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Journal articles on the topic 'Virtual technologies'

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1

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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5

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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YUSKOVYCH-ZHUKOVSKA, VALENTINA, ANDRIY YASINSKIIY, YURII LOTIUK, and LIUDMYLA SOLOVEІ. "VR/AR TECHNOLOGIES FOR E-LEARNING." Herald of Khmelnytskyi National University. Technical sciences 319, no. 2 (2023): 325–28. http://dx.doi.org/10.31891/2307-5732-2023-319-1-325-328.

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The article is devoted to the analysis of the latest information technologies, the process of virtualization of the world educational space and the introduction of virtual and augmented reality technologies into the educational process of higher education institutions. The relationship between the real and virtual educational environment is identified and characterized. Mastery of modern information and communication technologies (ICT) is a prerequisite for a digital society. Modern students are a network generation for which the electronic way of receiving educational information is a compone
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ÖZTÜRK, Özgül, and Özlem FEYZİOĞLU. "Virtual Reality Technologies and Chronic Pain." Journal of Traditional Medical Complementary Therapies 3, no. 2 (2020): 211–16. http://dx.doi.org/10.5336/jtracom.2019-72224.

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Tkach, G., N. Kerimbayev, N. Nurym, and A. Akramova. "MOBILE TECHNOLOGIES IN VIRTUAL LEARNING ENVIRONMENTS." Bulletin Series of Physics & Mathematical Sciences 75, no. 3 (2021): 197–204. http://dx.doi.org/10.51889/2021-3.1728-7901.24.

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The issues and problems of mobile learning in virtual environments have gained widespread academic and commercial recognition in recent years. Although the evolution of wireless technologies and the number of mobile applications is impressive, the issues of widespread use of mobile technologies in virtual learning environments are not well represented. Immersive digital technologies, which are spreading in all spheres of human life, are increasingly being introduced into the educational environment. Mobile technologies in the learning process have become the subject of much modern research. Th
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Nogovitsyn, N. O. "VIRTUAL TECHNOLOGIES IN THE EDUCATIONAL PROCESS." Научное мнение, no. 11 (2021): 94–100. http://dx.doi.org/10.25807/22224378_2021_11_94.

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Nagata, Hidenobu, Dan Mikami, Hiromu Miyashita, Keigo Wakayama, and Hideaki Takada. "Virtual Reality Technologies in Telecommunication Services." Journal of Information Processing 25 (2017): 142–52. http://dx.doi.org/10.2197/ipsjjip.25.142.

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McWhorter, Rochell R., and Julie A. Delello. "Green Technologies Enabling Virtual Learning Environments." International Journal of Information Communication Technologies and Human Development 8, no. 4 (2016): 38–55. http://dx.doi.org/10.4018/ijicthd.2016100104.

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The ubiquity of the Internet has created options for educators and business professionals to expand learning opportunities through virtual learning environments (VLEs). This article discusses how green technology trends and practices such as Cloud computing, 3D printing, big data, digital badges, The Internet of Things, and real-time group meetings support green initiatives by reducing time and costs, while increasing energy efficiency. Furthermore, the impact of these emerging technologies have on the environment in regards to energy, renewable resources, recycling, and e-wastes are discussed
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XU, Chen, Yongtian WANG, and Dewen CHENG. "Display technologies in virtual reality systems." SCIENTIA SINICA Informationis 46, no. 12 (2016): 1694–710. http://dx.doi.org/10.1360/n112016-00247.

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18

Bakutkin, V. V., O. I. Chichev, and N. R. Nugaeva. "VIRTUAL TECHNOLOGIES FOR OPHTHALMOSCOPY BY INFANTS." Виртуальные технологии в медицине, no. 1 (2017): 12–13. http://dx.doi.org/10.46594/2687-0037_2017_1_12.

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19

Barberi Gnecco, Bruno. "Corollarium Technologies." Comunicações em Informática 4, no. 2 (2020): 24–27. http://dx.doi.org/10.22478/ufpb.2595-0622.2020v4n2.54431.

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Corollarium is a company that specializes in web and mobile development, image processing, virtual and augmentedreality. Its expertise encompasses the full development process - from design to production to installation, aiming to offer customizedsolutions of the hig
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Batiuk, A. Ye, and Y. M. Kulyk. "Integration of cloud technologies into virtual reality." Ukrainian Journal of Information Technology 6, no. 1 (2024): 109–19. http://dx.doi.org/10.23939/ujit2024.01.109.

