Academic literature on the topic 'Virtual reality (VR) technologies'
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Journal articles on the topic "Virtual reality (VR) technologies"
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 (February 19, 2016): 498–503. http://dx.doi.org/10.18844/gjhss.v2i1.336.
Full textFox, Jesse, Dylan Arena, and Jeremy N. Bailenson. "Virtual Reality." Journal of Media Psychology 21, no. 3 (January 2009): 95–113. http://dx.doi.org/10.1027/1864-1105.21.3.95.
Full textYasmin, Shamima. "Virtual Reality and Assistive Technologies: A Survey." International Journal of Virtual Reality 18, no. 2 (January 1, 2018): 30–57. http://dx.doi.org/10.20870/ijvr.2018.18.2.2905.
Full textStasieńko, Agnieszka, and Iwona Sarzyńska-Długosz. "Virtual Reality in Neurorehabilitation." Advances in Rehabilitation 30, no. 4 (December 1, 2016): 67–75. http://dx.doi.org/10.1515/rehab-2015-0056.
Full textLin, 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.
Full textKim, 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 (September 2016): 356–60. http://dx.doi.org/10.1177/1541931213601081.
Full textElmqaddem, Noureddine. "Augmented Reality and Virtual Reality in Education. Myth or Reality?" International Journal of Emerging Technologies in Learning (iJET) 14, no. 03 (February 14, 2019): 234. http://dx.doi.org/10.3991/ijet.v14i03.9289.
Full textOyelude, Adetoun A. "Virtual reality (VR) and augmented reality (AR) in libraries and museums." Library Hi Tech News 35, no. 5 (July 2, 2018): 1–4. http://dx.doi.org/10.1108/lhtn-04-2018-0023.
Full textHirose, Michitaka. "Virtual Reality Technology and Museum Exhibit." International Journal of Virtual Reality 5, no. 2 (January 1, 2006): 31–36. http://dx.doi.org/10.20870/ijvr.2006.5.2.2686.
Full textNazemi, Mark, Diane Gromala, and Mehdi Karamnejad. "Virtual Reality as Analgesia." International Journal of Creative Interfaces and Computer Graphics 5, no. 2 (July 2014): 75–86. http://dx.doi.org/10.4018/ijcicg.2014070105.
Full textDissertations / Theses on the topic "Virtual reality (VR) technologies"
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.
Full textThis article aims to research how we can design an experience that challenges our ideas about ‘Human Enhancement Technologies’ (Pariseau-Legault et al., 2018) through critical design and VR-technology. This through exploration of our hands physical touch (Puig de la Bellacasa, 2009) in everyday activities and exploring touch in Virtual Reality. This research helped to create a design that aims to change a player's touch in connection with an everyday activity where we through technological modifications give your hands new functionality.
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.
Full textDatavisualisering (DV) kan ses som ett viktigt verktyg för kommunikation och dataanalys, speciellt när stora mängder data behandlas. Visuell representation kan främja observationen av trender och mönster samt förståelsen av datan. För närvarande används tvådimensionella displayer huvudsakligen för datavisualisering, både i två och tre dimensioner (2D och 3D). Emellertid är tvådimensionella displayer begränsade i 3D-visualisering eftersom de inte möjliggör äkta djupseende, och täcker inte observatörens fulla synfält (Field Of View (FOV)). Ett alternativ tillvägagångssätt är att använda Virtual Reality (VR), vilket tillhandahåller en omslutande och interaktiv 3D-miljö. VR har huvudsakligen används för spel och simulerad träning. Däremot börjar nya användningsområden uppstå då VR teknologin har blivit mer prisvärd. Ett användningsområde är VR för DV, vilket var det huvudsakliga syftet för det här arbetet. För att uppnå syftet utfördes en litteraturstudie för att identifiera teknologier och definitioner, hårdvaru- och mjukvaruteknologier, tekniker och exempel inom området av DV och VR. Dessutom, för att exemplifiera DV genom VR, utvecklades ett prototypsystem. Vilket implementerades genom Unity 3D, en av de ledande spelmotorerna. För att visualisera den utvecklade VR-miljön användes ett HTC Vive Head Mounted Display (HMD). Den utvecklade prototypen kan visualisera data från ett lokalt dataset genom ett spridningsdiagram med 3 axlar, i VR. I den virtuella miljön som skapas av systemet tillåts användaren att välja attribut från datasetet för att sedan visualisera dessa genom det tredimensionella spridningsdiagrammet. När datan väl är visualiserad, kan användaren använda de handhållna kontrollerna för att flytta, rotera, luta och skala grafen. Uppnådda resultat indikerar på omslutning och interaktion som de huvudsakliga fördelarna av DV genom VR.
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.
Full textSannefeldt, 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.
Full textKerse, 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.
Full textGunnarsson, 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.
Full textMIRZA, 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.
Full textBeverskog, 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.
Full textDam, 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.
Full textRoos, Daniel, and Gustav Aaro. "A Toolset for Qualitative Dataset Generation of Virtual Reality Environment User Interaction." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148667.
