top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
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 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
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
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
Autore Chen Jessie Y. C
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2024
Descrizione fisica 1 online resource (336 pages)
Altri autori (Persone) FragomeniGino
Collana Lecture Notes in Computer Science Series
ISBN 9783031610417
9783031610400
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 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.
Record Nr. UNINA-9910865257203321
Chen Jessie Y. C  
Cham : , : Springer International Publishing AG, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
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
Autore Chen Jessie Y. C
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2024
Descrizione fisica 1 online resource (364 pages)
Altri autori (Persone) FragomeniGino
Collana Lecture Notes in Computer Science Series
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 International Publishing AG, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
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
Autore Chen Jessie Y. C
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2024
Descrizione fisica 1 online resource (332 pages)
Altri autori (Persone) FragomeniGino
Collana Lecture Notes in Computer Science Series
ISBN 9783031610448
9783031610431
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 II -- Immersive Collaboration and Environment Design -- Navigating Real-To-Virtual Onboarding: A Holistic Exploration and Framework for Immersive Transitions -- 1 Introduction -- 2 Methodology -- 2.1 Participants -- 2.2 Task -- 2.3 Questionnaires and Interview -- 2.4 User Journey -- 3 Result and Discussion -- 4 Framework -- 5 Conclusion -- References -- Research on the Benefits of Biophilia Effects in Virtual Environments -- 1 Introduction -- 2 Literature Review -- 3 Method -- 3.1 Study Process -- 3.2 Stimulus Materials -- 3.3 Participants -- 3.4 Procedure -- 3.5 Measures -- 4 Results -- 5 Discussion -- References -- LimberUI: A Model-Based Design Tool for 3D UI Layouts Accommodating Uncertainty in Context of Use and User Attributes -- 1 Introduction -- 2 Related Work -- 3 Conceptual Architectures of LimberUI -- 3.1 Designer Assigned Constraints -- 3.2 Capture of User and Contextual Attributes -- 3.3 Predictive Models of Design Objectives -- 3.4 Optimization of Design Parameters -- 4 Demonstrative Implementation of LimberUI -- 4.1 LimberUI Workflow in Unity -- 5 Demonstration of LimberUI -- 5.1 Design Scenario 1: Basic Home Interface -- 5.2 Design Scenario 2: Quick Launch Menu -- 5.3 Design Scenario 3: Task Sequence Interface -- 5.4 Discussions, Limitations, and Future Work -- 6 Conclusions -- References -- XR Smart Environments Design and Fruition: Personalizing Shared Spaces -- 1 Introduction -- 2 Background Frameworks -- 2.1 Extended Reality -- 2.2 IoT, Ubiquitous Computing, and Smart City Design and Fruition -- 2.3 XR Integration.
3 Case Studies -- 3.1 XR for Urban Planning and Public Space Fruition -- 3.2 XR for Smart Vehicle -- 3.3 XR for User Experience -- 4 Discussion -- 5 Limitations and Future Work -- 6 Conclusion -- References -- Exploring VR Wizardry: A Generic Control Tool for Wizard of Oz Experiments -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Modalities and Interaction Concept -- 3.2 Experimental Setup and 1. Study on Gesture-Audio Integration for Enhanced Robot Driving -- 3.3 2. Experimental Setup and Study on Voice Interaction and Driving Assessment -- 4 Results -- 5 Discussion -- 6 Future Work -- References -- The Impact of Different Levels of Spatial Cues on Size Perception: A Spatial Perception Study of Altered Conditions -- 1 Introduction -- 2 Background -- 3 Spatial Cognition and Size Perception Test: -- 4 Materials and Methods -- 5 Participants -- 6 Study Environment -- 7 Limitations -- 8 Results -- 9 Discussion -- 10 Conclusion -- References -- Modeling and Simulation Technologies for Effective Multi-agent Research -- 1 Introduction -- 1.1 Live, Virtual, Constructive Simulation for Multi-agent Autonomy -- 1.2 Simulation for Robotics -- 2 Review of Simulation Systems for Robotics -- 2.1 Physics Modeling and Robotic Dynamics -- 2.2 Network Modeling -- 2.3 Interfacing with Deep Reinforcement Learning Libraries -- 2.4 Integrating Physics and Sensor Simulations -- 2.5 Game-Based Virtual Environments -- 2.6 Multi-simulation Integration -- 3 Concepts for Developing a Multi-Agent Simulation Testbed -- 3.1 Context-Aware Autonomy in Simulation -- 3.2 Autonomy Integration with Simulation -- 4 Connecting the Pieces -- 4.1 Conceptual Design for Multi-Agent Simulation Testbed -- 4.2 Simulation Features and Considerations -- References -- Optimizing XR User Experiences Through Network-Based Asset Bundles -- 1 Introduction -- 1.1 Augmented Reality.
