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1

Doerner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual and Augmented Reality (VR/AR). Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2.

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2

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

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3

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

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4

Orel, Marko. Collaboration Potential in Virtual Reality (VR) Office Space. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-08180-4.

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5

Virtual reality insider: Guidebook for the VR industry. 2nd ed. [Berkeley, California]: New Dimension Entertainment, 2015.

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6

Kim, Sŏn-ho. VR chŏnŏllijŭm yŏn'gu. Sŏul T'ŭkpyŏlsi: Han'guk Ŏllon Chinhŭng Chaedan, 2016.

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7

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

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8

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

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9

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

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10

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

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11

Duguleană, Mihai. VR Technologies in Cultural Heritage: First International Conference, VRTCH 2018, Brasov, Romania, May 29–30, 2018, Revised Selected Papers. Cham: Springer Nature, 2019.

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12

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

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13

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

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In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and extend the assessment tools and treatments currently in use for eating disorders (EDs). Specifically the VR protocols for EDs try to exploit clinically the sense of “presence,” that is, the feeling of “being there” inside the virtual environment. The sense of presence offered by VR can be a powerful tool in therapy because it provides the individual with a world in which he/she can be placed and live a particular experience. This triggers emotional reactions in patients and allows a higher level of self-reflectiveness than that provided by memory and imagination, and greater control than that offered by direct “real” experience. In particular, VR protocols for EDs use technology to alter the experience of the body (embodiment) in real time and as a cue exposure tool for reducing food craving.
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14

Chuirazzi, Sara. Using VR in Engineering. Cavendish Square Publishing LLC, 2019.

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15

Using VR in Engineering. Cavendish Square Publishing LLC, 2019.

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16

Chuirazzi, Sara. Using VR in Engineering. Cavendish Square Publishing LLC, 2019.

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17

Virtual Reality VR Retro Gamers. Independently Published, 2021.

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18

Virtual Reality VR Retro Gamers. Independently Published, 2021.

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19

Small, Cathleen. Using VR in Medicine. Cavendish Square Publishing LLC, 2019.

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20

Using VR in Medicine. Cavendish Square Publishing LLC, 2019.

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21

Small, Cathleen. Using VR in Medicine. Cavendish Square Publishing LLC, 2019.

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22

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

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23

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

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24

JOYNER, Quinton. Day Planner - Virtual Reality VR Retro Gamers. Independently Published, 2021.

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25

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

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26

LINDA. Funny VR Gamer Definition Virtual Reality Gaming. Independently Published, 2022.

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27

McCaffrey, Mitch. Unreal Engine VR Cookbook: Developing Virtual Reality with UE4. Pearson Education, Limited, 2017.

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28

McCaffrey, Mitch. Unreal Engine VR Cookbook: Developing Virtual Reality with UE4. Pearson Education, Limited, 2017.

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29

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

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30

Jorge, Joaquim Armando Pires, Bruno Rodrigues de Araujo, Luciano Pereira Soares, Alberto Barbosa Raposo, and Miquel Sales Dias. Building Projection-Based VR Systems. Taylor & Francis Group, 2021.

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31

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

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32

Jerald, Jason. VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool Publishers, 2015.

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33

Baby Sitter Information: Virtual Reality VR Retro Gamers. Independently Published, 2022.

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34

Jerald, Jason. VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool Publishers, 2015.

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35

JOYNER, Quinton. Daily Dream Journal - Virtual Reality VR Retro Gamers. Independently Published, 2021.

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36

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

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37

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

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38

Valk, Alison, Ximin Mi, and Ashley L. Schick. Making Virtual Reality a Reality. Bloomsbury Publishing Inc, 2023. http://dx.doi.org/10.5040/9798216171966.

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Walks readers through the key components of developing library-led research and programming that leverages emerging technologies with the goal of engaging students and faculty. As educational curricula and research evolve to include advanced technologies, libraries must offer programming with these emerging technologies in mind, including the use of virtual reality (VR) and augmented reality (AR). In this timely guide, Valk, Mi, and Schick present readers with tools for assessing their level of organizational readiness to begin such programs and, more importantly, how to sustain them with limited budgets, expertise, and resources. Building on their own experiences, the authors teach readers how to develop technology-rich classes, assess student projects, and overcome technical hurdles. They spotlight this kind of programming as integral to building strategic partnerships in an educational environment. Readers will learn how to adapt and design programs or initiatives in which the necessary technologies are rapidly changing, not only in higher education institutions, but also in schools. Worksheets and resources assist readers in reflecting on their own work and developing educational programming to suit their organizational needs.
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39

Wittek, Stephen, and David McInnis, eds. Shakespeare and Virtual Reality. Cambridge University Press, 2021. http://dx.doi.org/10.1017/9781009003995.

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Teaching Shakespeare through performance has a long history, and active methods of teaching and learning are a logical complement to the teaching of performance. Virtual reality ought to be the logical extension of such active learning, providing an unrivalled immersive experience of performance that overcomes historical and geographical boundaries. But what are the key advantages and disadvantages of virtual reality, especially as it pertains to Shakespeare? And more interestingly, what can Shakespeare do for VR (rather than vice versa)? This Element, the first on its topic, explores the ways that virtual reality can be used in the classroom and the ways that it might radically change how students experience and think about Shakespeare in performance.
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40

Schütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.

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41

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

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42

Monthly to Do List - Virtual Reality VR Retro Gamers. Independently Published, 2021.

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43

Schoen, Matt, and Jonathan Linowes. Cardboard VR Projects for Android. Packt Publishing, Limited, 2016.

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44

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

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45

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

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46

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

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47

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

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48

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

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49

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

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50

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

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