Effectiveness of stereoscopic displays for indirect-vision driving and robot teleoperation [[electronic resource] /] / Jessie Y.C. Chen ... [and others]
| Effectiveness of stereoscopic displays for indirect-vision driving and robot teleoperation [[electronic resource] /] / Jessie Y.C. Chen ... [and others] |
| Autore | Chen Jessie Y. C |
| Pubbl/distr/stampa | Aberdeen Proving Ground, MD : , : Army Research Laboratory, , [2010] |
| Descrizione fisica | 1 online resource (vi, 32 pages) : color illustrations |
| Collana | ARL-TR |
| Soggetto topico |
Robots - Navigation
Stereoscopic cameras |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910699530103321 |
Chen Jessie Y. C
|
||
| Aberdeen Proving Ground, MD : , : Army Research Laboratory, , [2010] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
The effects of imperfect automation on concurrent performance of gunner's and robotics operator's tasks in a simulated mounted environment [[electronic resource] /] / Jessie Y.C. Chen, Peter I. Terrence
| The effects of imperfect automation on concurrent performance of gunner's and robotics operator's tasks in a simulated mounted environment [[electronic resource] /] / Jessie Y.C. Chen, Peter I. Terrence |
| Autore | Chen Jessie Y. C |
| Pubbl/distr/stampa | Aberdeen Proving Ground, MD : , : Army Research Laboratory, , [2008] |
| Descrizione fisica | 1 online resource (52 pages) : illustrations (some color) |
| Altri autori (Persone) | TerrencePeter I |
| Collana | ARL-TR |
| Soggetto topico |
Artificial intelligence
Artillery drill and tactics - Operational readiness Robotics - Operational readiness |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910699358503321 |
Chen Jessie Y. C
|
||
| Aberdeen Proving Ground, MD : , : Army Research Laboratory, , [2008] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI International 2024 – Late Breaking Papers : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / / edited by Jessie Y. C. Chen, Gino Fragomeni, Norbert A. Streitz, Shin'ichi Konomi, Xiaowen Fang
| HCI International 2024 – Late Breaking Papers : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / / edited by Jessie Y. C. Chen, Gino Fragomeni, Norbert A. Streitz, Shin'ichi Konomi, Xiaowen Fang |
| Autore | Chen Jessie Y. C |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (464 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) |
FragomeniGino
StreitzNorbert A KonomiShin'ichi FangXiaowen |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction User Interfaces and Human Computer Interaction |
| ISBN |
9783031768125
3031768124 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Virtual Experiences in XR and the Metaverse: Study and Development of Machine Learning Models Designed for Extended Reality Interactivity in Real-Time -- Optimizing AR Application Testing: Integrating Metamorphic Testing to Address Developer and End-User Challenges -- Comparing Vibrotactile and Visual Feedback in Virtual Reality Motion Guidance: An Investigation on Workload and Performance -- Improving Virtual Workspaces Based on Sense of Embodiment -- Working in Extended Reality: A Study on the Relationship Between Concentration and Work in Immersive Environments -- Influence of Color on Asthenopia of VR based on Real-time Teleoperating Lunar Rover -- Effects of Avatar Design on Alarm Resolution in a Virtual Reality Physical Security Scenario -- Enhancing Augmented Reality (MAR) Interaction Experience: A Design Framework Grounded in User Mental Model Construction -- Advantages of Virtual Reality Tool for Helping Personal Sketch Modeling -- Effects of Redirected Walking on Cybersickness in an Applied Virtual Environment -- Towards a VR Environment for Desensitization of Ecological Anxiety -- Are We There Yet? Unravelling Usability Challenges and Opportunities in Collaborative Immersive Analytics for Domain Experts -- The Effect of Visual Design Using Biomorphic Designs on Walking Behavior in Virtual World -- Interactive Visual Narrative (IVN) Model: Understanding Discourse