1.2 Mixed Reality -- 1.3 Virtual Reality -- 2 Related Work -- 3 Method -- 3.1 Design and Implementation -- 3.2 Design Choices -- 4 Results and Discussion -- 4.1 Rendering Tests -- 4.2 User Experience -- 5 Conclusion -- References -- Enhancing Remote Collaboration Through Drone-Driven Agent and Mixed Reality -- 1 Introduction -- 2 Related Works -- 2.1 MR/AR-Based Remote Collaboration -- 2.2 Embodiment in Remote Collaboration -- 2.3 Collaborative Experience Using Drones -- 3 System Design -- 3.1 System Overview -- 3.2 Independent View Sharing Using Drone -- 3.3 Embodiment of Remote User Using Drone and Mixed Reality -- 3.4 Communication Cues -- 4 Implementation -- 5 Discussion and Future Work -- 6 Conclusion -- References -- Identifying Influencing Factors of Immersion in Remote Collaboration -- 1 Introduction -- 2 Theoretical Background -- 2.1 Immersion and Influencing Factors -- 2.2 Immersion and Social Collaboration -- 3 Methods -- 3.1 Participants -- 3.2 Procedure -- 3.3 Data Analysis and Trustworthiness -- 4 Results -- 4.1 System -- 4.2 Context -- 4.3 Human Factors -- 5 Implications for Design -- 5.1 Design for Context -- 5.2 Design for Human Factors -- 6 Conclusion and Future Studies -- 7 Disclosure of Interests. -- Appendix -- References -- Sensory, Tangible and Embodied Interaction in VAMR -- Study of Perception and Cognition in Immersive Digital Twins for Robotic Assembly Processes -- 1 Introduction -- 2 Perception, Cognition and Schemas -- 3 Schemas of Interest -- 4 Studying Perception and Learning in Robotics Assembly -- 4.1 Experiment 1 -- 4.2 Experiment 2 -- 4.3 Experiment 3 -- 5 Discussion and Conclusion -- References -- A Literature Review and Proposal Towards the Further Integration of Haptics in Aviation -- 1 Introduction -- 2 Categories of Haptics -- 2.1 Haptics in Teleoperation and Shared Control -- 2.2 Surface Haptics.
