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Titlebook: Everyday Virtual and Augmented Reality; Adalberto Simeone,Benjamin Weyers,Robert W. Lindem Book 2023 The Editor(s) (if applicable) and The

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發(fā)表于 2025-3-21 19:10:20 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Everyday Virtual and Augmented Reality
編輯Adalberto Simeone,Benjamin Weyers,Robert W. Lindem
視頻videohttp://file.papertrans.cn/318/317499/317499.mp4
概述Maximizes readers understanding of VR/AR in everyday environments.Provides an inventory of methods on research and engineering of VR/AR systems for everyday context.Includes a broad overview of applic
叢書名稱Human–Computer Interaction Series
圖書封面Titlebook: Everyday Virtual and Augmented Reality;  Adalberto Simeone,Benjamin Weyers,Robert W. Lindem Book 2023 The Editor(s) (if applicable) and The
描述.This edited book introduces readers to the area of “Everyday Virtual and Augmented Reality”. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc..To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of thefield, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the glob
出版日期Book 2023
關(guān)鍵詞Virtual Reality; Augmented Reality; Human-Computer Interaction; Interaction Techniques; Virtual Reality
版次1
doihttps://doi.org/10.1007/978-3-031-05804-2
isbn_softcover978-3-031-05806-6
isbn_ebook978-3-031-05804-2Series ISSN 1571-5035 Series E-ISSN 2524-4477
issn_series 1571-5035
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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發(fā)表于 2025-3-21 21:21:16 | 只看該作者
,Extended Reality for?Knowledge Work in?Everyday Environments, environments into a productive office, using portable head-mounted displays (.) combined with conventional interaction devices, such as keyboards and tablets. While a stream of better, cheaper, and lighter HMDs has been introduced for consumers in recent years, there are still many challenges to be
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Rotational and Positional Jitter in Virtual Reality Interaction in Everyday VR,of the sensor technology used. In real-life VR systems, positional and rotational jitter can be found in all tracked objects, including the headset, controllers, or other trackers. Previous work had identified that . rotational jitter negatively affects user performance for distal pointing. Yet, the
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,Networked Virtual Reality and?Enhanced Sensing for?Remote Classes and?Presentations,hapter summarizes our ongoing work to develop and assess VR techniques for remote education. We first present two case studies of remote teaching in VR: a classroom-embedded virtual field trip of an energy center guided by a remote teacher, and a remote university class conducted for several weeks i
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發(fā)表于 2025-3-22 18:20:12 | 只看該作者
Enhancing Multisensory Experience and Brand Value: Key Determinants for Extended, Augmented, and Vi to turn market place into a highly innovative way of commerce. However, understanding customer’s demands, combined with scarce examples on successful marketing in virtual reality, opens a knowledge gap. To close this gap, the current chapter enrols auditing of literature from the perspective of con
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Using Think-Aloud Protocol in Immersive VR Evaluations,ther conventional usability evaluation methods can be directly applied to virtual reality evaluations and whether they will lead to similar insights when compared to the results of conventional usability real-world laboratory studies. Furthermore, the impact of graphic and interaction fidelity of th
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