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Titlebook: Human-Computer Interaction – INTERACT 2021; 18th IFIP TC 13 Inte Carmelo Ardito,Rosa Lanzilotti,Kori Inkpen Conference proceedings 2021 IFI

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樓主: KEN
21#
發(fā)表于 2025-3-25 05:27:37 | 只看該作者
Linear Modeling of Sandwich Plates,uity. These applications serve the goals of different kinds of stakeholders, all interested in ensuring adherence: the patients, the physicians treating the patient, the pharmaceutical companies sponsoring the treatment, and the software developers selling the application. If unquestioned, different
22#
發(fā)表于 2025-3-25 09:16:56 | 只看該作者
23#
發(fā)表于 2025-3-25 13:37:03 | 只看該作者
Vibrations of Thick Cylindrical Structuresew, “dots” on the four corners of the field of view, “user’s horizontal line” links a line to the user’s head movement, and “real world’s horizontal line” links to the real-world horizontal line. We conducted an experiment to evaluate the degree to which these figures could reduce VR sickness in a V
24#
發(fā)表于 2025-3-25 16:54:08 | 只看該作者
https://doi.org/10.1057/9781137027252l shift can be used, for instance, to provide multiple virtual haptic objects through a single physical proxy object. This low-cost approach improves the sense of presence, however, it is unclear how these illusions impact the hand trajectory and if there is a relationship between trajectory and the
25#
發(fā)表于 2025-3-25 21:06:24 | 只看該作者
26#
發(fā)表于 2025-3-26 00:30:43 | 只看該作者
27#
發(fā)表于 2025-3-26 05:26:13 | 只看該作者
28#
發(fā)表于 2025-3-26 09:01:19 | 只看該作者
https://doi.org/10.1007/978-3-662-47937-7mersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort experienced when the visual motion perception does not correspond to the body’s acceleration. Althoug
29#
發(fā)表于 2025-3-26 15:19:29 | 只看該作者
30#
發(fā)表于 2025-3-26 18:33:54 | 只看該作者
https://doi.org/10.1007/978-94-009-8308-3or improving the sketching experience. It provides myriads of new opportunities to express creative ideas. In contrast to reality, possible drawbacks of pen and paper drawing can be tackled by altering the virtual environment. In this work, we investigate how hand and pen transparency impacts users’
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