Littérature scientifique sur le sujet « Virtual reallik (VR) »

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Articles de revues sur le sujet "Virtual reallik (VR)"

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Nuraliyev, Faxriddin Murodillayevich, Sardor Nasriddin o'g'li Ibodullayev, and Yaxyobek Sobirjon o'g'li Sodiqjonov. "SUN'IY INTELLEKT VA UNING VIRTUAL REALLIKDAGI METODLARI." "Yosh mutaxassislar" ilmiy-amaliy jurnali. 2023-06, no. 1 (2023): 24–27. https://doi.org/10.5281/zenodo.8017845.

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<strong>Annotatsiya:</strong> Sun&rsquo;iy intellekt (AI) biz tajriba qiladigan virtual reallik (VR) yo&lsquo;lini batamom o&lsquo;zgartirish kuchiga ega. Algoritmlarni va boshqa AI qo&lsquo;llab-quvvatlaydigan texnikalarni mashinalardan foydalanib o&lsquo;rganish orqali, dasturchilar yanada immersiv, ikki tomonlama va shaxsiylashtirilgan VR tajribalarini yarata olishadi. Sun&rsquo;iy intellektdan foydalanuvchilar bilan muayyan vaqtda o&lsquo;zaro ta&rsquo;sir ko&lsquo;rsatadigan, virtual reallik muhitida ob&rsquo;ektlarni taniydigan, yanada takomillashgan chatbotlarni yaratadigan, muayyan vaq
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Otabek, Jalolov. "Turizmda raqamli texnologiyalarni qoʻllash boʻyicha jaxon tajribasi". Yashil iqtisodiyot va taraqqiyot 2, № 11 (2024): 12–17. https://doi.org/10.5281/zenodo.14257508.

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Turizm sohasida raqamli texnologiyalarning joriy etilishi turizm industriyasida yangi imkoniyatlar vainnovasion echimlar yaratmoqda. Ushbu maqolada turizmda keng qoʻllanilayotgan asosiy raqamli texnologiyalar,jumladan, virtual reallik (VR), augmentlashgan reallik (AR), sun'iy intellekt (AI), internet buyumlari (IoT), blokcheyn vamobil ilovalar haqida batafsil ma'lumot berilgan. Virtual va augmentlashgan reallik turistlar tajribasini boyitish, tarixiyva madaniy joylarni interaktiv tarzda namoyish qilishda, sun'iy intellekt esa shaxsiylashtirilgan xizmatlar taklif etishdaqoʻllaniladi. IoT mehmon
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Abdullayeva, Sanobar Berdiyevna Maxmudova Zarina Ilxomovna Xujakulov Shaxriyor Shokir o'g'li. "TIBBIY TA'LIMDA VR TEXNOLOGIYA." EURASIAN JOURNAL OF ACADEMIC RESEARCH 2, no. 11 (2022): 1140–44. https://doi.org/10.5281/zenodo.7263191.

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Hayotning har bir sohasida virtual tushunchasi turli shakl va ma&rsquo;nolarda qo&rsquo;llanilib kelinmoqda va bir-biridan farqli ma&rsquo;nolarni anglatadi. Ta&rsquo;limiy maqsadlarda virtual reallik vositalarini ishlab chiqishga qaratilgan axborotlarni vizuallashtirish vositalarini yaratish - boshqa texnik vositalar yordamida erishib bo&rsquo;lmaydigan pedagogik samarani berishi mumkin. Ushbu maqolada Virtual haqiqat yordamida inson tanasining har qanday qismlarini batafsil o&#39;rganish uchun batafsil tasvirlash mumkinligi va bunday trening yordamida har qanday klinik holatga taqlid qilish,
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Abdullayeva, Sanobar Berdiyevna Maxmudova Zarina Ilxomovna Xujakulov Shaxriyor Shokir o'g'li. "TIBBIY TA'LIMDA VR TEXNOLOGIYA." EURASIAN JOURNAL OF ACADEMIC RESEARCH 2, no. 11 (2022): 1140–44. https://doi.org/10.5281/zenodo.7412845.

