Academic literature on the topic 'Virtual technologies'

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Journal articles on the topic "Virtual technologies"

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Avis, N. J. "Virtual environment technologies." Minimally Invasive Therapy & Allied Technologies 9, no. 5 (2000): 333–39. http://dx.doi.org/10.3109/13645700009061455.

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Perotto, Francesca. "Is the virtual of virtual technologies the Deleuzian virtual?" Aisthesis. Pratiche, linguaggi e saperi dell’estetico 16, no. 1 (2023): 17–25. http://dx.doi.org/10.36253/aisthesis-13957.

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Gilles Deleuze has become a key reference for the recent debate on virtual technologies, as his conception of the virtual is widely used to argue for the reality of virtuality. Nonetheless some scholars, among which Slavoj Žižek stands out, have warned about the risks of flattening the Deleuzian concept on the tech debate. This paper aims to show why the two concepts of the virtual do not overlap by explaining some features of the Deleuzian virtual that make it incompatible with virtual media. Namely, its intensive dimension, its relationship with the possible and its imperceptible nature. The
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Ovhunov, Ikboljon A. "DEVELOPMENT AND PROSPECTS OF VIRTUAL EDUCATION TECHNOLOGIES." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 03, no. 04 (2022): 19–21. http://dx.doi.org/10.37547/pedagogics-crjp-03-04-05.

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This article describes virtual learning technologies, multimedia concepts and tools, multimedia applications, the use of simulators in the learning process. The problems of using systems and services that control the process of virtual learning are also described
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HIROTA, Koichi, and Masamichi SAKAGUCHI. "Haptics Technologies for Virtual Reality." Journal of the Society of Mechanical Engineers 102, no. 971 (1999): 628–32. http://dx.doi.org/10.1299/jsmemag.102.971_628.

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Canizares, Galo. "Technologies of the Virtual Other." Journal of Architectural Education 74, no. 2 (2020): 237–49. http://dx.doi.org/10.1080/10464883.2020.1790933.

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Lengauer, Thomas, Christian Lemmen, Matthias Rarey, and Marc Zimmermann. "Novel technologies for virtual screening." Drug Discovery Today 9, no. 1 (2004): 27–34. http://dx.doi.org/10.1016/s1359-6446(04)02939-3.

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Wischgoll, Thomas, André Stork, Herbert Schilling, and Gerik Scheuermann. "Metaverse: Technologies for Virtual Worlds." IEEE Computer Graphics and Applications 43, no. 2 (2023): 11–12. http://dx.doi.org/10.1109/mcg.2023.3244691.

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Lesia, KONDRATIUK, MUSIICHUK Svitlana, ZUIENKO Nelia, SOBKOV Yuriy, TREBYK Olha, and YEFIMOV Dmytro. "Distance Learning of Foreign Languages through Virtual Reality." BRAIN. Broad Research in Artificial Intelligence and Neuroscience 13, no. 2 (2024): 22–38. https://doi.org/10.18662/brain/13.2/329.

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<em>The article is devoted to virtual reality technologies and scenarios of their application in distance learning of foreign languages. A generalized experience of application of virtual reality technologies in distance learning of foreign languages is presented; the advantages, risks and deterrents of their introduction into the educational process in educational institutions are highlighted. The features by which technologies can be classified as virtual reality technologies are singled out. Examples of application of the following virtual reality technologies are considered: Mondly VR, Vir
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SOBOTA, Branislav, Štefan KOREČKO, Sára JAVORKOVÁ, and Marián HUDÁK. "THERAPY OF UPPER LIMBS BY MEANS OF VIRTUAL REALITY TECHNOLOGIES." Acta Electrotechnica et Informatica 21, no. 3 (2021): 30–37. http://dx.doi.org/10.15546/aeei-2021-0017.

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This paper deals with an approach to upper limbs therapy that uses virtual reality technologies. The previous methods and subsequent improvements of these procedures by means of a skeletal model of the upper limb in a virtual environment are presented here. So, main focus of the paper is on the description of calculation related to the bone rotation system within appropriate skeletal model. The therapist can add either more virtual upper limb objects or more virtual training objects to the virtual environment and thus expand/change the scene or the therapy complexity. The functions used in the
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Yilmaz, Bulent, and Muge Goken. "Virtual reality (VR) technologies in education of industrial design." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (2016): 498–503. http://dx.doi.org/10.18844/gjhss.v2i1.336.

