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Virtual You: How Building Your Digital Twin Will Revolutionize Medicine and Change Your Life

by Roger Highfield Peter Coveney

The visionary science behind the digital human twins that will enhance our health and our futureVirtual You is a panoramic account of efforts by scientists around the world to build digital twins of human beings, from cells and tissues to organs and whole bodies. These virtual copies will usher in a new era of personalized medicine, one in which your digital twin can help predict your risk of disease, participate in virtual drug trials, shed light on the diet and lifestyle changes that are best for you, and help identify therapies to enhance your well-being and extend your lifespan—but thorny challenges remain.In this deeply illuminating book, Peter Coveney and Roger Highfield reveal what it will take to build a virtual, functional copy of a person in five steps. Along the way, they take you on a fantastic voyage through the complexity of the human body, describing the latest scientific and technological advances—from multiscale modeling to extraordinary new forms of computing—that will make &“virtual you&” a reality, while also considering the ethical questions inherent to realizing truly predictive medicine.With an incisive foreword by Nobel Prize–winning biologist Venki Ramakrishnan, Virtual You is science at its most astounding, showing how our virtual twins and even whole populations of virtual humans promise to transform our health and our lives in the coming decades.

Virtual and Augmented Reality (VR/AR): Foundations and Methods of Extended Realities (XR)

by Wolfgang Broll Paul Grimm Bernhard Jung Ralf Doerner

This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.

Virtual and Augmented Reality Technology-Enhanced Learning: Research and Applications (Gaming Media and Social Effects)

by Yiyu Cai Umesh Ramnarain Jean Jieqiong Chen

This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education.

Virtual and Augmented Reality for Architecture and Design

by Elisângela Vilar, Ernesto Filgueiras and Francisco Rebelo

Virtual Reality (VR) is the paradigm wherein people use a computer to interact with something which is not real but provides a real-life experience. It is one of the most advanced interfaces between users and computers, where people can interact with a virtual model in real-time allowing them to visualize and manipulate representations of the real world. Together with Augmented Reality (AR), which adds layers of information to the real environment, VR is a powerful tool for designers and architects in the development of new responsive products, systems and built environments, that meets user's needs. VR and AR are tools that enhance design and architecture students' comprehension about complex and abstract concepts. Informative and accessible, this publication presents, analyses, and discusses the integration and use of Virtual and Augmented Reality within the process of planning, development and research for Design and Architecture. The book also presents case studies with multidisciplinary collaborative work. This book is meant for practitioners and academics alike, as it examines specific aspects related to the use of new technologies in the field of Architecture and Design, highlighting its application in areas such as education, heritage, research, and methodologies, bridging the gap between Architectural and Design abstraction and human requirements through technology.

Virtual and Augmented Reality for Automobile Industry: Innovation Vision and Applications (Studies in Systems, Decision and Control #412)

by Aboul Ella Hassanien Deepak Gupta Ashish Khanna Adam Slowik

This book presents the augmented reality (AR) and virtual reality (VR) automotive applications. It unites automobile with a leading technology i.e. augmented and virtual reality and uses the advantages of the latter to solve the problems faced by the former. The book highlights the reasons for the growing abundance and complexity in this sector. Virtual and augmented reality presents a powerful engineering tool that finds application in various engineering fields. It brings new possibilities that result is increasing of productivity and reliability of production, quality of products and processes. The book further illustrates the possible challenges in its applications and suggests ways to overcome them. The book includes nine chapters focusing on automobile collision avoidance, self-driving cars, autonomous vehicles, navigation systems, and many more applications.

Virtual and Augmented Reality, Simulation and Serious Games for Education (Gaming Media and Social Effects)

by Yiyu Cai Wouter Van Joolingen Koen Veermans

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

Virtual and Remote Control Tower: Research, Design, Development, Validation, and Implementation (Research Topics in Aerospace)

by Norbert Fürstenau

This book presents the interdisciplinary and international “Virtual and Remote Tower” research and development work. It has been carried out since nearly twenty years with the goal of replacing the conventional aerodrome control tower by a new “Remote Tower Operation” (RTO) work environment for enhancing work efficiency and safety and reducing cost. The revolutionary human–system interface replaces the out-of-windows view by an augmented vision video panorama that allows for remote aerodrome traffic control without a physical tower building. It enables the establishment of a (multiple) remote control center (MRTO, RTC) that may serve several airports from a central location. The first (2016) edition of this book covered all aspects from preconditions over basic research and prototype development to initial validation experiments with field testing. Co-edited and -authored by DLR RTO-team members Dr. Anne Papenfuss and Jörn Jakobi, this second extended edition with nearly doubled number of chapters includes further important aspects of the international follow-up work towards the RTO-deployment. Focus of the extension with new contributions from ENRI/Japan and IAA/Dublin with Cranfield University, is on MRTO, workload, implementation, and standardization. Specifically, the two revised and nine new Chapters put the focus on inclusion of augmented vision and virtual reality technologies, human-in-the-loop simulation for quantifying workload and deriving minimum (technical) requirements according to standards of the European Organization for Civil Aviation Equipment (EUROCAE), and MRTO implementation and certification. Basics of optical / video design, workload measures, and advanced psychophysical data analysis are presented in four appendices.

