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| Autore: |
Chen Jessie Y. C
|
| Titolo: |
Virtual, Augmented and Mixed Reality : 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III / / edited by Jessie Y. C. Chen, Gino Fragomeni
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| Pubblicazione: | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Edizione: | 1st ed. 2024. |
| Descrizione fisica: | 1 online resource (364 pages) |
| Disciplina: | 005.437 |
| 004.019 | |
| 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 | |
| Altri autori: |
FragomeniGino
|
| 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. | |
| Sommario/riassunto: | This three-volume set LNCS 14706-14708 constitutes the refereed proceedings of the 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The VAMR 2024 proceedings were organized in the following topical sections: Part I: : Perception, Interaction and Design; User Experience and Evaluation. Part II: Immersive Collaboration and Environment Design; Sensory, Tangible and Embodied Interaction in VAMR. Part III: Immersive Education and Learning; VAMR Applications and Development. |
| Titolo autorizzato: | Virtual, Augmented and Mixed Reality ![]() |
| ISBN: | 9783031610479 |
| 9783031610462 | |
| Formato: | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione: | Inglese |
| Record Nr.: | 9910865260303321 |
| Lo trovi qui: | Univ. Federico II |
| Opac: | Controlla la disponibilità qui |