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Maxmudjonovich, Yuldashev Mirzohid. "Virtual Reality, Artificial Reality." American Journal of Applied Science and Technology 5, no. 5 (2025): 141–44. https://doi.org/10.37547/ajast/volume05issue05-29.

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Virtual reality (VR) technology modern of technologies progressive from directions one This is in research VR education, health conservation, tourism and other in the fields opportunities and benefits VR provides users with a virtual environment that simulates a real- world environment. immersive experience presented it will, this and education and working in the release practice efficiency increases. From this In addition, VR in tourism to tourists remote trips done increase opportunity gives. In the study technology social and economic Analysis of the effects This is done. technology develop
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Wennberg, Teresa. "Virtual Reality—Virtual Brain: Questioning Reality." Leonardo 51, no. 5 (2018): 453–59. http://dx.doi.org/10.1162/leon_a_01554.

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The author’s multimedia art is inspired by memory and cognitive processes. This paper discusses certain human brain functions, including a reflection on the evolution from individual human memory to collective computer memory and the role of the artist in this vital change.
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Gupta, Bhavna. "Virtual Reality." COMPUSOFT: An International Journal of Advanced Computer Technology 01, no. 01 (2012): 13–17. https://doi.org/10.5281/zenodo.14590954.

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An artificial environment created with co mputer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user does special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user's actions. The goggles, for example, track how the eyes move and respond accordingly by sending new video input. Virtual rea
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Bamodu, Oluleke, and Xu Ming Ye. "Virtual Reality and Virtual Reality System Components." Advanced Materials Research 765-767 (September 2013): 1169–72. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1169.

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This paper is a synoptic review of virtual reality, its features, types, and virtual reality systems, as well as the elements of the VR system hardware and software, which are essential components of virtual reality systems.
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Stone, B. "Whatever happened to virtual reality? [virtual reality]." Information Professional 1, no. 4 (2004): 12–15. http://dx.doi.org/10.1049/inp:20040402.

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Moroseev, D. A. "ВИРТУАЛЬНАЯ РЕАЛЬНОСТЬ (VIRTUAL REALITY)". Международный школьный научный вестник (International School Scientific Herald), № 3 2021 (2021): 9. http://dx.doi.org/10.17513/issh.1442.

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Kleeman, Walter B. "Virtual Reality and Reality." Facilities 11, no. 7 (1993): 7–10. http://dx.doi.org/10.1108/eum0000000002247.

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Mosher, Mike. "Virtual Reality." Leonardo 54, no. 2 (2021): 259–60. http://dx.doi.org/10.1162/leon_r_02026.

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Burchiel, Kim. "Virtual reality." Journal of Neurosurgery 100, no. 4 (2004): 583–84. http://dx.doi.org/10.3171/jns.2004.100.4.0583.

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Kirsch, Breanne. "Virtual Reality." Information Technology and Libraries 38, no. 4 (2019): 4–5. http://dx.doi.org/10.6017/ital.v38i4.11847.

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During the 2019 EDUCAUSE Annual Conference, a large proportion of programs were about virtual reality. This article discusses how virtual reality could be used in libraries and how some institutions are creating VR content.
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Sadler, Catharine. "Virtual reality." Nursing Standard 22, no. 19 (2008): 18–20. http://dx.doi.org/10.7748/ns.22.19.18.s22.

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Rogozovs, Niks, and Ivars Meirāns. "VIRTUAL REALITY." HUMAN. ENVIRONMENT. TECHNOLOGIES. Proceedings of the Students International Scientific and Practical Conference, no. 24 (April 22, 2020): 95–98. http://dx.doi.org/10.17770/het2020.24.6757.

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We deal with history of virtual reality and the principle of virtual reality, as well as the application of virtual reality in selected areas. There was general knowledge of the history of virtual reality, it`s activities, and where these systems are used nowadays. It can be concluded that in the near future, we can expect a great boom in the technology department of virtual reality, which will be able to buy anybody and try to do the same with the virtual world. In 2020, we are expected to see the first progress in virtual reality and to see improvements that can drastically change our daily
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Hite, Rebecca. "Virtual Reality." American Biology Teacher 84, no. 2 (2022): 106–8. http://dx.doi.org/10.1525/abt.2022.84.2.106.

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Virtual Reality (VR) is an emerging technology that provides K–12 students with unique experiences for robust science learning by transporting them to a virtual world where they may engage directly with scientific phenomena. This is because VR creates lifelike three-dimensional spaces where students can manipulate objects; hear, see, and sometimes feel the environment; and explore places that mimic attributes of the real world. VR holds great utility in science education by engaging students in science topics that may be otherwise inaccessible to them in the real world. This inaccessibility ma
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Rathmann, Andrew, and Bob Perelman. "Virtual Reality." Chicago Review 41, no. 1 (1995): 102. http://dx.doi.org/10.2307/25305920.

