Journals starting with vamr

VAMR16 * *Virtual, Augmented and Mixed Reality
* 2D and 3D Iconography on Augmented Reality Interfaces
* 3DUI Electronic Syringe for Neonate Central Venous Access Procedure Simulation
* Advances and Tendencies: A Review of Recent Studies on Virtual Reality for Pain Management
* Animation Validation of Obese Virtual Pediatric Patients Using a FLACC Pain Scale
* ANSIBLE: A Virtual World Ecosystem for Improving Psycho-Social Well-being
* Application of Virtual Environments for Infantry Soldier Skills Training: We are Doing it Wrong
* Applying Virtual Reality in City Planning
* Aspects of Voice Interaction on a Mobile Augmented Reality Application
* Assessment of Kim's Game Strategy for Behavior Cue Detection: Engagement, Flow, & Performance Aspects
* Auditory and Visual Properties in the Virtual Reality Using Haptic Device
* Augmented Reality for the US Air Force
* Augmenting Reality Through Wearable Devices
* Avatar Types Matter: Review of Avatar Literature for Performance Purposes
* Collaborative Design of Material Handling Systems Using Distributed Virtual Reality Environments
* Comparing Objective and Subjective Metrics Between Physical and Virtual Tasks
* Depth Perception in Virtual Environment: The Effects of Immersive System and Freedom of Movement
* Effect of Agent Reasoning Transparency on Automation Bias: An Analysis of Response Performance, The
* Effects of Automation Error Types on Operators' Trust and Reliance, The
* Evaluation of Information Visualization Interaction Techniques Using Gestures and Widgets in 3D Environments
* Exploring Behavioral Methods to Reduce Visually Induced Motion Sickness in Virtual Environments
* From Interface to Interspace Conceptual Framework for Multimodal Flight Deck Controls
* Full-Body Portable Virtual Reality for Personal Protective Equipment Training
* Geometry Explorer: Facilitating Geometry Education with Virtual Reality
* Gesture Interactions for Virtual Immersive Environments: Navigation, Selection and Manipulation
* Ghost Hunter: An Augmented Reality Ghost Busting Game
* Guidelines for Graphical User Interface Design in Mobile Augmented Reality Applications
* Hand Tracking and Haptic-Based Jugular Neonate Central Venous Access Procedure
* Holistic Evaluation of Task View Format for Training a Simulated Robot-Assisted EOD Task, A
* Holographic Humans
* Immersion in Cardboard VR Compared to a Traditional Head-Mounted Display
* Immersive Gatekeeper Training System for Suicide Prevention in HMD Based Virtual Environments
* Immersive Journalism in VR: Four Theoretical Domains for Researching a Narrative Design Framework
* Impact of Instructional Strategies on Workload, Stress, and Flow in Simulation-Based Training for Behavior Cue Analysis
* Intelligent Virtual Environment Using a Methodology Oriented to Agents
* Interaction Fidelity: The Uncanny Valley of Virtual Reality Interactions
* Interactive Augmented Reality Furniture Customization System, An
* Interactive VR-based Visualization for Material Flow Simulations
* Investigating Low-Cost Virtual Reality Technologies in the Context of an Immersive Maintenance Training Application
* Lifetime and Deployment Limits for Mobile, 3D-Perceptual Applications
* Low-Cost Mixed Reality Simulator for Industrial Vehicle Environments
* Medutainment-Based AR Rally: Disaster Medical Learning Tool for Citizens
* Mixed Reality Training of Military Tasks: Comparison of Two Approaches Through Reactions from Subject Matter Experts
* Modeling Human Comprehension of Data Visualizations
* New Emergency Medicine Paradigm via Augmented Telemedicine
* Object Manipulation by Virtual Menu Interaction Using Free-Hand Input in a Desktop Virtual Reality Maritime Situation Display
* Olfactory Stimuli Increase Presence During Simulated Exposure
* Optimizing 3D Object Visualization on the Web
* Performance-Based Training Evaluation for an Augmented Virtuality Call for Fire Training System, A
* Preliminary Review of a Virtual World Usability Questionnaire
* Research on Motion Model for Technique Movements of Competitive Swimming in Virtual Interactive Environment
* Research on the Use of Puppeteering to Improve Realism in Army Simulations and Training Games
* Role of Augmented Reality in Educational Contents: Intermediating Between Reality and Virtual Reality, A
* Screen Space Cone Tracing for Glossy Reflections
* Smart Prototyping: Improving the Evaluation of Design Concepts Using Virtual Reality
* smARt.Assembly: Projection-Based Augmented Reality for Supporting Assembly Workers
* Study of a Virtual Conference in a Mirror World with Avatars and HMD
* Tangible Augmented Reality and Engineering Product Dissection