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Dissertations / Theses on the topic "Virtual technologies"

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Hu, Xiuping. "Shared virtual world technologies." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36470.pdf.

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Green, Nicola. "Becoming virtual: Bodies, technologies, worlds." Thesis, University of Canterbury. Sociology, 1999. http://hdl.handle.net/10092/4592.

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This thesis addresses how virtual reality technologies are being developed to shape a cultural politics of embodiment and subjectivity across local and global contexts. The research considers a number of approaches to understanding the techno-cultural changes and political dilemmas presented by virtual systems. Undertaking a critical consideration of these approaches, the thesis argues that virtual systems are neither 'demonic' technologies, nor transcendent cultural forms, but rather complex and deeply embedded social and cultural networks. Employing multi-sited ethnographic methods, the the
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Taranova, D. V. "The technologies of virtual reality." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40497.

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Virtual Reality is a simulated environment that can imitate real or imagined world, recreating sensory experience: sight, sound, touch, taste and smell. The technology of virtual reality is constantly in progress. In 1860‘s was invented one of the first examples of virtual reality – 360-degree art through panoramic murals. Nowadays the amount of different devices strikes the imagination.
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Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, inte
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MARTINA, ANDREA. "Virtual Heritage: new technologies for edutainment." Doctoral thesis, Politecnico di Torino, 2014. http://hdl.handle.net/11583/2541502.

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Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage,
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Downey, Laura. "Well-being Technologies: Meditation Using Virtual Worlds." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/65.

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In a technologically overloaded world, is it possible to use technology to support well-being activities and enhance human flourishing? Proponents of positive technology and positive computing are striving to answer yes to that question. However, the impact of technology on well-being remains unresolved. Positive technology combines technology and positive psychology. Positive psychology focuses on well-being and the science of human flourishing. Positive computing includes an emphasis on designing with well-being in mind as a way to support human potential. User experience (UX) is critical to
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Gustafsson, Mattias, and Oliver Odd. "Virtual Reality Data Visualization : Concepts, technologies and more." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37222.

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Data Visualization (DV) can be seen as an important tool for communication and data analysis. Especially when huge amounts of data are involved, visual representation of data can facilitate observation of trends and patterns as well as understanding. Currently, two dimensional displays are mainly used for Data Visualization, both in two and three dimensions (2D and 3D). However, two dimensional displays are limited in terms of 3D visualization because they do not allow for true sense of depth and do not cover the observer’s full Field Of View (FOV). An alternative approach is to use Virtual Re
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Берест, Олег Борисович, Олег Борисович Берест, and Oleh Borysovych Berest. "Modern technologies for learning content creation." Thesis, Сумський державний університет, 2012. http://essuir.sumdu.edu.ua/handle/123456789/29464.

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One of the teacher’s main task is to make his subject as more creative as it can be possible for students to interest them in it. There are many ways to make your lesson more cognitive and useful (for instance, usage of free open educational resources), but nowadays visual interactive learning tools become more popular and popular. And the problem is where to find or how to create necessary staff for you. When you are citing the document, use the following link http://essuir.sumdu.edu.ua/handle/123456789/29464
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Khryschuk, N. V. "Innovative technologies in nowaday’s world." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11512.

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Powell, Vaughan. "Visual properties of virtual target objects : implications for reaching and grasping tasks in a virtual reality rehabilitation context." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/visual-properties-of-virtual-target-objects(dce47af9-e0aa-482a-96a1-b12c6de746b6).html.

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Shoulder dysfunction is common and accounts for around four million days of sick leave in the UK each year. Treatment approaches aim to reduce pain, and improve range of motion (ROM). However, patient adherence to therapeutic regimes is poor, partly due to pain avoidance behaviour and lack of engaging therapeutic exercises. Virtual rehabilitation is an area of healthcare which combines physical therapy with virtual reality (VR). It has been shown to facilitate patient engagement and reduce pain perception. Reaching and grasping tasks are well suited to VR applications, and there are a number o
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Books on the topic "Virtual technologies"

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Cavazza, Marc, and Stéphane Donikian, eds. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-77039-8.