Production in IVNs -- Effects of Basic Movement Characteristics and Cognitive Load on Performance Indicators in VR-IADLs -- Factors Influencing the Purchase Intention of Consumer VR All-in-one Headsets -- HoloCook: A Real-Time Remote Mixed Reality Cooking Tutoring System -- Conceptual Design Ease of Use MR-PACS. Playing Experiences: Alien Mystery Scavenger Hunt: Enhancing Intergenerational Interaction with Physical Web Technologies through Location-Based Games -- Augmented Motion Representation Learning Based on Virtual Reality Sports Game Review Data -- Exploring Virtual Chess Personalities: Analyzing Class-C Players vs. Nimzowitsch and Fine Virtual Grandmasters -- Storytelling, Worlds and Game Design: Viewer Experience and Interaction In “Sky, Children of the Light” -- A Review of Cultural Impact on Children's Play Perception and Digital Games -- Head and Shoulder (e)Sports Event Organization Tools: A User-Based Study -- SDG Quest: Leveraging Mobile Game-Based Learning to Foster Environmental, Social, and Economic Sustainable Development Goals -- Automated Facial Mark Creating Systems Replace Classical Geometric Morphometrics: An Example of How New Technology Can and Should Drive Avatar Creation in a Game Development Pipeline -- UBI Journey: A Tool Against University Student Social Isolation -- AI-Enhanced Tools for Cross-Cultural Game Design: Supporting Online Character Conceptualization and Collaborative Sketching. |
| Record Nr. | UNINA-9910983071803321 |
Chen Jessie Y. C
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI International 2024 – Late Breaking Papers : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / / edited by Jessie Y. C. Chen, Gino Fragomeni, Norbert A. Streitz, Shin'ichi Konomi, Xiaowen Fang
| HCI International 2024 – Late Breaking Papers : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / / edited by Jessie Y. C. Chen, Gino Fragomeni, Norbert A. Streitz, Shin'ichi Konomi, Xiaowen Fang |
| Autore | Chen Jessie Y. C |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (464 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) |
FragomeniGino
StreitzNorbert A KonomiShin'ichi FangXiaowen |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction User Interfaces and Human Computer Interaction |
| ISBN |
9783031768125
3031768124 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Virtual Experiences in XR and the Metaverse: Study and Development of Machine Learning Models Designed for Extended Reality Interactivity in Real-Time -- Optimizing AR Application Testing: Integrating Metamorphic Testing to Address Developer and End-User Challenges -- Comparing Vibrotactile and Visual Feedback in Virtual Reality Motion Guidance: An Investigation on Workload and Performance -- Improving Virtual Workspaces Based on Sense of Embodiment -- Working in Extended Reality: A Study on the Relationship Between Concentration and Work in Immersive Environments -- Influence of Color on Asthenopia of VR based on Real-time Teleoperating Lunar Rover -- Effects of Avatar Design on Alarm Resolution in a Virtual Reality Physical Security Scenario -- Enhancing Augmented Reality (MAR) Interaction Experience: A Design Framework Grounded in User Mental Model Construction -- Advantages of Virtual Reality Tool for Helping Personal Sketch Modeling -- Effects of Redirected Walking on Cybersickness in an Applied Virtual Environment -- Towards a VR Environment for Desensitization of Ecological Anxiety -- Are We There Yet? Unravelling Usability Challenges and Opportunities in Collaborative Immersive Analytics for Domain Experts -- The Effect of Visual Design Using Biomorphic Designs on Walking Behavior in Virtual World -- Interactive Visual Narrative (IVN) Model: Understanding Discourse Production in IVNs -- Effects of Basic Movement Characteristics and Cognitive Load on Performance Indicators in VR-IADLs -- Factors Influencing the Purchase Intention of Consumer VR All-in-one Headsets -- HoloCook: A Real-Time Remote Mixed Reality Cooking Tutoring System -- Conceptual Design