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Virtual Reality and Mixed Reality : 19th EuroXR International Conference, EuroXR 2022, Stuttgart, Germany, September 14–16, 2022, Proceedings

معرفی کتاب «Virtual Reality and Mixed Reality : 19th EuroXR International Conference, EuroXR 2022, Stuttgart, Germany, September 14–16, 2022, Proceedings» نوشتهٔ Gabriel Zachmann, Mariano Alcañiz Raya, Partrick Bourdot, Maud Marchal, Jeanine Stefanucci, Xubo Yang، منتشرشده توسط نشر Springer International Publishing AG در سال 1348. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book constitutes the refereed proceedings of the 19th International Conference on Virtual Reality and Mixed Reality, EuroXR 2022, held in Stuttgart, Germany, in September 2022. The 6 full and 2 short papers were carefully reviewed and selected from 37 submissions. The conference presents contributions on results and insights in Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), commonly referred to under the umbrella of Extended Reality (XR), including software systems, immersive rendering technologies, 3D user interfaces, and applications. Preface Organization Contents XR Interaction Designing Functional Prototypes Combining BCI and AR for Home Automation 1 Introduction 2 System Specifications and Guidelines 2.1 Operability 2.2 Asynchronicity 2.3 Generalisability 2.4 Contextuality 2.5 Hardware Independence 2.6 Modularity 3 Generic Architecture 3.1 The BCI 3.2 The AR System 3.3 The Home-Automation Platform 3.4 The Middleware 4 Implemented Prototype 4.1 The BCI 4.2 The AR System 4.3 The Home Automation Platform 4.4 The Middleware 5 Discussion 6 Conclusion References SightX: A 3D Selection Technique for XR 1 Introduction 2 Related Work 3 System Design 3.1 Remote Anchor 3.2 X-Ray Sight View 4 User Study 4.1 Remote Selection 4.2 Molecular Models 4.3 Book Shelves 4.4 Study Participants 4.5 Study Procedure 4.6 Apparatus 4.7 Hypotheses and Measurements 5 Study Results 5.1 Quantitative Results 5.2 Qualitative Results 6 Discussion 7 Conclusion References Design and Evaluation of Three User Interfaces for Detecting Unmanned Aerial Vehicles Using Virtual Reality 1 Introduction 2 Building the Prototype 2.1 FLARM 2.2 Circular HUD 2.3 Radar 3 Method 3.1 Setup 3.2 Participants 3.3 Procedure 4 Results 4.1 Detection Time 4.2 Preferred Interaction Model - Questionnaire 4.3 User Interface Components - Questionnaire 4.4 Semi-structured Interview 5 Discussion 5.1 Comparative Study 5.2 Future Study 6 Conclusion References XR and Neurodevelopmental Disorders Evaluating the Acceptability and Usability of a Head-Mounted Augmented Reality Approach for Autistic Children with High Support Needs 1 Introduction 2 Method 2.1 Participants 2.2 HMD-Based AR Environment Tested with Children 2.3 Development of the Semi-structured Questionnaire 2.4 Procedure 2.5 Data Collection 2.6 Data Analysis 3 Findings 3.1 Findings from the Semi-directed Questionnaire 3.2 Findings from the Interviews, Notes, and Observations 4 Discussion 4.1 Accepting and Using Magic Bubbles 4.2 Communicating with Practitioners 4.3 Getting Resourced 4.4 Limitations and Future Perspectives References Exploiting Augmented Reality in LEGO Therapy for Children with Autism Spectrum Disorder 1 Introduction 2 Design of “AR-Brickhouse” 2.1 Definition of User Needs 2.2 Hardware Setup Design 2.3 Graphical User Interface 3 Design of Experiment 4 Results and Discussion 5 Conclusion and Future Work References Algorithms for XR Evaluation of Point Cloud Streaming and Rendering for VR-Based Telepresence in the OR 1 Introduction 2 Related Work 3 System Overview 3.1 Multi-user VR Environment 3.2 Point Cloud Streaming 3.3 Point Cloud Registration and Rendering 4 Evaluation and Results 4.1 Performance 4.2 Network 5 User Studies 5.1 Study 1: Qualitative Feedback, Presence, and Preference 5.2 Study 2: Comparison of Point Cloud Rendering Solutions 6 Limitations 6.1 Face Reconstruction 7 Conclusion and Future Work References Fast Intra-Frame Video Splicing for Occlusion Removal in Diminished Reality 1 Introduction 2 Prior Work 3 Approach 3.1 Pipeline Overview 3.2 Contour Adjustment 3.3 Video Splicing for Occlusion Removal 3.4 Rotation Initialization 3.5 Global Alignment 4 Results and Discussion 4.1 Time 4.2 Quality 4.3 Comparison to Ground Truth 4.4 Comparison to State of the Art Methods 5 Conclusions. Limitations. Future Work References Coupling AR with Object Detection Neural Networks for End-User Engagement 1 Introduction 2 Related Work 3 Problem Definition 4 Methodology 4.1 System Design 4.2 Object Detection in AR 5 System Testing and Performance 6 Concluding Remarks and Future Studies References Modeling Scenes for XR A Procedural Building Generator Based on Real-World Data Enabling Designers to Create Context for XR Automotive Design Experiences 1 Introduction 2 Background 2.1 Forming Experience During the Design Process 2.2 Related Work: Driving Simulations for Automotive Evaluations 2.3 Related Work: Procedural Building Generation 3 Materials and Methods 3.1 Processing the OSM Data 3.2 Choosing an Architectural Style 3.3 Facade Modules 3.4 Forming the Building’s Facade 4 Results and Discussion 4.1 Results of the Automotive Building Generator 4.2 Discussion 5 Conclusion and Future Work References Generating VR Meeting Rooms with Non-rectangular Floor Plans Using Cost Optimization and Hard Constraints 1 Introduction 2 Related Work 2.1 Procedural 2.2 Data or Example-Based 2.3 Optimization 3 Modified Greedy Optimization Minimization 3.1 Categorization 3.2 Moves 3.3 Cost Function 3.4 Hard Constraints 4 Implementation 4.1 Information Extraction from 3D Meshes 5 Results 5.1 Performance 5.2 User Study 6 Conclusion References Scientific Posters Controlling Continuous Locomotion in Virtual Reality with Bare Hands Using Hand Gestures 1 Introduction 2 Related Work 2.1 Locomotion Techniques in VR Without Using Controllers 2.2 Locomotion in VR Using Hand Gestures 3 Proposed Locomotion Techniques 3.1 Explanation of Chosen Techniques 4 Evaluation 4.1 Objectives 4.2 Participants 4.3 Apparatus 4.4 Experimental Task 4.5 Procedure 5 Results 5.1 Task Completion Time 5.2 NASA Task Load Index (NASA-TLX) 5.3 System Usability Scale (SUS) 5.4 Subjective Ranking of Techniques 6 Discussion and Future Work 7 Limitations 8 Conclusion References An Augmented Reality Solution for the Positive Behaviour Intervention and Support 1 Introduction 2 The PBIS Framework 3 Design of the AR Based Application for PBIS 3.1 PBIS-AR Application Architecture 3.2 AR Objects for the PBIS-AR App 3.3 Students' Activities in the PBIS-AR App 3.4 Behaviour Tracking with xAPI 4 Conclusion and Future Steps References The Reality of Virtual Experiences: Semantic and Episodic Memory Formation in VR 1 Introduction 2 Literature Review 3 Study 1: Semi-structured Interviews 4 Study 2: Online Survey 5 Conclusion References Author Index
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