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1

Almisad, Budour M. "Exploring College of Education Students’ Perceptions of the Educational Uses of Virtual Reality (VR) Technologies." International Journal of Information and Education Technology 14, no. 9 (2024): 1252–61. http://dx.doi.org/10.18178/ijiet.2024.14.9.2154.

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Integrating Virtual Reality (VR) in education is widely acknowledged as a promising tool for enhancing learning outcomes. As future educators, it is crucial to understand and leverage these emerging technologies to advance education. However, there is a need to comprehensively understand the status of future educators’ perspectives on the educational applications of VR technologies. The current research paper aimed to examine college of education students’ perceptions of educational uses of VR technologies. The participants’ perceptions were measured using three dimensions: Awareness of VR technologies and their applications in education, motivations toward the educational uses of VR technologies, and obstacles for the educational uses of VR technologies. A descriptive research design was used in this study. A questionnaire instrument was used to collect data from the participants. The number of participants was 186 students. The findings indicated that students had a moderate level of awareness of VR technologies and their educational uses. However, the participants expressed high motivation toward the educational uses of VR technologies. In addition, the results indicated a moderate level of perceived obstacles to integrating VR technologies in education, among the examined perceived obstacles, the most significant barriers include the lack of training, lack of time for preparation, and the absence of technical assistance and facilities. Based on the results, a set of recommendations was provided.
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Voštinár, Patrik, Dana Horváthová, Martin Mitter, and Martin Bako. "The look at the various uses of VR." Open Computer Science 11, no. 1 (2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.

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Abstract Virtual, augmented and mixed reality (VR, AR and MR) infiltrated not only gaming, industry, engineering, live events, entertainment, real estate, retail, military, etc., but as surveys indicate, also healthcare and education. In all these areas there is a lack of software development experts for VR, AR and MR to meet the needs of practice. Therefore, our intention at the Department of Computer Science, Faculty of Natural Sciences, Matej Bel University in Banská Bystrica, Slovakia, is to focus on the education and enlightenment of these areas. The aim of this article is to show the role of interactivity in different VR applications and its impact on users in three different areas: gaming, healthcare and education. In the case of one application of Arachnophobia, we also present the results of the research using a questionnaire.
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Dzhunkovskiy, Andrey. "New Uses for Linguistic Steganography." Vestnik Volgogradskogo gosudarstvennogo universiteta. Serija 2. Jazykoznanije 23, no. 3 (2024): 124–33. http://dx.doi.org/10.15688/jvolsu2.2024.3.10.

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The development of modern linguistic steganography and steganalysis technologies creates new opportunities for use cases to be discovered. Our previous research points to high viability of methods such as trigger-container implementation for the traditional goal of covert information relay. While the findings were significant, it appears that linguistic steganography may have additional applications unrelated to this traditional use case. We aim to analyze how these technologies may be beneficially used in VR-environments, digital governance and for recreational purposes and how these advancements give rise to new speech practices. By investigating the broader implications of linguistic steganography, we hope to uncover innovative ways in which this technology can be harnessed to improve information security, facilitate immersive experiences, and contribute to the development of more sophisticated language-based communication strategies. Using linguistic steganography in VR can improve user experience, ensure sensitive information relay, create new game scenarios. In digital governance these technologies can be used to protect data, ensure secure communications and develop new methods of content analysis. In entertainment, linguistic steganography can be a useful tool for creating riddles, ciphers, and alternative modes of communication in games and other entertainment products. All this gives a new impetus to the development of language practices and prospects for further research in this area.
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Xing, Yongkang, Zhanti Liang, Conor Fahy, et al. "Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public." Applied Sciences 11, no. 22 (2021): 10586. http://dx.doi.org/10.3390/app112210586.

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Advances in information and communication technologies have created a range of new products and services for the well-being of society. Virtual Reality (VR) technology has shown enormous potential in educational, commercial, and medical fields. The recent COVID-19 outbreak highlights a poor global performance in communicating epidemic knowledge to the public. Considering the potential of VR, the research starts from analyzing how to use VR technology to improve public education in COVID-19. The research uses Virtual Storytelling Technology (VST) to promote enthusiasm in user participation. A Plot-based VR education system is proposed in order to provide an immersive, explorative, educational experiences. The system includes three primary modules: the Tutorial Module, the Preparation Module, and the Investigation Module. To remove any potential confusion in the user, the research aims to avoid extremely complicated medical professional content and uses interactive, entertainment methods to improve user participation. In order to evaluate the performance efficiency of the system, we conducted performance evaluations and a user study with 80 participants. Compared with traditional education, the experimental results show that the VR education system can used as an effective educational tool for epidemic (COVID-19) fundamental knowledge. The VR technology can assist government agencies and public organizations to increase public understanding of the spread the epidemic (COVID-19).
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Kim, Gwangbin, Eunsol An, and SeungJun Kim. "Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning." Applied Sciences 13, no. 3 (2023): 1627. http://dx.doi.org/10.3390/app13031627.

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A logogram is a type of writing system in which each character represents a word. Compared to segmental scripts where the alphabets reflect sounds, learning logograms are disengaging, since each character is not linked to its pronunciation. This paper presents Logogram VR, a virtual reality edutainment game that uses a treadmill and controllers to teach Hanja, which uses logograms. Hanja is a traditional Korean language writing system comprising over 8000 Chinese characters. The system leverages the logogram’s feature that each letter stands for each vocabulary item, as an embodied learning strategy. Specifically, it incorporates each character’s meaning into the VR learning environment, accompanied by gamified actions using a treadmill and VR controllers. We evaluated the system with 33 participants to test its overall usability, while determining the desirable playtime and number of characters for the further enhancement of it. We demonstrated and assessed the system with 125 visitors at an exhibition to disseminate it and verify the results with a wider population sample. The user studies revealed that the system provides a playful experience for learning Hanja without severe motion sickness. The differences in age groups showed that the embodiment approach utilizing meanings and actions in VR may be an effective logogram edutainment strategy, particularly among adolescents.
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Sreenan, J. "Embryo transfer: its uses and recent developments." Veterinary Record 122, no. 26 (1988): 624–29. http://dx.doi.org/10.1136/vr.122.26.624.

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Dafiotis, Panagiotis, Stella Sylaiou, Efstratios Stylianidis, Dimitrios Koukopoulos, and Christos Fidas. "Evaluating Uses of XR in Fostering Art Students’ Learning." Multimodal Technologies and Interaction 9, no. 4 (2025): 36. https://doi.org/10.3390/mti9040036.

