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Autore: |
Chen Jessie Y. C
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Titolo: |
Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held As Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part I
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Pubblicazione: | Cham : , : Springer International Publishing AG, , 2024 |
©2024 | |
Edizione: | 1st ed. |
Descrizione fisica: | 1 online resource (336 pages) |
Altri autori: |
FragomeniGino
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Nota di contenuto: | Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 16th International Conference on Virtual, Augmented and Mixed Reality (VAMR 2024) -- HCI International 2025 Conference -- Contents - Part I -- Contents - Part II -- Contents - Part III -- Perception, Interaction and Design -- The Effects of a Virtual Instructor with Realistic Lip Sync in an Augmented Reality Environment -- 1 Introduction -- 2 Problem Description -- 3 Related Research -- 4 Methodology -- 4.1 Participants -- 4.2 Procedure -- 4.3 Apparatus -- 5 Results -- 6 Discussions and Conclusions -- References -- Assessing Body Dissatisfaction and Attentional Bias Towards the Body Using Eye-Tracking Technology in Virtual Reality -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Measures and Instruments -- 2.3 Procedure -- 3 Results -- 4 Discussion -- References -- Bridging Tradition and Innovation: Exploring the Factors Influencing Students' Intention to Use Metaverse Technology for Chinese Calligraphy Learning -- 1 Introduction -- 2 Literature Review -- 2.1 Metaverse -- 2.2 Research on the Education of the Metaverse -- 2.3 Chinese Calligraphy Instructions -- 2.4 Perceived Vividness (PV) -- 2.5 Perceived Interactivity (PI) -- 2.6 Perceived Novelty (PN) -- 2.7 Immersion (IM) -- 2.8 Perceived Enjoyment (PE) -- 2.9 Perceived Usefulness (PU) -- 2.10 Behavioral Intention (BI) -- 3 Methods -- 3.1 Research Subject -- 3.2 Hypothesis Deduction -- 3.3 Demographic Characteristics -- 3.4 Questionnaire Design -- 4 Results -- 4.1 Research Subject -- 4.2 Reliability Analysis -- 4.3 Exploratory Factor Analysis -- 4.4 Confirmatory Factor Analysis (CFA) -- 4.5 Results of the Structural Equation Model -- 5 Discussion -- 6 Theoretical Implications -- 7 Practical Implications. |
8 Conclusion -- References -- AWARESCUES: Awareness Cues Scaling with Group Size and Extended Reality Devices -- 1 Introduction -- 2 Background and Related Work -- 2.1 Extended Reality Devices and Degrees of Virtuality -- 2.2 XR-Supported Collaboration Styles -- 2.3 Awareness Cues -- 3 Terminology and Research Focus -- 4 Scalability of Available Awareness Cues -- 5 Concept and Design of AWARESCUES -- 6 Implementing AWARESCUES -- 7 Conclusions -- References -- Factors of Haptic Feedback in a VR Experience Using Virtual Tools: Evaluating the Impact of Visual and Force Presentation -- 1 Introduction -- 2 Related Research -- 2.1 Using Devices to Enhance Haptic Feedback -- 2.2 Enhancing VR User Experience with Visual and Tactile Feedback Interactivity -- 2.3 Relationship Between Validation Content in This Study and Existing Research -- 3 VR Environment and String-Based Haptic Feedback Device -- 3.1 VR Environment -- 3.2 String-Based Haptic Feedback Device -- 4 Verification Experiment -- 4.1 Objective -- 4.2 Experiment Settings -- 4.3 Evaluation Items -- 4.4 Experiment Procedure -- 5 Experimental Results and Discussion -- 5.1 Results -- 5.2 Discussion -- 6 Conclusions -- References -- Does It Look Real? Visual Realism Complexity Scale for 3D Objects in VR -- 1 Introduction -- 2 Background -- 2.1 Defining Realism -- 2.2 Visual Realism Complexity -- 3 Analysis -- 3.1 Focus Group -- 3.2 Revision of the VRCS Items -- 4 Validation Study -- 4.1 Stimuli -- 4.2 Procedure -- 4.3 Subjective Workload and Immersion Tendency -- 5 Results -- 5.1 Predicting Subjective Realism -- 5.2 VRCS Compared to Subjective Realism -- 5.3 Original VRCS Compared to the Revised VRCS -- 5.4 Qualitative Feedback -- 6 Discussion -- 7 Conclusion -- References -- Augmenting Self-presentation: Augmented Reality (AR) Filters Use Among Young Adults -- 1 Introduction. | |
1.1 The Use of AR Technologies and Filters -- 1.2 AR Filters and Mental Well-Being -- 1.3 Technological Mediation of Self-presentation -- 2 Methods -- 2.1 Participants -- 2.2 Interviews -- 2.3 Data Analysis -- 3 Findings -- 3.1 Strategic Online Persona Curation for Targeted Audience -- 3.2 Social Acceptance of Augmented Online Appearances -- 3.3 Balancing the Presentation of Authentic and Ideal Self -- 3.4 Creative Expression for Own Sake -- 4 Discussion -- 4.1 How Do Young Adults Use and View AR Filters? -- 4.2 Why Do Young Adults Use AR Filters? -- 4.3 Limitations and Future Research -- References -- Motion-Sensing Interactive Game Design of Wuqinxi for Hearing-Impaired People -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 Acquisition of Perceptual Vocabulary to Construct a Semantic Differential Scale -- 3.2 Factor Analysis to Obtain