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Virtual Reality

Overview of attention for book
Cover of 'Virtual Reality'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 The Storage Independent Polygonal Mesh Simplification System
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    Chapter 2 A Wavelet-Based Image Enhancement Algorithm for Real Time Multi-resolution Texture Mapping
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    Chapter 3 3D-Image Visualization and Its Performance in Teleoperation
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    Chapter 4 Manipulating Objects Behind Obstacles
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    Chapter 5 Registration Based on Online Estimation of Trifocal Tensors Using Point and Line Correspondences
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    Chapter 6 Non-commercial Object-Base Scene Description
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    Chapter 7 Triangle Mesh Optimization for Improving Rendering Quality of 3D Virtual Environments
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    Chapter 8 Acceleration of Terrain Rendering Using Cube Mesh
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    Chapter 9 A Realistic Illumination Model for Stained Glass Rendering
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    Chapter 10 Visual Hull with Silhouette Maps
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    Chapter 11 Region-Based Artificial Terrain Texture Generation
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    Chapter 12 A Real-Time Color Quantization Scheme for Virtual Environments Navigation System
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    Chapter 13 A Distributed Framework for Scalable Large-Scale Crowd Simulation
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    Chapter 14 QEM-Based Mesh Simplification with Effective Feature-Preserving
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    Chapter 15 Content Adaptive Embedding of Complementary Patterns for Nonintrusive Direct-Projected Augmented Reality
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    Chapter 16 Lower Cost Modular Spatially Immersive Visualization
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    Chapter 17 Designing Viewpoint Awareness for 3D Collaborative Virtual Environment Focused on Real-Time Manipulation of Multiple Shared Objects
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    Chapter 18 Parallel Search Algorithm for Geometric Constraints Solving
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    Chapter 19 Scene Depth Reconstruction on the GPU: A Post Processing Technique for Layered Fog
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    Chapter 20 Independent Component Analysis of Finger Photoplethysmography for Evaluating Effects of Visually-Induced Motion Sickness
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    Chapter 21 Virtual Gaze. A Pilot Study on the Effects of Computer Simulated Gaze in Avatar-Based Conversations
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    Chapter 22 Evaluating the Need for Display-Specific and Device-Specific 3D Interaction Techniques
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    Chapter 23 Human Computer Intelligent Interaction Using Augmented Cognition and Emotional Intelligence
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    Chapter 24 Interactive Haptic Rendering of High-Resolution Deformable Objects
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    Chapter 25 Collaborative Virtual Environments: You Can’t Do It Alone, Can You?
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    Chapter 26 Development of Wide-Area Tracking System for Augmented Reality
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    Chapter 27 An Efficient Navigation Algorithm of Large Scale Distributed VRML/X3D Environments
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    Chapter 28 Development of a Handheld User Interface Framework for Virtual Environments
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    Chapter 29 Time-Varying Factors Model with Different Time-Scales for Studying Cybersickness
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    Chapter 30 A True Spatial Sound System for CAVE-Like Displays Using Four Loudspeakers
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    Chapter 31 Design and Evaluation of a Hybrid Display System for Motion-Following Tasks
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    Chapter 32 Orientation Specific and Geometric Determinant of Mental Representation of the Virtual Room
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    Chapter 33 Virtual Reality
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    Chapter 34 Towards an Interaction Model in Collaborative Virtual Environments
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    Chapter 35 C-Band: A Flexible Ring Tag System for Camera-Based User Interface
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    Chapter 36 A Framework for VR Application Based on Spatial, Temporal and Semantic Relationship
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    Chapter 37 How Much Information Do You Remember? -The Effects of Short-Term Memory on Scientific Visualization Tasks
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    Chapter 38 Super-Feet: A Wireless Hand-Free Navigation System for Virtual Environments
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    Chapter 39 Psychophysical Approach to the Measurement of Depth Perception in Stereo Vision
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    Chapter 40 Measurement of Suitability of a Haptic Device in a Virtual Reality System
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    Chapter 41 IMPROVE: Advanced Displays and Interaction Techniques for Collaborative Design Review
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    Chapter 42 Comparing Symptoms of Visually Induced Motion Sickness Among Viewers of Four Similar Virtual Environments with Different Color
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    Chapter 43 Effects of Global Motion Included in Video Movie Provoking an Incident on Visually Induced Motion Sickness
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    Chapter 44 Individualization of Head-Related Transfer Function for Three-Dimensional Virtual Auditory Display: A Review
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    Chapter 45 Facial Expression Recognition Based on Hybrid Features and Fusing Discrete HMMs
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    Chapter 46 Sketch Based Modeling System
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    Chapter 47 Ergonomic Interactive Testing in a Mixed-Reality Environment
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    Chapter 48 Designer-Centered Haptic Interfaces for Shape Modeling
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    Chapter 49 An Egocentric Augmented Reality Interface for Spatial Information Management in Crisis Response Situations
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    Chapter 50 A Reconfigurable Immersive Workbench and Wall-System for Designing and Training in 3D Environments
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    Chapter 51 VR-Based Virtual Test Technology and Its Application in Instrument Development
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    Chapter 52 An Integrated Environment for Testing and Assessing the Usability of Information Appliances Using Digital and Physical Mock-Ups
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    Chapter 53 A Virtual Environment for 3D Facial Makeup
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    Chapter 54 A Virtual Space Environment Simulation System
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    Chapter 55 Collaborative Design Prototyping Tool for Hardware Software Integrated Information Appliances
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    Chapter 56 Improving the Mobility Performance of Autonomous Unmanned Ground Vehicles by Adding the Ability to ‘Sense/Feel‘ Their Local Environment
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    Chapter 57 A Novel Interface for Simulator Training: Describing and Presenting Manipulation Skill Through VR Annotations
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    Chapter 58 Evaluation of Interaction Devices for Projector Based Virtual Reality Aircraft Inspection Training Environments
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    Chapter 59 IMPROVE: Collaborative Design Review in Mobile Mixed Reality
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    Chapter 60 Developing a Mobile, Service-Based Augmented Reality Tool for Modern Maintenance Work
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    Chapter 61 Augmented Reality System for Development of Handy Information Device with Tangible Interface
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    Chapter 62 Which Prototype to Augment? A Retrospective Case Study on Industrial and User Interface Design
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    Chapter 63 Simulators for Driving Safety Study – A Literature Review
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    Chapter 64 A Virtual Reality-Based Experiment Environment for Engine Assembly Line Workplace Planning and Ergonomics Evaluation
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    Chapter 65 Video Game Technologies and Virtual Design: A Study of Virtual Design Teams in a Metaverse
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    Chapter 66 Visuo-Haptic Blending Applied to a Tele-Touch-Diagnosis Application
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    Chapter 67 Design of Water Transportation Story for Grand Canal Museum Based on Multi-projection Screens
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    Chapter 68 VIDEODOPE: Applying Persuasive Technology to Improve Awareness of Drugs Abuse Effects
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    Chapter 69 AR Pottery: Experiencing Pottery Making in the Augmented Space
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    Chapter 70 An Optical See-Through Augmented Reality System for the Treatment of Phobia to Small Animals
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    Chapter 71 Summary of Usability Evaluations of an Educational Augmented Reality Application
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    Chapter 72 VR-Based Self Brain Surgery Game System by Deformable Volumetric Image Visualization
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    Chapter 73 The Value of Re-used the Historic Building by Virtual Preservation: A Case Study of Former British Consulate in Kaohsiung
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    Chapter 74 Cultural Heritage as Digital Experience: A Singaporean Perspective
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    Chapter 75 Learning Cooperation in a Tangible Moyangsung
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    Chapter 76 An Open-Source Virtual Reality Platform for Clinical and Research Applications
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    Chapter 77 Colour Correct Digital Museum on the Internet
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    Chapter 78 3D Simulation Technology of Cultural Relics in the Digitalized Yin Ruins
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    Chapter 79 Mixed Reality Systems for Learning: A Pilot Study Understanding User Perceptions and Acceptance
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    Chapter 80 User Studies of a Multiplayer First Person Shooting Game with Tangible and Physical Interaction
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    Chapter 81 Plant Modeling and Its Application in Digital Agriculture Museum
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (92nd percentile)
  • High Attention Score compared to outputs of the same age and source (84th percentile)

