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HCI International 2020 - late breaking papers : virtual and augmented reality : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, proceedings / / edited by Constantine Stephanidis, Jessie Y.C. Chen, Gino Fragomeni
HCI International 2020 - late breaking papers : virtual and augmented reality : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, proceedings / / edited by Constantine Stephanidis, Jessie Y.C. Chen, Gino Fragomeni
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2020]
Descrizione fisica 1 online resource (XX, 462 p. 271 illus., 207 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Human-computer interaction
ISBN 3-030-59990-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Virtual, Augmented and Mixed Reality Design and Implementation -- Haptic Helmet for Emergency Responses in Virtual and Live Environments -- eTher – An Assistive Virtual Agent for Acrophobia Therapy in Virtual Reality -- A Color Design System in AR Guide Assembly -- An Augmented Reality Command and Control Sand Table Visualization of the User Interface Prototyping Toolkit (UIPT) -- Exploring Augmented Reality as a Craft Material -- The application of urban AR technology in cultural communication and innovation -- Reporting Strategy for VR Design Reviews -- Video Player Architecture for Virtual Reality on Mobile Devices -- A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices -- Emotions Synthesis Using Spatio-Temporal Geometric Mesh -- An Augmented Reality Approach to 3D Solid Modeling and Demonstration -- Quick Projection Mapping on Moving Object in the Manual Assembly Guidance -- Design and Implementation of a Virtual Workstation for a Remote AFISO -- A Scene Classification Approach for Augmented Reality Devices -- Underwater Search and Discovery: From Serious Games to Virtual Reality -- Emergent Behaviour of Therapists in Virtual Reality Rehabilitation of Acquired Brain Injury -- Improving Emergency Response Training and Decision Making using a Collaborative Virtual Reality Environment for Building Evacuation -- Text Entry in Virtual Reality: Implementation of FLIK Method and Text Entry Testbed -- Appropriately Representing Military Tasks for Human-Machine Teaming Research -- A Portable Measurement System for Spatially-varying Reflectance using Two Handheld Cameras -- Influence of Visual Gap of Avatar Joint Angle on Sense of Embodiment in VR Space Adjusted via C/D Ratio -- User Experience in Virtual, Augmented and Mixed Reality -- Analysis of Differences in the Manner to Move Object in Real Space and Virtual Space Using Haptic Device for Two Fingers and HMD -- A Study of Size Effects of Overview Interfaces on User Performance in Virtual Environments -- Text Input in Virtual Reality Using a Tracked Drawing Tablet -- Behavioral Indicators of Interactions between Humans, Virtual Agent Characters and Virtual Avatars -- Perceived Speed, Frustration and Enjoyment of Interactive and Passive Loading Scenarios in Virtual Reality -- Augmented Riding: Multimodal Applications of AR, VR, and MR to Enhance Safety for Motorcyclists and Bicyclists -- Virtual Environment Assessment for Tasks Based on Sense of Embodiment -- Camera-Based Selection with Cardboard Head-Mounted Displays -- Improving the Visual Perception and Spatial Awareness of Downhill Winter Athletes with Augmented Reality -- Desktop and Virtual-reality training under varying degrees of task difficulty in a complex search-and-shoot scenario -- Computer-Based PTSD Assessment in VR Exposure Therapy -- Text Entry in Virtual Reality: A Comparison of 2D and 3D Keyboard Layouts.
Record Nr. UNINA-9910427708003321
Cham, Switzerland : , : Springer, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI International 2020 - late breaking papers : virtual and augmented reality : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, proceedings / / edited by Constantine Stephanidis, Jessie Y.C. Chen, Gino Fragomeni
HCI International 2020 - late breaking papers : virtual and augmented reality : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, proceedings / / edited by Constantine Stephanidis, Jessie Y.C. Chen, Gino Fragomeni
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2020]
Descrizione fisica 1 online resource (XX, 462 p. 271 illus., 207 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Human-computer interaction
ISBN 3-030-59990-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Virtual, Augmented and Mixed Reality Design and Implementation -- Haptic Helmet for Emergency Responses in Virtual and Live Environments -- eTher – An Assistive Virtual Agent for Acrophobia Therapy in Virtual Reality -- A Color Design System in AR Guide Assembly -- An Augmented Reality Command and Control Sand Table Visualization of the User Interface Prototyping Toolkit (UIPT) -- Exploring Augmented Reality as a Craft Material -- The application of urban AR technology in cultural communication and innovation -- Reporting Strategy for VR Design Reviews -- Video Player Architecture for Virtual Reality on Mobile Devices -- A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices -- Emotions Synthesis Using Spatio-Temporal Geometric Mesh -- An Augmented Reality Approach to 3D Solid Modeling and Demonstration -- Quick Projection Mapping on Moving Object in the Manual Assembly Guidance -- Design and Implementation of a Virtual Workstation for a Remote AFISO -- A Scene Classification Approach for Augmented Reality Devices -- Underwater Search and Discovery: From Serious Games to Virtual Reality -- Emergent Behaviour of Therapists in Virtual Reality Rehabilitation of Acquired Brain Injury -- Improving Emergency Response Training and Decision Making using a Collaborative Virtual Reality Environment for Building Evacuation -- Text Entry in Virtual Reality: Implementation of FLIK Method and Text Entry Testbed -- Appropriately Representing Military Tasks for Human-Machine Teaming Research -- A Portable Measurement System for Spatially-varying Reflectance using Two Handheld Cameras -- Influence of Visual Gap of Avatar Joint Angle on Sense of Embodiment in VR Space Adjusted via C/D Ratio -- User Experience in Virtual, Augmented and Mixed Reality -- Analysis of Differences in the Manner to Move Object in Real Space and Virtual Space Using Haptic Device for Two Fingers and HMD -- A Study of Size Effects of Overview Interfaces on User Performance in Virtual Environments -- Text Input in Virtual Reality Using a Tracked Drawing Tablet -- Behavioral Indicators of Interactions between Humans, Virtual Agent Characters and Virtual Avatars -- Perceived Speed, Frustration and Enjoyment of Interactive and Passive Loading Scenarios in Virtual Reality -- Augmented Riding: Multimodal Applications of AR, VR, and MR to Enhance Safety for Motorcyclists and Bicyclists -- Virtual Environment Assessment for Tasks Based on Sense of Embodiment -- Camera-Based Selection with Cardboard Head-Mounted Displays -- Improving the Visual Perception and Spatial Awareness of Downhill Winter Athletes with Augmented Reality -- Desktop and Virtual-reality training under varying degrees of task difficulty in a complex search-and-shoot scenario -- Computer-Based PTSD Assessment in VR Exposure Therapy -- Text Entry in Virtual Reality: A Comparison of 2D and 3D Keyboard Layouts.
