Literatura académica sobre el tema "Simulator sickness. Virtual reality"

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Artículos de revistas sobre el tema "Simulator sickness. Virtual reality"

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Vailland, Guillaume, Yoren Gaffary, Louise Devigne, Valérie Gouranton, Bruno Arnaldi, and Marie Babel. "Power Wheelchair Virtual Reality Simulator with Vestibular Feedback." Modelling, Measurement and Control C 81, no. 1-4 (2020): 35–42. http://dx.doi.org/10.18280/mmc_c.811-407.

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Autonomy and the ability to maintain social activities can be challenging for people with disabilities experiencing reduced mobility. In the case of disabilities that impact mobility, power wheelchairs can help such people retain or regain autonomy. Nonetheless, driving a power wheelchair is a complex task that requires a combination of cognitive, visual and visuo-spatial abilities. In practice, people need to pass prior ability tests and driving training before being prescribed a power wheelchair by their therapist. Still, conventional training in occupational therapy can be insufficient for
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Grassini, Simone, Karin Laumann, and Ann Kristin Luzi. "Association of Individual Factors with Simulator Sickness and Sense of Presence in Virtual Reality Mediated by Head-Mounted Displays (HMDs)." Multimodal Technologies and Interaction 5, no. 3 (2021): 7. http://dx.doi.org/10.3390/mti5030007.

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Many studies have attempted to understand which individual differences may be related to the symptoms of discomfort during the virtual experience (simulator sickness) and the generally considered positive sense of being inside the simulated scene (sense of presence). Nevertheless, a very limited number of studies have employed modern consumer-oriented head-mounted displays (HMDs). These systems aim to produce a high the sense of the presence of the user, remove stimuli from the external environment, and provide high definition, photo-realistic, three-dimensional images. Our results showed that
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Rangelova, Stanislava, and Elisabeth Andre. "A Survey on Simulation Sickness in Driving Applications with Virtual Reality Head-Mounted Displays." PRESENCE: Virtual and Augmented Reality 27, no. 1 (2019): 15–31. http://dx.doi.org/10.1162/pres_a_00318.

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This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exc
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Bonato, Frederick, Andrea Bubka, Stephen Palmisano, Danielle Phillip, and Giselle Moreno. "Vection Change Exacerbates Simulator Sickness in Virtual Environments." Presence: Teleoperators and Virtual Environments 17, no. 3 (2008): 283–92. http://dx.doi.org/10.1162/pres.17.3.283.

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The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and c
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Oberhauser, Matthias, Daniel Dreyer, Reinhard Braunstingl, and Ioana Koglbauer. "What’s Real About Virtual Reality Flight Simulation?" Aviation Psychology and Applied Human Factors 8, no. 1 (2018): 22–34. http://dx.doi.org/10.1027/2192-0923/a000134.

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Abstract. With the help of immersive virtual reality technology, novel cockpit systems can be evaluated with pilots in an early design phase. This comparative study investigates the functional fidelity of a virtual reality flight simulator (VRFS) in comparison with a conventional flight simulator. Pilots’ movement time to reach cockpit controls, deviation from the ideal flight path, workload, and simulator sickness are evaluated using an operational scenario. The results show statistically significant differences in heading, altitude, and flight path, as well as delays in operating the control
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Kovalev, A. I., G. Ya Menshikova, O. A. Klimova, and V. V. Barabanschikova. "The content of professional activity as a factor of application efficiency of virtual reality technology." Experimental Psychology (Russia) 8, no. 2 (2015): 45–59. http://dx.doi.org/10.17759/exppsy.2015080205.

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Nowadays the virtual reality systems get to be more common and widespread in the world. They need users to develop system of the integration systems of sensory and cognitive information, while them creating polymodal effects on man. Vestibular function is one of these systems, and its disruption can lead to simulator sickness. The aim of this study was to find how professional activity of different men with similar vestibular function’s degree of development can influence on simulator sickness appearance. Eye movements were chosen as objective measure of successful interaction with virtual rea
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Cobb, Sue V. G., Sarah Nichols, Amanda Ramsey, and John R. Wilson. "Virtual Reality-Induced Symptoms and Effects (VRISE)." Presence: Teleoperators and Virtual Environments 8, no. 2 (1999): 169–86. http://dx.doi.org/10.1162/105474699566152.

