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Journal articles on the topic 'Virtual reality (VR) technologies'

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1

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.

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2

Fox, 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.

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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, wherein we discuss the effects of the technology on human users; VR as an application, wherein we consider real-world applications in areas such as medicine and education; and VR as a method, wherein we provide a comprehensive outline of studies in which VR technologies are used to study phenomena that have traditionally been studied in physical settings, such as nonverbal behavior and social interaction. We then present a content analysis of the literature, tracking the trends for this research over the last two decades. Finally, we present some possibilities for future research for interested social scientists.
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Yasmin, 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.

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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 survey categorizes virtual environments on the basis of different available modalities. Each category is again subcategorized by the types of impairments while introducing available devices and interfaces. Before concluding the survey, the paper also briefly focuses on some issues with existing VR-based approaches that need to be optimized to exploit the utmost benefit of virtual environment-based rehabilitation systems .
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Stasieńko, 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.

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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 rehabilitation techniques in different disease entities. .
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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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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 (September 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 for tobacco cessation, which is a critical public health treatment area for mental illness and substance abuse. The method empirically builds smoker personas from theoretically grounded survey content. The personas are then used to design and pilot VR simulation modules tailored to behavioral interventions, which will be tested in the patient population. The VR simulation will record a subject’s emotions and brain activities in real-time through subjective (surveys) and objective (neurophysiology) measures of emotional response. The overall goal of the study is to validate the VR content by demonstrating that significant differences are seen in emotional response when presenting content personalized for the patient.
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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 (February 14, 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 new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.
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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 (July 2, 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 2018 is expected to be huge for VR technology. Findings Facebook is the largest investor in AR and VR, and because Facebook is also extremely popular, many are opportune to have a go at VR and AR through the use of the Facebook social media platform. Originality/value VR “involves using 3D graphics and advanced interactions to immerse a real-world user in a simulated environment”, by the description of the University of Indiana University, Bloomington’s Blogspot. AR stands for extended reality and actually, in technical terms, means a combination of virtual and real reality (UWS, 2018). Both VR and AR, 3D printing and other technologies have altered how people live and work.
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Hirose, 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.

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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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Nazemi, 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.

