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Titlebook: Virtual, Augmented and Mixed Reality; 16th International C Jessie Y. C. Chen,Gino Fragomeni Conference proceedings 2024 The Editor(s) (if a

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楼主: Gram114
发表于 2025-3-25 07:02:56 | 显示全部楼层
Enhancing Cognitive Rehabilitation with Augmented Reality: The Role of Virtual Characters in Attentiibute to the interdisciplinary fields of cognitive rehabilitation and digital therapeutics, underscoring the potential of AR as a powerful tool in creating immersive, therapeutic environments that support mental well-being. This research not only expands our understanding of AR’s application in psyc
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Designing Immersive Music Visualization Experience for Preschoolers Based on MRating MR into introductory music education, the project feasibility assessment included evaluating typical examples of complex MR system environments and measuring the popularity of the Music Magic Classroom. This move is intended to demonstrate the feasibility of the project. The results of this re
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Enhancing Spatial Design Pedagogy: An Empirical Investigation of VR Technology in Environmental Desid students’ grasp of key concepts and course satisfaction. Data analysis revealed that students from the experimental groups consistently outperformed those from the control groups across all tests, indicating a pronounced enhancement in learning outcomes. Consequently, this investigation underscore
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Design, Development, and Evaluation of a Virtual Reality-Based Distance Learning Application in Manuand the use of data gloves for this specific learning scenario. Materials and methods include ethical considerations, hardware and software details, qualitative interviews, and quantitative prototype usability testing (PUT). The PUT includes questionnaires assessing presence, simulator sickness, sys
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Game Engine Technology in Cultural Heritage Digitization Application Prospect–Taking the Digital Cavs of marketing, economic costs and public understanding. In addition, the paper emphasizes the importance of balancing authenticity and entertainment in the process of digital gamification of cultural heritage, and calls for the resolution of intellectual property rights and ethical issues in the fi
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A Virtual Reality Based Therapeutic Approach for Stuttering Interventionnvironments..The outcomes of this pioneering study revealed a positive trend, with a significant majority of participants exhibiting a notable reduction in stuttering frequency. Beyond the quantitative improvements, participants reported that the VR-based therapy was not only effective but also intr
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Thirteen Hongs of Canton: An Immersive Virtual Reality Game for Exploration of Cultural Heritage them about the diverse range of Chinese goods that were exported to European nations. This research explores the integration of digital games and VR technologies in order to enhance cultural heritage education, providing an engaging and effective learning experience. The findings of this study cont
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