Littérature scientifique sur le sujet « Google Cardboard (Virtual reality headset) »

Créez une référence correcte selon les styles APA, MLA, Chicago, Harvard et plusieurs autres

Choisissez une source :

Consultez les listes thématiques d’articles de revues, de livres, de thèses, de rapports de conférences et d’autres sources académiques sur le sujet « Google Cardboard (Virtual reality headset) ».

À côté de chaque source dans la liste de références il y a un bouton « Ajouter à la bibliographie ». Cliquez sur ce bouton, et nous générerons automatiquement la référence bibliographique pour la source choisie selon votre style de citation préféré : APA, MLA, Harvard, Vancouver, Chicago, etc.

Vous pouvez aussi télécharger le texte intégral de la publication scolaire au format pdf et consulter son résumé en ligne lorsque ces informations sont inclues dans les métadonnées.

Articles de revues sur le sujet "Google Cardboard (Virtual reality headset)"

1

Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees, and Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance." Journal of Paramedic Practice 12, no. 12 (2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.

Texte intégral
Résumé :
Background: Virtual reality (VR) technology is emerging as a powerful tool in medical training and has potential benefits for paramedic education. Aim: The aim of this paper is to report the development of ParaVR, which uses VR to maintain paramedics' skills. Methods: Computer scientists at the University of Chester and the Welsh Ambulance Services NHS Trust (WAST) developed ParaVR in four stages: identifying requirements and specifications; alpha version development; beta version development; and management—development of software, further funding and commercialisation. Results: Needle cricot
Styles APA, Harvard, Vancouver, ISO, etc.
2

Nobrega, Felipe Augusto, and Cibele Cecílio de Faria Rozenfeld. "Virtual Reality in the Teaching of FLE in a Brazilian Public School." Languages 4, no. 2 (2019): 36. http://dx.doi.org/10.3390/languages4020036.

Texte intégral
Résumé :
Considering the emergence of digital information and communication technologies in the contemporary educational context, this work aims to explore the possibilities offered by Virtual Reality (VR) headsets in the school environment, and also to verify how they can contribute to foreign language teaching and learning. The motivation of this work is a result of a pedagogical practice experience carried out by the researcher during French classes in a Brazilian foreign language teaching project in public schools. This pedagogical practice later became the subject of their master’s research, which
Styles APA, Harvard, Vancouver, ISO, etc.
3

Cheiran, Jean Felipe Patikowski, Adriel Rodrigues, and Marcelo Soares Pimenta. "Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices." Journal on Interactive Systems 12, no. 1 (2021): 191–205. http://dx.doi.org/10.5753/jis.2021.2063.

Texte intégral
Résumé :
Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare asp
Styles APA, Harvard, Vancouver, ISO, etc.
4

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

Texte intégral
Résumé :
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
Styles APA, Harvard, Vancouver, ISO, etc.
5

Muzammil, Zeeshan, Ramji Ramaswamy Rajendran, and Alex Gordon. "Reducing stress and anxiety in cancer patients with the use of virtual reality." JCO Oncology Practice 19, no. 11_suppl (2023): 303. http://dx.doi.org/10.1200/op.2023.19.11_suppl.303.

Texte intégral
Résumé :
303 Background: Applications of virtual reality (VR) have impacted every sphere of civilization, from speculative architecture to the practice of medicine. Building on the body of research already showing the benefits of immersive VR experiences, the goal of our study was to determine whether the stress and anxiety experience of different types of cancer could be mitigated by using virtual reality, specifically through relaxing VR experiences. Methods: A comparative observational study was conducted at community outpatient offices for patients who wanted to improve patient experience throughou
Styles APA, Harvard, Vancouver, ISO, etc.
6

Lai, Michelle, Rob (Hongbo) Chen, Andrew Evanyshyn, Zeina Shaltout, and Myrtede Alfred. "Applications of Extended Reality (XR) in obtaining informed consent: A narrative review." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 12, no. 1 (2023): 43–44. http://dx.doi.org/10.1177/2327857923121011.

