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1

Hullfish, Keith C. "Virtual reality monitoring : how real is virtual reality? /." Connect to this title online (HTML format) Connect to this title online (RTF format), 1996. http://www.hitl.washington.edu/publications/hullfish/.

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Vlasenko, О. І., and L. V. Simonchuk. "Virtual reality." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/5016.

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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova, and A. V. Kolesova. "Virtual reality." Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22221.

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Mykhailov. "VIRTUAL REALITY." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33819.

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Almansa, Fernández Jesús Tomás, and Maqueda Juan Pablo Vargas. "Virtual commissioning with virtual reality." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18574.

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The industry is nowadays going through a transformation in networking technologies which leads to what it is called Industry 4.0. This stage of the industry is arriving from the hand of the internet of things. Having connected all the elements within a factory allows to control and keep track of them telematically. Virtual commissioning is in charge of designing, testing and debugging the system before it is even built. This project tries to approach virtual reality to virtual commissioning and create the virtual model of a human in these simulated environments. Technology allows introducing h
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Premadasa, V. N. "Reality and realism in virtual architectural reconstruction." Thesis, University of Strathclyde, 2005. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21605.

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Computer-aided modelling and visualisation techniques have found widespread use in architectural practice as tools to illustrate proposed buildings and environments. The same techniques have also been utilised to aid in the interpretation of the architecture of the past, principally by recreating, in a virtual environment, structures which either no longer exist or which have been substantially altered or damaged over the years. However, much interest in this area has been focused on creating visually alluring images with a strong public appeal, with rather less emphasis given to illustrating
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Voronenko, A. S. "Virtual reality technology." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40508.

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Modern technology grows faster and faster. A lot of new gadgets and devices appears in our everyday life. Huge corporations compete for being the first in the fields of technology. Indie developers try to invent something new. All these things lead humanity to prosperity.
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Chan, Melanie A. "Reality kicks back : Representions of virtual reality." Thesis, Leeds Beckett University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.517111.

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This study examines representations of virtual reality within Western and Westernised culture. Particular attention will be given to the 1980s and 1990s when representations of virtual reality were prolific. Semiotic analysis will be used as a theoretical tool with which to study these representations in order to question such concepts as simulacra, simulation, hyperreality, the virtual and the real. This study has some interdisciplinary aspects as it draws upon representations of virtual reality in art history, cultural studies, film studies, computer science, cognitive science and philosophy
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Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can b
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Johansson, Niklas, and Tony Lin. "Växande kunskaper i virtual reality : Virtual reality som ett verktyg för lärande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18309.

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Denna undersökning diskuterar virtual reality (VR) spel i förhållande till lärande och underhållning. Gestaltningen kommer ske genom det existerande spelet GROW’em från företaget Okay Games där vi undersökte effekten av virtual reality på lärande i just spel. Målet är att förse spelaren med engagerande uppgifter för att sköta ett växthus tillsammans med lekfulla VR-interaktioner och möjligheten att kunna påverka den egna omgivningen. Syftet är att spelaren ska lära sig om genuin flora och kanske en dag framöver byta ut sin virtuella växt till en riktig planta. Med denna undersökningen vill vi
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Maksakov, Evgeny. "Whale Tank Virtual Reality." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12925.

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Whale Tank Virtual Reality is a novel technique for collocated collaboration in virtual reality. It provides a simple solution for head-coupled virtual reality technology allowing more than one user at a time to observe a 3D scene from a correct perspective. Whale Tank VR employs natural interaction using a large touch screen display. It provides each user with a personal viewport into the virtual scene that may be joined and shared with other users’ viewports in certain circumstances of collaboration. We conducted an experiment to study the influence of head coupling on users’ awareness-and-r
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Knight, Claire. "Virtual software in reality." Thesis, Durham University, 2000. http://etheses.dur.ac.uk/4244/.

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Software visualisation is an important weapon in the program comprehension armoury. It is a technique that can, when designed and used effectively, aid in understanding existing program code. It can achieve this by displaying information in new and different forms, which may make obvious something missed in reading the code. It can also be used to present many aspects of the data at once. Software, despite many software engineering advances in requirements, design and implementation techniques, continues to be complex and large and if anything seems to be growing in these respects. This means
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Kolva, Mykyta. "Virtual reality in education." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15200.

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Zabara, M., Інна Олексіївна Зайцева, Инна Алексеевна Зайцева, and Inna Oleksiivna Zaitseva. "Virtual and augmented reality." Thesis, Sumy State University, 2020. https://essuir.sumdu.edu.ua/handle/123456789/77882.

