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Titlebook: HCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality; 22nd HCI Internation Constantine Stephanidis,Jessie Y. C. Che

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书目名称HCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality
副标题22nd HCI Internation
编辑Constantine Stephanidis,Jessie Y. C. Chen,Gino Fra
视频video
丛书名称Lecture Notes in Computer Science
图书封面Titlebook: HCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality; 22nd HCI Internation Constantine Stephanidis,Jessie Y. C. Che
描述This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic..From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems...The 34 late breaking papers presented in this volume were organized in two topical sections named: Virtual, Augmented and Mixed Reality Design and Implementation; and User Experience in Virtual, Augmented and Mixed Reality..
出版日期Conference proceedings 2020
关键词artificial intelligence; augmented reality; computer vision; haptic interfaces; human engineering; Human-
版次1
doihttps://doi.org/10.1007/978-3-030-59990-4
isbn_softcover978-3-030-59989-8
isbn_ebook978-3-030-59990-4Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2020
The information of publication is updating

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https://doi.org/10.1007/978-3-658-01206-9s such as virtual reality head-mounted displays though, it is possible to explore alternatives components to harness additional performance such as the GPU. This paper introduces a shader-based architecture for developing games using shared resources between the CPU and the GPU.
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A Shader-Based Architecture for Virtual Reality Applications on Mobile Devicess such as virtual reality head-mounted displays though, it is possible to explore alternatives components to harness additional performance such as the GPU. This paper introduces a shader-based architecture for developing games using shared resources between the CPU and the GPU.
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,Richtlinie für telefonische Befragungen,e the main sources for data used in an interaction analysis. Results reveal emergent behaviour and resourcefulness by the therapists in utilizing the virtual tools in combination with their conventional approaches to rehabilitation.
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Telefoneinsatz bei Kreditinstituten,d the Fluid Interaction Keyboard (FLIK). These experiments not only serve as a way of validating the text entry test-bed, but also contribute the results of these studies to the pool of research related to text entry in virtual reality.
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Underwater Search and Discovery: From Serious Games to Virtual Realityropriate one. Based on these results, an immersive virtual reality search and discovery simulation was implemented. To educate the users about underwater site formation process digital storytelling videos were used when an artefact is discovered.
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