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Virtual, Augmented and Mixed Reality

Overview of attention for book
Cover of 'Virtual, Augmented and Mixed Reality'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Comparing Objective and Subjective Metrics Between Physical and Virtual Tasks
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    Chapter 2 Avatar Types Matter: Review of Avatar Literature for Performance Purposes
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    Chapter 3 A Tool for Assessing User Experience of Fit of a Virtual Workplace
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    Chapter 4 Preliminary Review of a Virtual World Usability Questionnaire
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    Chapter 5 Smart Prototyping - Improving the Evaluation of Design Concepts Using Virtual Reality
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    Chapter 6 Interaction Fidelity: The Uncanny Valley of Virtual Reality Interactions
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    Chapter 7 Guidelines for Graphical User Interface Design in Mobile Augmented Reality Applications
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    Chapter 8 The User Experience of Disney Infinity
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    Chapter 9 Using Qualitative Data Analysis to Measure User Experience in a Serious Game for Premed Students
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    Chapter 10 A Holistic Evaluation of Task View Format for Training a Simulated Robot-Assisted EOD Task
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    Chapter 11 The Effects of Automation Error Types on Operators’ Trust and Reliance
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    Chapter 12 Modeling Human Comprehension of Data Visualizations
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    Chapter 13 Auditory and Visual Properties in the Virtual Reality Using Haptic Device
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    Chapter 14 Exploring Behavioral Methods to Reduce Visually Induced Motion Sickness in Virtual Environments
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    Chapter 15 Assessment of Kim’s Game Strategy for Behavior Cue Detection: Engagement, Flow, & Performance Aspects
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    Chapter 16 Olfactory Stimuli Increase Presence During Simulated Exposure
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    Chapter 17 Depth Perception in Virtual Environment: The Effects of Immersive System and Freedom of Movement
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    Chapter 18 Impact of Instructional Strategies on Workload, Stress, and Flow in Simulation-Based Training for Behavior Cue Analysis
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    Chapter 19 Aspects of Voice Interaction on a Mobile Augmented Reality Application
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    Chapter 20 Gesture Interactions for Virtual Immersive Environments: Navigation, Selection and Manipulation
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    Chapter 21 Usability and Functionality Assessment of an Oculus Rift in Immersive and Interactive Systems Using Voice Commands
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    Chapter 22 Research on Motion Model for Technique Movements of Competitive Swimming in Virtual Interactive Environment
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    Chapter 23 Ultrafast Facial Tracker Using Generic Cameras with Applications in Intelligent Lifestyle
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    Chapter 24 Evaluation of Information Visualization Interaction Techniques Using Gestures and Widgets in 3D Environments
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    Chapter 25 Immersion in Cardboard VR Compared to a Traditional Head-Mounted Display
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    Chapter 26 2D and 3D Iconography on Augmented Reality Interfaces
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    Chapter 27 Optimizing 3D Object Visualization on the Web
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    Chapter 28 Holographic Humans
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    Chapter 29 Screen Space Cone Tracing for Glossy Reflections
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    Chapter 30 Lifetime and Deployment Limits for Mobile, 3D-Perceptual Applications
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    Chapter 31 Study of a Virtual Conference in a Mirror World with Avatars and HMD
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    Chapter 32 Using iBeacons for Location-Based Tracking in Alternate Reality Games: A Pilot Study
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    Chapter 33 Augmenting Reality Through Wearable Devices
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    Chapter 34 Virtual Humans as Centaurs: Melding Real and Virtual
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    Chapter 35 Mixed Reality Training of Military Tasks: Comparison of Two Approaches Through Reactions from Subject Matter Experts
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    Chapter 36 Augmented Reality for the US Air Force
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    Chapter 37 Research on the Use of Puppeteering to Improve Realism in Army Simulations and Training Games
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    Chapter 38 Tasking Teams: Supervisory Control and Task Management of Autonomous Unmanned Systems
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    Chapter 39 From Interface to Interspace Conceptual Framework for Multimodal Flight Deck Controls
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    Chapter 40 Virtual Reality Based Navigation Training for Astronaut Moving in a Simulated Space Station
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    Chapter 41 Application of Virtual Environments for Infantry Soldier Skills Training: We are Doing it Wrong
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    Chapter 42 Test-Bed for Integrated Ground Control Station Experimentation and Rehearsal: Crew Performance and Authority Pathway Concept Development
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    Chapter 43 Object Manipulation by Virtual Menu Interaction Using Free-Hand Input in a Desktop Virtual Reality Maritime Situation Display
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    Chapter 44 A Performance-Based Training Evaluation for an Augmented Virtuality Call for Fire Training System
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    Chapter 45 The Effect of Agent Reasoning Transparency on Automation Bias: An Analysis of Response Performance
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    Chapter 46 Utilizing Digital Game Environments for Training Prosthetic Use
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    Chapter 47 Full-Body Portable Virtual Reality for Personal Protective Equipment Training
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    Chapter 48 New Emergency Medicine Paradigm via Augmented Telemedicine
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    Chapter 49 Advances and Tendencies: A Review of Recent Studies on Virtual Reality for Pain Management
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    Chapter 50 Hand Tracking and Haptic-Based Jugular Neonate Central Venous Access Procedure
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    Chapter 51 ANSIBLE: A Virtual World Ecosystem for Improving Psycho-Social Well-being
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    Chapter 52 Immersive Gatekeeper Training System for Suicide Prevention in HMD Based Virtual Environments
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    Chapter 53 Animation Validation of Obese Virtual Pediatric Patients Using a FLACC Pain Scale
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    Chapter 54 3DUI Electronic Syringe for Neonate Central Venous Access Procedure Simulation
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    Chapter 55 Medutainment-Based AR Rally: Disaster Medical Learning Tool for Citizens
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    Chapter 56 Interactive VR-based Visualization for Material Flow Simulations
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    Chapter 57 Low-Cost Mixed Reality Simulator for Industrial Vehicle Environments
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    Chapter 58 Collaborative Design of Material Handling Systems Using Distributed Virtual Reality Environments
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    Chapter 59 Investigating Low-Cost Virtual Reality Technologies in the Context of an Immersive Maintenance Training Application
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    Chapter 60 Tangible Augmented Reality and Engineering Product Dissection
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    Chapter 61 smARt.Assembly – Projection-Based Augmented Reality for Supporting Assembly Workers
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    Chapter 62 Virtual Tailor for Garment Design
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    Chapter 63 An Interactive Augmented Reality Furniture Customization System
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    Chapter 64 Ghost Hunter – An Augmented Reality Ghost Busting Game
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    Chapter 65 Immersive Journalism in VR: Four Theoretical Domains for Researching a Narrative Design Framework
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    Chapter 66 Virtual Environments as Communication Technologies of Faith
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    Chapter 67 Geometry Explorer: Facilitating Geometry Education with Virtual Reality
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    Chapter 68 Intelligent Virtual Environment Using a Methodology Oriented to Agents
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    Chapter 69 Applying Virtual Reality in City Planning
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    Chapter 70 A Role of Augmented Reality in Educational Contents: Intermediating Between Reality and Virtual Reality
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 (97th percentile)