Ease of Use MR-PACS. Playing Experiences: Alien Mystery Scavenger Hunt: Enhancing Intergenerational Interaction with Physical Web Technologies through Location-Based Games -- Augmented Motion Representation Learning Based on Virtual Reality Sports Game Review Data -- Exploring Virtual Chess Personalities: Analyzing Class-C Players vs. Nimzowitsch and Fine Virtual Grandmasters -- Storytelling, Worlds and Game Design: Viewer Experience and Interaction In “Sky, Children of the Light” -- A Review of Cultural Impact on Children's Play Perception and Digital Games -- Head and Shoulder (e)Sports Event Organization Tools: A User-Based Study -- SDG Quest: Leveraging Mobile Game-Based Learning to Foster Environmental, Social, and Economic Sustainable Development Goals -- Automated Facial Mark Creating Systems Replace Classical Geometric Morphometrics: An Example of How New Technology Can and Should Drive Avatar Creation in a Game Development Pipeline -- UBI Journey: A Tool Against University Student Social Isolation -- AI-Enhanced Tools for Cross-Cultural Game Design: Supporting Online Character Conceptualization and Collaborative Sketching. |
| Record Nr. | UNISA-996635671403316 |
Chen Jessie Y. C
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
Supervisory control of unmanned vehicles [[electronic resource] /] / by Jessie Y. C. Chen, Michael J. Barnes, and Michelle Harper-Sciarini
| Supervisory control of unmanned vehicles [[electronic resource] /] / by Jessie Y. C. Chen, Michael J. Barnes, and Michelle Harper-Sciarini |
| Autore | Chen Jessie Y. C |
| Pubbl/distr/stampa | Aberdeen Proving Ground, MD : , : Army Research Laboratory, , [2010] |
| Descrizione fisica | 1 online resource (viii, 50 pages) : illustrations |
| Altri autori (Persone) |
BarnesMichael J
Harper-SciariniMichelle |
| Collana | ARL-TR |
| Soggetto topico | Vehicles, Remotely piloted - Research |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910697160403321 |
Chen Jessie Y. C
|
||
| Aberdeen Proving Ground, MD : , : Army Research Laboratory, , [2010] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Utility of game instructions [[electronic resource] /] / Jessie Y.C. Chen
| Utility of game instructions [[electronic resource] /] / Jessie Y.C. Chen |
| Autore | Chen Jessie Y. C |
| Pubbl/distr/stampa | Alexandria, Va. : , : U.S. Army Research Institute for the Behavioral and Social Sciences, , [2003] |
| Descrizione fisica | x, 22 pages, 9 unnumbered pages : digital, PDF file |
| Collana | Technical report |
| Soggetto topico |
War video games - United States
Soldiers - Training of - United States |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910704659003321 |
Chen Jessie Y. C
|
||
| Alexandria, Va. : , : U.S. Army Research Institute for the Behavioral and Social Sciences, , [2003] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
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 / / edited by Jessie Y. C. Chen, Gino Fragomeni
| 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 / / edited by Jessie Y. C. Chen, Gino Fragomeni |
| Autore | Chen Jessie Y. C |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (336 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) | FragomeniGino |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer engineering Computer networks Application software Artificial intelligence Computer vision User Interfaces and Human Computer Interaction Computer Engineering and Networks Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks Computer Vision |
| ISBN |
9783031610417