2.3 Haptic Wearables -- 2.4 Multi-modal Haptics -- 2.5 Mid-air Haptics -- 3 Haptics in Aviation -- 3.1 Haptics for Piloting Tasks -- 3.2 Haptics for Aircraft Maintenance Tasks -- 3.3 Haptics for Mitigating Simulator Sickness -- 4 Discussion -- 5 Future Work -- 5.1 Mitigating Simulator Sickness Using Haptics -- 5.2 Leveraging Self-motion -- 5.3 Haptic Aviation Maintenance -- 6 Conclusion -- References -- Investigation of the Impression Given by the Appearance and Gestures of a Virtual Reality Agent Describing a Display Product -- 1 Introduction -- 2 Experimental Design -- 2.1 Overview -- 2.2 Agent Appearance -- 2.3 Agent Gestures -- 2.4 Stimuli -- 2.5 Questions for the Subjects -- 2.6 Procedure -- 2.7 Other Conditions -- 2.8 Experimental Setting -- 3 Subjective Assessment of Agent-Described Product Presentation with Gestures -- 3.1 Results of H1 and H2 -- 3.2 Discussion -- 3.3 Impact of Each Behavior on the Subjective Scores -- 4 Conclusion -- References -- Assessing the Influence of Passive Haptics on User Perception of Physical Properties in Virtual Reality -- 1 Introduction -- 2 Methods -- 3 User Study -- 4 Results -- 5 Conclusions -- References -- Collecting and Analyzing the Mid-Air Gestures Data in Augmented Reality and User Preferences in Closed Elicitation Study -- 1 Introduction -- 2 Related Work -- 2.1 Mid-Air Gesture Data Collection -- 2.2 Closed Elicitation Study -- 3 Methods -- 3.1 Apparatus -- 3.2 Research Objective and Hypotheses -- 3.3 Procedure and Task -- 3.4 Participants -- 4 Results -- 4.1 Mid-Air Gesture Dataset -- 4.2 Gesture Preferences -- 4.3 Fisher-Freeman-Halton Exact Test -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Research on the Multisensory Feedback Representation of the Menu Cards in VR Home Interface -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Apparatus and Stimuli -- 2.3 Measurement.
2.4 Procedure -- 2.5 Data Collection -- 3 Result -- 3.1 UEQ Scores -- 3.2 IPQ Scores -- 3.3 SUS Score -- 3.4 PSSUQ Scores -- 4 Discussion -- 4.1 Emotional Experiences -- 4.2 Function Experiences -- 5 Conclusion -- References -- Augmented Reality Compensatory Aid for Improved Weapon Splash-Zone Awareness -- 1 Introduction -- 2 Methodology -- 2.1 Participants -- 2.2 Task -- 2.3 Materials -- 2.4 Software -- 2.5 Procedure -- 2.6 Design -- 3 Results -- 3.1 Response Time (RT) -- 3.2 Response Time Comparisons Based on Participant Performance -- 3.3 Accuracy Analyses -- 4 Discussion -- 5 Limitations and Future Work -- References -- Augmented Virtuality-A Simplified, Scalable, and Modular Open-Source Unity Development System for Tangible VR with the Meta Quest 2 -- 1 Introduction -- 1.1 Augmented Virtuality-What It is and Why -- 1.2 Ways of Achieving Augmented Virtuality and a New AV Taxonomy -- 1.3 Research Questions -- 2 Method -- 2.1 Augmented Virtuality Model -- 2.2 Technology -- 3 Result -- 3.1 Overview of the System -- 3.2 Virtual-and Physical Objects -- 3.3 The Synchronization Process -- 3.4 Developing Augmented Virtuality Applications Using the Systems Integrated Unity User Interface -- 3.5 Supported Platforms and Hardware, and System Dependencies -- 4 Discussion -- 5 Conclusion -- References -- An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender -- 1 Introduction -- 2 Background -- 3 Methodology -- 3.1 Sample -- 3.2 Variables, Materials, and Instruments -- 3.3 Evaluation Protocol -- 4 Results -- 4.1 Presence -- 4.2 Cybersickness -- 5 Discussion -- 6 Conclusion -- 6.1 Study Contributions -- 6.2 Study Limitations and Future Work -- Appendix -- References -- Proof-of-Concept MARG-Based Glove for Intuitive 3D Human-Computer Interaction -- 1 Motivation.
1.1 Limitations of Traditional Hardware Input Devices.
Record Nr. UNINA-9910865262903321
Chen Jessie Y. C  
Cham : , : Springer International Publishing AG, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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. UNISA-996542669503316
Chen Jessie Y. C  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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. UNINA-9910574066803321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui