Virtual reality.
Overview
Works: | 197 works in 54 publications in 54 languages |
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Titles
Cyberspace/cyberbodies/cyberpunk : = cultures of technological embodiment /
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CyberCities : = visual perception in the age of electronic communication /
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Narrative as virtual reality : = immersion and interactivity in literature and electronic media /
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Production methods : = behind the scenes of virtual inhabited 3D worlds /
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Technological aspects of virtual organizations : = enabling the intelligent enterprise /
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Intelligent virtual world = technologies and applications in distributed virtual environment /
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Auralization = Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality /
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Exploring virtuality within and beyond organizations : = social, global, and local dimensions /
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Exploring virtuality within and beyond organizations = social, global, and local dimensions /
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User interface design for virtual environments = challenges and advances /
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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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Creating second lives = community, identity and spatiality as constructions of the virtual /
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Cultural differences in human-computer interaction = towards culturally adaptive human-machine interaction /
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Handbook on 3D3C platforms = applications and tools for three dimensional systems for community, creation and commerce /
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Being really virtual = immersive natives and the future of virtual reality /
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Learning web-based virtual reality = build and deploy web-based virtual reality technology /
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Serious games for enhancing law enforcement agencies = from virtual reality to augmented reality /
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Recent advances in technologies for inclusive well-being = virtual patients, gamification and simulation /
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Basics of virtual reality = from the discovery of perspective to VR glasses /
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A Correlational Study of Virtual Reality Technology Acceptance in the Defense Industry.
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Media innovations AR and VR = success factors for the development of experiences /
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Key Signal Processing Technologies for High-Speed Passive Optical Networks.
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Combinated Virtual Reality Exposure and Biofeedback in Acrophobia Treatment.
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How we became posthuman : = virtual bodies in cybernetics, literature, and informatics /
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Digital mantras : = the languages of abstract and virtual worlds /
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The Science of virtual reality and virtual environments : = a technical, scientific and engineering reference on virtual environments /
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Work & rewards in the virtual workplace = a "new deal" for organizations & employees /
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Computer graphics and virtual environments : = from realism to real-time /
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Silicon second nature = culturing artificial life in a digital world /
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Cybertherapy = internet and virtual reality as assessment and rehabilitation tools for clinical psychology and neuroscience /
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Building interactive worlds in 3D = virtual sets and pre-visualization for games, film, and the Web /
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Multimedia and virtual reality = designing multisensory user interfaces /
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New advances in virtual humans = artificial intelligence environment /
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Coming of age in Second Life : = an anthropologist explores the virtually human /
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My mother was a computer : = digital subjects and literary texts /
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Hamlet on the holodeck : = the future of narrative in cyberspace /
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Brand avatar = translating virtual world branding into real world success /
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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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Cyborg theatre = corporeal/technological intersections in multimedia performance /
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Adoption of virtual technologies for business, educational, and governmental advancements
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Networked graphics DUP_1 = building networked games and virtual environments /
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Understanding virtual reality DUP_1 = interface, application, and design /
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Technologies for urban and spatial planning : = virtual cities and territories /
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Fear and anxiety in virtual reality = Investigations of cue and context conditioning in virtual environment /
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Transactions on computational science XXVI = special issue on cyberworlds and cybersecurity /
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Bridging the gap between rendering and simulation frameworks = concepts, approaches and applications for modern multi-domain VR simulation systems /
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Ontology-based procedural modelling of traversable buildings composed by arbitrary shapes
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Envisioning holograms = design breakthrough experiences for mixed reality /
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Augmented reality and virtual reality = empowering human, place and business /
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Echoes of other worlds = sound in virtual reality : past, present and future /
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Unreal for mobile and standalone VR = create professional VR apps without coding /
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Virtual reality with VRTK4 = create immersive VR experiences leveraging Unity3D and virtual reality toolkit /
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Real VR - immersive digital reality = how to import the real world into head-mounted immersive displays /
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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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Virtual Reality: Locomotion, Multi-Player, and External Camera Integration.
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Immersive technology in smart cities = augmented and virtual reality in IoT /
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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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Collaboration potential in virtual reality (VR) office space = transforming the workplace of tomorrow /
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Emerging metaverse XR and video multimedia technologies = modern streaming and multimedia systems and applications /
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Platform based design and immersive technologies for manufacturing and assembly in offsite construction = applying extended reality and game applications to PDfMA /
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Designing a Virtual Reality Experience to Reduce Anxiety of Children with CHD During the Perioperative Period.
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A 360-Degree Look at Virtual Tours: Investigating Behavior, Pain Points and User Experience in Online Museum Virtual Tours = = מבט מקיף על תיירות וירטואלית: חקירת התנהגות, קשיים וחווית המשתמש בסיורים וירטואליים במוזיאונים מקוונים.
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Efficient Service for Next Generation Network Slicing Architecture and Mobile Traffic Analysis Using Machine Learning Technique.
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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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Virtually Queer: an Exploration of Communal Virtual Reality Storytelling in Encouraging Empathy with the LGBT+ Community in South Africa.
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Where Do You Look? Relating Visual Attention to Learning Outcomes and URL Parsing.
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Virtual Dungeons: Performance and Performative Play in Role-playing Games.
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Data-driven Human Intention Analysis: Supported by Virtual Reality and Eye Tracking.
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Towards Context Information-Based High-Performing Connectivity in Internet of Vehicle Communications.
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Powered Mobility Training of Children with Special Needs: Conventional Versus Simulator-Based Practice = = תרגול ניידות ממונעת אצל ילדים עם מוגבלות: תרגול באמצעות כיסא ממונע לעומת תרגול באמצעות סימולטור.
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Non-Orthogonal Multiple Access (NOMA) in Content Centric Mobile Networks.
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Virtual Reality: A Performance Intervention for High School Quarterbacks.
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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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Using an Immersive Virtual Reality Interactive Environment (IVRIE) to Improve the Understanding of Spatial Factors in Design: Comparing User Spatial Perceptions Between IVRIE and Traditional Digital Design Environments.
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Design of an Actuation System for a Haptic Glove = = Bir Haptik Eldiven Icin Eyleyici Sistem Tasarimi.
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I, avatar : = the culture and consequences of having a second life /
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Mixed reality-based collaborative virtual environments : = specification, prototype, and evaluation in design and construction /
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Developing virtual reality applications = foundations of effective design /
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Virtual and augmented reality : = concepts, methodologies, tools, and applications /
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The Visual Regime of Augmented Reality Art: Space, Body, Technology, and the Real-Virtual Convergence.
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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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Deep Learning for Touchless Human-Computer Interaction Using 3D Hand Pose Estimation.
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A Comprehensive Review on the Applications of Stereography and Stereophotogrammetry in Architectural Documentation.
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Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability.
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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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Optimizing Performance and Satisfaction in Virtual Reality Environments with Interventions Using the Data Visualization Literacy Framework.
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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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Affective Visualization in Virtual Reality Systems = = Affektive Visualisierung in Virtual-Reality-Systemen.
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Representing Difficult Histories in the Museum : = Virtual and Augmented Reality as Tools for Communicating Difficult and Dissonant Histories.
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Multimodal Object Representation Learning in Haptic, Auditory, and Visual Domains.
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Towards Perceptually Realistic Gaze-Contingent Virtual and Augmented Reality Displays.
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Autonomous vehicles and virtual reality = the new automobile industrial revolution /
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Assessment of visual quality and simulator sickness for omnidirectional videos
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Development, Feasibility, and Acceptability of a Novel Augmented Reality Medical Simulator.
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Virtual Reality Learning Self-Efficacy : = Does the Topic of VR Training Matter?
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