17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22-27, 2025, Proceedings, Part III Herausgegeben:Chen, Jessie Y. C.; Fragomeni, Gino
17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22-27, 2025, Proceedings, Part III Herausgegeben:Chen, Jessie Y. C.; Fragomeni, Gino
This three-volume set, LNCS 15788-15790, constitutes the refereed proceedings of the 17th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2025, held as part of the 27th International Conference on Human-Computer Interaction, HCII 2025, in Gothenburg, Sweden, during June 22 27, 2025. The total of 1430 papers and 355 posters included in the HCII 2025 proceedings were carefully reviewed and selected from 7972 submissions. The papers presented in these three volumes are organized in the following topical sections:: Part I: Designing and Developing Virtual…mehr
This three-volume set, LNCS 15788-15790, constitutes the refereed proceedings of the 17th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2025, held as part of the 27th International Conference on Human-Computer Interaction, HCII 2025, in Gothenburg, Sweden, during June 22 27, 2025.
The total of 1430 papers and 355 posters included in the HCII 2025 proceedings were carefully reviewed and selected from 7972 submissions.
The papers presented in these three volumes are organized in the following topical sections::
Part I: Designing and Developing Virtual Environments; UX in Virtual Environments
Part II: VR, Culture, Art and Entertainment; Social Interaction and Wellbeing in Virtual Environments
Part III: VR Games; Virtual Environments for Learning, Training and Professional Development; Multimodal Interaction in Virtual Environments
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Inhaltsangabe
.-VR Games
.- The Impact of Wind Experience on VR Game Immersion. .- Mathematical Models with War Games: Symbolism and Numerology in Game. .- Play and Learning Across Realities: Design Strategies for a Permeable Magic Circle. .- The Influence of User Experience Satisfaction in VR Serious Games: Flow Experience and Self-efficacy as Mediating Effects. .- Enhancing VR Immersion through Avatar Scaling and Sensor Fusion with Mediapipe. .- Virtual Environments for Learning, Training and Professional Development
.- Exploring How Augmented Reality Display Features Affect Training System Performance. .- Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work. .- A Study of Comparison between Real and Virtual Environment of Operation Experience of PVD Coating Machine. .- Integrating Virtual and Augmented Reality into Public Education: Opportunities and Challenges in Language Learning. .- Enhancing Three-Dimensional Rendering Skills through Virtual Reality: A Case Study of a Virtual Photography Studio. .- The Application of Sharestart Teaching Method for Combining VR / AI in 3D Modeling Learning. .- Augmented and Mixed Reality Procedural Task Training Effectiveness and User Experience. .- Seamless Augmented Reality Support for a Computer-Assisted Surgery System for Minimally Invasive Orthopedic Surgeries. .- Immersive Active Shooter Response Training and Decision-Making Environment for a University Campus Building . .- Procedures Training in VR & The Role of Episodic Memory: Literature Review & Synthesis. .- Sales Skills Training in Virtual Reality: An Evaluation Utilizing CAVE and Virtual Avatars. .- Research on the Application of Tangible Interaction in Mixed Reality for Dental Implant Teaching.
.-Multimodal Interaction in Virtual Environments
.- The Intelligent Car Seat Adjustment System Based on a Multimodal Driving Fatigue Detection Method. .- The Impact of Integration between Visual and Haptic Texture Simulations on Comprehension of Counterfactual Artifacts in Mixed Reality. .- Blurring Self-touch Improves Sense of Body Ownership in Incongruence between VR Avatar and Real User's Body Part. .- Embodying a Mixed-Reality Agent with A Wearable Snake-Shaped Robotic Appendage. .- Exploring Mixed Reality Design Considerations for Adaptable User Interfaces to Improve Interaction on Physical Textured Surfaces.
.- The Impact of Wind Experience on VR Game Immersion. .- Mathematical Models with War Games: Symbolism and Numerology in Game. .- Play and Learning Across Realities: Design Strategies for a Permeable Magic Circle. .- The Influence of User Experience Satisfaction in VR Serious Games: Flow Experience and Self-efficacy as Mediating Effects. .- Enhancing VR Immersion through Avatar Scaling and Sensor Fusion with Mediapipe. .- Virtual Environments for Learning, Training and Professional Development
.- Exploring How Augmented Reality Display Features Affect Training System Performance. .- Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work. .- A Study of Comparison between Real and Virtual Environment of Operation Experience of PVD Coating Machine. .- Integrating Virtual and Augmented Reality into Public Education: Opportunities and Challenges in Language Learning. .- Enhancing Three-Dimensional Rendering Skills through Virtual Reality: A Case Study of a Virtual Photography Studio. .- The Application of Sharestart Teaching Method for Combining VR / AI in 3D Modeling Learning. .- Augmented and Mixed Reality Procedural Task Training Effectiveness and User Experience. .- Seamless Augmented Reality Support for a Computer-Assisted Surgery System for Minimally Invasive Orthopedic Surgeries. .- Immersive Active Shooter Response Training and Decision-Making Environment for a University Campus Building . .- Procedures Training in VR & The Role of Episodic Memory: Literature Review & Synthesis. .- Sales Skills Training in Virtual Reality: An Evaluation Utilizing CAVE and Virtual Avatars. .- Research on the Application of Tangible Interaction in Mixed Reality for Dental Implant Teaching.
.-Multimodal Interaction in Virtual Environments
.- The Intelligent Car Seat Adjustment System Based on a Multimodal Driving Fatigue Detection Method. .- The Impact of Integration between Visual and Haptic Texture Simulations on Comprehension of Counterfactual Artifacts in Mixed Reality. .- Blurring Self-touch Improves Sense of Body Ownership in Incongruence between VR Avatar and Real User's Body Part. .- Embodying a Mixed-Reality Agent with A Wearable Snake-Shaped Robotic Appendage. .- Exploring Mixed Reality Design Considerations for Adaptable User Interfaces to Improve Interaction on Physical Textured Surfaces.
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