* Tasking Teams: Supervisory Control and Task Management of Autonomous Unmanned Systems
* Test-Bed for Integrated Ground Control Station Experimentation and Rehearsal: Crew Performance and Authority Pathway Concept Development
* Tool for Assessing User Experience of Fit of a Virtual Workplace, A
* Ultrafast Facial Tracker Using Generic Cameras with Applications in Intelligent Lifestyle
* Usability and Functionality Assessment of an Oculus Rift in Immersive and Interactive Systems Using Voice Commands
* User Experience of Disney Infinity, The
* Using iBeacons for Location-Based Tracking in Alternate Reality Games: A Pilot Study
* Using Qualitative Data Analysis to Measure User Experience in a Serious Game for Premed Students
* Utilizing Digital Game Environments for Training Prosthetic Use
* Virtual Environments as Communication Technologies of Faith
* Virtual Humans as Centaurs: Melding Real and Virtual
* Virtual Reality Based Navigation Training for Astronaut Moving in a Simulated Space Station
* Virtual Tailor for Garment Design
71 for VAMR16

VAMR17 * *Virtual, Augmented and Mixed Reality
* ADVICE: Decision Support for Complex Geospatial Decision Making Tasks
* Analytical Mapping of Linear Walk from Infinite Virtual Space to Finite Real Space
* Application of Augmented Reality Technology on Museum Exhibition: A Museum Display Project in Mawangdui Han Dynasty Tombs, The
* Assessing the Relationship Between Type of Head Movement and Simulator Sickness Using an Immersive Virtual Reality Head Mounted Display: A Pilot Study
* Augmented Reality/Internet of Things Prototype for Just-in-time Astronaut Training, An
* Breath Chair: Reduce Fear and Anxiety by Simulating Breathing Movements
* Contrasting Instructional Strategies Suited to a Detection Task: Examining Differences in Subjective Workload
* Curved Plates Positioning and Flexible Brackets Control in Virtual Shipbuilding Simulation
* Decoding the User Experience in Mobile Virtual Reality Narratives
* Decreasing Physical Burden Using the Following Effect and a Superimposed Navigation System
* Development of a Mobile Tool for Dismounted Squad Team Performance Observations
* Digital Map Table VR: Bringing an Interactive System to Virtual Reality
* Dispelling the Gorilla Arm Syndrome: The Viability of Prolonged Gesture Interactions
* Effects of Instruction Methods on User Experience in Virtual Reality Serious Games
* Evaluating Factors Affecting Virtual Reality Display
* Evaluation of a Low Cost EMG Sensor as a Modality for Use in Virtual Reality Applications
* Exploratory Comparison of the Visual Quality of Virtual Reality Systems Based on Device-Independent Testsets, An
* HoloLens for Assembly Assistance: A Focus Group Report
* Intelligent Virtual Environment Using Artificial Neural Networks
* Leaning-Based 360° Interfaces: Investigating Virtual Reality Navigation Interfaces with Leaning-Based-Translation and Full-Rotation
* Leveraging a Virtual Environment to Prepare for School Shootings
* Methodology for the Estimation of Effort for a Project of Virtual Reality: A Case Study: Ennui
* Mixed Library: Bridging Real and Virtual Libraries
* Online User Analysis Regarding the Usage of Mobile Augmented and Virtual Reality Devices in the Field of Robotics, An
* Optimizing Performance Outcomes for Emergency Management Personnel Through Simulation Based Training Applications
* Performance and User Preference of Various Functions for Mapping Hand Position to Movement Velocity in a Virtual Environment
* Playing Both Sides
* Proposal for the Selection of Eye-Tracking Metrics for the Implementation of Adaptive Gameplay in Virtual Reality Based Games, A
* Pulse Breath Water System: Exploring Breathing as an Embodied Interaction for Enhancing the Affective Potential of Virtual Reality, The
* Real-Time Professional Photographing Guiding System Through Image Composition Analysis, A
* Remote Touch: Humanizing Social Interactions in Technology Through Multimodal Interfaces
* Simulation Sickness Related to Virtual Reality Driving Simulation
* Squad-Level Soldier-Robot Dynamics: Exploring Future Concepts Involving Intelligent Autonomous Robots
* Subjective Evaluation of Tactile Fidelity for Single-Finger and Whole-Hand Touch Gestures
* SuperJam: Participatory Design for Accessible Games
* Understanding Where to Project Information on the Desk for Supporting Work with Paper and Pen
* User-Generated Accessibility in Virtual World Games
* Using Commercial Virtual Reality Games to Prototype Serious Games and Applications
* VIGOR: Virtual Interaction with Gravitational Waves to Observe Relativity
* Virtual Reality for Training Diagnostic Skills in Anorexia Nervosa: A Usability Assessment
