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Journal articles on the topic 'Virtual Reality (VR) technology'

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1

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.

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Film festival is a place to convey specific film for specific purposes. Festival nowadays were broaden their medium, not only on screen but also involved more audience with new technology mobile devices. As the longest running documentary film festival in Indonesia, Festival Film Dokumenter (FFD) have been concern about the impact of film screenings to the audience. Since 2016, FFD have been intend to using several medium to convey disability rights awareness. FFD conducted the program Virtual Reality (2016) and The Feelings of Reality (2018). Both of those program were using Virtual Reality (VR) technology during the festival showcase. In 2016 program, the audience even placed in the replica setting to have a similar situation with people with epilepsy. VR is the new attempt to brings the new documentary experience. This technology lead the impression of reality to the audience. VR known as a device that can enhance the audience cinematic experience. In documentary filmmaking, which always closely associated with the depiction of reality - in a way, the VR technology can provide different perspective on perceiving documentary. In documentary screenings, VR have a powerful strength on bringing the reliable reality which closer to the audience. Festival offers the discourse on watching the documentary into experiencing the documentary using VR. This paper will discuss about how festival provide alternative medium to present disability issue to the public. Vice versa, how audience raised their awareness through VR technology. This study conducted in qualitative impact study that focused on in-depth interview with both festival organizer/programmer and audience. This study found out that VR technology identically constructed the reality. This method is the most effective way to raising the awareness because people would feel how to live with disability closely and clearly. Rather than just watching a film, experiencing disability through VR prove a different impression to the audience. By presenting the actual condition of people with disability, VR succeed to give more heightened impact and awareness on this issue.
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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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Zeng, 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.

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With the rapid development of digital information technology, virtual reality (VR) and VR visual space technology have become important branches in the field of computer 5G. Their application research has attracted more and more attention, and their practical value and application prospects are also very broad. This paper mainly studies the artistic style conversion based on 5G VR and VR visual space. This paper starts from the two concepts of VR technology and VR vision, analyzes the development process and characteristics of the two, discusses the possibility and inevitability of the fusion of the two, and leads to the space art produced by the fusion of VR technology and VR vision. This kind of art space gives people an “immersive” experience. This paper analyzes multiple immersive experience works, analyzes its multi-sensory and multi-technical spatial art style transformation form, and summarizes the advantages and disadvantages of the current art style transformation form based on 5G VR and VR visual space, with a view to the future development of VR immersion for reference. This paper analyzes the ease-of-use indicators. The experimental results show that, except for the sensory experience indicators, the average values of other indicators are less than 1. This is a project with better ease of use, and the use of 5G VR and VR vision technology can improve the transformation of space art style.
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Hite, 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.

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Virtual Reality (VR) is an emerging technology that provides K–12 students with unique experiences for robust science learning by transporting them to a virtual world where they may engage directly with scientific phenomena. This is because VR creates lifelike three-dimensional spaces where students can manipulate objects; hear, see, and sometimes feel the environment; and explore places that mimic attributes of the real world. VR holds great utility in science education by engaging students in science topics that may be otherwise inaccessible to them in the real world. This inaccessibility may stem from the content (being too small, large, or abstract), safety issues (too hazardous or dangerous), not having access to the materials in their context, possessing physical or cognitive disabilities where they need to do the activity repeatedly or differently, or having cultural, religious, or ethical concerns related to conducting specific science experiments. This commentary discusses how three key types of VR hardware (VR viewers, desktop VR systems, and head-mounted displays) can be incorporated into science standards, curriculum, and instruction by delineating the pros and cons of each. The commentary concludes with specific, stepwise guidance in ideating, designing, and implementing VR-based experiences for K–12 students in the science classroom.
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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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Garbin 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.

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The paper intends to scrutinize the effects of augmented (AR) reality and virtual reality (VR) technology implementation in cultural tourism. Therefore, the paper explored and presented the following: (i) AR, and VR (AR/VR) based technology concept in general, (ii) AR/VR technologies application in cultural tourism with an emphasis on their potential to protect cultural heritage; (iii) the overview of AR/VR presence in cultural tourism in the 27 European Union countries (EU-27). In the discussion part, besides empirical results based on the EU-27 desk research, AR/VR technologies in cultural tourism are additionally reconsidered from the aspect of climate change. In conclusion, what is encouraged is the application of AR/VR in cultural tourism due to the benefits AR and VR bring in terms of (i) delivering quite substantial content to their visitors any time from any place, (ii) reducing the negative impact of tourism on cultural heritage and (iii) developing related strategies based on more sustainable principles and concepts. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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Chuang, 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.

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The use of virtual reality (VR) as a medium for education can contribute to the learning efficiency of students. This study aimed to assess the effectiveness of VR application in advanced biology courses, specifically in enhancing the comprehension and understanding of high school students toward the topic of human organs and other related systems. Four high school teachers and 138 high school students selected from three separate classes participated in this study. To determine the impact of VR education from both teachers’ and students’ perspectives, learning satisfaction and the effectiveness of instructional material were assessed with questionnaires. We found that from teachers’ perspective, VR was an efficient teaching tool that enhanced students’ attention and contributed to the improvement of learning outcomes. From the students’ perspective, they were willing to use VR instructional material and were satisfied with this learning method. Applying VR technology in the classroom should be encouraged. However, some students identified dizziness as a concern when VR glasses were used for longer periods of time. Therefore, we suggest that VR glasses be limited to 30 minutes of use at a time.
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Park, 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.