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An experimental program of research was carried out to assess the potential health and safety effects of participating in virtual environments (VEs) via head-mounted displays (HMDs). This paper presents the results obtained from nine experiments examining the effects experienced during and after participation in a variety of VR systems, VE designs, and task requirements, for a total participant sample of 148 individuals. A combination of methods including self-report scales, performance measures, physiological indicators, observation, interview, and user attitude/opinion questionnaires were us
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Rantala, Jussi, Jari Kangas, Olli Koskinen, Tomi Nukarinen, and Roope Raisamo. "Comparison of Controller-Based Locomotion Techniques for Visual Observation in Virtual Reality." Multimodal Technologies and Interaction 5, no. 7 (2021): 31. http://dx.doi.org/10.3390/mti5070031.

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Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of teleport is suited for VR controllers and can minimize simulator sickness, but it can also reduce spatial awareness compared to continuous locomotion. Our aim was to create continuous, controller-based locomotion techniques that would support spatial awareness. We compared the new techniques, slider and grab, with teleport in a task where participants counted small visual targets in a VR environment. Task performance was assessed by asking participants to report how many visual targets they fou
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Chen, Chih-Hung, Ming-Chang Jeng, Chin-Ping Fung, Ji-Liang Doong, and Tien-Yow Chuang. "Psychological Benefits of Virtual Reality for Patients in Rehabilitation Therapy." Journal of Sport Rehabilitation 18, no. 2 (2009): 258–68. http://dx.doi.org/10.1123/jsr.18.2.258.

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Context:Whether virtual rehabilitation is beneficial has not been determined.Objective:To investigate the psychological benefits of virtual reality in rehabilitation.Design:An experimental group underwent therapy with a virtual-reality-based exercise bike, and a control group underwent the therapy without virtual-reality equipment.Setting:Hospital laboratory.Patients:30 patients suffering from spinal-cord injury.Intervention:A designed rehabilitation therapy.Main Outcome Measures:Endurance, Borg's rating-of-perceived-exertion scale, the Activation–Deactivation Adjective Check List (AD-ACL), an
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Weech, Séamas, Jae Moon, and Nikolaus F. Troje. "Influence of bone-conducted vibration on simulator sickness in virtual reality." PLOS ONE 13, no. 3 (2018): e0194137. http://dx.doi.org/10.1371/journal.pone.0194137.

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Tesis sobre el tema "Simulator sickness. Virtual reality"

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Ramsey, Amanda Doreen. "Virtual Reality induced symptoms and effects : a psychophysiological perspective." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287329.

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Chen, Wei. "Effects of navigation velocities in fore-and-aft, lateral, yaw axes on cybersickness caused by exposure to a virtual environment /." View abstract or full-text, 2006. http://library.ust.hk/cgi/db/thesis.pl?IELM%202006%20CHEN.

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Nichols, Sarah. "Virtual Reality Induced Symptoms and Effects (VRISE) : methodological and the theoretical issues." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287192.

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Penhallegon, William James. "Effects of display type, age, and gender on driving performance and simulator-induced sickness in a medium-fidelity driving simulator." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/43717.

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This study investigated the link between age and gender susceptibility to simulator-induced sickness in conjunction with display type. Simulator-induced sickness and ataxia were measured before and after exposure to a medium-fidelity driving simulator. Participants in four age and gender categories (older and younger males and females) operated the simulator with a consumer-grade head-mounted display (HMD), and then with a large screen, direct-view plasma display. <p>This study set out to recommend a particular display type that would be appropriate for use with particular age/gender groups in
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Draper, Mark. "The adaptive effects of virtual interfaces : the vestibulo-ocular reflex and simulator sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7069.

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Drexler, Julie. "IDENTIFICATION OF SYSTEM DESIGN FEATURES THAT AFFECT SICKNESS IN VIRTUAL ENVIRONMENTS." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3239.

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The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and c
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Duh, Been-Lirn. "Use of an independent visual background to alleviate simulator sickness in the virtual environments that employ wide-field displays /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/10681.

