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Titlebook: Extended Reality; International Confer Lucio Tommaso De Paolis,Pasquale Arpaia,Marco Sacc Conference proceedings 2023 The Editor(s) (if app

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楼主: Embolism
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Marianne Röbl-Mathieu,Ariane Kunsteinces and augmented features in affordable mobile devices. Despite its accessibility, XR technology has yet to realize its full potential in small and medium-sized businesses (SMEs) due to concerns surrounding its applicability in business-related activities. To address this gap, we presented a novel
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https://doi.org/10.1007/978-3-319-50706-4ated technologies and applications in recent years and gradually becoming the focus of 3D learning environments. Since the Metaverse, as a link between the real world and its virtual counterpart, can provide learners with immersive experiences, many researchers and instructional designers begin to f
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https://doi.org/10.1007/978-3-662-45379-7es and making experiences available to individuals who may face physical barriers. XR technology, combined with hyper-realistic avatars and innovative interfaces, holds great promise for revolutionizing rehabilitation practices and improving the quality of life for individuals with serious mobility
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https://doi.org/10.1007/978-1-4614-6907-0e 360-degree video approaches the high-quality found in feature film. Extensive research has been done on embodiment and presence in relation to Virtual Reality (VR), however, there is a lack of existing literature on the narrative effects of embodiment and perspective in narrative VR films. Explori
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978-3-031-43400-6The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
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Passive Haptic Feedback for More Realistic and Efficient Grasping Movements in Virtual Environmentst scenarios: a traditional VR environment where virtual objects don’t have any real counterparts; an MR environment that uses an ecological object substitution technique where the user can interact with real objects that are tracked in real-time and see a virtual counterpart; and the corresponding r
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A Framework for Animating Customized Avatars from Monocular Videos in Virtual Try-On Applicationsr generating the data structures used for the avatar animation. This component assumes that the mesh of the avatar is described through the Sparse Unified Part-Based Human Representation (SUPR). The second component of the framework is designed to animate the avatar through motion capture by making
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