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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 to help improve rehabilitation and meditation practices for pain reduction.
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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 reality technologies in the educational process are presented. Classifications of virtual reality technologies are given depending on the necessary means to enter the virtual environment, as well as on the type of virtual reality technologyVR, depending on the degree of user immersion. The possibility and feasibility of using each type of virtual reality in the educational process in modern educational institutions is evaluated. The empirical part of the research is devoted to conducting a survey of University students on their awareness of VR, interest in learning through the use of VR technologies, satisfaction with virtual reality technologies already introduced into the educational process if they have experience, and preferences in the way VR is used in training. The main empirical results of the study are presented in the form of tables based on the results of a survey among students. The results of the research can be used in pedagogy when developing new educational programs, when making decisions about the introduction of innovative technologies in the educational process, when improving the skills of teachers as a theoretical material that introduces the concept of virtual reality and the prospects for its use in education.
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Scarfe, Peter, and Andrew Glennerster. "The Science Behind Virtual Reality Displays." Annual Review of Vision Science 5, no. 1 (September 15, 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, including the philosophical origins of VR, before discussing some key challenges involved in generating good VR and how a sense of presence in a virtual environment can be measured. We discuss the importance of multisensory VR and evaluate the experimental tension that exists between artifice and realism when investigating sensory processing.
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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 (January 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 embodiment sensation in VR, specifically in the artistic aspect. They present initial reflections about embodiment in virtuality and analyze the technologies adopted in creating interactive artworks prepared for galleries and theater stage, questioning the sensations caused by the visual embodiment in virtual reality under the perspective of both the audience and the performer.
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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 (April 20, 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 (December 1, 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 issues. This study aims to contribute to the field with the comparison of the results, followed by analyses and recommendations for future work. Keywords: Virtual reality, augmented reality, education, learning models, assessment, flipped learning.
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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 with some recommendations regarding additional features that would enhance the exploitation of current VR authoring tools in education.
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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 (September 30, 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 exposure. With these deepened insights, we reflect on, nuance, and contextualize existing design guidelines, and formulate points to bear in mind when designing accessible and engaging VR experiences for older persons.
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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 (June 20, 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 quantitative study in which students were asked to perform experiments on VR, AR, and conventional videos. After the experiments, participants were asked to fill out a predefined survey about their emotional reactions to the experiments. The results show, unlike the prior research, that female participants were more enthusiastic about the usage of new technologies than males. The user experience of VR, AR and conventional videos triggered more positive emotions among females than males. For practitioners, the results suggest that the audio-visual technologies could engage more females than males. For academics, this study provides further research on how to trigger users to adopt new audio-visual technologies<em>. </em></p>
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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 (February 19, 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 fundamentally different from the other existing technologies as it combines the properties of both physical reality and cyberspace. Among the challenges of the legal regulation of VR are a high realism, complete immersion user experience, and low cyber protection of both hardware and software components. The author evaluates several regulatory approaches, which could be used in the case of virtual reality and finds that all of them have major deficiencies. Contemporary research findings in secure application of VR in the fields of teaching and entertainment get rapidly outdated as they cannot catch up with the technology development, therefore they can only serve as a ground for the development of a system of VR regulation with consideration of this factor.
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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 (March 22, 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 on development of mobile application on Raspberry Pi topic by using Virtual Reality technology from Computer Architecture and Organization subject in University Pendidikan Sultan Idris (UPSI). Student have difficulty to understand and even not know what is Raspberry Pi besides less usage of mobile application on Virtual Reality, the application could help them understand the functionality of Raspberry Pi better and effectively. By using PROTOTYPING model, evaluation phase consisted of post tested have been carried out on target user as to see the learning effectiveness from student achieved. The result of finding shows that the students think that VR-Pi application is easy to use and the note provided is appropriate and easy to understand. Thus, this mobile application of VR technology could enhance the traditional form of teaching and learning in order to improve student’s knowledge and interest about Raspberry Pi which improves their understanding and experience using technology while learning.
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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 (April 2, 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 technology, student interest, and learning outcomes as well as the effectiveness, immersiveness and the effect of VR systems on the users were tested through 27 questions.
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Kim, Hee-Jin, Ye-Joon Jo, Jun-Seok Choi, Hyo-Joon Kim, In-Seok Park, Jae-Seek You, Ji-Su Oh, and Seong-Yong Moon. "Virtual Reality Simulation and Augmented Reality-Guided Surgery for Total Maxillectomy: A Case Report." Applied Sciences 10, no. 18 (September 10, 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 preoperative planning via VR simulation and AR-guided surgery. Future developments in VR and AR technologies will increase their utility and effectiveness in the field of surgery.
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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 (July 1, 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 future work in the retail applications field.
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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 von der Abgrenzung von VR und Augmented Reality (AR) über die generellen Potentiale und Grenzen der Technologie bis hin zu den Herausforderungen bei der Gestaltung von VR-Inhalten reichen. Zudem ist fraglich, wie nachhaltig die aktuellen Marktentwicklungen sind. Im folgenden Beitrag werden diese Fragen adressiert und kritisch diskutiert.
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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 already experienced several growth spikes.VR and AR technologies can be applied not only in entertainment and games. Many experts believe that virtual and augmented reality, along with Big Data, cloud technologies, artificial intelligence and some others, will become the key technologies of the 4th industrial revolution. VR and AR also have the potential to become the next big computing platform. Today VR and AR technologies help not only to create conceptually new markets, but also to disrupt existing ones.This article discusses the evolution of the VR and AR concepts and technologies and current market trends. The results of the survey show the key obstacles for the mass distribution of AR and VR technologies: high implementation and operational costs of AR/VR solutions; lack of high-quality content and imperfect devices, implicit effectiveness of their use.Based on the empirical study, a rather extensive list of benefits from using virtual and augmented reality technologies has been drawn up: faster and cheaper learning, training and guiding processes, increase in their efficiency, the reduction of the costs of elements and supplies needed, training support personnel; reducing potential risks to life and health of employees and other people while special training (medical operations and invasive procedures, evacuation, security, rescue in various emergencies) and the related optimization of the compensations; reducing the number of errors and accelerating the processes of assembling, repairing and operating special equipment, searching for information, necessary details, product location in the warehouse; significant reduction of accidents rate, as well as the exploration costs, due to the early identification of malfunctions; accelerating the pace of the designing and prototyping objects, significantly reducing the cost and duration of physical modeling process; improving customer experience, product and trading platforms design, that leads to corresponding increase in volume of sales; improving (simplifying) of communication and increasing its effectiveness.