Record Nr. UNISA-996418302403316
Cham, Switzerland : , : Springer, , [2020]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
HCI international 2022 - late breaking papers : interacting with extended reality and artificial intelligence : 24th international conference on human-computer interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / edited by Jessie Y. C. Chen [and three others]
HCI international 2022 - late breaking papers : interacting with extended reality and artificial intelligence : 24th international conference on human-computer interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / edited by Jessie Y. C. Chen [and three others]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (630 pages)
Disciplina 006.3
Collana Lecture Notes in Computer Science
Soggetto topico Artificial intelligence
Human-computer interaction
ISBN 3-031-21707-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2022 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 24th International Conference on Human-Computer Interaction (HCII 2022) -- HCI International 2023 -- Contents -- User Experience in eXtended Reality -- Youkai: A Cross-Platform Framework for Testing VR/AR Apps -- 1 Introduction -- 2 Related Works -- 3 Automated Tests for VR/AR Apps -- 4 Youkai Framework -- 5 Experiments -- 6 Conclusions -- References -- Storyboards in VR Narratives Planning: How to Create and Evaluate Them -- 1 Introduction -- 2 Storyboard Layout Artist Equipment and Techniques -- 2.1 Virtual Reality Interactive Experience - Tale Drawing Planning -- 2.2 Tracing Materials and Their Use -- 2.3 Perspective in Storyboards -- 2.4 Staging and Composition - Camera Space Exploration in the Artwork -- 3 Storytelling Cinematic Drawing Planning Types -- 3.1 Game Diagram, Features, and Flow -- 3.2 Thumbnail Sketches -- 3.3 Level Layouts, Storyboards, and POV Layouts -- 3.4 Space and Characters Concept Drawings -- 3.5 POV Layouts: Player/User Views of the Virtual World -- 4 RV Interactive Experience, Worlds, and Storytelling -- 4.1 Narrative and Gameplay Features in Layout Creation Process -- 4.2 Tale's Fictional Worlds and Spaces in V.R. -- 4.3 Virtual Reality Experience and Feedback -- 4.4 Presence and Agency in VR Immersive Virtual Worlds -- 5 Reflections and Conclusions -- References -- A Study on the Analysis of Visual User Experience in HMD-Based Virtual Environments -- 1 Introduction -- 2 Background -- 2.1 User Experience -- 2.2 Information Processing Theory -- 3 Visual Experience Analysis Methods -- 4 Implementation of Analysis Environment -- 4.1 Tracking Implementation -- 4.2 Visualization Environment -- 5 Experiment -- 5.1 Experimental Design -- 5.2 Experimental Analysis -- 6 Conclusion.
References -- Systematic Review on Photogrammetry, Streaming, Virtual and Augmented Reality for Virtual Tourism -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 3.1 Photogrammetry -- 3.2 Streaming -- 4 Conclusions and Future Work -- 4.1 Conclusions -- 4.2 Recommendations and Future Work -- References -- Proposal for a User-Centered Virtual Reality System for Promoting Tourism in Peru -- 1 Introduction -- 2 Related Works -- 2.1 Virtual Reality and Tourism -- 2.2 Tourism and Photogrammetry -- 2.3 User Oriented Interfaces -- 3 Implications of Tourism Promotion -- 4 Application Proposal for the Virtual Promotion of Tourism -- 4.1 Equipment -- 4.2 System Requirements -- 4.3 Application Summary -- 5 Proposal Application -- 6 Conclusions and Future Work -- 6.1 Conclusions -- 6.2 Future Work -- References -- Integrating Sensor Fusion with Pose Estimation for Simulating Human Interactions in Virtual Reality -- 1 Introduction -- 2 Related Work -- 2.1 Input Modalities -- 2.2 Inverse Kinematics -- 2.3 Data Driven Pose Prediction -- 2.4 Pose Estimation -- 3 Pose Estimation for Avatar Tracking -- 3.1 Real-Time Motion Capture -- 3.2 Computer Vision for 3D Pose Estimation -- 3.3 Base-Lining and Inverse Kinematics -- 3.4 Landmark Transformation in VR -- 4 Evaluation -- 4.1 Neural Network Performance on Modified Dataset -- 4.2 Parallel Avatars for Evaluation -- 5 Results -- 5.1 Performance of CV Algorithms -- 5.2 Integrating with Unity -- 6 Limitation and Future Work -- 7 Conclusion -- References -- Development of a Surgical Image Object Display System Using AR Device and Evaluation of Its Depth Perception -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Experimental Procedure -- 2.4 Data Analysis -- 3 Results -- 4 Discussion -- 5 Summary -- References.
The Practical Research of Mixed Reality for Photographic Darkroom Education -- 1 Introduction -- 1.1 Research Background -- 1.2 Research Purposes and Methods -- 1.3 Research Innovations -- 2 Theoretical Consideration -- 2.1 Scope of Research -- 2.2 The Concept of Mixed Reality -- 2.3 Key Technologies of Mixed Reality -- 2.4 Problems in Darkroom Education -- 3 Empirical Study -- 3.1 Case Study and Design Framework -- 3.2 Software Production and Development Process -- 3.3 Software Operation Demonstration Instructions -- 4 Practice Analysis and Research -- 4.1 Research Questions -- 4.2 Research Procedure -- 4.3 Research Design -- 5 Result Analysis -- 5.1 Descriptive Analysis -- 5.2 Factor Analysis and Validity Analysis -- 5.3 Correlation Analysis -- 6 Conclusion -- 7 Future Research -- References -- Enabling Human Interaction in Virtual Reality: An Explorative Overview of Opportunities and Limitations of Current VR Technology -- 1 Introduction -- 2 The Technological Basis of Virtual Reality -- 3 Method -- 3.1 Reference Scenario -- 3.2 Market Analysis -- 4 Results -- 4.1 General VR Hardware Ecosystem -- 4.2 Sensory Capabilities -- 4.3 Technical Specifications of VR Headsets -- 4.4 Software Applications -- 4.5 Development Tools -- 5 Discussion -- 5.1 Main Characteristics of Current VR technology -- 5.2 Human Interaction in VR -- 5.3 Implications for Research and Practice -- 6 Conclusion -- References -- Effects of Skin-to-Skin Interaction Through Avatars on Users in a VR Environment -- 1 Introduction -- 2 Experimental Methods -- 2.1 Experimental System -- 2.2 Subject Condition -- 3 Evaluation Indices -- 3.1 Psychological Index -- 3.2 Physiological Indices -- 4 Results and Consideration -- 5 Conclusion -- References -- The Possibility of Inducing the Proteus Effect for Social VR Users -- 1 Introduction -- 2 Related Works.