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This paper addresses the potential of extended reality (XR) to foster art students’ learning and creativity with specially developed applications for the creation of art exhibitions. This study is based on the EU-funded research project ‘Scaffolding Creativity of Arts Students: Framework, Toolchain, and Educational Material on how to Create their Own Virtual Exhibitions’ (CREAMS). CREAMS develops interconnected virtual reality (VR), augmented reality (AR), and mixed reality (MR) indoor and outdoor exhibition creation applications. The article puts emphasis on the issue of what evaluation methodology is more adequate to assess the efficacy of such applications, and pertinent challenges, as well as related research, are discussed. In this context, ways in which Fine Art School undergraduates can benefit from the creation of XR/VR exhibitions are explored. Such uses of XR are primarily examined in terms of their potential to enhance learning, and foster students’ skills. The potential of adding multimodal resources that contextualize exhibited artworks is examined to foster viewers’ meaningful engagement. Art students’ ability to communicate the underlying concepts/ideas of their art through XR apps is also addressed. Moreover, this paper investigates how XR technologies can foster the collaboration of tutors and students in Fine Art Schools through specially developed platforms embedded in the XR applications. The ability of the CREAMS VR application to foster such cooperation between students and their tutors is also evaluated. The scientific contribution of this paper relates to the evaluation methodology of XR art exhibition applications that have an educational role.
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Nelson, PhD, MTRS, CTRS, MT-BC, FDRT, Rhonda, and Lauren Lee Isaacs, MS, TRS, CTRS. "Exploring therapeutic applications for Google Earth VR." American Journal of Recreation Therapy 19, no. 3 (2020): 35–43. http://dx.doi.org/10.5055/ajrt.2020.0218.

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Virtual reality (VR) is a technology frequently used for both recreation and healthcare service delivery. Yet, little is known about the applicability and use of specific VR applications in recreational therapy (RT) practice. Google Earth VR is a popular application that allows users to virtually travel to different locations around the world. It could have relevance in patient-centered treatment that addresses a variety of RT treatment goals. Using a focus group of RTs (N = 8), this study examined possible uses of Google Earth VR in RT treatment. Following an education and training session providing an overview of VR equipment and the Google Earth VR application, participants engaged in clinical role play from both a therapist and client perspective. This was followed by a focus group discussion where therapists were asked to identify possible treatment uses for Google Earth VR with the clients they serve. Four main themes emerged, including reminiscing, community integration/leisure education, social skills development, and distraction/pain management. Findings indicate RTs view Google Earth VR as a resource with potential therapeutic applications for new and innovative treatment. The identified treatment focus areas also provide guidance for professional resource development and future research studies.
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Nelson, PhD, MTRS, CTRS, MT-BC, FDRT, Rhonda, and Lauren Lee Isaacs, MS, TRS, CTRS. "Exploring therapeutic applications for Google Earth VR." American Journal of Recreation Therapy 20, no. 3 (2021): 35–43. http://dx.doi.org/10.5055/ajrt.2021.0239.

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Virtual reality (VR) is a technology frequently used for both recreation and healthcare service delivery. Yet, little is known about the applicability and use of specific VR applications in recreational therapy (RT) practice. Google Earth VR is a popular application that allows users to virtually travel to different locations around the world. It could have relevance in patient-centered treatment that addresses a variety of RT treatment goals. Using a focus group of RTs (N = 8), this study examined possible uses of Google Earth VR in RT treatment. Following an education and training session providing an overview of VR equipment and the Google Earth VR application, participants engaged in clinical role play from both a therapist and client perspective. This was followed by a focus group discussion where therapists were asked to identify possible treatment uses for Google Earth VR with the clients they serve. Four main themes emerged, including reminiscing, community integration/leisure education, social skills development, and distraction/pain management. Findings indicate RTs view Google Earth VR as a resource with potential therapeutic applications for new and innovative treatment. The identified treatment focus areas also provide guidance for professional resource development and future research studies.
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Boletsis, Costas, and Stian Kongsvik. "Text Input in Virtual Reality: A Preliminary Evaluation of the Drum-Like VR Keyboard." Technologies 7, no. 2 (2019): 31. http://dx.doi.org/10.3390/technologies7020031.

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The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusing on the text entry rate and accuracy as well as its usability and the user experience it offers. Seventeen participants evaluated the drum-like VR keyboard by having a typing session and completing a usability and a user experience questionnaire. The interface achieved a good usability score, positive experiential feedback around its entertaining and immersive qualities, a satisfying text entry rate (24.61 words-per-minute), as well as moderate-to-high total error rate (7.2%) that can probably be further improved in future studies. The work provides strong indications that the drum-like VR keyboard can be an effective and entertaining way to type in VR.
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Agastya, I. Gede Eka Agung Agastya. "PENGGUNAAN VIRTUAL REALITY DAN AUGMENTED REALITY DALAM PENDIDIKAN KEDOKTERAN." National Conference on Applied Business, Education, & Technology (NCABET) 3, no. 1 (2024): 806–15. http://dx.doi.org/10.46306/ncabet.v3i1.171.

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Virtual Reality (VR) and Augmented Reality (AR) are digital technologies that enable automation and can be used in fields where repetitive tasks need to be done and need to be perfected. One of the uses of VR and AR in the medical field is medical education. In Indonesia, medical education so far still uses conventional methods such as using cadavers to learn anatomy. Given the variety of skills that can be practiced with VR, coupled with the wide reach and convenience of digital education, this can be a very useful educational tool for medical students. This research will discuss the use of VR and AR in medical education using the systematic literature review (SLR) method where this research was carried out by systematically reviewing and identifying journals. The results of this research showed that there was use of VR and AR in teaching Anatomy and Physiology in basic medical sciences and there was also use of VR in clinical medicine, especially in surgery, cardiopulmonary resuscitation and endotracheal tube installation. The use of VR and AR can also increase training hours for medical students' clinical skills
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12

Allen, J. "Pulse oximetry: everyday uses in a zoological practice." Veterinary Record 130, no. 16 (1992): 354–55. http://dx.doi.org/10.1136/vr.130.16.354.

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13

Anvari, Taravat, Kyoungju Park, and Ganghyun Kim. "Upper Body Pose Estimation Using Deep Learning for a Virtual Reality Avatar." Applied Sciences 13, no. 4 (2023): 2460. http://dx.doi.org/10.3390/app13042460.

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With the popularity of virtual reality (VR) games and devices, demand is increasing for estimating and displaying user motion in VR applications. Most pose estimation methods for VR avatars exploit inverse kinematics (IK) and online motion capture methods. In contrast to existing approaches, we aim for a stable process with less computation, usable in a small space. Therefore, our strategy has minimum latency for VR device users, from high-performance to low-performance, in multi-user applications over the network. In this study, we estimate the upper body pose of a VR user in real time using a deep learning method. We propose a novel method inspired by a classical regression model and trained with 3D motion capture data. Thus, our design uses a convolutional neural network (CNN)-based architecture from the joint information of motion capture data and modifies the network input and output to obtain input from a head and both hands. After feeding the model with properly normalized inputs, a head-mounted display (HMD), and two controllers, we render the user’s corresponding avatar in VR applications. We used our proposed pose estimation method to build single-user and multi-user applications, measure their performance, conduct a user study, and compare the results with previous methods for VR avatars.
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Drofova, Irena, Paul Richard, Martin Fajkus, Pavel Valasek, Stanislav Sehnalek, and Milan Adamek. "RGB Color Model: Effect of Color Change on a User in a VR Art Gallery Using Polygraph." Sensors 24, no. 15 (2024): 4926. http://dx.doi.org/10.3390/s24154926.

