05177nam a22005535i 4500001001800000003000900018005001700027007001500044008004100059020001800100024003500118050001500153050001500168072001600183072002300199072001500222245029100237250001800528264006900546300006700615336002600682337002600708338003600734347002400770490005900794505216600853520078103019650004003800650003203840650002603872650002503898650002603923650002903949650002103978650005203999650003904051650005104090650002904141650003704170650002104207700008004228700007804308710003404386773002604420776003604446776003604482830005904518856004604577978-3-031-61044-8DE-He21320251030112251.0cr nn 008mamaa240601s2024 sz | s |||| 0|eng d a97830316104487 a10.1007/978-3-031-61044-82doi 4aQA76.9.U83 4aQA76.9.H85 7aUYZ2bicssc 7aCOM0790102bisacsh 7aUYZ2thema10aVirtual, Augmented and Mixed Realityh[electronic resource] :b16th 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 /cedited by Jessie Y. C. Chen, Gino Fragomeni. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Springer,c2024. aXXI, 316 p. 122 illus., 104 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda1 aLecture Notes in Computer Science,x1611-3349 ;v147070 aPart 1: Immersive Collaboration and Environment Design: Navigating Real-to-Virtual Onboarding: A Holistic Exploration and Framework for Immersive Transitions -- Research on the Benefits of Biophilia Effects in Virtual Environments -- LimberUI: A Model-Based Design Tool for 3D UI Layouts Accommodating Uncertainty in Context of Use and User Attributes -- XR Smart Environments Design and Fruition: Personalizing Shared Spaces -- Exploring VR Wizardry: A Generic Control Tool for Wizard of Oz Experiments -- The Impact of Different Levels of Spatial Cues on Size Perception: A Spatial Perception Study of Altered Conditions -- Modeling and Simulation Technologies for Effective Multi-Agent Research -- Optimizing XR User Experiences through Network-Based Asset Bundles -- Enhancing Remote Collaboration Through Drone-Driven Agent and Mixed Reality -- Identifying Influencing Factors of Immersion in Remote Collaboration. Part 2: Sensory, Tangible and Embodied Interaction in VAMR: Study of Perception and Cognition in Immersive Digital Twins for Robotic Assembly Processes -- A Literature Review and Proposal Towards the Further Integration of Haptics in Aviation -- Investigation of the Impression Given by the Appearance and Gestures of a Virtual Reality Agent Describing a Display Product -- Assessing the Influence of Passive Haptics on User Perception of Physical Properties in Virtual Reality -- Collecting and Analyzing the Mid-Air Gestures Data in Augmented Reality and User Preferences in Closed Elicitation Study -- Research on the Multisensory Feedback Representation of the Menu Cards in VR Home Interface -- Augmented Reality Compensatory Aid for Improved Weapon Splash-Zone Awareness -- Augmented Virtuality – A Simplified, Scalable, and Modular Open-Source Unity Development System for Tangible VR with the Meta Quest 2 -- An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender -- Proof-of-concept MARG-based Glove for Intuitive 3D Human-Computer Interaction -- An Effective Design on Locomotion and View Management for An Immersive Analytics Platform in Everyday Use. aThis 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. 0aUser interfaces (Computer systems). 0aHuman-computer interaction. 0aComputer engineering. 0aComputer networks . 0aApplication software. 0aArtificial intelligence. 0aComputer vision.14aUser Interfaces and Human Computer Interaction.24aComputer Engineering and Networks.24aComputer and Information Systems Applications.24aArtificial Intelligence.24aComputer Communication Networks.24aComputer Vision.1 aChen, Jessie Y. C.eeditor.4edt4http://id.loc.gov/vocabulary/relators/edt1 aFragomeni, Gino.eeditor.4edt4http://id.loc.gov/vocabulary/relators/edt2 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303161043108iPrinted edition:z9783031610455 0aLecture Notes in Computer Science,x1611-3349 ;v1470740uhttps://doi.org/10.1007/978-3-031-61044-8