Extended Reality

Extended Reality portes grátis

Extended Reality

International Conference, XR Salento 2025, Otranto, Italy, June 17-20, 2025, Proceedings, Part VI

Arpaia, Pasquale; De Paolis, Lucio Tommaso; Sacco, Marco

Springer International Publishing AG

09/2025

501

Mole

Inglês

9783031977770

15 a 20 dias

Descrição não disponível.
.- Crafting Virtual Humans for Immersive XR Applications.


.- A Framework for Enhancing Emotion Expression in Non-Playable Characters Using Large Language Models.


.- MoodyNPC: Personality & Facial Expressions for Virtual Humans.


.- 3D Avatar Reconstruction System with Real- time Facial Expression for Teleconference Application in Augmented Reality.


.- SpatialFlow: Towards Interaction Design in Virtual Reality for People with Autism.


.- Transformation of MetaHumans for a Generic XR Workflow.


.- Visualization of 3D Rockfalls Trajectories on Digital Terrain Models Using Virtual Reality Techniques.


.- Transforming Career Development Through Immersive and Data-Driven Solutions.


.- A Survey of Memory Models for Virtual Humans: From Psychological Foundations to Computational Architectures.


.- From Words to Emotions: Evaluating Text-to-Motion Body Language for Believable Emotions in Virtual Humans.


.- Designing Inclusive Interfaces: Sign Language Interpreters in Digital Libraries.


.- Exploration of Secure Attachment Priming in Immersive Virtual Environments.


.- Enhancing Healthcare with 3D Technologies: Motion Capture and Animation in the MoCASA Library.


.- eXtended Reality for Serious Games.


.- CrossNetVR: A Virtual Learning Environment for Teaching T568-A and T568-B Network Cabling Standards Using Unreal Engine.


.- Usability Evaluation of "Paint!" VR Game Designed for Frail Older Adults.


.- A web-based interactive digital twin for marine robotics education.


.- Use of an interactive augmented reality concept map tool in education: a pilot study on teachers' opinions.


.- Exploiting Immersive Virtual Reality for Maintenance Training of Freight Trains.


.- Innovative Augmented Reality Applications for Cardiac Physiology and Pathophysiology Education: An Interactive Approach for Coronary Anatomy and Interventional Procedures.


.- Getting Serious About Serious VR Games for People with Dementia: A Scoping Review of Applications Designed to Date.


.- Development of VR Physics Labs at Metauniversity.


.- Concentration in Learning: VR vs. Traditional.


.- Dynamic Training Environments in XR: A User-Centered Adaptive System.


.- Using computer vision in Mixed Reality games.


.- Comparing Traditional and eXtended Reality-based Learning: Effects on Performance, Emotions, and Cognitive Aspects.


.- ReplEye: An Open-Source Pipeline for Gathering, Analyzing, and Replaying Eye-Tracking Data with MRTK.


.- Gamification strategies as a motivational factor for learning in high school students: a preliminary.


.- Development of a Multi-User Virtual Reality System for Military Band Jump Training.


.- Autonomous Virtual Reality Integration for Active Thermography: Engineering Education and Experimentation.


.- Shared Physical Feedback: A Shared VR space Integrated with Physical Feedback.


.- Addressing on-the field co-registration for AR assisted maintenance operation: the AURORA project.


.- From Gamification to Virtual Reality: The Evolution of the Gamified Education Networking Learning Management System through Design-Based Research in Simulation-Based Education.


.- Science Dissemination in STEAM Projects - a Virtual Reality educational game on electrical circuits.


.- Reviewing Virtual Reality's Potential in CBRN Training: Synergizing AI, HCI, and Psychology for Immersive Preparedness.


.- VR-Based Rehabilitation in a Virtual Home: a Perspective on Cognitive and Motor Recovery.


.- The Role of Social and Neural Synchrony in Enhancing Learning and Collaboration in VR Serious Games: a Two-Study Protocol.


.- Virtual Reality Escape Room for Adolescents with Autism Spectrum Disorder.


.- From 2D drawings to 3D representations in immersive environments: the Sketch to Pipe app.
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Virtual Reality;Augmented and Mixed Reality;eXtended Reality (XR);Artificial Intelligence (AI);XR in Arts and Cultural Heritage;XR and AI in Healthcare;Serious Games;Virtual Humans;Digital Twin