Results for 'Vr Krishnaiyer'

292 found
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  1. Hindu muslim comaraderei-an appeal.Vr Krishnaiyer - 1994 - Journal of Dharma 19 (2):160-165.
     
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  2. Immanuel Kant: Über die Heilung des Körpers, soweit sie Sache der Philosophen ist. Und: Woran starb Moses Mendelssohn?Vr Brandt - 1999 - Kant Studien 90 (3):354-366.
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  3.  1
    Jainadharma paricaya. Vr̥ṣabhaprasādajaina (ed.) - 2012 - Nayī Dillī: Bhāratīya Jñānapīṭha.
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  4. Udarbejdelse af en spansk-dansk juridisk ordborg: juridiske og sproglige problemer.Henning Bergenholtz, Helle Vrønning Dam & Torben Henriksen - 1990 - Hermes 5:127-136.
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  5. How to understand understanding-a tribute to Torben Thrane: Introduction to thematic section of Hermes No. 47.Helle Vrønning Dam, Helle Dam Jensen, Henning Nølke & Sten Vikner - 2011 - Hermes: Journal of Language and Communication Studies 47:7-12.
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  6.  3
    Bananas-on names and definitions in translation studies.Andrew Chesterman, Helle Vrønning Dam, Jan Engberg & Anne Gram Schjoldager - 2003 - Hermes 31:197-209.
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  7. Text condensation in consecutive interpreting-summary of a Ph. d.-dissertation.Helle Vrønning Dam - 1996 - Hermes 17:273-281.
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  8.  7
    Book Review Section 1. [REVIEW]John Martin Rich, Vr Cardozier, Arnold Cooper, Daniel P. Liston, Edward Relph, Richard A. Brosio, Mary Ann Gray & C. David Lisman - 1991 - Educational Studies 22 (4):447-485.
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  9. Signal-generated memory of reinforcement and resistance to extinction.Sj Haggbloom, L. Lovelace & Vr Brewer - 1988 - Bulletin of the Psychonomic Society 26 (6):526-527.
  10.  12
    VR and hallucination: a technoetic perspective.Diana Reed Slattery - 2008 - Technoetic Arts 6 (1):3-18.
    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMD); navigation and pointing devices; and stereoscopic imaging. This presentation examines an experiential aspect of VR. Putting virtual in front of reality modifies the ontological status of a class of experience that of reality. Reality has also been modified (by artists, new media theorists, technologists and philosophers) as augmented, mixed, simulated, artificial, layered and enhanced. Modifications of reality are (...)
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  11.  8
    System VR – nowa przestrzeń komunikacyjna.Mateusz Markowski - 2021 - Acta Universitatis Lodziensis. Folia Litteraria Polonica 60 (1):93-103.
    The article describes areas of interpersonal communication in which the Virtual Reality technology plays an increasingly bigger role. The analysis of data shows that the VR system has proved successful in entertainment brand and is widely used for educational purposes. What is more brand advertising strategy can also rely on it. Access to virtual reality is still exclusive due to high price of the VR googles. However, more and more companies see a great potential of VR systems and increase funding (...)
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  12.  25
    Social Virtual Reality (VR) Involvement Affects Depression When Social Connectedness and Self-Esteem Are Low: A Moderated Mediation on Well-Being.Hyun-Woo Lee, Sanghoon Kim & Jun-Phil Uhm - 2021 - Frontiers in Psychology 12.
    While social interaction and play in a VR environment are becoming ever more popular, little is known about how social VR games affect users. The purpose of this study was to elucidate the role of several contingent factors in social VR games by modeling the relationships between involvement, well-being, depression, self-esteem, and social connectedness. A conditional process-moderated mediation model of the measured variables was analyzed with 220 pieces of collected data. The result showed that: the direct effect of involvement on (...)
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  13.  12
    The Last Recreational Land VR experience: A non-naturalistic artistic visualization practice with emerging technologies.Hin Nam Fong - 2023 - Technoetic Arts 21 (1):15-33.
    This article introduces a novel use of technologies to visualize space and temporary structures in public space as a critical and speculative method for artistic research. Imitation and iconification have been vital in visual culture since civilization began. Science has become proficient in picturing invisible matter and numerical data. However, we are limited to visualizing these data in an iconic, ‘understandable’ way, that is, to some extent, reductionist. A non-naturalistic artistic visualization (NNAVi) method is proposed to discover and present the (...)
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  14. Potter VR.Global Bioethics - unknown - Global Bioethics 14 (4-2001).
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  15. What do VR experiments teach us about time?Andrew J. Latham & Alex Holcombe - 2023 - Frontiers in Psychology 13:1082844.
    Gruber and Smith (2019) have conducted some interesting virtual reality (VR) experiments, but we think that these experiments fail to illuminate why people think that the present is special. Their experiments attempted to test a suggestion by Hartle (2005) that with VR one might construct scenarios in which people experience the same present twice. If that’s possible, then it could give us a reason to think that when we experience the present as being special, that’s not because it’s objectively so. (...)
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  16. VR esŏ tŭroing kuhyŏn hagi.Chŏng Hae-jin - 2020 - In Hyŏn-jin Yi (ed.), T'aenjŏbŭl p'illosop'i: Sŏnghak sipto VR = Tangible philosophy: VR for Ten Diagrams on sage learning. Sŏul-si: Tosŏ Ch'ulp'an Ch'ŏngnam.
     
