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European Journal of Psychotraumatology: Keynote papers and other highlights of ISTSS 2016, ISSN 2000-8198, 10/2017, Volume 8, Issue sup5, pp. 1414560 - 20
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in Operation Enduring Freedom/Operation Iraqi Freedom/Operation New Dawn... 
veteranos | The article presents the use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of posttraumatic stress disorder (PTSD). A brief discussion of the definition and rationale for the clinical use of VR is followed by a description of a VR application designed for the delivery of prolonged exposure (PE) for treating Service Members and Veterans with combat- and sexual assault-related PTSD. Virtual human applications relevant to PTSD are also discussed. The clinical use of VR is discussed in a larger context, particularly regarding its capability to break down barriers to care | Veterans | 虚拟现实 | miembros de servicio | 暴露疗法 | exposure therapy | pacientes virtuales | virtual patients | virtual humans | 虚拟病人 | 老兵服务成员 | PTSD | 虚拟人 | TEPT | Palabras clave: realidad virtual | terapia de exposición | SimCoach | resiliencia | humanos virtuales | BRAVEMIND | service members | resilience | Virtual Reality | POSTTRAUMATIC-STRESS-DISORDER | COMBAT | PSYCHIATRY | D-CYCLOSERINE | PSYCHOLOGY, CLINICAL | COGNITIVE REHABILITATION | VIETNAM VETERANS | PLACEBO-CONTROLLED TRIAL | ANXIETY DISORDERS | TECHNOLOGY | Prevention | Sex crimes | Neurosciences | Post traumatic stress disorder | Simulation | Virtual reality | Alcohol | Physiology | Military personnel | Behavior | Trauma | Informatics | Military Personnel | Health Care Utilization | Assessment | Prolonged Exposure Therapy | Iraq War | Resilience | Literature Review | Afghan War | Military Sexual Trauma | Virtual Reality Exposure | Combat Exposure
Journal Article
2008, Revised edition., ISBN 9780691135281, xiii, 316
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds.... 
Fieldwork | Interactive media | Ethnology | Computer network resources | Internet | Virtual reality | Sociology | Anthropology | SOCIAL SCIENCE | Media Studies | Cultural | Second Life (Game) | Interactive multimedia
Book
企业管理, ISSN 1003-2320, 2017, Issue 9, pp. 44 - 45
VR已不被当成一个独立的行业,而是以"VR+行业"的形式将VR作为一种工具来改变或是颠覆传统行业。苹果历来以"后发制胜"的姿态进入某个行业,之所以如此一方面是因为行业应用渐趋成熟,另一方面是因为其可能携带引领行业技术潮流的新技术。 
VR+行业 | VR+教育 | VR+零售 | VR+游戏 | VR | 颠覆传统行业 | VR+园林设计
Journal Article
International Journal of Pure and Applied Mathematics, ISSN 1311-8080, 2017, Volume 117, Issue 20, pp. 399 - 412
Journal Article
International Journal of Pure and Applied Mathematics, ISSN 1311-8080, 2017, Volume 116, Issue 23, pp. 795 - 807
Journal Article
2006, ISBN 0415970164, xi, 327
Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when... 
Human figure in art | Virtual reality in art | Body schema | Media & Film Studies
Book
2012, ISBN 069114950X, xvii, 237
Ethnography and Virtual Worldsis the only book of its kind--a concise, comprehensive, and practical guide for students, teachers, designers, and scholars... 
Interactive media | Ethnology | Computer network resources | Research | Methodology | Virtual reality | Media Studies | Sociology | JHB | JHMC | General | Anthropology | Social Science | JHBC | JHBS | Cultural | JHM | SOCIAL SCIENCE | Ethnology-Methodology | Ethnology-Computer network resources | Ethnology-Interactive media | Ethnology-Research
Book
by 翟斌
信息系统工程, ISSN 1001-2362, 2017, Issue 7, pp. 113 - 113
本文首先研究VR技术的发展及其应用,从VR对教育产生的影响分析教学情境、教学方式和教学资源的革新。最终展望VR教育的发展前景,并指出该领域亟待解决的若干问题。 
VR教育 | 虚拟现实 | VR
Journal Article
Journal Article
JMIR SERIOUS GAMES, ISSN 2291-9279, 10/2018, Volume 6, Issue 4, p. e10839
Background: Virtual reality (VR) therapy has been explored as a novel therapeutic approach for numerous health applications, in which three-dimensional virtual... 
virtual reality | MEDICAL INFORMATICS | BURN WOUND DEBRIDEMENT | DISTRACTION | ENVIRONMENT | VR theory | PHANTOM LIMB PAIN | POSTTRAUMATIC-STRESS | VR immersion | EXPOSURE THERAPY | VR presence | VR standards | clinical research | REHABILITATION | ANXIETY DISORDERS | GRADED EXPOSURE | ANALGESIA
Journal Article
NTT Technical Review, ISSN 1348-3447, 03/2018, Volume 16, Issue 3
Journal Article
Acta Polytechnica Hungarica, ISSN 1785-8860, 2018, Volume 15, Issue 3, pp. 125 - 147
Journal Article
02/2017, ISBN 9780367888350, 214
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in... 
Virtual reality | COMPUTERSCIENCEnetBASE | gaming | ElectricalEngineeringnetBASE | STMnetBASE | immersion | SCI-TECHnetBASE | INFORMATIONSCIENCEnetBASE | motion sickness | Computer Graphics & Visualization | ENGnetBASE | sensorimotor | Gaming & Animation | VR sickness | Optics & optoelectronics
eBook
新闻与写作, ISSN 1002-2295, 2016, Issue 7, pp. 58 - 60
Journal Article
2016, ISBN 9780813348759, xiii, 534 pages
"This comprehensive text covers the history of women and gender in Japan, Korea, and China in the early modern and modern eras by examining the dynamic... 
Women | HISTORY / Modern / General | Feminism | HISTORY / Asia / Korea | Sex role and globalization | East Asia | HISTORY / Asia / General | Gender identity | HISTORY / Asia / Japan | History | HISTORY / General | HISTORY / Asia / China
Book
International Journal of Advanced Computer Science and Applications, ISSN 2158-107X, 2018, Volume 9, Issue 6, pp. 162 - 167
Journal Article
IEEE Transactions on Emerging Topics in Computing, ISSN 2168-6750, 8/2017, Volume 8, Issue 1, pp. 1 - 1
A room-scale virtual reality (VR) configuration allows users to physically walk around a play area while reflecting their real-world motion in the virtual... 
Solid modeling | Tracking | Computational modeling | Aerospace electronics | room-scale VR | virtual simulation | Headphones | desktop VR | Games | Anesthesia | Sensors | virtual reality (VR) | serious gaming | Accuracy | Hardware | Computer simulation | Configurations | Virtual environments | Virtual reality
Journal Article
中国外资, ISSN 1004-8146, 2018, Issue 1, pp. 66 - 66
作为全球首款实现量产的头&手6DoF VR一体机,Pico Neo可实现稳定高精度的头部和手部六自由度追踪定位功能,无需任何外部传感器,即可完成对头部和双手运动的追踪。12月26日,业界领先的移动VR硬件及内容平台提供商Pico在京发布了旗下全球首款实现量产的头&手6DOFVR一体机——Pico... 
一体机 | VR
Journal Article
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