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Balet, Olivier, Gérard Subsol, and Patrice Torguet, eds. Virtual Storytelling Using Virtual Reality Technologies for Storytelling. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45420-9.

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Subsol, Gérard, ed. Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11590361.

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Nakamatsu, Kazumi, Srikanta Patnaik, Roumen Kountchev, Ruidong Li, and Ari Aharari, eds. Advanced Intelligent Virtual Reality Technologies. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-7742-8.

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Nakamatsu, Kazumi, Srikanta Patnaik, and Roumen Kountchev, eds. AI Technologies and Virtual Reality. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-9018-4.

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1961-, Shih Timothy K., and Wang Paul P, eds. Intelligent virtual world: Technologies & applications in distributed virtual environment. World Scientific Pub. Co., 2004.

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1966-, Dasgupta Subhasish, ed. Encyclopedia of virtual communities and technologies. dea Group Reference, 2005.

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Cheok, Adrian David, and Kasun Karunanayaka. Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73864-2.

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Rajakumar, G., Ke-Lin Du, Chandrasekar Vuppalapati, and Grigorios N. Beligiannis, eds. Intelligent Communication Technologies and Virtual Mobile Networks. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-1844-5.

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Balaji, S., Álvaro Rocha, and Yi-Nan Chung, eds. Intelligent Communication Technologies and Virtual Mobile Networks. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-28364-3.

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Book chapters on the topic "Virtual technologies"

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Sivunen, Anu, and Maarit Valo. "Communication Technologies." In Virtual Teamwork. John Wiley & Sons, Inc., 2010. http://dx.doi.org/10.1002/9780470615782.ch7.

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Woolgar, Steve, and Catelijne Coopmans. "Virtual Witnessing in a Virtual Age." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch067.

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Despite a substantial unfolding investment in Grid technologies (for the development of cyberinfrastructures or e-science), little is known about how, why and by whom these new technologies are being adopted or will be taken up. This chapter argues for the importance of addressing these questions from an STS (science and technology studies) perspective, which develops and maintains a working scepticism with respect to the claims and attributions of scientific and technical capacity. We identify three interconnected topics with particular salience for Grid technologies: data, networks, and acco
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Baralou, Evangelia, and Jill Shepherd. "Going Virtual." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch001.

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Tai, Jeffrey C. F., Eric T. G. Wang, and Kai Wang. "Virtual Integration." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch051.

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The integration and coordination of strategic suppliers becomes increasingly important as the manufacturer relies on external transactions to build up collaborative advantages. By conceptualizing virtual integration as an efficient and effective vertical coordination mechanism, the study discussed in this chapter developed a model to examine the role virtual integration plays in improving manufacturing performance and the antecedent factors that can lead supply chain members to rely on virtual integration to govern supply chain integration. Based on the resource-based view and transaction cost
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Lee, Jinyoul, Mike ("Tae-In") Eom, Bonn-Oh Kim, and Pairin Katerattanakul. "Virtual Organization." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch106.

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Virtual organization incorporates all the revolutionary practices in the global network and provides a unique opportunity for society. This study provides a new vision of the future organization with the revolution of communication technologies. Virtual organization is analyzed with the premises of time and space. The findings of this chapter show the strategic implication of virtual organization in terms of its life cycle through various stages and interactions based on structuration. A resource-based view is employed to identify more effective and strategic ways to operate virtual organizati
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Pinsonneault, Alain, and Olivier Caya. "Virtual Teams." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch110.

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This chapter reviews the extant empirical literature on virtual teams and presents what we know and what we don’t know about them. Drawing upon the literature from both Organization Behavior and IS, we propose a framework that integrates the most important variables affecting virtual teams. The framework is then used to assess the effects of virtual teamwork on group processes and outcomes. The paper also discusses the challenges facing researchers studying virtual teams and presents an agenda for future research.
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Ridings, Catherine M. "Defining "Virtual Community"." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch002.

