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Titlebook: Augmented Reality, Virtual Reality, and Computer Graphics; 7th International Co Lucio Tommaso De Paolis,Patrick Bourdot Conference proceedi

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發(fā)表于 2025-3-21 16:49:33 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
期刊全稱Augmented Reality, Virtual Reality, and Computer Graphics
期刊簡稱7th International Co
影響因子2023Lucio Tommaso De Paolis,Patrick Bourdot
視頻videohttp://file.papertrans.cn/166/165547/165547.mp4
學(xué)科分類Lecture Notes in Computer Science
圖書封面Titlebook: Augmented Reality, Virtual Reality, and Computer Graphics; 7th International Co Lucio Tommaso De Paolis,Patrick Bourdot Conference proceedi
影響因子.The 2-volume set LNCS 12242 and 12243 constitutes the refereed proceedings of the 7th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2020, held in Lecce, Italy, in September 2020.*..The 45 full papers and 14 short papers presented were carefully reviewed and selected from 99 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, 3D reconstruction visualization, and applications in the areas of cultural heritage, medicine, education, and industry...*. The conference was held virtually due to the COVID-19 pandemic..
Pindex Conference proceedings 2020
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發(fā)表于 2025-3-21 22:45:16 | 只看該作者
Asymmetrical Multiplayer Versus Single Player: Effects on Game Experience in a Virtual Reality Edutaed. This project compares a single player and a two-player game experience in a collaborative Virtual Reality (VR) edutainment game. The two versions of the game had exactly the same information, where in the collaborative game the information was divided between the two players in an asymmetrical f
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發(fā)表于 2025-3-22 01:21:46 | 只看該作者
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發(fā)表于 2025-3-22 06:08:53 | 只看該作者
Keeping It Real!s also very fragile to interruptions. We outline scenarios where interaction and communication between persons inside and outside virtual environments are necessary and assess challenges for maintaining the immersed user’s sense of presence in such cases. We also use existing literature to outline a
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發(fā)表于 2025-3-22 11:40:37 | 只看該作者
GazeRoomLock: Using Gaze and Head-Pose to Improve the Usability and Observation Resistance of 3D Pasd games. Recent work showed that compared to traditional graphical and alphanumeric passwords, a more promising form of passwords for IVR is 3D passwords. This work evaluates four multimodal techniques for entering 3D passwords in IVR that consist of multiple virtual objects selected in succession.
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發(fā)表于 2025-3-22 14:00:34 | 只看該作者
Alert Characterization by Non-expert Users in a Cybersecurity Virtual Environment: A Usability Studyty are specifically developed, while they are used efficiently in other domains to tackle these issues..By taking into account cyber analysts’ practices and tasks, we have proposed the 3D Cyber Common Operational Picture model (3D CyberCOP), that aims at mediating analysts’ activities into a Collabo
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發(fā)表于 2025-3-22 19:40:07 | 只看該作者
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發(fā)表于 2025-3-22 22:47:28 | 只看該作者
Virtual Reality vs Pancake Environments: A Comparison of Interaction on Immersive and Traditional Sct allows the brain to perceive the virtual world as a real environment. This paper examines the contrasts between two different user interfaces by presenting test subjects with the same 3D environment through a traditional flat screen (pancake) and an immersive virtual reality (VR) system. The parti
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發(fā)表于 2025-3-23 04:51:21 | 只看該作者
VR Interface for Designing Multi-view-Camera Layout in a Large-Scale Spaceces the appearance observed at arbitrary viewpoint. In a multi-view video shooting, it is necessary to arrange multiple cameras to surround the target space. In a large-scale space such a soccer stadium, it is necessary to determine where the cameras can be installed and to understand what kind of m
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發(fā)表于 2025-3-23 06:19:57 | 只看該作者
Collaboration in Virtual and Augmented Reality: A Systematic Overview to collaborating in these mediums. In an attempt to highlight the current landscape of augmented and virtual reality collaboration (AR and VR, respectively), our selected research is biased towards more recent papers (within the last 5 years), but older work has also been included when particularly
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