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Korea is constructing its information highway scheduled for completion by 2015. However, not all this highway infrastructure is part of the national strategy. The development plan includes extensive software applications for the movie, game, and multimedia industries. At the present time the Internet can represented as the sea of information (cyber space) which can be searched for any information, new concept, or promotion over time and space. The increasing number and demands of Internet users drive the development. In particular, those demands are promoting the movement from 2D to 3D environments, as well as interactions that make the virtual, or cyber, world more closely resemble the real world. With those efforts go an increasing interest in virtual reality (VR), and there is currently much VR research and the development of commercial VR applications taking place in Korea. In this paper I describe the technology trends, the organizations involved in VR research, and introduce the other articles in this issue of the IJVR
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Kaltenborn, 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.

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AbstractVirtual reality (VR), as part of computer science, allows computer-based models of the real world to be generated, and provides humans with a means to interact with these models through new human-computer interfaces and, thus, to nearly realistically experience these models. This contribution explores the technical requirements for VR, describes technological advances and deficits, and analyzes the framework for future technological research and development. Although some non-medical applications are discussed, this contribution focuses primarily on medical applications of VR and outlines future prospects of medical VR applications. Finally, possible hazards arising from the use of VR are discussed. The authors recommend an interdisciplinary approach to technology assessment of VR.
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Graessler, 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.

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AbstractThis contribution includes the development and validation of a Virtual Reality (VR) supported creativity technique: “Sensory Stimulus Environment Technique”. Key elements of this technique are the creativity process, a VR tool and the support of the tool (Virtual Creative Environments). The creativity process consists of phases for individual and group-based work. The VR tool “Virtual Creativity” includes functions to support the preparation of Virtual Creative Environments (VCE), the generation and evaluation of new ideas. For the generation of VCE, the tool possesses an environment configurator. Users of this function are supported by Design Rules for VCE.For the validation of the creativity technique, it was used in a product engineering project. The project members procedure two phases of the creativity process (Preparation and Individual Idea Generation) and used “Virtual Creativity” to generate VCEs and ideas to solve their tasks. By questionnaires, functions of “Virtual Creativity” were assessed for generating VCEs and ideas.
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Kunz, Reinhard E., and James P. Santomier. "Sport content and virtual reality technology acceptance." Sport, Business and Management: An International Journal 10, no. 1 (September 25, 2019): 83–103. http://dx.doi.org/10.1108/sbm-11-2018-0095.

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PurposeNotwithstanding the dynamics of digital transformation and its relevance for revenue generation in the entertainment industry, empirical research that focused on consumer behavior at the intersection of sport content and media technology acceptance is limited. Virtual reality (VR) is a re-emerging and nowadays commercially available technology that impacts sport consumed through media. The purpose of this paper is to investigate the consumer acceptance of VR technology and highlight the effects of content quality and flow experience as influencing factors of behavioral intention.Design/methodology/approachBased on a literature review, the authors constructed and empirically tested a model that extends the unified theory of acceptance and use of technology (UTAUT2) by considering additional antecedent factors. Participants (N=570) in the empirical study viewed sport content via VR technology (Sport VR) and completed a survey before and after viewing. The authors conducted factor analysis and structural equation modeling.FindingsThree UTAUT2 influencing factors, i.e., performance expectancy, social influence and hedonic motivation, showed significant effects. Furthermore, flow and content quality had positive indirect effects. Thus, the quality of sport content and the state of flow that users experience when immersed in a VR environment are relevant factors that determine the performance expectations of consumers and their Sport VR usage intention.Originality/valueThis empirical study contributes to knowledge on consumer acceptance of a hedonic technology in a sport media context. Moreover, two factors extended the established UTAUT2 model.
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Song, Jialu, and Sijia Huang. "Virtual Reality (VR) Technology and Landscape Architecture." MATEC Web of Conferences 227 (2018): 02005. http://dx.doi.org/10.1051/matecconf/201822702005.

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Virtual reality technology has been applied to a variety of fields. Various kinds of organizations have been deepening the study of this technology. This article is a discourse of the application of the VR technology in landscape design in the field of landscape architecture. The connection between virtual reality technology and landscape scene construction innovates the traditional design process and realizes the interaction between designers and customers and the public in the design process.
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13

Lv, Shitao, Qichang Zhang, and Lijun Wang. "VR virtual reality technology and treatment progress." SID Symposium Digest of Technical Papers 51, S1 (July 2020): 35–38. http://dx.doi.org/10.1002/sdtp.13745.

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Kosa, Mehmet, Ahmet Uysal, and P. Erhan Eren. "Acceptance of Virtual Reality Games." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (January 2020): 43–70. http://dx.doi.org/10.4018/ijgcms.2020010103.