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This paper presents computer and color vision research focusing on human color perception in VR environments. A VR art gallery with digital twins of original artworks is created for this experiment. In this research, the field of colorimetry and the application of the CMYK and RGB color models are applied. The inter-relationships of the two color models are applied to create a color modification of the VR art gallery environment using C# Script procedures. This color-edited VR environment works with a smooth change in color tone in a given time interval. At the same time, a sudden change in the color of the RGB environment is defined in this interval. This experiment aims to record a user’s reaction embedded in a VR environment and the effect of color changes on human perception in a VR environment. This research uses lie detector sensors that record the physiological changes of the user embedded in VR. Five sensors are used to record the signal. An experiment on the influence of the user’s color perception in a VR environment using lie detector sensors has never been conducted. This research defines the basic methodology for analyzing and evaluating the recorded signals from the lie detector. The presented text thus provides a basis for further research in the field of colors and human color vision in a VR environment and lays an objective basis for use in many scientific and commercial areas.
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Ha, Eunchong, Gongkyu Byeon, and Sunjin Yu. "Full-Body Motion Capture-Based Virtual Reality Multi-Remote Collaboration System." Applied Sciences 12, no. 12 (2022): 5862. http://dx.doi.org/10.3390/app12125862.

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Various realistic collaboration technologies have emerged in the context of the COVID-19 pandemic. However, as existing virtual reality (VR) collaboration systems generally employ an inverse kinematic method using a head-mounted display and controller, the user and character cannot be accurately matched. Accordingly, the immersion level of the VR experience is low. In this study, we propose a VR remote collaboration system that uses motion capture to improve immersion. The system uses a VR character in which a user wearing motion capture equipment performs the same operations as the user. Nevertheless, an error can occur in the virtual environment when the sizes of the actual motion capture user and virtual character are different. To reduce this error, a technique for synchronizing the size of the character according to the user’s body was implemented and tested. The experimental results show that the error between the heights of the test subject and virtual character was 0.465 cm on average. To verify that the implementation of the motion-capture-based VR remote collaboration system is possible, we confirm that three motion-capture users can collaborate remotely using a photon server.
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Li, Jingyi, Alexandra Mayer, and Andreas Butz. "Towards a Design Space of Haptics in Everyday Virtual Reality across Different Spatial Scales." Multimodal Technologies and Interaction 5, no. 7 (2021): 36. http://dx.doi.org/10.3390/mti5070036.

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Virtual Reality (VR) has become a consumer-grade technology, especially with the advent of standalone headsets working independently from a powerful computer. Domestic VR mainly uses the visual and auditory senses since VR headsets make this accessible. Haptic feedback, however, has the potential to increase immersion substantially. So far, it is mostly used in laboratory settings with specialized haptic devices. Especially for domestic VR, there is underexplored potential in exploiting physical elements of the often confined space in which it is used. In a literature review (n = 20), we analyzed VR interaction using haptic feedback with or without physical limitations. From this, we derive a design space for VR haptics across three spatial scales (seated, standing, and walking). In our narrow selection of papers, we found inspirations for future work and will discuss two example scenarios. Our work gives a current overview of haptic VR solutions and highlights strategies for adapting laboratory solutions to an everyday context.
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Hughes, E., and D. Davies. "Practical uses of ultrasound in early pregnancy in cattle." Veterinary Record 124, no. 17 (1989): 456–58. http://dx.doi.org/10.1136/vr.124.17.456.

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Paíno Ambrosio, Adriana, and M. Isabel Rodríguez Fidalgo. "Past, present and future of Virtual Reality: Analysis of its technological variables and definitions." Culture & History Digital Journal 9, no. 1 (2020): 010. http://dx.doi.org/10.3989/chdj.2020.010.

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Developments in Virtual Reality (VR) technology are currently arousing great scientific interest because in just a few years, VR has found its niche not only in the specialised public, but also in society in general and in different contexts, thanks to its many uses in different contexts and the decreasing price of VR viewing devices. To many, this technology may appear to be a novelty of the 21st century, but its origins go back several decades. Taking into account these aspects, this article aims to analyse the past and present of VR from two perspectives: one focused on its technological development and one on its conceptual evolution. This historical overview, in turn, will allow us to address the future applications of VR in different disciplines. The study provides the reader with an indepth analysis of VR that will contribute to the understanding of this technology and its uses.
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Parmar, Yuvraj, Siddharth Sriram, Amit Vassney, Naresh Kaushik, Sarita Mohapatra, and Mittapalli Premchandh. "Analyzing the Effectiveness of Virtual Reality in Medical Training and Patient Communication." Seminars in Medical Writing and Education 3 (December 31, 2024): 494. https://doi.org/10.56294/mw2024494.

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A game-changing technology in medicine, virtual reality (VR) might enable physicians to pick up fresh skills and improve their patient communication. Using VR in medical education generates realistic experiences that help medical professionals learn by doing in a regulated environment. Professionals and students may mimic difficult operations and apply therapies using this technology. Learning more about the human body also aids in their development of skills and improves their decision-making. Since VR allows physicians explain medical issues, treatment plans, and procedures in enjoyable and engaging ways that let patients comprehend and follow through, it is also rather vital for doctors interacting with patients. Two key uses for VR are teaching physicians and enabling patients to communicate with one another; this article explores both uses. Regarding medical training, we examine how VR models enable medical students practice again and over in real-world scenarios and assist in learning and memory of operations. Especially for patients with complex diseases, adopting VR to visualise medical concepts in 3D is a major step forward from the past approaches of interacting with patients. Virtual environments help patients be happy and less stressed as they simplify the understanding of how treatments operate. The research examines present VR usage as well as potential future applications for both hospitals and educational institutions. According to many case studies, virtual reality (VR) not only improves patient-provider interactions but also aids in more effective learning. For many individuals, however, issues like cost, simplicity of access, and restricted technology still make usage difficult. Improvements in VR technology—that which makes VR more affordable and user-friendly may help to address these issues going forward. This would enable VR use in medicine much further.
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Wang, Xiaolin. "Using In Death: Unchained as case to investigate embodiment-related elements in VR game design." Highlights in Science, Engineering and Technology 76 (December 31, 2023): 489–94. http://dx.doi.org/10.54097/8n334j73.

