Augmented reality, virtual reality, and computer graphics : 7th International Conference, AVR 2020, Lecce, Italy, September 7-10, 2020, Proceedings. Part I /

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Bibliographic Details
Meeting name:AVR (Conference) (7th : 2020 : Online)
Imprint:Cham : Springer, 2020.
Description:1 online resource (489 p.).
Language:English
Series:Lecture Notes in Computer Science ; 12242
LNCS sublibrary, SL 6, Image processing, computer vision, pattern recognition, and graphics
Lecture notes in computer science ; 12242.
LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics.
Subject:
Format: E-Resource Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/12607635
Hidden Bibliographic Details
Varying Form of Title:AVR 2020
Other authors / contributors:De Paolis, Lucio Tommaso.
Bourdot, Patrick.
ISBN:9783030584658
3030584658
9783030584641
Digital file characteristics:text file PDF
Notes:International conference proceedings.
Description based upon print version of record.
"This year the event was rescheduled as a virtual conference to ensure the welfare of the community."-- Preface.
4.5 Integration Testing
Includes author index.
Summary:The 2-volume set LNCS 12242 and 12243 constitutes the refereed proceedings of the 7th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2020, held in Lecce, Italy, in September 2020.* The 45 full papers and 14 short papers presented were carefully reviewed and selected from 99 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, 3D reconstruction visualization, and applications in the areas of cultural heritage, medicine, education, and industry. * The conference was held virtually due to the COVID-19 pandemic.
Other form:Print version: De Paolis, Lucio Tommaso Augmented Reality, Virtual Reality, and Computer Graphics : 7th International Conference, AVR 2020, Lecce, Italy, September 7-10, 2020, Proceedings, Part I Cham : Springer International Publishing AG,c2020 9783030584641
Standard no.:10.1007/978-3-030-58465-8
10.1007/978-3-030-58
Table of Contents:
  • Intro
  • Preface
  • Organization
  • Keynote Speakers
  • Cognitive Architecture for Virtual Humans and Androids
  • Virtual Reality: New Therapeutic Scenarios to Optimize Neurorehabilitation
  • Artificial Intelligence for Augmented and Virtual Reality Content Creation
  • Augmenting the Physician Eye to Optimize Smart Living Environment Settings: Preliminary Outcomes from Ausilia
  • On the Foundations of Wearable Haptics and Applications to VR/AR and Robotics
  • Contents
  • Part I
  • Contents
  • Part II
  • Virtual Reality
  • How to Reduce the Effort: Comfortable Watching Techniques for Cinematic Virtual Reality
  • 1 Introduction
  • 2 Related Work
  • 2.1 Engagement
  • 2.2 Rotation Medium
  • 2.3 Rotational Gain/Amplified Head Rotation
  • 2.4 Less Than 360°
  • 3 Experiment 1: Immobile Techniques
  • 3.1 Methods of Experiment 1
  • 3.2 Material of Experiment 1
  • 3.3 Measures of Experiment 1
  • 3.4 Participants and Procedure of Experiment 1
  • 3.5 Results of Experiment 1
  • 3.6 Discussion of Experiment 1
  • 4 Experiment 2: Comparison of Rotation Medium
  • 4.1 Methods of Experiment 2
  • 4.2 Material of Experiment 2
  • 4.3 Measures of Experiment 2
  • 4.4 Participants and Procedure of Experiment 2
  • 4.5 Results of Experiment 2
  • 4.6 Discussion of Experiment 2
  • 5 Experiment 3: Less Than 360°
  • 5.1 Material of Experiment 3
  • 5.2 Measures of Experiment 3
  • 5.3 Participants and Procedure of Experiment 3
  • 5.4 Results of Experiment 3
  • 5.5 Discussion of Experiment 3
  • 6 Conclusion
  • 6.1 Limitations and Future Work
  • 6.2 Summary
  • 7 Contribution
  • References
  • Asymmetrical Multiplayer Versus Single Player: Effects on Game Experience in a Virtual Reality Edutainment Game
  • 1 Introduction
  • 2 Background
  • 2.1 Games as Edutainment
  • 2.2 Sociability in Games
  • 2.3 Multiplayer and Single Player Experiences
  • 3 Game Development
  • 3.1 Game Content Motivation
  • 3.2 Design Considerations
  • 3.3 Content of the VR Game
  • 3.4 Implementation
  • 4 Game Experience Evaluation
  • 4.1 Experiment Setup
  • 4.2 Documentation
  • 4.3 Procedure
  • 5 Results
  • 5.1 Statistical Analysis Comparing Two-Player and Single Player Data Set
  • 5.2 Interview Analysis and General Observations
  • 6 Discussion
  • 7 Conclusion
  • References
  • Procedural Content Generation via Machine Learning in 2D Indoor Scene
  • 1 Introduction
  • 2 Applied Approaches and Technologies
  • 2.1 Machine Learning
  • 2.2 Generative Adversarial Neural Networks
  • 2.3 Procedural Content Generation
  • 2.4 Procedural Content Generation via Machine Learning
  • 2.5 Selected PCGML Experiments
  • 3 Design and Implementation
  • 3.1 Scene Representation
  • 3.2 Scene Preprocessing and Vectorization of Training Data
  • 3.3 Neural Network Training Phase
  • 3.4 Phase of Scenes Generation
  • 4 Testing and Results
  • 4.1 Occupied Neighbor Test
  • 4.2 Free Neighbor Test
  • 4.3 Close Neighbor Test
  • 4.4 Testing the Object Placement Among Others