Full textBooks on the topic "Virtual reality (VR) technologies"
Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR / AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3.
Full textDörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR/AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1.
Full textBalet, Olivier, Gérard Subsol, and Patrice Torguet, eds. Virtual Storytelling Using Virtual Reality Technologies for Storytelling. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45420-9.
Full textSubsol, Gérard, ed. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11590361.
Full textCavazza, Marc, and Stéphane Donikian, eds. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-77039-8.
Full textGroup, NATO Defense Research, ed. Virtual reality, training's future?: Perspectives on virtual reality and related emerging technologies. Boston, MA: Springer, 1997.
Find full textChang, Maiga, Wu-Yuin Hwang, Ming-Puu Chen, and Wolfgang Müller, eds. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9.
Full textAI agents in virtual reality worlds: Programming intelligent VR in C++. New York: John Wiley, 1996.
Find full textCheok, Adrian David, and Kasun Karunanayaka. Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73864-2.
Full textBook chapters on the topic "Virtual reality (VR) technologies"
Tramberend, Henrik. "Die Erweiterung der VPL VR-Umgebung um alternative Rendering-Technologien." In Virtual Reality, 313–19. Berlin, Heidelberg: Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-88650-8_24.
Full textJones, Sarah. "Towards the Essence of Cinematic VR: Embracing New Technologies to Define a Medium." In Augmented Reality and Virtual Reality, 321–35. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06246-0_23.
Full textGreen, Dido, and Peter Wilson. "Applications of VR Technologies for Childhood Disability." In Virtual Reality for Physical and Motor Rehabilitation, 203–16. New York, NY: Springer New York, 2014. http://dx.doi.org/10.1007/978-1-4939-0968-1_10.
Full textGerth, Sebastian, and Rolf Kruse. "VR/AR-Technologien im Schulungseinsatz für Industrieanwendungen." In Virtual Reality und Augmented Reality in der Digitalen Produktion, 143–79. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29009-2_8.
Full textSarkady, Daniel, Larissa Neuburger, and Roman Egger. "Virtual Reality as a Travel Substitution Tool During COVID-19." In Information and Communication Technologies in Tourism 2021, 452–63. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65785-7_44.
Full textWalczak, Krzysztof. "Beh-VR: Modeling Behavior of Dynamic Virtual Reality Contents." In Interactive Technologies and Sociotechnical Systems, 40–51. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11890881_6.
Full textAlmufareh, Maram, Duaa Abaoud, and Md Moniruzzaman. "Taxonomy Development for Virtual Reality (VR) Technologies in Healthcare Sector." In Designing for a Digital and Globalized World, 146–56. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91800-6_10.
Full textYu, 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, 546–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-12220-0_79.
Full textWilliams, Eric R., Carrie Love, Matt Love, and Adonis Durado. "Emerging technologies in cine-VR." In Virtual Reality Cinema, 161–73. Routledge, 2021. http://dx.doi.org/10.4324/9781003028284-10.
Full textUniyal, Manumaya, and Ray Dawson. "Context Based Approach to Applying Virtual Reality." In Virtual Technologies, 807–15. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch050.
Full textConference papers on the topic "Virtual reality (VR) technologies"
"Ambient information technologies." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549428.
Full textBorst, 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.
Full textKozhevnikov, 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.
Full textSouthgate, 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.
Full textSatava, 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.
Full textSchoor, 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.
Full text"Emerging display technologies - new systems and applications: from images to sensing, interaction and enhancement." In IEEE Proceedings. VR 2005. Virtual Reality, 2005. IEEE, 2005. http://dx.doi.org/10.1109/vr.2005.1492818.
Full textTrego, 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.
Full textAsencio, 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.
Full textWebster, 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.
Full textReports on the topic "Virtual reality (VR) technologies"
D'Sousa, Angelina, Doris H. Kincade, and Peggy P. Quesenberry. Virtual Reality (VR): Is This New Technology Viable for Fashion Retailers? Ames (Iowa): Iowa State University. Library, January 2019. http://dx.doi.org/10.31274/itaa.8781.
Full textIm, Hyunjoo, and Minjung Park. An Exploratory Study of Shopper Perception and Shopping Duration in a Virtual Reality (VR) Store. Ames: Iowa State University, Digital Repository, November 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1491.
Full textBaluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.
Full textJoyner, Tom, and Bob Maker. Joint Installed System Test Facility (JISTF) Infrared Sensor Simulation/Stimulation Enhancement: Dynamic Virtual Reality Simulation/Stimulation Technologies for Test, Evaluaiton, and Training. Fort Belvoir, VA: Defense Technical Information Center, June 1999. http://dx.doi.org/10.21236/ada367704.
Full textButyrina, Maria, and Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.
Full textRecruiting VR Troopers: Bringing Introductory Programming Projects to Life in Virtual Reality. Purdue University, August 2018. http://dx.doi.org/10.5703/1288284316857.
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