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What is virtual and augmented reality? First of all, for a better understating what these two terms mean let me give you a definition. Virtual reality – is a simulated experience that can even be out of this world. When augmented reality is some addons to your life. Examples of virtual reality would be you with the help of technology to go out of this world (basically it has no effect on your real life). Examples of augmented reality can be some devices that would give you the opportunity to effect things in the real world.
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Chernenko, S. O. "Virtual reality contact lenses." Thesis, Сумський державний університет, 2012. http://essuir.sumdu.edu.ua/handle/123456789/28515.

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Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.

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This paper investigates how VR Impacts game user satisfaction. Four games were tested. Each game has a different genre to help better understand if it will affect player’s preferences in platforms. This study uses a customized ‘The Game User Experience Satisfaction Scale’ (GUESS) which has seven key factors that are used to determine a satisfaction grade for each game on each platform. The results are then compared between each other to analyze the differences and similarities. The result of this thesis showed that the playtesters preferred playing on VR, and that both people with more gaming
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Seibold, Andreas, Ralph Stelzer, and Bernhard Saske. "Virtual Reality bei Kärcher." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228177.

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Die Firma Kärcher wurde 1935 von Alfred Kärcher in Stuttgart-Bad Cannstatt zur Entwicklung und Herstellung industrieller Produkte auf dem Gebiet der Heiztechnik gegründet. Der erste Heißwasser-Hochdruckreiniger Europas entstand 1950 am neuen Stammsitz in Winnenden und bedeutete für Kärcher den Durchbruch in der Reinigungstechnik. Ein weiterer Meilenstein in der Firmengeschichte war die Einführung des ersten tragbaren Hochdruckreinigers und die damit verbundene Erschließung des Consumer-Marktes 1984.
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Salanitri, Davide. "Trust in virtual reality." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52322/.

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The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying te
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Varahamurthy, Varun. "Virtual Reality Engine Development." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1214.

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With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an applicat
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Tiiro, A. (Arttu). "Effect of visual realism on cybersickness in virtual reality." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201802091218.

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Virtual reality has been developing rapidly and gaining popularity in the past years as new devices and applications have been released. It is utilized in many fields like entertainment, health and science. Virtual reality is characterized by head-mounted devices that can immerse the user to the virtual environment, but it has been found out to cause an undesirable side-effect called cybersickness. Cybersickness has been studied vastly for many years and it has roots in simulators and motion sickness studies. Cybersickness has many symptoms including nausea, headache, eye stress and dizziness.
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Gugenheimer, Jan [Verfasser]. "Nomadic virtual reality : overcoming challenges of mobile virtual reality head-mounted displays / Jan Gugenheimer." Ulm : Universität Ulm, 2020. http://d-nb.info/1204481172/34.

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Lorenz, Mario, and Marco Wenisch. "3D Grafik und Virtual Reality." Universitätsbibliothek Chemnitz, 1998. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-199800329.

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Linn, Andreas. "Gaze Teleportation in Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216585.

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This paper reports preliminary investigations into gaze teleportation, a locomotion interaction inside virtual reality in which the user can push a button and teleport to the point at which they are looking. The results could help future application creators design intuitive locomotion interfaces to allow users to more easily scale virtual worlds larger than their play space. In a study consisting of 12 participants, gaze teleportation was compared to the conventional hand-tracked controller. Participants played a portion of Valve’s The Lab with an HTC Vive and a Tobii Eyetracker; half of the
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Lentz, Tobias. "Binaural technology for virtual reality." Berlin Logos, 2007. http://d-nb.info/988919621/04.

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Dunk, Andrew. "Immersive authoring for virtual reality." Thesis, University of Reading, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.606946.

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Virtual Reality (VR) is a powerful tool for visualising and interacting with information. VR is inherently 3D whereas the majority of VR authoring tools are 2D. Many of the resources we use to judge 3D form and appearance, like stereopsis, focus and judgement with respect to one's own body, are not available to us when using 2D technology. While 2D solutions usually provide a reasonable representation of 3D, what looks plausible in 2D can be incorrect or impossible to achieve when studied in 3D; an example of this is artwork by Escher. Additionally, the amount of effort and expertise required
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Ralston, Stuart Edward. "Virtual reality science centre exhibits." Thesis, University of Canterbury. Computer Science, 1994. http://hdl.handle.net/10092/9275.

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Virtual Reality (VR) systems have become widely recognised by the public as a result of media attention, but the cost of the underlying hardware has limited research in the field. Recent improvements in computing power, rendering software, and their availability have started to lower the price of personal VR system components, allowing VR to become an increasingly affordable technology. Science centre exhibits have traditionally been a starting point for high impact science products, presenting them directly to the public. VR technology is currently in a state where its introduction into a sci
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McCabe, Jonathan Aiden. "Reinforcement learning in virtual reality." Thesis, University of Cambridge, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.608852.