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  17.  3
    "Vr̥ddhiḥ..": bhāshece āṇi bhāshābhyāsāce vikasana.D. D. Mahulkar - 2000 - Mumbaī: Rājya Marāṭhī Vikāsa Sãsthā.
    Studies on history of linguistics, chiefly with reference to India.
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  18. Abhidhāvr̥ttamātr̥kā. Mukulabhaṭṭa - 1973 - Dillī: Indu Prakaśana. Edited by Brahma Mitra Awasthi & Indu Candra.
     
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  19. Vr̥ttiprabhākara. Niścaladāsa - 1984 - Bambaī: Khemarāja Śrīkr̥shṇadāsa.
     
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  20.  16
    VR in the Prison System: Ethical and Legal Concerns.Dov Greenbaum - 2022 - American Journal of Bioethics Neuroscience 13 (3):158-160.
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  21. VR ro kyŏng ssatki.Hyŏn Sŭng-ch'ŏl & Kim Hyŏn-su - 2020 - In Hyŏn-jin Yi (ed.), T'aenjŏbŭl p'illosop'i: Sŏnghak sipto VR = Tangible philosophy: VR for Ten Diagrams on sage learning. Sŏul-si: Tosŏ Ch'ulp'an Ch'ŏngnam.
     
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  22. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology.Michael Madary & Thomas Metzinger - 2016 - Frontiers in Robotics and AI 3:1-23.
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that (...)
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  23.  19
    Phenomenology of VR Images.Fabrizia Bandi - 2023 - Studia Phaenomenologica 23:295-310.
    The purpose of the article is to offer a phenomenological description of VR images and their experience. In the first section, I briefly present the peculiar features of these kinds of images; in the second section, I compare VR images with phantasms, especially in the light of the idea of “presentification” (Vergegenwärtigung), and then I discuss the reality or unreality of VR image-objects; the third section elaborates an analysis of VR images according to the notions of image object (Bildobjekt), and (...)
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  24. What it’s like to be a ___: Why it’s (often) unethical to use VR as an empathy nudging tool.Erick Jose Ramirez, Miles Elliott & Per-Erik Milam - 2021 - Ethics and Information Technology 1 (3):527-542.
    In this article, we apply the literature on the ethics of choice-architecture (nudges) to the realm of virtual reality (VR) to point out ethical problems with using VR for empathy-based nudging. Specifically, we argue that VR simulations aiming to enhance empathic understanding of others via perspective-taking will almost always be unethical to develop or deploy. We argue that VR-based empathy enhancement not only faces traditional ethical concerns about nudge (autonomy, welfare, transparency), but also a variant of the semantic variance problem (...)
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  25. Bhattacharyya-Vṛtti : K.C. Bhattacharyya's commentary on the Yogasūtra.Daniel Raveh - 2023 - In Elise Coquereau-Saouma & Daniel Raveh (eds.), The Making of Contemporary Indian Philosophy: Krishnachandra Bhattacharyya. New York, NY: Routledge.
     
