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

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1

Maxmudjonovich, Yuldashev Mirzohid. "Virtual Reality, Artificial Reality." American Journal of Applied Science and Technology 5, no. 5 (2025): 141–44. https://doi.org/10.37547/ajast/volume05issue05-29.

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Virtual reality (VR) technology modern of technologies progressive from directions one This is in research VR education, health conservation, tourism and other in the fields opportunities and benefits VR provides users with a virtual environment that simulates a real- world environment. immersive experience presented it will, this and education and working in the release practice efficiency increases. From this In addition, VR in tourism to tourists remote trips done increase opportunity gives. In the study technology social and economic Analysis of the effects This is done. technology develop
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Anggraini, Sazkia Noor. "Brings Reality Through Virtual Reality." IMOVICCON Conference Proceeding 1, no. 1 (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 (
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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
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Gao, Fan. "Research on VR equipment based on VR technology." Journal of Innovation and Development 2, no. 2 (2023): 44–47. http://dx.doi.org/10.54097/jid.v2i2.5910.

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Virtual reality technology, also known as virtual reality or psychic technology, is a new practical technology developed in the 20th century. Virtual reality technology includes computer, electronic information, simulation technology, its basic realization is based on computer technology, the use and integration of three-dimensional graphics technology, multimedia technology, simulation technology, display technology, servo technology and other high-tech latest development achievements, With the help of computer and other equipment to produce a realistic three-dimensional vision, touch, smell
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Fox, Jesse, Dylan Arena, and Jeremy N. Bailenson. "Virtual Reality." Journal of Media Psychology 21, no. 3 (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, wh
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Hirose, Michitaka. "Virtual Reality Technology and Museum Exhibit." International Journal of Virtual Reality 5, no. 2 (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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Hite, Rebecca. "Virtual Reality." American Biology Teacher 84, no. 2 (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 ma
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USTUN, Ahmet Berk. "Comparison of the Use of Educational Virtual Reality Headset and Virtual Reality Glasses in terms of Acceptance and Attitude of Students." International Journal of Computers in Education 6, no. 1 (2023): 19–29. https://doi.org/10.5281/zenodo.8102651.

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The use of virtual reality (VR) technology in higher education has been increasing day by day due to the benefits it provides. Various technological devices are used for VR, with mobile-based VR glasses and VR headsets being the most frequently used in educational environments. However, when the literature is examined, it is seen that there need to be more studies on the use of these devices in educational settings. In this context, this study aims to examine university students’ acceptance and attitudes toward the use of mobile-based VR glasses and VR headsets for educational purposes.
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Hornsey, Rebecca L., and Paul B. Hibbard. "Current Perceptions of Virtual Reality Technology." Applied Sciences 14, no. 10 (2024): 4222. http://dx.doi.org/10.3390/app14104222.

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User experience is a key predictor of future use of goods and services. The presented study collected a combination of qualitative and quantitative data from both experienced users and novices about their perceptions of virtual reality (VR) equipment, any concerns surrounding the data collected by the equipment, and facets that needed to be taken into consideration for future developments. The purpose of this research was to understand the current user experience of VR and ways in which it can be improved. The findings indicated that the majority of people have used VR, albeit infrequently, an
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Rowe, A., S. Bandyopadhyay, K. Narang, and J. Fenn. "Virtual reality: virtually a reality?" Bulletin of the Royal College of Surgeons of England 105, no. 8 (2023): 398–99. http://dx.doi.org/10.1308/rcsbull.2023.137.

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Charchit Chouhan, Chanchal Rathore, Prahalad Jat, Renu Bhojak,. "Virtual Reality: Review." Tuijin Jishu/Journal of Propulsion Technology 44, no. 1 (2023): 117–21. http://dx.doi.org/10.52783/tjjpt.v44.i1.2219.

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Recant years have witnessed considerable progrеss in Virtual Rеality (VR) technology, influencing divers’ areas along with gaming, hеalthcarе, and еducation. Wе providе an ovеrviеw of thе prеsеnt reputation of VR tеchnology, its usеs, and thе obstaclеs it еncountеrs Furthеrmorе, on a daily basis, we explore the effects VR has on a person's mind and body individuals. Our findings suggеst that dеspitе VR’s еnormous potеntial, thеrе arе considеrablе challеngеs to addrеss, which include movement sicknеss, high еxpеnsеs, and issuеs of accеssibility. However, with continued research and innovation,
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Lin, Zizhi. "Research on VR Applications Based on Computer Technology." Transactions on Computer Science and Intelligent Systems Research 7 (November 25, 2024): 247–52. https://doi.org/10.62051/wwvymg18.