2.1 Illusion Virtual Body Ownership (IVBO) -- 2.2 The Proteus Effect -- 2.3 Avatar-Identification -- 3 Experiment -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 3.4 Measurement -- 4 Results -- 4.1 IVBO -- 4.2 Creative Performance -- 5 Discussion -- 6 Conclusion -- References -- Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey -- 1 Introduction -- 1.1 The Impact of the COVID-19 Pandemic on the Mental Health of Healthcare Workers -- 1.2 Virtual Reality for the Management of Stress and Anxiety During the COVID-19 Crisis -- 1.3 Aims of the Study -- 2 Material and Methods -- 2.1 Study Design and Setting -- 2.2 Participants -- 2.3 Measures -- 2.4 Procedure -- 2.5 Statistical Analyses -- 3 Results -- 3.1 Sample Characteristics -- 3.2 Psychological Data -- 3.3 Use of Stress and Anxiety Management Programs Before and During the COVID-19 Pandemic -- 3.4 Use of Virtual Reality and Interest in VR-Based Programs for Stress and Anxiety Management -- 4 Discussion -- 4.1 Main Findings -- 4.2 Limitations -- 5 Conclusion -- References -- Effects of Virtual Space in Soccer Tactical Instruction -- 1 Introduction -- 2 Related Work -- 3 Soccer Tactical Instruction Support System Using Virtual Space -- 4 Experiment -- 4.1 Participants -- 4.2 Tactics -- 4.3 Procedure -- 4.4 Quantitative Evaluation -- 5 Analysis Results -- 5.1 Effect on Tactical Understanding -- 5.2 Effects on Tactical Performance -- 5.3 Discussion -- 6 Conclusion -- References -- A Real Space Extension Approach Using a Turntable for Natural Walking in Virtual Reality -- 1 Introduction -- 1.1 Virtual Reality -- 1.2 Natural Walking in VR Space -- 1.3 Proxy Gestures -- 1.4 Repositioning System -- 1.5 Redirected Walking -- 1.6 Objectives -- 2 Methods -- 2.1 Proposed Method -- 2.2 Experimental Environment.
2.3 Experimental Task -- 2.4 Participants -- 2.5 Evaluation -- 2.6 Research Questions -- 3 Results -- 3.1 Anova -- 3.2 Multiple Comparison Tests -- 4 Discussion -- 5 Conclusion -- References -- Extending Smartphone-Based Hand Gesture Recognition for Augmented Reality Applications with Two-Finger-Pinch and Thumb-Orientation Gestures -- 1 Introduction -- 2 System Design with Related Work -- 2.1 Integration with Platform-Native Foreground Separation -- 2.2 Two-Finger-Pinch Gesture Support -- 2.3 Thumb-Orientation Gesture Support -- 3 User Study Design -- 3.1 User Study Protocol -- 4 Results and Discussion -- 4.1 Pre-test Results -- 4.2 Supervised Testing Results -- 4.3 Usability Self-evaluation Results -- 4.4 Preference Survey Results -- 5 Conclusion and Future Work -- References -- Metaverse and Human-Computer Interaction: A Technology Framework for 3D Virtual Worlds -- 1 Introduction-What Is Metaverse? -- 2 What Will Metaverse Bring About? -- 3 The Technology Framework for Metaverse -- 3.1 Digital Infrastructure -- 3.2 Data and AI -- 3.3 Interaction and Interface -- 3.4 Software and Applications -- 4 Gaps and Future Research Directions -- 4.1 Digital Infrastructure -- 4.2 Data and AI -- 4.3 Interaction and Interface -- 4.4 Software and Applications -- 5 Conclusions -- References -- Interactive Relationships in the Future of Virtual Reality -- 1 Introduction -- 2 Interactive Relationship -- 2.1 AR Augmented Reality -- 2.2 VR Virtual Reality -- 2.3 MR Mixed Reality -- 3 The Nature of Virtuality -- 3.1 Subject and Object -- 3.2 Technology and Art -- 3.3 History of Art -- 4 Virtual Space Design -- 5 Conclusion -- References -- Artificial Intelligence in Human-Computer Interaction -- Interpretable and High-Performance Hate and Offensive Speech Detection -- 1 Introduction -- 2 Background and Related Work -- 3 Data -- 4 Method.
4.1 SHAP-Based Explanations of the Model.
Record Nr. UNISA-996500061503316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
HCI international 2022 - late breaking papers : interacting with extended reality and artificial intelligence : 24th international conference on human-computer interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / edited by Jessie Y. C. Chen [and three others]
HCI international 2022 - late breaking papers : interacting with extended reality and artificial intelligence : 24th international conference on human-computer interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / edited by Jessie Y. C. Chen [and three others]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (630 pages)
Disciplina 006.3
Collana Lecture Notes in Computer Science
Soggetto topico Artificial intelligence
Human-computer interaction
ISBN 3-031-21707-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2022 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 24th International Conference on Human-Computer Interaction (HCII 2022) -- HCI International 2023 -- Contents -- User Experience in eXtended Reality -- Youkai: A Cross-Platform Framework for Testing VR/AR Apps -- 1 Introduction -- 2 Related Works -- 3 Automated Tests for VR/AR Apps -- 4 Youkai Framework -- 5 Experiments -- 6 Conclusions -- References -- Storyboards in VR Narratives Planning: How to Create and Evaluate Them -- 1 Introduction -- 2 Storyboard Layout Artist Equipment and Techniques -- 2.1 Virtual Reality Interactive Experience - Tale Drawing Planning -- 2.2 Tracing Materials and Their Use -- 2.3 Perspective in Storyboards -- 2.4 Staging and Composition - Camera Space Exploration in the Artwork -- 3 Storytelling Cinematic Drawing Planning Types -- 3.1 Game Diagram, Features, and Flow -- 3.2 Thumbnail Sketches -- 3.3 Level Layouts, Storyboards, and POV Layouts -- 3.4 Space and Characters Concept Drawings -- 3.5 POV Layouts: Player/User Views of the Virtual World -- 4 RV Interactive Experience, Worlds, and Storytelling -- 4.1 Narrative and Gameplay Features in Layout Creation Process -- 4.2 Tale's Fictional Worlds and Spaces in V.R. -- 4.3 Virtual Reality Experience and Feedback -- 4.4 Presence and Agency in VR Immersive Virtual Worlds -- 5 Reflections and Conclusions -- References -- A Study on the Analysis of Visual User Experience in HMD-Based Virtual Environments -- 1 Introduction -- 2 Background -- 2.1 User Experience -- 2.2 Information Processing Theory -- 3 Visual Experience Analysis Methods -- 4 Implementation of Analysis Environment -- 4.1 Tracking Implementation -- 4.2 Visualization Environment -- 5 Experiment -- 5.1 Experimental Design -- 5.2 Experimental Analysis -- 6 Conclusion.
