Letteratura scientifica selezionata sul tema "VR"

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Articoli di riviste sul tema "VR"

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DeVeaux, Cyan, and Jeremy Bailenson. "Learning about VR in VR." XRDS: Crossroads, The ACM Magazine for Students 29, no. 1 (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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Pederson, Harold. "VR." Journal of Fluency Disorders 15, no. 5-6 (1990): 323–26. http://dx.doi.org/10.1016/0094-730x(90)90047-v.

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Chang, Haoran. "Emersive VR: An expanded immersive VR practice." Virtual Creativity 11, no. 2 (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
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Liao, Shujie. "A VR Music Learning Application VR-DRUM." Theoretical and Natural Science 2, no. 1 (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 mem
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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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Markman, Chris, M. Hess, Dan Lou, and Anh Nguyen. "VR Hackfest." Information Technology and Libraries 38, no. 4 (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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Magnor, Marcus, Susana Castillo, and Alexander Sorkine-Hornung. "Real VR." IEEE Computer Graphics and Applications 41, no. 4 (2021): 27–28. http://dx.doi.org/10.1109/mcg.2021.3085353.

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

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

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

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Tesi sul tema "VR"

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Tymoshenko. "VR-TECHNOLOGY." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33924.

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Dam, Roadley-Battin Nikolaj. "Educational VR : An exploration of educational VR for professional users." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144071.

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This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel.  The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations.  Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborativ
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Chatterjee, Prateek. "Classic Driver VR." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1251.

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A VR car-driving simulator for evaluating the user experience of new drivers by helping them to learn driving rules and regulations. The Classic VR Driver helps new drivers to learn driving rules and regulations using various audio and visual feedback. The simulator helps them to get acquainted with the risks and mistakes associated with real life driving. In addition, the users have to play the game in an immersive environment using a Virtual Reality system. This project attempts to fulfill two important goals. The major goal is to evaluate whether the user can learn driving rules and regulat
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Forsman, Dina. "Säkerhetsutbildning med VR." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20126.

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I detta kandidatarbete undersöker jag hur man med hjälp av virtuell verklighet (VR) kan skapa en fabriksmiljö för att bidra till ökad medvetenhet och säkerhetstänk i fabriken.  Undersökningen baseras på en utmaning från Volvo med deras egen fabrik i fokus där dem velat ha en säkerhetsutbildning för deras gångtrafikanter i fabriken. Med hjälp av designperspektivet design thinking har Volvo fått vara delaktiga genom hela processen där vi kunnat skapa en produkt åt dem tillsammans. Undersökningens frågeställning är “Hur kan man med hjälp av Virtual Reality skapa upplevelsen av fabriksmiljö för at
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Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.

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The goal of this thesis is to learn about virtual reality and the aspects of the development for this platform. The next goal is to find well suited development environment for the application and test the capabilities and limits of them both. The thesis will be completed by designing, implementing and then testing the aplication using knowledge learnt.
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Valenta, Marek. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385947.

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This document is primarily concerned with describing the development of an interactive virtual reality application. At the beginning is a description of the history of the VR, dating back to the 19th century. Following it is a description of the devices that are currently being used for the VR and for which this application is created. The Unity 3D development environment is presented, which is, together with the basic description of neural networks, a major part of the whole project. The other half describes the design and implementation of simulation of a magical world, including a new magic
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Lundgren, Kristoffer. "VR Museum Experience." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80669.

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Museum Anna Nordlander is a part of Skelleftea Museum and focuses on the artist Anna Nordlander. ˚ The goal of the project was to develop a VR Experience centered around Anna Nordlander and one of her paintings. The content for the experience was provided and recorded by the people at Museum Anna Nordlander. The purpose was to create a playable demo with features like audio playback, interactable objects, and a modular approach to the code which would allow future additions to the project. This paper investigates how some of the design choices affects the user experience. Specifically, how our
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Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.

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Immunology Virtual Reality (VR) project is an immersive educational virtual reality experience that intends to provide an informal learning experience of specific immunology concepts to college freshmen in the Department of Biological Sciences at Virginia Tech (VT). The project is an interdisciplinary endeavor between my collaboration between people from different domain areas at VT: Creative Technologies, Education, Biological Sciences, and Computer Sciences. This thesis elaborates on the whole design process of how I created a working prototype of the project demo and shares insights from my
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Persson, Malin. "Panorama och VR teknik." Thesis, University of Skövde, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4366.

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Kelkkanen, Viktor. "Remote Rendering for VR." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21382.

