Hall, Andrew J Walmsley, Phil
Published in
The surgeon : journal of the Royal Colleges of Surgeons of Edinburgh and Ireland
The aims were to assess the utility of: 1) virtual reality-mediated simulation, and 2) a multi-modality 'Bootcamp' in the delivery of total knee arthroplasty (TKA) teaching to orthopaedic surgical trainees. Surgical training opportunities are diminished as a result of the COVID-19 pandemic which may result in delays to training completion and gaps ...
Egliston, Ben Carter, Marcus
Virtual reality – a site of renewed interest for major players in the tech industry – is increasingly one fraught with questions of data capture. This article examines the case of the Facebook owned virtual reality company Oculus and its intensifying privacy and surveillance risks with respect to the data generated and gathered through its devices....
ŠTER, ROK MARKO
Navidezna resničnost je tehnologija, ki v trenutnem času eksponentno napreduje, tako po razvoju tehnologije, kot po pogostosti njene uporabe. Za optimalen razvoj je potreben napredek v pravo smer, za kar je pomembno polje raziskav na načinih interakcije in načinu sledenja gibanja uporabnika, ki močno vplivata na uporabniško izkušnjo in VR slabost. ...
Lo, Barrett Philip
The augmented, virtual, and mixed reality industry has grown significantly in recent years as technological advances improve user experiences. Together with an increasingly remote-work-enabled world, virtual reality (VR) presents an opportunity to provide immersive and interactive experiences no matter time nor place. In this project, we seek to ev...
Egliston, Ben Carter, Marcus
This paper contributes to an increasing occupation in media studies with Mobile Virtual Reality (MVR) – a form of ‘wireless’ VR, where all necessary sensing componentry is built into the system’s headset and controllers. Our analysis focuses on the Quest series of devices, offered by Facebook-owned VR company Oculus. Through the philosophy of Gilbe...
Egliston, Ben Carter, Marcus
This article explores the Oculus suite of virtual reality (VR) technologies, with a specific focus on the period following the company’s 2014 acquisition by Facebook. Through a close reading of promotional material, we first describe and analyse the ‘Oculus imaginary’ – the narrative produced by Facebook about the Oculus as integrated into and enha...
PLUT, BENJAMIN
V zadnjih nekaj letih je področje navidezne resničnosti pridobilo na popularnosti. Za interakcijo z virtualnim svetom smo dobili več možnosti in s tem se poraja vprašanje, kateri način je boljši, ali je to uporaba ročk ali pa sledenje rok. Za ugotovitev le tega je bil v okviru te diplomske naloge izveden poskus, s katerim se je ugotovilo, kateri na...
skála, jozef
Cieľom mojej práce bolo ozvučenie vzdelávacej VR aplikácie ESERO cesta na Mesiac vytvorenej Ing. Ondrejom Okluským. Ozvučenie má dotvoriť a celkovo zlepšiť uživateľský zážitok virtuálnej reality. Zvuk má zlepšiť komunikáciu medzi aplikáciou a hráčom, dotvoriť atmosféru a sprostredkovať novú informáciu. Analýza, návrh a implementácia zvuku danej apl...
Shor, Dan (author)
Arthur C. Clarke said: “Any sufficiently advanced technology is indistinguishable from magic,” and cutting edge Virtual Reality (VR) certainly is quite the illusion. VR opens to us a near infinite set of worlds and possibilities. Comprehensive, Immersive, Virtual Environments (IVEs) will change the way we shop, explore, love and live. They’ll close...
Vecina Dolz, Alejandro
[ES] El objetivo de este proyecto es ofrecer una versión virtual del Museo de la Telecomunicación Vicente Miralles Segarra. Para ello, se plantean dos acciones: · Obtención de un modelo 3D del edificio de la ETSIT, en versiones de alta y baja poligonalización. Para la realización de dichos modelos, se ve conveniente el uso del software de diseño Bl...