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  26.  22
    Jak to jest być nietoperzem w wirtualnej rzeczywistości? Technologia VR jako narzędzie do doświadczania perspektywy innego.Jan Waligórski - 2023 - Avant: Trends in Interdisciplinary Studies 14 (1).
    Knowing the subjective perspective of other agents, how the world manifests itself to them, through the prism of their specific embodiment and situated, remains beyond the limits of our direct cognition and sometimes even imagination. Simulations using virtual reality technology (VR) can partially bring us closer to the embodied perspective of other agents. This technology enables the experience of another body, as one’s own and causal, during the phenomenon of virtual embodiment. The user can be situated in a simulated environment (...)
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  27.  13
    The Use of Deep Learning and VR Technology in Film and Television Production From the Perspective of Audience Psychology.Yangfan Tong, Weiran Cao, Qian Sun & Dong Chen - 2021 - Frontiers in Psychology 12.
    As the development of artificial intelligence technology, the deep-learning -based Virtual Reality technology, and DL technology are applied in human-computer interaction, and their impacts on modern film and TV works production and audience psychology are analyzed. In film and TV production, audiences have a higher demand for the verisimilitude and immersion of the works, especially in film production. Based on this, a 2D image recognition system for human body motions and a 3D recognition system for human body motions based on (...)
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  28.  5
    Multivisual Animation Character 3D Model Design Method Based on VR Technology.Leiming Li, Wenyao Zhu & Hongwei Hu - 2021 - Complexity 2021:1-12.
    For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of (...)
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  29. Emotional Qualities of VR Space.Mihai Nadin, Asma Naz, Regis Kopper & Ryan P. McMahan - unknown
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  30.  6
    The Essence of VR.Michael Heim - 1993 - Idealistic Studies 23 (1):49-62.
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  31.  9
    Enquiry into the Nature of Liberation: Bhaṭṭa Rāmakaṇṭha’s Paramokṣanirāsakārikāvṛtti, a Commentary on Sadyojyotiḥ’s Refutation of Twenty Conceptions of the Liberated State (mokṣa). Edited and translated by Alex Watson, Dominic Goodall, and.Andrew J. Nicholson - 2021 - Journal of the American Oriental Society 135 (4).
    An Enquiry into the Nature of Liberation: Bhaṭṭa Rāmakaṇṭha’s Paramokṣanirāsakārikāvṛtti, a Commentary on Sadyojyotiḥ’s Refutation of Twenty Conceptions of the Liberated State. Edited and translated by Alex Watson, Dominic Goodall, and S. L. P. Anjaneya Sarma. Collection Indologie, vol. 122. Pondicherry: Institut Français de Pondichéry, École française d’Extrême-Orient, 2013. Pp. 508. €38.
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  32.  8
    Why do people seem to be more utilitarian in VR than in questionnaires?Bartosz Maćkiewicz, Jan Wodowski & Joanna Andrusiewicz - forthcoming - Philosophical Psychology.
    Several experimental studies on moral judgment and moral decision-making show that in virtual reality people tend to make more “characteristically utilitarian” decisions than when responding to standard questionnaires. An explanation of this phenomenon that has been considered by many authors states that the feature of VR studies that is responsible for this effect is the visual salience of the harmful consequences of “deontological” decisions. The present paper makes three points, the first of which is theoretical: we argue that this explanation, (...)
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  33.  21
    Efficacy and Brain Imaging Correlates of an Immersive Motor Imagery BCI-Driven VR System for Upper Limb Motor Rehabilitation: A Clinical Case Report.Athanasios Vourvopoulos, Carolina Jorge, Rodolfo Abreu, Patrícia Figueiredo, Jean-Claude Fernandes & Sergi Bermúdez I. Badia - 2019 - Frontiers in Human Neuroscience 13:460149.
    To maximize brain plasticity after stroke, several rehabilitation strategies have been explored, including the use of intensive motor training, motor imagery, and action observation. Growing evidence of the positive impact of virtual reality (VR) techniques on recovery following stroke has been shown. However, most VR tools are designed to exploit active movement, and hence patients with low level of motor control cannot fully benefit from them. Consequently, the idea of directly training the central nervous system has been promoted by utilizing (...)
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  34. Ethical Issues with Simulating the Bridge Problem in VR.Erick Jose Ramirez & Scott LaBarge - 2020 - Science and Engineering Ethics 26 (6):3313-3331.
    We aim to generate a dilemma for virtual reality-based research that we motivate through an extended case study of Judith Thomson’s (1985) Bridge variant of the trolley problem. Though the problem we generate applies more broadly than the Bridge problem, we believe it makes a good exemplar of the kind of case we believe is problematic. First, we argue that simulations of these thought experiments run into a practicality horn that makes it practically impossible to produce them. These problems revolve (...)
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  35. Sŏnghak sipto VR konggan sok sayongja int'ŏp'eisŭ.Mun Chun-sŏk - 2020 - In Hyŏn-jin Yi (ed.), T'aenjŏbŭl p'illosop'i: Sŏnghak sipto VR = Tangible philosophy: VR for Ten Diagrams on sage learning. Sŏul-si: Tosŏ Ch'ulp'an Ch'ŏngnam.
     