Game Design Factors -- 3.3 Build the Game System -- 3.4 Game Effectiveness Review -- 4 Motion-Sensing Interactive Game Design of Wuqinxi -- 4.1 Constructing the Semantic Differences Scale -- 4.2 Factor Analysis to Obtain the Design Factors of the Wuqinxi Physical Game -- 4.3 The Practice of Designing the Wuqinxi Body Interactive Game -- 5 Design Validity Assessment -- 5.1 Experimental Design -- 5.2 Experimental Subjects -- 5.3 Experimental Procedure -- 6 Discussion -- 7 Conclusion -- References -- Perceived Playfulness: Factors Affecting the VR Display Experience in Museums -- 1 Introduction -- 2 Literature Review -- 2.1 Virtual Reality (VR) -- 2.2 The Application of Virtual Reality to Museum -- 2.3 Technology Acceptance Model (TAM) -- 3 Research Object and Research Hypotheses -- 3.1 Research Object -- 3.2 Research Hypotheses -- 4 Research Methodology -- 4.1 Data Collection -- 4.2 Data Analysis -- 5 Discussion and Conclusion -- 5.1 Discussion -- 5.2 Conclusion -- References. | |
User Experience and Evaluation -- HoloLens 2 Technical Evaluation as Mixed Reality Guide -- 1 Introduction -- 2 Related Work -- 2.1 Mixed Reality -- 2.2 HoloLens 2 -- 2.3 HMD Technical Evaluation -- 3 Materials and Methods -- 3.1 Hand Tracking -- 3.2 Eye Tracking -- 3.3 Hologram Stability -- 3.4 Real Environment Reconstruction -- 3.5 Speech Recognition -- 3.6 Azure Spatial Anchor -- 3.7 Research Mode - IMU Sensors -- 4 Results and Discussion -- 4.1 Hand Tracking -- 4.2 Eye Tracking -- 4.3 Hologram Stability -- 4.4 Real Environment Reconstruction -- 4.5 Speech Recognition -- 4.6 Azure Spatial Anchor -- 4.7 Research Mode - IMU Sensors -- 5 Conclusions -- References -- Games that Move You: A Cinematic User Experience Evaluation of VR Games -- 1 Introduction -- 2 Literature Review -- 2.1 Cinematic Virtual Reality and Gaming -- 2.2 Diegetic and Non-diegetic Cues in Virtual Reality -- 2.3 Video Games and Narrative -- 2.4 Usability in VR Games -- 3 Method -- 3.1 Objectives -- 3.2 VR Game -- 3.3 Inspection Experts -- 3.4 Checklist for Dynamic Gameplay in Cinematic Context (DGCC) -- 3.5 Procedure -- 4 Results -- 4.1 Results of Heuristic Evaluation on General Usability and Mobility -- 4.2 Results of Heuristic Evaluation on Playability -- 4.3 Results of Heuristic Evaluation on Dynamic -- 5 Discussion -- 5.1 Gameplay and Mechanics -- 5.2 Dynamic Gameplay in Cinematic Context (DGCC) -- 5.3 Limitations of Research -- 5.4 Areas for Future Research -- References -- Scientific Knowledge Database to Support Cybersickness Detection and Prevention -- 1 Introduction -- 2 Literature Review and Related Works -- 2.1 Analyzed Works -- 2.2 Related Work -- 3 Scientific Knowledge Database to Support Cybersickness Detection and Prevention -- 4 Applying CSKD Through a Dashboard -- 4.1 Artifact Implementation -- 4.2 Data Classification Techniques -- 4.3 Data Insertion and Query. | |
5 Discussion on the Results -- 6 Conclusion -- References -- Evaluation of Large Language Model Generated Dialogues for an AI Based VR Nurse Training Simulator -- 1 Introduction -- 2 Related Work -- 3 Design of the LLM Based Script Generation System -- 3.1 Expert Script Generation -- 3.2 Generating Scripts Using LLMs -- 3.3 Overall System Architecture -- 4 Assessment -- 4.1 Lexical Matching -- 4.2 Semantics Similarity -- 4.3 Sentiment Analysis -- 4.4 Human Evaluation -- 5 Results -- 6 Discussions and Future Work -- 7 Conclusion -- A Prompt used for Health History scenario conversation -- B Prompt used for Ordinary Bedside Conversation -- References -- Evaluation of the Effect of Three-Dimensional Shape in VR Space on Emotion Using Physiological Indexes -- 1 Introduction -- 2 Method -- 2.1 Emotion Map -- 2.2 Physiological Indexes -- 2.3 Subjective Evaluation -- 3 Experiment -- 3.1 Experimental Setup -- 3.2 Four Types of VR Spaces Arranged with Different Shapes. -- 3.3 Procedure -- 4 Experimental Results -- 4.1 Result of Subjective Evaluation -- 4.2 Result of Emotion Maps -- 5 Discussion -- 6 Conclusions -- References -- Affecting Audience Valence and Arousal in 360 Immersive Environments: How Powerful Neural Style Transfer Is? -- 1 Introduction -- 2 Related Work -- 2.1 Emotion Measurement -- 2.2 ML/AI Method for Affective Environment Generation -- 2.3 Affective States Elicitation via VR and Customized Affective Game Experience -- 2.4 Content Generation in Serious Game Application -- 3 Technical Implementation Methodology -- 4 Formative Study: Static 360 Scene Evaluation -- 4.1 Participants and Procedure -- 4.2 Design of Test Materials -- 4.3 Formative Results -- 5 Formal Study: Navigation Based Evaluation -- 5.1 Experiment Materials -- 6 Formal Study Results -- 6.1 EMT Results Analysis -- 6.2 Affective Stimuli. | |
7 Contribution and Future Applications. | |
Titolo autorizzato: | Virtual, Augmented and Mixed Reality ![]() |
ISBN: | 9783031610417 |
9783031610400 | |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910865257203321 |
Lo trovi qui: | Univ. Federico II |
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