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Samur, Sebastian Xavier. "Comparing Stage Presence and Virtual Reality Presence." Revista Brasileira de Estudos da Presença 6, no. 2 (August 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 technology falls short, discourse on digital presence is useful in providing insights into presence on stage.
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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 (September 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 this paper is to provide an overview of the applications of VR for older adults and to identify characteristics of older users that could impact the way they experience these advanced technologies. This review culminates in design recommendations for increasing the likelihood that the immersiveness of the VR system has its intended effect on the experience of virtual presence for older adults.
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Godzik, Jakub, S. Harrison Farber, Timur Urakov, Jeremy Steinberger, Liza J. Knipscher, Ryan B. Ehredt, Luis M. Tumialán, and Juan S. Uribe. "“Disruptive Technology” in Spine Surgery and Education: Virtual and Augmented Reality." Operative Neurosurgery 21, Supplement_1 (June 15, 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 interface in spine surgery and education. METHODS We review the relevance of VR and AR technologies in spine care, and describe the feasibility and limitations of the technologies. RESULTS We discuss potential future applications, and provide a case study demonstrating the feasibility of a VR program for neurosurgical spine education. CONCLUSION Initial experiences with VR and AR technologies demonstrate their applicability and ease of implementation. However, further prospective studies through multi-institutional and industry-academic partnerships are necessary to solidify the future of VR and AR in spine surgery education and clinical practice.
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Berton, Alessandra, Umile Giuseppe Longo, Vincenzo Candela, Sara Fioravanti, Lucia Giannone, Valeria Arcangeli, Viviana Alciati, et al. "Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation." Journal of Clinical Medicine 9, no. 8 (August 7, 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 telerehabilitation for orthopedic rehabilitation. Methods: A comprehensive search on PubMed, Medline, Cochrane, CINAHL, and Embase databases was conducted. This review was performed according to PRISMA guidelines. Studies published between 2015 and 2020 about remote virtual rehabilitations for orthopedic patients were selected. The Methodological Index for Non-Randomized Studies (MINORS) and Cochrane Risk-of-Bias assessment tool were used for quality assessment. Results: 24 studies (9 randomized controlled trials (RCTs) and 15 non-randomized studies) and 2472 patients were included. Studies mainly concern telerehabilitation (56%), and to a lesser extent VR (28%), AR (28%), and gamification (16%). Remote virtual technologies were used following knee and hip arthroplasty. The majority of included patients were between 40 and 60 years old and had a university degree. Remote virtual rehabilitation was not inferior to face-to-face therapy, and physical improvements were demonstrated by increased clinical scores. Orthopedic virtual remote rehabilitation decreased costs related to transports, hospitalizations, and readmissions. Conclusion: The heterogeneity of included studies prevented a meta-analysis of their results. Age and social context influence adaptability to technology, and this can modify compliance to treatment and outcomes. A good relationship between patient and physiotherapist is essential for treatment compliance and new technologies are useful to maintain clinical interactions remotely. Remote virtual technologies allow the delivery of high-quality care at reduced costs. This is a necessity given the growing demand for orthopedic rehabilitation and increasing costs related to it. Future studies need to develop specific and objective methods to evaluate the clinical quality of new technologies and definitively demonstrate advantages of VR, AR, gamification, and telerehabilitation compared to face-to face orthopedic rehabilitation.
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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 developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.
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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 includes four basic elements: 1) Input devices in order to simulate the working behavior; 2) Output devices; such as VR headset to allow the user in the virtual environment; 3) graphical system that produce simulated scenario(s); 4) Database to store the different conditions to simulate the operation environment.
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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 (July 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 techniques of graphic rebuilding for the building restoration, in realization of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected to the Information and Communication Technology (ITC) and to the Internet, and in the virtual prototyping which connects engineering and architecture.
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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 educational process was summarized. Statistics on the prospects for the development of the global market for virtual and augmented reality tech-nologies were analyzed. The domestic practice of development of AR/VR projects and platforms is summarized. Proposals for the development of immersive technologies in education and business are formulated.
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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 (June 19, 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 activity using VR tools are considered. The research participants were exposed to two learning modes: traditional (textbook style) and VR. The experiment was based on Human Anatomy VR Complete Edition by Virtual Medicine software which provided interaction with virtual models of human anatomy. Anatomy knowledge test and Students' Engagement in School Four-dimensional Scale were used to compare learning outcomes and the levels of student cognitive engagement between the two groups on the basis of ANOVA test. Participants in the VR mode improved learning performance (i.e. recollecting and reconstituting) and engagement scores (cognitive and agency subscales) compared to those in the traditional learning mode. Emotional self-ratings before and after the learning phase in the VR mode showed an increase in positive emotions and a decrease in negative emotions. Overall, participants in the VR mode displayed an improved learning experience when compared to traditional learning methods. The combination of visualization and interactivity makes VR learning mode advantageous for effective education. The directions of further research such as organizational and psycho-pedagogical conditions of VR implementation in education and teacher training are defined.
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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 (June 9, 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 manufacturers of VR controllers, their usage is often limited only for specified display device. Our intention is to cover multiple devices through only one simple controller interface, that is capable to provide a variety of interactions for web-based VR. In this study we proposed Enhanced Smart Client Interface designed for providing fully immersive interaction through smartphones. We performed several experiments focused on user experience and usability under two cloud platforms. Results obtained from experiments performed in our study confirm that utilization of our interface is mostly affected by the server response time. Based on the results this solution is suitable for further development and improvements.
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Crocetta, Tânia Brusque, Sandra Rogéria de Oliveira, Carla Maria de Liz, and Alexandro Andrade. "Virtual and augmented reality technologies in Human Performance: a review." Fisioterapia em Movimento 28, no. 4 (December 2015): 823–35. http://dx.doi.org/10.1590/0103-5150.028.004.ar01.

