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2,304 results on '"Virtual reality (VR)"'

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51. Scientific virtual reality as a research tool in prehistoric archaeology: the case of Atxurra Cave (northern Spain)

52. Ergonomic Risk Assessment of Manufacturing Works in Virtual Reality Context.

53. Development and Effectiveness Evaluation of 360-Degree Virtual Reality-Based Educational Intervention for Adult Patients Undergoing Colonoscopy.

54. Virtual, mixed, and augmented realities: A commentary on their significance in cognitive neuroscience and neuropsychology.

55. Walk in my shoes: How perspective-taking and VR enhance telepresence and empathy in a public service announcement for people experiencing homelessness.

56. Navigating the metaverse: A technical review of emerging virtual worlds.

57. Accessibility and inclusiveness of new information and communication technologies for disabled users and content creators in the Metaverse.

58. The effect of non-immersive virtual reality radiographic positioning simulation on first-year radiography students' image evaluation performance.

59. Transforming outer space transportation through immersive technologies: a SWOT analysis.

60. BEYOND DIGITAL BOUNDARIES: INTEGRATING BODILY EXPERIENCE AND EMOTIONS IN ARTIFICIAL INTELLIGENCE-ASSISTED LEARNING.

61. SCIENTIFIC VIRTUAL REALITY AS A RESEARCH TOOL IN PREHISTORIC ARCHAEOLOGY: THE CASE OF ATXURRA CAVE (NORTHERN SPAIN).

62. Assessment of Window Size and Layout Impact on a View Quality Perception in a Virtual Reality Environment.

63. The Combination of Transcranial Direct Current Stimulation and Virtual Reality Training on Fatigue, Balance and Walking in Patients With Multiple Sclerosis.

64. Overcoming Spatial Constraints in VR: A Survey of Redirected Walking Techniques.

65. Predicting the bodily self in space and time.

66. Diagnosis of ADHD using virtual reality and artificial intelligence: an exploratory study of clinical applications.

67. Content Analysis of Three-Dimensional Model Technologies and Applications for Construction: Current Trends and Future Directions.

68. Virtual Experience Toolkit: An End-to-End Automated 3D Scene Virtualization Framework Implementing Computer Vision Techniques.

69. Artificial Intelligence, Immersive Technologies, and Neurotechnologies in Breathing Interventions for Mental and Emotional Health: A Systematic Review.

70. Design and implementation of interactive virtual reality supported first aid training.

71. Structured Exposure Achieves High Acceptance of Immersive Technology Among Medical Students and Educators.

72. Incorporation of "Artificial Intelligence" for Objective Pain Assessment: A Comprehensive Review.

73. Enhancing Collaborative Learning in Mobile Environments through Interactive Virtual Reality Simulations.

74. IMMERSIVE VIRTUAL REALITY TO IMPROVE FUNCTIONAL CAPABILITIES IN PEOPLE WITH MULTIPLE SCLEROSIS DISORDER.

75. 恐惧还是愉悦?娱乐恐惧空间的情绪体验研究.

76. AdaPIP: Adaptive picture-in-picture guidance for 360° film watching.

77. Co-Created Virtual Reality (VR) Modules in Landscape Architecture Education: A Mixed Methods Study Investigating the Pedagogical Effectiveness of VR.

78. Integrating Extended Reality in Architectural Design Studio Teaching and Reviews: Implementing a Participatory Action Research Framework.

79. Immersive Technology and Building Information Modeling (BIM) for Sustainable Smart Cities.

80. Novel Approaches in Clinical Simulation: Immersive Educational Technology to Enhance Nursing Education.

81. BEYOND THE CLASSROOM WALLS: VIRTUAL REALITY FOR ENGAGING EDUCATION.

82. Automated VR therapy for improving positive self-beliefs and psychological well-being in young patients with psychosis: a proof of concept evaluation of Phoenix VR self-confidence therapy.

83. Introducing a New Method for Studying the Effects of Movement Synchrony in Virtual Reality.

84. Learning interpreting in virtual reality: a scoping review.

85. Immersive Virtual Colonography Viewer for Colon Growths Diagnosis: Design and Think-Aloud Study.

86. A Review of Virtual Reality from Primary School Teachers' Perspectives.

87. Authenticity and presence: defining perceived quality in VR experiences.

88. (Gestures Vaguely): The Effects of Robots' Use of Abstract Pointing Gestures in Large-Scale Environments.

89. Designing restorative landscapes for students: A Kansei engineering approach enhanced by VR and EEG technologies

90. A holistic quality taxonomy for virtual reality experiences

91. Development of a Virtual Reality Platform for Multiuser Training in Medical Diagnosis

92. Avatar Surgeon, Digital Pathology and Telementoring: SICE New Technology and Training Research Group Experience

93. ‘HeadTurner VR’ – Developing a Virtual Reality Game for Measuring Neck Mobility

94. Developing a User-Centered VR Platform for Applying Robotic Furniture

98. Suroy-Suroy: An Immersive Virtual Reality Therapy Game for Persons Living with Dementia in the Philippines

99. Cultivating Knowledge: Exploring the Impact of Virtual Reality and Augmented Reality on Education

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