Virtual and Mixed Reality - Systems and Applications

International Conference, Virtual and Mixed Reality 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings

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Author: Randall Shumaker

Publisher: Springer Science & Business Media

ISBN: 3642220231

Category: Computers

Page: 436

View: 7724

The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 47 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: VR in education, training and health; VR for culture and entertainment; virtual humans and avatars; developing virtual and mixed environments.

Virtual and Mixed Reality - New Trends, Part I

International Conference, Virtual and Mixed Reality 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings

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Author: Randall Shumaker (Informatiker.)

Publisher: Springer Science & Business Media

ISBN: 3642220207

Category:

Page: 404

View: 7118

Virtual and Mixed Reality

Third International Conference, VMR 2009, Held as Part of HCI International 2009, San Diego, CA USA, July, 19-24, 2009, Proceedings

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Author: Randall Shumaker

Publisher: Springer Science & Business Media

ISBN: 9783642027710

Category: Computers

Page: 649

View: 2551

The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Virtual, Augmented and Mixed Reality

9th International Conference, VAMR 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings

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Author: Stephanie Lackey,Jessie Chen

Publisher: Springer

ISBN: 3319579878

Category: Computers

Page: 568

View: 2524

This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.

Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation

10th International Conference, VAMR 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings

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Author: Jessie Y.C. Chen,Gino Fragomeni

Publisher: Springer

ISBN: 3319915819

Category: Computers

Page: 479

View: 5196

This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.

Virtual, Augmented and Mixed Reality

7th International Conference, VAMR 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings

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Author: Randall Shumaker,Stephanie Lackey

Publisher: Springer

ISBN: 331921067X

Category: Computers

Page: 546

View: 7347

This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.

Virtual, Augmented and Mixed Reality: Applications of Virtual and Augmented Reality

6th International Conference, VAMR 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings

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Author: Randall Shumaker,Lackey Stephanie

Publisher: Springer

ISBN: 3319074644

Category: Computers

Page: 480

View: 4894

The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 43 papers included in this volume are organized in the following topical sections: VAMR in education and cultural heritage; games and entertainment; medical, health and rehabilitation applications; industrial, safety and military applications.

Research Handbook on the Law of Virtual and Augmented Reality

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Author: Woodrow Barfield,Marc Jonathan Blitz

Publisher: Edward Elgar Publishing

ISBN: 1786438593

Category: Computers

Page: 712

View: 1126

Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.

Beyond Reality

Augmented, Virtual, and Mixed Reality in the Library

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Author: Kenneth J. Varnum

Publisher: ALA Editions

ISBN: 9780838917855

Category: Virtual reality

Page: 160

View: 7869

Learning Transported

Augmented, Virtual and Mixed Reality for All Classrooms

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Author: Jaime Donally

Publisher: N.A

ISBN: 9781564843999

Category: Education

Page: 150

View: 1819

The technology world is exploding with interest and investment in augmented, virtual, and mixed reality, and teachers across the country are following suit--inviting students to experience learning through virtual field trips, manipulating 3D models and augmenting the world around them. The perception that AR/VR resources are costly investments is far from the truth; we have the devices to bring these tools into our curriculum today. As districts scramble to purchase the latest headset, there are many issues to resolve before making any major purchases, so planning and preparation are key to ensuring successful AR and VR implementation. Some educators struggle to find a connection to their lesson plans, whereas others jump into using AR and VR without a concern for the safety of their students. This book will provide practical insights and a variety of classroom examples to help educators develop a plan and establish goals to enhance student learning and bring the most benefit to the most students. In doing so, it will address all of the most important factors when incorporating AR/VR into the curriculum: that the instruction addresses student outcomes and standards; and that the mechanism for delivering this learning (whatever the device) is safe, affordable and suitable for the available space.