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Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.
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Sihi, Debika. "Home sweet virtual home." Journal of Research in Interactive Marketing 12, no. 4 (October 8, 2018): 398–417. http://dx.doi.org/10.1108/jrim-01-2018-0019.

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PurposeDigital technologies have made it possible for organizations to enhance service delivery and provide consumers a way to experience a product or service before even seeing it in person. Prior work has validated consumer purchase decision-making models like the Engel, Kollat and Blackwell (EKB) model in digital and multi-channel purchase environments. This research aims to explore the various impacts of digital technologies, specifically virtual reality (VR) and augmented reality (AR) features, on the different stages of the EKB model in a high involvement purchase decision context. In addition, the use of such technologies is examined as a competitive advantage for sales agents.Design/methodology/approachAn in-depth market analysis of VR and AR technologies related to residential real estate is conducted. Then the research questions are analyzed through detailed feedback gathered from 33 prospective home-buyers and realtors in the USA.FindingsInsights from buyers and sales agents (realtors in the context of this research) suggest that VR and AR technologies can enhance consumer information search and expedite the time consumers spend evaluating purchase alternatives. As these technologies advance in their customization features, they may also increase the conversion between alternative evaluation and purchase, but only if they are realistic and provide high quality experiences. Finally, digital technologies are viewed as becoming a necessity in high involvement sales contexts, suggesting that additional features or innovative ways to use these technologies may serve as sources of competitive advantage for sales agents.Originality/valueThis is one of the first research studies to explore the perceived impacts of VR and AR technologies on the stages of the EKB model consumer decision model. It builds on prior work and offers direction for future research.
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Sandu, Simona Andreea, Călin Dan Neamţu, Sorin Dan Grigorescu, Cosmin Karl Bănică, Iuliana Babiuc, Adriana Bisoc, and Andrei Constantinovici. "The virtual reality technology use in prosthodontics." Romanian Journal of Stomatology 61, no. 2 (June 30, 2015): 121–25. http://dx.doi.org/10.37897/rjs.2015.2.2.

