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1

Achenbach, Jascha [Verfasser]. "Generation of Virtual Humans for Virtual Reality, Medicine, and Domestic Assistance / Jascha Achenbach." Bielefeld : Universitätsbibliothek Bielefeld, 2019. http://d-nb.info/1189813068/34.

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2

Glännfjord, Fredrik, and Karin Turesson. "Virtual Reality : En ny veklighet för arbetsterapin?" Thesis, Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63927.

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Arbetsterapi är ett ämne som framhäver hälsa och välmående genom aktivitet. Det huvudsakliga målet som arbetsterapeut är att möjliggöra för personer att delta i aktiviteter i det dagliga livet. Virtual Reality är en simulation där datorgrafik används för att skapa en tillsynes realistisk miljö och denna värld är inte statisk utan integrerar med användaren. Syftet med denna litteraturstudie är att kartlägga hur och varför Virtual Reality kan användas av arbetsterapeuter. En systematisk litteraturstudie genomfördes och efter databassökning uppkom 14 artiklar som via en manuell sökning kompletter
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3

Sherman, Vadim. "Validation of a virtual reality surgical simulator." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101795.

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The introduction of minimally invasive surgery has resulted in revolutionary changes in the process of surgery. As a consequence, surgeons have had to adopt an entirely new skill set, one which requires additional training. To this end, surgical simulators have been developed, (physical simulators and virtual reality based simulators). We endeavored to validate the LapSim virtual reality simulator and assess its potential in the learning and acquisition of basic and complex laparoscopic skills. A series of studies were undertaken to provide evidence for the simulator's validity. They include t
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4

Ba, Waqash A., M. Sati, D. O. Kostin, and M. Y. Tymkovych. "Hardware development of 2D force feedback device for virtual reality in medicine." Thesis, Харків, ХНУРЕ, 2019. http://openarchive.nure.ua/handle/document/8367.

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The development of haptic devices for surgery is an important task. The importance of constructing force-feedback haptic devices for modern medicine is shown. In these theses, a block diagram of such the device is proposed. The next steps are to develop the force feedback device.
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Paul, David Lawrence. "Telemedicine : a study of virtual collaboration and trust in hypercompetitive environments /." Digital version accessible at:, 2000. http://wwwlib.umi.com/cr/utexas/main.

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6

Huang, Jing Ye. "Visual Simulation in virtual abdominal surgery." Thesis, University of Macau, 2012. http://umaclib3.umac.mo/record=b2586278.

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Ji, Wei. "Viewing options of the virtual haptic back (VHB)." Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1125440000.

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8

Tickhill, Justin D. "The virtual pig head digital imaging in cephalic anatomy /." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1187634238.

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9

O'Loughlin, James H. "Can virtual reality scenarios induce acute anxiety within an experimental setting?" Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2024. https://ro.ecu.edu.au/theses/2769.

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The noradrenergic system is engaged by arousal and novel stimuli, and has a widespread influence throughout the body, indirectly innervating areas that control heart rate, respiratory rate, perspiration rate, pain sensitivity, and pupil diameter. This study aimed to create anxiety using threatening virtual reality protocols and determine whether that anxiety was sufficient to cause physiological responses consistent with locus coeruleus activation and thus noradrenaline release. Ten participants were exposed to three different types of virtual reality protocol (relaxing, implied threat and ove
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10

Guidi, Eleonora. "Ambiente di Mixed Reality per l'insegnamento della medicina veterinaria." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/12203/.

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La tesi progettuale, descritta in questo volume, nasce sulla base di un progetto accademico, sviluppato con la collaborazione di docenti della facoltà di Medicina Veterinaria dell’Università di Bologna. Obiettivo della tesi è lo sviluppo di un prototipo di un sistema per la realizzazione di un ambiente E-learning virtuale ed interattivo per uso didattico. Il progetto implementato ha permesso di creare un sistema basato su Realtà Mista che utilizza al suo interno immagini fotografiche a 360° della stalla della facoltà di Medicina Veterinaria su cui inserire modelli 3D animati di animali. L'ute
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Brown, Pamela. "Improving planning and prospective memory in a virtual reality setting : investigating the use of periodic auditory alerts in conjunction with goal management training on a complex virtual reality task in individuals with acquired brain injury." Thesis, University of Glasgow, 2009. http://theses.gla.ac.uk/1226/.

