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