Texte intégral
Résumé :
Informed consent in healthcare requires patients to have a sufficient understanding of their upcoming procedure before deciding to proceed. Unfortunately, education prior to a surgical procedure is constrained by barriers including poor health literacy, language barriers, one-sided dialogue during consultations, anxiety, and knowledge retention. Extended reality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR) has the potential to improve informed consent processes by creating an immersive, interactive, and multimodal sensory experience that supports pa
Styles APA, Harvard, Vancouver, ISO, etc.
7

Monteiro, Ana Maria Vieira, and Patrícia Nora de Souza Ribeiro. "VIRTUAL REALITY IN ENGLISH VOCABULARY TEACHING: AN EXPLORATORY STUDY ON AFFECT IN THE USE OF TECHNOLOGY." Trabalhos em Linguística Aplicada 59, no. 2 (2020): 1310–38. http://dx.doi.org/10.1590/01031813756931620200716.

Texte intégral
Résumé :
ABSTRACT The evaluative studies of hypermedia effects on second language acquisition have been mostly applied to interfaces whose user’s input is limited to clicks, typed texts, and voice. Nonetheless, virtual reality (VR) technology expanded user’s interactions with a data processing machine since it explores a sense of presence through body language, 360-degrees images, and tactile techniques. It is in this context that this paper approaches VR to explore its potential for foreign language vocabulary teaching and learning, considering mainly the appraisal mechanisms novelty and pleasantness
Styles APA, Harvard, Vancouver, ISO, etc.
8

Cochrane, Thomas, and Helen Sissons. "An Introduction to Immersive Reality." Pacific Journal of Technology Enhanced Learning 2, no. 1 (2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.

Texte intégral
Résumé :
Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with
Styles APA, Harvard, Vancouver, ISO, etc.
9

Layalia, Fina Nabilah, Abdul Rosyid, and Ahmad Jami'ul Amil. "Pengaruh Media Virtual Reality Berbantuan Google Cardboard Terhadap Kemampuan Menulis Puisi Siswa Kelas X SMA Assa’adah Bungah Gresik Tahun Ajaran 2019/2020." Deiksis : Jurnal Pendidikan Bahasa dan Sastra Indonesia 7, no. 2 (2021): 53. http://dx.doi.org/10.33603/deiksis.v7i2.4519.

Texte intégral
Résumé :
Abstrak. Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam menuangkan ide menjadi sebuah karya tulis puisi serta kurangnya pemanfaatan media dalam pembelajaran. Rumusan masalah pada penelitian ini yakni bagaimanakah pengaruh media virtual reality berbantuan google cardboard terhadap keterampilan menulis puisi siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020. Jenis penelitian kuantitatif dengan perencanaan penelitian Quasi Eksperimental Design. Populasi penelitian ini adalah siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020, dengan sampel sebanyak 2 kelas
Styles APA, Harvard, Vancouver, ISO, etc.
10

Stojšić, Ivan, Džigurski Anđelija Ivkov, Olja Maričić, Bibić Ljubica Ivanović, and Vučković Smiljana Đukičin. "Possible Application of Virtual Reality in Geography Teaching." Journal of Subject Didactics 1, no. 2 (2017): 83–96. https://doi.org/10.5281/zenodo.438169.

Texte intégral
Résumé :
Abstract Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oculus Rift, and subsequently accelerated in the year 2014 by occurrence of Google Cardboard. Nowadays, for
Styles APA, Harvard, Vancouver, ISO, etc.
Plus de sources

Thèses sur le sujet "Google Cardboard (Virtual reality headset)"

1

Salas, Noain Diego, and Del Casillo Miguel Andres Delgado. "Videojuego de realidad virtual para realizar ejercicios en bicicleta estacionaria mediante el uso de un sistema de detección de movimiento y visor Google Cardboard." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655365.

Texte intégral
Résumé :
A pesar del amplio conocimiento de los beneficios que la actividad física puede brindar para mejorar el estado de salud y prevenir cierto tipo de enfermedades crónicas no transmisibles a largo plazo, existen diversas limitaciones que dificultan que las personas puedan ejercitarse de forma regular como la falta de tiempo por sus condiciones laborales, tráfico en el traslado cotidiano y, más recientemente, un contexto de pandemia que limita los lugares y horas en que las que pueden salir a realizar todo tipo de actividades. Si bien muchas personas cuentan con bicicletas, ergómetros u otros equip
Styles APA, Harvard, Vancouver, ISO, etc.
2

Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.