* Virtual Reality Tool Applied to Improve the Effects on Chronic Diseases - Case: Emotional Effects on T2DM, A
* Visual Communication with UAS: Recognizing Gestures from an Airborne Platform
* Vitty: Virtual Touch Typing Interface with Added Finger Buttons
* VoTrE: A Vocational Training and Evaluation System to Compare Training Approaches for the Workplace
* VR Rio 360: The Challenges of Motion Sickness in VR Environments
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VAMR18 * *Virtual, Augmented and Mixed Reality
* 360 Degree Mixed Reality Environment to Evaluate Interaction Design for Industrial Vehicles Including Head-Up and Head-Down Displays
* AI-Based VR Earthquake Simulator
* Assembly Training: Comparing the Effects of Head-Mounted Displays and Face-to-Face Training
* Augmented Reality and Mixed Reality Prototypes for Enhanced Mission Command/Battle Management Command and Control (BMC2) Execution
* Augmented Reality Views: Discussing the Utility of Visual Elements by Mediation Means in Industrial AR from a Design Perspective
* Augmented, Mixed, and Virtual Reality Enabling of Robot Deixis
* Bidirectional Communication for Effective Human-Agent Teaming
* CAE/VR Integration: A Qualitative Assessment of Advanced Visualization for Interactive Conceptual Simulations (ICS) in Industrial Use
* Case Study: Chronic Pain Patients' Preferences for Virtual Reality Games for Pain Distraction, A
* Cinematic Narration in VR: Rethinking Film Conventions for 360 Degrees
* Command and Control Collaboration Sand Table (C2-CST)
* Construction of Experimental System SPIDAR-HS for Designing VR Guidelines Based on Physiological Behavior Measurement
* Cyber Vulnerability: An Attentional Dilemma
* Design and Assessment of Two Handling Interaction Techniques for 3D Virtual Objects Using the Myo Armband
* Design of Virtual Reality Scenes with Variable Levels of Fear Evocation
* Determining Which Touch Gestures Are Commonly Used When Visualizing Physics Problems in Augmented Reality
* Developing and Training Multi-gestural Prosthetic Arms
* Dynamic Keypad: Digit Shuffling for Secure PIN Entry in a Virtual World
* Effect of Multimodal Feedback on Perceived Exertion on a VR Exercise Setting, The
* Element Selection of Three-Dimensional Objects in Virtual Reality
* Enactive Steering of an Experiential Model of the Atmosphere
* Escape from the Dark Jungle: A 3D Audio Game for Emotion Regulation
* Examination of Effectiveness of a Performed Procedural Task Using Low-Cost Peripheral Devices in VR
* Extending Embodied Interactions in Mixed Reality Environments
* Following the White Rabbit: The Virtual Reality for Games
* Get Well Soon! Human Factors' Influence on Cybersickness After Redirected Walking Exposure in Virtual Reality
* Guiding or Exploring? Finding the Right Way to Teach Students Structural Analysis with Augmented Reality
* Helmet-Mounted Displays to Support Off-Axis Pilot Spatial Orientation
* Human-Agent Collaborative Decision-Making Framework for Naval Systems
* Immercity: A Curation Content Application in Virtual and Augmented Reality
* Immersion in Virtual Reality Can Increase Exercise Motivation and Physical Performance
* Impact of Augmented Reality on Art Engagement: Liking, Impression of Learning, and Distraction, The
* Interaction in Virtual Environments: How to Control the Environment by Using VR-Glasses in the Most Immersive Way
* Interaction of Distant and Local Users in a Collaborative Virtual Environment
* Is This Person Real? Avatar Stylization and Its Influence on Human Perception in a Counseling Training Environment
* Maximum Likelihood Method for Estimating Performance in a Rapid Serial Visual Presentation Target-Detection Task, A
* Message Effect of Augmented Health Messages on Body, The
* Mixed Reality Based Social Interactions Testbed: A Game Theory Approach, A
* MxR Framework for Uncertainty Based Explanation for Uncovering Adversarial Behavior
* Novel Way of Estimating a User's Focus of Attention in a Virtual Environment, A
* PaolaChat: A Virtual Agent with Naturalistic Breathing
* Quantifying Human Decision-Making: Implications for Bidirectional Communication in Human-Robot Teams
* Real-Time Motion Capture on a Budget
* Reconstruction by Low Cost Software Based on Photogrammetry as a Reverse Engineering Process
* Reducing Fear or Anxiety by Simulating Breathing Movements as Physical Contact with an Unrelated Person
* Role of Psychophysiological Measures as Implicit Communication Within Mixed-Initiative Teams, The
* Scenes Design in Virtual Reality for Depression Assessment
* Sensor Data Fusion Framework to Improve Holographic Object Registration Accuracy for a Shared Augmented Reality Mission Planning Scenario
