hypothyroidism 发表于 2025-3-21 16:49:33
书目名称Augmented Reality, Virtual Reality, and Computer Graphics影响因子(影响力)<br> http://figure.impactfactor.cn/if/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics影响因子(影响力)学科排名<br> http://figure.impactfactor.cn/ifr/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics网络公开度<br> http://figure.impactfactor.cn/at/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics网络公开度学科排名<br> http://figure.impactfactor.cn/atr/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics被引频次<br> http://figure.impactfactor.cn/tc/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics被引频次学科排名<br> http://figure.impactfactor.cn/tcr/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics年度引用<br> http://figure.impactfactor.cn/ii/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics年度引用学科排名<br> http://figure.impactfactor.cn/iir/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics读者反馈<br> http://figure.impactfactor.cn/5y/?ISSN=BK0165547<br><br> <br><br>书目名称Augmented Reality, Virtual Reality, and Computer Graphics读者反馈学科排名<br> http://figure.impactfactor.cn/5yr/?ISSN=BK0165547<br><br> <br><br>PALL 发表于 2025-3-21 22:45:16
Asymmetrical Multiplayer Versus Single Player: Effects on Game Experience in a Virtual Reality Edutaed. This project compares a single player and a two-player game experience in a collaborative Virtual Reality (VR) edutainment game. The two versions of the game had exactly the same information, where in the collaborative game the information was divided between the two players in an asymmetrical f衍生 发表于 2025-3-22 01:21:46
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Keeping It Real!s also very fragile to interruptions. We outline scenarios where interaction and communication between persons inside and outside virtual environments are necessary and assess challenges for maintaining the immersed user’s sense of presence in such cases. We also use existing literature to outline aBIBLE 发表于 2025-3-22 11:40:37
GazeRoomLock: Using Gaze and Head-Pose to Improve the Usability and Observation Resistance of 3D Pasd games. Recent work showed that compared to traditional graphical and alphanumeric passwords, a more promising form of passwords for IVR is 3D passwords. This work evaluates four multimodal techniques for entering 3D passwords in IVR that consist of multiple virtual objects selected in succession.情感脆弱 发表于 2025-3-22 14:00:34
Alert Characterization by Non-expert Users in a Cybersecurity Virtual Environment: A Usability Studyty are specifically developed, while they are used efficiently in other domains to tackle these issues..By taking into account cyber analysts’ practices and tasks, we have proposed the 3D Cyber Common Operational Picture model (3D CyberCOP), that aims at mediating analysts’ activities into a Collabohomeostasis 发表于 2025-3-22 19:40:07
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Virtual Reality vs Pancake Environments: A Comparison of Interaction on Immersive and Traditional Sct allows the brain to perceive the virtual world as a real environment. This paper examines the contrasts between two different user interfaces by presenting test subjects with the same 3D environment through a traditional flat screen (pancake) and an immersive virtual reality (VR) system. The parti旅行路线 发表于 2025-3-23 04:51:21
VR Interface for Designing Multi-view-Camera Layout in a Large-Scale Spaceces the appearance observed at arbitrary viewpoint. In a multi-view video shooting, it is necessary to arrange multiple cameras to surround the target space. In a large-scale space such a soccer stadium, it is necessary to determine where the cameras can be installed and to understand what kind of mGRE 发表于 2025-3-23 06:19:57
Collaboration in Virtual and Augmented Reality: A Systematic Overview to collaborating in these mediums. In an attempt to highlight the current landscape of augmented and virtual reality collaboration (AR and VR, respectively), our selected research is biased towards more recent papers (within the last 5 years), but older work has also been included when particularly