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Investigated the possibilities of integrating cloud technologies into virtual reality in order to further improve software tools and increase its efficiency and accessibility. Analysed architectural and infrastructure solutions for the use of cloud services, processing and storage of large data in virtual environments. Conducted a comprehensive scientific study of the possibilities of integrating cloud technologies into virtual reality in order to increase the efficiency and accessibility of this technological segment. Studied the challenges that arise when integrating cloud technologies, in p
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Rastorguev, Semyon. "Immersive technologies in architecture." Smart composite in construction 6, no. 2 (2025): 81–96. https://doi.org/10.52957/2782-1919-2025-6-2-81-96.

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The paper considers the application of new immersive technologies - from architectural design, information visualisation to the creation of immersive interiors and exteriors of buildings. The author applies a number of conceptual developments, prototypes and experiments in the field of immersive architecture both in virtual space and in reality, and at the boundaries of these environments. The developments include the creation of a virtual model of a building in augmented reality, online interior design, visualisation of architectural objects (from a region to a flat), creation of a museum exp
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Sihi, Debika. "Home sweet virtual home." Journal of Research in Interactive Marketing 12, no. 4 (2018): 398–417. http://dx.doi.org/10.1108/jrim-01-2018-0019.

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PurposeDigital technologies have made it possible for organizations to enhance service delivery and provide consumers a way to experience a product or service before even seeing it in person. Prior work has validated consumer purchase decision-making models like the Engel, Kollat and Blackwell (EKB) model in digital and multi-channel purchase environments. This research aims to explore the various impacts of digital technologies, specifically virtual reality (VR) and augmented reality (AR) features, on the different stages of the EKB model in a high involvement purchase decision context. In ad
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23

Shyndaliyev, N. T., and G. Shynatay. "RELEVANCE IMPROVEMENT METHODS OF TEACHING EDUCATIONAL PROGRAMS THROUGH VIRTUAL TECHNOLOGIES." BULLETIN Series of Physics & Mathematical Sciences 72, no. 4 (2020): 294–99. http://dx.doi.org/10.51889/2020-4.1728-7901.46.

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Informatization of the system of science and education is becoming relevant today. Virtual technologies expand the scope of computer technologies in General and make a great contribution to the development of science and education.This field is studied by Kazakh and many foreign scientists. The article reflects the relevance of improving the teaching methods of the educational program through virtual technologies in the training of computer science teachers. The relationship between modern systems and virtual technologies used in education is determined. Methods of teaching the educational pro
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Vergunova, N. "IMMERSIVE TECHNOLOGIES IN ARCHITECTURE." Municipal economy of cities 6, no. 187 (2024): 57–62. https://doi.org/10.33042/2522-1809-2024-6-187-57-62.

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Immersive technologies offer an alternative means of presenting and communicating data derived from BIM modeling. Augmented, virtual, and mixed reality technologies allow architects to visualize and interact with digital data, providing a simulation of their physical presence in an architectural structure, and thus a more realistic and interactive approach to various stages of project activities. In fact, immersive technologies can be used throughout the entire life cycle of an architectural project: planning, design, construction, and operation. The aim of research is to identify and systemat
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25

Crowe, Dale, and Martin E. LaPierre. "Virtual/Mixed Reality." International Journal of Conceptual Structures and Smart Applications 6, no. 1 (2018): 33–47. http://dx.doi.org/10.4018/ijcssa.2018010103.

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Use of classroom and online learning and administrative technologies in schools and higher education institutions has grown at an exponential pace. With growth comes expectations by students of using new and emerging technologies to support their learning. Such expectations are due in part to the generational shift from digital immigrant to more students being digital natives, and is particularly true for Gen z/iGen/Centennials (born in 1996 or later). The purpose of the critical review and exploratory case study was to gain insights from 18 instructional designers, information systems profess
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Pandzic, Igor, Christian Babski, Tolga Capin, et al. "Simulating Virtual Humans in Networked Virtual Environments." Presence: Teleoperators and Virtual Environments 10, no. 6 (2001): 632–46. http://dx.doi.org/10.1162/105474601753272871.

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In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. In this paper, we expose the importance of using virtual humans within these systems and provide a brief overview of several virtual humans technologies used in particular for simulation of crowds. As the main technical contributio
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Frolovičeva, Valērija. "Differentiated Learning in the Context of Immersive Technologies." International Journal of Smart Education and Urban Society 13, no. 1 (2022): 1–10. http://dx.doi.org/10.4018/ijseus.297069.