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The research focuses on the concept of embodiment in VR game design, which is a trending topic in VR theories and applications. Currently, other investigations focus on a more broad term of VR products or a specific category of VR games, which ignores the importance of embodiment in generic VR game design. This research focuses on various approaches towards embodiment and uses the VR game In Death: Unchained as an example to demonstrate those approaches' application, effect, and limitations. To begin with, the virtual environment on embodiment in VR games like In Death will be examined, the same as the usage of players’ actions and haptic feedback designed to increase the sense of presence. Next, the limitation of VR games will be listed after comparing with other VR projects from Meta or Google, which undermine the embodiment of VR games. finally, this research is looking forward to the future and trend of development in VR games' embodiment.
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Rokade, Kiran Maruti, and Sandeep Chandrabhan Saroj. "Virtual Reality: History, Application and Future." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (2022): 4120–23. http://dx.doi.org/10.22214/ijraset.2022.44854.

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Abstract: Virtual Reality has become very popular in last few years. The interest in Virtual Reality is growing rapidly. Very few people know about the VR there various uses and its problems related to it. In this study of VR it includes history, types of VR, and applications in new technologies in science work and entertainment fields. Components of VR & issues related to VR are discussed. Positive and negative influence of virtual reality on life of average people. And lastly, the future of the Virtual Reality.
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Herman Bedi, Abdurrasyid, Meilia Nur Indah Susanti, et al. "Application of Villamil-Molina in Virtual Reality Environmental Information on The ITPLN Campus." Jurnal E-Komtek (Elektro-Komputer-Teknik) 8, no. 1 (2024): 56–63. http://dx.doi.org/10.37339/e-komtek.v8i1.1700.

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This study aims to apply Virtual Reality (VR) as an information medium in the ITPLN campus environment, focusing on the Villamil-Molina analysis method. The 3DVista app will be used as a VR content development platform. The research will evaluate accessibility, educational effectiveness, user acceptance, content availability, financial aspects, security, privacy, and environmental impact. The study results are expected to provide an in-depth understanding of the potential of VR, identify obstacles, and present recommendations to improve its implementation in the ITPLN campus environment by utilizing 3DVista applications. Villamil-Molina follows structured steps, uses the right creativity, and provides a satisfying experience for users.
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Bould, Helen, Mari-Rose Kennedy, Ian Penton-Voak, Lisa May Thomas, Jon Bird, and Lucy Biddle. "Exploring How Virtual Reality Could Be Used to Treat Eating Disorders: Qualitative Study of People With Eating Disorders and Clinicians Who Treat Them." JMIR XR and Spatial Computing 1 (May 14, 2024): e47382. http://dx.doi.org/10.2196/47382.

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Background Immersive virtual reality (VR) interventions are being developed and trialed for use in the treatment of eating disorders. However, little work has explored the opinions of people with eating disorders, or the clinicians who treat them, on the possible use of VR in this context. Objective This study aims to use qualitative methodology to explore the views of people with eating disorders, and clinicians who treat them, on the possible use of VR in the treatment of eating disorders. Methods We conducted a series of focus groups and interviews with people with lived experience of eating disorders and clinicians on their views about VR and how it could potentially be used in the treatment of eating disorders. People with lived experience of eating disorders were recruited between October and December 2020, with focus groups held online between November 2020 and February 2021; clinicians were recruited in September 2021 and interviewed between September and October 2021. We took a thematic approach to analyzing the resulting qualitative data. Results We conducted 3 focus groups with 10 individuals with a current or previous eating disorder, 2 focus groups with 4 participants, and 1 with 2 participants. We held individual interviews with 4 clinicians experienced in treating people with eating disorders. Clinicians were all interviewed one-to-one because of difficulties in scheduling mutually convenient groups. We describe themes around representing the body in VR, potential therapeutic uses for VR, the strengths and limitations of VR in this context, and the practicalities of delivering VR therapy. Suggested therapeutic uses were to practice challenging situations around food-related and weight/appearance-related scenarios and interactions, to retrain attention, the representation of the body, to represent the eating disorder, for psychoeducation, and to enable therapeutic conversations with oneself. There was a substantial agreement between the groups on these themes. Conclusions People with lived experience of eating disorders and clinicians with experience in treating eating disorders generated many ideas as to how VR could be used as a part of eating disorders treatment. They were also aware of potential limitations and expressed the need for caution around how bodies are represented in a VR setting.
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Yao, Ng Zheng, Intan Farahana Kasmin, Zety Marlia Zainal Abidin, and Hemalata Vasudavan. "Risks, threats, and vulnerabilities within virtual reality technology." International Journal of Data Science and Advanced Analytics 4 (June 17, 2023): 124–30. http://dx.doi.org/10.69511/ijdsaa.v4i0.153.

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Virtual Reality (VR) technology is becoming more and more popular in society not only as entertainment but for commercial uses as well. This research proposal touches on the importance of the security within the virtual reality (VR) technology field. It proposes a system that will provide additional insight to the vulnerabilities of the VR system that they are currently using. The methodology that will be used to conduct this research is the qualitative research method, interviews. It will be used to gather the required information and data from the interviewees.
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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 application of virtual reality theory is the fourth stage. This paper uses the role of computer technology in VR, and discusses the application of computer in VR and the work that VR can be realized or carried out, such as VR games or use Virtual reality in medical health,even in comprehensive application in urban governance.As well as the current development problems and the prospects for the future.Like Technical restrictions, high hardware costs and Virtual reality content is relatively less represented in various fields.
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Persa, György. "Aggregált avatárok szerepe a VR biztonságban." Scientia et Securitas 4, no. 4 (2024): 294–301. http://dx.doi.org/10.1556/112.2023.00183.