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Otten, Edward W. "The Influence of Stimulus Complexity and Perception-action Coupling on Postural Sway." Miami University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=miami1218562177.

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Le-Ngoc, Luan. "Augmenting low-fidelity flight simulation training devices via amplified head rotations." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/14441.

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Due to economic and operational constraints, there is an increasing demand from aviation operators and training manufacturers to extract maximum training usage from the lower fidelity suite of flight simulators. It is possible to augment low-fidelity flight simulators to achieve equivalent performance compared to high-fidelity setups but at reduced cost and greater mobility. In particular for visual manoeuvres, the virtual reality technique of head-tracking amplification for virtual view control enables full field-of-regard access even with limited field-of-view displays. This research quantif
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Tu, Fu Keung. "Smooth locomotion in VR : Comparing head orientation and controller orientation locomotion." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20239.

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Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices are available. Still, there are limitations to technology which causes compromises to be made. One of the big problems in VR is locomotion, especially regarding immersion and comfort. There are two common ways for locomotion in VR, Teleportation and smooth continuous locomotion. Smooth locomotion is often considered superior for immersion but commonly causes simulation sickness.Objectives. This paper is comparing two different methods of smooth locomotion, one based on head orientation and the
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Libros sobre el tema "Simulator sickness. Virtual reality"

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Johnson, David M. Introduction to and review of simulator sickness research. U.S. Army Research Institute for the Behavioral and Social Sciences, 2005.

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Ehrlich, Jennifer A. Effect of viewing conditions on sickness and distance estimation in a virtual environment. U.S. Army Research Institute for the Behavioral and Social Sciences, 2000.

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Lewis-Evans, Ben. A short guide to user testing for simulation sickness in Virtual Reality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0030.

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The increased interest in virtual reality (VR) has yielded a lot of studies and development in both research and game design. Simulation sickness is an issue experienced by a significant subset of players in VR. This chapter focuses on the challenges this issue poses for user research, and suggests practical considerations for researchers to minimize legal and ethical risks.
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The Adaptive Effects Of Virtual Interfaces: Vestibulo-Ocular Reflex and Simulator Sickness. Storming Media, 1998.

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Simulation Training - Methodical Research Based on Users Perspectives of Medical Simulation Training: An Outline for Adopting Simulator Technology. Nova Science Publishers, Incorporated, 2017.

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Capítulos de libros sobre el tema "Simulator sickness. Virtual reality"

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Kim, Jiwon, Jihong Hwang, and Taezoon Park. "Effect of Motion Cues on Simulator Sickness in a Flight Simulator." In Virtual, Augmented and Mixed Reality. Design and Interaction. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49695-1_33.

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Kaufeld, Mara, and Thomas Alexander. "The Impact of Motion on Individual Simulator Sickness in a Moving Base VR Simulator with Head-Mounted Display (HMD)." In Virtual, Augmented and Mixed Reality. Multimodal Interaction. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_36.

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Ihemedu-Steinke, Quinate Chioma, Stanislava Rangelova, Michael Weber, Rainer Erbach, Gerrit Meixner, and Nicola Marsden. "Simulation Sickness Related to Virtual Reality Driving Simulation." In Lecture Notes in Computer Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_42.

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Maraj, Crystal, Jonathan Hurter, and Sean Murphy. "Performance, Simulator Sickness, and Immersion of a Ball-Sorting Task in Virtual and Augmented Realities." In Virtual, Augmented and Mixed Reality. Design and Interaction. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49695-1_35.

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Ihemedu-Steinke, Quinate Chioma, Prashanth Halady, Gerrit Meixner, and Michael Weber. "VR Evaluation of Motion Sickness Solution in Automated Driving." In Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91581-4_9.

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Wang, Bingcheng, and Pei-Luen Patrick Rau. "Effect of Vibrotactile Feedback on Simulator Sickness, Performance, and User Satisfaction with Virtual Reality Glasses." In Cross-Cultural Design. Methods, Tools and User Experience. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22577-3_21.

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Rangelova, Stanislava, Daniel Decker, Marc Eckel, and Elisabeth Andre. "Simulation Sickness Evaluation While Using a Fully Autonomous Car in a Head Mounted Display Virtual Environment." In Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91581-4_12.