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Hayotning har bir sohasida virtual tushunchasi turli shakl va ma&rsquo;nolarda qo&rsquo;llanilib kelinmoqda va bir-biridan farqli ma&rsquo;nolarni anglatadi. Ta&rsquo;limiy maqsadlarda virtual reallik vositalarini ishlab chiqishga qaratilgan axborotlarni vizuallashtirish vositalarini yaratish - boshqa texnik vositalar yordamida erishib bo&rsquo;lmaydigan pedagogik samarani berishi mumkin. Ushbu maqolada Virtual haqiqat yordamida inson tanasining har qanday qismlarini batafsil o&#39;rganish uchun batafsil tasvirlash mumkinligi va bunday trening yordamida har qanday klinik holatga taqlid qilish,
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Saydimova, Mushtariy Kurbondurdiyevna. "RAQAMLI TEXNOLOGIYALARIDAN FOYDALANISH." «Zamonaviy dunyoda ilm-fan va texnologiya» nomli ilmiy-amaliy konferensiya 1, no. 7 (2022): 249–54. https://doi.org/10.5281/zenodo.7456173.

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Maqolada raqamli texnologiya, bulutli texnologiyalar, ta&rsquo;limda raqamli texnologiyadan foydalanish, raqamli texnologiyani ta&rsquo;lim tizimi vostilari, raqamli texnologiyasini ustunliklari, narsalar interneti (Internet of Things, IoT), kengaytirilgan haqiqat (AR), Virtual reallik (Virtual, VR) haqida tushuncha berilgan.
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Minghojiddin Jasurbek o‘g‘li, Ergashboyev. "TEXNOLOGIYALAR VA AGROTURIZM: SUN’IY INTELLEKT, IOT, AR VA VR YORDAMIDA TURIZMNI RIVOJLANTIRISH." Advances in Science and Environment 1, no. 01 (2025): 22–26. https://doi.org/10.70728/envire.v01.i01.008.

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So‘nggi yillarda agroturizm sohasida zamonaviy texnologiyalarning integratsiyasi jadal rivojlanmoqda. Sun’iy intellekt (AI), Internet of Things (IoT), kengaytirilgan reallik (AR) va virtual reallik (VR) texnologiyalari turizmni rivojlantirishning yangi yo‘llarini ochmoqda. Ushbu maqola agroturizmni texnologiyalar yordamida yangilash va rivojlantirishga qaratilgan strategiyalarni o‘rganadi. Maqolada IoT va AI texnologiyalarining turizmning barqaror rivojlanishiga qanday ta’sir qilishini, AR va VR yordamida qishloq hududlaridagi sayyohlik tajribasini qanday yaxshilash mumkinligini tahlil qilinad
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Isroilov, Ulug'bek Begali o'g'li, Sultonjon Malikovich Egamov, and Olimov Asadbek. "Bolalar tibbiyotida VR o'yinlari." Multidisciplinary Journal of Science and Technology 5, no. 5 (2025): 714–21. https://doi.org/10.5281/zenodo.15450455.

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Ushbu maqolada virtual reallik (VR) texnologiyalarining bolalar tibbiyotida qo'llanilishi, xususan VR o'yinlarining diagnostika, davolash va psixologik qo&lsquo;llab-quvvatlashdagi roli yoritiladi. So&lsquo;nggi yillarda VR o&lsquo;yinlari og&lsquo;riqni kamaytirish, xavotirni yengillashtirish va reabilitatsiya jarayonlarini yaxshilashda samarali vosita sifatida qo&lsquo;llanilmoqda. Tadqiqotda VR o'yinlarining bolalar orasida motivatsiyani oshirishi, tibbiy muolajalarga bo&lsquo;lgan ijobiy munosabatni shakllantirishi va klinik natijalarga ta&rsquo;siri tahlil qilinadi. Shuningdek, maqolada m
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Egamov, Sultonjon Malikovich, та Tohirjon Xasan o'g'li Mamatov. "TIBBIYOT TALABALARINI O'QITISHDА SIMULYATSIYA TEXNOLOGIYALARI VA VIRTUAL REALLIK (VR)DAN FOYDALANISH". Multidisciplinary Journal of Science and Technology 5, № 5 (2025): 1022–25. https://doi.org/10.5281/zenodo.15520864.

