검색어 : 통합검색[Playing and reality]
총 3,754건 중 1,000건 출력
, 91/100 페이지
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901
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TopoTag: A Robust and Scalable Topological Fiducial Marker System
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Yu, Guoxing;
Hu, Yongtao;
Dai, Jingwen;
Guangdong Virtual Reality Technology Co., Ltd. (aka. Ximmerse), Shenzhen, Guangdong, China;
Guangdong Virtual Reality Technology Co., Ltd. (aka. Ximmerse), Shenzhen, Guangdong, China;
Guangdong Virtual Reality Technology Co., Ltd. (aka. Ximmerse), Shenzhen, Guangdong, China;
(IEEE transactions on visualization and computer graphics,
v.27,
2021,
pp.3769-3780)
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902
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Unlocking Potential: The Development and User-Friendly Evaluation of a Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder
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Wong, Ka-Po;
Zhang, Bohan;
Qin, Jing;
Department of Applied Social Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hong Kong;
Centre for Smart Health, School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hong Kong;
Centre for Smart Health, School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hong Kong;
(Applied system innovation,
v.6,
2023,
pp.110)
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903
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P.016 Bimanual psychomotor performance in neurosurgical resident applicants assessed using NeuroVR (formerly NeuroTouch), a virtual reality simulator
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Winkler-Schwartz, A;
Bajunaid, K;
Mullah, M;
Marwa, I;
Alotaibi, F;
Baggiani, M;
Azarnoush, H;
Al Zharni, G;
Christie, S;
Sabbagh, A;
Werthner, P;
Del Maestro, R;
Sawaya, R;
;
(The Canadian journal of neurological sciences = Le journal canadien des sciences neurologiques,
v.43,
2016,
pp.S25-S25)
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904
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DESIGN AND TESTING OF VIRTUAL REALITY CYCLING EXERGAME USING HANDHELD CONTROLLER
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Sunar Mohd Shahrizal;
Bahrin Abdul Syafiq;
Mohd Nor Nurshamine Nazira;
Daud Haifa Aqilah;
Azman Azizul;
;
(Journal of Creative Industry and Sustainable Culture,
v.1,
2022,
pp.102-122)
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905
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Keynote 1: Internet of Things(IoT) and augmented reality for e-learning
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Babu, N. Sarat Chandra;
C-DAC Bangalore;
(E-Learning & E-Learning Technologies (ELELTECH), 2017 5th National Conference on,
v.2017,
2017,
pp.1-10)
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906
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신을 연기하기: 뮤리엘 스파크 소설의 자아반영성, 종교, 윤리
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김희선;
고려대학교;
(영미문화,
v.18,
2018,
pp.33-64)
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907
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The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements?
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Roettl, Johanna;
Terlutter, Ralf;
Department of Marketing & International Management, Alpen-Adria-Universitä
t Klagenfurt, Klagenfurt, Austria;
Department of Marketing & International Management, Alpen-Adria-Universitä
t Klagenfurt, Klagenfurt, Austria;
(PloS one,
v.13,
2018,
pp.e0200724)
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908
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Perancangan Buku Mewarnai Interaktif Berbasis Teknologi Augmented Reality Dengan Unity Region Capture
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Mayrendra Ronan Rizky;
Nugraha Bhanu Sri;
;
(Jikom: Jurnal Informatika dan Komputer,
v.13,
2023,
pp.10-17)
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909
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템플릿 매칭을 이용한 트럼프 카드 검출 및 인식 구현
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이용환;
김영섭;
단국대학교 전자전기공학부;
원광대학교 디지털콘텐츠공학과;
(반도체디스플레이기술학회지 = Journal of the semiconductor & display technology,
v.19,
2020,
pp.112-115)
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910
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Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation
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Weerdmeester, Joanneke;
van Rooij, Marieke M.J.W.;
Granic, Isabela;
Orthopedagogics: Family and Behaviour, Faculty of Social Sciences, Radboud University, Nijmegen, Netherlands.;
Research Support Office, Faculty of Behavioural, Management and Social Sciences, University of Twente, Enschede, Netherlands.;
Health, Aging & Society, Faculty of Social Sciences, McMaster University, Hamilton, Ontario, Canada.;
(Cyberpsychology, behavior and social networking,
v.25,
2022,
pp.360-368)