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1

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

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Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR/AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1.

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3

Virtual reality: Concepts and technologies. Boca Raton, FL: CRC Press, 2011.

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4

Balet, 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.

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5

Subsol, Gérard, ed. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11590361.

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6

Cavazza, 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.

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7

Group, NATO Defense Research, ed. Virtual reality, training's future?: Perspectives on virtual reality and related emerging technologies. Boston, MA: Springer, 1997.

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8

Chang, 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.

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9

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

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10

Cheok, 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.

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11

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

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12

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

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13

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

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14

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

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15

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

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16

International, Conference on Virtual Storytelling (1st 2001 Avignon France). Virtual storytelling: Using virtual reality technologies for storytelling : International Conference ICVS 2001, Avignon, France, September 2001 : proceedings. Berlin: Springer, 2001.

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17

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. Paderborn: Heinz Nixdorf Institut, 2002.

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18

Olivier, Balet, Subsol Gérard, and Torguet Patrice, eds. Virtual storytelling: Using virtual reality technologies for storytelling : International Conference ICVS 2001, Avignon, France, September 27-28, 2001 : proceedings. Berlin: Springer, 2001.

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19

Rao, N. Raghavendra. Virtual technologies for business and industrial applications: Innovative and synergistic approaches. Hershey, PA: Business Science Reference, 2010.

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20

Gérard, Subsol, ed. Virtual storytelling: Using virtual reality technologies for storytelling : third international conference, ICVS 2005, Strasbourg, France, November 30-December 2, 2005 : proceedings. Berlin: Springer, 2005.

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21

Technologies for urban and spatial planning: Virtual cities and territories. Hershey: Information Science Reference, 2014.

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22

Sharma, Sushil K. Adoption of virtual technologies for business, educational, and governmental advancements. Hershey, PA: Information Science Reference, 2013.

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23

Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications and Human Factors for AR and VR. Addison Wesley, 2016.

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24

Ballester, Belén Rubio. Neurorehabilitation. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199674923.003.0059.

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This chapter considers the ability of the damaged brain to reorganize following trauma and how this can be facilitated through interaction with virtual reality or robotic technologies. Stroke represents one of the main causes of adult disability and will be one of the main contributors to the burden of disease in by 2030. In this chapter we first review the main neuroscientific principles of recovery. Second, we explore the some of the latest technological approaches for neurorehabilitation, such as assistive exoskeletons and virtual reality systems. We describe a new virtual reality gaming system (RGS) that combines training scenarios with dedicated interface devices to optimize motor and cognitive training. RGS builds on theories of brain plasticity, thus we show how a living machines perspective can be used to create practical and useful systems that address a significant societal need. Finally, we comment on the broader advantages and potential applications of VR to maximize recovery.
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25

VR Developer Gems. CRC Press LLC, 2019.

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26

Gutiérrez-Maldonado, José, Marta Ferrer-García, Antonios Dakanalis, and Giuseppe Riva. Virtual Reality. Edited by W. Stewart Agras and Athena Robinson. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780190620998.013.26.

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In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and extend the assessment tools and treatments currently in use for eating disorders (EDs). Specifically the VR protocols for EDs try to exploit clinically the sense of “presence,” that is, the feeling of “being there” inside the virtual environment. The sense of presence offered by VR can be a powerful tool in therapy because it provides the individual with a world in which he/she can be placed and live a particular experience. This triggers emotional reactions in patients and allows a higher level of self-reflectiveness than that provided by memory and imagination, and greater control than that offered by direct “real” experience. In particular, VR protocols for EDs use technology to alter the experience of the body (embodiment) in real time and as a cue exposure tool for reducing food craving.
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27

Group, Waite. VR Basic Virtual Reality World Maker Book. FT Prentice Hall, 1994.

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28

Helsel, Sandra. The Official Virtual Reality World: Vr Explorer. John Wiley & Sons Inc (Computers), 1996.

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29

Complete Guide to VR & 360 Degree photography. Ilex Photo, 2018.

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30

Unreal Engine VR Cookbook: Developing Virtual Reality with UE4. Addison-Wesley Professional, 2017.

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31

Virtual Reality Spy-VR Troopers (V. R. Troopers). Egmont Childrens Books, 1995.

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32

Murray, Jeff W. Building Virtual Reality with Unity and Steam VR. A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/b21862.

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33

Fuchs, Philippe, Guillaume Moreau, and Pascal Guitton. Virtual Reality: Concepts and Technologies. Taylor & Francis Group, 2011.

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34

Fuchs, Philippe, Guillaume Moreau, and Pascal Guitton. Virtual Reality: Concepts and Technologies. Taylor & Francis Group, 2011.

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35

Fuchs, Philippe, Guillaume Moreau, and Pascal Guitton. Virtual Reality: Concepts and Technologies. Taylor & Francis Group, 2011.

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36

Fuchs, Philippe, Guillaume Moreau, and Pascal Guitton. Virtual Reality: Concepts and Technologies. Taylor & Francis Group, 2011.

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37

Fuchs, Philippe, Guillaume Moreau, and Pascal Guitton, eds. Virtual Reality: Concepts and Technologies. CRC Press, 2011. http://dx.doi.org/10.1201/b11612.

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38

Baruah, Rakesh. Virtual Reality with VRTK4: Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit. Apress, 2019.

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39

Marc Cavazza,St Phane Donikian. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Springer, 2008.

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40

Subsol, G. Rard. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Springer, 2008.

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41

1931-, Seidel Robert J., Chatelier Paul R, and NATO Defense Research Group, eds. Virtual reality, training's future?: Perspectives on virtual reality and related emerging technologies. New York: Plenum Press, 1997.

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42

Tricart, Celine. Virtual Reality Filmmaking: Techniques and Best Practices for VR Filmmakers. Taylor & Francis Group, 2017.

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43

Nippa, Michael, Oswin Maurer, Thomas Aichner, and Stefan Tonezzani. Virtual Reality im Tourismus: Wie VR das Destinationsmarketing verändern wird. Springer Gabler, 2018.

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44

Virtual Reality Filmmaking: Techniques and Best Practices for VR Filmmakers. Taylor & Francis Group, 2017.

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45

Nite, Sky. VR / AR Enterprise Insider: Guidebook for Virtual Reality and XR. Independently Published, 2020.

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46

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

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47

Augmented Reality: Developments, Technologies and Applications. Nova Science Publishers, Incorporated, 2015.

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48

Pakstas, Algirdas, and Ryoichi Komiya. Virtual Reality Technologies for Future Telecommunications Systems. Wiley & Sons, Incorporated, John, 2002.

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49

Serino, Silvia, and Pietro Cipresso. Virtual Reality: Technologies, Medical Applications and Challenges. Nova Science Publishers, Incorporated, 2014.

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50

Algirdas, Pakstas, and Komiya Ryoichi, eds. Virtual reality technologies for future telecommunications systems. West Sussex: J. Wiley, 2002.

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