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Mazkur maqolada tibbiyot sohasida ta&rsquo;lim jarayonini takomillashtirish, talabalarni amaliy ko&lsquo;nikmalar bilan qurollantirishda simulyatsiya texnologiyalari va virtual reallikdan foydalanishning o&lsquo;rni va samaradorligi haqida fikr yuritiladi. Zamonaviy axborot texnologiyalarining tibbiy ta&rsquo;limdagi ahamiyati, ularning o&lsquo;qitish jarayoniga integratsiyalashuvi va real klinik vaziyatlarni modellashtirishdagi roli yoritiladi.
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Egamov, Sultonjon Malikovich, and Sardorbek Shuxrat o'g'li Turdialiyev. "VIRTUAL TA'LIMNI SHAKLLANTIRISHDA AXBOROT TEXNOLOGIYALARINING O'RNI VA AHAMIYATI." Multidisciplinary Journal of Science and Technology 5, no. 5 (2025): 1039–42. https://doi.org/10.5281/zenodo.15520908.

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Ushbu maqola virtual ta'limning shakllanishi va rivojlanishida <strong>axborot texnologiyalari (AT)</strong> ning hal qiluvchi rolini tahlil qiladi. Maqolada ATning ta'lim paradigmasini qanday o&lsquo;zgartirayotgani, jumladan, global qamrov, moslashuvchanlik, interaktivlik va shaxsiylashtirilgan o&lsquo;quv traektoriyalarini yaratishdagi ahamiyati yoritilgan. Shuningdek, zamonaviy ta'limni boshqarish tizimlari (LMS), multimedia resurslari, virtual va kengaytirilgan reallik (VR/AR) hamda sun'iy intellekt (AI) kabi texnologiyalarning virtual ta'lim samaradorligini oshirishdagi o&lsquo;rni atrof
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Abduxapizov, Samandarbek Abdulkosim o'g'li, and Ruxsora O'tkirjon qizi Toxirjonova. "INFORMATIKA VA PSIXOLOGIYA: ZAMONAVIY CHORRAHALAR VA KELAJAK PERSPEKTIVALARI." Educational Research in Universal Sciences 4, no. 6 (2025): 138–43. https://doi.org/10.5281/zenodo.15338104.

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<em>Ushbu maqola informatika va psixologiya fanlarining kesishuv nuqtalarini chuqur o&lsquo;rganadi, ularning o&lsquo;zaro ta&rsquo;sirini va zamonaviy jamiyatga ta&rsquo;sirini tahlil qiladi. Maqola davomida sun&rsquo;iy intellekt (SI), inson-kompyuter o&lsquo;zaro ta&rsquo;siri (IKO), virtual reallik (VR), neyroinformatika va raqamli psixologiya sohalaridagi yutuqlar, shuningdek, ushbu sohalarning kognitiv psixologiya, klinik psixologiya va ijtimoiy psixologiyaga ta&rsquo;siri ko'rib chiqiladi. Bundan tashqari, ushbu sohalarda yuzaga keladigan etik va ijtimoiy masalalar, xususan, shaxsiy ma&
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Thèses sur le sujet "Virtual reallik (VR)"

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Costa, Tiago João Neto. "Aplicação de metodologias BIM/VR no betão pré-fabricado." Master's thesis, 2020. http://hdl.handle.net/1822/69789.

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Dissertação de mestrado integrado em Engenharia Civil<br>A história da construção começa por relatar um tempo em que tudo era construído num processo de tentativa/erro pelos master builders, que se baseavam no conhecimento antigo. O projeto e a edificação surgiam de acordo com as necessidades que se iam figurando. Só mais tarde surge a Arquitetura com o Renascimento e a Engenharia muito perto da Revolução Industrial, como um dos maiores catalisadores no aparecimento de novos materiais e sistemas tecnológicos. A partir desse período, pouco se alterou até á introdução dos computadores como ferra
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Chapitres de livres sur le sujet "Virtual reallik (VR)"

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Pillai, Anitha S., and Prabha Susy Mathew. "Impact of Virtual Reality in Healthcare." In Advances in Psychology, Mental Health, and Behavioral Studies. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7168-1.ch002.

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Virtual reality (VR) is the simulation of reality where the users would be immersed in an artificial/virtual environment that isn't there but creates an illusion as if it really exists. People using this technology get a feeling that they are performing everything in real time. This gives users a sense of satisfaction. Initially, VR technology was used for gaming purposes, but now it is used in many sectors, including healthcare. There are many situations wherein, when it is expensive or impossible to do something, in reality, a probable solution is virtual reality. An important area where it
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Lepouras, George, and Costas Vassilakis. "Adaptive Virtual Reality Shopping Malls." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch099.