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  36. Sŏnghak sipto VR ŭi ch'ŏrhak tijain.Yi Wŏn-jin - 2020 - In Hyŏn-jin Yi (ed.), T'aenjŏbŭl p'illosop'i: Sŏnghak sipto VR = Tangible philosophy: VR for Ten Diagrams on sage learning. Sŏul-si: Tosŏ Ch'ulp'an Ch'ŏngnam.
     
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  37.  5
    News from CyberSpace: VR and Hypertext.John G. Cramer - unknown
    I live in Seattle, the city which last Fall was host to two major international conferences of interest to science fiction readers: The Annual International IEEE Symposium on Virtual Reality (VRAIS- 93) and The 5th ACM Conference on Hypertext (Hypertext-93). I was able to attend both conferences, and I'll use this column to provide an overview of what I learned there.
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  38. Brahmasūtra-vr̥tti-Mitāksharā kā samīkshātmaka adhyayana.Śyāma Bālā Rāya - 2002 - Gājīpura, Uttara Pradeśa: Nirmala Prakāśana.
    Study of Brahmasūtramitākṣarā by Annambhaṭṭa, 17th cent., classical commentary on Brahmasūtra of Bādarāyaṇa.
     
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  39.  67
    BCI to Potentially Enhance Streaming Images to a VR Headset by Predicting Head Rotation.Anne-Marie Brouwer, Jasper van der Waa & Hans Stokking - 2018 - Frontiers in Human Neuroscience 12:361578.
    While numerous studies show that brain signals contain information about an individual’s current state that are potentially valuable for smoothing man-machine interfaces, this has not yet lead to the use of brain computer interfaces (BCI) in daily life. One of the main challenges is the common requirement of personal data that is correctly labelled concerning the state of interest in order to train a model, where this trained model is not guaranteed to generalize across time and context. Another challenge is (...)
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  40.  11
    Research on the Influence of AI and VR Technology for Students’ Concentration and Creativity.Qiming Rong, Qiu Lian & Tianran Tang - 2022 - Frontiers in Psychology 13.
    The application of digital technology in teaching has triggered the evolution of traditional teaching. Students have different corresponding relationships under digital behavior. The interactive technology of artificial intelligence and virtual reality provides a new driving force for the development of art education and psychology. Firstly, this thesis analyzes the limitations and existing problems of traditional art education. Especially, the influence of the teaching mode of art education on the teaching of other disciplines develops a targeted student-centered digital education program. Secondly, (...)
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  41.  40
    Virtual Reality Thought Experiments Module Package (includes VR Training Room).Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality module that incorporates a training room (for subjects to become accommodated to virtual environments) and VR translations of Philippa Foot's Trolley Problem and Judith Thomson's Violinist thought experiment. -/- These modules are free to use for classroom or research/x-phi purposes. This set of modules is optimized for the HTC Vive. If you have an Oculus Rift, please see our VR modules optimized for the rift. -/- *Requires an HTC Vive and VR capable computer. To access the simulation, (...)