9783031610400 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Part 1: Perception, Interaction and Design: The Effects of a Virtual Instructor with Realistic Lip Sync in an Augmented Reality Environment -- Assessing Body Dissatisfaction and Attentional Bias Towards the Body Using Eye-Tracking Technology in Virtual Reality -- Bridging Tradition and Innovation: Exploring the Factors Influencing Students’ Intention to Use Metaverse Technology for Chinese Calligraphy Learning -- AWARESCUES: Awareness Cues Scaling with Group Size and Extended Reality Devices -- Factors of Haptic Feedback in a VR Experience using Virtual Tools: Evaluating the Impact of Visual and Force Presentation -- Does It Look Real? Visual Realism Complexity Scale for 3D Objects in VR -- Augmenting Self-Presentation: Augmented Reality (AR) Filters Use Among Young Adults -- Motion-sensing Interactive Game Design of Wuqinxi for Hearing-impaired People -- Perceived Playfulness: Factors Affecting the VR Display Experience in Museums. Part 2: User Experience and Evaluation: HoloLens 2 Technical Evaluation as Mixed Reality Guide -- Games That Move You: A Cinematic User Experience Evaluation of VR Games -- Scientific Knowledge Database to Support Cybersickness Detection and Prevention -- Evaluation of Large Language Model Generated Dialogues for an AI Based VR Nurse Training Simulator -- Evaluation of the Effect of Three-dimensional Shape in VR Space on Emotion Using Physiological Indexes -- Affecting Audience Valence and Arousal in 360 Immersive Environments: How Powerful Neural Style Transfer Is? -- Exploring User Preferences for Walking in Virtual Reality Interfaces through an Online Questionnaire -- “Not in Kansas Anymore” Exploring Avatar-Player Dynamics through a Wizard of Oz Approach in Virtual Reality -- The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game -- The influence of the level of detail and interactivity of 3D elements on UX in XR applications -- Exploration of Cultural IP Image and Common Pattern Gene Extraction in Virtual Reality Design Interaction. |
| Record Nr. | UNINA-9910865257203321 |
Chen Jessie Y. C
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
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 II / / edited by Jessie Y. C. Chen, Gino Fragomeni
| 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 II / / edited by Jessie Y. C. Chen, Gino Fragomeni |
| Autore | Chen Jessie Y. C |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (332 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) | FragomeniGino |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer engineering Computer networks Application software Artificial intelligence Computer vision User Interfaces and Human Computer Interaction Computer Engineering and Networks Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks Computer Vision |
| ISBN |
9783031610448
9783031610431 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Part 1: Immersive Collaboration and Environment Design: Navigating Real-to-Virtual Onboarding: A Holistic Exploration and Framework for Immersive Transitions -- Research on the Benefits of Biophilia Effects in Virtual Environments -- LimberUI: A Model-Based Design Tool for 3D UI Layouts Accommodating Uncertainty in Context of Use and User Attributes -- XR Smart Environments Design and Fruition: Personalizing Shared Spaces -- Exploring VR Wizardry: A Generic Control Tool for Wizard of Oz Experiments -- The Impact of Different Levels of Spatial Cues on Size Perception: A Spatial Perception Study of Altered Conditions -- Modeling and Simulation Technologies for Effective Multi-Agent Research -- Optimizing XR User Experiences through Network-Based Asset Bundles -- Enhancing Remote Collaboration Through Drone-Driven Agent and Mixed Reality -- Identifying Influencing Factors of Immersion in Remote Collaboration. Part 2: Sensory, Tangible and Embodied Interaction in VAMR: Study of Perception and Cognition in Immersive Digital Twins for Robotic Assembly Processes -- A Literature Review and Proposal Towards the Further Integration of Haptics in Aviation -- Investigation of the Impression Given by the Appearance and Gestures of a Virtual Reality Agent Describing a Display Product -- Assessing the Influence of Passive Haptics on User Perception of Physical Properties in Virtual Reality -- Collecting and Analyzing the Mid-Air Gestures Data in Augmented Reality and User Preferences in Closed Elicitation Study -- Research on the Multisensory Feedback Representation of the Menu Cards in VR Home Interface -- Augmented Reality Compensatory Aid for Improved Weapon Splash-Zone Awareness -- Augmented Virtuality – A Simplified, Scalable, and Modular Open-Source Unity Development System for Tangible VR with the Meta Quest 2 -- An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender -- Proof-of-concept MARG-based Glove for Intuitive 3D Human-Computer Interaction -- An Effective Design on Locomotion and View Management for An Immersive Analytics Platform in Everyday Use. |