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Összefoglalás. A tanulmány az avatárok új típusát, az absztrakt aggregált avatárokat mutatja be, amelyek a kognitív hűség növelésére összpontosítanak. Ezek az avatárok nem antropomorf formákat használnak, hanem egyszerű, változó formákat és színeket, amelyek lehetővé teszik a rendszer általános állapotának közvetítését. A MaxWhere VR keretrendszert használva a tanulmányban bemutatok egy prototípus implementációt, amely érzelmeket megjelenítő absztrakt megjelenítési módot alkalmaz. Az avatár kifejezőkészségének vizsgálatára egy kísérleti keretrendszert ismertetek, amely lehetővé teszi a felhasználói interakciók és azok hatásának értékelését a virtuális munkakörnyezetben. Ezt követően elemzem az absztrakt aggregált avatárok lehetséges hozzájárulását a VR-alkalmazások informatikai biztonságához. Ezek az avatárok anonimitást biztosítanak, csökkentik az adatexponálást, és előrelépést jelenthetnek az adatgyűjtés és elemzés területén. Summary. This study summarizes the concept of ‘abstract aggregated avatars’ as a novel approach to enhance user experience. Visually, these avatars, unlike anthropomorphic or zoomorphic ones, are based on abstract, low-level visual languages using dynamic shapes and colors. Functionally, they can exhibit a collective, aggregated representation of pertinent system data, aggregating user interactions and other significant events within a virtual space that are relevant to the application. They can facilitate a more generalized examination of VR environments, often necessary or more effective than realistic representations. A prototype implementation of an aggregated avatar is created using the MaxWhere VR framework, an innovative 3D virtual reality platform. This framework allows users to navigate interactive 3D spaces, enhancing user experience and work efficiency. The reference implementation uses ’emotional display’ as visual representation. It can express a range of emotional states through a color-changing sphere and cube-like structure, changing size, color, transparency, and rotation speed. I employ the valence-arousal model as an intermediate representation layer to map emotional states, using data collected from MaxWhere’s virtual space to calculate these values. Data from the virtual environment reflects the recent, aggregated user interactions and virtual space utilization, translating intense and balanced usage into positive emotional values and monotonous or superficial usage into boredom or irritation. I examine the avatar’s expressiveness through an experimental framework. It uses the same MaxWhere component which manages the look and working logic of aggregated avatar. Logging functions in the component track events and emotional values, allowing for a detailed analysis of the avatar’s effectiveness. We can create video sequences using the logging capabilities of the framework and conduct a survey to measure how correctly participants can match user interactions with avatar behaviors. The result can be used to design expressive aggregated avatars based on quantitative feedback. Finally, the study addresses how abstract aggregated avatars can contribute to the information security of VR applications. These avatars help protect user identity, reduce public data exposure, minimize the attack surface, aid in detecting abnormal behaviors, and enhance data analysis and security strategies. I conclude that these avatars offer new, innovative solutions for workplace environments while improving the security of virtual spaces.
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Tracht, Kirsten, and Kenneth Rüstmann. "Konzept für eine Smartphone-basierte VR-Lernumgebung/Concept of a smartphone-based VR-Learning Environment." wt Werkstattstechnik online 113, no. 09 (2023): 341–46. http://dx.doi.org/10.37544/1436-4980-2023-09-5.

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Durch die zunehmende Digitalisierung in produzierenden Unternehmen verändern sich die Prozesse und damit auch die Anforderungen an die Mitarbeiter. In diesem Beitrag wird exemplarisch an der kollaborativen Robotik das Konzept einer Lernfabrik vorgestellt, die dezentral mittels Virtual Reality auf einem (privaten) mobilen Endgerät erlebt werden kann. Um dem Nutzer auch auf begrenzter Hardware eine immersive und interaktive Lernumgebung zu bieten, enthält das Konzept Elemente wie Streaming-Technologien und Hand-Tracking. The increasing digitalisation in manufacturing companies is changing the processes and thus also the demands on employees. This article uses collaborative robotics as an example to present the concept of a learning factory that can be experienced decentrally via virtual reality on a (private) mobile device. In order to offer the user an immersive and interactive learning environment even on limited hardware, the concept includes elements such as streaming technologies and hand tracking.
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Li, Bingzhou, Yufei Wang, and Chenhui Zhang. "Research and Analysis of VR Technology in the Field of Education." Lecture Notes in Education Psychology and Public Media 9, no. 1 (2023): 32–38. http://dx.doi.org/10.54254/2753-7048/9/20230039.

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Virtual reality (VR) is an emerging medium that has the potential to be a brand-new visual form with uses in a variety of industries, including but not limited to education, the arts, and entertainment. The educational application study is combed through and examined in this work from three angles: ideological education, artistic education, and educational video games. The use of virtual reality technology in ideological and ideological instruction is first implemented, starting with the educational sector. The use of virtual reality technology in the sphere of art is then introduced. This section illustrates the significant contribution that virtual reality technology has made to the study of art. It basically explains how VR can be used in the classroom, how valuable it is for teaching art design, and what VR is used for in the new art design curriculum. The author concludes by explaining how virtual reality education is founded on the teaching principle of games and uses educational goals as the design idea. The use of VR in these three areas is compiled and discussed at the conclusion of this essay.
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Agnes Nathania and Clarine Tiffany. "Agnes Nathania PENERAPAN VIRTUAL REALITY TERHADAP DESAIN INTERIOR DI BANDUNG PLANNING GALLERY." PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT 2 (January 27, 2020): 117–24. http://dx.doi.org/10.33153/semhas.v2i0.110.

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In the era of the industrial revolution 4.0., there is already a lot of showroom that uses VR (Virtual Reality). Theexistence of this technology can attract people interest to explore the museum, because it has new andsophisticated elements in it. VR facilities that are increasingly becoming a trend in this museum are used aseducational media and must be accompanied by good implementation to give a good influence as well. Onegallery that has implemented VR facilities in it is the Bandung Planning Gallery. VR facilities in this gallery canvisualize the future of Bandung in 2031 so that people can imagine the future of Bandung. Therefore, thisgallery which is claimed to be a gallery with high technology becomes the object of analysis using qualitativefield observation methods. Through the results of the analysis of the application of VR in this Gallery, theauthors hope that other showrooms can apply VR well in the interior. The implementation of VR will make iteasier for people to learn technology and be ready to face the next era.
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Gonsalves, Jesleena. "Virtual Reality in HealthCare." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem29873.

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This paper examines how Virtual Reality (VR) is used in healthcare, especially in medical training, patient care, and therapy. It uses a mix of methods, like looking at literature, case studies, and talking to experts, to see how VR affects how healthcare is given. The results show that VR gives people a truly immersive experience that helps them learn more about medicine, get better health outcomes, and come up with new ways to manage pain, rehabilitate, and treat mental health problems. The paper also talks about the challenges and chances that come with using VR in healthcare and how it could get better in the future. Keywords—Virtual Reality, Medical training, Medical Simulations.
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Hermon, Sorin, and Loukas Kalisperis. "Between the Real and the Virtual: 3D visualization in the Cultural Heritage domain - expectations and prospects." Virtual Archaeology Review 2, no. 4 (2011): 59. http://dx.doi.org/10.4995/var.2011.4556.

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<p>The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR) of Cultural Heritage (CH) assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”), issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc.), are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.</p>
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Feng, Jingqi. "The Impact of VR Technology on Music Education in the Context of "Internet Plus" Teaching." Lecture Notes in Education Psychology and Public Media 80, no. 1 (2025): 151–56. https://doi.org/10.54254/2753-7048/2024.20438.

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With the advancement of modern technology, virtual reality (VR) technology, as a product of high-tech innovation, has brought convenience to people's daily lives. This paper uses VR technology as a medium and takes domestic music education in China as its research basis to explore the characteristics, application value, and impact of VR technology in music teaching. Through theoretical research, the paper aims to promote the development of VR technology in music education in China, creating possibilities for more innovative classroom teaching approaches
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Pack, Austin, and Alex Barrett. "A Review of Virtual Reality and English for Academic Purposes." International Journal of Computer-Assisted Language Learning and Teaching 11, no. 1 (2021): 72–80. http://dx.doi.org/10.4018/ijcallt.2021010105.

