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- Live-Action Virtual Reality Games Luis Valente1, Esteban Clua1, Alexandre Ribeiro Silva2, Bruno Feijó3
- Designing Alternate Reality Games for Teenagers in Learning Contexts
- The Portrayal of Hyperreality in James Dashner's the Eye of Minds
- F001b23a38ae17cf54e23ccc4ff4
- Massively Multiplayer Online Role Playing Games and the Documentary Genre: Simulations of Reality?
- Why Women Don't Like Social Virtual Reality: a Study of Safety, Usability
- Studying Virtual Worlds As Medium for Telepresence Robots
- Evaluating Enjoyment Within Alternate Reality Games
- MR) Technologies, Including Virtual Reality (VR
- A Survey on Virtual World
- Virtual Worlds: Immersive Online Platforms for Collaboration, Creativity and Learning”, OECD Digital Economy Papers, No
- Openxr State of the Union
- Virtual World Crime
- Crafting RPG Worlds in Real Environments with AR
- Remarks on Virtual World and Virtual Reality Experiments
- THE PORTRAYAL and the EFFECTS of HYPERREALITY in READY PLAYER ONE MOVIE by STEVEN SPIELBERG (THE APPLICATION of JEAN BAUDRILLARD’S THEORY) Sarniyati Dalimu¹
- Real Learning in a Virtual World
- Designing Virtual World Server Infrastructure
- A Human Driver Model for Autonomous Lane Changing in Highways: Predictive Fuzzy Markov Game Driving Strategy
- Projecting the Self Into a Virtual World Kevin S
- Virtual Events
- A New Horizon of Hyperreality Simulacrum on Film “Memories of My Body” by Garin Nugroho Puri Kurniasih1,* Bambang Sunarto2, Tommy Christomy3
- Virtual and Augmented Reality Virtual Reality (VR) Is a Simulated Experience That Can Be Similar to Or Completely Different from the Real World
- 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities
- 3D User Interfaces
- Living in Virtual and Real Worlds: a Didactic Experience †
- 3D User Interface Design and Usability for Immersive VR
- Openxr Overview GDC Mar19
- Logging Away from Reality: Hyperreality in Ready
- What Is a Virtual World? Definition and Classification
- A Virtual Reality Puzzle Game About Creating an Experience That Helps the Player Rediscover Something About Themselves, Like Dream and Family
- Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games
- Transmedia Story Telling and Alternate Reality Games in Museums – Promising Novelties Or Unsuitable Gimmicks?
- Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
- Difference Between the Real World and Virtual World †
- Standardizing All the Realities: a Look at Openxr
- The Openxr Specification
- New Directions in 3D User Interfaces Abstract
- An Introduction to 3-D User Interface Design
- Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game Performance
- ISSUE 108, Jan 2014
- Evaluation of Graphical User Interfaces Guidelines for Virtual Reality Games
- Augmented Reality + Virtual Reality
- Visual Hyper Reality of Teenagers in Social Media With
- A Study on Design Requirement Development and Satisfaction for Future Virtual World Systems
- A Survey on Synchronous Augmented, Virtual and Mixed Reality Remote Collaboration Systems
- Virtual Reality
- ETSI TR 126 928 -V16.1.0- 5G; Extended Reality (XR) in 5G (3GPP TR 26.928 Version 16.1.0 Release
- A Review on Mixed Reality: Current Trends, Challenges and Prospects
- The NICE Project: Learning Together in a Virtual World
- A Social History of Virtual Worlds
- Designing a Conceptual Framework for Reusable Alternate Reality Games Master Thesis in Media Software Design 2014
- Serious Games for Health and Medicine. a Cardiopulmonary Resuscitation (Cpr) Case Study
- Virtual World, Defined from a Technological Perspective
- Outside Model Viewing a Low-Cost Hybrid Approach to Visualization and Demonstration of 3D Models
- Virtual Reality: Hype, Reality, and Hyperreality
- VR-Enabled Telepresence As a Bridge for People, Environments, and Experiences
- Chapter 10 Interaction
- Altspacevr - Guide to Installing and Using Altspacevr for Midi2020 Conference
- Use Cases of Extended Reality in the Construction Industry
- Living in the Age of the Unreal: Exploring Baudrillard’S Theory of Hyperreality in the Graphic Narrative
- A Critical Analysis of Using 3-D Virtual World Environments in E-Commerce Strategy
- Study of Head Motion Capture Alternative Tool for Virtual Reality Applications
- PCWTA Research Summary Virtual Reality November 2017 1
- Toward a Definition of “Virtual Worlds”