Virtual Reality and Mixed Reality. 19th EuroXR International Conference, EuroXR 2022 Stuttgart, Germany, September 14–16, 2022 Proceedings

دانلود کتاب Virtual Reality and Mixed Reality. 19th EuroXR International Conference, EuroXR 2022 Stuttgart, Germany, September 14–16, 2022 Proceedings

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کتاب واقعیت مجازی و واقعیت ترکیبی. نوزدهمین کنفرانس بین المللی EuroXR، EuroXR 2022 اشتوتگارت، آلمان، 14 تا 16 سپتامبر 2022 مجموعه مقالات نسخه زبان اصلی

دانلود کتاب واقعیت مجازی و واقعیت ترکیبی. نوزدهمین کنفرانس بین المللی EuroXR، EuroXR 2022 اشتوتگارت، آلمان، 14 تا 16 سپتامبر 2022 مجموعه مقالات بعد از پرداخت مقدور خواهد بود
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توضیحاتی در مورد کتاب Virtual Reality and Mixed Reality. 19th EuroXR International Conference, EuroXR 2022 Stuttgart, Germany, September 14–16, 2022 Proceedings

نام کتاب : Virtual Reality and Mixed Reality. 19th EuroXR International Conference, EuroXR 2022 Stuttgart, Germany, September 14–16, 2022 Proceedings
عنوان ترجمه شده به فارسی : واقعیت مجازی و واقعیت ترکیبی. نوزدهمین کنفرانس بین المللی EuroXR، EuroXR 2022 اشتوتگارت، آلمان، 14 تا 16 سپتامبر 2022 مجموعه مقالات
سری : Lecture Notes in Computer Science, 13484
نویسندگان : , , , , ,
ناشر : Springer
سال نشر : 2022
تعداد صفحات : 223
ISBN (شابک) : 9783031162336 , 9783031162343
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 22 مگابایت



