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_Mixed_Reality_A_Survey [accessed Sep 23 2018] EFA Global Monitoring Report, (2012) GOBAN KLAS T., Media. Historia i współczesność in: Media i medioznastwo, Retrived: http://users.uj.edu.pl/~usgoban/files/media_podstawowe_problemy.pdf [accessed Sep 23 2018] HEILIG M. L., (1962), Sensorama Simulator – US Patent Office, Retrieved: http://www.mortonheilig.com/SensoramaPatent.pdf [accessed Sep 23 2018] HEIM M., (1995), Metaphysics of Virtual Reality, Oxford INTERNET LIVE STATS, 2018, Retrieved: http://www.internetlivestats.com/ [accessed Sep 23 2018] KRUEGER M

References Abrash, M. (2016). Oculus Connect 3 opening keynote. Retrieved from https://www.youtube.com/watch?v=AtyE5qOB4gw. Annetta, L., Mangrum, J., Holmes, S., Collazo, K. & Meng-Tzu, C. (2009). Bridging realty [sic] to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom. International Journal of Science Education, 31(8), 1091-1113. Arnab, S., Petridis, P., Dunwell, I., & de Freitas, S. (2011). Enhancing learning in distributed virtual worlds through touch: a browser

and Ryan Wasserman. Oxford University Press, pp. 77–129. Chalmers, D. J. 2017. The virtual and the real. Disputatio 9(46): 309–52. DOI: https://doi.org/10.1515/disp-2017-0009 . Cogburn, J.; and Silcox, M. 2014. Against brain-in-a-vatism: On the value of virtual reality. Philosophy and Technology 27: 561–79. Dummett, M. 1978. Realism. In his Truth and Other Enigmas . London: Duckworth, 145–65. Everett, A. 2013. The Nonexistent . Oxford University Press. Friend, Stacie. 2008. Imagining fact and fiction. In New Waves in Aesthetics , ed. by Kathleen Stock and

References [1] Indraprastha A. & Shinozaki M. (2009). The Investigation on Using Unity3D Game Engine in Urban Design Study, ITB J. ICT, Japan, Vol. 3, No. 1, pp 1-18; [2] Prittiporn L. & Jinuntuy P. Interactive. (2009). 3D Simulation System in Game Engine Based Collaborative Virtual Environment for Architectural Design Communication, Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia, Yunlin (Taiwan), pp 533-542; [3] Kaleja P. & Kozlovská M. (2015). Virtual reality as unconventional way of marketing for

://www.jesperjuul.net/text/acertainlevel/ . Juul, Jesper. 2014. On absent carrot sticks: the level of abstraction in video games. In Storyworlds across Media: Toward a Media-Conscious Narratology , edited by Marie-Laure Ryan and Jan-Noël Thon. University of Nebraska Press. http://www.jesperjuul.net/text/absentcarrotsticks/ . Pavel, Thomas G. 1989. Fictional Worlds . Cambridge, MA: Harvard University Press. Unity. n.d. Interaction in VR. Unity. n.d. https://unity3d.com/learn/tutorials/topics/virtual-reality/interaction-vr . Unity. n.d. User interfaces for VR. Unity. n.d. https://unity3d.com/learn/tutorials/topics/virtual-reality/user-interfaces-vr .

References Lederer G.: Virtual Manufacturing - Manufacturers Challenge of the 1990s. CIME - Computer Integrated Manufacture and Engineering. No. 2, 1996, pp 44-46. Marcinčin J.N.: Application of the Virtual Reality Modeling Language for Design of Automated Workplaces. In: Proceedings of World Academy of Science, Engineering and Technology. Vol. 25, Venice (Italy), 2007, pp 160-163, ISSN 1307-6884. Jedrzejewski J., Kwasny W.: Remarks on state-of-the-art Virtual Manufacturing. In: Virtual Manufacturing. Wroclaw University of Technology, Wroclaw, 2001, pp 5

1 Scientific-research works of the institute of mathematical machines, rok XXXIII, nr12, 2009. 2 B. Wolny, Nowoczesne technologie w edukacji jak uczyć skutecznie i efektywnie, Ośrodek Rozwoju Edukacji, 2002 r. Bibliography 1. William, W. (1993). A Conceptual Basis for Educational Applications of Virtual Reality . University of Washington. 2. Bierbaum, A. Virtual Reality Appl. Center . Iowa State Univ., Ames, IA, USA. 3. William, R. Sherman, Alan, B. Craigm (2003). Understanding Virtual Reality: Interface, Application, and Design , USA. 4. Prace naukowo

References Adams, R. L. (2016, October 17). Five ways virtual reality will change the world. Forbes. Retrieved from https://www.forbes.com/sites/robertadams/2016/10/17/5-ways-virtual-reality-will-change-the-world/#311e2cc2b018 Allameh, S. M., Esfahani, S. L., & Nikbakht, M. (2017). Evaluating the effect of marketing innovation on green marketing strategies. International Journal of Scientific Management & Development, 5(10), 464-473. Barnes, S. (2016, November 3). Understanding virtual reality in marketing: nature, implications and potential. doi: https

testing: Learning is enhanced by immediate but not delayed feedback. The Psychological Record, 54 (2), 207. https://doi.org/10.1007/BF03395471 Hawkins, D. G. (1995). Virtual reality and passive simulators: the future of fun. In F. Biocca & M. R. Levy (Ed.), Communication in the age of virtual reality (pp. 159–189). Hillsdale, NJ: Lawrence Erlbaum. King, P., Young, M., & Behnke, R. (2000). Public speaking performance improvement as a function of information processing in immediate and delayed feedback interventions. Communication Education, 49 (4), 365-374. https

the positive effects last up to 6 months following the program ( Egan et al., 2012 ; Gottlieb et al., 2011 ; Román et al., 2013 ; Verril et al., 2005 ). In the literature, reports regarding the potential application of new technologies in the therapeutic process, including virtual reality (VR), may be found. VR is based on the application of computer programs which record movement patterns using a three‐dimensional camera or sensors placed on the body during exercise, followed by the transfer of the data to a computer‐ generated environment. The majority of