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Journal articles on the topic 'VR'

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1

DeVeaux, Cyan, and Jeremy Bailenson. "Learning about VR in VR." XRDS: Crossroads, The ACM Magazine for Students 29, no. 1 (September 2022): 14–19. http://dx.doi.org/10.1145/3558189.

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After 20 years of teaching about VR, we finally taught in VR. This article describes lessons learned from 263 students who spent 10 weeks in virtual reality together and a total of 200,000 shared minutes "in headset."
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2

Pederson, Harold. "VR." Journal of Fluency Disorders 15, no. 5-6 (October 1990): 323–26. http://dx.doi.org/10.1016/0094-730x(90)90047-v.

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3

Chang, Haoran. "Emersive VR: An expanded immersive VR practice." Virtual Creativity 11, no. 2 (October 1, 2021): 207–22. http://dx.doi.org/10.1386/vcr_00055_1.

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Creating an immersive isolated virtual environment is the canon in the current mainstream virtual reality (VR) practice and design. Audiences are usually situated in a singular and complete form of space in VR to receive the fully immersive experience. Nevertheless, in this article, I propose a different way of thinking about the practice and design of VR. Rather than seeing VR as a singular and isolated space in relation to other spaces, I am considering a potentiality to have a more expansive and reflexive VR practice and design. I call this emersive VR in contrast to immersive VR. Emersion is a concept borrowing from body ecology, which is a field based on the philosophy of awakening and consciousness. Emersion in body ecology is different from immersion in that people can still sustain self-consciousness without being subsumed by the other. In the notion of emersive VR, audiences are not located in a singular and complete virtual space but in a differential space between the physical and the virtual. The spatial difference is folded through the VR experience perceived by the audiences. In this article, I highlight two different approaches to construct an emersive VR experience: expanded sensory VR and reflexive storytelling. In both, audiences are not isolated in a singular virtual world but in a differential space with multiple embodiments. Emersive VR is a reconfiguration of immersive VR. It is to expand the idea of immersive VR and sketch a more dynamic future of VR as a critical medium.
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Liao, Shujie. "A VR Music Learning Application VR-DRUM." Theoretical and Natural Science 2, no. 1 (February 20, 2023): 37–43. http://dx.doi.org/10.54254/2753-8818/2/20220192.

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With the explosion of the MetaVerse concept and the burgeoning of VR (Virtual Reality) technology, VR has been applied in diverse scenariosfor examplesocial networking, games, education, online retail, house inspections, exhibition tours, training, virtual concerts and so on. Learning in the 3D environment of virtual reality can bring people an immersive interactive experience, which can improve the learners efficiency and deepen understanding. Music learning mainly includes the cultivation of rhythm (or sense of music, also including intonation), mainly relying on ears, followed by muscle memory, and the immersion of VR games is an optimal solution for music learning. This work proposes a VR-based drum learning game to solve several troubling problems such that when drummers practice real drums at home, the sound gets too loud, and the real drums occupy a large space, going out to practice drums will take much time. But to play drums in VR game, just put on a portable VR glass and pick up the touch controllers, drum players can practice at anytime, anywhere. What's more, it's very easy for novice to get started quickly. Another conspicuous advantage of VR is it provides an immersive experience for usersincluding a 360-degree panoramic screen, spatial audio, and authentic atmosphere.
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Tanno, Takayuki. "The copyist model II in concurrent VR VI and concurrent VR VR schedules." Proceedings of the Annual Convention of the Japanese Psychological Association 79 (September 22, 2015): 1EV—094–1EV—094. http://dx.doi.org/10.4992/pacjpa.79.0_1ev-094.

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6

Markman, Chris, M. Hess, Dan Lou, and Anh Nguyen. "VR Hackfest." Information Technology and Libraries 38, no. 4 (December 16, 2019): 6–13. http://dx.doi.org/10.6017/ital.v38i4.11877.