References -- Systematic Review on Photogrammetry, Streaming, Virtual and Augmented Reality for Virtual Tourism -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 3.1 Photogrammetry -- 3.2 Streaming -- 4 Conclusions and Future Work -- 4.1 Conclusions -- 4.2 Recommendations and Future Work -- References -- Proposal for a User-Centered Virtual Reality System for Promoting Tourism in Peru -- 1 Introduction -- 2 Related Works -- 2.1 Virtual Reality and Tourism -- 2.2 Tourism and Photogrammetry -- 2.3 User Oriented Interfaces -- 3 Implications of Tourism Promotion -- 4 Application Proposal for the Virtual Promotion of Tourism -- 4.1 Equipment -- 4.2 System Requirements -- 4.3 Application Summary -- 5 Proposal Application -- 6 Conclusions and Future Work -- 6.1 Conclusions -- 6.2 Future Work -- References -- Integrating Sensor Fusion with Pose Estimation for Simulating Human Interactions in Virtual Reality -- 1 Introduction -- 2 Related Work -- 2.1 Input Modalities -- 2.2 Inverse Kinematics -- 2.3 Data Driven Pose Prediction -- 2.4 Pose Estimation -- 3 Pose Estimation for Avatar Tracking -- 3.1 Real-Time Motion Capture -- 3.2 Computer Vision for 3D Pose Estimation -- 3.3 Base-Lining and Inverse Kinematics -- 3.4 Landmark Transformation in VR -- 4 Evaluation -- 4.1 Neural Network Performance on Modified Dataset -- 4.2 Parallel Avatars for Evaluation -- 5 Results -- 5.1 Performance of CV Algorithms -- 5.2 Integrating with Unity -- 6 Limitation and Future Work -- 7 Conclusion -- References -- Development of a Surgical Image Object Display System Using AR Device and Evaluation of Its Depth Perception -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Experimental Procedure -- 2.4 Data Analysis -- 3 Results -- 4 Discussion -- 5 Summary -- References.
The Practical Research of Mixed Reality for Photographic Darkroom Education -- 1 Introduction -- 1.1 Research Background -- 1.2 Research Purposes and Methods -- 1.3 Research Innovations -- 2 Theoretical Consideration -- 2.1 Scope of Research -- 2.2 The Concept of Mixed Reality -- 2.3 Key Technologies of Mixed Reality -- 2.4 Problems in Darkroom Education -- 3 Empirical Study -- 3.1 Case Study and Design Framework -- 3.2 Software Production and Development Process -- 3.3 Software Operation Demonstration Instructions -- 4 Practice Analysis and Research -- 4.1 Research Questions -- 4.2 Research Procedure -- 4.3 Research Design -- 5 Result Analysis -- 5.1 Descriptive Analysis -- 5.2 Factor Analysis and Validity Analysis -- 5.3 Correlation Analysis -- 6 Conclusion -- 7 Future Research -- References -- Enabling Human Interaction in Virtual Reality: An Explorative Overview of Opportunities and Limitations of Current VR Technology -- 1 Introduction -- 2 The Technological Basis of Virtual Reality -- 3 Method -- 3.1 Reference Scenario -- 3.2 Market Analysis -- 4 Results -- 4.1 General VR Hardware Ecosystem -- 4.2 Sensory Capabilities -- 4.3 Technical Specifications of VR Headsets -- 4.4 Software Applications -- 4.5 Development Tools -- 5 Discussion -- 5.1 Main Characteristics of Current VR technology -- 5.2 Human Interaction in VR -- 5.3 Implications for Research and Practice -- 6 Conclusion -- References -- Effects of Skin-to-Skin Interaction Through Avatars on Users in a VR Environment -- 1 Introduction -- 2 Experimental Methods -- 2.1 Experimental System -- 2.2 Subject Condition -- 3 Evaluation Indices -- 3.1 Psychological Index -- 3.2 Physiological Indices -- 4 Results and Consideration -- 5 Conclusion -- References -- The Possibility of Inducing the Proteus Effect for Social VR Users -- 1 Introduction -- 2 Related Works.
2.1 Illusion Virtual Body Ownership (IVBO) -- 2.2 The Proteus Effect -- 2.3 Avatar-Identification -- 3 Experiment -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 3.4 Measurement -- 4 Results -- 4.1 IVBO -- 4.2 Creative Performance -- 5 Discussion -- 6 Conclusion -- References -- Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey -- 1 Introduction -- 1.1 The Impact of the COVID-19 Pandemic on the Mental Health of Healthcare Workers -- 1.2 Virtual Reality for the Management of Stress and Anxiety During the COVID-19 Crisis -- 1.3 Aims of the Study -- 2 Material and Methods -- 2.1 Study Design and Setting -- 2.2 Participants -- 2.3 Measures -- 2.4 Procedure -- 2.5 Statistical Analyses -- 3 Results -- 3.1 Sample Characteristics -- 3.2 Psychological Data -- 3.3 Use of Stress and Anxiety Management Programs Before and During the COVID-19 Pandemic -- 3.4 Use of Virtual Reality and Interest in VR-Based Programs for Stress and Anxiety Management -- 4 Discussion -- 4.1 Main Findings -- 4.2 Limitations -- 5 Conclusion -- References -- Effects of Virtual Space in Soccer Tactical Instruction -- 1 Introduction -- 2 Related Work -- 3 Soccer Tactical Instruction Support System Using Virtual Space -- 4 Experiment -- 4.1 Participants -- 4.2 Tactics -- 4.3 Procedure -- 4.4 Quantitative Evaluation -- 5 Analysis Results -- 5.1 Effect on Tactical Understanding -- 5.2 Effects on Tactical Performance -- 5.3 Discussion -- 6 Conclusion -- References -- A Real Space Extension Approach Using a Turntable for Natural Walking in Virtual Reality -- 1 Introduction -- 1.1 Virtual Reality -- 1.2 Natural Walking in VR Space -- 1.3 Proxy Gestures -- 1.4 Repositioning System -- 1.5 Redirected Walking -- 1.6 Objectives -- 2 Methods -- 2.1 Proposed Method -- 2.2 Experimental Environment.