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The virtual reality technologies can be included into the e-learning system, according to specialized studies. At present education system is in a period of transition from traditional to digital and virtual. Out of the benefits of using the 3D technologies in education, we name: 3D virtual learning solutions involving students in the learning process, helping them to understand faster various concepts, to remember knowledge; access to technology; complete the learning experience. In a lot of universities the majority of systems based on VR technologies are in their experimental stage, the issue of dental prosthetics being less or not at all approached.
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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 (September 24, 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 decentralized blockchain solution. Introduced VoRtex enterprise high-level software architecture will be used to develop blockchain-based virtual world (VW) platform with VR support. The goal of the VW platform is to support the development of education, certification and massive open online courses (MOOC). A blockchain component inside the VW platform will be used for engaging users in project development through collaboration and content sharing. Active users that promote platform content will get rewards for contributions using cryptocurrency. Also, we will showcase this feature on the VoRtex platform prototype where the user earns cryptocurrencies for activity inside the VW. In the end, we will evaluate the proposed solution
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Bougaa, Mohammed, Stefan Bornhofen, Hubert Kadima, and Alain Rivière. "Virtual Reality for Manufacturing Engineering in the Factories of the Future." Applied Mechanics and Materials 789-790 (September 2015): 1275–82. http://dx.doi.org/10.4028/www.scientific.net/amm.789-790.1275.

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This paper discusses the possibilities of applying Virtual Reality (VR) technologies to Manufacturing Engineering, and in particular assesses its role in the Factory of the Future (FoF). We review, classify and compare the recommendations given by four major European reports on the challenges that have to be met for a successful deployment of the FoF, and we identify the potential contributions of VR to this vision in terms of new technologies, worker-factory relationship, modular infrastructure and production efficiency. We argue that VR can be a key technology to support the FoF at all levels of the Systems Engineering approach, either directly by applying it in standard engineering processes, or indirectly by leveraging other useful technologies.
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Zhao, Bing. "Application of GIS, GPS, Remote Sensing Technologies and Virtual Reality in Environmental Planning." Electronics Science Technology and Application 7, no. 4 (January 21, 2021): 96. http://dx.doi.org/10.18686/esta.v7i4.162.

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<span lang="EN-US">Environmental planning is a systematic work with large-scale issues and big difficulties. This article briefly discusses GIS, GPS, remote sensing technologies (3S technologies) and virtual reality (VR), and verifies that these technologies can provide assistance for environmental planning. On this basis, this article focuses on the application of 3S technologies and VR in environmental planning, such as point processing, line processing and surface processing, constructing geometric virtual environment and image virtual environment. In order to maximize roles of these technologies, advantages, scientificity and rationality of environmental planning should be enhanced to create ideal space for social and economic development.</span>
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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 (January 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 nonintrusive and transparent programming interface that allows the development of VR applications by non-VR developers. This paper describes LVRL's architecture, features, usage, and benefits obtained by applications using it.
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Elsayed, Mohammad, Nadja Kadom, Comeron Ghobadi, Benjamin Strauss, Omran Al Dandan, Abhimanyu Aggarwal, Yoshimi Anzai, et al. "Virtual and augmented reality: potential applications in radiology." Acta Radiologica 61, no. 9 (January 13, 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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Tychkov, Alexander Yu, Ekaterina Grosheva, Alan K. Alimuradov, Andrey Grachev, Petr P. Churakov, Alexey Ageykin, and Anna N. Tychkova. "Adaptive Virtual Reality Design Methodology." International Journal of Applied Research in Bioinformatics 11, no. 2 (July 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 environment, as well as smart nodes for registration, processing, and decision-making to correct the user's mental state. Technologies for wire/wireless transfer of audio-visual and parametric information in virtual reality systems are discussed. The analyses include the features (advantages and disadvantages) of using virtual reality in conditions of optical information transfer, wireless protocols, and wire interfaces that provide user communication with virtual reality system and technical solutions.
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Zelensky, M. M., S. A. Reva, and A. I. Shaderkina. "библиоVirtual reality (VR) in clinical medicine: international and Russian experience." Russian Journal of Telemedicine and E-Health 7, no. 3 (September 6, 2021): 7–20. http://dx.doi.org/10.29188/2712-9217-2021-7-3-7-20.

