Browse Results

Showing 53,801 through 53,825 of 55,785 results

The VimL Primer: Edit Like a Pro with Vim Plugins and Scripts

by Benjamin Klein

Build on your editor's capabilities and tailor your editing experience with VimL, the powerful scripting language built into Vim. With VimL you can configure basic settings or add entirely new functionality. Use this quick and easy introduction to create your own Vim plugin while learning the concepts and syntax of VimL.VimL is the scripting language of the Vim editor. If you've ever edited or saved a vimrc file, you've written VimL. And VimL can do much more than simply configure settings and specify option values--you can write entire plugins in VimL. But without a background in scripting Vim, it can be hard to know where to start.The VimL Primer gives you the tools and confidence you need. It gets you comfortable in VimL quickly, walking you through creating a working plugin that you can run yourself as you write it in Vim. You'll learn how to script common commands and buffer interaction, work with windows and buffers from within a plugin script, and how to use autocommands to have Vim recognize entirely new filetypes. You'll discover how to declare filetype-specific settings and define your own syntax elements for use with Vim's syntax highlighting. And you'll see how you can write your own command-line commands and define new mappings to call them.With this introduction to scripting Vim, your own Vim extensions are only plugins away. Take control of your editor!What You Need::Vim version 7 or later is required, and it's available on any of the major operating systems. This book uses the "Huge" version of Vim 7.4.

Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time

by Bill Loguidice Matt Barton

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time

by Bill Loguidice Matt Barton

Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time

by Matt Barton

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Violence in Today's School Workplace: Protecting Teachers and School Employees in a Violent Age

by Diane H. Williamson David E. Strecker Henry Townsend

Increasingly, headlines today report out-of-control student violence occurring in our schools and colleges. Yet so little concrete action is being taken to protect the bystanding victims of this trauma, the school worker. Classroom teachers, administrators, coaches, school bus drivers, cafeteria workers, custodians, and other school employees a

The Violence of the Image: Photography and International Conflict (International Library Of Visual Culture Ser.)

by Liam Kennedy

Photography has visualized international relations and conflicts from the midnineteenth century onwards and continues to be an important medium in framing the worlds of distant, suffering others. Although photojournalism has been challenged in recent decades, claims that it is dead are premature. The Violence of the Image examines the roles of image producers and the functions of photographic imagery in the documentation of wars, violent conflicts and human rights issues; tackling controversial ideas such as 'witnessing', the making of appeals based on displays of human suffering and the much-cited concept of 'compassion fatigue'. In the twenty-first century, the advent of digital photography, camera phones and socialmedia platforms has altered the relationship between photographers, the medium and the audience- as well as contributing to an ongoing blurring of the boundaries between news and entertainment and professional and amateur journalism. The Violence of the Image explores how new vernacular and artistic modes of photographic production articulate international friction.This innovative, timely book makes a major contribution to discussions about the power of the image in conflict.

Violence. Speed. Momentum.

by DrDisrespect

Too much power. Wow. Too much energy. Wow. Too much anticipation. WOW. It&’s the nationally bestselling memoir from the biggest star in gaming: Dr Disrespect.Dr Disrespect is a 6-foot-8 freak of nature with a 37-inch vertical, the two-time, back-to-back 1993–94 Blockbuster Video Game Champion, and in his factual opinion, the most dominant international gaming superstar in the history of the world.It was just a matter of time before Western civilization came begging Doc to save literature by writing a memoir that reads like a vicious, muscular lion clawing his way through the rocks, roaring in anger and dominance. Here you will find his deepest, most intimate secrets. The untold history of his mysterious, legendary origins and his rise to unparalleled dominance. And most of all, you will find out what, exactly, Doc&’s a doctor of. Are you ready for a book with the rhythm of a sleazy &’70s muscleman and the ruthlessness of a &’90s serial killer? A journey that stares down the long, dark alley of your fears and never looks back? Does your warrior&’s heart yearn to reach the tippity top of the mountain just to realize you&’re still only halfway up? If so, firm handshakes, Champion: Welcome to the salvation of literature.