| Record Nr. | UNINA-9910865262903321 |
Chen Jessie Y. C
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
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 III / / edited by Jessie Y. C. Chen, Gino Fragomeni
| 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 III / / edited by Jessie Y. C. Chen, Gino Fragomeni |
| Autore | Chen Jessie Y. C |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (364 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) | FragomeniGino |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer engineering Computer networks Application software Artificial intelligence Computer vision User Interfaces and Human Computer Interaction Computer Engineering and Networks Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks Computer Vision |
| ISBN |
9783031610479
9783031610462 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| 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 III -- Immersive Education and Learning -- Enhancing Ancient Architecture Virtual Learning Tour Through Virtual Embodiment: Impact on Immersion, Engagement, and Learning Outcomes -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Learning in Architectural Education -- 2.2 Virtual Reality and Embodiment in Learning -- 2.3 VR Technology's Role in Architectural History Research -- 3 Methods -- 3.1 Study Design -- 3.2 Experimental Setup -- 3.3 Procedure -- 3.4 Measures -- 4 Results -- 4.1 Sense of Embodiment Part Score -- 4.2 Simulator Sickness Part (SS) Score -- 4.3 Virtual Tour Experience Part Score -- 4.4 Task Performance Efficiency -- 5 Discussion -- 5.1 Impact of Virtual Embodiment -- 5.2 Addressing Simulator Sickness -- 5.3 Virtual Tour Experience -- 6 Conclusion -- References -- Breaking Barriers for Classical Chinese: Tang Poetry in Virtual Reality -- 1 Introduction -- 1.1 Tang Poems, Classical Chinese and Cantonese -- 1.2 Augmentation of Poem Reading -- 1.3 Movies in VR -- 1.4 Spatial Experience Design in Architecture and in VR -- 1.5 Conflicts and Collaboration Between Designers and Developers -- 2 The Design Process -- 2.1 Technical Equipment -- 2.2 Text in Books -- 2.3 Snow -- 2.4 River -- 2.5 Mountains, Trails and Locomotion -- 2.6 An Old Man in Quilt Fishing on a Raft -- 2.7 Sky, Lighting, Colour Tone and Audio -- 3 Results and Analysis -- 3.1 Spatial Experience in the VR -- 3.2 Pilot Test -- 3.3 The Design Methodology -- 4 Conclusion, Limitations and Outlook -- Appendix: Texts in the Books in the VR -- References.
Conceptualizing Collaborative Team Learning in XR for Medical Education and Training -- 1 Introduction -- 1.1 XR in Professional Training -- 1.2 Collaborative Team-Based Learning -- 2 Related Works -- 2.1 VR and Team-Based Learning -- 2.2 AR/MR and Team-Based Learning -- 2.3 Groundworks on Collaborative Learning -- 3 Problem Mapping -- 4 Key Issues and Friction Points -- 4.1 Multi-user XR Training in Medicine: Trends and Issues -- 4.2 Identification of Learning Context -- 4.3 Connection to Personalized Learning -- 4.4 Strategies for Team Building and Performance Assessment -- 4.5 Instructor, Monitoring, and Innovation -- 5 Discussions -- 5.1 Frictions at the Early Phase of Design and Development -- 5.2 Frictions of Learners in Simulation-Based Learning -- References -- Enhancing Cognitive Rehabilitation with Augmented Reality: The Role of Virtual Characters in Attention Restoration -- 1 Introduction -- 2 Background and Related Work -- 2.1 Overview of Augmented Reality Technology -- 2.2 Defining Narrative Spaces in AR -- 2.3 