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1. Unsedated colonoscopy utilizing virtual reality distraction: a pilot-controlled study.

2. The effect of virtual reality glasses on dental anxiety during scaling and root planing in patients with periodontitis: A randomized controlled clinical trial.

3. Experiences and perceptions of palliative care patients receiving virtual reality therapy: a meta-synthesis of qualitative studies.

4. A Pilot Study on the Use of Virtual Reality to Educate Community Members about Dementia.

5. Initial validation of the GUESS-18 for usability in virtual reality gaming environments: a pilot study.

6. Investigation of the effect of virtual reality distraction in patients undergoing mandibular periodontal surgery: A randomized controlled study.

7. Using Multimodal Interaction in a Virtual Reality Thoracic Diagnostic Scenario.

8. Acceptability and Perceived Utility of Virtual Reality Among People Who Are Incarcerated Who Use Drugs.

9. Black, White, and Grey: The Wicked Problem of Virtual Reality in Libraries.

10. Gamification using technologies for occupational safety training in the civil construction sector.

11. Alprazolam Reduces Freezing of Gait (FOG) and Improves FOG-Related Gait Deficiencies.

12. Virtual Reality Headset Simulating a Nature Environment to Improve Health Outcomes in Pregnant Women: A Randomized-Controlled Trial.

13. What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey.

14. Virtual Reality: A Survey of Use at an Academic Library.

15. Comparison Between the Stereoscopic Virtual Reality Display System and Conventional Computed Tomography Workstation in the Diagnosis and Characterization of Cerebral Arteriovenous Malformations.

16. Feasibility and Effectiveness of Speech Intervention Implemented with a Virtual Reality System in Children with Developmental Language Disorders: A Pilot Randomized Control Trial.

17. Subjective Visual Vertical test with the 3D virtual reality system: effective factors and cybersickness.

18. A study of the use of virtual reality headsets in Chinese adolescents with intellectual disability.

19. VIRTUAL HAND MODEL AND ANIMATION.

20. Bringing Radiology Education to a New Reality: A Pilot Study of Using Virtual Reality as a Remote Educational Tool.

21. Effects of Virtual Reality for Postural Control in Chronic Neck Pain: A Single-Blind, Randomized Controlled Study.

22. Major traumatic injury sustained during use of a virtual reality (VR) headset.

23. Türkiye'de Okul Çağı Çocuklarının Girişimsel Uygulamalarda Sanal Gerçeklik Gözlüğünün Kullanımı: Sistematik Derleme.

24. Shopping in Virtual Reality Stores: The Influence of Immersion on System Adoption.

25. Attributes of Expert Anticipation Should Inform the Design of Virtual Reality Simulators to Accelerate Learning and Transfer of Skill.

26. Virtual Reality Glasses (Cardboard VR): A New Tool for The Assessment of Nystagmus.

27. What is the cost of including virtual reality in neurological rehabilitation? A scoping review.

28. Evaluation Challenges for the Application of Extended Reality Devices in Medicine.

29. Editor's Letter.

30. A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase.

31. 치매 환자 가족의 교육용 가상현실 기기 사용 관련 특성 및 선호도.

32. Realidade virtual como ferramenta de intervenção para os membros superiores na doença de Parkinson: série de casos.

33. Visual fatigue induced by watching virtual reality device and the effect of anisometropia.

34. Navigating the Medical Metaverse: Using Objective Measures to Stay on Course.

35. Using Virtual Reality to Treat Perceptual and Neurocognitive Impairments After Lower Extremity Injury.

36. Immersive Virtual Reality Therapy as a Support for Cardiac Rehabilitation: A Pilot Randomized-Controlled Trial.

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

38. User discomfort while using a virtual reality headset as a personal viewing system for text-intensive office tasks.

39. Passing Through: Gesture Interfaces in Virtual Reality.

40. AN INTELLIGENT EMDR SYSTEM FOR HELPING STUDENTS WITH PSYCHOLOGICAL PROBLEMS.

41. DISRUPTION MACHINE.

42. THE RACE TO MAKE VIRTUAL REALITY AN ACTUAL (BUSINESS) REALITY.

43. Forget the Distant Future, Smarter Cars Are Already Here.

44. P‐48: Student Poster: Light‐Efficient Virtual Reality Displays.

46. The effect of head tilt angle in the roll plane on the virtual subjective visual vertical results in healthy adults.

47. Lessons Learned: Medical Library Pilot Testing of a Virtual Reality Anatomy Lab.

48. Exploratory factor analysis and validity of the virtual reality symptom questionnaire and computer use survey.

49. Enhanced image sensing with avalanche multiplication in hybrid structure of crystalline selenium photoconversion layer and CMOSFETs.

50. Inside the Box.

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