Results 341 to 350 of about 2,058,920 (369)
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CHI '13 Extended Abstracts on Human Factors in Computing Systems, 2013
Virtual reality is the creation of an entirely digital world. Virtualized reality is the translation of the real world into a digital space. There, the real and virtual unify. We have created an alternate reality in which participants explore their environment in third person.
Jonathan Ota, John Brieger
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Virtual reality is the creation of an entirely digital world. Virtualized reality is the translation of the real world into a digital space. There, the real and virtual unify. We have created an alternate reality in which participants explore their environment in third person.
Jonathan Ota, John Brieger
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Journal of Media Psychology
: This study aimed to gain an understanding of what makes learning effective in educational virtual reality (VR) experiences. By integrating insights from cognitive load theory and the limited capacity model of motivated mediated message processing, we ...
Z. M. V. van Berlo+2 more
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: This study aimed to gain an understanding of what makes learning effective in educational virtual reality (VR) experiences. By integrating insights from cognitive load theory and the limited capacity model of motivated mediated message processing, we ...
Z. M. V. van Berlo+2 more
semanticscholar +1 more source
, 2020
We investigated the instructional effectiveness of using an interactive and immersive virtual reality (IVR) simulation versus a video for teaching scientific knowledge in two betweensubject experiments.
G. Makransky+3 more
semanticscholar +1 more source
We investigated the instructional effectiveness of using an interactive and immersive virtual reality (IVR) simulation versus a video for teaching scientific knowledge in two betweensubject experiments.
G. Makransky+3 more
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Methods of Information in Medicine, 1993
AbstractVirtual reality (VR), as part of computer science, allows computer-based models of the real world to be generated, and provides humans with a means to interact with these models through new human-computer interfaces and, thus, to nearly realistically experience these models.
K F Kaltenborn, O Rienhoff
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AbstractVirtual reality (VR), as part of computer science, allows computer-based models of the real world to be generated, and provides humans with a means to interact with these models through new human-computer interfaces and, thus, to nearly realistically experience these models.
K F Kaltenborn, O Rienhoff
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ACM SIGGRAPH ASIA 2010 Computer Animation Festival, 2010
People dream of a world that they can be connected to network whenever, wherever without restrictions caused by the difference of devices. If a lens makes it possible, what would happen? They could not distinguish real life from virtual one. But it is not so far. Even today, we are online through various devices.
Bk Kim, Kyujung Kim
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People dream of a world that they can be connected to network whenever, wherever without restrictions caused by the difference of devices. If a lens makes it possible, what would happen? They could not distinguish real life from virtual one. But it is not so far. Even today, we are online through various devices.
Bk Kim, Kyujung Kim
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Virtual reality consumer experience escapes: preparing for the metaverse
Virtual Reality, 2022D. Han, Y. Bergs, Natasha Moorhouse
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Psychoanalysis and virtual reality
The International Journal of Psychoanalysis, 2010The Chair, Irene Cairo, opened the panel with some reflections related to the technical assumptions available to new generations.
Irene Cairo, Susana Vinocur Fischbein
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Virtual Reality and Psychopathology
CyberPsychology & Behavior, 1999Progress in the development of Virtual Reality (VR) is faster than has been forecast, which makes deep reflection on its potential uses and abuses absolutely necessary. The current article focuses on the analysis of some of the applications and implications of VR on psychopathology. It is obvious that they could be many, but we are only focusing on: (a)
C. Perpina+2 more
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Virtual reality in posturography
IEEE Transactions on Information Technology in Biomedicine, 2006Balance dysfunctions are common, especially among elderly people. Present methods for the diagnosis and evaluation of severity of dysfuntion have limited value. We present a system that makes it easy to implement different visual and mechanical perturbations for clinical investigations of balance and visual-vestibular interaction.
Martti Juhola+5 more
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A review of the evidence for training effectiveness with virtual reality technology
Virtual Reality, 2021IV JulianAbich+3 more
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