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As virtual reality (VR) games are getting more widespread, the need to understand the interaction between players and the VR games is gaining prominence. The present study examines player endorsement of virtual reality games from an amalgamation of technology acceptance, self-determination, and flow theory perspectives. A survey was carried out with participants (N = 396) who had played a VR game at least once and at most five times. Structural equation modeling analyses showed that perceived ease of use was the primary predictor for satisfaction of self-determination constructs (autonomy and competence) and flow constructs (immersion and concentration), which in turn predicted player enjoyment. Accordingly, the results suggest the importance of including self-determination constructs in addition to the flow perspective within the context of technology acceptance model, for explaining the acceptance of VR gaming. Findings also showed that enjoyment resulted in positive attitudes towards VR gaming, and these attitudes predicted intention to play VR games.
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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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Gazerani, Parisa. "Virtual Reality for Pain Control—Virtual or Real?" US Neurology 12, no. 02 (2016): 82. http://dx.doi.org/10.17925/usn.2016.12.02.82.

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Virtual Reality (VR) technology creates a sense of immersion in a virtual environment analogous to the real world. VR has increasingly gained attention for pain management based on current evidence demonstrating its analgesic effects in certain experimental, acute and chronic pain conditions. VR-based interventions shift the users’ attention towards active cognitive processing that can lead to higher pain threshold or tolerance. An understanding of neurobiological mechanisms underlying analgesic effects of VR will definitely facilitate optimal utility of this tool for pain control.
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Khaqiqi, Shafiq, and Lizar Alfansi. "Penerimaan Teknologi Virtual Reality Untuk Virtual Tourism di Indonesia." Journal of Indonesian Tourism, Hospitality and Recreation 5, no. 1 (April 1, 2022): 53–66. http://dx.doi.org/10.17509/jithor.v5i1.43751.

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ABSTRACTOver the last few years, the technology of tourism has grown significantly. Technology that is still relatively new in tourism is Virtual Reality (VR). VR technology is a solution, especially during the current pandemic, where many tourist attractions are closed. The novelty of the experience offered by VR is still relatively new and its acceptance in tourism still needs to be explored further. This study aims to determine the determinants of the acceptance of VR technology for virtual tourism by examining the effect of seven independent variables on one dependent variable Behavioral Intention to Use VR in Tourism. This study uses a quantitative approach using primary data obtained through the distribution of online questionnaires with 246 respondents filling out this questionnaire. The data processing technique of this research uses the Statistical Package for Social Science (SPSS) software. The analytical method used by the researcher is multiple linear regression analysis. The results showed that all variables used in this study had a significant effect on adoption intentions. Six variables had a positive effect and one variable had a negative effect. ABSTRAKSelama beberapa tahun terakhir, teknologi pariwisata telah berkembang secara signifikan. Teknologi yang masih tergolong baru dalam dunia pariwisata adalah Virtual Reality (VR). Teknologi Virtual Reality (VR) menjadi solusi, terutama di masa pandemi saat ini, dimana banyak tempat wisata ditutup. Kebaruan pengalaman yang ditawarkan oleh VR masih relatif baru dan penerimaannya dalam pariwisata masih perlu dieksplorasi lebih lanjut. Penelitian ini bertujuan untuk mengetahui determinan penerimaan teknologi VR untuk pariwisata virtual dengan menguji pengaruh tujuh variabel independen (Perceived Enjoyment, Perceived Immersion, Technology Anxiety, Social Influence, dan Sensation Seeking.) terhadap satu variabel dependen Behavioral Intention to Use VR in Tourism. Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan data primer yang diperoleh melalui penyebaran kuesioner online dengan metode snowball sampling. 246 responden dinyatakan memenuhi syarat sebagai sample. Responden terdiri dari masyarakat umum dengan umur lebih dari 15 tahun yang mengetahui tentang Teknologi Virtual Reality. Teknik pengolahan data penelitian ini menggunakan software Statistical Package for Social Science (SPSS) versi 24.0. Metode analisis yang digunakan adalah regresi linier berganda. Hasil penelitian menunjukkan bahwa semua variabel yang digunakan dalam penelitian ini berpengaruh signifikan terhadap niat adopsi, dengan enam variabel berpengaruh positif dan satu variabel berpengaruh negatif.
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Balzerkiewitz, Hans-Patrick, and Carsten Stechert. "PRODUCT DEVELOPMENT METHODS IN VIRTUAL REALITY." Proceedings of the Design Society 1 (July 27, 2021): 2449–58. http://dx.doi.org/10.1017/pds.2021.506.

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AbstractThe aim of this paper is to show to how far VR technology can help in the implementation of methods in product development. First, an overview of the product development approach and VR technology is given. Then, an evaluation scheme is developed to examine product development methods for their VR suitability. Finally, the results are evaluated and recommendations for future research are given.
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Atta, Ghada, Amal Abdelsattar, Dalia Elfiky, Mohamed Zahran, Mohamed Farag, and Salwa O. Slim. "Virtual Reality in Space Technology Education." Education Sciences 12, no. 12 (December 5, 2022): 890. http://dx.doi.org/10.3390/educsci12120890.

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The simplification of space science and technology for students K–12 is a challenging task for educators. Virtual reality and augmented reality are educational techniques that introduce the concept of educational games. Moreover, those techniques have a stunning effect on students. This work presents the utilization of virtual reality models to teach students about the satellite types, satellite subsystems, the satellite assembly and integration process, watching the rocket launch carrying the satellite and observing the satellite in its orbit in virtual space laboratories. A 10-min mission in virtual laboratories will effectively improve the learning outcomes. In addition to the VR feature, a set of activities and short movies are considered to be beneficial for use by students to enrich the teaching results. Finally, the VR model results confirmed that the students’ knowledge about the space technology cycle is boosted.
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Zhang, Bao, Zhi Feng Liu, and Guang Fu Liu. "The Design of Small Vehicles Based on Virtual Reality Technology." Advanced Materials Research 562-564 (August 2012): 1870–73. http://dx.doi.org/10.4028/www.scientific.net/amr.562-564.1870.