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Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang &amp; Salvendy, 2003; Wang, Mak
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Kocian, Dean F., and H. Lee Task. "Visually Coupled Systems Hardware and the Human Interface." In Virtual Environments and Advanced Interface Design. Oxford University Press, 1995. http://dx.doi.org/10.1093/oso/9780195075557.003.0014.

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A visually coupled system (VCS) has been defined as “ . . . a special ‘subsystem’ which integrates the natural visual and motor skills of an operator into the system he is controlling” (Birt and Task, 1973). A basic VCS consists of three major components: (1) a head- or helmet-mounted (or head-directed) visual display, (2) a means of tracking head and/or eye pointing direction, and (3) a source of visual information which is dependent on eye/head viewing direction. The concept of a VCS is relatively simple: an operator looks in a particular direction, the head or eye tracker determines what th
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Sas, Corina. "Sense of Presence." In Encyclopedia of Human Computer Interaction. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch076.

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Sense of presence is one of the most interesting phenomena that enriches users’ experiences of interacting with any type of system. It allows users to be there (Schloerb &amp; Sheridan, 1995) and to perceive the virtual world as another world in which they really exist. The interest in presence phenomenon is not novel (Gerrig, 1993), but it has grown lately due to the advent of virtual reality (VR) technology. The specific characteristics of virtual environments (VEs) transform them into suitable experimental testbeds for studies in various research areas. This also resuscitated the interest i
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Actes de conférences sur le sujet "Virtual reallik (VR)"

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Blascovich, James J. "Capstone presentation: Isn't all reality really virtual?" In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180865.

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Vəlizadə, Lamiyə. "İNNOVATİV TEXNOLOGİYALARIN DİVERGENT DÜŞÜNCƏYƏ TƏSİRİ." In “Müasir incəsənət məkanında süni intellekt: problemlər və perspektivlər” Beynəlxalq elmi-nəzəri konfrans. İnformasiya Texnologiyaları İnstitutu, 2025. https://doi.org/10.25045/asucaai.2025.29.

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Məqalə, innovativ texnologiyaların, xüsusilə virtual reallıq və süni intellektin, ali təhsil müəssisələrində divergent düşüncə prosesinə təsirini nəzəri əsaslarla araşdırır. Mövcud ədəbiyyatın təhlili göstərir ki, müasir dövrdə yaradıcı düşüncənin inkişafı təhsil prosesində vacib rol oynayır. Süni intelekt və virtual realıq (VR) texnologiyaları bu sahədə yeni imkanlar yaradır. Tədqiqatlar göstərir ki, VR immersiv və interaktiv xüsusiyyətləri sayəsində tələbələrin idrak elastikliyini artırır, onlara qeyri-adi yanaşmalar kəşf etməyə və alternativ həllər tapmağa kömək edir. Bununla belə, süni int
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Fukuda, Shuichi. "Virtual Reality for Reverse Quality Management." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5580.

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Currently, quality management is carried out in a sequential feed forward manner. Inspections are carried out from process to process. As the requirements are getting diversified, the number of inspections increases rapidly. This approach is verification-based. But if we look at quality management from validation point of view, another quality management and inspection approach comes up. It is to look at quality management in the reverse direction from customers’ point of view. If we consider quality as satisfaction of our customers, then we can reduce the number of inspections and focus our e
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Wu, C., and L. Ou. "REFERENCE WHITE IN A COMPLEX VIRTUAL REALITY ENVIRONMENT." In CIE 2021 Conference. International Commission on Illumination, CIE, 2021. http://dx.doi.org/10.25039/x48.2021.op47.

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This study aims to investigate what a reference white really means in a complex scene setting in a virtual environment, specifically whether a reference white is determined by the brightest white object in the entire environment, or is it determined by the brightest white object in the field of view. To achieve the aim, three psychophysical experiments were conducted, one situated in a real room and the other two in virtual reality. Experimental results show that colour appearance in VR is comparable to colour appearance in a real space. Regarding reference white, the brightest white object is
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