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Titlebook: Extended Reality; International Confer Lucio Tommaso De Paolis,Pasquale Arpaia,Marco Sacc Conference proceedings 2024 The Editor(s) (if app

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Improving Understanding of Cardiovascular Structures: A Workflow to Visualize Patient-Specific Simulting the possibilities of the Virtual Human Twin (VHT). Access to simulations’ results can, however, be a time- and resource-consuming process, which limits the access to modelling to experts only. Virtual Reality (VR) has been widely recognized for enriching the visualization process and lowering t
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AEducAR3.0: An Exciting Hybrid Educational Platform for a Comprehensive Neuroanatomy Learninge to provide effective three-dimensional (3D) and topographical comprehension. Innovative technologies like Augmented Reality (AR) and 3D printing may offer additional educational tools with great potential. This study aimed to present AEducAR3.0, a “hybrid” educational platform exploiting both AR a
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Surgical Simulation in Extended Reality for OR 2.0 Using Unreal Engine 5 to Improve Patient Outcomestive environments. The experimental methodology is outlined, developed, and exercised within the domain of Neurosurgical Navigation and Planning within XR environments. Comparative results are presented for headsets such as the Quest 3 and HoloLens 2, developed using Unreal Engine 5, within the cont
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Fostering Interactive Mindfulness Experiences in VRtraits. A particular focus is on the development of applications for mindfulness practices. However, such applications only offer people an alternative way of presenting the guided imagery flow on which the mindfulness experience is grounded. Indeed, people can experience a concrete rendering of the
发表于 2025-3-28 06:06:04 | 显示全部楼层
Endless Runner Game in Virtual Reality Controlled by a Self-paced Brain-Computer Interface Based on r imagery (MI) is presented. In self-paced BCI systems, brain activity can be distinguished between control and non-control states, allowing the user to continuously engage with the application. The continuous nature of the system enhances the user experience and broadens the experimental setting to
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Immersive Virtual Environments for Treating Social Phobia in Adolescents with High-Functioning Autisc intervention using immersive virtual environments to support psychiatric care for adolescents and young adults affected by Social Phobia Spectrum Disorders. The project involves a detailed description of the theoretical framework underpinning the intervention, followed by the design and implementa
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A Mixed Reality Eye-Tracking Investigation on Key Factors Affecting Food Consumption Habitsing video see-through headsets are exposed to various food-related scenarios. Eye-tracking metrics, such as gaze direction, duration, and frequency, are gathered and analyzed alongside questionnaires about eating habits integrated with immersive data storytelling visuals relating to key factors affe
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