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Stinson, Cheryl Ann. "Virtual Reality for Sport Training." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23179.

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Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. In this work we investigated the feasibility and usefulness of using VR for two sport subdomains: sport psychology and sport biomechanics. In terms of sport psychology training, high-fidelity VR systems could be used to display realistic 3D environments to induce anxiety, allowing resilience-training systems to prepare athletes for real-world, high-pressure situations. For sport biomechanical training, we could take ad
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Taranova, D. V. "The technologies of virtual reality." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40497.

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Virtual Reality is a simulated environment that can imitate real or imagined world, recreating sensory experience: sight, sound, touch, taste and smell. The technology of virtual reality is constantly in progress. In 1860‘s was invented one of the first examples of virtual reality – 360-degree art through panoramic murals. Nowadays the amount of different devices strikes the imagination.
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Kyrylenko. "VIRTUAL REALITY: HEALS OR MAIMS." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33786.

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Pallamin, Nico. "Social interaction in virtual reality." Toulouse 3, 2008. http://thesesups.ups-tlse.fr/331/.

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L'interaction sociale en univers virtuel est un domaine émergent en l'informatique et en sciences sociales. L'objectif de cette recherche était de qualifier ce qu'est une interaction sociale et d'identifier les conditions que doit fournir un environnement virtuel pour qu'effectivement, cette interaction sociale puisse se dérouler (se co-construire). Nous nous sommes particulièrement intéressés à la dimension non verbale de la communication ainsi qu'à l'articulation entre animation intentionnelle et non intentionnelle. Alors qu'une grande partie des travaux dans ce domaine est basée sur un para
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Yoon, Sohhyoun. "VIRTUAL REALITY IN ART EDUCATION." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2021.

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This thesis project presents possible uses of Virtual Reality for art education. To understand VR, this thesis reviews the history of using technology in educational environments and explores the concepts, definitions, and characteristics of VR in general. Then, it shows diverse purposes of VR for education and art educational environments. For an art class, the units present the use of Teen Second Life, which is a free on-line virtual world. The units demonstrate how art educators may use Teen Second life for high school art classes to build students’ understandings of their identities by cre
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Lentz, Tobias. "Binaural technology for virtual reality /." Berlin : Logos, 2008. http://d-nb.info/988919621/04.

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Ingerstam, Karl. "Virtual Reality andAugmented Reality : A Survey from Scania’s Perspective." Thesis, KTH, Maskinkonstruktion (Avd.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-252019.

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Virtual reality and augmented reality are technological fields that have developed and expanded ata great pace the last few years. A virtual reality is a digitally created environment where computergeneratedelements are displayed to a user via different interfaces for the respective senses. Videois used for displaying images, creating a realistic environment, while audio is played to stimulatehearing and other sorts of feedback is used to stimulate the sense of touch in particular.Augmented reality is a sub-category of virtual reality where the user sees the real surroundings,but computer-gene
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Svensson, Mikael. "Fusing Reality with the Virtual Reality of a Serious Game." Thesis, Umeå universitet, Institutionen för datavetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-38411.

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Real world military and civilian training causes hundreds of lethal accidents each year around the world. Until now the reality has been impossible to replace in civilian and military training. But with the emergence of serious games combined with the latest advances in 3d simulated environments Bohemia Interactive developed the COTS (Commercially Of The Shelf) game VBS2(Virtual BattleSpace 2). BAE Systems Hägglunds’ goal with this thesis is to investigate the potential of using VBS2 as the simulation platform in a new cost effective and realistic vehicle training systems. The major focus of t
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Filip, Mori. "A 2D video player for Virtual Reality and Mixed Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217359.

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While 3D degree video in recent times have been object of research, 2D flat frame videos in virtual environments (VE) seemingly have not received the same amount of attention. Specifically, 2D video playback in Virtual Reality (VR) and Mixed Reality (MR) appears to lack exploration in both features and qualities of resolution, audio and interaction, which finally are contributors of presence. This paper reflects on the definitions of Virtual Reality and Mixed Reality, while extending known concepts of immersion and presence to 2D videos in VEs. Relevant attributes of presence that can applied
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Mögel, Jens. "Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215197.