Texte intégral
Résumé :
This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those
Styles APA, Harvard, Vancouver, ISO, etc.
3

Chang, Wei-Chen, and 張瑋晨. "Virtual Reality English Learning Space Implementation -Google Cardboard." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/yakkvr.

Texte intégral
Résumé :
碩士<br>國立交通大學<br>理學院科技與數位學習學程<br>107<br>With the growth of ever-changing technology, cellphones have become essential in our daily life. If we can turn cellphones into learning tools, it will surely improve students learning efficiency. According to current curriculum guidelines in Taiwan, English is an important subject. However, while viewing the existing learning apps in the app store, we can only find rigid English vocabulary practice apps, English video clips with sentence pattern drills or materials related to grammars. Those apps do little help to students’ speaking ability, not to ment
Styles APA, Harvard, Vancouver, ISO, etc.

Livres sur le sujet "Google Cardboard (Virtual reality headset)"

1

2D to VR with Unity5 and Google Cardboard. CRC Press LLC, 2017.

Trouver le texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
2

2D to VR with Unity5 and Google Cardboard. CRC Press LLC, 2017.

Trouver le texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
3

Dillon, Roberto. 2D to VR with Unity5 and Google Cardboard. CRC Press LLC, 2017.

Trouver le texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
4

Dillon, Roberto. 2D to VR with Unity5 and Google Cardboard. Taylor & Francis Group, 2017.

Trouver le texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
5

2D to VR with Unity5 and Google Cardboard. Taylor & Francis Group, 2017.

Trouver le texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
6

Lardinois, Frederic, and Dodocase. Virtual Reality Beginner's Guide + Google Cardboard Inspired Vr Viewer. Regan Arts., 2014.

Trouver le texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
7

Rogers, Rick. Visualizing Data with Virtual Reality: Immersive Visualization of Data Analytics Using Unity, Oculus Rift, Samsung Gear VR and Google Cardboard. Pearson Education, Limited, 2019.

Trouver le texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.

Chapitres de livres sur le sujet "Google Cardboard (Virtual reality headset)"

1

Ahmed, Towfik, Afzal Un Nayeem Chowdhury, and Ziaul Hasan Mozumder. "BIO-VR: Design and Implementation of Virtual Reality-Based Simulated Biology Laboratory Using Google Cardboard with an Emphasis on Virtual Education." In Inventive Computation and Information Technologies. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-7402-1_62.

Texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
2

Riva Giuseppe and Wiederhold Brenda K. "The New Dawn of Virtual Reality in Health Care: Medical Simulation and Experiential Interface." In Studies in Health Technology and Informatics. IOS Press, 2015. https://doi.org/10.3233/978-1-61499-595-1-3.

Texte intégral
Résumé :
The 90s and 00s saw great hopes that virtual reality was poised to sweep health care and change everything. But it didn't. Though researchers could immerse themselves in more complex virtual environments, the chasm between that digital experience and the complexity of real life &amp;ndash; using a VR system in an hospital without a dedicated technician was a real challenge &amp;ndash; just was too great. Now the situation is changing quickly. The rise of Oculus Rift and the shift of virtual reality from PC to mobile phones thanks to both the Oculus designed Gear VR headsets for Samsung phones
Styles APA, Harvard, Vancouver, ISO, etc.
3

Oigara, James N. "Integrating Virtual Reality Tools Into Classroom Instruction." In Virtual Reality in Education. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-8179-6.ch018.

Texte intégral
Résumé :
Virtual reality (VR) is an emerging possibility for delivering educational content and experiences to students. Virtual Reality's use in education has long been discussed however; one of the main challenges is that VR was unaffordable. Today VR has evolved; the technology is mainstreamed, inexpensive, and more accessible. This chapter will examine the benefits of using VR tools (Google Cardboard), a 3D viewer in conjunction with Smartphone, for educational applications. Related studies suggest that VR tools are effective in subjects where an interactive environment is needed.
Styles APA, Harvard, Vancouver, ISO, etc.
4

Oigara, James N. "Integrating Virtual Reality Tools Into Classroom Instruction." In Handbook of Research on Mobile Technology, Constructivism, and Meaningful Learning. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3949-0.ch008.

