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Titlebook: Augmented Reality, Virtual Reality, and Computer Graphics; Third International Lucio Tommaso De Paolis,Antonio Mongelli Conference proceed

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51#
發(fā)表于 2025-3-30 09:09:43 | 只看該作者
52#
發(fā)表于 2025-3-30 12:21:54 | 只看該作者
53#
發(fā)表于 2025-3-30 18:31:08 | 只看該作者
Simulation of Tsunami Impact upon Coastlinein space and time is the main factor of the wave’s effects on the coastline. Due to this, a hybrid simulation method was adopted, based on the Smoothed Particle Hydrodynamics (SPH) method, enriched with geometric constraints and rigid body interactions. The implementation is the result of cooperatio
54#
發(fā)表于 2025-3-31 00:44:36 | 只看該作者
Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactivelaboratory-based experimental work in decision making in rugby, using a virtual reality headset [.] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within
55#
發(fā)表于 2025-3-31 02:59:41 | 只看該作者
Immersive Virtual Reality-Based Simulation to Support the Design of Natural Human-Robot Interfaces f. In service robotics, where robots operate to assist human beings in their daily life, natural interaction paradigms capable to foster an ever more intuitive and effective collaboration between involved actors are needed. The aim of this paper is to discuss activities that have been carried out to
56#
發(fā)表于 2025-3-31 08:16:30 | 只看該作者
Multi-Resolution Visualisation of Geographic Network Trafficcal visualization and aerodynamics. In this paper, we employ flow visualization techniques in conjunction with conventional network visualization methods to represent geographic network traffic data. The proposed visualization system integrates two visualization techniques, flow visualization and no
57#
發(fā)表于 2025-3-31 09:19:36 | 只看該作者
Methodology for Efficiency Analysis of VR Environments for Industrial Applicationshe integration of such technologies in a company is difficult to quantify. Especially small and medium enterprises encounter difficulties when trying to quantify the benefits of instruments like VR. During the decision process, companies need extensive support and expensive consulting. In this paper
58#
發(fā)表于 2025-3-31 16:36:33 | 只看該作者
59#
發(fā)表于 2025-3-31 20:57:30 | 只看該作者
A Scalable Cluster-Rendering Architecture for Immersive Virtual Environments can exploit multiple displays fostering the needing of computational power. We hereby present a system, called ., allowing rendering load to be distributed throughout a cluster of workstations operating concurrently. The proposed solution consists in a set of software modules structured as a single
60#
發(fā)表于 2025-4-1 00:35:59 | 只看該作者
The Effect of Emotional Narrative Virtual Environments on User Experiencemotions in humans has been widely studied in experimental psychology by using exposure to photographs or real situations. These researches do not reproduce the vividness of events in ordinary life and do not permit to control the situations that happen within. By reproducing a realistic scenario sim
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