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Benno, Mark. "Virtual Reality." Gifted Child Today 21, no. 1 (1998): 12–14. http://dx.doi.org/10.1177/107621759802100104.

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Much has been written over the years about virtual reality. Frequently, it is explored in science fiction literature. Mass media outlets, from the National Enquirer to Popular Mechanics to the evening news have both celebrated and feared virtual worlds. The attention has escalated recently as more powerful computers have been developed and the public is aware of virtual events such as the rover on the surface of Mars.
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Fox, Jesse, Dylan Arena, and Jeremy N. Bailenson. "Virtual Reality." Journal of Media Psychology 21, no. 3 (2009): 95–113. http://dx.doi.org/10.1027/1864-1105.21.3.95.

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In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific research. Specifically, we review the literature on the study of VR as an object, wh
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Stone, Heather, Manyu Li, Kenneth A. Ritter III, and Terrence L. Chambers. "Virtual Reality." International Journal for Innovation Education and Research 8, no. 8 (2020): 101–11. http://dx.doi.org/10.31686/ijier.vol8.iss8.2498.

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The diversity of learners within education is neither linear nor constant. Educators are challenged to be responsive and understanding when encouraging learners to construct meaning while adhering to stringent standards. The objective of this study is to integrate science standards into authentic learning experiences, created in both a traditional teaching method and virtual reality (VR) platform, for 8th grade middle school students in Lafayette, Louisiana. The authentic experiences were based on oral histories of the residents of Isle de Jean Charles, Louisiana, who have lost 98% of their an
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Hamilton, Melinda F. "Virtual Reality." Pediatric Critical Care Medicine 20, no. 6 (2019): 587–88. http://dx.doi.org/10.1097/pcc.0000000000001931.

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Zheng, J. M., K. W. Chan, and I. Gibson. "Virtual reality." IEEE Potentials 17, no. 2 (1998): 20–23. http://dx.doi.org/10.1109/45.666641.

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Murphy, John. "Virtual Reality." Hearing Journal 70, no. 9 (2017): 24. http://dx.doi.org/10.1097/01.hj.0000525521.39398.8f.

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Bricken, William. "Virtual Reality." Presence: Teleoperators and Virtual Environments 1, no. 1 (1992): 153–54. http://dx.doi.org/10.1162/pres.1992.1.1.153.

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Mitchell, Alison. "Virtual reality." Nature Reviews Molecular Cell Biology 2, no. 11 (2001): 790. http://dx.doi.org/10.1038/35099053.

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Cole, Jane. "Virtual reality." Human & Experimental Toxicology 14, no. 7 (1995): 616–18. http://dx.doi.org/10.1177/096032719501400712.

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SHIWA, Shinichi. "Virtual Reality." Kobunshi 49, no. 11 (2000): 787. http://dx.doi.org/10.1295/kobunshi.49.787.

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Hoffman, H., and D. Vu. "Virtual reality." Academic Medicine 72, no. 12 (1997): 1076–81. http://dx.doi.org/10.1097/00001888-199712000-00018.

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Helmick, Richard. "VIRTUAL REALITY:." Journal of Interior Design 19, no. 1 (1993): 19–24. http://dx.doi.org/10.1111/j.1939-1668.1993.tb00148.x.

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Singh, Gurminder, Steven K. Feiner, and Daniel Thalmann. "Virtual reality." Communications of the ACM 39, no. 5 (1996): 35–36. http://dx.doi.org/10.1145/229459.229463.

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Cooper, Carol. "Virtual reality." Lancet 352, no. 9135 (1998): 1234–35. http://dx.doi.org/10.1016/s0140-6736(05)60590-9.

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Skagestad, Peter. "Virtual reality." Journal of Social and Evolutionary Systems 16, no. 1 (1993): 99–105. http://dx.doi.org/10.1016/1061-7361(93)90007-e.

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Newnham, David. "Virtual reality." Nursing Standard 28, no. 4 (2013): 29. http://dx.doi.org/10.7748/ns2013.09.28.4.29.s32.

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Mason, Marianne. "Virtual reality." BMJ 327, Suppl S2 (2003): 0308305. http://dx.doi.org/10.1136/sbmj.0308305.

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Pijnappels, Kees. "Virtual reality." Advocatenblad 100, no. 3 (2020): 3. http://dx.doi.org/10.5553/ab/0165-13312020100003001.

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Rose, F. D., E. A. Attree, and D. A. Johnson. "Virtual reality." Current Opinion in Neurology 9, no. 6 (1996): 461–68. http://dx.doi.org/10.1097/00019052-199612000-00012.