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Virtual Reality, Automobile Model, Ergonomics, Aesthetics Abstract. In the process of design development for vehicles, Virtual Reality (VR) technology is the inevitable trend in future. The paper explores the foundation of automobile model based on VR technology. The automobile ergonomic analysis in virtual environment and the aesthetic utilization of VR technology in automobile design are also discussed in paper.
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Cai, Yujie. "A Review of Virtual Reality Technology in EFL Teaching." Journal of Education, Humanities and Social Sciences 4 (November 17, 2022): 260–63. http://dx.doi.org/10.54097/ehss.v4i.2783.

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Introduction of VR technology into EFL teaching can change traditional teaching methods by increasing learners’ interaction, engagement and motivation. However, studies of VR technology in EFL teaching and learning are scarce. This paper offers a review of current studies on VR-based EFL teaching and learning, encompassing 20 studies published between 2020 to 2022. There are three ESL-related findings in this study: (1) VR is beneficial for EFL learners’ listening comprehension, reading comprehension, speaking, pronuntiation, vocabulary acquisition and writing. (2) Integration of VR in an EFL lesson can lower students’ foreign language anxiety in an authentically fully-immersive context and improve students’ interaction; (3)The application of VR can enhance students’ intracultural learning, facilitate learners’ creative self-efficacy and intrinsic motivation. It is hoped that this review can provide insights for teachers, educators, and software develpers to consider the advantages and disadvantages of VR before it is integrated into ESL teaching in EFL classroom.
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NISHIMURA, Kunihiro. "Visualizaton using Virtual Reality Technology." Journal of the Visualization Society of Japan 27, no. 106 (2007): 168–73. http://dx.doi.org/10.3154/jvs.27.168.

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Cyranek, Łucja. "Wykorzystanie technologii wirtualnej rzeczywistości w psychologii klinicznej." Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura 4, no. 10 (2018): 27–39. http://dx.doi.org/10.24917/20837275.10.4.3.

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Employing VR technology in clinical psychology Abstract This paper will analyse the usage of virtual reality (VR) technology in clinical psychology especially neuropsychology. VR has emerged few years ago as a potentially efficient method of providing general and specialty psychological health. Clinical psychologist and neuropsychologists use VR in diagnosis, therapy and rehabilitation for example of anxiety disorders and executive functions. One of the most important advantage of using virtual reality tasks in neuropsychology is high ecological validity which is necessary for providing natural contects of diagnosis. The analysis is based on recent works of American researchers who used virtual reality methods like Nonimmersive Virtual Coffe Task, Virtual Supermarket Task, Virtual Reality Lateralized Attention Test, Virtual Reality Shopping Task and Virtual Classroom Task.
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Chiou, Guey-Fa. "Learning Rationales and Virtual Reality Technology in Education." Journal of Educational Technology Systems 23, no. 4 (June 1995): 327–36. http://dx.doi.org/10.2190/4j65-a2al-p58b-5nw6.

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Virtual reality technology has many potentials to be applied to help learning. Learning rationales are required to guide the design of virtual reality technology-based learning (VR-Based Learning). Constructionism, case-based learning, problem-based learning, and situated learning are considered as appropriate rationales. An integrated learning rationale and design models based on the integrated learning rationale for VR-based learning are needed. Beliefs about information technology in education were used as guidelines to discuss the application of virtual reality technology to design virtual learning environment, virtual learning material, and virtual learning tool. Virtual reality technology is a modeling technology, education is a modeling process, combining these two modeling approaches is natural and necessary.
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Chung, Soojin, and Jeongim Lee. "Research Trends on Virtual Reality and Augmented Reality-based CPR training." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 13 (July 15, 2022): 759–72. http://dx.doi.org/10.22251/jlcci.2022.22.13.759.

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Objectives The purpose of this study is to examine research trends on VR/AR-based CPR training to provide key information on VR/AR-based CPR training, to explore utilization methods of VR/AR in CPR training in South Korea and directions for future research. Methods Cochrane Library, EMBASE, Medline, and PubMed were searched using keywords from ‘Virtual reality (VR)’, ‘Augmented reality (AR)’, ‘Cardiopulmonary Resuscitation (CPR)’, and ‘Basic Life Support (BLS)’. Among 1,065 academic articles obtained, 29 papers meeting the criteria were selected by reading the titles and abstracts and excluding papers unrelated to the topic and duplicates. The research design, method, and main results of each literature were scrutinized. Results Research related to CPR training using VR/AR technology has recently increased rapidly, mainly in the United States and European countries. Many are to check the usability of equipment/devices used VR/AR technology or to explore the user's perspectives, and some to see the effects of training for health care workers and college students in related areas. The use of VR/AR in CPR training appeared in various ways regarding the method of platform and feedback. VR/AR based CPR training is an attractive approach, and positive training outcomes are reported but some are not. Conclusions The advantages of VR/AR based CPR training are clear, but the training method is not standardized and remains in the stage of dissemination, thus it should be careful in interpreting it as effective enough to replace traditional CPR training. In South Korea, it is needed to use VR/AR technology as an auxiliary in CPR training to take advantage of its benefits and to increase in research with high level of evidence.
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OGI, Tetsuro. "Virtual Reality Technology for Data Visualization." Journal of the Visualization Society of Japan 27, no. 106 (2007): 162–67. http://dx.doi.org/10.3154/jvs.27.162.