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Abstract Introduction: Deficits in planning and prospective memory are common after brain injury and contribute to difficulties participating in everyday activities. Recent research has suggested that using non-contingent auditory alerts may facilitate a ‘goal-review’ process and improve performance on tasks that make demands on executive functions. This study investigated whether combining alerts with a brief goal management training (GMT) programme would improve performance on a complex virtual reality task. Method: Twenty individuals with evidence of executive impairment completed two versi
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12

Chesher, Douglas William. "Exploring the use of a web-based virtual patient to support learning through reflection." Connect to full text, 2004. http://hdl.handle.net/2123/645.

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Thesis (Ph. D.)--University of Sydney, 2005.<br>Title from title screen (viewed 19 May 2008). Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy to the Dept. of Pathology, Faculty of Medicine. Degree awarded 2005; thesis submitted 2004. Includes bibliographical references. Also available in print form.
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13

Niu, Qiang. "Modeling and rendering for development of a virtual bone surgery system." Diss., Rolla, Mo. : Missouri University of Science and Technology, 2008. http://scholarsmine.mst.edu/thesis/pdf/Niu_09007dcc8048a1fc.pdf.

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Thesis (Ph. D.)--Missouri University of Science and Technology, 2008.<br>Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed March 28, 2008) Includes bibliographical references (p. 146-154).
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14

Srivastava, Mayank. "Implementation and evaluation of a haptic playback system for the virtual haptic back." Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1129137157.

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15

Idsoe, Tore, University of Western Sydney, of Science Technology and Environment College, and School of Engineering and Industrial Design. "Teleoperated system for visual monitoring of surgery." THESIS_CSTE_EID_Idsoe_T.xml, 2002. http://handle.uws.edu.au:8081/1959.7/396.

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In this thesis the development of a remotely controlled system used for visual monitoring of surgical procedures at distant locations in described. The system has been developed for laboratory testing, where in the longer term it is to be verified under field conditions. Using existing technology in areas of serial communication and videoconferencing in a new configuration, it has been possible to achieve such a system. The system is intended to assist in performing complex surgical procedures at remote locations where specialist surgeons are normally unavailable. With the prototype system dev
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16

Chen, Pei. "Volumetric reconstruction and real-time deformation modeling of biomedical images." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 6.09 Mb., p, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:3220796.

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Thesis (Ph.D.)--University of Delaware, 2006.<br>Principal faculty advisors: Kenneth E. Barner, Dept. of Electrical and Computer Engineering; and Karl V. Steiner, Delaware Biotechnology Institute. Includes bibliographical references.
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17

Källström, Reidar. "Construction, Validation and Application of a Virtual Reality Simulator for the Training of Transurethral Resection of the Prostate." Doctoral thesis, Linköpings universitet, Kirurgi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54466.

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The fundamental of surgical training is the traditional apprenticeship method introduced by William Halsted which has been used for the last 100 years. It is based on learning in the operating room (OR) where the resident is guided by an experienced surgeon and gradually and methodically exposed to surgery. The continuous development of surgical methods together with the growing awareness of medical errors and ethical considerations have made the Halsted method outdated and there is an obvious need to be able to learn the skills of surgery without risking patient safety. New methods such as la
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18

Tang, Zihao. "Development and Evaluation of Virtual Reality Heart Rate Variability Biofeedback Application." Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-224442.

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Background: Reduced heart rate variability is an important factor in evaluation of autonomic nervous system and diseases. Resonance frequency breathing is a non-invasive and effective training method for increasing heart rate variability. Turing this breathing exercise into a video game is an efficient way to reduce training time and vapidity. Though there has been a successful implementation in 3D game, the influence of virtue reality technology application and interaction elements still need to be explored. Objective: The main objective is to build and evaluate the virtue reality game. Apply
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19

Idsoe, Tore. "Teleoperated system for visual monitoring of surgery." Thesis, View thesis View thesis, 2002. http://handle.uws.edu.au:8081/1959.7/396.