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With the continuous progress of the era of science and technology and the increasing abundance of technology products, the influence of VR technology has attracted increasing attention, and people are constantly exploring the uses and possibilities of VR. The evolution history of virtual reality technology can be divided into four stages, and the simulation of sound shape dynamics is the first stage containing the idea of virtual reality. Virtual reality germination is the second stage. The emergence of virtual reality concept and theory is the third stage. The further improvement and applicat
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Garbin Praničević, Daniela. "Augmented Reality and Virtual Reality-Based Technology in Cultural Tourism." ENTRENOVA - ENTerprise REsearch InNOVAtion 7, no. 1 (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 t
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Li, Sun. "Feasibility Analysis of VR Virtual Technology Application in Art Design Teaching." BCP Education & Psychology 10 (August 16, 2023): 247–50. http://dx.doi.org/10.54691/bcpep.v10i.5371.

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VR virtual reality technology is now used in various fields, in recent years, the technology is also gradually applied to teaching. VR virtual technology can build a simulation learning environment, so that students have a comprehensive and systematic understanding of the courses of art design, and cultivate students' creative ability and imagination. This paper analyzes the status quo of VR virtual reality education technology and the advantages of VR technology in teaching, puts forward the teaching method of integrating VR virtual reality technology into classroom teaching, and discusses th
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Chuang, Tzung-Fang, Ying-Hsiang Chou, Jar-Yuan Pai, et al. "Using Virtual Reality Technology in Biology Education." American Biology Teacher 85, no. 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 effectivene
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Zhu, Hong-jie. "Application of virtual reality in teacher training." Journal of Scientific and Engineering Research 8, no. 8 (2021): 153–57. https://doi.org/10.5281/zenodo.10612356.

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<strong>Abstract</strong> VR technology is a practical technology integrating computer information technology, simulation technology, display technology, sensor technology and so on. Its basic implementation is&nbsp; using the computer to generate a simulated interactive environment (also known as the virtual world), and call the user's visual, auditory, tactile and other senses to immerse it. In the field of education, VR has a broad and far-reaching future. Especially for teachers, VR can provide training in teaching resources, emergency Response, getting along with students and so on.
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Park, ChanJong. "Virtual Reality Technology Development in Korea." International Journal of Virtual Reality 4, no. 2 (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 environ
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Ma, Wenhui. "Virtual Reality and Traveler Perception." International Journal of Social Sciences and Public Administration 4, no. 2 (2024): 444–46. http://dx.doi.org/10.62051/ijsspa.v4n2.58.

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The emergence of virtual reality technology provides opportunities for rapid tourism growth. The highly realistic, immersive virtual reality experience offers a strong basis for travelers to understand tourism destinations better and shape travel intentions. This study aims to examine the positive impact of VR technology on tourism development and summarize the factors that influence travelers' perceptions of VR to provide a theoretical basis for VR technology to provide high-quality services to travelers better.
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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 outli
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Anagnostopoulou, Panagiota, and Athanasios Drigas. "Mindfulness, Kindergarten, and Virtual Reality." International Journal of Online and Biomedical Engineering (iJOE) 20, no. 13 (2024): 153–66. http://dx.doi.org/10.3991/ijoe.v20i13.50445.

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Mindfulness plays a crucial role in reducing stress levels and enhancing executive functioning and self-regulation. Several studies have shown that technology can have positive effects because it can aid mindfulness training. This review is the second part of a project that investigates the advantages of technology and mindfulness in kindergarten. In the previous section, we examined the role of social robots. However, this review focuses on the use of virtual reality (VR) in mindfulness practices. The objective of our study is to provide a comprehensive overview of the current research on the
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Wang, Aoze. "The combination and application of virtual reality and artificial intelligence." Applied and Computational Engineering 6, no. 1 (2023): 230–34. http://dx.doi.org/10.54254/2755-2721/6/20230773.