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Virtual reality (VR) has garnered increasing attention as a pedagogical tool for language learning. Yet, despite the many affordances of using virtual reality learning environments (VRLEs), there remains a paucity of research investigating the use of VRLEs for English for academic purposes (EAP). While BALEAP '19 conference presentations related to VR were well attended, suggesting there is interest in VR and EAP, many practitioners and researchers may be hesitant to explore using VR for EAP due to difficulties in selecting suitable equipment, understanding VR related terminology, and selecting or creating appropriate VRLEs for their pedagogical and research purposes. The objective of this article is to reduce the difficulty of some of these initial obstacles by providing overviews of relevant literature, VR terminology, technology, and software, as well as providing examples of potential uses of VR for EAP and a framework for investigating VR in EAP pedagogy and research.
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Wyse, C. A., P. S. Yam, D. G. M. Sutton, et al. "Current and future uses of breath analysis as a diagnostic tool." Veterinary Record 154, no. 12 (2004): 353–60. http://dx.doi.org/10.1136/vr.154.12.353.

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Aday, Jacob S., Christopher C. Davoli, and Emily K. Bloesch. "Psychedelics and virtual reality: parallels and applications." Therapeutic Advances in Psychopharmacology 10 (January 2020): 204512532094835. http://dx.doi.org/10.1177/2045125320948356.

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Psychedelic drugs and virtual reality (VR) each have the capacity to disrupt the rigidity and limitations of typical conscious experience. This article delineates the parallels among psychedelic and VR states as well as their potential synergistic applications in clinical and recreational settings. Findings indicate that, individually, psychedelics and VR are used in analogous ways to alter sensory experience and evoke awe. They are also both used in tandem with traditional therapies to treat a variety of mood disorders; their shared capacity to transiently alter perspective and disrupt rigid patterns of mental experience may underly their analogous and transdiagnostic therapeutic uses. In terms of their combined applications, a number of recreational users currently utilize psychedelics and VR together to enhance their experience. We propose that VR may be a useful tool for preparing hallucinogen-naïve participants in clinical trials for the sensory distortions experienced in psychedelic states. Given the critical role of “setting” in psychedelic treatment outcomes, we also detail how VR could be used to optimize the environment in psychedelic sessions. Finally, we provide considerations for future studies and detail how advancements in psychedelic and VR research can inform one another. Collectively, this article outlines a number of connections between psychedelics and VR, and, more broadly, is representative of growing scientific interest into the interactions among technology, psychopharmacology, and mental health.
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Solihin, Ahmad, Siti Nur Azizah, and Sutomo Sutomo. "Implementation of Virtual Reality (VR) and Augmented Reality (AR) in Marketing and Service Development to Increase Customers in the Hospitality Sector." International Journal of Management Science and Information Technology 4, no. 2 (2024): 450–58. http://dx.doi.org/10.35870/ijmsit.v4i2.3200.

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This study uses a quantitative approach to evaluate the effect of implementing Virtual Reality (VR) and Augmented Reality (AR) technology on customer satisfaction in the hospitality sector. VR allows customers to tour hotel facilities virtually, while AR adds digital interactive elements that enrich the customer experience. This study used a cross-sectional survey method, with data collected from 200 respondents in four and five-star hotels that have adopted VR and AR technology. A purposive sampling technique was used to select respondents who have used VR and AR-based services in the last three months. Data was collected through a 1-5 Likert scale questionnaire, where the data was analyzed using multiple regression after going through the classical assumption test. The results of the analysis showed that the implementation of VR and AR had a significant effect on increasing customer satisfaction. As many as 72% of respondents stated that virtual tours through VR helped increase booking confidence. In comparison, 64% reported that AR enriched the stay experience with interactive real-time information. This study confirms that VR and AR technologies significantly increase customer engagement and loyalty to hotel services. However, challenges in development costs and technology infrastructure are still obstacles to broader adoption.
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Mahboob, Atif, Stephan Husung, Christian Weber, Andreas Liebal, and Heidi Krömker. "The Reuse of SysML Behaviour Models for Creating Product Use Cases in Virtual Reality." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 2021–30. http://dx.doi.org/10.1017/dsi.2019.208.

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AbstractAn early evaluation of a product along with the consideration of life phase specific actor(s) and environment(s) can help greatly to gain an understanding of the product's behaviour and interactions. Virtual Reality (VR) can help designers to examine later life situations of a product by means of use case scenarios. However, preparing a VR-scene is still a time-consuming and cumbersome task. A model based approach that uses behaviour models of SysML to describe a VR-scene can reduce the preparation efforts. Such an approach is helpful if it allows the reuse of already described VR-scenes or their contents. This paper talks about the reusability of SysML behaviour models that constitute a VR-scene. This reusability can only be achieved by the generic definition of model interfaces. Therefore, a new modelling approach is presented to facilitate the reuse of SysML behaviour models to form different use cases of a product in VR. This approach also talks about the interface definitions and the management of variants of SysML models. The presented approach is elaborated by an example model that contains variants and uses instances to build different use cases.
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Erdhi, Widyarto Nugroho, and Brenda Chandrawati T. "Detection Hand Motion on Virtual Reality Mathematics Game with Accelerometer and Flex Sensors." TELKOMNIKA Telecommunication, Computing, Electronics and Control 16, no. 5 (2018): 2287–92. https://doi.org/10.12928/TELKOMNIKA.v16i5.7594.

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Montessori method is a learning method using props. One of the developments props is to use the game as a medium of learning. The examples Game media as learning is the use of Virtual Reality or VR Technology. By using the VR, players will be brought into the virtual world as if the player is in the real world. The weakness of the VR game is the limited interaction with the outside world. Interaction uses only buttons and joysticks. In this paper we use Flex sensor and accelerometer sensor to detect hand movements for VR mathematic game. The result is VR games are more interactive and interesting with hand motion.
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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 Intention to Use VR in Tourism. This study uses a quantitative approach using primary data obtained through the distribution of online questionnaires with 246 respondents filling out this questionnaire. The data processing technique of this research uses the Statistical Package for Social Science (SPSS) software. The analytical method used by the researcher is multiple linear regression analysis. The results showed that all variables used in this study had a significant effect on adoption intentions. Six variables had a positive effect and one variable had a negative effect. ABSTRAKSelama beberapa tahun terakhir, teknologi pariwisata telah berkembang secara signifikan. Teknologi yang masih tergolong baru dalam dunia pariwisata adalah Virtual Reality (VR). Teknologi Virtual Reality (VR) menjadi solusi, terutama di masa pandemi saat ini, dimana banyak tempat wisata ditutup. Kebaruan pengalaman yang ditawarkan oleh VR masih relatif baru dan penerimaannya dalam pariwisata masih perlu dieksplorasi lebih lanjut. Penelitian ini bertujuan untuk mengetahui determinan penerimaan teknologi VR untuk pariwisata virtual dengan menguji pengaruh tujuh variabel independen (Perceived Enjoyment, Perceived Immersion, Technology Anxiety, Social Influence, dan Sensation Seeking.) terhadap satu variabel dependen Behavioral Intention to Use VR in Tourism. Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan data primer yang diperoleh melalui penyebaran kuesioner online dengan metode snowball sampling. 246 responden dinyatakan memenuhi syarat sebagai sample. Responden terdiri dari masyarakat umum dengan umur lebih dari 15 tahun yang mengetahui tentang Teknologi Virtual Reality. Teknik pengolahan data penelitian ini menggunakan software Statistical Package for Social Science (SPSS) versi 24.0. Metode analisis yang digunakan adalah regresi linier berganda. Hasil penelitian menunjukkan bahwa semua variabel yang digunakan dalam penelitian ini berpengaruh signifikan terhadap niat adopsi, dengan enam variabel berpengaruh positif dan satu variabel berpengaruh negatif.
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Nagao, Katashi, Menglong Yang, and Yusuke Miyakawa. "Building-Scale Virtual Reality." International Journal of Multimedia Data Engineering and Management 10, no. 1 (2019): 1–21. http://dx.doi.org/10.4018/ijmdem.2019010101.

