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Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6–8, 2022, Proceedings, Part I (Lecture Notes in Computer Science, 13445)

معرفی کتاب «Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6–8, 2022, Proceedings, Part I (Lecture Notes in Computer Science, 13445)» نوشتهٔ Lucio Tommaso De Paolis (editor), Pasquale Arpaia (editor), Marco Sacco (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2022. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This two volume proceedings, LNCS 13445 and 13446, constitutes the refereed proceedings of the First International Conference on Extended Reality, XR Salento 2022, held in Lecce, Italy, during July 6–8, 2022. Due to COVID-19 pandemic the conference was held as a hybrid conference. The 42 full and 16 short papers were carefully reviewed and selected from 84 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry. Preface Organization Keynote Abstracts Extend Human Performances with Augmented Reality Past and Coming 20 Years with Augmented Reality Remote and Close Range Sensing, Imaging and eXtended Reality for the Interpretation and Conservation of Cultural Heritage Contents – Part I Contents – Part II Virtual Reality Rehabilitation of Post-COVID Patients: A Virtual Reality Home-Based Intervention Including Cardio-Respiratory Fitness Training 1 Introduction 2 Related Work 3 ARTEDIA Application 3.1 Equipment 3.2 Exercise 4 Feasibility Study 4.1 Participants 4.2 Protocol 4.3 Measures 5 Conclusions and Future Work References Comparison of the Effect of Exposing Users for Height While Being Active Versus Passive in a Virtual Environment - A Pilot Study 1 Introduction 2 Related Work 3 The VR Prototype 3.1 Virtual Environment 3.2 Therapist 3.3 Avatar 3.4 Interaction in Each Level 3.5 Limitations 4 Evaluation 4.1 Setup 4.2 Participants 4.3 Procedure 5 Result 5.1 Observations 5.2 IPQ 5.3 Semi-structured Interview 6 Discussion 6.1 Observations 6.2 IPQ 6.3 Semi-structured Interview 6.4 Virtual Environment Improvements 7 Conclusion References A Proposal for a Computational Framework Architecture and Design for Massive Virtual World Generation and Simulation 1 Introduction 2 Problems and Requirements 3 Framework Architecture 4 Design Considerations 5 Conclusion References Evaluating Forms of User Interaction with a Virtual Exhibition of Household Appliances 1 Introduction 2 Related Works 2.1 VR in Marketing 2.2 Interaction in VR 3 Technical Setup and System Software 4 Experimental Evaluation 4.1 Design of the Experiment 4.2 Participants 4.3 Results and Analysis 5 Discussion 6 Conclusion and Future Work References TryItOn: A Virtual Dressing Room with Motion Tracking and Physically Based Garment Simulation 1 Introduction 2 Background 3 Related Works 4 System Architecture Pipeline 4.1 One-Time Operations 4.2 Real-Time Operations 5 Conclusions References Automatic Generation of 3D Animations from Text and Images 1 Introduction 2 Related Works 3 System Overview 3.1 Natural Language Processing 3.2 Image Analysis 3.3 Video Generation 4 Use Case 5 Conclusion and Future Work References Design Process of a Ceramic Modeling Application for Virtual Reality Art Therapy 1 Introduction 2 What is Art Therapy and Why in Virtual: A Brief State of Art 3 Definition of UX and Gamification Elements 4 Design Process of UX and MDA for VR Art Therapy 4.1 User Experience 4.2 Mechanics 4.3 Dynamics 4.4 Aesthetics 5 Conclusions and Future Work References Computer Simulation of a Spectrum Analyzer Based on the Unity Game Engine 1 Introduction 2 Related Work 3 Spectrum Analyzer Simulation 4 Results 5 Conclusion References The Influence of Method of Control and Visual Aspects on Exploratory Decisions in 3D Video Games Environments 1 Introduction 2 Related Works 3 Methodology 4 Procedure 5 Results 6 Discussion 7 Conclusions References Collaborative Virtual Reality Environment for Training Load Movement with Overhead Bridge Cranes 1 Introduction 2 Development 3 Usability 4 Conclusions and Future Research Lines References A VR Multiplayer Application for Fire Fighting Training Simulations 1 Introduction 2 State of the Art 3 Materials and Methods 3.1 Virtual Reality Application 3.2 Gameplay 3.3 Participants 3.4 Procedure 3.5 Measured Evaluation Quantities 4 Results 5 Conclusions References Effects of Head Rotation and Depth Enhancement in Virtual Reality User-Scene Interaction 1 Introduction 2 Literature Review 2.1 Head Rotation in VR 2.2 Depth Discrimination 3 Proposed Investigation 3.1 Interaction in VR Environment 3.2 Enhanced 3D Visualization References Are We Ready for Take-Off ? Learning Cockpit Actions with VR Headsets 1 Introduction 2 Literature Review 2.1 Search and Distractors 2.2 Memorization 3 Proposed Investigation References Virtual Reality as a Collaborative Tool for Digitalised Crime Scene Examination 1 Introduction 2 Materials and Methods 3 Test of the Concept 4 Conclusions References A Virtual Reality Application for Stress Reduction: Design and First Implementation of ERMES Project 1 Introduction 2 Virtual Reality and Mental Health: Related Works 3 Conceptualization of ERMES Project: Virtual Immersive Reality for Mindfulness and Art Therapy 3.1 Project Methodology 3.2 The Role of Measurements: Psychometric Scales and Biosignals Analysis 4 User Experience Design 4.1 Hardware Evaluation 4.2 Software Choice: From the Modelling to the Development 4.3 Design and Storyboard 5 Conclusions and Future Work References Efficient and Secure Transmission of Digital Data in the 5G Era 1 Introduction 2 Privacy and Compression of One-Dimensional Data 2.1 Security of Interactive Compression 3 Privacy and Compression of Bi-dimensional Data 3.1 Scrambling the Region of Interest (ROI) of an Image 3.2 Experimental Results 4 Conclusions and Future Work References Augmented Reality Hand Interaction Toolset for Augmented Reality Environments 1 Introduction 2 State of the Art 3 Methodology 3.1 Unity Toolset - Interaction Module 3.2 Hand Tracking Module 4 Experimental Setup 4.1 Evaluation 5 Results 6 Discussion 7 Conclusion and Future Work References Assessing Visual Cues for Improving Awareness in Collaborative Augmented Reality 1 Introduction 2 Related Works 3 Methods 3.1 Implemented VCs 3.2 Evaluation Scenarios 4 Experimental Protocol 4.1 Methodology 4.2 Evaluation Metrics 5 Results and Discussion 5.1 Usability and Comprehensibility 5.2 VCs Assessment 5.3 Completion Times 6 Conclusions References Human Augmentation: An Enactive Perspective 1 Introduction 2 An Enactive Human Augmentation Architecture 2.1 Augmented Perception Plane 2.2 Augmented Action Plane 2.3 Augmented Multimodal Plane 2.4 Human Augmentation Space 3 Concluding Remarks and Future Works References XRShip: Augmented Reality for Ship Familiarizations 1 Introduction 2 Related Research 3 XRShip 4 Method 5 Result 6 Conclusion References Coupling Mobile AR with a Virtual Agent for End-User Engagement 1 Introduction 2 Related Work 3 Methodology 3.1 Main Functionality and Use 3.2 System Design 3.3 Virtual Agent in AR 4 Evaluation 5 Conclusions and Future Studies References 3D Audio + Augmented Reality + AI Chatbots + IoT: An Immersive Conversational Cultural Guide 1 Introduction 2 Relevant Research 3 Exhibot: Objectives, Concept and Design Aspects 4 Exhibot System: Implementation Aspects 4.1 Hardware Utilized in Exhibot 4.2 Exhibot’s Architecture 4.3 User-Exhibit Interaction in Exhibot 5 Field Trials 6 Conclusion References eXtended Reality Regulating the Metaverse, a Blueprint for the Future 1 Background: Regulating Media 2 The Metaverse: Potential Dangers 3 The Metaverse: Non-regulatory Solutions 4 The Metaverse: Regulatory Solutions 5 The Metaverse: Is It Worth It? References Do Presence Questionnaires Actually Measure Presence? A Content Analysis of Presence Measurement Scales 1 Introduction 2 Methodology: Criteria for Including and Excluding Publications 3 Analysis of the Contributions 4 Conclusion References Self Assessment Tool to Bridge the Gap Between XR Technology, SMEs, and HEIs 1 Introduction 1.1 Related Work 2 Identification Gaps and Modelling 2.1 Developed Materials to Bridge the Gap 3 Implementation 4 Grouping Results and Coaching Program 4.1 Coaching Program for SMEs 5 Conclusion and Future Work References An Overview on Technologies for the Distribution and Participation in Live Events 1 Introduction 2 The Need for Technological Advancement 3 The Use of Immersive Technologies 3.1 Technologies Improving Content Participation 3.2 Technologies Enabling Distribution 4 SWOT Analysis 5 Conclusion References How to Improve Vehicle Lateral Control: The Effect of Visual Feedback Luminance 1 Introduction 2 Methodology 2.1 Participants 2.2 Driving Simulator 2.3 Scenario 2.4 Feedback System 2.5 Variables 3 Analysis and Results 3.1 Precision Teaching Effectiveness 3.2 Comparison with an Auditory-Only Feedback System 4 Discussion and Conclusion References Extended Reality Technologies and Social Inclusion: The Role of Virtual Reality in Includiamoci Project 1 Introduction 2 Digital Technologies for Social Inclusion: The Role of Virtual Reality 3 Project Methodology: From Art Therapy to the Virtual Museum 4 User Experience Design 5 Implementation 5.1 Photogrammetry of Sculptures 5.2 Drawings Animation 5.3 Creating and Editing the Final Video 5.4 Environment on Unity: Teleport and Triggers 6 Conclusions and Future Developments References Author Index This two volume proceedings, LNCS 13445 and 13446, constitutes the refereed proceedings of the 9th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, XR Salento 2022, held in Lecce, Italy, July 6-8, 2022.
دانلود کتاب Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6–8, 2022, Proceedings, Part I (Lecture Notes in Computer Science, 13445)