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Jongsun Kim and Jisoo Ha
It is necessary to focus on a VR environment centered on a tangible interaction (TI), which provides and interacts with the user experience (UX) with various sensational forms. Therefore, this study attempted to present UX evaluation items for VR fashion...
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Carlos Carbonell-Carrera, Jose Luis Saorin and Allison J. Jaeger
Virtual reality is a powerful tool for teaching 3D digital technologies in building engineering, as it facilitates the spatial perception of three-dimensional space. Spatial orientation skill is necessary for understanding 3D space. With VR, users naviga...
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Selma Rizvic, Du?anka Bo?kovic, Vensada Okanovic, Ivona Ivkovic Kihic, Irfan Prazina and Bojan Mijatovic
Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experienc...
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Valerio De Luca, Giorgia Marcantonio, Maria Cristina Barba and Lucio Tommaso De Paolis
The use of information technology in the field of cultural heritage makes it possible to involve more and more people in the promotion of cultural heritage, fostering social, cultural, economic and community growth. This work stems from the interest in u...
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Héctor Cardona-Reyes, Jaime Muñoz-Arteaga, Andres Mitre-Ortiz and Klinge Orlando Villalba-Condori
The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve use...
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Der-Lor Way and Yu-Hsien Wei
Chinese traditional glove puppetry is a folk art with a long history. It is worth inheriting and safeguarding this distinguished intangible cultural traditional art using virtual reality. With this background, this study integrates the digital resources ...
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Jin Gang Lee, JoonOh Seo, Ali Abbas and Minji Choi
To effectively use augmented reality (AR) technology for end-user involved design collaboration, it is necessary to ensure the effectiveness of the AR system from the end-user?s perspective. However, most efforts have mainly focused on technological deve...
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Inês Oliveira, Vítor Carvalho, Filomena Soares, Paulo Novais, Eva Oliveira and Lisa Gomes
In recent years, the role of emotions in digital games has gained prominence. Studies confirm emotions? substantial impact on gaming, influencing interactions, effectiveness, efficiency, and satisfaction. Combining gaming dynamics, Virtual Reality (VR) a...
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Jing-Ying Wong,Chun-Chieh Yip,Su-Ting Yong,Andy Chan,Sien-Ti Kok,Teck-Leong Lau,Mohammed T. Ali,Essameldin Gouda
Pág. pp. 15 - 39
With the advancement of information technology, Building Information Modeling (BIM) is evolving fast and play an essential role in Architecture, Engineering, Construction, Owner and Operators (AECOO) industry. Universities play an important role in the c...
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Grégoire Cattan, Anton Andreev and Etienne Visinoni
The integration of a P300-based brain?computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the s...
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Alaric Hamacher,Jahanzeb Hafeez,Roland Csizmazia,Taeg Keun Whangbo
Pág. pp. 95 - 107
Recent innovation in the field of Augmented Reality (AR) and Virtual Reality (VR) has brought new devices on the market. Many industries see a big future in AR business and applications. The present research focuses on the user input performance of these...
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Lizhou Cao, Chao Peng and Jeffrey T. Hansberger
Virtual reality (VR) technologies have opened new possibilities for creating engaging educational games. This paper presents a serious VR game that immerses players into the activities of lunar exploration missions in a virtual environment. We designed a...
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Ananth N. Ramaseri Chandra, Fatima El Jamiy and Hassan Reza
Virtual reality (VR) is an emerging technology with a broad range of applications in training, entertainment, and business. To maximize the potentials of virtual reality as a medium, the unwelcome feeling of cybersickness needs to be minimized. Cybersick...
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Hans-Jürgen Zepernick, Markus Fiedler, Thi My Chinh Chu and Viktor Kelkkanen
Wireless virtual reality (VR) offers a seamless user experience but has to cope with higher sensitivity to temporal impairments induced on the wireless link. Apart from bandwidth dynamics and latency, video freezes and their lengths are important tempora...
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Huyen T. T. Tran, Nam P. Ngoc, Cuong T. Pham, Yong Ju Jung and Truong Cong Thang
Three hundred and sixty degree video is becoming more and more popular on the Internet. By using a Head-Mounted Display, 360-degree video can render a Virtual Reality (VR) environment. However, it is still a big challenge to understand Quality of Experie...
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Rachid Belaroussi, Elie Issa, Leonardo Cameli, Claudio Lantieri and Sonia Adelé
Human impression plays a crucial role in effectively designing infrastructures that support active mobility such as walking and cycling. By involving users early in the design process, valuable insights can be gathered before physical environments are co...
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Ka-Po Wong, Bohan Zhang and Jing Qin
(1) Background: Attention-Deficit/Hyperactivity Disorder (ADHD) is typically first diagnosed in early childhood. Medication and cognitive behavioural therapy are considered effective in treating children with ADHD, whereas these treatments appear to have...
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Ana Martí-Testón, Adolfo Muñoz, Luis Gracia and J. Ernesto Solanes
In recent years, there has been a surge of Metaverse applications and tools striving to capture the attention of both the general public and businesses, with a particularly strong potential within the tourism sector. However, there has been significant c...
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Luis Omar Alpala, Darío J. Quiroga-Parra, Juan Carlos Torres and Diego H. Peluffo-Ordóñez
Virtual reality (VR) has been brought closer to the general public over the past decade as it has become increasingly available for desktop and mobile platforms. As a result, consumer-grade VR may redefine how people learn by creating an engaging ?hands-...
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Jose Daniel Azofeifa, Julieta Noguez, Sergio Ruiz, José Martín Molina-Espinosa, Alejandra J. Magana and Bedrich Benes
This document presents a systematic review of Multimodal Human?Computer Interaction. It shows how different types of interaction technologies (virtual reality (VR) and augmented reality, force and vibration feedback devices (haptics), and tracking) are u...
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