Unlock the potential of Virtual Reality with our selection of top research papers. From immersive experiences to innovative applications, these papers provide a comprehensive understanding of VR. Perfect for researchers, developers, and enthusiasts alike, delve into the future of this exciting technology.
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Prof. Alamma
International Research Journal of Modernization in Engineering Technology and Science
A large number of people have a comprehensive understanding of virtual reality, including its basic principles and unanswered problems, but just a small percentage of the population has a comprehensive understanding of virtual reality.
Yongming Pan
Journal of Physics: Conference Series
This study expands the research content of virtual reality visual presentation, provides guidance for virtual reality design practitioners, and has certain value and practical application prospects.
Pranav Pidathala, Dawson Franz, James C. Waller + 2 more
ArXiv
It is suggested that participants may vary in caption preference depending on how they use captions, and that providing opportunities for caption customization is best.
Renato Citrini, Ricardo Laganaro, Marcos Alves
journal unavailable
Virtual reality is unique, especially when compared to other types of media, in that the viewer’s attention is full and exclusively focused on the experience, making for a powerful and lasting impression.
Dr. A. Udaya Shankar, Dr. Veena Tewari, Mujibur Rahman + 2 more
Tuijin Jishu/Journal of Propulsion Technology
The study aim is to analyse the impact of VR and AR in education, drawing from existing research and analytical applications and offering new opportunities for special needs education.
Sudeen Ajit Dalal
International Journal of Advanced Research in Science, Communication and Technology
A detailed introduction on VR, history of VR, its terminology, use cases and its contribution to the thriving technology are given.
The present disclosure describes a method for capturing virtual reality (VR) screenshots of a three-dimensional (3D) scene for a virtual environment. The method is implemented partially on a VR application that is installed on a computing device and partially on a camera rig. The camera rig, housing one or more cameras, is connected to the computing device via a network. The one or more cameras are directed at different angles or at a specific angle to capture the 3D scene from the different angles or the specific angle, respectively. Also, the camera rig is configured to function as a station...
Yiwen Liu
Highlights in Science, Engineering and Technology
This article analyses three of the main interaction methods in VR (motion capture, eye tracking and haptic feedback) and their associated device products and provides a brief comparison and summary of them.
M. Javaid, I. Khan
Journal of Industrial Integration and Management
This study studied research papers on VR and its applications in cardiology through a detailed bibliometric analysis and identified five significant steps for proper implementation of this technology inCardiology.
The British Museum, already the second most visited museum in the world, now boasts a virtual audience of over 35 million, and can virtually walk through the British Museum's galleries, using innovative indoor Street View footage created in partnership with the Google Cultural Institute.
The invention discloses a pair of VR (virtual reality) glasses. The glasses comprise a glasses frame, two screens and two lenses, wherein the two screens and the two lenses are arranged on the glasses frame; an electric push rod used for preventing the falling of a conventional shortsighted glasses or presbyopic glasses when the VR glasses are picked off is arranged on the glasses frame, and comprises a case, a driving motor and a push rod; the case is fixedly connected with the glasses frame; the driving motor is arranged in the case; the push rod is connected with the driving motor; the push...
Shaikh Mohammed Shaukat
International Journal of Advanced Research in Science, Communication and Technology
The potential of augmented reality (AR) and virtual reality (VR) in education is explored by examining their applications, benefits, and challenges and highlights the transformative impact of these technologies on traditional teaching methods.
Amin, I. Widiaty, C. Yulia + 1 more
Proceedings of the 4th International Conference on Innovation in Engineering and Vocational Education (ICIEVE 2021)
This literature review states that the research before about the use of virtual reality (VR) in skill-based education and that VR can be used in vocation fields such as medical, language, and laboratory practices.
S. Ulusoy
Bulletin of Dulaty University
This study independently aims to explore the applications of AR and VR in tourism marketing, drawing insights from diverse sectors such as hotels, restaurants, applications, and tourism providers in Türkiye and globally.
G. Owczarek, Mieszko Wodzynski, Joanna Szkudlarek + 1 more
2021 IEEE 2nd International Conference on Human-Machine Systems (ICHMS)
This contribution presents sample scenarios for laser safety training using virtual reality that illustrate activities involving laser devices used in industry, medicine, didactic laboratories and laser shows.
David Moreno-Lumbreras, G. Robles, Daniel Izquierdo-Cort'azar + 1 more
ArXiv
Is comprehension of software development processes, via the visualization of their metrics, better when presented in VR scenes than in 2D screens?", which is proposed to answer the following question.
Daniel Harley
New Media & Society
When virtual reality (VR) entered the consumer market in 2016, it was accompanied by claims of its potential as a “revolutionary” new technology. This article examines these claims of newness by focusing on statements made by industry leaders and other professionals. The findings suggest repetitions of problematic discourse, in which colonialist language of “pioneering” expansion appears to be used to mobilize developers who are dominantly young, White, and male. I argue that recontextualizing the “newness” of VR opens opportunities to contest its depoliticized histories and to question its im...
