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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 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
HCI International 2024 – Late Breaking Papers : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / / edited by Jessie Y. C. Chen, Gino Fragomeni, Norbert A. Streitz, Shin'ichi Konomi, Xiaowen Fang
HCI International 2024 – Late Breaking Papers : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / / edited by Jessie Y. C. Chen, Gino Fragomeni, Norbert A. Streitz, Shin'ichi Konomi, Xiaowen Fang
Autore Chen Jessie Y. C
Edizione [1st ed. 2025.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Descrizione fisica 1 online resource (464 pages)
Disciplina 005.437
004.019
Altri autori (Persone) FragomeniGino
StreitzNorbert A
KonomiShin'ichi
FangXiaowen
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
User Interfaces and Human Computer Interaction
ISBN 9783031768125
3031768124
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Virtual Experiences in XR and the Metaverse: Study and Development of Machine Learning Models Designed for Extended Reality Interactivity in Real-Time -- Optimizing AR Application Testing: Integrating Metamorphic Testing to Address Developer and End-User Challenges -- Comparing Vibrotactile and Visual Feedback in Virtual Reality Motion Guidance: An Investigation on Workload and Performance -- Improving Virtual Workspaces Based on Sense of Embodiment -- Working in Extended Reality: A Study on the Relationship Between Concentration and Work in Immersive Environments -- Influence of Color on Asthenopia of VR based on Real-time Teleoperating Lunar Rover -- Effects of Avatar Design on Alarm Resolution in a Virtual Reality Physical Security Scenario -- Enhancing Augmented Reality (MAR) Interaction Experience: A Design Framework Grounded in User Mental Model Construction -- Advantages of Virtual Reality Tool for Helping Personal Sketch Modeling -- Effects of Redirected Walking on Cybersickness in an Applied Virtual Environment -- Towards a VR Environment for Desensitization of Ecological Anxiety -- Are We There Yet? Unravelling Usability Challenges and Opportunities in Collaborative Immersive Analytics for Domain Experts -- The Effect of Visual Design Using Biomorphic Designs on Walking Behavior in Virtual World -- Interactive Visual Narrative (IVN) Model: Understanding Discourse Production in IVNs -- Effects of Basic Movement Characteristics and Cognitive Load on Performance Indicators in VR-IADLs -- Factors Influencing the Purchase Intention of Consumer VR All-in-one Headsets -- HoloCook: A Real-Time Remote Mixed Reality Cooking Tutoring System -- Conceptual Design Ease of Use MR-PACS. Playing Experiences: Alien Mystery Scavenger Hunt: Enhancing Intergenerational Interaction with Physical Web Technologies through Location-Based Games -- Augmented Motion Representation Learning Based on Virtual Reality Sports Game Review Data -- Exploring Virtual Chess Personalities: Analyzing Class-C Players vs. Nimzowitsch and Fine Virtual Grandmasters -- Storytelling, Worlds and Game Design: Viewer Experience and Interaction In “Sky, Children of the Light” -- A Review of Cultural Impact on Children's Play Perception and Digital Games -- Head and Shoulder (e)Sports Event Organization Tools: A User-Based Study -- SDG Quest: Leveraging Mobile Game-Based Learning to Foster Environmental, Social, and Economic Sustainable Development Goals -- Automated Facial Mark Creating Systems Replace Classical Geometric Morphometrics: An Example of How New Technology Can and Should Drive Avatar Creation in a Game Development Pipeline -- UBI Journey: A Tool Against University Student Social Isolation -- AI-Enhanced Tools for Cross-Cultural Game Design: Supporting Online Character Conceptualization and Collaborative Sketching.