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Introduction. This article reviews an application of highly technological methods of virtual reality (VR) in clinical practice based on various studies and experiments of foreign and Russian researchers in recent years. The aim of this review is to demonstrate application of virtual reality technologies for further transformation of classical medicine into digital one. Materials and methods. There is significant growth of interest in the use of VR in medicine. Particularly, only in PubMed library such dynamics can be traced by using key words «VR technology in medicine»: in 2017 year there were 58 articles, in 2018 – 65, in 2019 – 106, in 2020 – 127, and currently in the first half of 2021 year there are already 145 articles. For this paper 37 articles from international journals and 28 from Russian ones were selected. The accent was made on the usage of VR technologies in different fields of clinical medicine, education of medical staff and patients. Results. In this paper we described wide range of experiments on using VR technologies during various medical manipulations such as diagnosis, planning of surgical interventions, cognitive therapy, pain management, preventing medicine and conservative treatment. Examples of successful clinical management of patients during rehabilitation and health maintaining were shown. Medical fields where VR is currently widely used were chosen, promising directions for further research were indicated. We also described opportunities of VR application for teaching medical staff. Conclusion. Nearly all researchers who applied virtual reality (VR) in clinical practice have come to similar conclusion. This innovative tool is a breakthrough in medicine and it has high potential for using it by physicians, patients and health care organizers. Authors have articulated issues which should be managed for further successful introduction VR technologies into modern clinical practice.
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Zhai, Kevin, Azwa Dilawar, Mohammad S. Yousef, Sean Holroyd, Haithem El-Hammali, and Marwa Abdelmonem. "Virtual Reality Therapy for Depression and Mood in Long-Term Care Facilities." Geriatrics 6, no. 2 (June 4, 2021): 58. http://dx.doi.org/10.3390/geriatrics6020058.

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Virtual reality (VR) describes a family of technologies which immerse users in sensorily-stimulating virtual environments. Such technologies have increasingly found applications in the treatment of neurological and mental health disorders. Depression, anxiety, and other mood abnormalities are of concern in the growing older population—especially those who reside in long-term care facilities (LTCFs). The transition from the familiar home environment to the foreign LTCF introduces a number of stressors that can precipitate depression. However, recent studies reveal that VR therapy (VRT) can promote positive emotionality and improve cognitive abilities in older people, both at home and in LTCFs. VR thus holds potential in allowing older individuals to gradually adapt to their new environments—thereby mitigating the detrimental effects of place attachment and social exclusion. Nevertheless, while the current psychological literature is promising, the implementation of VR in LTCFs faces many challenges. LTCF residents must gain trust in VR technologies, care providers require training to maximize the positive effects of VRT, and decision makers must evaluate both the opportunities and obstacles in adopting VR. In this review article, we concisely discuss the implications of depression related to place attachment in LTCFs, and explore the potential therapeutic applications of VR.
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Lau, Yui Yip, YM Tang, Ivy Chan, Adolf K. Y. Ng, and Alan Leung. "Deployment of Virtual Reality (VR) to Promote Green Burial." Asia Pacific Journal of Health Management 15, no. 2 (May 21, 2020): S53–60. http://dx.doi.org/10.24083/apjhm.v15i2.403.

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Population projections for Hong Kong suggest that the city will accommodate 8.22 million people in 2043. One in every three people are expected to be older than 65 in 2066. The long-held Chinese traditions for burial of deceased with reverence and honour, coupled with the chronic land shortage have presented an excessive demand for cemetery space. Niches are seldom recycled and the inadequate supply of new columbarium niche requires the family of the deceased to consider alternative way for keeping cremated ashes. To ease the demand, “green burial” has been launched and promoted by the HKSAR government through different print and social media. Currently, scattering of cremains in Gardens of Remembrance or at sea are the two common ways to perform green burial. The public acceptance of green burial is still a questionable and is under-researched. This study is going to deploy innovative technology, virtual reality (VR) to increase physical and psychological fidelity in highly resembled scenarios for the people. On one hand, VR gives immeasurable value to people when they are enabled to navigate different circumstances (physical fidelity) before considering the use of green burial. On the other hand, VR enables the people to engage in different mental processes (psychological fidelity) replicated from an array of cognitive reaction and sentiments with the choice of green burial. In order to optimize the configuration of the VR settings, we will conduct a face-to-face, semi-structured and in-depth interview with different practitioners. In the study, we explore: (1) To what extent the enhancement of physical fidelity of innovative technologies debunk public’s misconception of green burial? (2) To what extent the enhancement of psychological fidelity of innovative technologies debunk public’s misconception of green burial? (3) To what extent the simulated experience derived from innovation technologies change the public acceptance of green burial?
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Mubin, Omar, Fady Alnajjar, Nalini Jishtu, Belal Alsinglawi, and Abdullah Al Mahmud. "Exoskeletons With Virtual Reality, Augmented Reality, and Gamification for Stroke Patients’ Rehabilitation: Systematic Review." JMIR Rehabilitation and Assistive Technologies 6, no. 2 (September 8, 2019): e12010. http://dx.doi.org/10.2196/12010.