Virtual und Augmented Reality: Grundlagen und Methoden der Virtuellen und Augmentierten Realität (Examen. Press Ser.)

by Ralf Dörner Wolfgang Broll Paul Grimm Bernhard Jung

Lernen Sie mit diesem Buch die Grundlagen der Virtuellen und Augmentierten Realität kennen Dieses Buch über die Virtuelle und Augmentierte Realität ist sowohl für Praktiker und Interessierte im Selbststudium als auch für Studierende geeignet. Letztere können es hervorragend als Begleitlektüre für entsprechende Lehrveranstaltungen, zum Beispiel in der Informatik nutzen. Die zweite Auflage wurde umfassend erneuert und erweitert. Mit ihrer Hilfe kann der Leser sein Verständnis für das Themengebiet rund um die VR und AR vertiefen. Thematisch schneidet das Buch viele Bereiche der Virtuellen und Augmentierten Realität an, darunter beispielsweise Wahrnehmungsaspekte der AR, Interaktionen in einer virtuellen Welt oder die mathematischen Basics für VR und AR. (105)

Virtual und Augmented Reality: Grundlagen und Methoden der Virtuellen und Augmentierten Realität (eXamen.press)

by Ralf Dörner, Wolfgang Broll, Paul Grimm and Bernhard Jung

Das Lehrbuch vermittelt die theoretischen und praktischen Grundlagen, die benötigt werden, um Virtual- und Augmented-Reality-Systeme (VR/AR) eigenständig zu realisieren oder zu erweitern. Es dient Studierenden als anschauliche Begleitlektüre zu Lehrveranstaltungen, die VR/AR thematisieren, u. a. in den Fächern Informatik, Medien oder Natur- und Ingenieurwissenschaften. Durch seinen modularen Aufbau eignet sich der Band auch für das Selbststudium und kann darüber hinaus als Nachschlagewerk verwendet werden.

Virtual, Augmented Reality and Serious Games for Healthcare 1

by Paul Anderson Lakhmi C. Jain Minhua Ma

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Virtual, Augmented and Mixed Reality

by Stephanie Lackey Jessie Chen

The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 39 papers included in this volume are organized in the following topical sections: interaction devices, displays and techniques in VAMR; designing virtual and augmented environments; avatars and virtual characters; developing virtual and augmented environments.

Virtual, Augmented and Mixed Reality

by Randall Shumaker Stephanie Lackey

This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.

Virtual, Augmented and Mixed Reality. Applications and Case Studies: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II (Lecture Notes in Computer Science #11575)

by Gino Fragomeni Jessie Y. C. Chen

This two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.

Virtual, Augmented and Mixed Reality. Design and Interaction: 12th International Conference, VAMR 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I (Lecture Notes in Computer Science #12190)

by Gino Fragomeni Jessie Y. C. Chen

The 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic.A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows:Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR.Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.

Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications: 12th International Conference, VAMR 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II (Lecture Notes in Computer Science #12191)

by Gino Fragomeni Jessie Y. C. Chen

The 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic.A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows:Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR.Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.

Virtual, Augmented and Mixed Reality. Multimodal Interaction: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I (Lecture Notes in Computer Science #11574)

by Gino Fragomeni Jessie Y. C. Chen

This two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.

Virtual, Augmented and Mixed Reality: 10th International Conference, VAMR 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I (Lecture Notes in Computer Science #10909)

by Jessie Y.C. Chen Gino Fragomeni

This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.

Virtual, Augmented and Mixed Reality: 10th International Conference, VAMR 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II (Lecture Notes in Computer Science #10910)

by Jessie Y.C. Chen Gino Fragomeni

This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.

Virtual, Augmented and Mixed Reality: 13th International Conference, VAMR 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings (Lecture Notes in Computer Science #12770)

by Gino Fragomeni Jessie Y. C. Chen

This book constitutes the refereed proceedings of the 13th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2021, held virtually as part of the 23rd HCI International Conference, HCII 2021, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 47 papers included in this volume were organized in topical sections as follows: designing and evaluating VAMR environments; multimodal and natural interaction in VAMR; head-mounted displays and VR glasses; VAMR applications in design, the industry and the military; and VAMR in learning and culture.

Virtual, Augmented and Mixed Reality: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part I (Lecture Notes in Computer Science #13317)

by Gino Fragomeni Jessie Y. C. Chen

This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.

Virtual, Augmented and Mixed Reality: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II (Lecture Notes in Computer Science #13318)

by Gino Fragomeni Jessie Y. C. Chen

This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.

Virtual, Augmented and Mixed Reality: 15th International Conference, VAMR 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings (Lecture Notes in Computer Science #14027)

by Gino Fragomeni Jessie Y. C. Chen

This book constitutes the refereed proceedings of the 15th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The VAMR 2023 proceedings were organized in the following topical sections: Designing VAMR Applications and Environments; Visualization, Image Rendering and 3D in VAMR; Multimodal Interaction in VAMR; Robots and Avatars in Virtual and Augmented Reality; VAMR in Medicine and Health; VAMR in Aviation; and User Experience in VAMR.

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 I (Lecture Notes in Computer Science #14706)

by Gino Fragomeni Jessie Y. C. Chen

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.

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 II (Lecture Notes in Computer Science #14707)

by Gino Fragomeni Jessie Y. C. Chen

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.

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 (Lecture Notes in Computer Science #14708)

by Gino Fragomeni Jessie Y. C. Chen

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.

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