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E-grāmata: Virtual, Augmented and Mixed Reality: Design and Development: 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

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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 13317
  • Izdošanas datums: 16-Jun-2022
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031059391
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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 13317
  • Izdošanas datums: 16-Jun-2022
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031059391

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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.

Developing VAMR Environments.- Integration of Augmented, Virtual and
Mixed Reality with Building Information Modeling: A Systematic Literature
Review.- Visualization of Macroscopic Structure of Ultra-High Performance
Concrete Based on X-ray Computed Tomography using Immersive Environments.-
Photographic Composition Guide for Photo Acquisition on Augmented Reality
Glasses.- Method to Create a Metaverse using Smartphone Data.- Development of
Standards for Production of Immersive 360 Motion Graphics, based on 360
Monoscopic Videos: Layers of Information and Development of Content.-
Multi-user Multi-platform xR collaboration: System and evaluation.- Using
Multi-Modal Machine Learning for User Behavior Prediction in Simulated Smart
Home for Extended Reality.- Virtual Equipment System: Toward Bag of Holding
and other Extradimensional Storage in Extended Reality.- Virtual Equipment
System: First Evaluation of Egocentric Virtual Equipment for Sensory
Settings.- Evaluating VAMR environments.- Effect of Personality Traits and
Stressor Inducers on Users Cognitive Load during Interactions with VR
Environments.- The Development and Validation of an Augmented and Mixed
Reality Usability Heuristic Checklist.- A Vibrotactile Reaction Time Task to
Measure Cognitive Performance in Virtual and Real Environments.- Assessing
User Experience of Text Readability with Eye Tracking in Virtual Reality.-
Virtual Reality is Better Than Desktop for Training a Spatial Knowledge Task,
But Not for Everyone.- Is Off-The-Shelf VR Software Ready for Medical
Teaching? .- Ease of Use and Preferences across Virtual Reality Displays.-
Objective Quantification of Circular Vection in Immersive Environments.- Are
You There? A Study on Measuring Presence in Immersive Virtual Reality.-
Gesture-based, haptic and multimodal interaction in VAMR.- Tabletop 3D
Digital Map Interaction with Virtual Reality Handheld Controllers.- Hand
Gesture Recognition for User Interaction in Augmented Reality (AR)
Experience.- Natural 3D Object Manipulation for Interactive Laparoscopic
Augmented Reality Registration.- Generating Hand Posture and Motion Dataset
for Hand Pose Estimation in Egocentric View.- Real-Time Bimanual Interaction
Across Virtual Workspaces.- Typing in Mid Air: Assessing One- and Two-Handed
Text Input Methods of the Microsoft HoloLens 2.- Learning Effect of Lay
People in Gesture-Based Locomotion in Virtual Reality.- Flick Typing: A New
XR Text Input System Based on Space Gestures.- Social, emotional,
psychological and persuasive aspects inVAMR.- A Design Framework for Social
Virtual Reality Experiences: Exploring Social and Cultural Dimensions for
Meaningful and Impactful VR.- Designing Virtual Environments for Smoking
Cessation: A Preliminary Investigation.- Social-Emotional Competence for the
Greater Good: Exploring the Use of Serious Game, Virtual Reality and
Artificial Intelligence to Elicit Prosocial Behaviors and Strengthen
Cognitive Abilities of Youth, Adolescents and Educators - ASystematic
Review.- Body-Related Attentional Bias in Anorexia Nervosa and Body
Dissatisfaction in Females: An Eye-Tracking and Virtual Reality New
Paradigm.- Enhancing Emotional Experience by Building Emotional Virtual
Characters in VR Exhibition.- The Island of Play: Reflections on How to
Design Multiuser VR to Promote Social Interaction.- Development of an
Invisible Human Experience System using Diminished Reality.- Towards A Social
VR-based Exergame for Elderly Users: An Exploratory Study of Acceptance,
Experiences and Design Principles.- Relative Research on Psychological
Character and Plot Design Preference for Audiences of VR Movies.