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The aim of this thesis is to study and advance technology relating to remote rendering of Virtual Reality (VR). In remote rendering, rendered content is commonly streamed as video images in network packets from a server to a client. Experiments are conducted with varying networks and configurations throughout this work as well as with different technologies that enable or improve remote VR experiences. As an introduction to the field, the thesis begins with related studies on 360-video. Here, a statistic based on throughput alone is proposed for use in light-weight performance monitoring of en
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Libri sul tema "VR"

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Feyder, Manuela, and Linda Rath-Wiggins. VR-Journalismus. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8.

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V.E. Riecansky Technical Translations, ed. VR translations index (1982-1985): Nos. VR/2027/82-VR/3081/85. V.E. Riecansky Technical Translations, 1986.

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Sherman, William R., ed. VR Developer Gems. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21598.

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Bühler, Kai. Investitionsstandort VR China. Deutscher Universitätsverlag, 2000. http://dx.doi.org/10.1007/978-3-663-08066-4.

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author, Yu Mi, and Kim Kwang-jip author, eds. VR yŏngsang k'ont'ench'ŭ. K'ŏmyunik'eisyŏn Puksŭ, 2018.

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Sin, Tong-hŭi. VR, AI, chŏnŏllijŭm. K'ŏmyunik'eisyŏn Puksŭ, 2017.

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Kim, Sŏn-ho. VR chŏnŏllijŭm yŏn'gu. Han'guk Ŏllon Chinhŭng Chaedan, 2016.

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Rehabilitation, Massachusetts Office of Education and Vocational. VR provider orientation materials. Office of Education and Vocational Rehabilitation], 1996.

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Kumar, Abhishek. VR Integrated Heritage Recreation. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6077-7.

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Langer, Elle. Medieninnovationen AR und VR. Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-60826-5.

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Capitoli di libri sul tema "VR"

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Feyder, Manuela, and Linda Rath-Wiggins. "Das Medium: VR." In VR-Journalismus. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_1.

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Feyder, Manuela, and Linda Rath-Wiggins. "Das Handwerk: VR-Storytelling." In VR-Journalismus. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_2.

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Feyder, Manuela, and Linda Rath-Wiggins. "Der Workflow: VR in der Redaktion." In VR-Journalismus. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_3.

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Feyder, Manuela, and Linda Rath-Wiggins. "Das Berufsbild: VR-Journalist." In VR-Journalismus. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22217-8_4.

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Vince, John. "VR Hardware." In Essential Series. Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_5.

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Vince, John. "VR Software." In Essential Series. Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_6.

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Vince, John. "VR Applications." In Essential Series. Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_7.

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Colubri, Andrés. "VR Basics." In Processing for Android. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2719-0_14.

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Do, Ellen Yi-Luen. "VR Sketchpad." In Computer Aided Architectural Design Futures 2001. Springer Netherlands, 2001. http://dx.doi.org/10.1007/978-94-010-0868-6_13.

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Jones, Sarah, Steve Dawkins, and Julian McDougall. "Understanding VR." In Understanding Virtual Reality. Routledge, 2022. http://dx.doi.org/10.4324/9780367337032-7.

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Atti di convegni sul tema "VR"

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Sivagar, M. R., D. Muruga Radha Devi, V. Brindha Devi, V. Sujatha, B. Priyavarshini, and P. Praveena. "VR Infusion - A VR Development for Neurodevelopmental Students." In 2025 International Conference on Computing and Communication Technologies (ICCCT). IEEE, 2025. https://doi.org/10.1109/iccct63501.2025.11020036.

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Shevchuk, Nataliya, and Harri Oinas-Kukkonen. "VR or non-VR?" In AcademicMindtrek '20: Academic Mindtrek 2020. ACM, 2020. http://dx.doi.org/10.1145/3377290.3377312.

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Ueoka, Ryoko, Ali AlMutawa, and Hikaru Katsuki. "Emotion hacking VR (EH-VR)." In SA '16: SIGGRAPH Asia 2016. ACM, 2016. http://dx.doi.org/10.1145/2988240.2988247.

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Yuan, Rosina. "Papermoon VR: Creating VR Landscape through Exploring VR Creation Methods." In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2023. http://dx.doi.org/10.1109/vrw58643.2023.00355.

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Whitley, Alexander, Sönke Kirchhof, and Daniel Strutt. "Digital Dance Studio VR (DDS-VR)." In SIGGRAPH '23: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2023. http://dx.doi.org/10.1145/3588027.3595602.

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van Gemert, Thomas, and Joanna Bergstrom. "Evaluating VR Sickness in VR Locomotion Techniques." In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2021. http://dx.doi.org/10.1109/vrw52623.2021.00078.