Lahcen Oubahssi, Claudine Piau-Toffolon, Oussema Mahdi
Interactive Learning Environments
The findings indicated that teachers could design VRLEs that were aligned with their pre-defined scenario and operate them successfully, and a need for a model that covers the pedagogical needs of teachers, including the modelling of pedagogical structuring and the consideration of the specificities of the VR environment is identified.
Esraa Maskati, Fatimah Alkeraiem, Nada Khalil + 3 more
Int. J. Emerg. Technol. Learn.
The evaluation of the system revealed that the proposed application successfully supported students learning in general and students with dyslexia specifically, and uses a friendly virtual reality environment.
V. Lalioti, Sophia Ppali, Andrew J. Thomas + 5 more
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
This paper proposes VR Rehearse & Perform - a Virtual Reality application for enhancing the rehearsal efforts of performers by providing them access to accurate recreations - both visual and acoustical - of iconic concert venues.
สนธยา บุญประเสริฐ
Journal Of Technical Education Development
การวิจัยครั้งนี้มีวัตถุประสงค์เพื่อศึกษาปัญหาและอุปสรรคในการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล ในสภาพปัจจุบัน เพื่อเปรียบเทียบความต้องการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล และเพื่อเสนอแนะแนวทางการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล กลุ่มตัวอย่างที่ใช้ในการวิจัยในครั้งนี้ ได้แก่ ครูช่างอุตสาหกรรมในโรงเรียนเตรียมวิศวกรรมศาสตร์ไทย-เ...
A. Abd-Elrahman, C. Atwill, A. Gonzalez + 3 more
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
This study demonstrates the development of the total station device centring and levelling lab activity using the Meta Quest 2 Headset on the Unity Software Development Platform, as well as Unity’s XR Interaction Toolkit.
Dismas Kitaria, M. Mwadulo
African Journal of Science, Technology and Social Sciences
The review revealed that despite the tremendous growth and potential of such technologies, challenges resulting from cost implication of the technologies, technical capabilities of devices, infrastructural issues have all impacted on adoption of VR and AR in healthcare sector.
Yui-yip Lau, I-Wen Chan
Advances in Medical Technologies and Clinical Practice
This chapter will provide management staff in homes for the aged, hospitals, healthcare service providers, and other health service professionals with the latest concepts and good practices in VR for the ages in a series of emerging healthcare services.
Vinit Sathe, P. Gupta, Karan Kaushik + 2 more
2017 International conference of Electronics, Communication and Aerospace Technology (ICECA)
This paper aims to bring to the foreground, advancements in the field of Virtual Reality in the domain of web development, for building virtual reality enabled templates which can be used to create Software as a service (SaaS) and consumers can utilize these templates and create their own virtual reality based webpage.
P. Zgoura, Boris Kantzow, T. Westhoff
Dialyse aktuell
Ein VR-Trainingsprogramm für das Erlernen der Peritonealdialyse konzipiert and an Probanden getestet, die hauptsächlich f for das Dialysefachpersonal interessant sein wird.
Andrei I. Sosnilo
Administrative Consulting
The article analyzes immersive education, augmented and virtual reality technologies and their forms of application in modern economic conditions both abroad and in Russia to study the change in interest in the concept of “virtual reality” according to the Google trends service.
Tira Nur Fitria
International Journal of Computer and Information System (IJCIS)
The analysis shows that AR and VR are the solutions for teachers and students as a medium in the teaching and learning process, and there are several barriers to implementing AR and VR in educational institutions and some considerations.
V. Camilleri, Foaad Haddod, M. Montebello + 3 more
Advances in Multimedia and Interactive Technologies
This chapter illustrates the use of VR applications in professional development and introduces an application used to assist teachers, learning support assistants (LSAs), and teaching assistants (TAs) to better understand autistic children's behaviors while in the classroom. One of the challenges faced in classrooms is how to understand the autistic children's behaviors and empathize with them. The proposed VR application repurposes a different form of narrative of the world of a child on the autism spectrum in an immersive environment designed for educators. The VR application in this chapter...
P. Diefenbach
Proceedings of WESCON '94
This paper will address issues in creating or evaluating a system to determine its VR-ness, particularly in the context of human simulation and interaction with VR systems.
S. Arcagni, A. D'Aloia
journal unavailable
This introduction will show that most of the contemporary discourses on VR need to be reframed critically in order to reflect more objectively on complex notions and dynamics such as screen, interactivity, immersion, presence, embodiment, illusion and empathy.
An introduction to virtual reality, "the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment."
Andrii Matviienko, Florian Müller, Marcel Zickler + 4 more
Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
It is found that handlebar steering leads to the lowest VR sickness without decreasing cycling performance and airflow suggests to be the most promising method to reduce VR sickness for all three types of trajectories.