* Simulation Sickness Evaluation While Using a Fully Autonomous Car in a Head Mounted Display Virtual Environment
* Study on the Quality of Experience Evaluation Metrics for Astronaut Virtual Training System
* Surface Prediction for Spatial Augmented Reality
* Trust in Autonomous Systems for Threat Analysis: A Simulation Methodology
* Usability Evaluation for Drone Mission Planning in Virtual Reality
* Use of Virtual and Augmented Reality to Prevent the Physical Effects Caused by Diabetes Melitus Type 2: An Integrative Review, The
* Using Body Movements for Running in Realistic 3D Map
* VAIR Field - Multiple Mobile VR Shooting Sports
* Virtual Reality Based Space Operations: A Study of ESA's Potential for VR Based Training and Simulation
* Virtual Reality Training to Enhance Motor Skills
* Virtual-Reality Videos to Relieve Depression
* Virtually Empathetic?: Examining the Effects of Virtual Reality Storytelling on Empathy
* Visualizing Software Architectures in Virtual Reality with an Island Metaphor
* VR Evaluation of Motion Sickness Solution in Automated Driving
* VRowser: A Virtual Reality Parallel Web Browser
* Walking with Angest: Subjective Measures for Subjective Evaluation in a Walking Simulator Virtual Reality Game
* xR-Based Systems for Mindfulness Based Training in Clinical Settings
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VAMR19 * *Virtual, Augmented and Mixed Reality
* AR Assistive System in Domestic Environment Using HMDs: Comparing Visual and Aural Instructions
* Assessing the Effect of Sensor Limitations in Enhanced Flight Vision Systems on Pilot Performance
* Augmented Reality (AR) Assisted Laryngoscopy for Endotracheal Intubation Training
* Augmented Reality Based Actuated Monitor Manipulation from Dual Point of View
* Augmented Reality for Human-Robot Teaming in Field Environments
* Augmented Reality for Product Validation: Supporting the Configuration of AR-Based Validation Environments
* Augmented Reality in Education: A Study on Preschool Children, Parents, and Teachers in Bangladesh
* Augmented Reality Shared Mission Planning Scenario: Observations on Shared Experience, An
* Autonomous Agent Teammate-Likeness: Scale Development and Validation
* Brain eRacing: An Exploratory Study on Virtual Brain-Controlled Drones
* Characterizing the Cognitive Impact of Tangible Augmented Reality
* CHARM: Cord-Based Haptic Augmented Reality Manipulation
* Cicero VR - Public Speaking Training Tool and an Attempt to Create Positive Social VR Experience
* Communicating Information in Virtual Reality: Objectively Measuring Team Performance
* Comparative Study for Multiple Coordinated Views Across Immersive and Non-immersive Visualization Systems
* Cybersickness and Postural Sway Using HMD Orientation
* Design Implications from Cybersickness and Technical Interactions in Virtual Reality
* Design of Virtual Reality for Humanoid Robots with Inspiration from Video Games
* Designing Educational Virtual Environments for Construction Safety: A Case Study in Contextualizing Incident Reports and Engaging Learners
* Designing Inclusive Virtual Reality Experiences
* Developing a VR Training Program for Geriatric Patients with Chronic Back Pain
* Effect of Onomatopoeia to Enhancing User Experience in Virtual Reality, The
* Effects of Character Guide in Immersive Virtual Reality Stories
* Effects of Embodiment in Virtual Reality on Implicit Gender Bias, The
* Effects of Weight and Balance of Head Mounted Display on Physical Load
* Emergency Response Using HoloLens for Building Evacuation
* Enabling Immunology Learning in Virtual Reality Through Storytelling and Interactivity
* Evaluation of Immersive Interfaces for Tactical Decision Support
* Examining Error Likelihood When Using Enhanced Vision Systems for Approach and Landing
* Explorations in AR: Finding Its Value
* Exploring Applications of Storm-Scale Probabilistic Warn-on-Forecast Guidance in Weather Forecasting
* Exploring Extended Reality as a Simulation Training Tool Through Naturalistic Interactions and Enhanced Immersion
* Exploring Temporal Dependencies in Multimodal Referring Expressions with Mixed Reality
* Face Validation Study for the Investigation of Proteus Effects Targeting Driving Behavior, A
* GVRf and Blender: A Path for Android Apps and Games Development
* Human-Computer Interaction for Space Situational Awareness (SSA): Towards the SSA Integrated Sensor Viewer (ISV)
* Human-Robot Interaction During Virtual Reality Mediated Teleoperation: How Environment Information Affects Spatial Task Performance and Operator Situation Awareness
* Image-Based Ground Visibility for Aviation: Is What You See What You Get?