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A method is presented that extends the real world into all buildings. This building-scale virtual reality (VR) method differs from augmented reality (AR) in that it uses automatically generated 3D point cloud maps of building interiors. It treats an entire indoor area a pose tracking area by using data collected using an RGB-D camera mounted on a VR headset and using deep learning to build a model from the data. It modifies the VR space in accordance with its intended usage by using segmentation and replacement of the 3D point clouds. This is difficult to do with AR but is essential if VR is to be used for actual real-world applications, such as disaster simulation including simulation of fires and flooding in buildings. 3D pose tracking in the building-scale VR is more accurate than conventional RGB-D simultaneous localization and mapping.
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Theodoropoulos, Anastasios, Dimitra Stavropoulou, Panagiotis Papadopoulos, Nikos Platis, and George Lepouras. "Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences." Virtual Worlds 2, no. 2 (2023): 162–81. http://dx.doi.org/10.3390/virtualworlds2020010.

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The popularity of VR technology has led to the development of public VR setups in entertainment venues, museums, and exhibitions. Interactive VR CAVEs can create compelling gaming experiences for both players and the spectators, with a strong sense of presence and emotional engagement. This paper presents the design and development processes of a VR interactive environment called MobiCave (in room-scale size), that uses motion-tracking systems for an immersive experience. A user study was conducted in the MobiCave, aimed to gather feedback regarding their experience with a demo game. The study researched factors such as immersion, presence, flow, perceived usability, and motivation regarding players and the bystanders. Results showed promising findings for both fun and learning purposes while the experience was found highly immersive. This study suggests that interactive VR setups for public usage could be a motivating opportunity for creating new forms of social interaction and collaboration in gaming.
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Bollmer, Grant, and Katherine Guinness. "Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence." Journal of Visual Culture 19, no. 1 (2020): 28–46. http://dx.doi.org/10.1177/1470412920906261.

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Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empathy’ here linked with its history in German aesthetic psychology as Einfühlung – and is a confrontational distancing that questions the politics of ‘empathetic’ immersion. Real Violence demonstrates how contemporary judgments of VR and empathy repeat debates from the late 19th and early 20th centuries, reinventing and emptying particular political/aesthetic strategies that have long characterized a strain of modernist art that uses the formal possibilities (and limits) of media in order to critique the very same possibilities (and limits). This article, through its discussion of Wolfson’s work, seeks to identify and inhabit the complex contradictions present in any discussion of empathy, transgressive confrontation, and the social function of art and VR today. It examines the limitations of immersion and emotional projection, along with the limitations of interpreting this work (and VR in general) as a means for enacting ‘progressive’ social and ideological change through the immersive, empathetic capacities of media. The article concludes by arguing that judgments of Real Violence (and the politics of ‘transgressive’ art more broadly) require assuming the will or intent of an artist who uses confrontation and transgression to ‘correct’ the experience of the viewer, which is something that cannot be assumed for either Wolfson or Real Violence, and rather his work is exemplary of emptying out the possibilities represented by both VR and critical aesthetic intervention.
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Tennant, Michelle, Jane McGillivray, George J. Youssef, Maria C. McCarthy, and Tara-Jane Clark. "Feasibility, Acceptability, and Clinical Implementation of an Immersive Virtual Reality Intervention to Address Psychological Well-Being in Children and Adolescents With Cancer." Journal of Pediatric Oncology Nursing 37, no. 4 (2020): 265–77. http://dx.doi.org/10.1177/1043454220917859.

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Objective: Virtual reality (VR), a novel and highly immersive technology, offers promise in addressing potential psychological impacts of cancer treatments and hospitalization. The primary aim of this study was to examine multiple key user perspectives on the acceptability and feasibility of an Immersive VR therapeutic intervention for use with hospitalized patients with cancer. Secondary aims were to identify issues and opportunities related to the adoption and clinical implementation of VR in pediatric oncology settings. Method: The study was conducted at The Royal Children’s Hospital (RCH), Melbourne, Australia. Thirty multidisciplinary oncology health care professionals participated in an initial test of VR intervention usability (Stage 1). Ninety oncology inpatients (7-19 years) and their parent caregivers participated in a pilot randomized controlled study to examine the effectiveness of an Immersive VR therapeutic intervention (Stage 2). This mixed methods study reports Stages 1 and 2 quantitative and qualitative data related to VR feasibility and acceptability. Results: Results indicate favorable perceptions from health care professionals with respect to ease of use and usefulness of VR, and had positive intentions to use it in the future. Parent caregivers reported high acceptability of VR for their hospitalized child. Patients reported high satisfaction of the VR intervention within minimal adverse effects. Barriers and facilitators to VR use with seriously ill children and specific recommendations for content development were elicited. Conclusion: This study shows that there are several potential clinical uses for Immersive VR intervention, beyond medical procedural distraction, to support psychological adjustment to hospitalization and patient quality of life.
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Yang, Hao, and Khairul Zahar Jamaludin. "<b>EXPLORING THE APPLICATION OF VIRTUAL REALITY IN PHOTOGRAPHY EDUCATION: INNOVATIVE APPROACHES AND IMPLICATIONS</b>." Journal of Asia Social Science Practice 1, no. 1 (2025): 73–90. https://doi.org/10.71411/jassp.2025.16.

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This study is centred on the virtual reality (VR) photography exhibition. It takes the VR photography exhibition as its core, uses the action research method to explore the application of VR technology in the teaching of photography art, and proposes the innovative teaching mode of "Exhibition for Learning". This study utilizes VR technology to overcome the limitations of traditional photography education, particularly in work presentation, feedback mechanisms, and the overall learning experience. The integration of VR enhances students' artistic expression, technical proficiency, and overall skill development. Findings indicate that VR technology significantly enhances students' learning motivation and creativity, provides an immersive learning experience, and improves artistic comprehension through exhibition feedback. This study provides theoretical support and practical insights for the digital transformation and teaching mode innovation of art education.
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Lubińska-Kościółek, Elżbieta, Tamara Cierpiałowska, and Marion Hersh. "Immersive Technology as an Intervention Tool for Autistic Students: Potential and Risks." New Educational Review Special, no. 5 (2024): 173–83. https://doi.org/10.15804/tner.2024.si.5.11.