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Lysenko, Sergii, and Artem Kachur. "Challenges Towards VR Technology: VR Architecture Optimization." In 2023 13th International Conference on Dependable Systems, Services and Technologies (DESSERT). IEEE, 2023. http://dx.doi.org/10.1109/dessert61349.2023.10416538.

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Dokonal, Wolfgang, Mike Knight, and Ernst Dengg. "VR or not VR – an eeZee question?" In XX Congreso de la Sociedad Iberoamericana de Gráfica Digital. Editora Blucher, 2016. http://dx.doi.org/10.5151/despro-sigradi2016-777.

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Wang, Yi, Xiao Liu, Chetan Arora, John Grundy, and Thuong Hoang. "Understanding VR Accessibility Practices of VR Professionals." In CHI 2025: CHI Conference on Human Factors in Computing Systems. ACM, 2025. https://doi.org/10.1145/3706598.3713927.

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Pavlik, Ryan A., and Judy M. Vance. "VR JuggLua: A framework for VR applications combining Lua, OpenSceneGraph, and VR Juggler." In 2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems. IEEE, 2012. http://dx.doi.org/10.1109/searis.2012.6231166.

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Rapporti di organizzazioni sul tema "VR"

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DeConti, Gina. Relax VR. Iowa State University, 2019. http://dx.doi.org/10.31274/cc-20240624-1214.

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Hoffman, Helene M. VR/Multimedia Synthesis, Phase II. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada343370.

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Woodruff, Simon. Collaborative VR Data Vis Tool. Office of Scientific and Technical Information (OSTI), 2022. http://dx.doi.org/10.2172/1894251.

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Wiederhold, Brenda K. Cybertherapy 2005: A Decade of VR. Defense Technical Information Center, 2005. http://dx.doi.org/10.21236/ada436129.

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นิลอุบล, เดชฤทธิ์, ธิติมา ไตรพิพัฒน์, ธวัชชัย หุ่นสุวรรณ та กัญจน์ เตมียะเสน. การศึกษาลักษณะทางพันธุกรรมของยีน NSP-2 ของเชื้อไวรัสพีอาร์อาร์เอสที่แยกได้จากสุกรที่ติดเชื้อร่วมของสายพันธุ์อเมริกาเหนือและยุโรป. จุฬาลงกรณ์มหาวิทยาลัย, 2011. https://doi.org/10.58837/chula.res.2011.104.

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เชื้อไวรัสพีอาร์อาร์เอสแบ่งออกเป็น 2 สายพันธุ์หลักคือสายพันธุ์อเมริกาเหนือและสายพันธุ์ยุโรป สำหรับประเทศไทยพบการติดเชื้อไวรัสพีอาร์อาร์เอสทั้งสองสายพันธุ์ งานวิจัยนี้มีวัตถุประสงค์เพื่อศึกษาการเปลี่ยนแปลงทางพันธุกรรมในส่วน Non-structural protein (Nsp) – 2 ของไวรัสพีอาร์อาร์เอสในสุกรที่ติดเชื้อร่วมทั้งสองสายพันธุ์ และได้ดำเนินงานวิจัยโดย นำซีรั่มจากสุกรจากการทดลองที่ผ่านมา แบ่งออกเป็นกลุ่มที่ได้รับการฉีดเชื้อไวรัสพีอาร์อาร์เอสสายพันธุ์อเมริกาเหนือ (US) VR-2332 หรือสายพันธุ์ยุโรป (EU) Lylestad virus และกลุ่มที่ได้รับเชื้อไวรัสพีอาร์อาร์เอสร่วมทั้งสองสายพันธุ์คือสายพันธุ์อเมริกาเหนือและสายพันธุ์ย
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Kennedy, Gregor, James Bailey, and Stephen O'Leary. Developing Decision-Making Skills Using Immersive VR. Defense Technical Information Center, 2013. http://dx.doi.org/10.21236/ada597431.

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Pulido, Jesus. Current State of VR at LANL 2023. Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/1974899.

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Popov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4631.

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Training and professional development of nuclear power plant personnel are essential components of the atomic energy industry’s successful performance. The rapid growth of virtual reality (VR) and augmented reality (AR) technologies allowed to expand their scope and caused the need for various studies and experiments in terms of their application and effectiveness. Therefore, this publication studies the peculiarities of the application of VR and AR technologies for the training and professional development of personnel of nuclear power plants. The research and experiments on various aspects o
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development
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Badler, Norman I. Hand Tool Manipulation and Self-Presence in VR. Defense Technical Information Center, 1999. http://dx.doi.org/10.21236/ada362871.

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