* Impact of Foveated Rendering on Procedural Task Training
* Impact of Motion on Individual Simulator Sickness in a Moving Base VR Simulator with Head-Mounted Display (HMD), The
* Information Design for XR Immersive Environments: Challenges and Opportunities
* Integrating Historical Content with Augmented Reality in an Open Environment
* Interaction Paradigms for Air Traffic Control and Management in Mixed Reality
* Investigating the Potential Effectiveness of Allocentric Mixed Reality Deictic Gesture
* KnobCollector: Custom Device Controller for Dynamic Real-Time Subjective Data Collection in Virtual Reality
* LumaPath: An Immersive Virtual Reality Game for Encouraging Physical Activity for Senior Arthritis Patients
* Marker Concealment Using Print Color Correction and Its Application
* Measurement of the Propensity to Trust Automation, The
* Mediating Human-Robot Interactions with Virtual, Augmented, and Mixed Reality
* Multi-procedural Virtual Reality Simulator for Orthopaedic Training, A
* Multimodal Head-Mounted Virtual-Reality Brain-Computer Interface for Stroke Rehabilitation
* Multimodal Interface for Virtual Information Environments, A
* New Practice Method Based on KNN Model to Improve User Experience for an AR Piano Learning System, A
* New Traversal Method for Virtual Reality:, A
* Oculus Rift Versus HTC Vive: Usability Assessment from a Teleportation Task
* Physically Extended Virtual Reality (PEVR) as a New Concept in Railway Driver Training
* Physically-Based Bimanual Volumetric Selection for Immersive Visualizations
* Presence, Immersion and Usability of Mobile Augmented Reality
* Quality of Experience Comparison Between Binocular and Monocular Augmented Reality Display Under Various Occlusion Conditions for Manipulation Tasks with Virtual Instructions
* Robot Authority in Human-Machine Teams: Effects of Human-Like Appearance on Compliance
* Scalable Representation Learning for Long-Term Augmented Reality-Based Information Delivery in Collaborative Human-Robot Perception
* Scaling Gain and Eyeheight While Locomoting in a Large VE
* Spatial Perception of Size in a Virtual World
* Spherical Layout with Proximity-Based Multimodal Feedback for Eyes-Free Target Acquisition in Virtual Reality
* Study on the Development of a Mixed Reality System Applied to the Practice of Socially Interactive Behaviors of Children with Autism Spectrum Disorder, A
* Surface Prediction for Spatial Augmented Reality Using Cubature Kalman Filtering
* To Speak or to Text: Effects of Display Type and I/O Style on Mobile Virtual Humans Nurse Training
* Towards a Framework to Model Intelligent Avatars in Immersive Virtual Environments for Studying Human Behavior in Building Fire Emergencies
* Towards a Mixed Reality Assistance System for the Inspection After Final Car Assembly
* TurtleGO: Application with Cubes for Children's Spatial Ability Based on AR Technology
* Use of an Enhanced Flight Vision System (EFVS) for Taxiing in Low-Visibility Environments
* User Guidance for Interactive Camera Calibration
* Using HMD for Immersive Training of Voice-Based Operation of Small Unmanned Ground Vehicles
* Virtual Dome System Using HMDs: An Alternative to the Expensive and Less Accessible Physical Domes
* Virtual Nature: A Psychologically Beneficial Experience
* Visual Effects of Turning Point and Travel Direction for Outdoor Navigation Using Head-Mounted Display
* Visualizations for Communicating Intelligent Agent Generated Courses of Action
* Xavier Electromyographic Wheelchair Control and Virtual Training
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VAMR21 * *Virtual, Augmented and Mixed Reality
* Beyond Visible Light: User and Societal Impacts of Egocentric Multispectral Vision
* Comparative Study of Conversational Proxemics for Virtual Agents, A
* Consistency in Multi-device Service Including VR: A Case Study
* Contextually Adaptive Multimodal Mixed Reality Interfaces for Dismounted Operator Teaming with Unmanned System Swarms
* Design and Research on the Virtual Simulation Teaching Platform of Shanghai Jade Carving Techniques Based on Unity 3D Technology
* Design Considerations for Interacting and Navigating with 2 Dimensional and 3 Dimensional Medical Images in Virtual, Augmented and Mixed Reality Medical Applications
* Designing Limitless Path in Virtual Reality Environment
* Development of an AR Training Construction System Using Embedded Information in a Real Environment
* Doing Versus Observing: Virtual Reality and 360-Degree Video for Training Manufacturing Tasks
