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98 results on '"Oculus Rift"'

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1. Quantifying Egocentric Distance Perception in Virtual Reality Environment.

2. Cataloging Virtual Reality Programs: Making the Future Searchable.

3. Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults.

4. The Virtual reality electrical substation field trip: Exploring student perceptions and cognitive learning

5. Quantitative analysis of the Oculus Rift S in controlled movement.

6. Cataloging Virtual Reality Artworks: Challenges and Future Prospects.

7. A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students.

8. Nursing Faculty Perceptions of a Virtual Reality Catheter Insertion Game: A Multisite International Study.

9. Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century.

10. Amblyopia treatment of adults with dichoptic training using the virtual reality oculus rift head mounted display: preliminary results

11. Immersive virtual reality course at the digital production studies

12. Analiza porównawcza gogli do VR

13. A virtual reality intervention for fear of movement for Veterans with chronic pain: protocol for a feasibility study.

14. Interactive Physiotherapy: An Application Based on Virtual Reality and Bio-feedback.

15. The role of EEG and EMG combined virtual reality gaming system in facial palsy rehabilitation - A case report.

16. Far from paradise: The body, the apparatus and the image of contemporary virtual reality.

17. Head mounted displays for capturing head kinematics in postural tasks.

18. Comparative Analysis of Kinect-Based and Oculus-Based Gaze Region Estimation Methods in a Driving Simulator

19. Virtual reality visual feedback for hand-controlled scanning probe microscopy manipulation of single molecules

20. Impact of commercial sensors in human computer interaction: a review.

21. A virtual reality head stability test for patients with vestibular dysfunction.

22. An innovative virtual reality training tool for orthognathic surgery.

23. The effects of reintroducing haptic feedback to virtual reality systems on movement profiles when reaching to virtual targets.

24. Evaluation of visual feedback techniques for virtual grasping with bare hands using Leap Motion and Oculus Rift.

25. Consumer-oriented Head Mounted Displays: Analysis and Evaluation of Stereoscopic Characteristics and User Preferences.

26. A method for creating interactive, user-resembling avatars

27. The effectiveness of virtual and augmented reality in health sciences and medical anatomy.

28. Exploring the Influence of Simulated Road Environments on Cyclist Behavior.

29. Amblyopia treatment of adults with dichoptic training using the virtual reality oculus rift head mounted display: preliminary results.

30. Controlling VR games: control schemes and the player experience.

31. Diegetic user interfaces for virtual environments with HMDs: a user experience study with oculus rift.

32. Access to complex reality-based 3D models using virtual reality solutions.

33. Player Experience, Gaming and Virtual Reality Technologies.

34. Immersive Collaborative Analysis of Network Connectivity: CAVE-style or Head-Mounted Display?

35. The Oculus Rift: A cost-effective tool for studying visual-vestibular interactions in self-motion perception

36. HIGHLIGHTING THE MODIFICATIONS OF GAIT BIOMECHANICS UNDER OCULUS RIFT INFLUENCES.

37. A comparison of upper limb movement profiles when reaching to virtual and real targets using the Oculus Rift: Implications for virtual-reality enhanced stroke rehabilitation.

38. Effect of the Oculus Rift head mounted display on postural stability.

39. Exploring virtual reality technology and the Oculus Rift for the examination of digital pathology slides.

40. A Cost-Effective Virtual Environment for Simulating and Training Powered Wheelchairs Manoeuvres.

41. A 3D Immersive Discrete Event Simulator for Enabling Prototyping of Factory Layouts.

42. Virtual Reality Application for Simulation and Off-line Programming of the Mitsubishi Movemaster RV-M1 Robot Integrated with the Oculus Rift to Improve Students Training.

43. An Approach to Physical Rehabilitation Using State-of-the-art Virtual Reality and Motion Tracking Technologies.

44. Immersive Experiences of Building Physics Analysis to Improve Human Connection to Technical Data.

45. On the validity of virtual reality-based auditory experiments: a case study about ratings of the overall listening experience.

46. 3D VISUALIZATION OF CULTURAL HERITAGE ARTEFACTS WITH VIRTUAL REALITY DEVICES.

47. 가상현실을 통한 문화재복원 융합 확장성 연구.

48. Taking the LEAP with the Oculus HMD and CAD - Plucking at thin Air?

49. News.

50. Exploring virtual reality technology and the Oculus Rift for the examination of digital pathology slides

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