Cybersickness in Virtual Reality Versus Augmented Reality
Title | Cybersickness in Virtual Reality Versus Augmented Reality PDF eBook |
Author | Kay Marie Stanney |
Publisher | Frontiers Media SA |
Pages | 163 |
Release | 2021-12-06 |
Genre | Technology & Engineering |
ISBN | 2889718123 |
Getting Rid of Cybersickness
Title | Getting Rid of Cybersickness PDF eBook |
Author | Andras Kemeny |
Publisher | Springer |
Pages | 148 |
Release | 2020-11-24 |
Genre | Computers |
ISBN | 9783030593414 |
This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.
Virtual, Augmented and Mixed Reality. Design and Interaction
Title | Virtual, Augmented and Mixed Reality. Design and Interaction PDF eBook |
Author | Jessie Y. C. Chen |
Publisher | Springer Nature |
Pages | 674 |
Release | 2020-07-10 |
Genre | Computers |
ISBN | 3030496953 |
The 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic. A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows: Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR. Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.
Virtual Reality and Augmented Reality
Title | Virtual Reality and Augmented Reality PDF eBook |
Author | Jernej Barbic |
Publisher | Springer |
Pages | 205 |
Release | 2017-12-06 |
Genre | Computers |
ISBN | 3319723235 |
This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017. The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.
Virtual, Augmented Reality and Serious Games for Healthcare 1
Title | Virtual, Augmented Reality and Serious Games for Healthcare 1 PDF eBook |
Author | Minhua Ma |
Publisher | Springer Science & Business |
Pages | 570 |
Release | 2014-04-25 |
Genre | Technology & Engineering |
ISBN | 3642548164 |
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
Handbook of Virtual Environments
Title | Handbook of Virtual Environments PDF eBook |
Author | Kelly S. Hale |
Publisher | CRC Press |
Pages | 1273 |
Release | 2002-01-01 |
Genre | Technology & Engineering |
ISBN | 0585399107 |
This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide
Augmented Reality, Virtual Reality, and Computer Graphics
Title | Augmented Reality, Virtual Reality, and Computer Graphics PDF eBook |
Author | Lucio Tommaso De Paolis |
Publisher | Springer |
Pages | 518 |
Release | 2018-07-14 |
Genre | Computers |
ISBN | 9783319952697 |
The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.