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Virtual, Augmented and Mixed Reality

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Cover of 'Virtual, Augmented and Mixed Reality'

Table of Contents

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    Book Overview
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    Chapter 1 Analytical Mapping of Linear Walk from Infinite Virtual Space to Finite Real Space
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    Chapter 2 Leaning-Based 360° Interfaces: Investigating Virtual Reality Navigation Interfaces with Leaning-Based-Translation and Full-Rotation
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    Chapter 3 Curved Plates Positioning and Flexible Brackets Control in Virtual Shipbuilding Simulation
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    Chapter 4 Intelligent Virtual Environment Using Artificial Neural Networks
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    Chapter 5 Digital Map Table VR: Bringing an Interactive System to Virtual Reality
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    Chapter 6 Understanding Where to Project Information on the Desk for Supporting Work with Paper and Pen
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    Chapter 7 Methodology for the Estimation of Effort for a Project of Virtual Reality–A Case Study: Ennui
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    Chapter 8 Evaluation of a Low Cost EMG Sensor as a Modality for Use in Virtual Reality Applications
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    Chapter 9 Vitty: Virtual Touch Typing Interface with Added Finger Buttons
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    Chapter 10 Remote Touch: Humanizing Social Interactions in Technology Through Multimodal Interfaces
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    Chapter 11 An Exploratory Comparison of the Visual Quality of Virtual Reality Systems Based on Device-Independent Testsets
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    Chapter 12 Performance and User Preference of Various Functions for Mapping Hand Position to Movement Velocity in a Virtual Environment
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    Chapter 13 The Pulse Breath Water System: Exploring Breathing as an Embodied Interaction for Enhancing the Affective Potential of Virtual Reality
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    Chapter 14 Visual Communication with UAS: Recognizing Gestures from an Airborne Platform
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    Chapter 15 Subjective Evaluation of Tactile Fidelity for Single-Finger and Whole-Hand Touch Gestures
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    Chapter 16 VoTrE: A Vocational Training and Evaluation System to Compare Training Approaches for the Workplace
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    Chapter 17 Effects of Instruction Methods on User Experience in Virtual Reality Serious Games
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    Chapter 18 Mixed Library — Bridging Real and Virtual Libraries
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    Chapter 19 Virtual Reality for Training Diagnostic Skills in Anorexia Nervosa: A Usability Assessment
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    Chapter 20 An Augmented Reality/Internet of Things Prototype for Just-in-time Astronaut Training
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    Chapter 21 Contrasting Instructional Strategies Suited to a Detection Task: Examining Differences in Subjective Workload
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    Chapter 22 HoloLens for Assembly Assistance - A Focus Group Report
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    Chapter 23 Playing Both Sides
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    Chapter 24 Optimizing Performance Outcomes for Emergency Management Personnel Through Simulation Based Training Applications
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    Chapter 25 Development of a Mobile Tool for Dismounted Squad Team Performance Observations
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    Chapter 26 Leveraging a Virtual Environment to Prepare for School Shootings
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    Chapter 27 SuperJam: Participatory Design for Accessible Games
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    Chapter 28 User-Generated Accessibility in Virtual World Games
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    Chapter 29 Using Commercial Virtual Reality Games to Prototype Serious Games and Applications
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    Chapter 30 A Proposal for the Selection of Eye-Tracking Metrics for the Implementation of Adaptive Gameplay in Virtual Reality Based Games
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    Chapter 31 An Online User Analysis Regarding the Usage of Mobile Augmented and Virtual Reality Devices in the Field of Robotics
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    Chapter 32 The Application of Augmented Reality Technology on Museum Exhibition—A Museum Display Project in Mawangdui Han Dynasty Tombs
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    Chapter 33 VIGOR: Virtual Interaction with Gravitational Waves to Observe Relativity
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    Chapter 34 A Virtual Reality Tool Applied to Improve the Effects on Chronic Diseases - Case: Emotional Effects on T2DM
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    Chapter 35 Squad-Level Soldier-Robot Dynamics: Exploring Future Concepts Involving Intelligent Autonomous Robots
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    Chapter 36 Decoding the User Experience in Mobile Virtual Reality Narratives
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    Chapter 37 ADVICE: Decision Support for Complex Geospatial Decision Making Tasks
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    Chapter 38 A Real-Time Professional Photographing Guiding System Through Image Composition Analysis
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    Chapter 39 Breath Chair: Reduce Fear and Anxiety by Simulating Breathing Movements
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    Chapter 40 VR Rio 360: The Challenges of Motion Sickness in VR Environments
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    Chapter 41 Dispelling the Gorilla Arm Syndrome: The Viability of Prolonged Gesture Interactions
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    Chapter 42 Simulation Sickness Related to Virtual Reality Driving Simulation
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    Chapter 43 Decreasing Physical Burden Using the Following Effect and a Superimposed Navigation System
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    Chapter 44 Evaluating Factors Affecting Virtual Reality Display
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    Chapter 45 Assessing the Relationship Between Type of Head Movement and Simulator Sickness Using an Immersive Virtual Reality Head Mounted Display: A Pilot Study
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Title
Virtual, Augmented and Mixed Reality
Published by
Springer, Cham, January 2017
DOI 10.1007/978-3-319-57987-0
ISBNs
978-3-31-957986-3, 978-3-31-957987-0
Editors

Stephanie Lackey, Jessie Chen

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X Demographics

The data shown below were collected from the profiles of 4 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 258 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 258 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 2 <1%
Professor > Associate Professor 1 <1%
Student > Ph. D. Student 1 <1%
Unknown 254 98%
Readers by discipline Count As %
Computer Science 2 <1%
Psychology 1 <1%
Engineering 1 <1%
Unknown 254 98%