Attention Restoration Theory -- 3 Theoretical Framework and Application -- 3.1 ARs 'Sense of Presence' Improve the Effect of Attention Recovery -- 3.2 The Performance of AR in the Process of Attention Recovery -- 3.3 The Impact of AR's "Presence" Experience on the Degree of User Attention Recovery -- 4 Experimental Design -- 4.1 The Scene Design Based on AR Technology Meets the Requirements of Attention Recovery -- 4.2 Experimental Method -- 5 Analysis and Discussion -- 5.1 Data Analysis -- 5.2 Discussion -- References -- Design and Implementation of a Virtual Reality Tennis Serve Practice System for Creative Tennis Serve Practice -- 1 Introduction -- 2 Related Work -- 2.1 Skill Training Systems -- 2.2 Pose Estimation -- 3 Design and Implementation of a Virtual Reality Tennis Serve Practice System -- 3.1 Requirements. 3.2 Overview of the Design and Implementation -- 3.3 Athlete Motion Prediction System -- 3.4 VR Tennis Serve Practice Application -- 4 Evaluation -- 4.1 Participants -- 4.2 Methodology -- 4.3 Experiment Procedure -- 4.4 Evaluation Design -- 4.5 Results -- 4.6 Discussion -- 5 Conclusion -- References -- Designing Immersive Music Visualization Experience for Preschoolers Based on MR -- 1 Introduction -- 2 Current Situation of Music Enlightenment Teaching -- 2.1 Pre-school Practice Stage -- 2.2 Creative Practice Stage -- 2.3 Student-Centered Teaching Strategies -- 3 Music Class for Preschoolers -- 3.1 The Selection of Instructional Materials in the Class -- 3.2 Modular Music Instruction Design -- 3.3 The Design of Interactive Behavior in Preschool Children -- 4 MR Music Course Project Implementation -- 4.1 The User Needs Analysis is Conducted Through Expert Interviews -- 4.2 The Content of the Interest Points Based on Preschoolers -- 4.3 The Establishment of an MR System Environment -- 4.4 Testing Result of the MR System Environment -- 5 Conclusion -- References -- Enhancing Spatial Design Pedagogy: An Empirical Investigation of VR Technology in Environmental Design Education -- 1 Introduction -- 2 Literature Review and Related Work -- 2.1 Current Status and Challenges in Environmental Design Education -- 2.2 The Importance of Spatial Cognition in Environmental Design -- 2.3 Overview of VR Technology Application in Education -- 3 Research Methods -- 3.1 Research Design -- 3.2 Participants -- 3.3 Experimental Materials -- 3.4 Data Collection Methods -- 3.5 Data Analysis Methods -- 4 Research Findings -- 4.1 Baseline Test Results -- 4.2 Post-VR Experimental Test Results -- 4.3 Comparison of Performance Between Experimental and Control Groups -- 5 Discussion -- 5.1 Interpretation and Significance of Results. 5.2 Experimental Limitations and Potential Biases -- 5.3 Comparative Analysis with International Research -- 5.4 Comparative Analysis with Advanced International Research -- 6 Conclusion -- References -- Z3VR - An Interactive VR Learning Environment for One of the First Computers (Konrad Zuse's Z3) -- 1 Introduction -- 2 Related Work -- 2.1 Previous Z3 Simulations -- 2.2 Other VR Simulations and Learning Environments -- 3 Recreating the Z3 in VR -- 3.1 Z3 -- 3.2 Implementation -- 3.3 Interface -- 3.4 Visuals -- 3.5 Audio -- 4 Evaluation -- 5 Future Work -- 6 Conclusion -- References -- Stepping into Recovery with an Immersive Virtual Reality Serious Game for Upper Limb Rehabilitation: A Supermarket Experience for Stroke Survivors -- 1 Introduction -- 2 Methodology -- 3 Virtual Reality Serious Game for Upper-Limb Physical Rehabilitation -- 4 First Impressions over Various Events with Distinct Audiences -- 5 Final Remarks and Future Work -- References -- Design, Development, and Evaluation of a Virtual Reality-Based Distance Learning Application in Manual Medicine and Therapy -- 1 Introduction -- 2 Material and Methods -- 2.1 Ethical and Legal Aspects of the Research -- 2.2 Hardware and Software for the Prototype VR Application -- 2.3 Qualitative Interviews (Design Loop 1) -- 2.4 Quantitative Prototype Usability Testing (PUT, Design Loop 2) -- 2.5 Analysis -- 3 Results -- 3.1 Results of Interviews (Design Loop 1) -- 3.2 Results of Implementation of Prototype VR Application -- 3.3 Results of the PUT -- 4 Discussion -- References -- Game Engine Technology in Cultural Heritage Digitization Application Prospect-Taking the Digital Cave of the Mogao Caves in China as an Example -- 1 Introduction -- 2 Digital Technology and Cultural Heritage -- 2.1 Digitizing Chinese Cultural Heritage -- 2.2 Protection and Utilization of Cultural Heritage -- 2.3 Summary. 