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In recent years, virtual reality technology has gradually entered the public's vision. The rapid development of virtual reality technology has caused a great impact on people's cognition. Artificial intelligence (AI) is also a cutting-edge modern technology that can greatly affect human life. The combination of virtual reality (VR) and artificial intelligence is also seen as a new research direction. Based on this situation. By comparing with traditional virtual reality technology, this paper analyses the necessity and development situation of the combination of AI and VR, and expounds the fea
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Yinhui Hao, Fuqiang Qiu,. "Virtual Reality Technology in Practical Teaching Methods." Journal of Electrical Systems 20, no. 3s (2024): 1787–98. http://dx.doi.org/10.52783/jes.1718.

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This paper explores the integration of virtual reality (VR) technology into practical teaching methods, enhanced by the Whale Optimized Feature Extraction Recurrent Classification (WOFERC) model. The study aims to enhance the effectiveness and engagement of practical learning experiences through immersive VR simulations. Using simulated experiments and empirical validations, the efficacy of the WOFERC-enhanced VR teaching approach is evaluated. Results demonstrate significant improvements in student performance and engagement compared to traditional methods. For example, students using the WOF
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Zhang, Liwen. "Future Interactions with Virtual Reality Technology (VR)." Academic Journal of Science and Technology 6, no. 3 (2023): 30–35. http://dx.doi.org/10.54097/ajst.v6i3.10167.

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Every major milestone in the history of science, technology and interaction design has stemmed from the collision of technology and human nature (Katona, 2021). From the original paper tape punching, it has evolved to keyboard input, and now to touch operation, voice control, voice recognition, and advanced gesture recognition, motion capture, eye recognition technologies, and so on. In the future, brain-computer interfaces and mind recognition will also be implemented. Each technological innovation and product upgrade will bring about changes in the way human-machine interaction takes place.
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Milan, Sahoo, khamrui Jesu, and Jana Sujit. "Virtual Reality and Human Experience." Indian Journal of Modern Research and Reviews 2, no. 10 (2024): 22–26. https://doi.org/10.5281/zenodo.13994517.

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Virtual reality (VR) has rapidly evolved from a niche technology to a powerful tool with widespread applications.&nbsp; This paper explores the profound impact of VR on human experience, examining its potential to revolutionize fields such as entertainment, education, therapy, and social interaction. By immersing users in simulated environments, VR can provide unique opportunities for learning, exploration, and personal growth. However, the rapid advancement of VR technology also raises important ethical considerations and challenges related to privacy, addiction, and the blurring of lines bet
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Zhong, Ziqin. "The Impact of Virtual Reality on Gaming." Highlights in Science, Engineering and Technology 93 (May 8, 2024): 179–84. http://dx.doi.org/10.54097/qmwc1k67.

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Virtual reality (VR) as an advanced technology has had a profound impact on the gaming industry. VR technology provides an immersive experience, allowing players to fully immerse themselves in the gaming environment. With the continuous development and maturation of VR hardware, an increasing number of game developers have begun incorporating VR elements into their works. This paper aims to thoroughly investigate the impact of VR on gaming, exploring its role in game design, user experience, and technological innovation, in order to further integrate the gaming industry with VR technology. The
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Sadanand, Gowda, Dey Tamal, and Ravindran Parthasarthi. "API for Augmented Reality and Virtual Reality." Recent Trends in Computer Graphics and Multimedia Technology 2, no. 2 (2020): 1–5. https://doi.org/10.5281/zenodo.4024216.

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<em>Augmented reality and Virtual reality are two of the most advanced technologies enhancing how humans consume digital media. AR and VR are being applied in various fields of technology related to Business, entertainment, scientific experiments, simulated training, medicine etc. Both technologies involve transfer of high-volume data consisting of visual and aural information and therefore require large bandwidth, very low latency, efficient encoding and optimal transmission to provide a seamless experience in real time. High latency during transmission can cause cybersickness (motion sicknes
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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 (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 c
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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 (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/
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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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Kosa, Mehmet, Ahmet Uysal, and P. Erhan Eren. "Acceptance of Virtual Reality Games." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (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
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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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Firmansyah, Hasbi, Eko Budiraharjo, and Ali Sofyan. "The Virtual Reality Socialization and Training: Virtual Tour." ASEAN Journal of Empowering Community 2, no. 2 (2023): 74–83. http://dx.doi.org/10.24905/ajecom/vol2issue2.38.

