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HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings / edited by Constantine Stephanidis, Jessie Y. C. Chen, Gino Fragomeni.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Stephanidis, Constantine, Editor.
Chen, Jessie Y. C., Editor.
Fragomeni, Gino, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 12428
Information Systems and Applications, incl. Internet/Web, and HCI ; 12428
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Computer vision.
Robotics.
Computer networks.
Computers, Special purpose.
User Interfaces and Human Computer Interaction.
Computer Vision.
Computer Communication Networks.
Special Purpose and Application-Based Systems.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer Vision.
Robotics.
Computer Communication Networks.
Special Purpose and Application-Based Systems.
Physical Description:
1 online resource (XX, 462 pages) : 271 illustrations, 207 illustrations in color.
Edition:
1st ed. 2020.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2020.
System Details:
text file PDF
Summary:
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as "Late Breaking Work" (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 34 late breaking papers presented in this volume were organized in two topical sections named: Virtual, Augmented and Mixed Reality Design and Implementation; and User Experience in Virtual, Augmented and Mixed Reality.
Contents:
Virtual, Augmented and Mixed Reality Design and Implementation
Haptic Helmet for Emergency Responses in Virtual and Live Environments
eTher - An Assistive Virtual Agent for Acrophobia Therapy in Virtual Reality
A Color Design System in AR Guide Assembly
An Augmented Reality Command and Control Sand Table Visualization of the User Interface Prototyping Toolkit (UIPT)
Exploring Augmented Reality as a Craft Material
The application of urban AR technology in cultural communication and innovation
Reporting Strategy for VR Design Reviews
Video Player Architecture for Virtual Reality on Mobile Devices
A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices
Emotions Synthesis Using Spatio-Temporal Geometric Mesh
An Augmented Reality Approach to 3D Solid Modeling and Demonstration
Quick Projection Mapping on Moving Object in the Manual Assembly Guidance
Design and Implementation of a Virtual Workstation for a Remote AFISO
A Scene Classification Approach for Augmented Reality Devices
Underwater Search and Discovery: From Serious Games to Virtual Reality
Emergent Behaviour of Therapists in Virtual Reality Rehabilitation of Acquired Brain Injury
Improving Emergency Response Training and Decision Making using a Collaborative Virtual Reality Environment for Building Evacuation
Text Entry in Virtual Reality: Implementation of FLIK Method and Text Entry Testbed
Appropriately Representing Military Tasks for Human-Machine Teaming Research
A Portable Measurement System for Spatially-varying Reflectance using Two Handheld Cameras
Influence of Visual Gap of Avatar Joint Angle on Sense of Embodiment in VR Space Adjusted via C/D Ratio
User Experience in Virtual, Augmented and Mixed Reality
Analysis of Differences in the Manner to Move Object in Real Space and Virtual Space Using Haptic Device for Two Fingers and HMD
A Study of Size Effects of Overview Interfaces on User Performance in Virtual Environments
Text Input in Virtual Reality Using a Tracked Drawing Tablet
Behavioral Indicators of Interactions between Humans, Virtual Agent Characters and Virtual Avatars
Perceived Speed, Frustration and Enjoyment of Interactive and Passive Loading Scenarios in Virtual Reality
Augmented Riding: Multimodal Applications of AR, VR, and MR to Enhance Safety for Motorcyclists and Bicyclists
Virtual Environment Assessment for Tasks Based on Sense of Embodiment
Camera-Based Selection with Cardboard Head-Mounted Displays
Improving the Visual Perception and Spatial Awareness of Downhill Winter Athletes with Augmented Reality
Desktop and Virtual-reality training under varying degrees of task difficulty in a complex search-and-shoot scenario
Computer-Based PTSD Assessment in VR Exposure Therapy
Text Entry in Virtual Reality: A Comparison of 2D and 3D Keyboard Layouts.
Other Format:
Printed edition:
ISBN:
978-3-030-59990-4
9783030599904
Access Restriction:
Restricted for use by site license.

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