Academic literature on the topic 'Virtual Reality (VR) technology'
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Journal articles on the topic "Virtual Reality (VR) technology"
Anggraini, Sazkia Noor. "Brings Reality Through Virtual Reality." IMOVICCON Conference Proceeding 1, no. 1 (July 3, 2019): 131–43. http://dx.doi.org/10.37312/imoviccon.v1i1.15.
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 textZeng, Lijia, and Xiang Dong. "Artistic Style Conversion Based on 5G Virtual Reality and Virtual Reality Visual Space." Mobile Information Systems 2021 (May 29, 2021): 1–8. http://dx.doi.org/10.1155/2021/9312425.
Full textHite, Rebecca. "Virtual Reality." American Biology Teacher 84, no. 2 (February 1, 2022): 106–8. http://dx.doi.org/10.1525/abt.2022.84.2.106.
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 textGarbin Praničević, Daniela. "Augmented Reality and Virtual Reality-Based Technology in Cultural Tourism." ENTRENOVA - ENTerprise REsearch InNOVAtion 7, no. 1 (December 8, 2021): 314–22. http://dx.doi.org/10.54820/mhny8236.
Full textChuang, Tzung-Fang, Ying-Hsiang Chou, Jar-Yuan Pai, Chien-Ning Huang, Henry Bair, Allen Pai, and Nai-Chi Yu. "Using Virtual Reality Technology in Biology Education." American Biology Teacher 85, no. 1 (January 1, 2023): 23–32. http://dx.doi.org/10.1525/abt.2023.85.1.23.
Full textPark, ChanJong. "Virtual Reality Technology Development in Korea." International Journal of Virtual Reality 4, no. 2 (January 1, 2000): 1–7. http://dx.doi.org/10.20870/ijvr.2000.4.2.2641.
Full textKaltenborn, K. F., and O. Rienhoff. "Virtual Reality in Medicine." Methods of Information in Medicine 32, no. 05 (1993): 407–17. http://dx.doi.org/10.1055/s-0038-1634953.
Full textGraessler, Iris, and Patrick Taplick. "Supporting Creativity with Virtual Reality Technology." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 2011–20. http://dx.doi.org/10.1017/dsi.2019.207.
Full textDissertations / Theses on the topic "Virtual Reality (VR) technology"
Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.
Full textWisén, André. "Integrating IFC Models and Virtual Reality for Indoor Lighting Design." Thesis, KTH, Fastigheter och byggande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254834.
Full textTidigare forskning har studerat hur simuleringsverktyg (Building Performance Simulations,BPS) kan användas med byggnadsinformationsmodellering (Building Information Modeling,BIM).Simuleringsverktyg kan dels användas för att visualisera design och användas somdesignutvärdering. Virtual Reality (VR), eller virtuell verklighet, kan användas som ettsimuleringsverktyg för design av inomhusbelysning. Problemet är att tidigare forskning harproblem med datakompatibilitet, d.v.s. integrationen av VR med BIM. Många studier föreslåratt filformatet IFC används för att lösa detta problem.Syftet med denna studie är att undersöka hur man ökar datakompatibiliteten genom attanvända ett IFC. Ett prototypsystem kommer att utvecklas för att testa detta. Forskningsfråganhandlar om huruvida öppna BIM-format kan förbättra kvaliteten på designlösningarna.Studien ska även försöka svara på hur VR kan integreras med BIM och hur VR kan användasför inomhusbelysningsdesign.Resultatet av detta arbete är en del av ett prototypsystem kallat FooBar. FooBar visar hur VRkan integreras med BIM. Filformatet IFC användes emellertid inte under heladesignprocessen. Istället används IFC endast i början och slutet av processen. Det andraresultatet är att denna studie visar hur VR kan användas som ett alternativ till andrasimuleringsverktyg. Med FooBar kan användare flytta, rotera och skala om ljus ibyggnadsmodellen. Dessa ändringar uppdateras sedan i den ursprungliga BIM-modellen.Det betyder att VR kan användas för att förbättra kvaliteten på designlösningarna. FooBar kanmed andra ord bidra till att underlätta multidisciplinära designprocesser. Användare kan självakliva in i den virtuella miljön (i VR) och se olika designalternativ framför sig. Således kanolika designalternativ enkelt göras i VR. Med ett system som FooBar kan användarna enkeltdefiniera, föreslå och analysera olika designidéer för att nå de designmål som finns i projektet.
Chernykh, O. P., O. S. Sentischeva, and Cantac Somuncu. "Using interactive information technology for attraction of foreign students to learning." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/45809.
Full textHugoson, Hampus. "VR för ett bättre samhälle : Hur VR-teknik kan användas för att skapa bättre förutsättningar för personer med funktionsnedsättningar." Thesis, Luleå tekniska universitet, Institutionen för samhällsbyggnad och naturresurser, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63777.
Full textZaiets, Myroslava. "Factors influencing the mass adoption of VR video platforms." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-291455.