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The rapid world of virtual reality (VR) technology provides opportunities for school promotion media using VR widely, namely Virtual Tour training. FIRST This also challenges SMK MUTU to understand better the effectiveness of VR experiences in encouraging better attitudes towards promotional objectives and shaping visiting patterns. SECOND: This basic procedure is technical for taking panoramic images, identifying the resulting panoramic images owned, and observing 360-degree changes when processed in 3DVISTA software. THIRD If the panoramic image has become 360o, then make it into a series of
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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 (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 I
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Ruan, Bolun, Yiyi Qian, and Entong Zhang. "The Role and Impact of VR during the Epidemic." Highlights in Science, Engineering and Technology 44 (April 13, 2023): 199–205. http://dx.doi.org/10.54097/hset.v44i.7322.

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Since the outbreak began in the world, people have been so frantic that they can't go about their normal lives. But virtual reality is an almost perfect solution to this problem. This paper from virtual reality technology to office and learning help; The influence of virtual reality technology on economic market and the influence of virtual reality technology on medical treatment are discussed in three parts respectively. First of all, people's feelings about the integration of virtual reality technology into daily life under the epidemic and the acceptance of virtual reality technology to rea
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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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Lv, Shitao, Qichang Zhang, and Lijun Wang. "VR virtual reality technology and treatment progress." SID Symposium Digest of Technical Papers 51, S1 (2020): 35–38. http://dx.doi.org/10.1002/sdtp.13745.

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Gao, Ruohan. "Virtual reality technology in the field of education." Applied and Computational Engineering 16, no. 1 (2023): 228–33. http://dx.doi.org/10.54254/2755-2721/16/20230897.

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Virtual Reality (VR), the technology has been around for years, are now developing rapidly since 2010s, VR game facilities can often be seen in shopping malls and the conception. Metaverse are now mentioned and are put into practise. Moreover, from word-of-mouth through books, blackboards, and ultimately multimedia, the educational approach has consistently developed. But in the process of practice, it has been proved that conventional education is predicated on teacher-cantered instruction, and students frequently wind up being passive knowledge carriers who are unable to fully acquire, inter
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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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Gaikwad, Pooja, and Mrs Netraja Mulay. "Study of Augmented Reality & Virtual Reality Technology in Education System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 09 (2024): 1–6. http://dx.doi.org/10.55041/ijsrem37623.

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In recent times, there has been a growing inclination towards the implementation of Augmented Reality (AR) and Virtual Reality (VR) technologies in the education and training fields owing to their proven efficacy in enhancing the learning process. This study delves into the incorporation of AR and VR technologies within educational frameworks and explores their potential for transformation. It investigates how AR and VR can enhance learning by fostering interest and aiding in information retention. Despite the potential cost implications and the need for training, the utilization of AR and VR
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Alnagrat Alnagrat, Ahmed Jamah, Rizalafande Che Ismail, and Syed Zulkarnain Syed Idrus. "The Opportunities and challenges in virtual reality for virtual laboratories." Innovative Teaching and Learning Journal 6, no. 2 (2023): 73–89. http://dx.doi.org/10.11113/itlj.v6.91.

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The use of extended reality (XR) technologies, namely Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality(MR) in education, has attracted much attention in recent years. Since the middle of the 20th century, virtual reality (VR) has been a part of our lives. Today, technology has made virtual reality accessible to everyone. In the last ten years, virtual reality equipment has become suitable for individual use and has started to be used by large numbers of people. Virtual reality can now be used for educational purposes, including education virtual laboratories. The studies were car
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Lin, Yubing, Yi You, and Zitong Zhou. "Application Of VR In the Field of Education." Highlights in Science, Engineering and Technology 68 (October 9, 2023): 11–20. http://dx.doi.org/10.54097/hset.v68i.11925.

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VR in virtual reality and augmented reality technology is a new technology applied in the field of education in recent years. This paper combs and analyses the educational application research from three aspects: educational games, art education and political education. First, starting from education, the author expounds that virtual reality education is based on the teaching concept of "interesting" games and takes education and teaching objectives as the design concept. Then, it introduces the performance of virtual reality technology in the field of art. This part explains the important rol
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Tang, Jiajun, Manni Gong, Shangxi Jiang, Yiji Dong, and Taojie Gao. "Multimodal human-computer interaction for virtual reality." Applied and Computational Engineering 42, no. 1 (2024): 201–7. http://dx.doi.org/10.54254/2755-2721/42/20230778.