2.3 Experimental Task -- 2.4 Participants -- 2.5 Evaluation -- 2.6 Research Questions -- 3 Results -- 3.1 Anova -- 3.2 Multiple Comparison Tests -- 4 Discussion -- 5 Conclusion -- References -- Extending Smartphone-Based Hand Gesture Recognition for Augmented Reality Applications with Two-Finger-Pinch and Thumb-Orientation Gestures -- 1 Introduction -- 2 System Design with Related Work -- 2.1 Integration with Platform-Native Foreground Separation -- 2.2 Two-Finger-Pinch Gesture Support -- 2.3 Thumb-Orientation Gesture Support -- 3 User Study Design -- 3.1 User Study Protocol -- 4 Results and Discussion -- 4.1 Pre-test Results -- 4.2 Supervised Testing Results -- 4.3 Usability Self-evaluation Results -- 4.4 Preference Survey Results -- 5 Conclusion and Future Work -- References -- Metaverse and Human-Computer Interaction: A Technology Framework for 3D Virtual Worlds -- 1 Introduction-What Is Metaverse? -- 2 What Will Metaverse Bring About? -- 3 The Technology Framework for Metaverse -- 3.1 Digital Infrastructure -- 3.2 Data and AI -- 3.3 Interaction and Interface -- 3.4 Software and Applications -- 4 Gaps and Future Research Directions -- 4.1 Digital Infrastructure -- 4.2 Data and AI -- 4.3 Interaction and Interface -- 4.4 Software and Applications -- 5 Conclusions -- References -- Interactive Relationships in the Future of Virtual Reality -- 1 Introduction -- 2 Interactive Relationship -- 2.1 AR Augmented Reality -- 2.2 VR Virtual Reality -- 2.3 MR Mixed Reality -- 3 The Nature of Virtuality -- 3.1 Subject and Object -- 3.2 Technology and Art -- 3.3 History of Art -- 4 Virtual Space Design -- 5 Conclusion -- References -- Artificial Intelligence in Human-Computer Interaction -- Interpretable and High-Performance Hate and Offensive Speech Detection -- 1 Introduction -- 2 Background and Related Work -- 3 Data -- 4 Method.
4.1 SHAP-Based Explanations of the Model.
Record Nr. UNINA-9910632472203321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (456 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
ISBN 3-031-48050-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 25th International Conference on Human-Computer Interaction (HCII 2023) -- HCI International 2024 Conference -- Contents - Part V -- eXtended Reality Interactions -- Interaction Techniques to Control Information Clutter in a Pervasive Augmented Reality Scenario -- 1 Introduction -- 2 Related Work -- 3 Pilot Study -- 3.1 Participants -- 3.2 Protocol -- 3.3 Outcomes -- 4 Experimental Study -- 4.1 Pervasive Environment and Constraints -- 4.2 Four Strategies to Control an Augmented Environment -- 4.3 Tasks -- 4.4 Variables -- 4.5 Pretests -- 4.6 Participants -- 4.7 Procedure -- 4.8 Results -- 5 Discussion and Future Works -- 6 Conclusion -- References -- Development of an Index for Evaluating VIMS Using Gaze Data of Young People -- 1 Introduction -- 2 Method -- 2.1 Experimental Stimulus and Devices -- 2.2 Participants -- 2.3 Measurement of Gaze Data -- 2.4 Statistical Analyses -- 3 Results -- 4 Discussions -- 5 Conclusion -- References -- Meta-experience via VR and Telepresence Systems -- 1 Introduction -- 2 Multisensory and Space -- 3 Active Experience -- 4 Passive Experience -- 5 Multisensory Reliving Experience -- 6 Remote Presence Experience -- 7 Meta-experience -- 8 Conclusion -- References -- AR and VR - A Review on Recent Progress and Applications -- 1 Introduction and Background -- 2 Procedures and Results -- 2.1 Databases and Initial Search -- 2.2 Trend Diagram (Web of Science and Google nGram) -- 2.3 Engagement (Vicinitas) -- 2.4 VOS Viewer and Citespace -- 2.5 Leading Tables -- 3 Discussion, Future Work, and Conclusion -- References -- Exploring Hand Tracking and Controller-Based Interactions in a VR Object Manipulation Task -- 1 Introduction -- 1.1 Natural User Interactions -- 1.2 Hand Tracking.
1.3 Embodiment and Performance -- 1.4 Current Experiment -- 2 Method -- 2.1 Participants and Design -- 2.2 Materials -- 2.3 Procedure -- 3 Results -- 3.1 Performance -- 3.2 User Perceptions -- 4 Discussion -- 4.1 Limitations and Future Research -- 5 Conclusion -- References -- A Multimodal Virtual Reality Inventory System -- 1 Introduction -- 2 Inventory System Framework and Considerations -- 2.1 Interaction in Virtual Reality and Virtual Environments -- 2.2 User Requirements for Inventory Systems -- 2.3 Inventory System Framework -- 2.4 Vision-Based Hand Tracking and OpenXR Compatibility -- 3 User Testing -- 3.1 Questionnaires -- 3.2 Testing Environment -- 4 Results and Discussion -- 4.1 Self-Evaluation Questionnaire Results -- 4.2 Briefing and Supervised Testing -- 4.3 Inventory System Questionnaire Results -- 5 Conclusion and Future Work -- References -- Modulation of the Walking Speed by Moving Avatars with Age Stereotype Stimuli -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Avatars Walking Alongside -- 2.4 Elderly Priming -- 2.5 Procedures -- 2.6 Data -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Flow State and Physiological Responses During Alternative Uses Task in Real and Virtual Working Environments -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Procedure -- 2.3 Alternative Uses Task -- 2.4 Subjective Assessments -- 2.5 Physiological Assessments -- 2.6 Statistical Analysis -- 3 Results and Discussion -- 3.1 AUT Scores -- 3.2 Subjective Score -- 3.3 Physiological Indices -- 4 Discussions -- 5 Conclusion -- References -- A Virtual Reality Object Interaction System with Complex Hand Interactions -- 1 Introduction -- 2 Object Interaction System for Complex Interactions -- 2.1 Complex Interaction Model -- 2.2 System Design and Development -- 3 User Study Design.