VipIMAGE 2019: Proceedings of the VII ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing, October 16–18, 2019, Porto, Portugal (Lecture Notes in Computational Vision and Biomechanics #34)

by João Manuel R. S. Tavares Renato Manuel Natal Jorge

This book gathers full papers presented at the VipIMAGE 2019—VII ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing—held on October 16-18, 2019, in Porto, Portugal. It discusses cutting-edge methods, findings, and applications related to 3D vision, bio- and medical imaging, computer-aided diagnosis, image enhancement, image processing and analysis, virtual reality, and also describes in detail advanced image analysis techniques, such as image segmentation and feature selection, as well as statistical and geometrical modeling. The book provides both researchers and professionals with extensive and timely insights into advanced imaging techniques for various application purposes.

Viral BS: Medical Myths and Why We Fall for Them

by Seema Yasmin

Dissecting the biggest medical myths and pseudoscience, Viral BS explores how misinformation can spread faster than microbes.Can your zip code predict when you will die? Should you space out childhood vaccines? Does talcum powder cause cancer? Why do some doctors recommend e-cigarettes while other doctors recommend you stay away from them? Health information—and misinformation—is all around us, and it can be hard to separate the two. A long history of unethical medical experiments and medical mistakes, along with a host of celebrities spewing anti-science beliefs, has left many wary of science and the scientists who say they should be trusted. How do we stay sane while unraveling the knots of fact and fiction to find out what we should really be concerned about, and what we can laugh off? In Viral BS, journalist, doctor, professor, and CDC-trained disease detective Seema Yasmin, driven by a need to set the record straight, dissects some of the most widely circulating medical myths and pseudoscience. Exploring how epidemics of misinformation can spread faster than microbes, Dr. Yasmin asks why bad science is sometimes more believable and contagious than the facts. Each easy-to-read chapter covers a specific myth, whether it has endured for many years or hit the headlines more recently. Dr. Yasmin explores such pressing questions as• Do cell phones, Nutella, or bacon cause cancer?• Are we running out of antibiotics?• Does playing football cause brain disease?• Is the CDC banned from studying guns?• Do patients cared for by female doctors live longer? • Is trauma inherited?• Is suicide contagious?and much more.Taking a deep dive into the health and science questions you have always wanted answered, this authoritative and entertaining book empowers readers to reach their own conclusions. Viral BS even comes with Dr. Yasmin's handy Bulls*%t Detection Kit.

Viral Parenting: A Guide to Setting Boundaries, Building Trust, and Raising Responsible Kids in an Online World

by Mindy McKnight

Mindy McKnight, YouTube's favorite mom, shares the tools parents need to keep kids safe in their online lives--and shows how to create stronger family relationships as they do. A cross between Jen Hatmaker and Rosalind Wiseman, VIRAL PARENTING is a guide to raising responsible, safe, and communicative kids in the digital world. Mindy shares practical tools for having honest conversations with kids of all ages about privacy, bullying, respectfulness, and family time, while emphasizing the importance of trust and open communication. These strategies are timeless--whether applied to texting, snapping, Facebooking, kiking, or whatever social media platforms await us in the future, this book is ultimately about teaching children about personal responsibility and safety. Mindy shares practical tools for creating family rules for kids of all ages about privacy, bullying, respectfulness, and family time, while emphasizing the importance of trust and open communication. Using family contracts, guided conversations, device checks, and respectful but firm oversight, the McKnights have raised a close knit family and navigated the complexity of being world-wide internet celebrities with grace. McKnight will show any parent of any child or teen how that's done--setting non-negotiable guidelines and offering a savvy perspective toward privacy that audience have been begging for.

Viren in allen Dimensionen: Wie ein Informationscode Viren, Software und Mikroorganismen steuert

by Rafael Ball

Mikroorganismen, Viren und Computerprogramme codieren alle Informationen, die erforderlich sind, sich selbst zu vermehren und verbreiten. Dabei sind sich diese Mechanismen in der belebten Welt, in der Welt der Viren und sogar in der Welt der technischen Systeme verblüffend ähnlich. Das Buch zeigt auf, wie groß die Parallelen dieser verschiedenen belebten und unbelebten replizierenden Systeme sind und worauf sie basieren. Der Ausflug führt ebenso in die faszinierende Welt der Genetik, zur Frage, was Leben definiert und in die Programmierung von Software, die sich selbständig vervielfacht. Schließlich wird daraus die Frage abgeleitet, ob und inwieweit solche sich selbst replizierenden technischen Systeme genauso gefährlich werden können wie infektiöse Viren bei der Auslösung von Pandemien, wie etwa der Corona-Pandemie im Jahr 2020.