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Gusev, Dmitri A., David M. Whittinghill, and Justin Yong. "A Simulator to Study the Effects of Color and Color Blindness on Motion Sickness in Virtual Reality Using Head-Mounted Displays." In Lecture Notes in Electrical Engineering. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-1409-3_22.

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Serge, Stephen R., and Gino Fragomeni. "Assessing the Relationship Between Type of Head Movement and Simulator Sickness Using an Immersive Virtual Reality Head Mounted Display: A Pilot Study." In Lecture Notes in Computer Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_45.

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Wiederhold, Brenda K., and Stéphane Bouchard. "Sickness in Virtual Reality." In Advances in Virtual Reality and Anxiety Disorders. Springer US, 2014. http://dx.doi.org/10.1007/978-1-4899-8023-6_3.

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Actas de conferencias sobre el tema "Simulator sickness. Virtual reality"

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Suma, E. A., S. L. Finkelstein, M. Reid, A. Ulinski, and L. F. Hodges. "Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments." In 2009 IEEE Virtual Reality Conference. IEEE, 2009. http://dx.doi.org/10.1109/vr.2009.4811037.

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Singla, Ashutosh, Steve Guring, Dominik Keller, Rakesh Rao Ramachandra Rao, Stephan Fremerey, and Alexander Raake. "Assessment of the Simulator Sickness Questionnaire for Omnidirectional Videos." In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 2021. http://dx.doi.org/10.1109/vr50410.2021.00041.

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Aykent, Barıs¸, Damien Paillot, Fre´de´ric Me´rienne, Zhou Fang, and Andras Kemeny. "Study of the Influence of Different Washout Algorithms on Simulator Sickness for a Driving Simulation Task." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5545.

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This paper deals with the effects of different washout algorithms used for Stewart platforms on subjective and objective ratings. Washout algorithms are used to represent vehicle dynamics in a restricted spatial place. An adaptive washout algorithm was realized to control the hexapod platform, depending on the specific force error in longitudinal, lateral and vertical directions, in order to compare user’s experience with those in the case of classical algorithm. In this study, the simulator sickness has been evaluated for three algorithms in dynamic driving simulator situation in objective an
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Yu, Xingyao, Dongdong Weng, and Li Cai. "Reduce Simulator Sickness by Overwritten Symbol in Smartphone-Based VR System." In 2016 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2016. http://dx.doi.org/10.1109/icvrv.2016.78.

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Hoesch, Anne, Sandra Poeschl, Florian Weidner, Roberto Walter, and Nicola Doering. "The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446240.

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Onuki, Yoshikazu, Shunsuke Ono, and Itsuo Kumazawa. "Air cushion: A pilot study of the passive technique to mitigate simulator sickness by responding to vection." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892307.

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Stauffert, Jan-Philipp, Florian Niebling, and Marc Erich Latoschik. "Effects of Latency Jitter on Simulator Sickness in a Search Task." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446195.

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Bimberg, Pauline, Tim Weissker, and Alexander Kulik. "On the Usage of the Simulator Sickness Questionnaire for Virtual Reality Research." In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2020. http://dx.doi.org/10.1109/vrw50115.2020.00098.

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Lee, Jiun-Yu, Ping-Hsuan Han, Ling Tsai, et al. "Estimating the simulator sickness in immersive virtual reality with optical flow analysis." In SA '17: SIGGRAPH Asia 2017. ACM, 2017. http://dx.doi.org/10.1145/3145690.3145697.

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Kartiko, Iwan, Manolya Kavakli, and Ken Cheng. "The Impacts of Animated-Virtual Actors' Visual Complexity and Simulator Sickness in Virtual Reality Applications." In 2009 Sixth International Conference on Computer Graphics, Imaging and Visualization (CGIV). IEEE, 2009. http://dx.doi.org/10.1109/cgiv.2009.66.

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Informes sobre el tema "Simulator sickness. Virtual reality"

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Kolasinski, Eugenia M. Simulator Sickness in Virtual Environments. Defense Technical Information Center, 1995. http://dx.doi.org/10.21236/ada295861.

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