3.1 Testing Environment -- 3.2 Test Interactions -- 3.3 Research Procedure -- 4 Results and Discussion -- 4.1 INTUI Questionnaire Results -- 4.2 Interaction Preference -- 4.3 Overall Version Preference -- 4.4 Limitations -- 5 Conclusion and Future Work -- References -- Grip Comfort Study of Virtual Reality Handles -- 1 Introduction -- 1.1 Background -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Subjective Assessment Experiment -- 2.4 3D Scanning and Model Processing -- 2.5 Statistical Analysis -- 3 Results -- 3.1 Handle Use and Subjective Evaluation -- 3.2 Objective Fitness Test -- 4 Discussion -- 5 Conclusion -- References -- Effect of Electrical Stimulation Frequency on Vibratory Sensation Induced by Nerve Bundle Stimulation -- 1 Introduction -- 2 Method -- 2.1 Experimental Apparatus -- 2.2 Screening Phase -- 2.3 Measuring Threshold Phase -- 2.4 Measuring Equivalent Frequency Phase -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- 3-D Mental Rotation Ability Testing with Mixed Reality -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 3-D Purdue Spatial Visualization Test: Rotations -- 3.2 Procedure -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Design of a Mixed Reality Approach to Enhance Understanding of Reverse Total Shoulder Arthroplasty -- 1 Introduction -- 1.1 Related Works -- 2 Research Methodology -- 2.1 Participatory Design -- 2.2 Creation of Surgical Training Modules -- 2.3 Validity of Simulation -- 3 Knowledge Assessment Results -- 4 Results and Discussion -- 5 Comprehension Assessment -- 6 Conclusion and Future Work -- References -- Emotional Experience in Real and Virtual Environments - Does Prior VR Experience Matter? -- 1 Introduction -- 1.1 Prior Experience with Virtual Reality -- 1.2 Emotion Induction -- 1.3 Emotional Experience in Real and Virtual Environments.
1.4 Emotion Recognition -- 1.5 Aim of the Study -- 2 Method -- 2.1 Participants -- 2.2 Material -- 2.3 Procedure -- 2.4 Statistical Analysis -- 3 Results -- 3.1 Experimental Part: Real and Virtual Environments -- 3.2 Exploratory Part: 360° Videos in Virtual Environments -- 4 Discussion -- References -- Predictive Indicators of Virtual Reality Sickness: A Look into Skin Temperature Disturbance -- 1 Background -- 1.1 About Virtual Reality -- 1.2 Expansion of VR Market -- 1.3 About VR Sickness -- 1.4 Existing Research on VR Sickness -- 1.5 Previous Research on Pre-detection of VR Sickness -- 1.6 Current VR Pre-detection Problems -- 1.7 Noncontact VR Sickness Detection Index -- 1.8 Previous Research on VR Sickness Detection Using Body Temperature -- 2 Objective -- 3 Methods -- 3.1 Research Policy -- 3.2 Experiment Environment -- 3.3 Measurement Environment -- 3.4 Participant Selection -- 3.5 Measurement of Nasal Area Temperature Using Thermal Imaging Camera During HMD Use -- 3.6 Experimental Procedure -- 3.7 SSQ -- 3.8 Analysis Method -- 4 Results and Discussions -- 4.1 Analysis Results for Each Participant -- 4.2 Relationship Between VR Sickness and Body Temperature Transition -- 5 Conclusion and Future Works -- 5.1 Conclusion -- 5.2 Future Works -- References -- Temporal Aspects of Self-rotation Perception and Nystagmus: A Study on Disappearance and Onset Time -- 1 Introduction -- 1.1 Virtual Reality (VR) Technology -- 1.2 Walking Technology in VR Space -- 1.3 Proposed Method -- 1.4 Problems with Previously Proposed Method -- 1.5 Objectives -- 2 Methods -- 2.1 Vestibulo-Ocular Reflex -- 2.2 Experimental Environment -- 2.3 Experimental Task -- 2.4 Participants -- 3 Results -- 3.1 Time to Disappearance of Self-rotation Perception -- 3.2 Relationship Between Self-rotation Perception and Nystagmus -- 4 Discussion -- 5 Conclusion -- References.
An Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 1 Introduction -- 2 Related Research -- 2.1 Feature-Based Filtering Technology -- 2.2 MPEG-I/MIV Standardization -- 2.3 SURF -- 3 Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 4 Experiments and Results -- 5 Conclusion -- References -- Gaming and Gamification Experiences -- Effects of Heart Rate Based Potential Color Environment Stimuli on Users in VR Games -- 1 Introduction -- 2 Related Work -- 3 Procedure -- 3.1 Experiment Schedule -- 4 Evaluation Method -- 4.1 Physiological Index -- 4.2 Psychological Index -- 4.3 Hypothesis -- 5 Result -- 5.1 Awareness of Potential Color Stimuli -- 5.2 Physiological Index -- 5.3 Psychological Index -- 6 Consideration -- 6.1 Physiological Index -- 6.2 Psychological Index -- 7 Summary -- References -- Gamification Through the Lens of Safety Engineering -- 1 Introduction -- 2 Purpose of Study -- 3 Research Methodology -- 3.1 Databases -- 3.2 Trend Analysis -- 4 Results -- 4.1 Co-citation Analysis -- 4.2 Content Analysis -- 4.3 Cluster Analysis -- 5 Discussion -- 5.1 Gamification in Driving -- 5.2 Gamification in Safety Training and the Workplace -- 5.3 Concerns with Gamification -- 6 Conclusion -- 7 Future Work -- References -- Fitness Bow: An Intelligent Supervised Motion System -- 1 Introduction -- 2 Related Works -- 2.1 HCI and Sedentary Behavior -- 2.2 Archery -- 3 Design -- 3.1 System Configuration -- 3.2 Hardware Design -- 3.3 Software Design -- 4 Conclusion and Future Work -- References -- The Incorporation of Gamification into Safety: A Systematic Review -- 1 Introduction and Background -- 1.1 Problem Statement -- 1.2 Purpose of This Study -- 1.3 Literature Review -- 2 Co-citation Analysis/Co-author Analysis -- 2.1 VOS Viewer -- 2.2 Cite Space -- 3 Discussion -- 3.1 Research Fields.