* Effect of Body-Based Haptic Feedback on Player Experience During VR Gaming, The
* Exploratory Study on the Use of Augmentation for Behavioural Control in Shared Spaces
* Exploring Human-to-Human Telepresence and the Use of Vibro-Tactile Commands to Guide Human Streamers
* Exploring Perspective Switching in Immersive VR for Learning First Aid in Lower Secondary Education
* Extended Reality, Pedagogy, and Career Readiness: A Review of Literature
* Flexible Low-Cost Digital Puppet System
* GazeXR: A General Eye-Tracking System Enabling Invariable Gaze Data in Virtual Environment
* HaptMR: Smart Haptic Feedback for Mixed Reality Based on Computer Vision Semantic
* IMEVR: An MVC Framework for Military Training VR Simulators
* LibrARy: Enriching the Cultural Physical Spaces with Collaborative AR Content
* Mixed Reality Technology Capabilities for Combat-Casualty Handoff Training
* Mixed Reality Visualization of Friendly vs Hostile Decision Dynamics
* Mobile Office: A Mobile AR Systems for Productivity Applications in Industrial Environments, The
* Modernizing Aircraft Inspection: Conceptual Design of an Augmented Reality Inspection Support Tool
* Narrative Cognition in Mixed Reality Systems: Towards an Empirical Framework
* No One is Superman: 3-D Safety Margin Profiles When Using Head-Up Display (HUD) for Takeoff in Low Visibility and High Crosswind Conditions
* Omnidirectional Flick View
* Pose Estimation and Video Annotation Approaches for Understanding Individual and Team Interaction During Augmented Reality-Enabled Mission Planning
* Position Estimation of Occluded Fingertip Based on Image of Dorsal Hand from RGB Camera
* Potential of Augmented Reality for Remote Support, The
* Pseudo-haptic Perception in Smartphones Graphical Interfaces: A Case Study
* Real-Time Data Analytics of COVID Pandemic Using Virtual Reality
* Rendering Tree Roots Outdoors: A Comparison Between Optical See Through Glasses and Smartphone Modules for Underground Augmented Reality Visualization
* Research on Sensing Localization and Orientation of Objects in VR with Facial Vibrotactile Display, A
* Review of Distributed VR Co-design Systems, A
* Review of Virtual Therapists in Anxiety and Phobias Alleviating Applications, A
* Robust Camera Motion Estimation for Point-of-View Video Stabilization
* Simulation of the Field of View in AR and VR Headsets
* SpatialViewer: A Remote Work Sharing Tool that Considers Intimacy Among Workers
* Supporting Embodied and Remote Collaboration in Shared Virtual Environments
* Survey on Applications of Augmented, Mixed and Virtual Reality for Nature and Environment, A
* Usability and User Experience of Interactions on VR-PC, HoloLens 2, VR Cardboard and AR Smartphone in a Biomedical Application
* User Defined Walking-In-Place Gestures for Intuitive Locomotion in Virtual Reality
* Using Head-Mounted Displays for Virtual Reality: Investigating Subjective Reactions to Eye-Tracking Scenarios
* Virtual Fieldwork: Designing Augmented Reality Applications Using Virtual Reality Worlds
* Virtual Reality Compensatory Aid for Improved Weapon Splash-Zone Awareness
* Virtual Reality Sickness Evaluation in Exergames for Older Hypertensive Patients: A Comparative Study of Training Methods in a Virtual Environment
* Virtual Solutions for Gathering Consumer Feedback on Food: A Literature Review and Analysis
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VAMR22 * *Virtual, Augmented and Mixed Reality
* AI-AR for Bridge Inspection by Drone
* Are You There? A Study on Measuring Presence in Immersive Virtual Reality
* Assessing User Experience of Text Readability with Eye Tracking in Virtual Reality
* Assisted Human-Robot Interaction for Industry Application Based Augmented Reality
* Body-Related Attentional Bias in Anorexia Nervosa and Body Dissatisfaction in Females: An Eye-Tracking and Virtual Reality New Paradigm
* Civil Aircraft Cockpit Control Device Design Using Mixed Reality Device, A
* Comparing the Effect of Airflow Direction on Simulator Sickness and User Comfort in a High-Fidelity Driving Simulator
* Critical Review of Extended Reality Applications in Aviation
* Design Framework for Social Virtual Reality Experiences: Exploring Social and Cultural Dimensions for Meaningful and Impactful VR, A
* Designing Virtual Environments for Smoking Cessation: A Preliminary Investigation
* Development and Validation of an Augmented and Mixed Reality Usability Heuristic Checklist, The
* Development of an Educational AR Tool for Visualization of Spatial Figures and Volume Calculation for Vocational Education
