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researchers and PhD students. The research groups conduct research in various areas of mobile network systems, multimedia and AR/VR/XR systems, robotics and machine learning, focusing on fundamental aspects as
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care functionality, and 6 Deepscope VR veterinary ultrasound simulation systems. The Fellow will work with the Cornell Veterinary College’s curriculum team to further expand the use of simulation
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needs identified through workshops with robust scientific knowledge to design an accessible Virtual Reality (VR) communication strategy. This embodied and immersive experience will increase user
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Associação do Instituto Superior Técnico para a Investigação e Desenvolvimento _IST-ID | Portugal | about 1 month ago
interfacing with VR training in a lab and in a clinical environment. Duration: The research fellowship will have the duration of 11 months. It’s expected to begin in March/2025 and not be renewed. It is
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innovation research project where you will be part of the research team to develop software platforms for supporting multi-user AR/VR applications. Key Responsibilities Participate in the research project with
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research in various areas of mobile network systems, multimedia and AR/VR/XR systems, robotics and machine learning, focusing on fundamental aspects as well as on applications in multidisciplinary contexts
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-theoretic formulation of spin matrix theories; (3) constructions of holographic dualities with de Sitter, flat space, and non-Lorentzian bulk geometries. The postdoctoral position within the VR project
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faculty members and several postdoctoral researchers and PhD students. The research groups conduct research in various areas of mobile network systems, multimedia and AR/VR/XR systems, robotics and machine
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expertise and focus on, but are not limited to: Eyewitness identification procedures and lineup design Confidence-accuracy calibration and metamemory Interactive, 3D, and VR-based identification technologies
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the VRRRRoom system on contemporary VR hardware, ensuring robustness and usability. Instrumenting the VR environment to support eye-tracking and interaction logging. Integrating and adapting existing visual