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Record Nr. |
UNISA996384375003316 |
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Autore |
Perkins William <1558-1602.> |
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Titolo |
The foundation of Christian religion [[electronic resource] ] : gathered into sixe principles. And it is to bee learned of ignorant people, that they may be fit to heare sermons with profit, and to receiue the Lords Supper with comfort |
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Pubbl/distr/stampa |
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At London, : Printed [by John Orwin] for Iohn Porter and I[ohn] L[egat, Cambridge], 1595 |
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Descrizione fisica |
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Soggetti |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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"To all ignorant people .." signed: William Perkins. |
Printer's and second publisher's names from STC. |
Signatures: A-C⁴ D² . |
Running title reads: Sixe principles of Christian religion. |
Reproduction of the original in the Henry E. Huntington Library and Art Gallery. |
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2. |
Record Nr. |
UNISA996673176703316 |
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Autore |
De Paolis Lucio Tommaso |
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Titolo |
Extended Reality : International Conference, XR Salento 2025, Otranto, Italy, June 17–20, 2025, Proceedings, Part I / / edited by Lucio Tommaso De Paolis, Pasquale Arpaia, Marco Sacco |
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Pubbl/distr/stampa |
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2026 |
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ISBN |
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Edizione |
[1st ed. 2026.] |
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Descrizione fisica |
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1 online resource (650 pages) |
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Collana |
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Lecture Notes in Computer Science, , 1611-3349 ; ; 15737 |
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Altri autori (Persone) |
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ArpaiaPasquale |
SaccoMarco |
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Disciplina |
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Soggetti |
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Image processing - Digital techniques |
Computer vision |
Application software |
User interfaces (Computer systems) |
Human-computer interaction |
Artificial intelligence |
Computer engineering |
Computer networks |
Computer Imaging, Vision, Pattern Recognition and Graphics |
Computer and Information Systems Applications |
User Interfaces and Human Computer Interaction |
Artificial Intelligence |
Computer Engineering and Networks |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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-- Virtual Reality. -- The Metaverse in Automotive Retail: Field Study on Implementation and Customer Interaction . -- Virtual Reality in Geoscience: An Overview . -- Maritime Training through Virtual Reality: System Design and Research Roadmap. -- Spatial Cognition and Awareness of non-Euclidean Virtual Reality Environments: A pilot study on the Effect of Personality Traits. -- Leveraging Transfer Learning for Niche Sign System Recognition in VR Training with Limited Data. -- Navigating Social Biases through Virtual Reality Perspective |
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Taking: Exploring the Mediating Role of Outgroup Perspective Taking . -- Immersive technologies for Cultural Heritage: Bridging History and Technology in Museums. -- Exploring VR Accessibility Challenges and Solutions through Crowdsourced Insights from Reddit. -- Study of VR Application in Additive Manufacturing of Customized Orthopedic Products. -- Empowering Accessible Social Engagement in Virtual Reality: Piloting a preparatory Usability Experience on Neurotypical Individuals. -- Examining the impact of pilot expertise and task difficulty on visual attention and flight performance in a high visual-fidelity flight simulator. -- Revolutionizing Agrifood Training: The MetaLAM Virtual Laboratory for Multielement Analysis. -- Exploring moral dilemmas in Virtual Reality: a literature review. -- Immersive questionnaire framework for perception research studies. -- Detecting the Fingers of Adult Braille Readers Using Ultraleap’s Virtual Reality Hand Tracking System. -- Evaluating Usability and Immersion in a Virtual Reality Game for Fear of Flying: A Pilot Study with a Non-Phobic Sample. -- Integrating Mind-Controlled Navigation into a Virtual Reality Training System. -- Virtual Reality Meets Finance: How to Enhance Understanding of Risk Diversification. -- Spatialized Looming Sounds in Virtual Reality: Reaction Times and Localization Accuracy. -- VR for Specific Phobias: A Perspective on Adaptive and Physiological Feedback-Based Exposure Therapy. -- Bio-Adaptive Virtual Humans for Arousal Regulation: A Preliminary Study. -- A Vision-Based Fiducial Object Input Device for Intuitive Interaction. -- Towards optimal shift mapping heuristics for ReSTIR-SSS. -- Semantic Edge Extraction by Logical Operations for Room Structure Estimation Using a Segmentation Result. -- 360 Nature Hub: An open repository of 360° nature videos for research and health interventions. -- Augmented and Mixed Reality. -- Enhancing Operator Understanding of Circular Production Facilities through Augmented Reality: A Comparative Study. -- Towards Precise Geo-Localization for Outdoor Mobile Augmented Reality - State-of-the-Art in Visual Geo-Localization. -- Video Game Quality of Experience Assessment of Augmented Reality User Interface for Military Purposes. -- Identifying Mobile AR Application Scenarios: A Method for Environmental Agencies. -- Adaptive Interface Improving User Focus in Collaborative AR Systems. -- Embodiment Under Constant Force Applied by a Force Feedback Device for Spatially Augmented Forearm. -- Enhancing the atmosphere in Hybrid Restaurants: a Dining Experience Assessment with Mixed Reality. -- Transforming Industrial Training: A Comparative Study of Volumetric Video in Mixed Reality and Paper-Based Instructions. |
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Sommario/riassunto |
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The seven-volume set LNCS 15737-15743 constitutes the proceedings of the International Conference on Extended Reality, XR Salento 2025, held in Otranto, Italy, during June 17-20, 2025. The 128 full papers presented together with 65 short papers were carefully reviewed and selected from 256 submissions. The papers are organized in the following topical sections: Part I: Virtual Reality; and Augmented and Mixed Reality. Part II: Extended Reality; and Extended Reality in Education and Learning. Part III: Transforming Research and Clinical Interventions with eXtended Reality. Part IV: Digital Twin: Innovative Approaches in Industry and Healthcare. Part V: eXtended Reality for Cultural Tourism Sustainability; eXtended Reality for Art, Design, and Entertainment; and Digital Twin and Smart Virtual Representations for Cultural Heritage. Part VI: Crafting Virtual Humans for Immersive XR Applications; and eXtended Reality for Serious Games. Part VII: Artificial Intelligence; Integrating Artificial Intelligence, Computer Vision and Augmented Reality in Computer-Assisted Intervention; and AI-Driven XR Innovations in Healthcare: Bridging Technology and Ethics. |
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