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E-grāmata: 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

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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 14706
  • Izdošanas datums: 31-May-2024
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031610417
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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 14706
  • Izdošanas datums: 31-May-2024
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031610417

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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.
Part 1: Perception, Interaction and Design: The Effects of a Virtual
Instructor with Realistic Lip Sync in an Augmented Reality Environment.-
Assessing Body Dissatisfaction and Attentional Bias Towards the Body Using
Eye-Tracking Technology in Virtual Reality.- Bridging Tradition and
Innovation: Exploring the Factors Influencing Students Intention to Use
Metaverse Technology for Chinese Calligraphy Learning.- AWARESCUES: Awareness
Cues Scaling with Group Size and Extended Reality Devices.- Factors of Haptic
Feedback in a VR Experience using Virtual Tools: Evaluating the Impact of
Visual and Force Presentation.- Does It Look Real? Visual Realism Complexity
Scale for 3D Objects in VR.- Augmenting Self-Presentation: Augmented Reality
(AR) Filters Use Among Young Adults.- Motion-sensing Interactive Game Design
of Wuqinxi for Hearing-impaired People.- Perceived Playfulness: Factors
Affecting the VR Display Experience in Museums. Part 2: User Experience and
Evaluation: HoloLens 2 Technical Evaluation as Mixed Reality Guide.- Games
That Move You: A Cinematic User Experience Evaluation of VR Games.-
Scientific Knowledge Database to Support Cybersickness Detection and
Prevention.- Evaluation of Large Language Model Generated Dialogues for an AI
Based VR Nurse Training Simulator.- Evaluation of the Effect of
Three-dimensional Shape in VR Space on Emotion Using Physiological Indexes.-
Affecting Audience Valence and Arousal in 360 Immersive Environments: How
Powerful Neural Style Transfer Is?.- Exploring User Preferences for Walking
in Virtual Reality Interfaces through an Online Questionnaire.- Not in
Kansas Anymore Exploring Avatar-Player Dynamics through a Wizard of Oz
Approach in Virtual Reality.- The Correlations of Scene Complexity, Workload,
Presence, and Cybersickness in a Task-Based VR Game.- The influence of the
level of detail and interactivity of 3D elements on UX in XR applications.-
Exploration of Cultural IP Image and Common Pattern Gene Extraction in
Virtual Reality Design Interaction.