Full textTrots ett stort antal studier som visar upp möjligheterna för bred implikation av virtual reality (VR) över flertalet branschdomäner, inklusive media, har denna teknik ännu inte fått ett brett genomslag, i stor utsträckning, på grund av flaskhalsar som hindrar den från att bli "mainstream". Ett antal mediehus, videoproduktionsföretag och till och med utvecklare av VR-utrustning (som The New York Times, Disney samt Oculus) investerade i skapandet av VR-videoplattformar och appar med 360-graders filmer och VR-filmer. Allmänhetens acceptans har gått långsammare än många har förväntat sig. Denna uppsats utforskar ekosystemet för plattformar som leverar VR-video och identifierar de faktorer som påverkar deras utveckling och antagande baserat på insikter från tidigare forskning om teknikacceptationsmodeller (TAM) för virtual reality och intervjuer med tio VR-proffs: utvecklare, innehållsleverantörer, och representanter för VR-videoplattformar. Denna kvalitativa studie avslöjar att VR-hårdvarudesign och prestanda (frihetsgrader, renderad videokvalitet, rörlighet, interaktion med VR-innehåll, "cybersickness"), priset på VR-headset (som monofunktionella enheter), begränsade socialiseringsfunktioner i virtuell miljö, bristen av tilltalande VR-innehåll och problem med dess produktion är några av de viktigaste komponenterna som hindrar intresset för virtual reality och VR-videoplattformar att nå en stor publik. Dessa avgörande faktorer kan därefter påverka VR-användarnas upplevda njutning, användbarhet och användarvänlighet, vilket är väsentligt för spridningen av ny teknik. Uppsatsen presenterar diskussionen om flaskhalsar och potentiella tillväxtpunkter som kan bli drivkrafter för vidareutveckling av plattformar som erbjuder VR-video och deras antagande av en bredare allmänhet.
Lu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.
Full textOlsson, Patrik. "Virtuell verklighet för förmedling av ett företags produkter : En undersökning av kunders beslutsprocess i valet av köksmoduler gjord ur ett lärandeperspektiv." Thesis, KTH, Skolan för teknikvetenskaplig kommunikation och lärande (ECE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-205573.
Full textThis work aims to investigate customers’ decision-making in a virtual reality application where customers can evaluate a company’s products. In recent years VR-technology has come so far that ordinary people can experience it. Thus, virtual reality is relatively new in a context targeting the masses. It is therefore of great interest to investigate how a company can use such an application to communicate their products and how the application can be designed to facilitate the decision-making. This work examined the factors that influenced costumers’ decision-making by looking at the customer’s interaction with the virtual environment from a learning perspective. To do this, a case-study was examined where the kitchen refurbishment company Modexa wanted to convey their products in a VR-application to their customers. Within the overall approach of action research, methods were used for data gathering such as focus groups, audio recording and semi-structured interviews. A steering group and a test group of Modexa-employees were used in the collection of data. In three iterations data was collected to continuously change the VR-application prototype that was tested on the participants. A result of this work was that more studies are needed in this area. The hardware that was used resulted in some limitations that could have been avoided by using another hardware. The compromises that must be made cause of these limitations are discussed as well as future applications based on this research.
Mishra, Sankalp. "Use Of Virtual Reality Technology In Medical Training And Patient Rehabilitation." Wright State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=wright1559144258671291.
Full textÖstergaard, Nellie. "Creating a VR experience for stressful preschool teachers." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23961.
Full textKläboe, Niklas, and Natalie Schreiber. "Virtual Reality som visualiseringsverktyg för ljusdesign." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-45540.
Full textBooks on the topic "Virtual Reality (VR) technology"
Doerner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual and Augmented Reality (VR/AR). Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2.
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 textDörner, 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 textBurdea, Grigore C. Virtual reality technology. 2nd ed. Hoboken, NJ: J. Wiley & Sons, 2003.
Find full textPhilippe, Coiffet, ed. Virtual reality technology. 2nd ed. Hoboken, N.J: J. Wiley-Interscience, 2003.
Find full textOrel, Marko. Collaboration Potential in Virtual Reality (VR) Office Space. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-08180-4.
Full textVirtual reality insider: Guidebook for the VR industry. 2nd ed. [Berkeley, California]: New Dimension Entertainment, 2015.
Find full textBook chapters on the topic "Virtual Reality (VR) technology"
Guo, Tiantai, and Xiaojun Zhou. "VR-Based Virtual Test Technology and Its Application in Instrument Development." In Virtual Reality, 468–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_51.
Full textStark, Rainer. "Major Technology 7: Virtual Reality—VR." In Virtual Product Creation in Industry, 305–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2022. http://dx.doi.org/10.1007/978-3-662-64301-3_13.
Full textChionidis, Konstantinos, and Wendy Powell. "VR as a Persuasive Technology “in the Wild”. The Effect of Immersive VR on Intent to Change Towards Water Conservation." In Virtual Reality and Augmented Reality, 224–33. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62655-6_15.
