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Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry

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Cover of 'Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry'

Table of Contents

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    Book Overview
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    Chapter 1 A Case Study: Chronic Pain Patients’ Preferences for Virtual Reality Games for Pain Distraction
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    Chapter 2 The Effect of Multimodal Feedback on Perceived Exertion on a VR Exercise Setting
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    Chapter 3 xR-Based Systems for Mindfulness Based Training in Clinical Settings
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    Chapter 4 A Mixed Reality Based Social Interactions Testbed: A Game Theory Approach
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    Chapter 5 Escape from the Dark Jungle: A 3D Audio Game for Emotion Regulation
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    Chapter 6 Virtual-Reality Videos to Relieve Depression
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    Chapter 7 The Message Effect of Augmented Health Messages on Body
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    Chapter 8 Immersion in Virtual Reality Can Increase Exercise Motivation and Physical Performance
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    Chapter 9 Design of Virtual Reality Scenes with Variable Levels of Fear Evocation
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    Chapter 10 Scenes Design in Virtual Reality for Depression Assessment
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    Chapter 11 The Use of Virtual and Augmented Reality to Prevent the Physical Effects Caused by Diabetes Melitus Type 2: An Integrative Review
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    Chapter 12 Reducing Fear or Anxiety by Simulating Breathing Movements as Physical Contact with an Unrelated Person
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    Chapter 13 The Impact of Augmented Reality on Art Engagement: Liking, Impression of Learning, and Distraction
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    Chapter 14 Following the White Rabbit: The Virtual Reality for Games
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    Chapter 15 Cinematic Narration in VR – Rethinking Film Conventions for 360 Degrees
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    Chapter 16 Walking with Angest: Subjective Measures for Subjective Evaluation in a Walking Simulator Virtual Reality Game
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    Chapter 17 AI-Based VR Earthquake Simulator
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    Chapter 18 Immercity: A Curation Content Application in Virtual and Augmented Reality
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    Chapter 19 VAIR Field - Multiple Mobile VR Shooting Sports
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    Chapter 20 Command and Control Collaboration Sand Table (C2-CST)
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    Chapter 21 CAE/VR Integration – A Qualitative Assessment of Advanced Visualization for Interactive Conceptual Simulations (ICS) in Industrial Use
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    Chapter 22 Augmented Reality and Mixed Reality Prototypes for Enhanced Mission Command/Battle Management Command and Control (BMC2) Execution
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    Chapter 23 Helmet-Mounted Displays to Support Off-Axis Pilot Spatial Orientation
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    Chapter 24 Augmented Reality Views: Discussing the Utility of Visual Elements by Mediation Means in Industrial AR from a Design Perspective
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    Chapter 25 Usability Evaluation for Drone Mission Planning in Virtual Reality
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    Chapter 26 Cyber Vulnerability: An Attentional Dilemma
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    Chapter 27 Trust in Autonomous Systems for Threat Analysis: A Simulation Methodology
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    Chapter 28 MxR Framework for Uncertainty Based Explanation for Uncovering Adversarial Behavior
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    Chapter 29 Human-Agent Collaborative Decision-Making Framework for Naval Systems
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    Chapter 30 360 Degree Mixed Reality Environment to Evaluate Interaction Design for Industrial Vehicles Including Head-Up and Head-Down Displays
Overall attention for this book and its chapters
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Title
Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry
Published by
Springer International Publishing, January 2018
DOI 10.1007/978-3-319-91584-5
ISBNs
978-3-31-991583-8, 978-3-31-991584-5
Editors

Jessie Y.C. Chen, Gino Fragomeni

X Demographics

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 71 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 71 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 16 23%
Student > Bachelor 14 20%
Student > Ph. D. Student 12 17%
Researcher 7 10%
Student > Doctoral Student 3 4%
Other 7 10%
Unknown 12 17%
Readers by discipline Count As %
Computer Science 19 27%
Engineering 13 18%
Arts and Humanities 6 8%
Psychology 4 6%
Business, Management and Accounting 2 3%
Other 14 20%
Unknown 13 18%