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We built the future of the web — today! Our four-person eLibrary team designed an afternoon workshop and corresponding network-connected public exhibit centered around two cutting-edge internet technologies: IPFS and A-Frame.
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7

Magnor, Marcus, Susana Castillo, and Alexander Sorkine-Hornung. "Real VR." IEEE Computer Graphics and Applications 41, no. 4 (July 1, 2021): 27–28. http://dx.doi.org/10.1109/mcg.2021.3085353.

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8

Strain, Ellen. "Virtual VR." Convergence: The International Journal of Research into New Media Technologies 5, no. 2 (June 1999): 10–15. http://dx.doi.org/10.1177/135485659900500202.

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9

Kiss, Francisco, Sven Mayer, and Valentin Schwind. "Audio VR." Interactions 27, no. 3 (April 17, 2020): 46–51. http://dx.doi.org/10.1145/3386385.

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10

Parker-Starbuck, Jennifer. "VR Environments." PAJ: A Journal of Performance and Art 46, no. 3 (September 1, 2024): 133–42. http://dx.doi.org/10.1162/pajj_a_00739.

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11

Bergeron, Bryan. "VR Technology." Physician and Sportsmedicine 24, sup1 (October 1996): 40–41. http://dx.doi.org/10.1080/00913847.1996.11948075.

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12

Sundt, Christine L. "VR @ Thirty." Visual Resources 30, no. 2 (April 3, 2014): 119–20. http://dx.doi.org/10.1080/01973762.2014.908097.

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13

Walvis, M. J. J. "(Vr)eetgewoonten." Tandartspraktijk 34, no. 1 (January 2013): 9–12. http://dx.doi.org/10.1007/s12496-013-0003-7.

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14

Goebel, M., M. Hirose, and L. Rosenblum. "Today's VR." IEEE Computer Graphics and Applications 21, no. 6 (2001): 22–24. http://dx.doi.org/10.1109/38.963457.

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15

Rosenblum, L., G. Burdea, and S. Tachi. "VR Reborn." IEEE Computer Graphics and Applications 18, no. 6 (November 1998): 21–23. http://dx.doi.org/10.1109/mcg.1998.734975.

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16

Rogers, Ariel. "Framing VR." Screen 64, no. 3 (September 1, 2023): 259–82. http://dx.doi.org/10.1093/screen/hjad029.

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17

Geršak, Gregor, Huimin Lu, and Jože Guna. "Effect of VR technology matureness on VR sickness." Multimedia Tools and Applications 79, no. 21-22 (December 1, 2018): 14491–507. http://dx.doi.org/10.1007/s11042-018-6969-2.

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18

Gao, Fan. "Research on VR equipment based on VR technology." Journal of Innovation and Development 2, no. 2 (March 14, 2023): 44–47. http://dx.doi.org/10.54097/jid.v2i2.5910.

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Virtual reality technology, also known as virtual reality or psychic technology, is a new practical technology developed in the 20th century. Virtual reality technology includes computer, electronic information, simulation technology, its basic realization is based on computer technology, the use and integration of three-dimensional graphics technology, multimedia technology, simulation technology, display technology, servo technology and other high-tech latest development achievements, With the help of computer and other equipment to produce a realistic three-dimensional vision, touch, smell and other sensory experience of the virtual world, so that people in the virtual world have a sense of being in the scene. With the continuous development of social productivity and science and technology, the demand for VR technology is increasingly strong in all walks of life. VR technology has also made great progress and gradually become a new field of science and technology.
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19

Kim, Woojae, Sanghoon Lee, and Alan Conrad Bovik. "VR Sickness Versus VR Presence: A Statistical Prediction Model." IEEE Transactions on Image Processing 30 (2021): 559–71. http://dx.doi.org/10.1109/tip.2020.3036782.

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20

Pierce, Matthew B., Philip A. Young, and Shawn M. Doherty. "Engagement and Competence in VR and non-VR Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 2082–85. http://dx.doi.org/10.1177/1541931213602003.