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Holopainen, Jani, Osmo Mattila, Petri Parvinen, Essi Pöyry, and Tuure Tuunanen. "Sociability in Virtual Reality." ACM Transactions on Social Computing 4, no. 1 (April 2021): 1–21. http://dx.doi.org/10.1145/3450269.

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This study investigates sociability in the context of immersive Virtual Reality (VR). A Design Science Research process was applied, and three iterative development versions of a VR application were studied. Sociability around the technology was investigated with two theoretical perspectives: social presence and social interactions. The results of qualitative interviews and observations as well as a quantitative experiment are combined to make a proposal for four design principles enhancing the beneficial sociability of VR systems. These principles address the importance of ease-of-use and personalization in the activation of a customer, customer empowerment and emancipation through familiarization, creating real-world connections and surprising content, as well as adding informative elements and streamlining the customer encounter and service process. The proposed design principles are empirically linked through social behaviors and emotions to cognitive outcomes representing beneficial sociability, e.g., improved customer motivation, willingness-to-share, value communications, co-creation, and co-innovation.
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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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Selvaprasanth, P., T. Karthigaipriya, and J. John. "Adoption of Virtual Reality in Construction Projects." Journal of University of Shanghai for Science and Technology 23, no. 12 (December 31, 2021): 476–90. http://dx.doi.org/10.51201/jusst/21/121036.

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In recent years, virtual reality has emerged in various fields such as manufacturing sectors, construction sectors etc. Virtual reality technology has a wide variety of applications in various fields. Several applications of VR in construction sector are design review and support, construction support, operations and management, safety training, stakeholder management. Recent researches had shown that VR can also be used widely in decision making process. Despite the various applications of VR in construction sectors, the adoption level of the VR technology is comparatively very low. This study aims to identify the factors that are preventing the adoption of virtual reality in construction projects. The factors are identified through a wide review of literature survey and analysed by means of questionnaire survey with statistical methods. The factors are ranked through the analysis and the most affecting factors are found out. The findings of this study show that requirements of specialized high processing equipment, high investment in VR, lack of awareness about the technology, lack of client’s interest, limited finance of the organizations, existence of champions using VR are the most preventing factors for the adoption of VR in construction projects. To mitigate these issues, several possible mitigation measures has been suggested in this study.
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Wang, Fengxu. "Computer Distance Virtual Experiment Teaching Application Based on Virtual Reality Technology." International Journal of Emerging Technologies in Learning (iJET) 13, no. 04 (March 30, 2018): 83. http://dx.doi.org/10.3991/ijet.v13i04.8472.

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The rapid development of computer and network has promoted the emergence and development of new teaching methods and teaching media. This paper takes the computer distance virtual experiment teaching as the research goal, by literature investigation, summarization and case analysis methods, basing on analysis of computer distance teaching, Virtual Reality (VR) technology, virtual experiment teaching, and other related technology theories, the paper proposes a computer distance virtual experiment teaching mode based on VR technology. By taking the virtual computer assembly experiment as an example, this paper designs a computer distance virtual experiment teaching mode based on VR technology, realizes the computer distance virtual experiment teaching of the computer assembly experiment, and verifies the feasibility of the teaching mode. The research results indicate that, this teaching mode has a certain practical significance on improving the computer distance teaching mode and promoting the smooth development of computer distance teaching.
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Collette, Daniel. "Virtual Reality as Experiential Learning." Teaching Philosophy 42, no. 1 (2019): 29–39. http://dx.doi.org/10.5840/teachphil2019116100.

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While the pedagogical benefits of experiential learning are well known, classroom technology is a more contentious topic. In my experience, philosophy instructors are hesitant to embrace technology in their pedagogy. A great deal of this trepidation is justified: when technology serves only to replicate existing methods without contributing to course objectives, it unnecessarily adds extra work for the instructor and can even be a distraction from learning. However, I believe, if applied appropriately, technology can be used to positively enhance the philosophy classroom experience in ways that are not possible in traditional classroom settings – including new ways of experiential learning. To demonstrate this, I offer a case study of implementing virtual reality (VR) as a tool for experiential learning of philosophy. I show how having students “walk a plank” off a skyscraper in VR allowed me to exceed my course objectives for my Existentialism course in particularly effective ways that I could not have done without this technology.
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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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M Aman, Abdulrazak, and Norshuhada Shiratuddin. "Virtual reality and augmented reality create fair education opportunities for refugee children in camps." International Journal of Engineering & Technology 9, no. 3 (August 4, 2020): 665. http://dx.doi.org/10.14419/ijet.v9i3.31003.