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Weder, Hans. "Virtual Reality." Evangelische Theologie 57, no. 5 (1997): 537–48. http://dx.doi.org/10.14315/evth-1997-0506.

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Machover, C., and S. E. Tice. "Virtual reality." IEEE Computer Graphics and Applications 14, no. 1 (1994): 15–16. http://dx.doi.org/10.1109/38.250913.

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Hageman, Alexia. "Virtual reality." Nursing 24, no. 3 (2018): 3. http://dx.doi.org/10.1007/s41193-018-0032-6.

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Dobson, Howard D., Russell K. Pearl, Charles P. Orsay, et al. "Virtual Reality." Diseases of the Colon & Rectum 46, no. 3 (2003): 349–52. http://dx.doi.org/10.1007/s10350-004-6554-9.

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Wohlgenannt, Isabell, Alexander Simons, and Stefan Stieglitz. "Virtual Reality." Business & Information Systems Engineering 62, no. 5 (2020): 455–61. http://dx.doi.org/10.1007/s12599-020-00658-9.

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Wright, Robert. "Virtual Reality." Sciences 27, no. 6 (1987): 8–10. http://dx.doi.org/10.1002/j.2326-1951.1987.tb02976.x.

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Robertson, G. G., S. K. Card, and J. D. Mackinlay. "Three views of virtual reality: nonimmersive virtual reality." Computer 26, no. 2 (1993): 81. http://dx.doi.org/10.1109/2.192002.

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A, Mohamed Ibrahim, and Dr Srikanth V. "The Future of Virtual Reality." International Journal of Research Publication and Reviews 5, no. 5 (2024): 5789–92. http://dx.doi.org/10.55248/gengpi.5.0524.1266.

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Anggraini, Sazkia Noor. "Brings Reality Through Virtual Reality." IMOVICCON Conference Proceeding 1, no. 1 (2019): 131–43. http://dx.doi.org/10.37312/imoviccon.v1i1.15.

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Film festival is a place to convey specific film for specific purposes. Festival nowadays were broaden their medium, not only on screen but also involved more audience with new technology mobile devices. As the longest running documentary film festival in Indonesia, Festival Film Dokumenter (FFD) have been concern about the impact of film screenings to the audience. Since 2016, FFD have been intend to using several medium to convey disability rights awareness. FFD conducted the program Virtual Reality (2016) and The Feelings of Reality (2018). Both of those program were using Virtual Reality (
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Rana, Om, and Dr Bindu Thakral. "VIRTUAL REALITY – THE FUTURE REALITY." International Journal of Technical Research & Science Special, Issue3 (2020): 11–16. http://dx.doi.org/10.30780/specialissue-icaccg2020/035.

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Lybeck, Karen, Dana Bruhn, and Solen Feyissa. "The Reality of Virtual Reality." International Journal of Online Pedagogy and Course Design 1, no. 4 (2011): 1–19. http://dx.doi.org/10.4018/ijopcd.2011100101.

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In order to improve teacher preparation courses offered online, a study of the use of Second Life virtual world for peer-teaching activities was conducted. The research period was over one year and the sampling group consisted of 25 Teaching English as a Second Language (TESL) students. The methods practiced during the study follow the suggestions and implications given in previous research in hopes that an informed design would be the means to overcome the published limitations of Second Life. Despite this, the authors were not able to overcome previous difficulties, and did not find Second L
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Knoll, Matthias, and Stefan Stieglitz. "Augmented Reality und Virtual Reality." HMD Praxis der Wirtschaftsinformatik 59, no. 1 (2022): 1–5. http://dx.doi.org/10.1365/s40702-022-00841-4.

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Massaro. "Experiencing Reality in Virtual Reality." American Journal of Psychology 132, no. 4 (2019): 495. http://dx.doi.org/10.5406/amerjpsyc.132.4.0495.

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Delattre, Edwin J. "Reality, Unreality, and Virtual Reality." Arts Education Policy Review 102, no. 3 (2001): 15–19. http://dx.doi.org/10.1080/10632910109599998.

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Williams, A. "Reality check [virtual reality technology]." Engineering & Technology 10, no. 2 (2015): 52–55. http://dx.doi.org/10.1049/et.2015.0204.

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Stone, Robert J. "The reality of virtual reality." World Class Design to Manufacture 2, no. 4 (1995): 11–17. http://dx.doi.org/10.1108/09642369310091106.

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Raajan, N. R., S. Suganya, M. V. Priya, et al. "Augmented Reality Based Virtual Reality." Procedia Engineering 38 (2012): 1559–65. http://dx.doi.org/10.1016/j.proeng.2012.06.191.

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