* Development of an Invisible Human Experience System Using Diminished Reality
* Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content
* Ease of Use and Preferences Across Virtual Reality Displays
* Effect of Personality Traits and Stressor Inducers on Users' Cognitive Load During Interactions with VR Environments
* Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Exhibitions
* Estimating Cognitive Load and Cybersickness of Pilots in VR Simulations via Unobtrusive Physiological Sensors
* Extended Reality Simulator for Advanced Trauma Life Support Training, An
* Flick Typing: A New VR Text Input System Based on Space Gestures
* Generating Hand Posture and Motion Dataset for Hand Pose Estimation in Egocentric View
* Hand Gesture Recognition for User Interaction in Augmented Reality (AR) Experience
* Human Factors Considerations for Head-Worn Displays in Civil Aviation
* Identification of Expert Tower Controller Visual Scanning Patterns in Support of the Development of Automated Training Tools
* Integration of Augmented, Virtual and Mixed Reality with Building Information Modeling: A Systematic Review
* Intertwining History and Places: The Design of TongSEE Location-Based Augmented Reality Application for History Learning
* Is Off-the-Shelf VR Software Ready for Medical Teaching?
* Island of Play: Reflections on How to Design Multiuser VR to Promote Social Interaction, The
* Learning Effect of Lay People in Gesture-Based Locomotion in Virtual Reality
* Me, Myself, and the (Virtual) World: A Review of Learning Research in 4E Cognition and Immersive Virtual Reality
* Method to Create a Metaverse Using Smartphone Data
* Multi-agent Crowd Simulation in an Active Shooter Environment
* Multi-person Collaborative Augmented Reality Assembly Process Evaluation System Based on HoloLens
* Multi-user Multi-platform xR Collaboration: System and Evaluation
* Multimodal Augmented Reality and Subtle Quidance for Industrial Assembly: A Survey and Ideation Method
* Natural 3D Object Manipulation for Interactive Laparoscopic Augmented Reality Registration
* Need for Universal Design of eXtended Reality (XR) Technology in Primary and Secondary Education, The
* Objective Quantification of Circular Vection in Immersive Environments
* Photographic Composition Guide for Photo Acquisition on Augmented Reality Glasses
* Practice Makes Perfect or Does It? Practice Effect in Flying HUD Localizer-Guided Low Visibility Takeoffs
* Preliminary Findings: Application of Maintenance Instructions Displayed in Augmented Reality
* Real-Time Bimanual Interaction Across Virtual Workspaces
* Relative Research on Psychological Character and Plot Design Preference for Audiences of VR Movies
* Sculpting in Augmented Reality
* Social-Emotional Competence for the Greater Good: Exploring the Use of Serious Game, Virtual Reality and Artificial Intelligence to Elicit Prosocial Behaviors and Strengthen Cognitive Abilities of Youth, Adolescents and Educators: A Systematic Review
* Spatial Augmented Reality (SAR) System for Agriculture Land Suitability Maps Visualization
* Tabletop 3D Digital Map Interaction with Virtual Reality Handheld Controllers
* Towards a Social VR-based Exergame for Elderly Users: An Exploratory Study of Acceptance, Experiences and Design Principles
* Towards Improvement of UX Using Gamification for Public Artistic and Historical Artifacts in AR
* Typing in Mid Air: Assessing One- and Two-Handed Text Input Methods of the Microsoft HoloLens 2
* User Movement for Safety Training in a Virtual Chemistry Lab
* Using AR Headset Camera to Track Museum Visitor Attention: Initial Development Phase
* Using Multi-modal Machine Learning for User Behavior Prediction in Simulated Smart Home for Extended Reality
* Vibrotactile Reaction Time Task to Measure Cognitive Performance in Virtual and Real Environments, A
* Virtual Access to STEM Careers: Two Preliminary Investigations
* Virtual Equipment System: First Evaluation of Egocentric Virtual Equipment for Sensory Settings
* Virtual Equipment System: Toward Bag of Holding and Other Extradimensional Storage in Extended Reality
* Virtual Reality Assembly of Physical Parts: The Impact of Interaction Interface Techniques on Usability and Performance
* Virtual Reality is Better Than Desktop for Training a Spatial Knowledge Task, but Not for Everyone
* Visualization of Macroscopic Structure of Ultra-high Performance Concrete Based on X-ray Computed Tomography Using Immersive Environments
61 for VAMR22

VAMR23 * *Virtual, Augmented and Mixed Reality
