): 1258–65. http://dx.doi.org/10.1177/0284185119897362.

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The modern-day radiologist must be adept at image interpretation, and the one who most successfully leverages new technologies may provide the highest value to patients, clinicians, and trainees. Applications of virtual reality (VR) and augmented reality (AR) have the potential to revolutionize how imaging information is applied in clinical practice and how radiologists practice. This review provides an overview of VR and AR, highlights current applications, future developments, and limitations hindering adoption.
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Stone, Valerie E. "Social Interaction and Social Development in Virtual Environments." Presence: Teleoperators and Virtual Environments 2, no. 2 (1993): 153–61. http://dx.doi.org/10.1162/pres.1993.2.2.153.

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Like most new technologies, virtual reality (VR) has been the subject of a great deal of idealization. This paper both debunks that idealization by discussing some problems that certain types of VR could cause and emphasizes how other types of VR could bring the technology closer to its ideal. Virtual reality is divided into four types: social (there are real other people to interact with), nonsocial (other interactants are simulations of people), creative (users can create elements in the virtual environment), and noncreative (users interact with a fixed environment created for them). Nonsoci
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Cunha, Rian Dutra da, Frâncila Weidt Neiva, and Rodrigo Luis de Souza da Silva. "Virtual Reality as a Support Tool for the Treatment of People with Intellectual and Multiple Disabilities: A Systematic Literature Review." Revista de Informática Teórica e Aplicada 25, no. 1 (2018): 67. http://dx.doi.org/10.22456/2175-2745.77994.

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Since the emergence of virtual reality (VR) technologies, many researchers have argued on the benefits of their use for people with intellectual and multiple disabilities. However, up to this date there is not a single study that presents a detailed overview of the state of the art in virtual reality as a support tool for the treatment of people with intellectual and multiple disabilities, as well as Autism and Down Syndrome. The aim of this study is to provide a detailed overview of the state of the art in the virtual reality area focusing on people with multiple disabilities, that encompasse
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Wei, Wei. "Research progress on virtual reality (VR) and augmented reality (AR) in tourism and hospitality." Journal of Hospitality and Tourism Technology 10, no. 4 (2019): 539–70. http://dx.doi.org/10.1108/jhtt-04-2018-0030.

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Purpose This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful directions for tourism and hospitality research on VR and AR applications. Design/methodology/approach A selective literature review of full-length papers published in the period from 2000 to 2018 was conducted. A total of 60 journal papers were retrieved and thoroughly reviewed. Findings This paper first presents a summary of the distribution of published papers. Then, this paper synthesizes the stimuli, dimensions a
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Ivanova, A. V. "VR & AR TECHNOLOGIES: OPPORTUNITIES AND APPLICATION OBSTACLES." Strategic decisions and risk management, no. 3 (October 9, 2018): 88–107. http://dx.doi.org/10.17747/2078-8886-2018-3-88-107.

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The first attempts to create devices that allow interacting with the imitated reality, as well as augmenting reality with superimposed information, were made at the beginning of the 20th century, the very concept of mixed reality (the “reality-virtuality continuum”), which elements are virtual (VR) and augmented (AR) reality, is quite young (24 years), as well as the market of these technologies. The concept of virtual and augmented reality hasn’t changed radically in the past 30 years, but VR and AR devices and software, and content have gone through a significant evolutionary path, and have
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Sala, Nicoletta. "Applications of Virtual Reality Technologies in Architecture and in Engineering." International Journal of Space Technology Management and Innovation 3, no. 2 (2013): 78–88. http://dx.doi.org/10.4018/ijstmi.2013070104.

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Virtual reality (VR) is a technology which permits to create virtual objects and 3D virtual worlds which are hosted on the computer’s memories. It is indispensable in critical simulation, for instance in military training, in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or in realization of virtual prototypes, for instance in industrial design. The aim of this paper is to present how VR technologies also find excellent application fields in architecture and in engineering. For instance, in the teaching of the basic concepts, in techniq
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Ahmed, Shakil. "A Review on Using Opportunities of Augmented Reality and Virtual Reality in Construction Project Management." Organization, Technology and Management in Construction: an International Journal 11, no. 1 (2019): 1839–52. http://dx.doi.org/10.2478/otmcj-2018-0012.

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AbstractAugmented reality (AR) and virtual reality (VR), a kingdom-of-the-art technology for superimpos­ing information onto the real world, have recently started to have an effect on our everyday lives. In addition, AR and VR have shown a great contribution to advanced construction management in recent years. However, a comprehensive critical review of AR and VR technolo­gies in construction management is absent in the liter­ature. This study provides a comprehensive review of a summary of using potential opportunities of AR and VR to solve a variety of construction management issues effectiv
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Beck, Julia, Mattia Rainoldi, and Roman Egger. "Virtual reality in tourism: a state-of-the-art review." Tourism Review 74, no. 3 (2019): 586–612. http://dx.doi.org/10.1108/tr-03-2017-0049.

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Purpose Emerging technologies, such as virtual reality (VR), have been influencing both the tourism supply side and tourists alike. The purpose of this study is to analyse VR research in tourism and to provide a comprehensive state-of-the-art review. As the technological connotation of the term VR has been changing and encompasses various VR systems with different capabilities, this paper aims to provide a systematic and structured overview. The overall objective of this paper is to contribute to a thorough understanding of VR research in tourism. Design/methodology/approach This paper compreh
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Sosnilo, A. I. "Application of Virtual Reality (VR) Technologies in Management and Education." Administrative Consulting, no. 6 (August 24, 2021): 158–63. http://dx.doi.org/10.22394/1726-1139-2021-6-158-163.

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The article analyzes immersive education, augmented and virtual reality technologies and their forms of application in modern economic conditions both abroad and in Russia. Advantages and disadvantages of application of these technologies and constraints of their development are outlined. Reasons and factors influencing the application of these technologies in manage-ment and education are justified. We studied the change in interest in the concept of “virtual reality” according to the search queries of the Google trends service. The practice of AR/VR tools application in management and educatio
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Ancella Hendrika, Clara Theresia, and Thedy Yogasara. "Cybersickness Testing Of Gender And Experience Factors Using Virtual Reality." International Journal of Engineering Technology and Natural Sciences 2, no. 2 (2021): 63–69. http://dx.doi.org/10.46923/ijets.v2i2.79.

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One of the technologies that people are starting to get interested in is virtual reality (VR). VR is widely used as a means of entertainment, even more so at this time, the e-sports industry is developing rapidly. However, the use of VR can cause cybersickness, a disease arising from sensory and perceptual mismatches between the visual and vestibular systems. The emergence of cybersickness can be related to gender and experience using VR. There have been studies on cybersickness, but the results obtained had not come to the same conclusion. This research aims to identify the effect of gender a
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