Skip to main content

Referencing


  • Latta J.N.; Oberg D.J. (January 1994) A conceptual virtual reality model [Online] Available on: https://ieeexplore.ieee.org/abstract/document/250915/authors#authors accessed 1st February 2019  
  • Sherman R.W. Craig A.B. 2003 (2003) Book of understanding virtual reality [Online] Available on: https://bit.ly/2MNrw1D accessed 1st February
  • Mazuryk T.; Gervautz M. (1996) Virtual Reality https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf accessed 1st February 2019
  • Winn W. (1993) A Conceptual Basis for Educational Applications of Virtual Reality [online] available on: http://www.citeulike.org/group/860/article/500383 accessed on 1st February 2019
  •  Satava M.R. (1995) Medical applications of virtual reality [online] available on:  https://link.springer.com/article/10.1007/BF02257178 accessed on 1st February 2019
  • Griffin J.; Lewis C.H. (1997) book of Virtual reality in neuro- psycho-physiology [online] available on: https://bit.ly/2WAUTJ8 accessed 1st February 2019



Comments

Popular posts from this blog

Reflection on my software skills

I would like to talk about my software skills, in my secondary school I had started learning programming which started with Visual basic and HTML. I  had also learned how to edit a photograph using Photoshop. Once I was done with my schooling I stared learning C and C++, I have also done a course in basics of Ethical Hacking using Kali Linux. In my first semester at DMU I learned how to create and develop a website using Wix and finally I have started learning basic python programming language. 

Change of my topic

I have changed my research topic to ' Development of VR (virtual reality) and AR (augmented reality). The reason of change of my topic is because I had selected development of smartphones but I feel the smartphones are developed enough to carry out all the basic and smart works. Development of VR and AR are one of the main topics in IT and also I would give a lot of information from my research and would learn about the new technologies, that's the reason I have changes my topic.

CASE STUDY: Oculus VR

As a start-up growing at hyper speed, Oculus VR recognized it was at risk of losing its inherent cultural traits: a closely knit team of equal intellectuals, where constant chatter and close proximity kept ideas flowing and colliding constantly, sometimes literally sticking to walls, as new prototypes spilled continuously out of 3D printers. And all of this happened while a telepresence robot digitally connected one Oculus engineer working in Dallas to team members in California. Their existing space was not working for them. Furnished with rigid, linear benching, conversations were constrained, conducted standing up, or leaning over others. Product Lead Joe Chen was frustrated that it didn’t really foster the right kind of interaction; “accidental collaborations” that happen spontaneously were too infrequent. There weren’t enough spots for quiet conversations, either. He wanted to enhance the connectivity and impromptu discussions that are inherent to the company’s success. They also...