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In this article, it is reported about Virtual Reality and Augmented Reality, its impact on the technology world, and change it induced in the digital world. Virtual Reality is the next step in the evolution of technology, changing the face of technology, and whole new experience. Virtual Reality and Augmented Reality changing people’s daily lives and serving the helpless beings on the planet. Hence, helping to improve the educational system, introducing an innovative and compulsive method of teaching, creating new opportunities for helping out the refugee children in refugee children with lesser resources and opportunities. Identifying the current problems in the educational system, virtual Reality, and augmented Reality, providing solutions for the pre-existing problems in the system. Use of VR and AR for students with fewer resources to increase their exposure to the world. Conducting Virtual Reality trips, VR education in refugee camps, and use of VR to reach out to children with no formal education. Use of VR for educational purposes for refugee children and teachers in Turkey, Germany, Syria, Jordan, and all over the globe. Future of VR and AR, its impact on the world in the coming years, providing a completely new experience and visualization of the digital world.
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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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Duque, Miguel Rosa, and Todd Lyle Sandel. "Poker in Virtual Reality." International Journal of Creative Interfaces and Computer Graphics 13, no. 1 (January 1, 2022): 1–18. http://dx.doi.org/10.4018/ijcicg.308810.

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This study examines virtual reality (VR) poker and how the platform affects poker players' experience. Players use a self-customized avatar and other features of a computer platform that differs from in-person poker. Data were collected through observations from in-game poker VR recordings and interviews with five professional poker players. Findings are analysed theoretically through proteus effects, social presence, ecological psychology, magic circle, and liminality. This demonstrates the interactive cues that poker players use when immersed in virtual reality and embodied in a digital avatar. The goals from this research are to learn about the influence avatars have on poker players: if players can still maintain their poker skills and read different cue signs from other players while embodied in an avatar and immersed in VR. This paper also explores the promise of poker in virtual reality and its environment, examples of existing applications, a discussion of the research to date, and also provides a vision for the future.
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36

Kugler, Logan. "The state of virtual reality hardware." Communications of the ACM 64, no. 2 (January 25, 2021): 15–16. http://dx.doi.org/10.1145/3441290.

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Ticknor, Bobbie. "Virtual Reality and Correctional Rehabilitation: A Game Changer." Criminal Justice and Behavior 46, no. 9 (April 15, 2019): 1319–36. http://dx.doi.org/10.1177/0093854819842588.

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Virtual reality (VR) has been used for learning and treatment for decades. Few efforts have been made to incorporate this technology into correctional rehabilitation. Advances in VR systems, reductions in price, and the broader availability of the technology now make this effort more attainable. This article introduces readers to VR and explains how it can be used to enhance current efforts in offender treatment.
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Tschanz, Nathaly, and Bianca Baerlocher. "Virtual Reality in Language Teaching." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 47 (April 14, 2022): 288–311. http://dx.doi.org/10.21240/mpaed/47/2022.04.14.x.

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Virtual reality (VR), which is based on three fundamental principles, namely immersion, interaction and user involvement, is seen as having great a potential in language learning (Merchant et al. 2014; Chen 2016; Lloyd, Rogerson, and Stead 2018). This paper presents the experience of developing VR sequences in language teaching in the ‹Around the world in 5 days› project. The analysis presented here draws on the sociological perspective of ‹Science and Technology Studies› (STS) to take a critical look at human-machine interaction. Each phase of the project, from the development of lesson planning and VR sequences to user testing and classroom use, was documented and scientifically monitored. The article first gives an overview of approaches to VRLEs in terms of ‹immersion› and ‹presence›, presents the main findings made from theoretical conception to technical implementation.
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Kim, Hanjin, Heonyeop Shin, Hyeong-su Kim, and Won-Tae Kim. "VR-CPES: A Novel Cyber-Physical Education Systems for Interactive VR Services Based on a Mobile Platform." Mobile Information Systems 2018 (September 12, 2018): 1–10. http://dx.doi.org/10.1155/2018/8941241.

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The evolution of virtual reality technology allows users to immerse themselves into virtual environments, providing a new experience that is impossible in the real world. The appearance of cyber-physical systems and the Internet of things makes humans to understand and control the real world in detail. The integration of virtual reality into cyber-physical systems and the Internet of things may induce innovative education services in the near future. In this paper, we propose a novel, a virtual reality-based cyber-physical education system for efficient education in a virtual reality on a mobile platform, called VR-CPES. VR-CPES can integrate the real world into virtual reality using cyber-physical systems technology, especially using digital twin. We extract essential service requirements of VR-CPES in terms of delay time in the virtual reality service layer. In order to satisfy the requirements of the network layer, we design a new, real-time network technology interworking software, defined as network and time-sensitive network. A gateway function for the interworking is developed to make protocol level transparency. In addition, a path selection algorithm is proposed to make flexible flow between physical things and cyber things. Finally, a simulation study will be conducted to validate the functionalities and performance in terms of packet loss and delay as defined in the requirements.
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Zhang, Bao, Zhi Feng Liu, and Guang Fu Liu. "The Application of Virtual Reality Technology in Product Design." Advanced Materials Research 468-471 (February 2012): 1349–52. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.1349.

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The paper introduces the effects of virtual reality (VR) technology on product development and product design for improvement. By analyzing the design and development of baby stroller, the paper demonstrates the preparation of product design and its optimization, product exhibition and experience, the product process and manufacture by utilizing VR technology.
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Li, Sansan, and Dongxian Zhou. "The Construction of Immersive Learning System Based on Virtual Testing Technology of Virtual Reality." Wireless Communications and Mobile Computing 2021 (August 17, 2021): 1–6. http://dx.doi.org/10.1155/2021/9656578.