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  42.  1
    Die Rezeption der westlichen Philosophie in der VR China, 1987-1992: eine Bibliographie.Werner Meissner & Weijian Liu - 1996 - Münster: Lit. Edited by Weijian Liu.
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  43.  1
    Geistesgeschichtliche Forschung in der VR China: die gegenwärtige Bewertung des Zhu Xi (1130-1200) und seiner Konzeption von Li und Qi.Wolfgang Ommerborn - 1987 - Bochum: Brockmeyer.
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  44.  12
    Context matters during pick-and-place in VR: Impact on search and transport phases.Olga Lukashova-Sanz, Rajat Agarwala & Siegfried Wahl - 2022 - Frontiers in Psychology 13.
    When considering external assistive systems for people with motor impairments, gaze has been shown to be a powerful tool as it is anticipatory to motor actions and is promising for understanding intentions of an individual even before the action. Up until now, the vast majority of studies investigating the coordinated eye and hand movement in a grasping task focused on single objects manipulation without placing them in a meaningful scene. Very little is known about the impact of the scene context (...)
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  45. è «WÜv'SV fr28ÀHf VcaÞwH¥ ef Vr@ Ûsc'tVÛ£ rséVefSVF'æ² éV fcTÛsrsHfH! c'ÝD Ûsc'tVHPe fS ÛsefWÜt vd F'v'rstTefHRç.Collecting Dialogs - 2001 - In P. Bouquet (ed.), Lecture Notes in Artificial Intelligence. Kluwer Academic Publishers. pp. 2182--20.
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  46.  3
    ECS effects on the extinction of a running response following CRF or VR training.A. Grant Young - 1976 - Bulletin of the Psychonomic Society 7 (2):169-170.
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  47. Nombres propios y pronombres: el paradigma fregeanao vrs el paradigma de la referencia directa.Javier Vilanova Arias - 1998 - Revista de Filosofía (Madrid) 20:227-250.
  48. Brahmasūtram (Bhāratīsaṃskaraṇam): Vidyānandavr̥ttiyutam = Brahmasūtra with Vidyānanda Vr̥tti : English translation. Bādarāyaṇa - 2005 - Rishikesh: Shri Kailas Vidya Prakashan. Edited by Svarṇalāla Tulī & Vidyānanda Giri.
    Aphoristic work on Vedanta philosophy with Sanskrit commentary and English translation.
     
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  49.  5
    Freud, Marcuse, Fromm, Reich, Proust, Wilde, Ortega y Gasset, Nietzsche, Beckett y otros-- vrs. Carrera: selección de sus mejores series de columnas de "El gráfico".Mario Alberto Carrera - 1981 - Guatemala: Editorial RIN.
  50.  2
    Kongress „moderne kulturbeziehungen zwischen Ost und west“ 15 – 19. dezember 1991 in beijing, VR. china.Lutz Geldsetzer - 1992 - Journal for General Philosophy of Science / Zeitschrift für Allgemeine Wissenschaftstheorie 23 (2):353 - 357.
    Congress on "Modern Cultural Relations between East and West". Dezember 15-19 in Beijing, People's Republic of China. The Congress shows two tendencies: (1) A growing open-mindedness and concern for the surrounding pacific cultures and the West. (2) A Renaissance of classical studies in order to fuse genuine chinese with western ideas in a new transcultural dialogue. Occidental provincialists are invited to enter the debate.
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