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Background Robot-assisted therapy has become a promising technology in the field of rehabilitation for poststroke patients with motor disorders. Motivation during the rehabilitation process is a top priority for most stroke survivors. With current advancements in technology there has been the introduction of virtual reality (VR), augmented reality (AR), customizable games, or a combination thereof, that aid robotic therapy in retaining, or increasing the interests of, patients so they keep performing their exercises. However, there are gaps in the evidence regarding the transition from clinical rehabilitation to home-based therapy which calls for an updated synthesis of the literature that showcases this trend. The present review proposes a categorization of these studies according to technologies used, and details research in both upper limb and lower limb applications. Objective The goal of this work was to review the practices and technologies implemented in the rehabilitation of poststroke patients. It aims to assess the effectiveness of exoskeleton robotics in conjunction with any of the three technologies (VR, AR, or gamification) in improving activity and participation in poststroke survivors. Methods A systematic search of the literature on exoskeleton robotics applied with any of the three technologies of interest (VR, AR, or gamification) was performed in the following databases: MEDLINE, EMBASE, Science Direct & The Cochrane Library. Exoskeleton-based studies that did not include any VR, AR or gamification elements were excluded, but publications from the years 2010 to 2017 were included. Results in the form of improvements in the patients’ condition were also recorded and taken into consideration in determining the effectiveness of any of the therapies on the patients. Results Thirty studies were identified based on the inclusion criteria, and this included randomized controlled trials as well as exploratory research pieces. There were a total of about 385 participants across the various studies. The use of technologies such as VR-, AR-, or gamification-based exoskeletons could fill the transition from the clinic to a home-based setting. Our analysis showed that there were general improvements in the motor function of patients using the novel interfacing techniques with exoskeletons. This categorization of studies helps with understanding the scope of rehabilitation therapies that can be successfully arranged for home-based rehabilitation. Conclusions Future studies are necessary to explore various types of customizable games required to retain or increase the motivation of patients going through the individual therapies.
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Stone, Valerie E. "Social Interaction and Social Development in Virtual Environments." Presence: Teleoperators and Virtual Environments 2, no. 2 (January 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). Nonsocial VR may cause problems by making it difficult for children and adolescents to learn social skills. Noncreative VR is problematic because it places limits on users' creativity and freedom. Engineers developing VR technology are encouraged to develop social and creative VR.
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Netland, Torbjørn H., Oliver Flaeschner, Omid Maghazei, and Karin Brown. "Teaching Operations Management With Virtual Reality: Bringing the Factory to the Students." Journal of Management Education 44, no. 3 (January 31, 2020): 313–41. http://dx.doi.org/10.1177/1052562919892028.

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Recent developments in virtual reality (VR) technologies offer new opportunities for teaching management courses. The objective of this article is to present one way to use VR to teach operations management. In partnership with a global manufacturer, we integrate virtual environments of the manufacturers’ real factories in a course assignment. The assignment was used in two graduate operations management courses. Theoretically, we draw on the concept of immersion. To evaluate the effects of VR on students’ learning experiences, we use focus groups and a survey. We find that VR can be implemented cost-efficiently in operations management courses and present one way to do it. Considering effectiveness, we find that students generally perceive that VR improves their learning experience. The presented VR assignment provides students a guided discovery learning, which is active. However, we also find several limitations with the current technology, which can be overcome in future implementations. Teachers can use the idea and findings presented here to innovate their own teaching by the means of readily available and low-cost VR technologies.
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