3.2 Patient Safety.
Record Nr. UNINA-9910767550003321
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (456 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
ISBN 3-031-48050-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 25th International Conference on Human-Computer Interaction (HCII 2023) -- HCI International 2024 Conference -- Contents - Part V -- eXtended Reality Interactions -- Interaction Techniques to Control Information Clutter in a Pervasive Augmented Reality Scenario -- 1 Introduction -- 2 Related Work -- 3 Pilot Study -- 3.1 Participants -- 3.2 Protocol -- 3.3 Outcomes -- 4 Experimental Study -- 4.1 Pervasive Environment and Constraints -- 4.2 Four Strategies to Control an Augmented Environment -- 4.3 Tasks -- 4.4 Variables -- 4.5 Pretests -- 4.6 Participants -- 4.7 Procedure -- 4.8 Results -- 5 Discussion and Future Works -- 6 Conclusion -- References -- Development of an Index for Evaluating VIMS Using Gaze Data of Young People -- 1 Introduction -- 2 Method -- 2.1 Experimental Stimulus and Devices -- 2.2 Participants -- 2.3 Measurement of Gaze Data -- 2.4 Statistical Analyses -- 3 Results -- 4 Discussions -- 5 Conclusion -- References -- Meta-experience via VR and Telepresence Systems -- 1 Introduction -- 2 Multisensory and Space -- 3 Active Experience -- 4 Passive Experience -- 5 Multisensory Reliving Experience -- 6 Remote Presence Experience -- 7 Meta-experience -- 8 Conclusion -- References -- AR and VR - A Review on Recent Progress and Applications -- 1 Introduction and Background -- 2 Procedures and Results -- 2.1 Databases and Initial Search -- 2.2 Trend Diagram (Web of Science and Google nGram) -- 2.3 Engagement (Vicinitas) -- 2.4 VOS Viewer and Citespace -- 2.5 Leading Tables -- 3 Discussion, Future Work, and Conclusion -- References -- Exploring Hand Tracking and Controller-Based Interactions in a VR Object Manipulation Task -- 1 Introduction -- 1.1 Natural User Interactions -- 1.2 Hand Tracking.
1.3 Embodiment and Performance -- 1.4 Current Experiment -- 2 Method -- 2.1 Participants and Design -- 2.2 Materials -- 2.3 Procedure -- 3 Results -- 3.1 Performance -- 3.2 User Perceptions -- 4 Discussion -- 4.1 Limitations and Future Research -- 5 Conclusion -- References -- A Multimodal Virtual Reality Inventory System -- 1 Introduction -- 2 Inventory System Framework and Considerations -- 2.1 Interaction in Virtual Reality and Virtual Environments -- 2.2 User Requirements for Inventory Systems -- 2.3 Inventory System Framework -- 2.4 Vision-Based Hand Tracking and OpenXR Compatibility -- 3 User Testing -- 3.1 Questionnaires -- 3.2 Testing Environment -- 4 Results and Discussion -- 4.1 Self-Evaluation Questionnaire Results -- 4.2 Briefing and Supervised Testing -- 4.3 Inventory System Questionnaire Results -- 5 Conclusion and Future Work -- References -- Modulation of the Walking Speed by Moving Avatars with Age Stereotype Stimuli -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Avatars Walking Alongside -- 2.4 Elderly Priming -- 2.5 Procedures -- 2.6 Data -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Flow State and Physiological Responses During Alternative Uses Task in Real and Virtual Working Environments -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Procedure -- 2.3 Alternative Uses Task -- 2.4 Subjective Assessments -- 2.5 Physiological Assessments -- 2.6 Statistical Analysis -- 3 Results and Discussion -- 3.1 AUT Scores -- 3.2 Subjective Score -- 3.3 Physiological Indices -- 4 Discussions -- 5 Conclusion -- References -- A Virtual Reality Object Interaction System with Complex Hand Interactions -- 1 Introduction -- 2 Object Interaction System for Complex Interactions -- 2.1 Complex Interaction Model -- 2.2 System Design and Development -- 3 User Study Design.
3.1 Testing Environment -- 3.2 Test Interactions -- 3.3 Research Procedure -- 4 Results and Discussion -- 4.1 INTUI Questionnaire Results -- 4.2 Interaction Preference -- 4.3 Overall Version Preference -- 4.4 Limitations -- 5 Conclusion and Future Work -- References -- Grip Comfort Study of Virtual Reality Handles -- 1 Introduction -- 1.1 Background -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Subjective Assessment Experiment -- 2.4 3D Scanning and Model Processing -- 2.5 Statistical Analysis -- 3 Results -- 3.1 Handle Use and Subjective Evaluation -- 3.2 Objective Fitness Test -- 4 Discussion -- 5 Conclusion -- References -- Effect of Electrical Stimulation Frequency on Vibratory Sensation Induced by Nerve Bundle Stimulation -- 1 Introduction -- 2 Method -- 2.1 Experimental Apparatus -- 2.2 Screening Phase -- 2.3 Measuring Threshold Phase -- 2.4 Measuring Equivalent Frequency Phase -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- 3-D Mental Rotation Ability Testing with Mixed Reality -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 3-D Purdue Spatial Visualization Test: Rotations -- 3.2 Procedure -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Design of a Mixed Reality Approach to Enhance Understanding of Reverse Total Shoulder Arthroplasty -- 1 Introduction -- 1.1 Related Works -- 2 Research Methodology -- 2.1 Participatory Design -- 2.2 Creation of Surgical Training Modules -- 2.3 Validity of Simulation -- 3 Knowledge Assessment Results -- 4 Results and Discussion -- 5 Comprehension Assessment -- 6 Conclusion and Future Work -- References -- Emotional Experience in Real and Virtual Environments - Does Prior VR Experience Matter? -- 1 Introduction -- 1.1 Prior Experience with Virtual Reality -- 1.2 Emotion Induction -- 1.3 Emotional Experience in Real and Virtual Environments.