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There has been a general push within the past five years to commercialize virtual reality (VR) gaming for public use. Devices such as the Oculus Rift, HTC Vive, PlayStation VR, and Samsung VR on the market have emerged with more to come in the future. With these immersive technologies becoming more accessible, researchers can more easily test the idea of levels of engagement in VR games compared to non-VR games on the console or PC. VR companies market their immersive technology to be more engaging experiences but very little research has been conducted with newer models. The purpose of this study is to investigate the difference in engagement when using a VR version or a non-VR version of the game Thumper. The study will have 60 participants of varying expertise who will play Thumper for twenty-three minutes and then will be asked to take a demographic survey, the GUESS measure, and a motion sickness survey. This study is in progress and expects to shed light on the relationships between immersion and virtual reality.
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21

Huang, Wumeng, and Jing Chen. "A multi-scale VR navigation method for VR globes." International Journal of Digital Earth 12, no. 2 (January 19, 2018): 228–49. http://dx.doi.org/10.1080/17538947.2018.1426646.

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22

Gauthier, Adrienne J. "Astronomy in Second Life: A User's Perspective." Communicating Astronomy with the Public Journal 1, no. 1 (January 1, 2007): 32–34. https://doi.org/10.5281/zenodo.14843012.

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Second Life (SL) is a multi-user virtual environment that is not limited to adult social entertainment. SL is also a 3D playground for innovative instructorsand education/outreach professionals in the sciences. Astronomy and space science have a presence in SL, but it could be so much more. This paperdescribes some of the current astronomy themed spaces in SL and briefly discusses future innovations.
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23

Ferrand, Gilles, and Don Warren. "Engaging the Public with Supernova and Supernova Remnant Research Using Virtual Reality." Communicating Astronomy with the Public Journal 12, no. 2 (October 1, 2018): 25–31. https://doi.org/10.5281/zenodo.14977526.

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On 21 April 2018, the citizens of Wako, Japan, interacted in a novel way with research being carried out at the Astrophysical Big Bang Laboratory (ABBL) at RIKEN1,2. They were able to explore a model of a supernova and its remnant in an immer- sive three-dimentional format by using virtual reality (VR) technology. In this article, we explain how this experience was developed and delivered to the public, providing practical tips for and reflecting on the successful organisation of an event of this kind.
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24

Moon, Won Leep. "VR and Cinema." Cine forum 22 (December 31, 2015): 351. http://dx.doi.org/10.19119/cf.2015.12.22.351.

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25

Ogawa, Nami, and Katharina Krosl. "IEEE VR 2022." IEEE Transactions on Visualization and Computer Graphics 28, no. 5 (May 2022): xiv. http://dx.doi.org/10.1109/tvcg.2022.3156687.

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Machuca, Mayra Donaji Barrera, and Javad Fotouhi. "IEEE VR 2022." IEEE Transactions on Visualization and Computer Graphics 28, no. 5 (May 2022): xiii. http://dx.doi.org/10.1109/tvcg.2022.3156769.

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27

Wadia, Reena. "VR vs topical." British Dental Journal 232, no. 2 (January 28, 2022): 94. http://dx.doi.org/10.1038/s41415-022-3896-4.

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28

Bittman, S., S. N. Acharya, and D. E. Hunt. "Haida-VR orchardgrass." Canadian Journal of Plant Science 86, no. 1 (January 1, 2006): 177–79. http://dx.doi.org/10.4141/p05-087.

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Haida-VR is a latematuring orchardgrass (Dactylis glomerata L.) cultivar with high levels of resistance to Cocksfoot Mottle Virus (CfMV) suited to silage and hay production in regions with moderate, temperate climate. The cultivar was developed at the Pacific Agri-Food Research Centre (PARC), Agriculture and Agri-Food Canada (AAFC), Agassiz, British Columbia (BC) in collaboration with AAFC Research Centre, Lethbridge, Alberta. In BC trials, Haida-VR yielded 3% more than the check cultivar Potomac without inoculation with CfMV and 21% better than the check when inoculated with the virus. In a southern Alberta trial, Haida-VR survived for 3 yr and yielded 3% better than a winterhardy check cultivar, Kay. Key words: Orchardgrass, Cocksfoot Mottle Virus resistance, Dactylis glomerata
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29

Bittman, S., S. N. Acharya, and D. E. Hunt. "Chilliwack-VR orchardgrass." Canadian Journal of Plant Science 86, no. 1 (January 1, 2006): 173–75. http://dx.doi.org/10.4141/p05-088.