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Preface
Organization
Contents
XR Interaction
Designing Functional Prototypes Combining BCI and AR for Home Automation
1 Introduction
2 System Specifications and Guidelines
2.1 Operability
2.2 Asynchronicity
2.3 Generalisability
2.4 Contextuality
2.5 Hardware Independence
2.6 Modularity
3 Generic Architecture
3.1 The BCI
3.2 The AR System
3.3 The Home-Automation Platform
3.4 The Middleware
4 Implemented Prototype
4.1 The BCI
4.2 The AR System
4.3 The Home Automation Platform
4.4 The Middleware
5 Discussion
6 Conclusion
References
SightX: A 3D Selection Technique for XR
1 Introduction
2 Related Work
3 System Design
3.1 Remote Anchor
3.2 X-Ray Sight View
4 User Study
4.1 Remote Selection
4.2 Molecular Models
4.3 Book Shelves
4.4 Study Participants
4.5 Study Procedure
4.6 Apparatus
4.7 Hypotheses and Measurements
5 Study Results
5.1 Quantitative Results
5.2 Qualitative Results
6 Discussion
7 Conclusion
References
Design and Evaluation of Three User Interfaces for Detecting Unmanned Aerial Vehicles Using Virtual Reality
1 Introduction
2 Building the Prototype
2.1 FLARM
2.2 Circular HUD
2.3 Radar
3 Method
3.1 Setup
3.2 Participants
3.3 Procedure
4 Results
4.1 Detection Time
4.2 Preferred Interaction Model - Questionnaire
4.3 User Interface Components - Questionnaire
4.4 Semi-structured Interview
5 Discussion
5.1 Comparative Study
5.2 Future Study
6 Conclusion
References
XR and Neurodevelopmental Disorders
Evaluating the Acceptability and Usability of a Head-Mounted Augmented Reality Approach for Autistic Children with High Support Needs
1 Introduction
2 Method
2.1 Participants
2.2 HMD-Based AR Environment Tested with Children
2.3 Development of the Semi-structured Questionnaire
2.4 Procedure
2.5 Data Collection
2.6 Data Analysis
3 Findings
3.1 Findings from the Semi-directed Questionnaire
3.2 Findings from the Interviews, Notes, and Observations
4 Discussion
4.1 Accepting and Using Magic Bubbles
4.2 Communicating with Practitioners
4.3 Getting Resourced
4.4 Limitations and Future Perspectives
References
Exploiting Augmented Reality in LEGO Therapy for Children with Autism Spectrum Disorder
1 Introduction
2 Design of “AR-Brickhouse”
2.1 Definition of User Needs
2.2 Hardware Setup Design
2.3 Graphical User Interface
3 Design of Experiment
4 Results and Discussion
5 Conclusion and Future Work
References
Algorithms for XR
Evaluation of Point Cloud Streaming and Rendering for VR-Based Telepresence in the OR
1 Introduction
2 Related Work
3 System Overview
3.1 Multi-user VR Environment
3.2 Point Cloud Streaming
3.3 Point Cloud Registration and Rendering
4 Evaluation and Results
4.1 Performance
4.2 Network
5 User Studies
5.1 Study 1: Qualitative Feedback, Presence, and Preference
5.2 Study 2: Comparison of Point Cloud Rendering Solutions
6 Limitations
6.1 Face Reconstruction
7 Conclusion and Future Work
References
Fast Intra-Frame Video Splicing for Occlusion Removal in Diminished Reality
1 Introduction
2 Prior Work
3 Approach
3.1 Pipeline Overview
3.2 Contour Adjustment
3.3 Video Splicing for Occlusion Removal
3.4 Rotation Initialization
3.5 Global Alignment
4 Results and Discussion
4.1 Time
4.2 Quality
4.3 Comparison to Ground Truth
4.4 Comparison to State of the Art Methods
5 Conclusions. Limitations. Future Work
References
Coupling AR with Object Detection Neural Networks for End-User Engagement
1 Introduction
2 Related Work
3 Problem Definition
4 Methodology
4.1 System Design
4.2 Object Detection in AR
5 System Testing and Performance
6 Concluding Remarks and Future Studies
References
Modeling Scenes for XR
A Procedural Building Generator Based on Real-World Data Enabling Designers to Create Context for XR Automotive Design Experiences
1 Introduction
2 Background
2.1 Forming Experience During the Design Process
2.2 Related Work: Driving Simulations for Automotive Evaluations
2.3 Related Work: Procedural Building Generation
3 Materials and Methods
3.1 Processing the OSM Data
3.2 Choosing an Architectural Style
3.3 Facade Modules
3.4 Forming the Building’s Facade
4 Results and Discussion
4.1 Results of the Automotive Building Generator
4.2 Discussion
5 Conclusion and Future Work
References
Generating VR Meeting Rooms with Non-rectangular Floor Plans Using Cost Optimization and Hard Constraints
1 Introduction
2 Related Work
2.1 Procedural
2.2 Data or Example-Based
2.3 Optimization
3 Modified Greedy Optimization Minimization
3.1 Categorization
3.2 Moves
3.3 Cost Function
3.4 Hard Constraints
4 Implementation
4.1 Information Extraction from 3D Meshes
5 Results
5.1 Performance
5.2 User Study
6 Conclusion
References
Scientific Posters
Controlling Continuous Locomotion in Virtual Reality with Bare Hands Using Hand Gestures
1 Introduction
2 Related Work
2.1 Locomotion Techniques in VR Without Using Controllers
2.2 Locomotion in VR Using Hand Gestures
3 Proposed Locomotion Techniques
3.1 Explanation of Chosen Techniques
4 Evaluation
4.1 Objectives
4.2 Participants
4.3 Apparatus
4.4 Experimental Task
4.5 Procedure
5 Results
5.1 Task Completion Time
5.2 NASA Task Load Index (NASA-TLX)
5.3 System Usability Scale (SUS)
5.4 Subjective Ranking of Techniques
6 Discussion and Future Work
7 Limitations
8 Conclusion
References
An Augmented Reality Solution for the Positive Behaviour Intervention and Support
1 Introduction
2 The PBIS Framework
3 Design of the AR Based Application for PBIS
3.1 PBIS-AR Application Architecture
3.2 AR Objects for the PBIS-AR App
3.3 Students\' Activities in the PBIS-AR App
3.4 Behaviour Tracking with xAPI
4 Conclusion and Future Steps
References
The Reality of Virtual Experiences: Semantic and Episodic Memory Formation in VR
1 Introduction
2 Literature Review
3 Study 1: Semi-structured Interviews
4 Study 2: Online Survey
5 Conclusion
References
Author Index




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