Record Nr. UNISA-996635671403316
Chen Jessie Y. C  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II / / edited by Jessie Y. C. Chen, Gino Fragomeni
Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II / / edited by Jessie Y. C. Chen, Gino Fragomeni
Autore Chen Jessie Y. C
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (332 pages)
Disciplina 005.437
004.019
Altri autori (Persone) FragomeniGino
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Computer engineering
Computer networks
Application software
Artificial intelligence
Computer vision
User Interfaces and Human Computer Interaction
Computer Engineering and Networks
Computer and Information Systems Applications
Artificial Intelligence
Computer Communication Networks
Computer Vision
ISBN 9783031610448
9783031610431
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 1: Immersive Collaboration and Environment Design: Navigating Real-to-Virtual Onboarding: A Holistic Exploration and Framework for Immersive Transitions -- Research on the Benefits of Biophilia Effects in Virtual Environments -- LimberUI: A Model-Based Design Tool for 3D UI Layouts Accommodating Uncertainty in Context of Use and User Attributes -- XR Smart Environments Design and Fruition: Personalizing Shared Spaces -- Exploring VR Wizardry: A Generic Control Tool for Wizard of Oz Experiments -- The Impact of Different Levels of Spatial Cues on Size Perception: A Spatial Perception Study of Altered Conditions -- Modeling and Simulation Technologies for Effective Multi-Agent Research -- Optimizing XR User Experiences through Network-Based Asset Bundles -- Enhancing Remote Collaboration Through Drone-Driven Agent and Mixed Reality -- Identifying Influencing Factors of Immersion in Remote Collaboration. Part 2: Sensory, Tangible and Embodied Interaction in VAMR: Study of Perception and Cognition in Immersive Digital Twins for Robotic Assembly Processes -- A Literature Review and Proposal Towards the Further Integration of Haptics in Aviation -- Investigation of the Impression Given by the Appearance and Gestures of a Virtual Reality Agent Describing a Display Product -- Assessing the Influence of Passive Haptics on User Perception of Physical Properties in Virtual Reality -- Collecting and Analyzing the Mid-Air Gestures Data in Augmented Reality and User Preferences in Closed Elicitation Study -- Research on the Multisensory Feedback Representation of the Menu Cards in VR Home Interface -- Augmented Reality Compensatory Aid for Improved Weapon Splash-Zone Awareness -- Augmented Virtuality – A Simplified, Scalable, and Modular Open-Source Unity Development System for Tangible VR with the Meta Quest 2 -- An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender -- Proof-of-concept MARG-based Glove for Intuitive 3D Human-Computer Interaction -- An Effective Design on Locomotion and View Management for An Immersive Analytics Platform in Everyday Use.
Record Nr. UNINA-9910865262903321
Chen Jessie Y. C  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
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Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I / / edited by Jessie Y. C. Chen, Gino Fragomeni
Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I / / edited by Jessie Y. C. Chen, Gino Fragomeni
Autore Chen Jessie Y. C
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (336 pages)
Disciplina 005.437
004.019
Altri autori (Persone) FragomeniGino
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Computer engineering
Computer networks
Application software
Artificial intelligence
Computer vision
User Interfaces and Human Computer Interaction
Computer Engineering and Networks
Computer and Information Systems Applications
Artificial Intelligence
Computer Communication Networks
Computer Vision
ISBN 9783031610417
9783031610400
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 1: Perception, Interaction and Design: The Effects of a Virtual Instructor with Realistic Lip Sync in an Augmented Reality Environment -- Assessing Body Dissatisfaction and Attentional Bias Towards the Body Using Eye-Tracking Technology in Virtual Reality -- Bridging Tradition and Innovation: Exploring the Factors Influencing Students’ Intention to Use Metaverse Technology for Chinese Calligraphy Learning -- AWARESCUES: Awareness Cues Scaling with Group Size and Extended Reality Devices -- Factors of Haptic Feedback in a VR Experience using Virtual Tools: Evaluating the Impact of Visual and Force Presentation -- Does It Look Real? Visual Realism Complexity Scale for 3D Objects in VR -- Augmenting Self-Presentation: Augmented Reality (AR) Filters Use Among Young Adults -- Motion-sensing Interactive Game Design of Wuqinxi for Hearing-impaired People -- Perceived Playfulness: Factors Affecting the VR Display Experience in Museums. Part 2: User Experience and Evaluation: HoloLens 2 Technical Evaluation as Mixed Reality Guide -- Games That Move You: A Cinematic User Experience Evaluation of VR Games -- Scientific Knowledge Database to Support Cybersickness Detection and Prevention -- Evaluation of Large Language Model Generated Dialogues for an AI Based VR Nurse Training Simulator -- Evaluation of the Effect of Three-dimensional Shape in VR Space on Emotion Using Physiological Indexes -- Affecting Audience Valence and Arousal in 360 Immersive Environments: How Powerful Neural Style Transfer Is? -- Exploring User Preferences for Walking in Virtual Reality Interfaces through an Online Questionnaire -- “Not in Kansas Anymore” Exploring Avatar-Player Dynamics through a Wizard of Oz Approach in Virtual Reality -- The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game -- The influence of the level of detail and interactivity of 3D elements on UX in XR applications -- Exploration of Cultural IP Image and Common Pattern Gene Extraction in Virtual Reality Design Interaction.