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Chilliwack-VR is a medium-maturing orchardgrass (Dactylis glomerata L.) population with high levels of resistance to Cocksfoot Mottle Virus (CfMV) suited to silage and hay production in regions with a moderate temperate climate. The population was developed at the Pacific Agri-Food Research Centre (PARC), Agriculture and Agri-Food Canada (AAFC), Agassiz, BC, in collaboration with AAFC Research Centre, Lethbridge, AB. In BC trials, Chilliwack-VR yielded 5% more than the check cultivar Potomac without inoculation with CfMV and 23% better than the check when inoculated with the virus. In a southern Alberta trial, Chilliwack-VR survived for 3 yr and yielded as much biomass as a winterhardy check cultivar, Kay. Key words: Orchardgrass, Cocksfoot Mottle Virus resistance, Dactylis glomerata
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30

Bittman, S., S. N. Acharya, and D. E. Hunt. "Cheam-VR orchardgrass." Canadian Journal of Plant Science 86, no. 1 (January 1, 2006): 169–71. http://dx.doi.org/10.4141/p05-089.

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Cheam-VR is an early-maturing orchardgrass (Dactylis glomerata L.) cultivar with high levels of resistance to Cocksfoot Mottle Virus (CfMV) suited to silage and hay production in regions with moderate temperate climate. The population was developed at the Pacific Agri-Food Research Centre (PARC), Agriculture and Agri-Food Canada (AAFC), Agassiz, BC, in collaboration with AAFC Research Centre, Lethbridge, AB. In BC trials, Cheam-VR yielded 6% better than the check cultivar Potomac without inoculation with CfMV and 15% more than the check when inoculated with the virus. In a southern Alberta trial, Cheam-VR survived for 3 yr and yielded 6% more than a winterhardy check cultivar, Kay. Key words: Orchardgrass, Cocksfoot Mottle Virus resistance, Dactylis glomerata
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31

Oshiro, Yukio. "VR・AR・Simulation." Journal of Japan Society of Computer Aided Surgery 18, no. 3 (2016): 145–47. http://dx.doi.org/10.5759/jscas.18.145.

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32

Oshiro, Yukio. "VR・AR・Simulation." Journal of Japan Society of Computer Aided Surgery 20, no. 3 (2018): 131–34. http://dx.doi.org/10.5759/jscas.20.131.

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33

Vince, John. "VR – promises, promises!" Intelligent Tutoring Media 3, no. 1 (February 1992): 29–31. http://dx.doi.org/10.1080/14626269209408303.

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34

Dempsey, P. "VR in... Gaming." Engineering & Technology 11, no. 3 (April 1, 2016): 30. http://dx.doi.org/10.1049/et.2016.0308.

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Northfield, R. "VR in... Art." Engineering & Technology 11, no. 3 (April 1, 2016): 34. http://dx.doi.org/10.1049/et.2016.0313.

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36

Birkett, D. "VR in... buildings." Engineering & Technology 11, no. 3 (April 1, 2016): 40. http://dx.doi.org/10.1049/et.2016.0316.

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Andrews, C. "VR in... space." Engineering & Technology 11, no. 3 (April 1, 2016): 43. http://dx.doi.org/10.1049/et.2016.0319.

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38

Williamson, M. "VR in... War." Engineering & Technology 11, no. 3 (April 1, 2016): 43. http://dx.doi.org/10.1049/et.2016.0320.

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39

Loughran, J. "VR at Gigs." Engineering & Technology 11, no. 3 (April 1, 2016): 50. http://dx.doi.org/10.1049/et.2016.0325.

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Dempsey, P. "VR in...sport." Engineering & Technology 11, no. 3 (April 1, 2016): 51. http://dx.doi.org/10.1049/et.2016.0326.

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41

Lane, G. "VR at TWR." Manufacturing Engineer 80, no. 1 (February 1, 2001): 13–15. http://dx.doi.org/10.1049/me:20010107.

