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3,577 results on '"HEAD-mounted displays"'

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1. Image quality characterization of near‐eye displays.

2. SMigraPH: a perceptually retained method for passive haptics-based migration of MR indoor scenes.

3. Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study.

4. Evaluating User Engagement and Preference in Virtual Reality and Augmented Virtuality for Interactive Storytelling.

5. Virtual reality games for 3D multimodal designing and knowledge across the curriculum.

6. Influence of Visual Stimulus Changes in a Virtual Environment on Postural Control: Focusing on a Hallway Walking Simulation.

7. A Dualistic Perspective of Opportunity and Risk: The Impact of Head-Mounted Augmented Reality on Construction Onsite Hazard Identification of Workers.

8. Impact of virtual reality immersion on exercise performance and perceptions in young, middle-aged and older adults.

9. Pinch gesture interaction in the peripersonal space using VST smartphone-based HMDs.

10. Action observation intervention using three-dimensional movies improves the usability of hands with distal radius fractures in daily life-A nonrandomized controlled trial in women.

11. Virtual Reality-Assisted Informed Consent for Anesthesia: A Prospective and Randomized Proof-of-Concept Study.

12. Wearable Biosensor Smart Glasses Based on Augmented Reality and Eye Tracking.

13. A Multimodal Approach Exploiting EEG to Investigate the Effects of VR Environment on Mental Workload.

14. Effects of Posture and Locomotion Methods on Postural Stability, Cybersickness, and Presence in a Virtual Environment.

15. The Interactive Effects of Video Type and Viewing Device on Pre-service Teachers’ Learning Performance.

16. AffectiVR: A Database for Periocular Identification and Valence and Arousal Evaluation in Virtual Reality.

17. GaitRec-VR: 3D Gait Analysis for Walking Overground with and without a Head-Mounted-Display in Virtual Reality.

18. Vision-sharing system for android avatars to enable remote eye contact.

19. Clinical Feasibility of Applying Immersive Virtual Reality during Robot-Assisted Gait Training for Individuals with Neurological Diseases: A Pilot Study.

20. Novel high light efficiency pancake optics for HMD named "double path".

21. Combined Method Comprising Low Burden Physiological Measurements with Dry Electrodes and Machine Learning for Classification of Visually Induced Motion Sickness in Remote-Controlled Excavator.

22. Holo-Stroke: Assessing for Immersive Stroke Care Through Stroke Hologram Teleportation.

23. The Effects of Degrees of Freedom and Field of View on Motion Sickness in a Virtual Reality Context.

24. Group Dynamics in the Metaverse: A Conceptual Framework and First Empirical Insights.

25. Social virtual reality: systematic review of virtual teamwork with head-mounted displays.

26. NariTan: Enhancing Second Language Vocabulary Learning Through Non-Human Avatar Embodiment in Immersive Virtual Reality.

27. Augmented reality visualization for ultrasound-guided interventions: a pilot randomized crossover trial to assess trainee performance and cognitive load.

28. Height of the first-person perspective affects the out-of-body experience illusion.

29. Intuitive teleoperation with hand-tracking in VR: a study on master–slave system virtualization and 3D workspace visualization.

30. Development and Initial Testing of an Artificial Intelligence-Based Virtual Reality Companion for People Living with Dementia in Long-Term Care.

31. Abutment Tooth Formation Simulator for Naked-Eye Stereoscopy.

32. Sense of embodiment with synchronized avatar during walking in mixed reality.

33. Immersive medical training: a comprehensive longitudinal study of extended reality in emergency scenarios for large student groups.

34. Compact freeform near-eye display system design enabled by optical-digital joint optimization.

35. Portable technology for postural control measurement: Comparing head position with center of pressure data.

36. No pain relief by virtual reality during hysterosalpingography (HSG): results from a randomized controlled trial.

37. Evaluating how extended reality delivery device and preservice teacher major impact presence in immersive learning environments.

38. Telemedicine for Potential Application in Austere Military Environments: Neurosurgical Support for a Decompressive Craniectomy.

39. Application of virtual reality for supportive care in cancer patients: a systematic review.

40. Effects of Optical See-Through Head-Mounted Display Use for Simulated Laparoscopic Surgery.

41. SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts.

42. Assessing Ambisonics Sound Source Localization by Means of Virtual Reality and Gamification Tools.

43. IoT Product Design for User Experience and Technological Innovation in Virtual Reality Environments.

44. The way of water: exploring the role of interaction elements in usability challenges with in-car VR experience.

45. Effect of virtual reality video frame rate on visually induced motion sickness through electroencephalography measurement.

46. VR Kaiju game with growth enhancement mechanic.

48. Attentional Tunneling in Pilots During a Visual Tracking Task With a Head Mounted Display.

49. Can Time Flow Differently if You Are a Virtual Reality Newcomer?

50. Fun, experience or education? Learning efficiency – virtual reality lesson vs traditional lesson.

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