Record Nr. UNINA-9910865257203321
Chen Jessie Y. C  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III / / edited by Jessie Y. C. Chen, Gino Fragomeni
Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III / / edited by Jessie Y. C. Chen, Gino Fragomeni
Autore Chen Jessie Y. C
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (364 pages)
Disciplina 005.437
004.019
Altri autori (Persone) FragomeniGino
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Computer engineering
Computer networks
Application software
Artificial intelligence
Computer vision
User Interfaces and Human Computer Interaction
Computer Engineering and Networks
Computer and Information Systems Applications
Artificial Intelligence
Computer Communication Networks
Computer Vision
ISBN 9783031610479
9783031610462
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 16th International Conference on Virtual, Augmented and Mixed Reality (VAMR 2024) -- HCI International 2025 Conference -- Contents - Part III -- Immersive Education and Learning -- Enhancing Ancient Architecture Virtual Learning Tour Through Virtual Embodiment: Impact on Immersion, Engagement, and Learning Outcomes -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Learning in Architectural Education -- 2.2 Virtual Reality and Embodiment in Learning -- 2.3 VR Technology's Role in Architectural History Research -- 3 Methods -- 3.1 Study Design -- 3.2 Experimental Setup -- 3.3 Procedure -- 3.4 Measures -- 4 Results -- 4.1 Sense of Embodiment Part Score -- 4.2 Simulator Sickness Part (SS) Score -- 4.3 Virtual Tour Experience Part Score -- 4.4 Task Performance Efficiency -- 5 Discussion -- 5.1 Impact of Virtual Embodiment -- 5.2 Addressing Simulator Sickness -- 5.3 Virtual Tour Experience -- 6 Conclusion -- References -- Breaking Barriers for Classical Chinese: Tang Poetry in Virtual Reality -- 1 Introduction -- 1.1 Tang Poems, Classical Chinese and Cantonese -- 1.2 Augmentation of Poem Reading -- 1.3 Movies in VR -- 1.4 Spatial Experience Design in Architecture and in VR -- 1.5 Conflicts and Collaboration Between Designers and Developers -- 2 The Design Process -- 2.1 Technical Equipment -- 2.2 Text in Books -- 2.3 Snow -- 2.4 River -- 2.5 Mountains, Trails and Locomotion -- 2.6 An Old Man in Quilt Fishing on a Raft -- 2.7 Sky, Lighting, Colour Tone and Audio -- 3 Results and Analysis -- 3.1 Spatial Experience in the VR -- 3.2 Pilot Test -- 3.3 The Design Methodology -- 4 Conclusion, Limitations and Outlook -- Appendix: Texts in the Books in the VR -- References.