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42

Sueyoshi, Takuya, and Maki Sugimoto. "VR・AR・Simulation." Journal of Japan Society of Computer Aided Surgery 26, no. 3 (2025): 259–61. https://doi.org/10.5759/jscas.26.259.

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43

Di Gironimo, Giuseppe, and Antonio Lanzotti. "Designing in VR." International Journal on Interactive Design and Manufacturing (IJIDeM) 3, no. 2 (April 10, 2009): 51–53. http://dx.doi.org/10.1007/s12008-009-0068-6.

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44

Heaven, Douglas. "VR without helmets." New Scientist 240, no. 3202 (November 2018): 45. http://dx.doi.org/10.1016/s0262-4079(18)32045-1.

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45

Pan, Zhigeng, and Jim Chen. "VR-based edutainment." Virtual Reality 12, no. 1 (February 29, 2008): 1. http://dx.doi.org/10.1007/s10055-008-0082-1.

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46

Thomas, Lisa, Debbie Watson, Lois Peach, Nina Ross, and Naomi Clarke. "Assembling with VR." Exchanges: The Interdisciplinary Research Journal 11, no. 2 (April 26, 2024): 55–83. http://dx.doi.org/10.31273/eirj.v11i2.1498.

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In this paper, we consider the claims that constellate around the concepts of immersion, presence and empathy that have been made about virtual reality across many disciplines of study, including psychology, criminology, immersive film and media. These claims are applied to an interdisciplinary, collaborative project: VR Dance; which engaged young people (11-16 years) in hip hop and immersive technology workshops over a six-week period. We discuss the ways in which co-created immersive environments which centre the body offer potential to tune into and re-calibrate our sensitivities and modes of engagement with each other and the environments we are in. We argue that this is not simply as a result of technology’s effects on individuals but constituted in wider assemblages of human and nonhuman actors. We make the case for virtual reality, not as a tool for ‘becoming other’, but as part of wider assemblages in ongoing transformations, relocations, and calibrations. Funding Acknowledgement VR Dance is an East London Dance programme, funded by the Mayor of London’s Young Londoner’s Fund & the London Borough of Redbridge and delivered in partnership with the University of Bristol, BirdGang Ltd, Maskomi and PlayLa.bZ.
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47

Sonawane, Gayatri, and Mansi Gharat. "VR Solar System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 04 (April 14, 2025): 1–9. https://doi.org/10.55041/ijsrem44538.

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This research explores how Virtual Reality (VR) technology can be used to teach about the solar system and support space exploration. By using VR headsets, users can have an interactive and immersive experience, allowing them to explore planets, moons, and other space objects in real time. The study looks at the different parts of VR, including the hardware, software, and how simulations are designed, and examines how VR can benefit education, scientific research, and astronaut training. It also discusses key challenges, such as hardware limitations, motion sickness, and the accuracy of space data. The paper explores future improvements, like using artificial intelligence (AI) for personalized learning, better graphics for realistic space environments, and combining VR with real-world views through mixed reality (MR). Overall, this study highlights how VR can make learning about space more engaging, accessible, and effective. Keywords—Virtual Reality,VR SOLAR SYSTEM, GOOGLE CARDBOARD, RETICAL POINTER
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48

庄野, 直之. "VR Safety Considerations." Japanese Journal for Medical Virtual Reality 22, no. 1 (2024): 12. https://doi.org/10.7876/jmvr.22.12.

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49

Choi, Woong. "Verification of healing effect by VR pet in VR space." Journal of Digital Contents Society 23, no. 9 (September 30, 2022): 1795–801. http://dx.doi.org/10.9728/dcs.2022.23.9.1795.

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50

Choi, Yu Jin, Hae Chan Na, and Yoon Sang Kim. "VR IGLOOTM: A VR-Based Teaching-LearningModel for Distance Education." International Journal of Modern Education and Computer Science 17, no. 2 (April 8, 2025): 1–14. https://doi.org/10.5815/ijmecs.2025.02.01.

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