Full textJung, Shinyong (Shawn), and Jiyong Jeong. "A Classification of Virtual Reality Technology: Suitability of Different VR Devices and Methods for Research in Tourism and Events." In Augmented Reality and Virtual Reality, 323–32. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1_26.
Full textZhang, Tao, Liangrui Wen, and Sulaima Haleem. "Illustration Art Design System Based on VR Virtual Reality Technology." In Application of Intelligent Systems in Multi-modal Information Analytics, 594–601. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05237-8_73.
Full textCabaret, Pierre-Antoine, Thomas Howard, Claudio Pacchierotti, Marie Babel, and Maud Marchal. "Perception of Spatialized Vibrotactile Impacts in a Hand-Held Tangible for Virtual Reality." In Haptics: Science, Technology, Applications, 264–73. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06249-0_30.
Full textChen, Weiqin, Martin Bang, Daria Krivonos, Hanna Schimek, and Arnau Naval. "An Immersive Virtual Reality Exergame for People with Parkinson’s Disease." In Lecture Notes in Computer Science, 138–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58796-3_18.
Full textSchuetz, Immo, Meaghan McManus, Katja Fiehler, and Dimitris Voudouris. "Investigating Movement-Related Tactile Suppression Using Commercial VR Controllers." In Haptics: Science, Technology, Applications, 225–33. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06249-0_26.
Full textShanu, Sneh, Dev Narula, Nayana, Laxmi Kumari Pathak, and Shalini Mahato. "AR/VR Technology for Autonomous Vehicles and Knowledge-Based Risk Assessment." In Virtual and Augmented Reality for Automobile Industry: Innovation Vision and Applications, 87–109. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94102-4_5.
Full textSudharshan, Devanathan. "Virtual Reality (VR)." In Marketing in Customer Technology Environments, 79–96. Emerald Publishing Limited, 2020. http://dx.doi.org/10.1108/978-1-83909-600-620201005.
Full textConference papers on the topic "Virtual Reality (VR) technology"
Pfeiffer, Thies. "Using virtual reality technology in linguistic research." In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180893.
Full textSherstyuk, Andrei, and Anton Treskunov. "Head tracking for 3D games: Technology evaluation using CryENGINE2 and faceAPI." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549366.
Full textMine, Mark. "Keynote speaker: Welcome to the future! technology and innovation at disney." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549340.
Full textXi, Mingze, and Shamus P. Smith. "Simulating cooperative fire evacuation training in a virtual environment using gaming technology." In 2014 IEEE Virtual Reality (VR). IEEE, 2014. http://dx.doi.org/10.1109/vr.2014.6802090.
Full textSathe, Vinit, Piyush Gupta, Karan Kaushik, Suvarna Bhat, and Sachin Deshpande. "Virtual reality websites(VR WEB)." In 2017 International Conference of Electronics, Communication and Aerospace Technology (ICECA). IEEE, 2017. http://dx.doi.org/10.1109/iceca.2017.8203619.
Full textSampaio, Alcínia Zita. "4D/BIM model linked to VR technology." In VRIC '17: Virtual Reality International Conference - Laval Virtual 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3110292.3110298.
Full textUema, Yuji, Naoya Koizumi, Shian Wei Chang, Kouta Minamizawa, Maki Sugimoto, and Masahiko Inami. "Optical camouflage III: Auto-stereoscopic and multiple-view display system using retro-reflective projection technology." In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180880.
Full textSampaio, Alcinia Zita. "Maintenance activity of buildings supported on VR technology." In VRIC '15: Virtual Reality International Conference - Laval Virtual 2015. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2806173.2806184.
Full textBarker, Darlene, and Haim Levkowitz. "Emotions in Virtual Reality." In 7th International Conference on Computer Science and Information Technology (CSTY 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.112204.
Full textLiu, Yuhan, Yong Tang, Jing Zhao, Oian Sun, Mengya Lv, and Liguo Yang. "5G+VR industrial technology application." In 2020 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2020. http://dx.doi.org/10.1109/icvrv51359.2020.00090.
Full textReports on the topic "Virtual Reality (VR) technology"
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 textErvin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), September 2022. http://dx.doi.org/10.21079/11681/45502.
Full textSymonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3759.
Full textSemerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.
Full textBarkatov, Igor V., Volodymyr S. Farafonov, Valeriy O. Tiurin, Serhiy S. Honcharuk, Vitaliy I. Barkatov, and Hennadiy M. Kravtsov. New effective aid for teaching technology subjects: 3D spherical panoramas joined with virtual reality. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4407.
Full textPopov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, Valeriia O. Kovach, Volodymyr O. Artemchuk, Viktor O. Gurieiev, Yulii G. Kutsan, et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4631.
Full textShamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3760.
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 textOsadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4417.
Full textMurray, Steve, and Doug Murphy. Underwater Telerobotics and Virtual Reality: A New Technology Partnership. Fort Belvoir, VA: Defense Technical Information Center, June 1986. http://dx.doi.org/10.21236/ada422460.
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