Conceptualizing Collaborative Team Learning in XR for Medical Education and Training -- 1 Introduction -- 1.1 XR in Professional Training -- 1.2 Collaborative Team-Based Learning -- 2 Related Works -- 2.1 VR and Team-Based Learning -- 2.2 AR/MR and Team-Based Learning -- 2.3 Groundworks on Collaborative Learning -- 3 Problem Mapping -- 4 Key Issues and Friction Points -- 4.1 Multi-user XR Training in Medicine: Trends and Issues -- 4.2 Identification of Learning Context -- 4.3 Connection to Personalized Learning -- 4.4 Strategies for Team Building and Performance Assessment -- 4.5 Instructor, Monitoring, and Innovation -- 5 Discussions -- 5.1 Frictions at the Early Phase of Design and Development -- 5.2 Frictions of Learners in Simulation-Based Learning -- References -- Enhancing Cognitive Rehabilitation with Augmented Reality: The Role of Virtual Characters in Attention Restoration -- 1 Introduction -- 2 Background and Related Work -- 2.1 Overview of Augmented Reality Technology -- 2.2 Defining Narrative Spaces in AR -- 2.3 Attention Restoration Theory -- 3 Theoretical Framework and Application -- 3.1 ARs 'Sense of Presence' Improve the Effect of Attention Recovery -- 3.2 The Performance of AR in the Process of Attention Recovery -- 3.3 The Impact of AR's "Presence" Experience on the Degree of User Attention Recovery -- 4 Experimental Design -- 4.1 The Scene Design Based on AR Technology Meets the Requirements of Attention Recovery -- 4.2 Experimental Method -- 5 Analysis and Discussion -- 5.1 Data Analysis -- 5.2 Discussion -- References -- Design and Implementation of a Virtual Reality Tennis Serve Practice System for Creative Tennis Serve Practice -- 1 Introduction -- 2 Related Work -- 2.1 Skill Training Systems -- 2.2 Pose Estimation -- 3 Design and Implementation of a Virtual Reality Tennis Serve Practice System -- 3.1 Requirements.
3.2 Overview of the Design and Implementation -- 3.3 Athlete Motion Prediction System -- 3.4 VR Tennis Serve Practice Application -- 4 Evaluation -- 4.1 Participants -- 4.2 Methodology -- 4.3 Experiment Procedure -- 4.4 Evaluation Design -- 4.5 Results -- 4.6 Discussion -- 5 Conclusion -- References -- Designing Immersive Music Visualization Experience for Preschoolers Based on MR -- 1 Introduction -- 2 Current Situation of Music Enlightenment Teaching -- 2.1 Pre-school Practice Stage -- 2.2 Creative Practice Stage -- 2.3 Student-Centered Teaching Strategies -- 3 Music Class for Preschoolers -- 3.1 The Selection of Instructional Materials in the Class -- 3.2 Modular Music Instruction Design -- 3.3 The Design of Interactive Behavior in Preschool Children -- 4 MR Music Course Project Implementation -- 4.1 The User Needs Analysis is Conducted Through Expert Interviews -- 4.2 The Content of the Interest Points Based on Preschoolers -- 4.3 The Establishment of an MR System Environment -- 4.4 Testing Result of the MR System Environment -- 5 Conclusion -- References -- Enhancing Spatial Design Pedagogy: An Empirical Investigation of VR Technology in Environmental Design Education -- 1 Introduction -- 2 Literature Review and Related Work -- 2.1 Current Status and Challenges in Environmental Design Education -- 2.2 The Importance of Spatial Cognition in Environmental Design -- 2.3 Overview of VR Technology Application in Education -- 3 Research Methods -- 3.1 Research Design -- 3.2 Participants -- 3.3 Experimental Materials -- 3.4 Data Collection Methods -- 3.5 Data Analysis Methods -- 4 Research Findings -- 4.1 Baseline Test Results -- 4.2 Post-VR Experimental Test Results -- 4.3 Comparison of Performance Between Experimental and Control Groups -- 5 Discussion -- 5.1 Interpretation and Significance of Results.