Virtual Aesthetics in Architecture: Designing in Mixed Realities

by Sara Eloy Anette Kreutzberg Ioanna Symeonidou

Virtual Aesthetics in Architecture: Designing in Mixed Realities presents a curated selection of projects and texts contributed by leading international architects and designers who are using virtual reality technologies in their design process. It triggers discussion and debate on exploring the aesthetic potential and establishing its language as an expressive medium in architectural design. Although virtual reality is not new and the technology has evolved rapidly, the aesthetic potential of the medium is still emerging and there is a great deal more to explore. The book provides a comprehensive overview of the current use of virtual reality technologies in the architectural design process. Contributions are presented in six parts, fully illustrated with over 150 images. Recent projects presented are distributed in five themes: introduction to mixed realities; space and form; context and ambiguity; materiality and movement; body and social. Each theme includes richly illustrated essays by leading academics and practitioners, including those from Zaha Hadid Architects and MVRDV, detailing their design process using data-driven methodologies. Virtual Aesthetics in Architecture expands the use of technology per se and focuses on how architecture can benefit from its aesthetic potential during the design process. A must-read for practitioners, academics, and students interested in cutting-edge digital design.

Virtual and Augmented Reality for Architecture and Design

by Elisângela Vilar, Ernesto Filgueiras and Francisco Rebelo

Virtual Reality (VR) is the paradigm wherein people use a computer to interact with something which is not real but provides a real-life experience. It is one of the most advanced interfaces between users and computers, where people can interact with a virtual model in real-time allowing them to visualize and manipulate representations of the real world. Together with Augmented Reality (AR), which adds layers of information to the real environment, VR is a powerful tool for designers and architects in the development of new responsive products, systems and built environments, that meets user's needs. VR and AR are tools that enhance design and architecture students' comprehension about complex and abstract concepts. Informative and accessible, this publication presents, analyses, and discusses the integration and use of Virtual and Augmented Reality within the process of planning, development and research for Design and Architecture. The book also presents case studies with multidisciplinary collaborative work. This book is meant for practitioners and academics alike, as it examines specific aspects related to the use of new technologies in the field of Architecture and Design, highlighting its application in areas such as education, heritage, research, and methodologies, bridging the gap between Architectural and Design abstraction and human requirements through technology.

Virtual and Augmented Reality for Automobile Industry: Innovation Vision and Applications (Studies in Systems, Decision and Control #412)

by Aboul Ella Hassanien Deepak Gupta Ashish Khanna Adam Slowik

This book presents the augmented reality (AR) and virtual reality (VR) automotive applications. It unites automobile with a leading technology i.e. augmented and virtual reality and uses the advantages of the latter to solve the problems faced by the former. The book highlights the reasons for the growing abundance and complexity in this sector. Virtual and augmented reality presents a powerful engineering tool that finds application in various engineering fields. It brings new possibilities that result is increasing of productivity and reliability of production, quality of products and processes. The book further illustrates the possible challenges in its applications and suggests ways to overcome them. The book includes nine chapters focusing on automobile collision avoidance, self-driving cars, autonomous vehicles, navigation systems, and many more applications.

Virtual and Augmented Reality, Simulation and Serious Games for Education (Gaming Media and Social Effects)

by Yiyu Cai Wouter Van Joolingen Koen Veermans

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

Virtual and Augmented Reality (VR/AR): Foundations and Methods of Extended Realities (XR)

by Wolfgang Broll Paul Grimm Bernhard Jung Ralf Doerner

This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.

Virtual and Remote Control Tower: Research, Design, Development, Validation, and Implementation (Research Topics in Aerospace)

by Norbert Fürstenau

This book presents the interdisciplinary and international “Virtual and Remote Tower” research and development work. It has been carried out since nearly twenty years with the goal of replacing the conventional aerodrome control tower by a new “Remote Tower Operation” (RTO) work environment for enhancing work efficiency and safety and reducing cost. The revolutionary human–system interface replaces the out-of-windows view by an augmented vision video panorama that allows for remote aerodrome traffic control without a physical tower building. It enables the establishment of a (multiple) remote control center (MRTO, RTC) that may serve several airports from a central location. The first (2016) edition of this book covered all aspects from preconditions over basic research and prototype development to initial validation experiments with field testing. Co-edited and -authored by DLR RTO-team members Dr. Anne Papenfuss and Jörn Jakobi, this second extended edition with nearly doubled number of chapters includes further important aspects of the international follow-up work towards the RTO-deployment. Focus of the extension with new contributions from ENRI/Japan and IAA/Dublin with Cranfield University, is on MRTO, workload, implementation, and standardization. Specifically, the two revised and nine new Chapters put the focus on inclusion of augmented vision and virtual reality technologies, human-in-the-loop simulation for quantifying workload and deriving minimum (technical) requirements according to standards of the European Organization for Civil Aviation Equipment (EUROCAE), and MRTO implementation and certification. Basics of optical / video design, workload measures, and advanced psychophysical data analysis are presented in four appendices.

The Virtual Assistants Guide to Marketing: The VA Approach to Marketing Your Services (2nd edition)

by Michelle Jamison

This book recommends building relationships by providing superior customer service, building trust and confidence and, by doing so, generating word-of-mouth and referrals.

Virtual, Augmented and Mixed Reality: 13th International Conference, VAMR 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings (Lecture Notes in Computer Science #12770)

by Jessie Y. C. Chen Gino Fragomeni

This book constitutes the refereed proceedings of the 13th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2021, held virtually as part of the 23rd HCI International Conference, HCII 2021, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 47 papers included in this volume were organized in topical sections as follows: designing and evaluating VAMR environments; multimodal and natural interaction in VAMR; head-mounted displays and VR glasses; VAMR applications in design, the industry and the military; and VAMR in learning and culture.

Virtual, Augmented and Mixed Reality: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part I (Lecture Notes in Computer Science #13317)

by Jessie Y. C. Chen Gino Fragomeni

This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.

Virtual, Augmented and Mixed Reality: 14th International Conference, VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II (Lecture Notes in Computer Science #13318)

by Jessie Y. C. Chen Gino Fragomeni

This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.

Virtual, Augmented and Mixed Reality: 15th International Conference, VAMR 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings (Lecture Notes in Computer Science #14027)

by Jessie Y. C. Chen Gino Fragomeni

This book constitutes the refereed proceedings of the 15th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The VAMR 2023 proceedings were organized in the following topical sections: Designing VAMR Applications and Environments; Visualization, Image Rendering and 3D in VAMR; Multimodal Interaction in VAMR; Robots and Avatars in Virtual and Augmented Reality; VAMR in Medicine and Health; VAMR in Aviation; and User Experience in VAMR.

Virtual, Augmented and Mixed Reality: 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I (Lecture Notes in Computer Science #14706)

by Gino Fragomeni Jessie Y. C. Chen

This three-volume set LNCS 14706-14708 constitutes the refereed proceedings of the 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The VAMR 2024 proceedings were organized in the following topical sections: Part I: : Perception, Interaction and Design; User Experience and Evaluation. Part II: Immersive Collaboration and Environment Design; Sensory, Tangible and Embodied Interaction in VAMR. Part III: Immersive Education and Learning; VAMR Applications and Development.

Virtual, Augmented and Mixed Reality: 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III (Lecture Notes in Computer Science #14708)

by Gino Fragomeni Jessie Y. C. Chen

This three-volume set LNCS 14706-14708 constitutes the refereed proceedings of the 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The VAMR 2024 proceedings were organized in the following topical sections: Part I: : Perception, Interaction and Design; User Experience and Evaluation. Part II: Immersive Collaboration and Environment Design; Sensory, Tangible and Embodied Interaction in VAMR. Part III: Immersive Education and Learning; VAMR Applications and Development.

Virtual, Augmented and Mixed Reality: 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II (Lecture Notes in Computer Science #14707)

by Gino Fragomeni Jessie Y. C. Chen

This three-volume set LNCS 14706-14708 constitutes the refereed proceedings of the 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The VAMR 2024 proceedings were organized in the following topical sections: Part I: : Perception, Interaction and Design; User Experience and Evaluation. Part II: Immersive Collaboration and Environment Design; Sensory, Tangible and Embodied Interaction in VAMR. Part III: Immersive Education and Learning; VAMR Applications and Development.

Refine Search

Showing 53,801 through 53,825 of 55,785 results