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Titlebook: HCI International 2020 - Posters; 22nd International C Constantine Stephanidis,Margherita Antona Conference proceedings 2020 Springer Natur

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Catherine Ashcraft,Joanne McGrath Cohooners adjust time expansion coefficient according to different narrative types in VR films to optimize users’ immersive perception. We evaluated five types of narrative which include linear narrative with fixed shot, linear narrative with moving shot, circular narrative, multi-view narrative and inter
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Creativity and Its Genetic Foundationscess of authoring complex interactions for TAR entails scripting or low-level programming. A review of existing AR authoring tools showed that visual programming and authoring in the augmented view can potentially improve the efficiency of authoring interactions for TAR. This paper presents a review
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https://doi.org/10.1007/978-1-349-25770-6nstruction of the cage which surrounds the model to be deformed. In this paper, we propose a method of cage-based deformation considering the shape features of its original model. In particular, we describe how to generate the cages. We first evaluate the features, such as curvature, the dihedral an
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Efficiency Dynamics and Industry Growth,tual reality is defining fixations and saccades, which are essential part of feature extraction in ET analysis and have a critical impact on higher level analysis. In this study, the ET data from 60 subjects, were recorded. To define the fixations, Dispersion Threshold Identification algorithm was u
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https://doi.org/10.1057/9781137360267h augmented and virtual reality (AR, VR), there exists a strong need to explore what new interaction paradigms should be implemented to ensure the best possible user experience for those engaging with these technologies. With VR having far more definition in this space then AR, the focus of this res
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Shaping the Body: The Politics of Posture,domain. Our ultimate aim is to better understand the cognitive processes in achieving an overview of the nuclear process in a virtual reality control room (VR CR). The VR-environment was created by importing 3D-models into the Unity design environment. A novel headset was used offering a blend betwe
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https://doi.org/10.1007/978-3-030-70002-7tual environment, users also obtained the rendered version of the actual environment using the Kinect’s point clouds. The proposed system provides several features of model building, coloring, realistic dimensions of actual environment, user’s collaboration, and STL file exporting for 3D printing.
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