Mentioned by

1 news outlet
12 tweeters
1 patent
1 Wikipedia page


6 Dimensions

Readers on

52 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Virtual, Augmented and Mixed Reality
Published by
Lecture notes in computer science, January 2016
DOI 10.1007/978-3-319-39907-2
978-3-31-939906-5, 978-3-31-939907-2

Stephanie Lackey, Randall Shumaker

Twitter Demographics

The data shown below were collected from the profiles of 12 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 52 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 52 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 6 12%
Student > Master 6 12%
Researcher 3 6%
Other 2 4%
Student > Bachelor 2 4%
Other 3 6%
Unknown 30 58%
Readers by discipline Count As %
Engineering 5 10%
Computer Science 5 10%
Psychology 3 6%
Business, Management and Accounting 2 4%
Sports and Recreations 1 2%
Other 3 6%
Unknown 33 63%

Attention Score in Context

This research output has an Altmetric Attention Score of 25. 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 28 February 2019.
All research outputs
of 14,826,751 outputs
Outputs from Lecture notes in computer science
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Outputs of similar age
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Outputs of similar age from Lecture notes in computer science
of 98 outputs
Altmetric has tracked 14,826,751 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 94th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 7,512 research outputs from this source. They receive a mean Attention Score of 4.5. This one has done particularly well, scoring higher than 97% 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 259,960 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 98 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 97% of its contemporaries.