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Objective. To explore the construction of immersive learning system based on virtual reality (VR) and test its learning effect. Methods. 20 qualified subjects were divided into two groups, each tending to agree, each with 5 boys and 5 girls. Experimental group 1 is in the real operating environment, and experimental group 2 is in the VR virtual disassembly experimental environment. The task process errors, knowledge questionnaire scores and user subjective satisfaction were analyzed statistically. Results. The significance probability P of knowledge questionnaire in the Levene test was 0.777, greater than 0.05, and the variance homogeneous, so the final P of independent sample t -test was subject to “assumed variance equal”; the significance probability was 0.613, greater than 0.05; the questionnaire scores of two groups showed no significant difference, so VR virtual environment can achieve the learning effect of the real environment. The number of errors in a VR virtual situation is significantly lower than the number of errors in the real environment, the VR virtual environment can achieve the learning effect of the real environment, and the VR virtual environment can achieve more interaction, with good interaction. Conclusion. The immersive learning system based on VR detection technology can realize the cognition of three-dimensional model structure and has a certain learning effect.
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Lloyd, Anna, and Erna Haraldsdottir. "Virtual reality in hospice: improved patient well-being." BMJ Supportive & Palliative Care 11, no. 3 (July 2, 2021): 344–50. http://dx.doi.org/10.1136/bmjspcare-2021-003173.

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BackgroundVirtual reality (VR) technology as a therapeutic intervention has been gaining attention in healthcare settings in recent years. Studies suggest that using the technology can help alleviate symptoms such as pain and anxiety and induce positive emotions for people in hospital. Managing symptoms and promoting emotional and psychological well-being are core palliative care goals of relieving suffering of people with life-limiting illness. Accordingly, VR may be highly beneficial for use in hospice care yet remains underdeveloped in such settings. This qualitative study aimed to trial the technology and consider what benefits may emerge for hospice in patients.MethodsA one-off VR session was offered to patients at a hospice in Scotland. Sessions were observed by a researcher and followed by qualitative semi-structured interviews to discuss the experience with those who took part. Interviews were audio recorded, transcribed and thematically analysed.ResultsNineteen hospice patients successfully tried an immersive VR experience. VR sessions were acceptable for people within the hospice environment. The majority of participants enjoyed the experience. Many expressed joy and delight at the process. VR holds possibilities for relieving symptoms such as pain and anxiety frequently experienced by people in hospices. Furthermore, the technology offers the capacity to reconnect with a previous sense of self and to allow respite through the capacity to transcend current reality and connect with another meaningful reality. This exploratory study offers a starting point for larger studies to investigate the utility of VR for hospice patients.
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J. Sushmitha and J. Disha. "A survey on Virtual Reality for Medical Applications." Journal of Innovative Image Processing 4, no. 4 (January 12, 2023): 267–77. http://dx.doi.org/10.36548/jiip.2022.4.005.

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The evolution of low-cost Virtual Reality (VR) technology is captivating the attention of researchers and users around the globe implying that it may be the next remarkable feat in technological innovation. Healthcare is among the top 3 industries that are the leading adapters of VR technology. Extreme demand for the high quality healthcare services, increased use of connected devices in the medical field and the need to make healthcare cost-effective are the key drivers of the adoption of VR in medicine. Both medical professionals and patients benefit from the VR as it allows them to work in the computer-simulated environment explicitly devised for practices and various medical procedures. This paper intends to provide comprehensive information about the application of VR in diverse disciplines of the medical field. This review aims at investigating the past studies on VR to improvise the traditional method of treating various medical conditions.
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Dahya, Negin, W. E. King, Kung Jin Lee, and Jin Ha Lee. "Perceptions and experiences of virtual reality in public libraries." Journal of Documentation 77, no. 3 (February 11, 2021): 617–37. http://dx.doi.org/10.1108/jd-04-2020-0051.

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PurposeVirtual reality (VR) is becoming a more available technology including in public spaces like libraries. The value and role of VR as a tool for learning and social engagement are unclear. The purpose of this paper is to explore the ways in which library patrons and librarians perceive VR and experience VR through library drop-in programs.Design/methodology/approachThis paper is based on research conducted in seven Washington State Libraries where VR was adopted for drop-in programming for the first time. Data was collected between March and June 2018 and involved interviews with librarians and patrons, a patron user experience survey, and observational field notes from researchers on site during library programs.FindingsFindings are presented in relation to user perceptions of VR compared to their actual VR experiences, and in relation to informal learning and social engagements. The authors frame the analysis and discussion in relation to sociotechnical imaginaries – culturally situated ideas about the relationship between society and technology, and considering the larger cultural landscape that informs collective views about the present and future.Social implicationsThe paper discusses pending and potential inequalities related to gender, race and class in conversation with technology industry and VR. Issues discussed include unequal access to technology in public libraries and representation of minoritized groups in VR.Originality/valueThis work takes a critical perspective considering the inequities in relation to mainstreaming VR through public spaces like libraries.
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GREGA, Matúš, Pavel NEČAS, and Branislav LANCIK. "Virtual Reality Safety Limitations." INCAS BULLETIN 13, no. 4 (December 5, 2021): 75–86. http://dx.doi.org/10.13111/2066-8201.2021.13.4.7.