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Virtual reality (VR) is an interactive simulation environment based on computer technology that enables users to immerse themselves in a virtual world. With the continuous advancement of technology, VR has shown great potential in various fields. This article aims to review the application of VR in different fields and its impact on society. First, this paper introduces VR's basic principles and technical characteristics. VR systems are usually composed of head-mounted display devices, trackers, joysticks, etc., enabling users to experience immersive virtual environments by simulating real-wor
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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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chauhan, Rinku. "Stepping into the Future: Virtual Reality’s Role in Shaping Education." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30502.

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The application of virtual reality (VR) in learning is a rapidly changing technology that can greatly impact on the way many aspects of education is being done. This report examines the advantages, disadvantages, and educational purposes of virtual reality as a medium in its entirety. It makes an inquiry into how VR, during which students become the part of interactive, three-dimensional space that enables them to study complicated things and obtain useful skills definitely without any risk, does or might enhance their academic life. The study likewise deals with the problems of VR in the clas
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Ding, Haoyang, Yukang Zheng, and Hongshuo Li. "Research on the Application of VR in Education and Gaming." Applied and Computational Engineering 8, no. 1 (2023): 548–53. http://dx.doi.org/10.54254/2755-2721/8/20230270.

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VR in virtual reality technology is a new technology applied in the field of education and gaming in recent years. This article describes the current development of VR in the field of education and games, and demonstrates the diversity of VR technology applications to promote a better understanding of VR technology. First of all, starting with education, this paper expounds that virtual reality education is designed based on educational and teaching objectives. we introduce the performance of virtual reality technology in the field of education. This section describes the important role of vir
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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 natura
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Nithyakannan S and Dr. Srikanth. "VIRTUAL REALITY IN PHYSIOTHERAPY: CURRENT APPLICATIONS." Indian Journal of Physiotherapy and Occupational Therapy - An International Journal 18, Conf 1 (2024): 37. http://dx.doi.org/10.37506/zhcsvh44.

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Background: Recent advancements in virtual reality (VR) technology have the potential to revolutionize rehabilitation practices. This study explores the integration of VR into physical therapy and rehabilitation programs, focusing on its effectiveness in treating musculoskeletal and neurological disorders, as well as its applications in geriatric and paediatric populations. Objective: This research aims to evaluate the current applications of VR as a treatment modality in healthcare, particularly in physiotherapy, and to investigate the underlying mechanisms of VR analgesia. Methods: A compreh
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Siaw, Nyuk Hiong. "Low Cost Virtual Reality Tour: ViTour." ASEAN Artificial Intelligence Journal 1, no. 1 (2025): 1–10. https://doi.org/10.37934/aaij.1.1.110.

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The challenges faced in using virtual reality (VR) technology are less flexible VR activities, complex functionality issues in terms of programming expertise and high-cost VR technology involved. ViTour is a virtual tour of the library at a teacher education institute in Sarawak. The VR tour was created based on a low cost and more flexible VEduR Pipeline innovation by Siaw. The pipeline add values to the free apps and digital tools available to create 360° VR content by enabling users to view the content using low cost VR Box and to interact using low cost blue tooth mouse. This innovation pr
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Huang, Bingxin. "Examining Illusory Touch Perception in Virtual Reality among Virtual Reality Users." Journal of Education, Humanities and Social Sciences 26 (March 2, 2024): 1075–80. http://dx.doi.org/10.54097/a9tyq152.

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The phenomenon of illusory touch perception in virtual reality (VR) is a subject of increasing intrigue within online VR communities, where users report experiencing tactile sensations in the absence of direct physical contact, triggered solely by visual stimuli. This paper presents an exploratory study aimed at understanding the underlying mechanisms that contribute to the development of such illusory touch perceptions in immersive virtual environments. Through an online survey targeting VR users, this study collected qualitative data on the nature and frequency of these experiences. The surv
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Zhou, Zili, Patrick Lynett, and Behzad Ebrahimi. "INTERACTIVE VISUALIZATION FOR COASTAL HAZARDS." Coastal Engineering Proceedings, no. 37 (September 1, 2023): 190. http://dx.doi.org/10.9753/icce.v37.management.190.

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Augmented reality (AR) is a technology that integrates 3D virtual objects into the physical world in real-time, while virtual reality (VR) is a technology that immerses users in an interactive 3D virtual environment. The fast development of augmented reality (AR) and virtual reality (VR) technologies has reshaped how people interact with the physical world. This presentation will outline the results from two unique AR and one Web-based VR coastal engineering projects, motivating the next stage in the development of the augmented reality package for coastal students, engineers, and planners.
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