1.4 Emotion Recognition -- 1.5 Aim of the Study -- 2 Method -- 2.1 Participants -- 2.2 Material -- 2.3 Procedure -- 2.4 Statistical Analysis -- 3 Results -- 3.1 Experimental Part: Real and Virtual Environments -- 3.2 Exploratory Part: 360° Videos in Virtual Environments -- 4 Discussion -- References -- Predictive Indicators of Virtual Reality Sickness: A Look into Skin Temperature Disturbance -- 1 Background -- 1.1 About Virtual Reality -- 1.2 Expansion of VR Market -- 1.3 About VR Sickness -- 1.4 Existing Research on VR Sickness -- 1.5 Previous Research on Pre-detection of VR Sickness -- 1.6 Current VR Pre-detection Problems -- 1.7 Noncontact VR Sickness Detection Index -- 1.8 Previous Research on VR Sickness Detection Using Body Temperature -- 2 Objective -- 3 Methods -- 3.1 Research Policy -- 3.2 Experiment Environment -- 3.3 Measurement Environment -- 3.4 Participant Selection -- 3.5 Measurement of Nasal Area Temperature Using Thermal Imaging Camera During HMD Use -- 3.6 Experimental Procedure -- 3.7 SSQ -- 3.8 Analysis Method -- 4 Results and Discussions -- 4.1 Analysis Results for Each Participant -- 4.2 Relationship Between VR Sickness and Body Temperature Transition -- 5 Conclusion and Future Works -- 5.1 Conclusion -- 5.2 Future Works -- References -- Temporal Aspects of Self-rotation Perception and Nystagmus: A Study on Disappearance and Onset Time -- 1 Introduction -- 1.1 Virtual Reality (VR) Technology -- 1.2 Walking Technology in VR Space -- 1.3 Proposed Method -- 1.4 Problems with Previously Proposed Method -- 1.5 Objectives -- 2 Methods -- 2.1 Vestibulo-Ocular Reflex -- 2.2 Experimental Environment -- 2.3 Experimental Task -- 2.4 Participants -- 3 Results -- 3.1 Time to Disappearance of Self-rotation Perception -- 3.2 Relationship Between Self-rotation Perception and Nystagmus -- 4 Discussion -- 5 Conclusion -- References.
An Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 1 Introduction -- 2 Related Research -- 2.1 Feature-Based Filtering Technology -- 2.2 MPEG-I/MIV Standardization -- 2.3 SURF -- 3 Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 4 Experiments and Results -- 5 Conclusion -- References -- Gaming and Gamification Experiences -- Effects of Heart Rate Based Potential Color Environment Stimuli on Users in VR Games -- 1 Introduction -- 2 Related Work -- 3 Procedure -- 3.1 Experiment Schedule -- 4 Evaluation Method -- 4.1 Physiological Index -- 4.2 Psychological Index -- 4.3 Hypothesis -- 5 Result -- 5.1 Awareness of Potential Color Stimuli -- 5.2 Physiological Index -- 5.3 Psychological Index -- 6 Consideration -- 6.1 Physiological Index -- 6.2 Psychological Index -- 7 Summary -- References -- Gamification Through the Lens of Safety Engineering -- 1 Introduction -- 2 Purpose of Study -- 3 Research Methodology -- 3.1 Databases -- 3.2 Trend Analysis -- 4 Results -- 4.1 Co-citation Analysis -- 4.2 Content Analysis -- 4.3 Cluster Analysis -- 5 Discussion -- 5.1 Gamification in Driving -- 5.2 Gamification in Safety Training and the Workplace -- 5.3 Concerns with Gamification -- 6 Conclusion -- 7 Future Work -- References -- Fitness Bow: An Intelligent Supervised Motion System -- 1 Introduction -- 2 Related Works -- 2.1 HCI and Sedentary Behavior -- 2.2 Archery -- 3 Design -- 3.1 System Configuration -- 3.2 Hardware Design -- 3.3 Software Design -- 4 Conclusion and Future Work -- References -- The Incorporation of Gamification into Safety: A Systematic Review -- 1 Introduction and Background -- 1.1 Problem Statement -- 1.2 Purpose of This Study -- 1.3 Literature Review -- 2 Co-citation Analysis/Co-author Analysis -- 2.1 VOS Viewer -- 2.2 Cite Space -- 3 Discussion -- 3.1 Research Fields.
3.2 Patient Safety.
Record Nr. UNISA-996565867103316
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Humans and autonomy : implications of shared decision-making for military operations / / by Michael J Barnes, Jessie Y C Chen, and Susan Hill
Humans and autonomy : implications of shared decision-making for military operations / / by Michael J Barnes, Jessie Y C Chen, and Susan Hill
Autore Barnes Michael (Michael Joseph), <1945->
Pubbl/distr/stampa Aberdeen Proving Ground, MD : , : US Army Research Laboratory, , Jan 2017
Descrizione fisica 1 online resource (iv, 36 pages) : color illustrations
Collana ARL-TR
Soggetto topico Computer software - Human factors
Autonomy
War
Soggetto genere / forma Technical reports.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Humans and autonomy
Record Nr. UNINA-9910711498303321
Barnes Michael (Michael Joseph), <1945->  
Aberdeen Proving Ground, MD : , : US Army Research Laboratory, , Jan 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Virtual, augmented and mixed reality : applications in education, aviation and industry, 14th International Conference, VAMR 2022, Held As Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 - July 1, 2022, Proceedings / / edited by Jessie Y. C. Chen and Gino Fragomeni
Virtual, augmented and mixed reality : applications in education, aviation and industry, 14th International Conference, VAMR 2022, Held As Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 - July 1, 2022, Proceedings / / edited by Jessie Y. C. Chen and Gino Fragomeni
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (400 pages)
Disciplina 004.6
Collana Lecture Notes in Computer Science Ser.
Soggetto topico Computer networks
ISBN 3-031-06015-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996475769903316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Virtual, augmented and mixed reality . Part 1 : design and development : 14th international conference, VAMR 2022, held as part of the 24th HCI international conference, hcii 2022, virtual event, June 26 - July 1, 2022, proceedings / / Jessie Y. C. Chen and Gino Fragomeni, editors
Virtual, augmented and mixed reality . Part 1 : design and development : 14th international conference, VAMR 2022, held as part of the 24th HCI international conference, hcii 2022, virtual event, June 26 - July 1, 2022, proceedings / / Jessie Y. C. Chen and Gino Fragomeni, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer International Publishing, , [2022]
Descrizione fisica 1 online resource (537 pages)
Disciplina 006.8
Collana Lecture Notes in Computer Science
Soggetto topico Augmented reality
Mixed reality
ISBN 3-031-05939-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910578688203321
Cham, Switzerland : , : Springer International Publishing, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Virtual, augmented and mixed reality . Part 1 : design and development : 14th international conference, VAMR 2022, held as part of the 24th HCI international conference, hcii 2022, virtual event, June 26 - July 1, 2022, proceedings / / Jessie Y. C. Chen and Gino Fragomeni, editors
Virtual, augmented and mixed reality . Part 1 : design and development : 14th international conference, VAMR 2022, held as part of the 24th HCI international conference, hcii 2022, virtual event, June 26 - July 1, 2022, proceedings / / Jessie Y. C. Chen and Gino Fragomeni, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer International Publishing, , [2022]
Descrizione fisica 1 online resource (537 pages)
Disciplina 006.8
Collana Lecture Notes in Computer Science
Soggetto topico Augmented reality
Mixed reality
ISBN 3-031-05939-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478869703316
Cham, Switzerland : , : Springer International Publishing, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui