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Virtual, Augmented and Mixed Reality: 10th International Conference, VAMR 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II (Lecture Notes in Computer Science #10910)
by Jessie Y.C. Chen Gino FragomeniThis two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.
Virtual, Augmented and Mixed Reality
by Stephanie Lackey Jessie ChenThe two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 39 papers included in this volume are organized in the following topical sections: interaction devices, displays and techniques in VAMR; designing virtual and augmented environments; avatars and virtual characters; developing virtual and augmented environments.
Virtual, Augmented and Mixed Reality
by Stephanie Lackey Randall ShumakerThis volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.
Virtual, Augmented and Mixed Reality. Applications and Case Studies: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II (Lecture Notes in Computer Science #11575)
by Jessie Y. C. Chen Gino FragomeniThis two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.
Virtual, Augmented and Mixed Reality. Design and Interaction: 12th International Conference, VAMR 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I (Lecture Notes in Computer Science #12190)
by Gino Fragomeni Jessie Y. C. ChenThe 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic.A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows:Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR.Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.
Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications: 12th International Conference, VAMR 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II (Lecture Notes in Computer Science #12191)
by Gino Fragomeni Jessie Y. C. ChenThe 2 volume-set of LNCS 12190 and 12191 constitutes the refereed proceedings of the 12th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2020, which was due to be held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark. The conference was held virtually due to the COVID-19 pandemic.A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.The 71 papers included in these HCI 2020 proceedings were organized in topical sections as follows:Part I: design and user experience in VAMR; gestures and haptic interaction in VAMR; cognitive, psychological and health aspects in VAMR; robots in VAMR.Part II: VAMR for training, guidance and assistance in industry and business; learning, narrative, storytelling and cultural applications of VAMR; VAMR for health, well-being and medicine.
Virtual, Augmented and Mixed Reality. Multimodal Interaction: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I (Lecture Notes in Computer Science #11574)
by Jessie Y. C. Chen Gino FragomeniThis two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.
Virtual, Augmented Reality and Serious Games for Healthcare 1
by Minhua Ma Lakhmi C. Jain Paul AndersonThere is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
Virtual & Augmented Reality For Dummies
by Paul MealyAn easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Virtual Character Design for Games and Interactive Media
by Robin James SloanWhile the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more
Virtual Communities, Social Networks and Collaboration
by Athina A. LazakidouOnline communities are among the most obvious manifestations of social networks based on new media technology. Facilitating ad-hoc communication and leveraging collective intelligence by matching similar or related users have become important success factors in almost every successful business plan. Researchers are just beginning to understand virtual communities and collaborations among participants currently proliferating across the world. Virtual Communities, Social Networks and Collaboration covers cutting edge research topics of utmost real-world importance in the specific domain of social networks. This volume focuses on exploring issues relating to the design, development, and outcomes from electronic groups and online communities, including: - The implications of social networking, - Understanding of how and why knowledge is shared among participants, - What leads to participation, effective collaboration, co-creation and innovation, - How organizations can better utilize the potential benefits of communities in both internal operations, marketing, and new product development.
Virtual Competition
by Ariel EzrachiAriel Ezrachi and Maurice Stucke take a hard look at today's app-assisted paradise of digital shopping. The algorithms and data-crunching that make online purchasing so convenient are also changing the nature of the market by shifting power into the hands of the few, with risks to competition, our democratic ideals, and our overall well-being.
Virtual Dark Tourism: Ghost Roads (Palgrave Studies In Cultural Heritage And Conflict )
by Kathryn N. McDanielThis book takes the concept of “dark tourism”—journeys to sites of death, suffering, and calamity—in an innovative yet essential direction by applying it to the virtual realms of literature, film and television, the Internet, and gaming. Essays focus both on the creative construction of imaginary journeys and the historiographic and civic consequences of such memorializations. From World War II time-travel novels to Game of Thrones, and from Internet reproductions of Rwandan genocide locations to invented tragedies in futuristic domains, authors from various fields examine the purpose and influence of simulated travels to morbid sites. Designed for a wide audience of scholars and travelers virtual and real, this volume raises awareness about the many pathways through which we encounter death experiences in contemporary society. What we know about the past—or, what we think we know about it—is shaped daily by such imagined journeys as these.
Virtual Decisions: Digital Simulations for Teaching Reasoning in the Social Sciences and Humanities
by Kent E. Portney Steve Cohen Dean Rehberger Carolyn ThorsenDevelopments in digital technologies--and in understandings of how best to use them--have altered teaching and learning environments, and stand to do so even more rapidly in the future. Virtual Decisions: Digital Simulations for Teaching Reasoning in the Social Sciences and Humanities focuses on the special issues related to the use of digital technologies in teaching the complex nature of social decisions, with particular attention to the use of digital role-play simulations as a means to accomplish this. With the advent of new technologies for delivering multimedia simulations to students, and advanced graphics capabilities to create life-like decision environments, digital role-play simulations are increasingly available for K-12 and higher education teachers to use in the classroom. This book helps both users and developers make intelligent choices about the value added by using simulations, technology, and media to teach reasoning in social sciences and humanities classrooms.The book relies on a four-part framework for developing a digital multimedia-based simulation approach, which represents: a cross-disciplinary method to describing simulations; the students who are using them; the educational setting in which they are used; and a rubric for assessing learning. The volume is divided into two parts. The first part presents a review of the theory and research detailing why didactic approaches do not or cannot address specific learning goals, as well as a description of the theoretical framework for using and developing simulations. The second part includes chapters on specific digital simulations and how they fit with the theoretical framework.Virtual Decisions fills a significant gap in the existing literature of instructional technology and is of interest to instructors, primarily in the social sciences and humanities, who are potential users of the simulations. It is also a resource for graduate students and pre-service teachers studying simulation design.
Virtual Economies: Design and Analysis (Information Policy)
by Vili Lehdonvirta Edward CastronovaHow the basic concepts of economics—including markets, institutions, and money—can be used to create and analyze economies based on virtual goods.In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer's and game designer's toolkits. Lehdonvirta and Castronova explain how the fundamentals of economics—markets, institutions, and money—can be used to create or analyze economies based on artificially scarce virtual goods. They focus on virtual economies in digital games, but also touch on serious digital currencies such as Bitcoin as well as virtual economies that emerge in social media around points, likes, and followers. The theoretical emphasis is on elementary microeconomic theory, with some discussion of behavioral economics, macroeconomics, sociology of consumption, and other social science theories relevant to economic behavior.Topics include the rational choice model of economic decision making; information goods versus virtual goods; supply, demand, and market equilibrium; monopoly power; setting prices; and externalities. The book will enable developers and designers to create and maintain successful virtual economies, introduce social scientists and policy makers to the power of virtual economies, and provide a useful guide to economic fundamentals for students in other disciplines.
Virtual English: Queer Internets and Digital Creolization (Routledge Studies in New Media and Cyberculture)
by Jillana B. EnteenVirtual English examines English language communication on the World Wide Web, focusing on Internet practices crafted by underserved communities in the US and overlooked participants in several Asian Diaspora communities. Jillana Enteen locates instances where subjects use electronic media to resist popular understandings of cyberspace, computer-mediated communication, nation and community, presenting unexpected responses to the forces of globalization and predominate US value systems. The populations studied here contribute websites, conversations and artifacts that employ English strategically, broadening and splintering the language to express their concerns in the manner they perceive as effective. Users are thus afforded new opportunities to transmit information, conduct conversations, teach and make decisions, shaping, in the process, both language and technology. Moreover, web designers and writers conjure distinct versions of digitally enhanced futures -- computer-mediated communication may attract audiences previously out of reach. The subjects of Virtual English challenge prevailing deployments and conceptions of emerging technologies. Their on-line practices illustrate that the Internet need not replicate current geopolitical beliefs and practices and that reconfigurations exist in tandem with dominant models.
Virtual Freedom
by Dawn C. NunziatoCommunications giants like Google, Comcast, and AT&T enjoy increasingly unchecked control over speech. As providers of broadband access and Internet search engines, they can control online expression. Their online content restrictions-from obstructing e-mail to censoring cablecasts-are considered legal because of recent changes in free speech law. In this book, Dawn Nunziato criticizes recent changes in free speech law in which only the government need refrain from censoring speech, while companies are permitted to self-regulate. By enabling Internet providers to exercise control over content, the Supreme Court and the FCC have failed to protect the public's right to access a broad diversity of content. Nunziato argues that regulation is necessary to ensure the free flow of information and to render the First Amendment meaningful in the twenty-first century. This book offers an urgent call to action, recommending immediate steps to preserve our free speech rights online.
Virtual Freedoms, Terrorism and the Law (Routledge-Giappichelli Studies in Law)
by Giovanna De MinicoThis book examines the risks to freedom of expression, particularly in relation to the internet, as a result of regulation introduced in response to terrorist threats. The work explores the challenges of maintaining security in the fight against traditional terrorism while protecting fundamental freedoms, particularly online freedom of expression. The topics discussed include the clash between freedom of speech and national security; the multijurisdictional nature of the internet and the implications for national sovereignty and transnational legal structures; how to determine legitimate and illegitimate association online; and the implications for privacy and data protection. The book presents a theoretical analysis combined with empirical research to demonstrate the difficulty of combatting internet use by terror organizations or individuals and the range of remedies that might be drawn from national and international law. The work will be essential reading for students, researchers and policy makers in the areas of Constitutional law; Criminal Law, European and International law, Information and Technology law and Security Studies.
The Virtual Future
by William Sims BainbridgeThe newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.
Virtual Human-Animal Interactions: Supporting Learning, Social Connections and Well-being
by Christine Yvette Tardif-Williams John-Tyler BinfetInterest in the field of human-animal interactions is burgeoning, and researchers and educators are keen to understand the science undergirding research that helps us understand interactions between people and animals. Recently, exciting and innovative research is focusing on how people’s virtual interactions with animals can enhance their learning, social interactions, and well-being. This research aims to answer questions such as, "What types of interactions do people have with animals in a virtual context? How do people access and experience their virtual interactions with animals? Do virtual interactions with animals hold potential to enhance people’s well-being and learning in the same way that in-person interactions with animals have been documented? What educational strategies could be employed to enhance people’s virtual interactions with animals? How can we respect animals as research participants within a virtual context?" Drawing from seminal and cutting-edge research in the field of human-animal interactions, these questions and others are answered in Virtual Human-Animal Interactions. Research-informed and grounded in critical discussions of theory and practice, this book challenges readers to reconceptualize their understanding of research and practice exploring the complexities inherent in, and arising from, people’s virtual interactions with animals. Further, with an eye to the future, this book illuminates readers’ thinking around the empirical and practical implications of facilitating interactions between people and animals within virtual contexts. Researchers and educators from across disciplines will find Virtual Human-Animal Interactions both scientifically savvy and practical.
Virtual Humans: Today and Tomorrow (Chapman & Hall/CRC Artificial Intelligence and Robotics Series)
by David Burden Maggi Savin-BadenVirtual Humans provides a much-needed definition of what constitutes a ‘virtual human’ and places virtual humans within the wider context of Artificial Intelligence development. It explores the technical approaches to creating a virtual human, as well as emergent issues such as embodiment, identity, agency and digital immortality, and the resulting ethical challenges. The book presents an overview of current research and practice in this area, and outlines the major challenges faced by today’s developers and researchers. The book examines the possibility for using virtual humans in a variety of roles, from personal assistants to teaching, coaching and knowledge management, and the book situates these discussions around familiar applications (e.g. Siri, Cortana, Alexa) and the portrayal of virtual humans within Science Fiction. Features Presents a comprehensive overview of this rapidly developing field Provides an array of relevant, real-life examples from expert practitioners and researchers from around the globe in how to create the avatar body, mind, senses and ability to communicate Intends to be broad in scope yet practical in approach, so that it can serve the needs of several different audiences, including researchers, teachers, developers and anyone with an interest in where these technologies might take us Covers a wide variety of issues which have been neglected in other research texts; for example, definitions and taxonomies, the ethical challenges of virtual humans and issues around digital immortality Includes numerous examples and extensive references
Virtual Justice
by Greg LastowkaTens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you? InVirtual Justice,Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law. Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.
Virtual Learning: Insights and Perspectives
by Ravi Inder Singh Pooja SikkaThis book brings together the research work conducted by renowned academics and practitioners on critical and immensely important issues of virtual learning. It provides innovative ideas and empirical findings on the subject. The sixteen chapters by established and young scholars from all over the country offer strong theoretical and analytical discussion, and examine a wide range of issues confronting the education sector in India in general and the higher education sector in particular. The book seeks to address pertinent issues relating to virtual learning like emerging scenario with respect to required changes in pedagogy used in higher education learning, perceptions of learners about online mode of learning, problems and challenges in virtual learning, paradigm shifts in higher education, designing of new learning strategies for online mode of learning and about the role virtual learning plays in inclusive growth. The scholarly discussion of the book will serve as an excellent vade mecum for readers who want to understand the various dimensions of virtual learning, specifically those that emerged during the Covid-19 Pandemic period, and will provide opportunities to researchers to use it as reference to pursue research in the field of virtual learning.
Virtual Learning Environments: Using, Choosing and Developing your VLE
by Martin WellerVirtual learning environments are widely spread in higher education, yet they are often under utilised by the institutions that employ them. This book addresses the need to move beyond thinking about the VLE simply in terms of the particular package that an institution has adopted, and viewing it as a significant educational technology that will shape much of the teaching and learning process in the coming years. Considering how virtual learning environments can be successfully deployed and used for effective teaching, it sets out a model for effective use, focussing on pedagogic application rather than a specific technology, and seeks to provide a bridge between pedagogical approaches and the tools educators have at their disposal. It contains essential advice for those choosing a VLE and encourages all those involved in the deployment of a VLEs to use them more productively in order to create engaging learning experiences.
Virtual Manufacturing
by Kai Cheng Abdul Raouf Wasim Ahmed KhanVirtual Manufacturing presents a novel concept of combining human computer interfaces with virtual reality for discrete and continuous manufacturing systems. The authors address the relevant concepts of manufacturing engineering, virtual reality, and computer science and engineering, before embarking on a description of the methodology for building augmented reality for manufacturing processes and manufacturing systems. Virtual Manufacturing is centered on the description of the development of augmented reality models for a range of processes based on CNC, PLC, SCADA, mechatronics and on embedded systems. Further discussions address the use of augmented reality for developing augmented reality models to control contemporary manufacturing systems and to acquire micro- and macro-level decision parameters for managers to boost profitability of their manufacturing systems. Guiding readers through the building of their own virtual factory software, Virtual Manufacturing comes with access to online files and software that will enable readers to create a virtual factory, operate it and experiment with it. This is a valuable source of information with a useful toolkit for anyone interested in virtual manufacturing, including advanced undergraduate students, postgraduate students and researchers.