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This article includes a literature review about the impact of fully immersive virtual reality experiences on a students’ well-being, focusing on side effects such as cybersickness and depersonalization-derealization disorder. The purpose of this article is to emphasize the importance of some aspects of pedagogical work, in case of using virtual reality technology, such as the importance of educators being informed about the reasons why a student may not want to use virtual reality technology, significance of ability to understand student’s reactions during virtual reality experience, the possi
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Shynatay, Gulnar, Gulmira Yerlanova, Nurzhan Shyndaliev, and Nurlykhan Temirbekov. "RELEVANCE OF USING VIRTUAL TECHNOLOGIES IN THE FIELD OF EDUCATION." 3i intellect idea innovation - интеллект идея инновация 1 (2024): 216–25. http://dx.doi.org/10.52269/22266070_2024_1_216.

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This article discusses the relevance of using virtual technologies, namely virtual reality (VR) technologies and virtual laboratories, and identifies scientists who have conducted research in this area. In addition, the article reviewed laboratories for the implementation of virtual online experience in the modern field of knowledge. The advantages and disadvantages of using virtual laboratories in training are given. Purpose: Organization of educational programs in accordance with modern requirements and improvement of motivation and focus of students, training of competitive specialists. Obj
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Panasenko, S. V., and A. A. Lebedev. "Development of VR technologies in domestic trade: trends and prospects." Lizing (Leasing), no. 1 (January 14, 2023): 32–40. http://dx.doi.org/10.33920/vne-03-2301-06.

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The article focuses on the trends of and prospects for the development of virtual reality technologies in Russian trade. The paper examines scientific and practical approaches to the definition of virtual reality and retail and various aspects of its application in practice (including with regard to the legal aspects of virtual world trade, ways to improve virtual reality technologies in trade, trading on virtual trading platforms, virtual retail market opportunities, features of the promotion of goods and services on the virtual markets, specifics of communications in virtual trade, pricing o
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Almuratovna, Xojamuratova Shaxnoza. "Digital Technologies in Tourism: From Online Booking to Virtual Tours." American Journal of Applied Science and Technology 5, no. 5 (2025): 131–33. https://doi.org/10.37547/ajast/volume05issue05-26.

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The tourism industry has undergone a profound transformation due to rapid advances in digital technologies. This article explores the multifaceted impact of these technologies—from online booking platforms and mobile applications to virtual and augmented reality, big data analytics, and blockchain. Drawing on current statistics, real-world examples, and industry trends, the study highlights how digital innovations have revolutionized travel planning, enhanced customer engagement, and increased operational efficiency. It also examines the growing influence of social media and artificial intelli
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Treviranus, Jutta. "Virtual Reality Technologies and People with Disabilities." Presence: Teleoperators and Virtual Environments 3, no. 3 (1994): 201–7. http://dx.doi.org/10.1162/pres.1994.3.3.201.

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Virtual reality development, by virtue of shifting the focus from the machine to the human user and by broadening both the input and output channel, may lead to significant advances in alternative access systems for people with disabilities. This paper examines new possibilities arising from virtual reality development. Three examples are used to illustrate uses of virtual reality systems In the area of adaptive technology.
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Curcio, Igor D. D., Anna Dipace, and Anita Norlund. "Virtual realities and education." Research on Education and Media 8, no. 2 (2016): 60–68. http://dx.doi.org/10.1515/rem-2016-0019.

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Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.
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Mustafaev, Sh B. "Carnivalization in virtual space." American Journal of Applied Science and Technology 5, no. 3 (2025): 81–84. https://doi.org/10.37547/ajast/volume05issue03-17.

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This article explores the impact of new information technologies on individual and social consciousness. It examines the features of virtual space and the subculture of social networks, focusing on their carnival discourse and processes of carnivalization. The study highlights interaction in virtual communication, issues of anonymity, laughter, and freedom.
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Bozorov, Abdumannon Nodirbek Abdulkhayev Shoyqulov Shodmonkul Qudratovich. "MODERN TECHNOLOGIES OF VIRTUAL REALITY– A NEW MULTIMEDIA OPPORTUNITIES." EURASIAN JOURNAL OF MATHEMATICAL THEORY AND COMPUTER SCIENCES 2, no. 11 (2022): 85–90. https://doi.org/10.5281/zenodo.7251370.

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LESHCHUK, SVITLANA, OKSANA STRUK, NATALIYA HRYNKIV, and YULIIA OVERKO. "USING VIRTUAL TOUR DEVELOPMENT TECHNOLOGIES IN SCHOOL EDUCATION." Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University. Series: pedagogy 1, no. 1 (2023): 14–23. http://dx.doi.org/10.25128/2415-3605.23.1.2.

