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2014 IEEE Virtual Reality (VR) : Minneapolis, Minnesota, USA 29 March - 2 April, 2014
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ISBN: 1479928712 1479928720 Year: 2014 Publisher: Piscataway, NJ : IEEE,

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IEEE Virtual Reality is the premier international conference and exhibition on virtual reality.

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Virtual reality


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Mixed and Augmented Reality - Media, Art, Social Science, Humanities and Design (ISMAR-MASH'D), 2014 IEEE International Symposium on
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ISBN: 1479968889 1479968870 Year: 2014 Publisher: Piscataway : IEEE,

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Augmented Reality (AR) and Mixed Reality (MR) melt the barriers between virtual media, the physical world and our imagination by enriching our ability to interact with all three New applications in diverse areas such as Engineering, Entertainment, Arts, Education Media and Humanities push the boundaries of science and technology As the premier conference in the field, ISMAR is responding to this evolution by expanding the program scope Two key areas of submissions are Science & Technology (S & T) covering emerging capabilities of MR AR and the MASH D program covering the human side of technology application, including real world explorations by Media professionals, Artists, Social Scientists, Humanity scholars and Designers (MASH D).

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Virtual reality


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At the edge of the rift
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ISBN: 1848883218 Year: 2014 Publisher: Oxford, England : Inter-Diciplinary Press,

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Virtual reality.


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2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) : 9-12 September 2014, Msida, Malta
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ISBN: 1479940550 1479940569 Year: 2014 Publisher: Piscataway, New Jersey : IEEE,

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VS Games now running in its 6th year, is a conference that targets cross disciplinary communities with emphasis on the development, technologies and use of virtual worlds and games for serious applications The conference promotes efforts in all areas of research involving the advancement of the study of games for serious applications, including technologies, design, applications and uses.


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Virtual reality : people with special needs
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ISBN: 9781633217348 1633217345 1633217299 9781633217294 Year: 2014 Publisher: New York : Nova Publishers,

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The use of virtual reality for learning, training, and rehabilitation for people with special needs has been on the rise in recent years. Virtual reality allows the user to be trained, to gather information and to perform rehabilitation tasks in the virtual reality space. It allows the user to perform independently, safely, and efficiently, in a combined product of sensory, motor, and cognitive skills. The design, development, and evaluation of such virtual reality environments is a multidisciplinary work, the integration of medicine, physical therapy, occupational therapy, neuroscience, psych


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2014 International Conference on Virtual Systems & Multimedia (VSMM 2014) : 9-12 Dec. 2014, Hong Kong.
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ISBN: 1479972282 1479972274 Year: 2014 Publisher: IEEE

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Virtual reality : rehabilitation in motor, cognitive and sensorial disorders
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ISBN: 9781633217874 1633217876 1633217736 9781633217737 Year: 2014 Publisher: New York : Nova Publishers,

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Over the past twenty years, groups of therapists, researchers and engineers have seized the potential of virtual reality (VR) and its associated technologies to work together on designing and testing a great variety of rehabilitation devices and systems with the objective of improving the support for people with disabilities. Virtual reality technologies offer new paradigms for human exploration, understanding and support by providing participants a safe setting in which they can interact and develop goal-oriented activities within functional-virtual environments, especially when they find the


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The thousand faces of virtual reality
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ISBN: 9535157604 9535117335 Year: 2014 Publisher: IntechOpen

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Dr. Cecília Sik Lányi studied Mathematics and Computer Science (M.S.) – József Attila University (1984), and Teacher of Mathematics - Berzsenyi Dániel Teacher Training College in 1988. She obtained the degree of Dr. Univ. at the University of Veszprém, Hungary in Physical-chemistry (1993), and PhD at the University of Veszprém, Hungary in Computer Science (2000). She has worked as a software engineer and as an associate professor for program languages at the University of Pannonia. Currently she is teaching: Virtual Reality and its application, user interface design, and computer graphics for informatics engineering students. PhD and Masters’ supervision has an emphasis on Virtual Reality for the rehabilitation of children with disabilities and patients with mental health issues. She got the “Master teacher” award of the Hungarian Ministry of Education in 2001. She has published more than 300 refereed articles and conference papers, and worked as guest editor for many renowned journals and books. Her research area is Virtual Reality, Human Computer Interaction, Design for All. Virtual Reality (VR) has thousand faces. Why? Because from the moment of VR‘s birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.


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Advances in Virtual Reality and Anxiety Disorders
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ISBN: 1489980237 1489980229 Year: 2014 Publisher: New York, NY : Springer US : Imprint: Springer,

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The interactive computer-generated world of virtual reality has been successful in treat­ing phobias and other anxiety-related conditions, in part because of its distinct advan­tages over traditional in vivo exposure. Yet many clinicians still think of VR technology as it was in the 1990s–bulky, costly, technically difficult–with little knowledge of its evolution toward more modern, evidence-based, practice-friendly treatment. These updates, and their clinical usefulness, are the subject of Advances in Virtual Re­ality and Anxiety Disorders, a timely guidebook geared toward integrating up-to-date VR methods into everyday practice. Introductory material covers key virtual reality concepts, provides a brief history of VR as used in therapy for anxiety disorders, ad­dresses the concept of presence, and explains the side effects, known as cybersickness, that affect a small percentage of clients. Chapters in the book's main section detail current techniques and review study findings for using VR in the treatment of: ·                     Claustrophobia. ·                     Panic disorder, agoraphobia, and driving phobia. ·                     Acrophobia and aviophobia. ·                     Arachnophobia. ·                     Social phobia. ·                     Generalized anxiety disorder and OCD. ·                     PTSD. ·                     Plus clinical guidelines for establishing a VR clinic.  An in-depth framework for effective (and cost-effective) therapeutic innovations for entrenched problems, Advances in Virtual Reality and Anxiety Disorders will find an engaged audience among psychologists, psychiatrists, social workers, and mental health counselors.eractive computer-generated world of virtual reality has been successful in treating phobias and other anxiety-related conditions, in part because of its distinct advantages over traditional in vivo exposure. Yet many clinicians still think of VR technology as it was in the 1990s–bulky, costly, technically difficult–with little knowledge of its evolution toward more modern, evidence-based, practice-friendly treatment.


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HAVE : 2014 IEEE International Symposium on Haptic, Audio and Visual Environments and Games : Dallas, Texas, USA, October 10-11, 2014.
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ISBN: 1479959634 1479959650 1479959642 Year: 2014 Publisher: New York : IEEE,

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