Sarune Savickaite, Neil McDonnell, D. Simmons
journal unavailable
The need for clear definitions of the equipment used and more refined terminology in VR is described and the need for larger sample sizes representing the entire autism spectrum and wider age ranges is proposed.
The author presents three attributes of VR: simulation, interaction and imagination and presents a proposal that VR is a huge aggregation and it should be taken as a new subject.
C. Misquith
journal unavailable
Learn about Virtual and Augmented Reality, and services available at the Nexus Collaborative Learning Lab! Policies on the library's 3D printing service
The film attempts to transcend the borders of filmmaking by merging new 360-camera technology and a nonlinear form of storytelling, and sets new rules of viewing which are personal and unique to each viewer.
The invention relates to the technical field of VR glasses, and particularly relates to a circuit for VR (Virtual Reality) glasses, which comprises an ultrasonic distance measurement unit, a judgment unit, an eyeball tracking unit, and a data processing unit and a video capturing unit.
It is concluded that VR has been and continues to be a disruptive training technology for friendly and opposing forces, and that VR could provide a means to regain -- with the help of other enabling disruptive technologies -- a training advantage that has been lost with the proliferation of technology.
Elliot Millington, Emma Hayashibara, T. Arthur + 3 more
Journal of Enabling Technologies
This paper aims to raise awareness of and argue for the use of participatory methods for the research and development of Virtual Reality applications designed for neurodivergent groups, exploring why it is important to meaningfully include neurod divergent groups and the benefits their inclusion provide.
Sakhri Selma épse Boulhart
Archives of Medical Case Reports and Case Study
The number of new cases of cancer is constantly increasing around the world because of the lengthening of life expectancy and therefore the aging of the population largely explain this increase in the number of cancers.
A. Bogdanovych, A. Chuan
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
A virtual reality training simulator for medical interns practicing ultrasound-guided regional anaesthesia (UGRA) that allows for training this procedure in a simulated environment and makes training future doctors performing UGRA safer and more cost efficient than current approaches.
P. Burns, D. Saluäär
journal unavailable
Le but de cette recherche etait de determiner dans quelle mesure un simulateur avec un casque de realite virtuelle (HMD, head-mounted display) et un outil valide pour etudier le comportement de conducteurs en intersection. Des comparaisons de performance sur 11 sujets tournant a gauche ou a droite dans des intersections en T reelles ou virtuelles ont ete effectuees. On a mesure le comportement visuel, la vitesse du vehicule, le temps necessaire pour effectuer le virage, le respect des voies et une estimation subjective de la charge mentale necessaire. En regle generale, les conducteurs avaient...
P. Strzałkowski, Paweł Bęś, M. Szóstak + 1 more
Sustainability
Virtual reality (VR) is one of the most innovative technologies that allows the development of a computerised, three-dimensional image that imitates reality. With this solution, it is possible to show different objects and even simulate a sequence of actions. The application of virtual reality technology in industries with high accident rates, such as mining and construction, contributes to sustainability by enhancing occupational health and safety (OHS) practices. However, it should be emphasised that the application of VR in these industries is much broader and includes aspects such as visua...
J. Y. Mambu, I. G. Purnawinadi, Renaldy Luntungan + 1 more
journal unavailable
This study aims to produce a therapeutic aid and diagnosis of Claustrophobia with Virtual Reality Exposure Therapy method that uses Android-based Virtual Reality and Photogrammetry technology that can be used by medical experts or therapist when conducting therapy to Claustophobia patients.
Robert Miller, N. Banerjee, Sean Banerjee
2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
This work evaluates how deep learning approaches to match input and enrollment trajectories are influenced by user behavior variation over varying time scales and finds that on medium-scale separation between enrollment and input trajectories, median accuracy is similar within users who provide input close and distant to enrollment data.
D. Rzig, Nafees Iqbal, Isabella Attisano + 2 more
Proceedings of the 32nd ACM SIGSOFT International Symposium on Software Testing and Analysis
An empirical study on 314 open-source VR applications, which identified that 79% of the VR projects evaluated did not have any automatic tests, and for theVR projects that did, the median functional-method to test-method ratios were lower than those of other project types.
Lukasz Porwol, A. Ojo
Inf. Polity
This paper presents the key concepts and explores the principles of Dialogue in the context of serious communication and proposes a Framework for Virtual-Reality-Mediated Serious Communication – VR-Dialogue.
N. N. Nor, M. S. Sunar, A. Y. Kapi
EAI Endorsed Trans. Creative Technol.
Through the outcomes of user experience, it can prove that gamification components are boosting the pleasure of the user throughout the physical activity and provide a set of rules to encourage the athlete or user to perform better.
Jiahui Chen
Applied Mathematics and Nonlinear Sciences
The solution countermeasures of using the sparse 3D map to optimize the presentation of virtual reality visualization scene, refining the 3D scene model and improving the presentation of the surface scene based on the Possion reconstruction for the lack of development of interactive experience in VR art exhibition are put forward.