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Virtual reality is currently a phenomenon that is transmitted from the scientific field to real life more and more, and its application can be observed in several sectors. This technology provides a whole new perspective on various areas that we, as ordinary mortals, would find very difficult to reach. It allows us to see and even feel things, that are often very difficult to reach in real life. Starting with various simulations of dangerous work activities and ending with complicated scientific experiments, virtual reality provides a wide utilization, that pushes the boundaries of research and human capabilities further again. But is VR suitable for anyone, is it safe enough? Does VR have any limitations that make it impossible for it to be fully exploited and put into practice?
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46

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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Rynarzewska, Ania Izabela. "Virtual reality: a new channel in sport consumption." Journal of Research in Interactive Marketing 12, no. 4 (October 8, 2018): 472–88. http://dx.doi.org/10.1108/jrim-02-2018-0028.

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Purpose The purpose of this study is to determine which factors affect virtual reality (VR) adoption by sports fans. Second, this paper seeks to evaluate consumer expectations of experience as related to introduction of VR. Based on the technology acceptance model, modified for the purpose of this study, and expectancy value theory, it was hypothesized that the frequency of sports-related information consumption, via different media channels, the expected improvement in the consumption of sports related information after adoption and attitude toward VR positively affect the likelihood of adoption. Design/methodology/approach The study relied on a quantitative questionnaire design method embedded in Qualtrics online survey tool. In addition, participants were exposed to a 75-s video about VR. Findings This study found that attitude toward VR, frequency of sports-related information consumption and expected improvements to information consumption after technology introduction positively affect adoption. The findings encourage adoption of a new channel, as it is likely to improve sports fan experiences related to information seeking and sports service consumption. Originality/value This study attempted to explore a relatively untapped area of research in VR usage particularly focusing on sports consumers. Most importantly, this applied study explored whether fans are willing to adopt VR, a relatively new technology that may have a high impact on the sports industry. Finally, this study relied on the modified technology adoption model and attempted to minimize its shortcomings. With that, this study should be viewed as beneficial to both theory and practice.
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Huo, Zhiyi, Xinwen Luo, Qian Wang, Vishal Jagota, Malik Jawarneh, and Manish Sharma. "Design and simulation of vehicle vibration test based on virtual reality technology." Nonlinear Engineering 11, no. 1 (January 1, 2022): 500–506. http://dx.doi.org/10.1515/nleng-2022-0217.

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Abstract When a car is operating, the road roughness will cause it to vibrate. When this vibration reaches a particular threshold, the driver will get uncomfortable and fatigued, affecting the bearing system’s durability and longevity. The vehicle vibration virtual test system’s framework design and implementation approach is based on virtual reality (VR), and it is made up of a VR subsystem, a model subsystem, and a virtual instrument subsystem. A virtual car vibration test system based on VR is built, and the results of the virtual vehicle vibration test are reported. The findings indicate that the virtual test (VT) technology theoretical model pertains to the creation of VT systems for car vibration based on VR. Users may monitor the vehicle vibration as well as its time domain and frequency domain signals in three separate observation modes using the system.
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Chimakurthi, Venkata Naga Satya Surendra. "Emerging of Virtual Reality (VR) Technology in Education and Training." Asian Journal of Humanity, Art and Literature 5, no. 2 (December 31, 2018): 157–66. http://dx.doi.org/10.18034/ajhal.v5i2.606.

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This study comprehensively explores the incorporation of virtual reality (VR) technology into the teaching and training realm. In general, the research investigates and presents the effectiveness of this modern technology in education in relation to the learning process. Besides presenting the multiple benefits of VR in education, the study also highlights the issues that the education department is experiencing while implementing VR as a modern tool of learning. This study will surely help the scholars to get a better insight into different VR aspects in relation to education and will provide them with a future-thinking to resolve the issues to make it a better tool for the education and training sphere.
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Burdea, Grigore C. "Teaching Virtual Reality: Why and How?" Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 463–83. http://dx.doi.org/10.1162/1054746041944812.

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This article looks at the teaching aspects of virtual reality, as opposed to the use of virtual reality as a teaching tool (in virtual teaching environments). It is motivated by a perceived need for clarity, focus, and dialogue that are lacking within the VR community of developers, instructors, and end users. The market for visualization/3D computer graphics/simulations has seen a steady growth over the last decade. Yet, despite success stories in oil exploration, military training, car manufacturing, and other sectors, the VR curriculum has been fragmented and heterogeneous. The most longevity and success has been shown by programs that are designed to satisfy a societal need, such as the MOVES Institute at the Naval Postgraduate School (USA). The difficulty in adequately teaching VR may be related to the expense of setting up dedicated laboratories, and the lack of supporting textbooks in the 1990s. Yet such laboratories and books are key to gaining true understanding of the VR domain. An informal worldwide survey shows that only 3% of universities offer such courses, with half being in the USA. A listing of courses in Core (VR, VE technology) and Related (human factors, interface design, arts, architecture) areas is included in the Appendix. It is hoped that this article will spark a much-needed dialog within the VR community on ways to better teach VR to address societal needs.
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