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
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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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Last update:14-Jul-19 22:44:28
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