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Augmented Reality, Virtual Reality, and Computer Graphics : 7th International Conference, AVR 2020, Lecce, Italy, September 7–10, 2020, Proceedings, Part I
How to Reduce the Effort: Comfortable Watching Techniques for Cinematic Virtual Reality
other
Author(s):
Sylvia Rothe
,
Lang Zhao
,
Arne Fahrenwalde
,
Heinrich Hußmann
Publication date
(Online):
August 31 2020
Publisher:
Springer International Publishing
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Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness
Robert Kennedy
,
Norman E. Lane
,
Kevin S. Berbaum
…
(1993)
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Motivational, emotional, and behavioral correlates of fear of missing out
Andrew K. Przybylski
,
Kou Murayama
,
Cody R. DeHaan
…
(2013)
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A Systematic Review of Cybersickness
Simon Davis
,
Keith V Nesbitt
,
Eugene Nalivaiko
(2014)
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Book Chapter
Publication date (Print):
2020
Publication date (Online):
August 31 2020
Pages
: 3-21
DOI:
10.1007/978-3-030-58465-8_1
SO-VID:
602c2631-5ba6-4301-a15c-c5031ee529d8
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Book chapters
pp. 3
How to Reduce the Effort: Comfortable Watching Techniques for Cinematic Virtual Reality
pp. 22
Asymmetrical Multiplayer Versus Single Player: Effects on Game Experience in a Virtual Reality Edutainment Game
pp. 34
Procedural Content Generation via Machine Learning in 2D Indoor Scene
pp. 50
Keeping It Real!
pp. 61
GazeRoomLock: Using Gaze and Head-Pose to Improve the Usability and Observation Resistance of 3D Passwords in Virtual Reality
pp. 82
Alert Characterization by Non-expert Users in a Cybersecurity Virtual Environment: A Usability Study
pp. 102
A Driving Simulator Study Exploring the Effect of Different Mental Models on ADAS System Effectiveness
pp. 114
Virtual Reality vs Pancake Environments: A Comparison of Interaction on Immersive and Traditional Screens
pp. 130
VR Interface for Designing Multi-view-Camera Layout in a Large-Scale Space
pp. 141
Collaboration in Virtual and Augmented Reality: A Systematic Overview
pp. 157
A User Experience Questionnaire for VR Locomotion: Formulation and Preliminary Evaluation
pp. 168
Virtual Fitness Trail: A Complete Program for Elderlies to Perform Physical Activity at Home
pp. 177
Exploring Players’ Curiosity-Driven Behaviour in Unknown Videogame Environments
pp. 186
Considering User Experience Parameters in the Evaluation of VR Serious Games
pp. 194
Virtual Reality Technologies as a Tool for Development of Physics Learning Educational Complex
pp. 203
Evaluating the Effect of Reinforcement Haptics on Motor Learning and Cognitive Workload in Driver Training
pp. 215
Using Augmented Reality to Train Flow Patterns for Pilot Students - An Explorative Study
pp. 232
Scalable Integration of Image and Face Based Augmented Reality
pp. 243
Usability of an Input Modality for AR
pp. 255
State of the Art of Non-vision-Based Localization Technologies for AR in Facility Management
pp. 273
AI4AR: An AI-Based Mobile Application for the Automatic Generation of AR Contents
pp. 289
AR-Based Visual Aids for sUAS Operations in Security Sensitive Areas
pp. 299
Global-Map-Registered Local Visual Odometry Using On-the-Fly Pose Graph Updates
pp. 315
Combining HoloLens and Leap-Motion for Free Hand-Based 3D Interaction in MR Environments
pp. 328
Mixed Reality Annotations System for Museum Space Based on the UWB Positioning and Mobile Device
pp. 343
A Glasses-Based Holographic Tabletop for Collaborative Monitoring of Aerial Missions
pp. 363
A Comparative Study of the Influence of the Screen Size of Mobile Devices on the Experience Effect of 3D Content in the Form of AR/VR Technology
pp. 375
Photogrammetric 3D Reconstruction of Small Objects for a Real-Time Fruition
pp. 395
Adaptive Detection of Single-Color Marker with WebGL
pp. 411
Users’ Adaptation to Non-standard Controller Schemes in 3D Gaming Experiences
pp. 420
3D Dynamic Hand Gestures Recognition Using the Leap Motion Sensor and Convolutional Neural Networks
pp. 440
RGB-D Image Inpainting Using Generative Adversarial Network with a Late Fusion Approach
pp. 452
3D Radial Layout for Centrality Visualization in Graphs
pp. 461
A Preliminary Study on Full-Body Haptic Stimulation on Modulating Self-motion Perception in Virtual Reality
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