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The study uses a qualitative approach and in-depth interviews to explore the views of parents, specialists, teachers, and autistic individuals of the use of virtual reality in education and therapy. The results suggest that VR has considerable potential as a tool, but that longitudinal research is required to investigate its effectiveness and safety and that VR should be used to support rather than replace other approaches. Effective use of VR will require appropriate training for teachers and therapists, consideration of individual needs, the diversity of autistic individuals and their sensory issues and have the potential to incorporate future technological developments.
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Jin, Cuiling, and Jiapei Li. "Application of VR Technology in Jewelry Display." Mathematical Problems in Engineering 2021 (May 15, 2021): 1–9. http://dx.doi.org/10.1155/2021/5516156.

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As a special symbolic cultural carrier that reflects people’s material life and spiritual state, jewelry plays an increasingly important role in life. How can we accelerate brand promotion, promote jewelry product sales, and establish a rapid market response mechanism? High efficiency, high quality, and low cost to meet consumers’ increasingly personalized and diversified needs are the problems we currently need to solve. The purpose of this article is to explore the application of VR technology in jewelry displays and provide a brand new idea for jewelry display. In order to realize the virtualization of the jewelry design process, this article uses the Cult 3D VR platform to complete the design and realization of the interactive function of the jewelry virtual model, uses the Photoshop software to design the jewelry virtual display system interface, and finally completes the jewelry virtual display system in the Dreamweaver software integration and release. Through detailed example application, the feasibility of the viewpoint of this subject was effectively verified. In this paper, the two algorithms BRSK and SURF are used in conjunction, and the multiscale expression characteristics of BRISK in space and the rotation-invariant characteristics of SURF are used. Studies have shown that the experimental results of the rotation performance of the method in this paper show that the accuracy is improved by 60%, and the time-consuming is relatively less. Therefore, under the premise of ensuring the rapidity, the method in this paper can guarantee the accuracy and time cost of control matching.
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Bakk, Louanne, Lillian Agyemang, Mary Milnamow, Jason Dauenhauer, and Katy Allen. "GETTING TO KNOW YOU: USING VIRTUAL REALITY IN VOLUNTEER RESPITE PROGRAM FOR PERSONS WITH MEMORY LOSS." Innovation in Aging 7, Supplement_1 (2023): 1049–50. http://dx.doi.org/10.1093/geroni/igad104.3372.

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Abstract Virtual reality (VR) can provide an immersive experience that simulates real or imagined environments and provides an innovative solution to promote engagement and socialization. Interventions to date have not explored the use of trained volunteers to use VR to promote socialization and provide active experiences with community-dwelling persons with memory loss. This presentation will provide an overview of a volunteer-led drop-in respite caregiving program. The program uses Rendever’s VR platform, which includes a series of pre-programmed and on-demand immersive experiences delivered to persons with memory loss through a VR headset via a volunteered-controlled tablet. Volunteers conduct tailored individual and group VR sessions as a scheduled activity with persons with memory loss. This study aimed to understand the experiences of volunteers administering VR programming within the drop-in respite center. A total of eight volunteers participated in a focus group. A semi-structured interview guide explored volunteers’ motivation for becoming trained to use VR, observations of using VR with persons with memory loss, how they are implementing VR, challenges they experienced using VR, and ideas for improving/expanding implementation. Volunteers reported increased socialization when using VR with persons with memory loss, a desire for continued and ongoing VR training, and suggested larger group VR sessions delivering the same content to foster greater interaction among respite participants. Results suggest that VR programming can be an effective format for increasing socialization and involvement among persons living with memory loss.
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Evans, P. T., J. M. Vance, and V. J. Dark. "Assessing the Effectiveness of Traditional and Virtual Reality Interfaces in Spherical Mechanism Design." Journal of Mechanical Design 121, no. 4 (1999): 507–14. http://dx.doi.org/10.1115/1.2829490.

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Virtual reality (VR) interfaces have the potential to enhance the engineering design process, but before industry embraces them, the benefits must be understood and documented. The current research compared two software applications, one which uses a traditional human-computer interface (HCI) and one which uses a virtual reality HCI, that were developed to aid engineers in designing complex three-dimensional spherical mechanisms. Participants used each system to design a spherical mechanism and then evaluated the different interfaces. Participants rated their ability to interact with the computer images, their feelings about each interface, and their preferences for which interface device to use for certain tasks. The results indicated that participants preferred a traditional interface for interaction tasks and a VR interface for visual tasks. These results provide information about how to improve implementation of VR technology, specifically for complex three-dimensional design applications.
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49

Persky, Susan, and Megan A. Lewis. "Advancing science and practice using immersive virtual reality: what behavioral medicine has to offer." Translational Behavioral Medicine 9, no. 6 (2019): 1040–46. http://dx.doi.org/10.1093/tbm/ibz068.

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ABSTRACTInterest in immersive virtual reality (VR) technologies is burgeoning as the hardware becomes less costly and more accessible to users, including researchers and practitioners. This commentary outlines the field of immersive VR and highlights applications of its use relevant to translational behavioral medicine. We describe the challenges facing VR applications for health and medicine, and how the core strengths of behavioral medicine can advance theory, research, and practice using VR. By highlighting potential uses of immersive VR alongside the challenges facing the field, we hope to inspire researchers to apply robust theories, methods, and frameworks to generate stronger evidence about the feasibility, acceptability, efficacy, and effectiveness of using this technology in translational behavioral medicine.
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50

Nadiah Ratnaduhita, Ian Mahendra Putra, Ully Asfari, Yupit Sudianto, and Benazir Imam Arif Muttaqin. "Implementasi Virtual Reality Berbasis Foto 360o Untuk Memvisualisasikan Fasilitas Perguruan Tinggi Surabaya." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 5, no. 1 (2021): 155–62. http://dx.doi.org/10.29207/resti.v5i1.2759.

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The college selection process is an important phase because this process affects the future achievement targets of prospective students. One of the factors that is considered in determining a university is the supporting facilities provided during the lecture process. prospective students will continue to search and at the same time consider universities despite the pandemic COVID-19. By implementing 3600 photo-based virtual reality (VR), prospective students or external parties can get information about university facilities anytime and anywhere because it can be accessed online. This study uses the Multimedia Development Life Cycle (MDLC) method in application development, then uses a quantitative approach to test the feasibility of the application. The results showed that 3600 photo-based virtual reality (VR) is an alternative media in conveying information related to the facilities and logistics owned by universities, the variables of smoothness and convenience of operating 3600 photo-based videos have a high enough influence, but on user motivation to use VR is worth less. This happens because users are not used to using this technology.&#x0D;
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