Some Helpful VR Sources
For my thesis class, we had an assignment last week that involved looking up research articles relevant to our topics. I thought I'd post what I found here as well in case referring back to them might be helpful. They are a bit more technical than what is really likely to help but they're here nonetheless.
Works
Cited
Anderson, Eike Falk, et al. “Developing
Serious Games for Cultural Heritage: A State-of-the-Art Review.” Virtual
Reality, vol. 14, no. 4, Dec. 2010, pp. 255–75. ProQuest, doi:dx.doi.org.unr.idm.oclc.org/10.1007/s10055-010-0177-3.
Dixon, Wheeler Winston. “Slaves of Vision:
The Virtual Reality World of Oculus Rift.” Quarterly Review of Film and
Video, vol. 33, no. 6, Aug. 2016, pp. 501–10. Taylor and Francis+NEJM,
doi:10.1080/10509208.2016.1144018.
Hallisey, Brad. “Building a Virtual World:
The Pipeline and Process.” Computer, vol. 45, no. 12, Dec. 2012, pp.
90–92. IEEE Xplore, doi:10.1109/MC.2012.402.
LaViola, Joseph J., Jr. “A Discussion of
Cybersickness in Virtual Environments.” SIGCHI Bull, vol. 32, no. 1,
Jan. 2000, pp. 47–56. ACM Digital Library, doi:10.1145/333329.333344.
Moroz, Matthew, et al. “Sensitivity to Visual
Gain Modulation in Head-Mounted Displays Depends on Fixation.” Displays,
Sept. 2018. ScienceDirect, doi:10.1016/j.displa.2018.09.001.
Popat, Sita. “Missing in Action: Embodied
Experience and Virtual Reality.” Theatre Journal, vol. 68, no. 3, Oct.
2016, pp. 357–78. Project MUSE, doi:10.1353/tj.2016.0071.
Sier, AndrĂ©. “Human Dragons Playing in
Cyberspace.” Technoetic Arts: A Journal of Speculative Research, vol.
15, no. 3, Dec. 2017, pp. 283–96. EBSCOhost, doi:10.1386/tear.15.3.283_1.
Solo, Liz. “Adventures in Hybrid Space.” Canadian
Theatre Review, vol. 163, no. 163, Aug. 2015, pp. 8–13.
Zhang, Liang, et al. “KaraKter: An
Autonomously Interacting Karate Kumite Character for VR-Based Training and
Research.” Computers & Graphics, vol. 72, May 2018, pp. 59–69. ScienceDirect,
doi:10.1016/j.cag.2018.01.008.
Zyda, Michael. “From Visual Simulation to
Virtual Reality to Games.” Computer, vol. 38, no. 9, Sept. 2005, pp.
25–32. IEEE Xplore, doi:10.1109/MC.2005.297.
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