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Aus Einleitung und Motivation "Die gegenwärtigen Entwicklungen von Head-Mounted Displays (HMD, hier synonym auch als Brille bezeichnet) für Virtual Reality (VR) und Augmented Reality (AR) schaffen ein nie da gewesenes Potential dieser Technologien als Werkzeuge in der Produktentwicklung. Wenngleich VR- und ARAnwendungen keineswegs neu in der Industrie sind, bringt der Fortschritt der Verbraucher-HMDs völlig neue Möglichkeiten. Immersive VR-Systeme bedeuten künftig keine hunderttausend Euro Anschaffung mehr – AR-Brillen dienen zukünftig nicht nur der Erweiterung der Realität mit zweidimensional
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Titoff, Anton. "Augmented reality & virtual reality som studiehjälpmedel inom naturvetenskapliga ämnen." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20321.

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Kandikonda, Keerthi. "Using Virtual Reality and Augmented Reality to Teach Human Anatomy." University of Toledo / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1302096342.

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Yahaya, Ros Aizan. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16489/.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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Yahaya, Ros. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16489/1/Roy_Yahaya_Thesis.pdf.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, inte
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Neugebauer, R., P. Klimant, and M. Witt. "Realistic Machine Simulation with Virtual Reality." Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-151993.

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Today highly complex components are manufactured on NC-controlled machine tools. The NC programs, controlling these machines, are usually automatically generated by CAM software. This automatic processing is often erroneous. The VR-based realistic machine simulation, presented in this paper, extends the usual content of a machine simulation, like material removal and collision detection, by various new aspects. The coupling of a real NC unit allows the recognition and elimination of all process- as well as controller-caused errors. The integration of the multi-body simulation enables the consi
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Pendlebury, Matthew. "3D virtual reality reconstruction on the Internet using VRML /." [S.l. : s.n.], 1996. http://www.doc.mmu.ac.uk/RESEARCH/virtual-museum/Menna/report.pdf.

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Pieretti, Mattia. "La comunicazione attraverso la Virtual Reality." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016.

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Il progetto di testi consiste in un caso di presentazione aziendale (FAAC), pensato attraverso l'utilizzo della Virtual Reality. Si tratta il percorso progettuale partendo dal Brief fino ad arrivare all'ambiente virtuale per la presentazione nelle fiere di un nuovo dissuasore mobile pensato per le infrastrutture.
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Arapan, Sergiu. "Understanding Physical Reality via Virtual Experiments." Doctoral thesis, Uppsala universitet, Institutionen för fysik och materialvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9314.

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In this thesis I have studied some problems of condensed matter at high pressures and temperatures by means of numerical simulations based on Density Functional Theory (DFT). The stability of MgCO3 and CaCO3 carbonates at the Earth's mantle conditions may play an important role in the global carbon cycle through the subduction of the oceanic crust. By performing ab initio electronic structure calculations, we observed a new high-pressure phase transition within the Pmcn structure of CaCO3. This transformation is characterized by the change of the sp-hybridization state of carbon atom and indic
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Rundquist, Björn, and Johan Joensen. "Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.

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Centralt inom Virtual Reality är upplevelsen att det digitala uppfattas som verkligt. Men varför känns just den här upplevelsen verklig? Genom att undersöka flera olika perspektiv på Virtual Reality, verklighet och nedbrytningar av begrepp inom tidigare Virtual Reality-forskning sökte vi att se hur denna verklighetskänsla uppstod, och kunde användas, inom Virtual Reality-spel. Genom ett gestaltningsarbete som fokuserade på olika typer av scener och kontrollsystem strävade vi mot att föra en diskussion om de olika teoriernas praktiska applikation.<br>Central to Virtual Reality is the experience
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Augustsson, Linus. "Design with Virtual Reality in Mind." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254500.

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This paper features an analysis of how some games are better designed for virtual reality than others and what we can learn from the games that work better to improve those that do not work as well. The thesis will briefly go through some of the problems in working with virtual reality. Data was collected by letting ten participants play four different games with the Oculus Rift and then answer questions related to their experience with these said games. Did the game cause the feeling of discomfort or create a sense of presence and did the game somehow break that presence? Based on the collect
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Sätterkvist, Arvid. "Visualizing conversational data in virtual reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209590.

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Since the first implementation of a simple chatbot was made in1964, countless research and development have been made to makethe fascinating idea of talking to a computer a reality. But not untilrecently, have chatbots started to make an appearance in everydaylives amongst a broader audience. As the popularity of chatbotsincreases, the demands and functionality of the chatbots rises whichconsequently expands the size and complexity of the chatbot. Theconversational data from a chatbot can become very complex andhard to understand. Therefore, to ensure the continuousadvancement of features in c
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Huang, Peter, and Pontus Gagnero. "Seamlessly Displaying Models in Virtual Reality." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-65781.

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