Mentioned by

blogs
1 blog
twitter
2 X users
facebook
1 Facebook page

Citations

dimensions_citation
8 Dimensions

Readers on

mendeley
14 Mendeley
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Title
Virtual Reality
Published by
Lecture notes in computer science, January 2007
DOI 10.1007/978-3-540-73335-5
ISBNs
978-3-54-073334-8, 978-3-54-073335-5
Authors

Shumaker, Randall

Editors

Shumaker, Randall

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 14 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 7%
Unknown 13 93%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 14%
Student > Bachelor 1 7%
Researcher 1 7%
Unknown 10 71%
Readers by discipline Count As %
Computer Science 2 14%
Pharmacology, Toxicology and Pharmaceutical Science 1 7%
Design 1 7%
Unknown 10 71%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 11. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 11 June 2020.
All research outputs
#2,930,281
of 22,940,083 outputs
Outputs from Lecture notes in computer science
#621
of 8,129 outputs
Outputs of similar age
#11,155
of 157,324 outputs
Outputs of similar age from Lecture notes in computer science
#9
of 59 outputs
Altmetric has tracked 22,940,083 research outputs across all sources so far. Compared to these this one has done well and is in the 87th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,129 research outputs from this source. They receive a mean Attention Score of 5.0. This one has done particularly well, scoring higher than 92% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 157,324 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 92% of its contemporaries.
We're also able to compare this research output to 59 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 84% of its contemporaries.