Virtual reality.
概要
作品: | 192 作品在 49 項出版品 49 種語言 |
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書目資訊
The Science of virtual reality and virtual environments : = a technical, scientific and engineering reference on virtual environments /
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Narrative as virtual reality : = immersion and interactivity in literature and electronic media /
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Technological aspects of virtual organizations : = enabling the intelligent enterprise /
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Cybertherapy = internet and virtual reality as assessment and rehabilitation tools for clinical psychology and neuroscience /
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Intelligent virtual world = technologies and applications in distributed virtual environment /
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Building interactive worlds in 3D = virtual sets and pre-visualization for games, film, and the Web /
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Exploring virtuality within and beyond organizations : = social, global, and local dimensions /
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Creating second lives : = community, identity, and spatiality as constructions of the virtual /
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Virtual worlds and e-commerce = technologies and applications for building customer relationships /
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Creating second lives = community, identity and spatiality as constructions of the virtual /
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Handbook on 3D3C platforms = applications and tools for three dimensional systems for community, creation and commerce /
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Transactions on computational science XXVI = special issue on cyberworlds and cybersecurity /
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Learning web-based virtual reality = build and deploy web-based virtual reality technology /
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Virtual and augmented reality : = concepts, methodologies, tools, and applications /
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Virtual reality with VRTK4 = create immersive VR experiences leveraging Unity3D and virtual reality toolkit /
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Recent advances in technologies for inclusive well-being = virtual patients, gamification and simulation /
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XR case studies = using augmented reality and virtual reality technology in business /
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Auralization = fundamentals of acoustics, modelling, simulation, algorithms and acoustic virtual reality /
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Collaboration potential in virtual reality (VR) office space = transforming the workplace of tomorrow /
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Designing a Virtual Reality Experience to Reduce Anxiety of Children with CHD During the Perioperative Period.
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Development and Evaluation of a Mixed Reality Training Platform for Graft Placement and Cage Insertion During Spinal Fusion.
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Development, Feasibility, and Acceptability of a Novel Augmented Reality Medical Simulator.
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Towards Perceptually Realistic Gaze-Contingent Virtual and Augmented Reality Displays.
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How we became posthuman : = virtual bodies in cybernetics, literature, and informatics /
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Work & rewards in the virtual workplace = a "new deal" for organizations & employees /
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Auralization = Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality /
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Mixed reality-based collaborative virtual environments : = specification, prototype, and evaluation in design and construction /
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Exploring virtuality within and beyond organizations = social, global, and local dimensions /
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Apocalyptic AI = visions of heaven in robotics, artificial intelligence, and virtual reality /
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Human no more = digital subjectivities, unhuman subjects, and the endof anthropology /
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Adoption of virtual technologies for business, educational, and governmental advancements
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Cultural differences in human-computer interaction = towards culturally adaptive human-machine interaction /
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Fear and anxiety in virtual reality = Investigations of cue and context conditioning in virtual environment /
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Ontology-based procedural modelling of traversable buildings composed by arbitrary shapes
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Real VR - immersive digital reality = how to import the real world into head-mounted immersive displays /
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Serious games for enhancing law enforcement agencies = from virtual reality to augmented reality /
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The Visual Regime of Augmented Reality Art: Space, Body, Technology, and the Real-Virtual Convergence.
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A Correlational Study of Virtual Reality Technology Acceptance in the Defense Industry.
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Virtual reality technology in mining machinery = virtual assembly, virtual planning and virtual monitoring /
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Virtual and augmented reality (VR/AR) = foundations and methods of extended realities (XR) /
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Emerging metaverse XR and video multimedia technologies = modern streaming and multimedia systems and applications /
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Defining and Measuring Learner-Content Interaction in Digitally Augmented Learning Experiences.
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Impact of User Traversal on Performance of STEM Learners in Immersive Virtual Environments.
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Towards Context Information-Based High-Performing Connectivity in Internet of Vehicle Communications.
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Safe Space: A Socioecological and Cognitive Behavioral Approach for Bullying with the Use of Virtual Reality.
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The Effects of Visual Realism on Cognitive Constructs, Spatial Memory and Learning in Virtual Reality.
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How Does Virtual Reality Compare? The Effects of Digital Communication Medium and Avatar Appearance on Self-Disclosure.
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The Metaverse with Chinese Characteristics: a Discussion of the Metaverse Through the Lens of Confucianism and Daoism.
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A Comprehensive Review on the Applications of Stereography and Stereophotogrammetry in Architectural Documentation.
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The Development of a Workflow in Exploring Non-Linear Interpretations of Textual Spaces.
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Dimensions of the Post-Internet Condition : = An Exploration Through Post-Internet Art.
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Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability.
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