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The article is dedicated to exploring the possibilities of using VR technologies in the educational process, specifically virtual tours. The relevance of using virtual tours in the modern world is described, and an analysis of the advantages and disadvantages of using this technology in educational institutions, educational and extracurricular events is conducted. The main skills and competencies that can be developed with the help of VR technologies are identified. The possibilities of applications for creating virtual tours are analyzed, with particular emphasis on the Panotour Pro program a
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Lia, Gachechiladze, Samkharadze Roman, Abdushelishvili Anri, and Kirmelashvili Giorgi. "VIRTUAL MEMORY MANAGEMENT VISUALIZATION ALGORITHMS." Annali d'Italia 67 (May 29, 2025): 81–83. https://doi.org/10.5281/zenodo.15545259.

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Modern information technologies are one of the main components of educational technologies. Without their use, the progress of pedagogical science is practically impossible. The development of software simulators characterizes the latest period of pedagogy development. Their use increases students' intellectual abilities, mental potential, etc. [1].Modern computer technologies can successfully teach processes invisible to the human eye. Such an area includes functions performed by the operating system kernel, the visualization and display of which on the monitor is an important step towards th
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Borycki, Elizabeth M., Femke van Sinderen, Linda Dusseljee Peute, et al. "Precision and Virtual Care." Yearbook of Medical Informatics 33, no. 01 (2024): 045–51. https://doi.org/10.1055/s-0044-1800717.

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SummaryThe importance of virtual care has been highlighted by the recent pandemic which emphasized the need for effectively providing care remotely. In addition, the development of a range of emerging technologies to support virtual care has accelerated this trend. Technologies may vary in complexity from low (e.g., technologies that can be used easily by patients) to high (e.g., use of sophisticated software and hardware to support virtual care). In this article virtual care is first defined, followed by a discussion of a range of virtual care technologies. A framework is then described that
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Foscarini, Fiorella, Madeleine Krucker, and Danyse Golick. "Meeting technologies and recordkeeping: a preliminary study." Records Management Journal 32, no. 1 (2021): 96–109. http://dx.doi.org/10.1108/rmj-07-2021-0028.

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Purpose The purpose of this study is to raise awareness of the benefits and drawbacks involved in using digital technologies for business meetings, and identify key concerns. The shift from in-person to virtual meetings has multiple consequences, some of which impact recordkeeping. Design/methodology/approach Drawing on research from records management, anthropology, organizational theory and computer science, this study establishes the norms of physical meeting spaces and recordkeeping and explores how these norms are challenged as meetings become virtual. Findings Virtual meetings allow for
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Costa, Rosa Maria E. M., Vera Maria Benjamin Werneck, and Alexandre Sztajnberg. "A Panoramic view of the LATVI - Virtual and Intelligent Technologies Laboratory." Journal on Interactive Systems 2, no. 2 (2011): 1. http://dx.doi.org/10.5753/jis.2011.571.

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In this paper we present an overview of the LATVI –Laboratório de Tecnologias Virtuais e Inteligentes (Virtual andIntelligent Technologies Laboratory) at the Rio de Janeiro StateUniversity. The mission and main objectives are discussed.Current and ongoing projects are outlined.
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Levytska, T. O., O. Ye Piatykop, O. A. Khliestova, and A. P. Bilenko. "Virtual laboratories for study technologies of environmental protection." Journal of Physics: Conference Series 2871, no. 1 (2024): 012025. http://dx.doi.org/10.1088/1742-6596/2871/1/012025.

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Abstract This work is devoted to the use of virtual work for teaching bachelors in technologies of environmental protection. An analysis of publications in the field of using virtual laboratories in universities was carried out. The use of virtual laboratory work supports modern approaches to education, stimulates the learning process and creates conditions for more effective mastery of the material. The article describes an example of the development of laboratory work to determine the parameters of the dispersed composition of dust. Virtual laboratory work is developed as a web application,
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Lyapunov, Vladislav E., Rinat G. Gilvanov, Alexander A. Vorobyov, and Irina Yu Romanova. "THE USE OF VIRTUAL REALITY TECHNOLOGIES IN EDUCATION." International Journal of Advanced Studies 13, no. 1 (2023): 252–66. http://dx.doi.org/10.12731/2227-930x-2023-13-1-252-266.

