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Titlebook: Everyday Virtual and Augmented Reality; Adalberto Simeone,Benjamin Weyers,Robert W. Lindem Book 2023 The Editor(s) (if applicable) and The

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楼主: microbe
发表于 2025-3-26 23:48:58 | 显示全部楼层
Meritxell Gros,Mira Petrovic,Damià Barceló to turn market place into a highly innovative way of commerce. However, understanding customer’s demands, combined with scarce examples on successful marketing in virtual reality, opens a knowledge gap. To close this gap, the current chapter enrols auditing of literature from the perspective of con
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The (Over)Promise of Modern Technology,though the effects of the built environment on our psycho-physiological processes are well studied, virtual environment design with a potentially similar impact on the user has received limited attention. Based on the influence of space design on a user and combining that with the dynamic affordance
发表于 2025-3-27 13:20:34 | 显示全部楼层
,Introduction to Everyday Virtual and Augmented Reality,and discuss some things from a users’ perspective. We then review works from previous WEVR workshops, which were established as a platform for the exchange of everyday VR and AR research, to face the main challenges and provide possible solutions. Finally, we discuss the WEVR impact and point out fu
发表于 2025-3-27 16:06:07 | 显示全部楼层
The Use of Augmented Reality for Temporal Coordination in Everyday Work Context,e team members. As a key element of AR, this digital information is registered to the team member’s individual perspective on the work object in question. This chapter will first give an introduction to collaborative work, teams, teamwork, and taskwork followed by a broad overview of existing AR-bas
发表于 2025-3-27 21:51:05 | 显示全部楼层
Rotational and Positional Jitter in Virtual Reality Interaction in Everyday VR,pter, we extended the previous literature by conducting a user study on angular jitter with controllers held with two different grip styles and targets at two different depth distances. The results revealed that user performance decreases (already) with . additional jitter. Thus, we suggest that pra
发表于 2025-3-27 22:46:00 | 显示全部楼层
Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older Adu promoting active aging in elderly-care centers. We show that PEPE’s custom-made exergames can be successfully used by trainers for delivering sustained long-term training, with benefits in terms of efficiency, elicited physical activity, and perceived effort. Also, PEPE improved the overall percept
发表于 2025-3-28 02:48:05 | 显示全部楼层
Using Think-Aloud Protocol in Immersive VR Evaluations,related to the manual operation of the interactive device might not be identified if the interaction is implemented via supernatural techniques. In terms of graphical implications, designers should focus on those visual elements that communicate information to users. We discuss these implications an
发表于 2025-3-28 08:32:50 | 显示全部楼层
Book 2023h community, by combining the presentation of general definitions and characterization of thefield, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the glob
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