Texte intégral
Résumé :
Virtual reality (VR) is an emerging possibility for delivering educational content and experiences to students. Virtual Reality's use in education has long been discussed however; one of the main challenges is that VR was unaffordable. Today VR has evolved; the technology is mainstreamed, inexpensive, and more accessible. This chapter will examine the benefits of using VR tools (Google Cardboard), a 3D viewer in conjunction with Smartphone, for educational applications. Related studies suggest that VR tools are effective in subjects where an interactive environment is needed.
Styles APA, Harvard, Vancouver, ISO, etc.
5

Sternig, Christof, Michael Spitzer, and Martin Ebner. "Learning in a Virtual Environment." In Mobile Technologies and Augmented Reality in Open Education. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2110-5.ch009.

Texte intégral
Résumé :
With the introduction of Google Cardboard, a combination of mobile devices, Virtual Reality (VR) and making was created. This “marriage” opened a wide range of possible, cheap Virtual Reality applications, which can be created and used by everyone. In this chapter, the potential of combining making, gaming and education is demonstrated by evaluating an implemented math-game prototype in a school by pupils aged 12-13. The aim of the virtual reality game is to solve math exercises with increasing difficulty. The pupils were motivated and excited by immerging into the virtual world of the game to
Styles APA, Harvard, Vancouver, ISO, etc.
6

Beauchemin, Russell William. "Augmenting Education." In Advances in Mobile and Distance Learning. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0251-7.ch008.

Texte intégral
Résumé :
This chapter covers research surrounding augmented and virtual realities as types of mobile technologies for teaching and learning. The efficacy of these technologies as mobile learning tools will be presented and how these technologies might be used to enhance or even create contemporary classrooms such as virtual operating theatres and virtual tours while on-the-go. The chapter will also present some conclusions that can be drawn from various augmented and virtual realities research using Google Glass and Google Cardboard as well as challenges and concerns in terms of privacy and detachment
Styles APA, Harvard, Vancouver, ISO, etc.
7

Song, Shirong, Yongsheng Wang, Shike Wang, Chengze Wang, and Yuting Yao. "A Unity3D Engine-Based Virtual Reality Game for Improving Cervical Mobility Using Gyroscope Controls." In Artificial Intelligence and Human-Computer Interaction. IOS Press, 2024. http://dx.doi.org/10.3233/faia240160.

Texte intégral
Résumé :
This paper introduces a virtual reality game based on the Unity3D engine, designed to enhance cervical mobility through gyroscope control in conjunction with the low-cost VR display device, Google Cardboard. The game requires players to use head movements to control in-game objects, reaching specific locations to complete levels. The paper provides a detailed account of the game’s development process, including the implementation of gyroscope control and game logic using the C# programming language. This interactive approach allows users to simultaneously enjoy entertainment while exercising t
Styles APA, Harvard, Vancouver, ISO, etc.

Actes de conférences sur le sujet "Google Cardboard (Virtual reality headset)"

1

Mujuru, Takudzwa, and Christian Lopez. "Creating Virtual Reality Teaching Modules for Low-Cost Headsets." In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-72084.

Texte intégral
Résumé :
Abstract In the past few years, remote learning has been on a trend of steady growth and it is projected to remain on that course in the years to come. Additionally, the global COVID-19 pandemic forced a shift to remote learning which accelerated the existing trend to remote education. Unfortunately, learners find remote classes less engaging than traditional face-to-face classes. One technology that has shown great potential to improve students’ engagement, both in face-to-face classes and remote classes, is Virtual Reality (VR). Nevertheless, while educators are no longer limited to expensiv
Styles APA, Harvard, Vancouver, ISO, etc.
2

Florea, Andrei george, and Catalin Buiu. "USING A WEB-BASED FRAMEWORK TO BUILD AND EXPERIMENT WITH VIRTUAL REALITY WORLDS." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-037.