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In this thesis the development of a remotely controlled system used for visual monitoring of surgical procedures at distant locations in described. The system has been developed for laboratory testing, where in the longer term it is to be verified under field conditions. Using existing technology in areas of serial communication and videoconferencing in a new configuration, it has been possible to achieve such a system. The system is intended to assist in performing complex surgical procedures at remote locations where specialist surgeons are normally unavailable. With the prototype system dev
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20

Ho, Wai-sze, and 何惠思. "An evidence-based guideline on using virtual reality analgesia for procedural pain in adult burn patients in Hong Kong." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44623471.

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21

Gosline, Andrew H. 1978. "Haptic synthesis of dynamically deformable materials." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=115667.

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Haptic simulation of medical procedures is an active area of research in engineering and medicine. Analogous to flight simulators for pilots, surgery simulators can allow medical students and doctors to practice procedures in a risk free and well monitored virtual environment. The quality of interaction that a surgery simulator can generate is dependent upon many components. In this thesis, careful attention is paid to the haptic display of viscous effects.<br>Viscous terms, defined here as terms that are dependent upon velocity, are typically computed 'using a discrete time backwards differen
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22

Connelly, Jennifer. "The development and feasibility testing of a virtual health trainer in the promotion of physical activity in people with Type 2 diabetes living in remote and/or rural areas." Thesis, University of Aberdeen, 2015. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=230174.

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The purpose of this thesis was to aid in the development of a web-based physical activity intervention for people with type 2 diabetes living in remote and rural areas. Chapter 1 introduces the research area, the design of the thesis and the key research questions. The thesis is then made up of 5 key studies. Study one, a systematic review of the literature was conducted and reported in chapter 2. This review identified the technologies that have previously been used to promote physical activity in type 2 diabetes, it identified the methodological quality of each included technology and the ke
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23

Jovanovski, Diana. "Cognitive set shifting using functional magnetic resonance imaging (fMRI) and virtual reality (VR) a comparison between a traditional and a novel ecologically-valid executive function task /." Full text available, 2005. http://images.lib.monash.edu.au/ts/theses/jovanovski.pdf.

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24

Reid, Noreen. "An action research study to investigate the strategies that can be used by health care professionals, during video consultations with palliative care patients, to enhance the therapeutic alliance." Thesis, University of Stirling, 2017. http://hdl.handle.net/1893/27690.

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Background: The use of telemedicine was gaining momentum. Although the strength of the therapeutic alliance (TA) correlated with treatment outcomes, there was no research exploring the skills, attitudes and behaviours that enhanced the TA during Skype consultations in palliative care. Aims: This study identified the skills, attitudes and behaviours that affected the TA between palliative care patients and health care professionals during Skype consultations and identified strategies that enhanced the TA. Study Design: Two cycles of action research engaged the participants in self-reflective in
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25

Brown, James S. "Evaluation of tactile situation awareness system as an aid for improving aircraft control during periods of impaired vision." Thesis, Monterey, Calif. : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Jun/09Jun%5FBrown.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation (MOVES))--Naval Postgraduate School, June 2009.<br>Thesis Advisor(s): Becker, William. "June 2009." Description based on title screen as viewed on July 10, 2009. Author(s) subject terms: Aviation, Haptics, Human Factors, Modeling and Simulation, Situational Awareness, Telepresence, Virtual Environments, Human Computer Interface. Includes bibliographical references (p. 55-57). Also available in print.
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Santos, Alysson Diniz dos. "Simulação médica baseada em realidade virtual para ensino e treinamento em ginecologia." Universidade Federal da Paraí­ba, 2010. http://tede.biblioteca.ufpb.br:8080/handle/tede/6150.

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Made available in DSpace on 2015-05-14T12:36:57Z (GMT). No. of bitstreams: 1 parte1.pdf: 1989563 bytes, checksum: 193dd115cfa8aafb378ad7f27755c060 (MD5) Previous issue date: 2010-08-27<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The use of Virtual Reality techniques in computational systems intends to generate immersive and interactive systems. The interactive and immersive nature of such systems motivates their use in simulations of various situations. The recent questions raised about the traditional paradigms of teaching in the medical field and the technol
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27

Idsoe, Tore. "Teleoperated system for visual monitoring of surgery /." View thesis View thesis, 2002. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20030506.155915/index.html.

