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검색어 : 통합검색[Playing and reality]

3,756건 중 1,000건 출력

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  • 191
    Measuring temporal variation in presence during game playing
    Chung, Jaeyong; Gardner, Henry J.; ; (Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry - VRCAI '09, v.2009, 2009, pp.163)
  • 192
    Brain Mechanisms of Reality Monitoring
    Simons, Jon S.; Garrison, Jane R.; Johnson, Marcia K.; Department of Psychology, University of Cambridge, Cambridge, UK; Department of Psychology, University of Cambridge, Cambridge, UK; Department of Psychology, Yale University, New Haven, CT, USA; (Trends in cognitive sciences, v.21, 2017, pp.462-473)
  • 193
    Multimedia augmented reality game for learning math
    Rebollo, Cristina; Remolar, Inmaculada; Rossano, Veronica; Lanzilotti, Rosa; Institute of New Imaging Technologies, Universitat Jaume I, 12006 Castelló n, Spain; Institute of New Imaging Technologies, Universitat Jaume I, 12006 Castelló n, Spain; Department of Computer Science, University of Bari A. Moro, 70125 Bari, Italy; Department of Computer Science, University of Bari A. Moro, 70125 Bari, Italy; (Multimedia tools and applications, v.81, 2022, pp.14851-14868)
  • 194
    [Importance of role playing in a professional training group]
    Hayez, J Y; ; (Acta psychiatrica Belgica, v.75, 1975, pp.916-919)
  • 195
    VR Technology to the Adjustment of Piano Playing Mentality
    Zhang, Yu; Tsai, Sang-Bing; College of Music, Shenyang Normal University, Shenyang 110034, Liaoning, China; (Mathematical problems in engineering, v.2021, 2021, pp.1-12)
  • 196
    Analysis of Brainwave Characteristics for Playing Heterogeneous Computer Games
    Kao, F.-C.; Hsieh, H.-C.; Li, W.-T.; ; (Edutainment 2011; Edutainment technologies : educational games and virtual reality/augmented reality applications, v.2011, 2011, pp.54)
  • 197
    A Reality Model for Rehabilitation Counselor Education
    Thomason, Bruce; Saxon, John P.; ; (Journal of applied rehabilitation counseling, v.4, 1973, pp.23-31)
  • 198
    MR360 interactive : playing with digital creatures in 360° videos
    Rhee, Taehyun; Chalmers, Andrew; Loh, Ian; Kumagai, Kazuki; Sugai, Kosuke; Nomoto, Gakuji; Petikam, Lohit; Allen, Ben; Anjyo, Ken; CMIC, Victoria U. of Wellington; CMIC, Victoria U. of Wellington; CMIC, Victoria U. of Wellington; OLM Digital, Inc.; The Poké mon Company; The Poké mon Company; CMIC, Victoria U. of Wellington; CMIC, Victoria U. of Wellington; CMIC, Victoria U. of Wellington; (SIGGRAPH Asia 2018 Virtual & Augmented Reality on - SA '18, v.2018, 2018, pp.1-2)
  • 199
    Producing intimacy in virtual reality
    Glover, Ragan; University of Michigan, USA; (Convergence : the journal of research into new media technologies, v.31, 2025, pp.654-671)
  • 200
    증강현실을 적용한 에듀테인먼트 콘텐츠 제작
    정연철; 차재관; 호남대학교 문화산업경영학과; 조선대학교 문화학과; (한국게임학회 논문지 = Journal of Korea Game Society, v.15, 2015, pp.79-87)

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