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Background. This article presents the results of a study of the impact of virtual reality on modern education. The comparison of traditional education and education using virtual reality is carried out.&#x0D; Materials and methods. Methods of system analysis, data analysis, comparison, systems theory were used.&#x0D; Results. The importance of virtual reality in education is revealed, which allows expanding the possibilities of remote interaction between people. The possibility of using virtual reality in an educational environment in order to improve the quality of assimilation of educational
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Vishnevskaya, E. V., and N. B. Strekalova. "Synthesis of virtual reality technologies and design." IOP Conference Series: Materials Science and Engineering 1083, no. 1 (2021): 012020. http://dx.doi.org/10.1088/1757-899x/1083/1/012020.

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Yasmin, Shamima. "Virtual Reality and Assistive Technologies: A Survey." International Journal of Virtual Reality 18, no. 2 (2018): 30–57. http://dx.doi.org/10.20870/ijvr.2018.18.2.2905.

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This paper conducts an extensive survey on existing Virtual Reality (VR)-based rehabilitation approaches in the context of different types of impairments: mobility, cognitive, and visual. Some VR-based assistive technologies involve repetitions of body movements, some require persistent mental exercise, while some work as sensory substitution systems. A multi-modal VR-based environment can incorporate a number of senses, (i.e., visual, auditory, or haptic) into the system and can be an immense source of motivation and engagement in comparison with traditional rehabilitation therapy. This surve
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Häkkilä, Jonna, Ashley Colley, Jani Väyrynen, and Antti-Jussi Yliharju. "Introducing Virtual Reality Technologies to Design Education." Seminar.net 14, no. 1 (2018): 1–12. http://dx.doi.org/10.7577/seminar.2584.

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&#x0D; In this paper, we address the introduction of Virtual Reality (VR) tools to the education of industrial design (ID) university students. We present three cases of how we have introduced VR technology in different courses of the industrial design curriculum at the University of Lapland, Finland. As the first example (Case I), we introduced a VR simulation as an empathetic design tool to simulate visual disabilities. The second example (Case II) is reported from a course where students created concepts for a head mounted display (HMD) AR application in smart buildings, and tried out inter
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Алисултанова, Э. Д., and Н. А. Моисеенко. "TECHNOLOGIES OF FORMATION VIRTUAL LABORATORY PRACTICAL WORK." Вестник ГГНТУ. Технические науки, no. 4(22) (December 25, 2020): 5–10. http://dx.doi.org/10.34708/gstou.2020.14.82.001.

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В данной статье рассматривается технологический подход к разработке электронного практикума, который представляет собой комплекс заданий, представленных в комфортном для восприятия и закрепления обучающимися теоретических и практических знаний по учебной дисциплине. В ходе исследования охарактеризована предметная область, проанализированы системы для создания и размещения электронных лабораторных практикумов, описано информационное, программное и техническое обеспечение, необходимое для реализации разработки. In this article technological approach to development of an electronic practical work
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Nguen, Van-Vu, and N. Krasova. "The technologies of private virtual nets creation." Актуальные направления научных исследований XXI века: теория и практика 3, no. 5 (2015): 168–72. http://dx.doi.org/10.12737/14481.

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Smith, David B., Kojiro Umezaki, Frederick W. Bianchi, and Richard H. Campbell. "New control technologies for virtual orchestra playback." Journal of the Acoustical Society of America 108, no. 5 (2000): 2537. http://dx.doi.org/10.1121/1.4743398.

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Sylaiou, Styliani, Athanasis Karoulis, Yiannis Stavropoulos, and Petros Patias. "Presence-Centered Assessment of Virtual Museums’ Technologies." DESIDOC Journal of Library & Information Technology 28, no. 4 (2008): 55–62. http://dx.doi.org/10.14429/djlit.28.4.197.

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Agin, Andrei Mihailovich. "Virtual reality technologies in modern interactive art." Культура и искусство, no. 12 (December 2024): 30–46. https://doi.org/10.7256/2454-0625.2024.12.72502.

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The aim of the study is to consider the main directions of development and application of VR technology in the creation of modern interactive art. The object of the study is modern interactive art, which includes the technology of VR as a tool capable of redefining the dynamics of interaction between the viewer, space and the artificial world. The theoretical basis is the works of such Russian and international researchers as Razlogov K.E., Brylevskaya A.A., Heim M., Osipov M.P., Vatyan A.S., Slater M. and others. The empirical scenario was fragments of animated films, cultural events and the
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Sung, Wen-Tsai, and Shih-Ching Ou. "Using Virtual Reality technologies for manufacturing applications." International Journal of Computer Applications in Technology 17, no. 4 (2003): 213. http://dx.doi.org/10.1504/ijcat.2003.002118.

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