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Thesis (M. E.) (Honours) -- University of Western Sydney, 2002.<br>Thesis submitted in fulfilment of the requirements for the degree of Master of Engineering (Honours), University of Western Sydney, School of Engineering & Industrial Design, March 2002. Bibliography : p. 99-104.
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Markopoulos, Panagiotis. "Mental Health Practitioners Perceptions’ of Presence in a Virtual Reality Therapy Environment for Use for Children Diagnosed with Autism Spectrum Disorder." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2472.

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Children with autism spectrum disorder (ASD) think and understand social contexts primarily from a visual stand point. Feelings of being present in their social environment are a key component to their development (Strickland, Marcus, Mesibov, & Hogan, 1996). A virtual reality environment (VRE) can provide a therapeutic setting for children with ASD to learn social skills (Ehrlich & Munger, 2012). In the present research, a pilot study was used to assess the validity of a Second Life VRE developed by the researcher (Markopoulos, 2016b) by comparing the VRE to a real life film by The National A
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Soares, Nayron Medeiros. "Avaliação de um sistema de realidade virtual para reabilitação do membro superior de pacientes pós AVC." Universidade Estadual da Paraíba, 2016. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/2782.

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Submitted by Jean Medeiros (jeanletras@uepb.edu.br) on 2017-04-03T11:20:20Z No. of bitstreams: 1 PDF - Nayron Medeiros Soares.pdf: 11383091 bytes, checksum: 177b94439a06d66485c25f98108d3e22 (MD5)<br>Approved for entry into archive by Secta BC (secta.csu.bc@uepb.edu.br) on 2017-07-20T12:16:45Z (GMT) No. of bitstreams: 1 PDF - Nayron Medeiros Soares.pdf: 11383091 bytes, checksum: 177b94439a06d66485c25f98108d3e22 (MD5)<br>Made available in DSpace on 2017-07-20T12:16:45Z (GMT). No. of bitstreams: 1 PDF - Nayron Medeiros Soares.pdf: 11383091 bytes, checksum: 177b94439a06d66485c25f98108d3e22 (MD5)
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Todd, Catherine Angela. "A clinically valid simulator with tactile sensing to train specialists to perform cochlear implantation." Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20070208.171637/index.html.

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31

Niemand, Ponthus, and Aya Saladdin. "Management of ergonomic aspects in early design phases using virtual reality : Mapping of ergonomic aspects in early design phases, How would mordern technology like VR be used?" Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37050.

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Volvo Group är ett av världens ledande tillverkare av bland annat lastbilar, bussar, entreprenadmaskiner och motorer för marina och industriella applikationer. Volvo Group äger totalt 10 olika märken, dessa är: Volvo Trucks, UD Trucks, Renault Trucks, Mack Trucks, Group Trucks Asia &amp; JVs, Volvo Construction Equipment, Volvo Bus, Volvo Penta, Volvo Financial Services och Governmental Sales. Initiativet till projektet togs av Metod och Processutvecklings avdelningen på Volvo Group Trucks Operations (GTO), som är den delen av Volvo Group som utför själva sammansättningen av lastbilar. Volvo G
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Eriksson, Magnus G. "Haptic and visual simulation of a material cutting process : a study focused on bone surgery and the use of simulators for education and training /." Licentiate thesis, Stockholm : Department of Neuronic Engineering, KTH, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4052.

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33

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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34

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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37

Olmos, Raya Elena. "Tecnologías Inmersivas y medidas psicofisiológicas para la evaluación y entrenamiento de niños con Trastorno del Espectro Autista." Doctoral thesis, Universitat Politècnica de València, 2021. http://hdl.handle.net/10251/165871.

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[ES] El Trastorno del Espectro Autista (TEA) es una afección compleja que se encuentra dentro de los llamados Trastornos del Neurodesarrollo. Está caracterizada por la presencia de disfunciones en las interacciones sociales, en la capacidad comunicativa, pensamiento simbólico, así como, conductas estereotipadas y desregulación de carácter sensorial. Actualmente, dada su elevada prevalencia, ha despertado el interés científico para poder llevar a cabo diagnósticos más tempranos que repercutan en intervenciones más eficaces. Hasta el momento el diagnóstico del TEA se ha venido realizando mediant
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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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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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45

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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47

Chernenko, S. O. "Virtual reality contact lenses." Thesis, Сумський державний університет, 2012. http://essuir.sumdu.edu.ua/handle/123456789/28515.

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48

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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49

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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