Texte intégral
Résumé :
As computing power and ubiquity increase, so do the opportunities of enhancing every day activities using technologies such as augmented (AR) or virtual reality (VR). While the former has seen extensive use on assembly/service lines, the latter has broader usage domains such as entertainment, remote meetings, remote medical assistance, social networking and many other. Preparing future VR developers usually requires expensive hardware and software as well as prebuilt environments. This paper proposes a novel method of teaching VR to students using A-FRAME, an open-source framework that promise
Styles APA, Harvard, Vancouver, ISO, etc.
3

Patterson, Kate. "Genome gazing: A 360° stereoscopic animation for Google cardboard." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892367.

Texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
4

Greenwald, Scott W., Luke Loreti, Markus Funk, Ronen Zilberman, and Pattie Maes. "Eye gaze tracking with google cardboard using purkinje images." In VRST '16: 22th ACM Symposium on Virtual Reality Software and Technology. ACM, 2016. http://dx.doi.org/10.1145/2993369.2993407.

Texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
5

Powell, Wendy, Vaughan Powell, Phillip Brown, Marc Cook, and Jahangir Uddin. "Getting around in google cardboard – exploring navigation preferences with low-cost mobile VR." In 2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR). IEEE, 2016. http://dx.doi.org/10.1109/wevr.2016.7859536.

Texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
6

Nascimento, Thamer Horbylon, Fabrizzio Alphonsus A. M. Nunes Soares, Danilo Vieira Oliveira, Rogerio Lopes Salvini, Ronaldo Martins da Costa, and Cristhiane Goncalves. "Method for Text Input with Google Cardboard: An Approach Using Smartwatches and Continuous Gesture Recognition." In 2017 19th Symposium on Virtual and Augmented Reality (SVR). IEEE, 2017. http://dx.doi.org/10.1109/svr.2017.36.

Texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
7

Poltorak, Alexandra, Charli Hooper, and Yang Cai. "Holograms for Minimally Invasive Surgery Training and Planning." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004848.

Texte intégral
Résumé :
The medical field has rapidly adopted Minimally Invasive Surgery (MIS) as a powerful alternative to traditional surgery as it reduces infection, pain, hospital stays, and costs. Despite these benefits, the in-depth knowledge of procedures coupled with the variety of tools used requires extensive training and technical planning for successful surgery. Prevailing Virtual Reality (VR) and Augmented Reality (AR) applications enable a broad spectrum of MIS training and pre-surgery planning. However, these currently existing systems are bulky, complex, and expensive and have had poor adoption rates
Styles APA, Harvard, Vancouver, ISO, etc.
8

Boel, Carl, Tijs Rotsaert, Tammy Schellens, and Martin Valcke. "SIX YEARS AFTER GOOGLE CARDBOARD: WHAT HAS HAPPENED IN THE CLASSROOM? A SCOPING REVIEW OF EMPIRICAL RESEARCH ON THE USE OF IMMERSIVE VIRTUAL REALITY IN SECONDARY EDUCATION." In 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.1524.

Texte intégral
Styles APA, Harvard, Vancouver, ISO, etc.
9

Loeb, Helen S., Jaime Hernandez, Chase Leibowitz, Benjamin Loeb, Erick Guerra, and Rahul Mangharam. "Leveraging the Internet to Drive a Real Car in the Virtual Earth 3D Model." In WCX SAE World Congress Experience. SAE International, 2024. http://dx.doi.org/10.4271/2024-01-2878.

Texte intégral
Résumé :
&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;Digital mapping tools have become indispensable for road navigation. Applications like Waze and Google Maps harness the power of satellite imagery to provide precise visualization of GPS coordinates. The field advanced significantly in May 2023 with the introduction of dynamic 3D representations of the Earth. Companies such as Cesium now offer Unity3D and Unreal Engine Application Programming Interface that can be applied to geospatial applications. These images are no longer static and offer the opportunity to provide s
Styles APA, Harvard, Vancouver, ISO, etc.
10

Antoine Moinnereau, Marc, Tiago Henrique Falk, and Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.

Texte intégral
Résumé :
It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome a
Styles APA, Harvard, Vancouver, ISO, etc.
Nous offrons des réductions sur tous les plans premium pour les auteurs dont les œuvres sont incluses dans des sélections littéraires thématiques. Contactez-nous pour obtenir un code promo unique!