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The rise of the Internet has spawned the prolific use of the adjective “virtual.” Both the popular press and scholarly researchers have written about virtual work, virtual teams, virtual organizations, and virtual groups. But perhaps one of the most interesting phenomena to come to the forefront has been that of virtual communities. Many definitions of this term have been proposed and the term has been used in many different ways. This article will examine some of the most popular definitions and guidelines to understand what truly constitutes a virtual community. To define a virtual community
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Gupta, Sumeet, and Hee-Woong Kim. "Developing the Commitment to Virtual Community." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch003.

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A virtual community (VC) of committed members is of great strategic value to online firms and vendors owing to its ability to attract and retain members. However, online firms and vendors find it difficult to instill commitment among their VC members. Therefore, this study examines the mechanism of customer commitment formation in a relationship-cum-interest based VC. By understanding the mechanism of customer commitment formation in a VC, online firms and vendors can enhance customer commitment to the VC. Using the theory of reasoned action, this study finds that encouraging participation amo
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Mezgar, István. "Building Trust in Virtual Communities." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch004.

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Information processing and communication technologies are developing so rapidly today that it can said that there is a communication technology explosion. The new technologies widen the world for the individuals to reach other human beings regardless of where they are on the globe. Various groups of people can come together according to their private or business interests, forming a virtual community. In the generation and operation of these communities, cooperation and collaboration have significant role. On the other hand, these technologies deeply modify traditional forms of social connecti
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Steed, Anthony, and Emmanuel Frecon. "Construction of Collaborative Virtual Environments." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch005.

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In this chapter, we give an overview of some of the issues that face programmers and designers when building collaborative virtual environments (CVEs). We do this by highlighting three aspects of CVE system software: the environment model (data structures, behaviour description) that the system provides, the data-sharing mechanism (how the environment model is shared), and the implementation framework (the structure of a typical client or platform in terms of the services it provides to the user). When a CVE system is designed, choices have to be made for each of these aspects, and this then c
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Conference papers on the topic "Virtual technologies"

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Tukur, Muhammad, Yehia Boraey, Sara Jashari, et al. "Virtual Staging Technologies for the Metaverse." In 2024 2nd International Conference on Intelligent Metaverse Technologies & Applications (iMETA). IEEE, 2024. https://doi.org/10.1109/imeta62882.2024.10807986.

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Suresh Kumar, M., Moorthi M, Gokulprasath R, and Ragul P. "Virtual Drive Craft." In 2025 International Conference on Computing and Communication Technologies (ICCCT). IEEE, 2025. https://doi.org/10.1109/iccct63501.2025.11019981.

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Teixeira, Fábio Gonçalves, Tânia Luisa Koltermann da Silva, Régio Pierre da Silva, and José Luís Farinatti Aymone. "Virtual Design: Technologies." In 2008 SAE Brasil Congress and Exhibit. SAE International, 2008. http://dx.doi.org/10.4271/2008-36-0341.

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VEVERIȚA, Tatiana. "Modern technologies for digital animation study programs." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (19th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2024. http://dx.doi.org/10.58503/icvl-v19y202406.

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Christmann, Olivier. "Session details: Innovation and technologies." In VRIC '16: Virtual Reality International Conference - Laval Virtual 2016. ACM, 2016. http://dx.doi.org/10.1145/3257313.

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"Ambient information technologies." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549428.

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TOPOR, Sorin. "Comprehensive evaluation of the use of advanced technologies in education." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (19th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2024. http://dx.doi.org/10.58503/icvl-v19y202404.

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Sani, Elisabetta, Antonio Frisoli, and Massimo Bergamasco. "Patent based analysis of innovative rehabilitation technologies." In 2007 Virtual Rehabilitation. IEEE, 2007. http://dx.doi.org/10.1109/icvr.2007.4362147.

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Vasko, Cyril, Marek Novotny, and Ivan Szendiuch. "Virtual laboratory of microelectronic technologies." In 2007 30th International Spring Seminar on Electronics Technology. IEEE, 2007. http://dx.doi.org/10.1109/isse.2007.4432920.

