Ufuk Avrupa · Horizon Europe (HORIZON)
Advanced and Innovative hardware components for Virtual Worlds (RIA) (Virtual Worlds Partnership)
Çağrı özeti
Resmi metinden, ilk bölüm
Expected Outcome: Projects are expected to contribute to the following outcomes: Innovative and advanced XR hardware, advanced headsets, screens, wearables and haptic components, sensors and actuators, advanced chips for a deeper and closer-to-reality immersion, stimulating all human senses. Scope: In the recent years, hardware for Virtual Worlds made major breakthroughs, democratising headsets, sensors, actuators or haptic equipment. To keep this momentum and advancing further, new generation of XR equipment, wearable solutions and haptic components, as well as non-invasive brain computer interfaces for handsfree interaction, hardware or technologies will put the users at the very centre of virtual experiences, for even greater and realistic immersion, aiming at blurring the lines between the real and digital environments. To ensure this next generation of engaging and lifelike immersio… devamı
Computer graphics, computer vision, multi media, computer gamesHuman computer interaction and interface, visualization and natural language processingWearable technologiesDisplay and sensing technologiesForce-feedbackHapticsHuman perceptionImmersionInnovative optics and photonics technologiesIntegrationMicrodisplayMultimodal interactionSmellSpeechTouchVision
İlgili olabilecek akademisyenler
Konu uyumuna göre
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%63MEHMET İLKER BERKMAN
Ortak konular: Virtual Reality Applications and Impacts · Teleoperation and Haptic Systems
Örtüşen yayınlar: A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR (2023) · I-group Presence Questionnaire: Psychometrically Revised English Version (2021)
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%52SERVER ZAFER MASALCI
Ortak konular: Virtual Reality Applications and Impacts
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%47KAYRA KURŞUN
Ortak konular: Virtual Reality Applications and Impacts
Örtüşen yayınlar: Computational design optimization of road speed bumps (2016)
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%46BARIŞ ATİKER
Ortak konular: Virtual Reality Applications and Impacts · Computer Graphics and Visualization Techniques
Örtüşen yayınlar: Comparing Virtual Reality and Video-Based Learning for Subcutaneous Injection Competency (2026) · The Creative Use of Artificial Intelligence in XR Applications (2022)
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%46SERPİL HÜLYA ÇAPAR
Ortak konular: Virtual Reality Applications and Impacts
Örtüşen yayınlar: Does posterior cruciate ligament sacrifice influence dynamic balance after total knee arthroplasty? Comparison of cruciate-retaining and cruciate-substituting designs in bilaterally operated patients (2021)
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%45HİLAL BOSTANCI SEÇKİN
Ortak konular: EEG and Brain-Computer Interfaces · Virtual Reality Applications and Impacts
Örtüşen yayınlar: Effects of Video Game Based Hand Therapy on Motor Functions in Stroke Rehabilitation: A Randomized Trial (2025)
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%45NURÇİN SEYMEN AKSU
Ortak konular: Virtual Reality Applications and Impacts
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%44FATİH AYDIN
Ortak konular: Virtual Reality Applications and Impacts
Örtüşen yayınlar: A Systematic Review of Research for Design and Development in Immersive Virtual Reality Learning Environments (2025)
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%44HALİME DİNÇ
Ortak konular: Virtual Reality Applications and Impacts
Örtüşen yayınlar: I am neither Clark Kent nor Superman: A Case Study of Experience in Virtual Activity in the Metaverse (2023) · The Age Beyond Sports: User Experience in the World of Metaverse (2023)
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%43SAVAŞ ÖZBEY
Ortak konular: Virtual Reality Applications and Impacts
Örtüşen yayınlar: METAVERSE EXPERIENCE: MEASURING PRESENCE IN VIRTUAL ENVIRONMENTS WITHIN THE SCOPE OF GASTRONOMY (2023)
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%42EROL ÖZÇELİK
Ortak konular: Innovative Teaching and Learning Methods · Virtual Reality Applications and Impacts
Örtüşen yayınlar: A Metaverse‐Based Fully Immersive Training for Temporomandibular Joint: A Pilot Study (2026) · Fusion of smartphone sensor data for classification of daily user activities (2021)
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%42ZEYNEP SENA BAĞRIAÇIK
Ortak konular: Virtual Reality Applications and Impacts
Örtüşen yayınlar: INVESTIGATION OF TYPOGRAPHY USE AND FONT DESIGN IN VIRTUAL REALITY ENVIRONMENT (2024)
Uyum oranı kodla, her istekte hesaplanır. Çağrı metni (başlık, anahtar kelimeler, resmi açıklamanın başı) şu üç kaynakla karşılaştırılır: akademisyen profiliyle anlamsal yakınlık (%50), YÖKSİS anahtar kelimeleri ve OpenAlex konularındaki ortak ayırt edici terimler (%25) ve yayın içeriği — başlıklar, İngilizce özetler ve bunların Türkçe çevirileri (%25). Çeviriler sayesinde Türkçe çağrılar İngilizce yayınlarla da eşleşir. Yaygın kelimeler düşük ağırlıklıdır; %40 altı gösterilmez. Bir konu önerisidir; başvuru uygunluğu, kapasite ya da başarı değerlendirmesi değildir. Gizli profiller listelenmez.