3 Game Engine Technology in the Field of Cultural Heritage -- 3.1 Game Engine Technology Development Overview -- 3.2 Game Engine Technical Features -- 3.3 Game Engine Technology Application Case: Digital Scripture Cave of Mogao Grottoes, China -- 4 Conclusion -- References -- VAMR Applications and Development -- A Virtual Reality Based Therapeutic Approach for Stuttering Intervention -- 1 Introduction -- 2 Related Work -- 2.1 Previous Studies on VR-Based Stuttering Therapy -- 2.2 VR Applications in Healthcare and Education -- 3 Methodology -- 3.1 The Process of Creating VR Simulation Environments for Stuttering -- 4 Results and Discussion -- 5 Contributions -- 5.1 Novel Therapeutic Approach -- 5.2 Evidence of Effectiveness -- 5.3 Feasibility of At-Home VR Programs -- 5.4 Advancements in HCI for Healthcare -- 6 Conclusion -- References -- Thirteen Hongs of Canton: An Immersive Virtual Reality Game for Exploration of Cultural Heritage -- 1 Introduction -- 1.1 VR Game for Cultural Heritage -- 1.2 The History of Thirteen Hongs -- 2 VR Game Development -- 2.1 Game Outline -- 2.2 Game Development -- 3 Conclusion -- References -- Research on Immersive Virtual Reality Interactive Design for Dyeing and Weaving Process in Tang Dynasty -- 1 Introduction to the Paper -- 1.1 Research Background -- 1.2 Research Purpose -- 1.3 Research Content -- 2 Theoretical Research on the Application of Virtual Reality Technology to Cultural Inheritance -- 2.1 Definition of Virtual Reality Technology -- 2.2 The Significance of Virtual Reality Technology Used in Cultural Heritage -- 3 Application of Virtual Reality Technology to the Inheritance of Dyeing and Weaving Crafts in the Tang Dynasty -- 3.1 Overview of Tang Dynasty Dyeing and Weaving Crafts -- 3.2 Analysis of the Integration of Virtual Reality Technology and Tang Dynasty Dyeing and Weaving Crafts. 3.3 The Realisation and Process of Virtual Technology of Tang Dynasty Dyeing and Weaving Process. |
| Record Nr. | UNINA-9910865260303321 |
Chen Jessie Y. C
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Virtual, Augmented and Mixed Reality [[electronic resource] ] : 15th International Conference, VAMR 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings / / edited by Jessie Y. C. Chen, Gino Fragomeni
| Virtual, Augmented and Mixed Reality [[electronic resource] ] : 15th International Conference, VAMR 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings / / edited by Jessie Y. C. Chen, Gino Fragomeni |
| Autore | Chen Jessie Y. C |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
| Descrizione fisica | 1 online resource (716 pages) |
| Disciplina | 006.8 |
| Altri autori (Persone) | FragomeniGino |
| Collana | Lecture Notes in Computer Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer engineering Computer networks Application software Artificial intelligence Computer vision User Interfaces and Human Computer Interaction Computer Engineering and Networks Computer and Information Systems Applications Artificial Intelligence Computer Vision |
| ISBN | 3-031-35634-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Designing VAMR Applications and Environments -- Visualization, Image Rendering and 3D in VAMR -- Multimodal Interaction in VAMR -- Robots and Avatars in Virtual and Augmented Reality -- VAMR in Medicine and Health -- VAMR in Aviation -- User Experience in VAMR. |
| Record Nr. | UNINA-9910734867603321 |
Chen Jessie Y. C
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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