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Whitton, Mary. "Advanced technologies for virtual environments." In ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97. ACM Press, 1997. http://dx.doi.org/10.1145/259081.259193.

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Reports on the topic "Virtual technologies"

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DMITRIENKO, B. Ch, O. A. KOVALEVA, and E. A. RUBETS. VR TECHNOLOGIES AS A MEANS OF VIRTUAL MUSEUM PEDAGOGY. Science and Innovation Center Publishing House, 2022. http://dx.doi.org/10.12731/2658-4034-2022-13-1-2-63-70.

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Currently, museum pedagogy is a very promising area, covering all types of interactions between the museum and its audience. Museum pedagogy is an interdisciplinary field of scientific knowledge, “formed at the intersection of pedagogy, psychology, museology and the relevant discipline of the museum and built on its basis specific practical activities focused on the transfer of cultural (artistic) experience in a museum environment”. The rapid development of technology has led to the so-called modification of this scientific field, we mean a new branch of pedagogical knowledge is emerging - vi
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Yang, Z., P. Dong, S. Liu, S. Babu, G. Olson, and T. DebRoy. Virtual Welded-Joint Design Integrating Advanced Materials and Processing Technologies. Office of Scientific and Technical Information (OSTI), 2005. http://dx.doi.org/10.2172/940295.

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Lvov, Michael S., and Halyna V. Popova. Simulation technologies of virtual reality usage in the training of future ship navigators. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3758.

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Research goal: the research is aimed at the theoretical substantiation of the application of virtual reality technology simulators and their features in higher maritime educational institutions. Research objectives: to determine the role and place of simulation technology in the educational process in the training of future ship navigators in order to form the professional competence of navigation. Object of research: professional training of future ship navigators in higher maritime educational institutions. Subject of research: simulation technologies of virtual reality as a component of the
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Pleban, Robert J., Jean L. Dyer, Margaret S. Salter, and Jamye B. Brown. Functional Capabilities of Four Virtual Individual Combatant (VIC) Simulator Technologies: An Independent Assessment. Defense Technical Information Center, 1998. http://dx.doi.org/10.21236/ada343575.

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Moore, Ronald A., M. G. Averett, and Jeff Clarkson. The Virtual Information Center Technologies for Open-Source Requirements (VICTOR) Project: Emerging HCI Concepts. Defense Technical Information Center, 2000. http://dx.doi.org/10.21236/ada461064.

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Yevtuch, Mykola B., Vasyl M. Fedorets, Oksana V. Klochko, Mariya P. Shyshkina, and Alla V. Dobryden. Development of the health-preserving competence of a physical education teacher on the basis of N. Bernstein's theory of movements construction using virtual reality technologies. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4634.

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The article studies the results of the research aimed at the improvement of the methodology of develop- ment of the health-preserving competence of a Physical Education teacher in conditions of post-graduate education on the basis of Nikolai Bernstein’s theory of movement construction using virtual reality technologies. Based on the use of AR/VR technologies a software application “Virtual Model Illustrating Nikolai Bernstein’s Theory of Movement Construction” was developed. The stated model is one of the tools of the “Methodology of development of the health preserving competence of a Physica
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Bocanegra Becerra, Jhon, José Luis Acha Sánchez, Adriam M. Castilla-Encinas, et al. Toward a Frontierless Collaboration in Neurosurgery: A Systematic Review of Remote Augmented and Virtual Reality Technologies. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2024. http://dx.doi.org/10.37766/inplasy2024.2.0028.

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Kalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.

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The article deals with the new technologies of immersive journalism in the Ukrainian and global mediaspace for the example of specific media. The 360° video stands out among the main formats of immersive journalism, in it the viewer himself explores the video space, becoming a witness of events. The formats of photogrammetry, virtual reality (VR), 3D panoramas and 3D maps are also immersive. New formats and technologies have revolutionized the media sphere and allowed to create more dynamic and interesting stories. Immersive technologies made possible to transport the audience directly to the
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Ervin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), 2022. http://dx.doi.org/10.21079/11681/45502.

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The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is
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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been ide
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