5.2 Experimental Limitations and Potential Biases -- 5.3 Comparative Analysis with International Research -- 5.4 Comparative Analysis with Advanced International Research -- 6 Conclusion -- References -- Z3VR - An Interactive VR Learning Environment for One of the First Computers (Konrad Zuse's Z3) -- 1 Introduction -- 2 Related Work -- 2.1 Previous Z3 Simulations -- 2.2 Other VR Simulations and Learning Environments -- 3 Recreating the Z3 in VR -- 3.1 Z3 -- 3.2 Implementation -- 3.3 Interface -- 3.4 Visuals -- 3.5 Audio -- 4 Evaluation -- 5 Future Work -- 6 Conclusion -- References -- Stepping into Recovery with an Immersive Virtual Reality Serious Game for Upper Limb Rehabilitation: A Supermarket Experience for Stroke Survivors -- 1 Introduction -- 2 Methodology -- 3 Virtual Reality Serious Game for Upper-Limb Physical Rehabilitation -- 4 First Impressions over Various Events with Distinct Audiences -- 5 Final Remarks and Future Work -- References -- Design, Development, and Evaluation of a Virtual Reality-Based Distance Learning Application in Manual Medicine and Therapy -- 1 Introduction -- 2 Material and Methods -- 2.1 Ethical and Legal Aspects of the Research -- 2.2 Hardware and Software for the Prototype VR Application -- 2.3 Qualitative Interviews (Design Loop 1) -- 2.4 Quantitative Prototype Usability Testing (PUT, Design Loop 2) -- 2.5 Analysis -- 3 Results -- 3.1 Results of Interviews (Design Loop 1) -- 3.2 Results of Implementation of Prototype VR Application -- 3.3 Results of the PUT -- 4 Discussion -- References -- Game Engine Technology in Cultural Heritage Digitization Application Prospect-Taking the Digital Cave of the Mogao Caves in China as an Example -- 1 Introduction -- 2 Digital Technology and Cultural Heritage -- 2.1 Digitizing Chinese Cultural Heritage -- 2.2 Protection and Utilization of Cultural Heritage -- 2.3 Summary.
3 Game Engine Technology in the Field of Cultural Heritage -- 3.1 Game Engine Technology Development Overview -- 3.2 Game Engine Technical Features -- 3.3 Game Engine Technology Application Case: Digital Scripture Cave of Mogao Grottoes, China -- 4 Conclusion -- References -- VAMR Applications and Development -- A Virtual Reality Based Therapeutic Approach for Stuttering Intervention -- 1 Introduction -- 2 Related Work -- 2.1 Previous Studies on VR-Based Stuttering Therapy -- 2.2 VR Applications in Healthcare and Education -- 3 Methodology -- 3.1 The Process of Creating VR Simulation Environments for Stuttering -- 4 Results and Discussion -- 5 Contributions -- 5.1 Novel Therapeutic Approach -- 5.2 Evidence of Effectiveness -- 5.3 Feasibility of At-Home VR Programs -- 5.4 Advancements in HCI for Healthcare -- 6 Conclusion -- References -- Thirteen Hongs of Canton: An Immersive Virtual Reality Game for Exploration of Cultural Heritage -- 1 Introduction -- 1.1 VR Game for Cultural Heritage -- 1.2 The History of Thirteen Hongs -- 2 VR Game Development -- 2.1 Game Outline -- 2.2 Game Development -- 3 Conclusion -- References -- Research on Immersive Virtual Reality Interactive Design for Dyeing and Weaving Process in Tang Dynasty -- 1 Introduction to the Paper -- 1.1 Research Background -- 1.2 Research Purpose -- 1.3 Research Content -- 2 Theoretical Research on the Application of Virtual Reality Technology to Cultural Inheritance -- 2.1 Definition of Virtual Reality Technology -- 2.2 The Significance of Virtual Reality Technology Used in Cultural Heritage -- 3 Application of Virtual Reality Technology to the Inheritance of Dyeing and Weaving Crafts in the Tang Dynasty -- 3.1 Overview of Tang Dynasty Dyeing and Weaving Crafts -- 3.2 Analysis of the Integration of Virtual Reality Technology and Tang Dynasty Dyeing and Weaving Crafts.
3.3 The Realisation and Process of Virtual Technology of Tang Dynasty Dyeing and Weaving Process.
Record Nr. UNINA-9910865260303321
Chen Jessie Y. C  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
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