* Approach for Visual Realism Complexity Classification of 3d Models in Virtual and Augmented Reality, An
* Approach to Investigate an Influence of Visual Angle Size on Emotional Activation During a Decision-making Task, An
* AR-Based Visitor Support System for Enhancing the Liveliness of Sightseeing Spots Using Cg Humanoid Models
* Bibliometric-based Study of Virtual Reality User Interface Design, A
* Bow Device for Accurate Reproduction of Archery in XR Environment
* Designing and Evaluating a Virtual Reality Training for Paramedics to Practice Triage in Complex Situations
* Detecting Swarm Degradation: Measuring Human and Machine Performance
* Development and Discussion of an Authentic Game to Develop Cleaning Skills
* Development of Mix-reality Interface and Synchronous Robot Fabrication for the Collaborative Construction, The
* Effect of Repulsive Positions on Haptic Feedback on Using a String-based Device Virtual Objects Without a Real Tool
* Effect of Tactile Affordance During the Design of Extended Reality-based Training Environments for Healthcare Contexts
* Embedding Self-assessment Manikins in Mobile Augmented Reality Applications
* Enhanced Scene Interpretation and Perception Through 3d Virtual Thermal Imaging
* Gender Effects on Physical Contact in Social VR
* Gender Stereotypes in Interaction Design. Render Me: Augmented Reality Masks to Inhabit the Metaverse
* Head Mounted Display Attachment Olfactory Display to Offer Multimodal Sensory Information for Advertisements in Metaverse, A
* HUD Training and Extended Reality Solutions
* Humanoid Saxophone-playing Robot Based on Instrument-centered Design, A
* Impacts of Dual Head-up Display Use on Workload in the Civil Aviation Flight Deck: Implications for Crew Coordination
* Inner Voices: Reflexive Augmented Listening
* Interactive Avatar Creation System from Learned Attributes for Virtual Reality
* Investigating the Role of Vection, Presence, and Stress on Visually Induced Motion Sickness
* Is Industrial Tomography Ready for Augmented Reality? A Need-finding Study of How Augmented Reality Can Be Adopted by Industrial Tomography Experts
* Iterative Design of an Immersive Analytics Environment Based on Frame of Reference
* Metaverse Interactive Experience Space Based on Oriental Prayer Culture, A
* Methods of Visualizing Landing Performance in Low-visibility ILS Approaches (preliminary Findings)
* Mixed Reality Applications for Manipulating Robots and Rovers: Arsis 6.0
* Modular 3d Interface Design for Accessible VR Applications
* Multi-user VR Experience for Creating and Trading Non-fungible Tokens
* Multimodal Approach to Assess a Virtual Reality-based Surgical Training Platform
* Multimodality: Exploring Sensibility and Sense-making Beyond the Metaverse
* Now Look Here! ? Mixed Reality Improves Robot Communication Without Cognitive Overload
* Participatory Design Approach to Develop a VR-based Electrocardiogram Training Simulator, A
* Physiological Data Placement Recommendations for VR Sport Applications
* Preliminary Experiment for Measuring the Anxiety Level Using Heart Rate Variability
* Pseudo-haptic Feedback Design for Virtual Activities in Human Computer Interface
* Realtime-3D Interactive Content Creation for Multi-platform Distribution: A 3d Interactive Content Creation User Study
* Recovery Effect of Different Virtual Natural Environments on Stress in Short-term Isolation Tasks
* Relevance-aware Question Generation in Non-task-oriented Dialogue Systems
* Research on Mixed Reality Visual Augmentation Method for Teleoperation Interactive System
* Study on Color Schemes for Nostalgic Illustrations, A
* Teamwork in Software Development and What Personality Has to Do with It: An Overview
* Treatment of Anorexia Nervosa Through Virtual Reality-based Body Exposure and Reduction of Attentional Bias
* UI Design Recommendations for Multimodal XR Interfaces Using a Collaborative System
* Virtual Construction Simulation: Evaluating Impact of Immersion and Interactivity on Novice Designers
* Virtual Reality Immersion: Enhancing Physician Communication to Promote Ethical Behavior at the Bedside
* Visual Attention in Extended Reality and Implications for Aviation Safety
* VR Office Applying Modern Search and Filter Concepts for Knowledge Workers, A
* What Makes First Steps Users Rave About Virtual Reality? An Explorative Qualitative Study of Consumers' First VR Experience
50 for VAMR23

Index for "v"


Last update:16-Mar-24 21:12:13
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