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Titlebook: Extended Reality; International Confer Lucio Tommaso De Paolis,Pasquale Arpaia,Marco Sacc Conference proceedings 2023 The Editor(s) (if app

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樓主: Embolism
31#
發(fā)表于 2025-3-26 22:22:29 | 只看該作者
Marianne R?bl-Mathieu,Ariane Kunsteinces and augmented features in affordable mobile devices. Despite its accessibility, XR technology has yet to realize its full potential in small and medium-sized businesses (SMEs) due to concerns surrounding its applicability in business-related activities. To address this gap, we presented a novel
32#
發(fā)表于 2025-3-27 03:55:16 | 只看該作者
https://doi.org/10.1007/978-3-319-50706-4ated technologies and applications in recent years and gradually becoming the focus of 3D learning environments. Since the Metaverse, as a link between the real world and its virtual counterpart, can provide learners with immersive experiences, many researchers and instructional designers begin to f
33#
發(fā)表于 2025-3-27 07:25:33 | 只看該作者
34#
發(fā)表于 2025-3-27 12:12:35 | 只看該作者
https://doi.org/10.1007/978-3-662-45379-7es and making experiences available to individuals who may face physical barriers. XR technology, combined with hyper-realistic avatars and innovative interfaces, holds great promise for revolutionizing rehabilitation practices and improving the quality of life for individuals with serious mobility
35#
發(fā)表于 2025-3-27 15:01:05 | 只看該作者
https://doi.org/10.1007/978-1-4614-6907-0e 360-degree video approaches the high-quality found in feature film. Extensive research has been done on embodiment and presence in relation to Virtual Reality (VR), however, there is a lack of existing literature on the narrative effects of embodiment and perspective in narrative VR films. Explori
36#
發(fā)表于 2025-3-27 21:48:23 | 只看該作者
37#
發(fā)表于 2025-3-27 23:07:24 | 只看該作者
978-3-031-43400-6The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
38#
發(fā)表于 2025-3-28 04:53:42 | 只看該作者
39#
發(fā)表于 2025-3-28 07:42:01 | 只看該作者
Passive Haptic Feedback for?More Realistic and?Efficient Grasping Movements in?Virtual Environmentst scenarios: a traditional VR environment where virtual objects don’t have any real counterparts; an MR environment that uses an ecological object substitution technique where the user can interact with real objects that are tracked in real-time and see a virtual counterpart; and the corresponding r
40#
發(fā)表于 2025-3-28 11:27:43 | 只看該作者
A Framework for?Animating Customized Avatars from?Monocular Videos in?Virtual Try-On Applicationsr generating the data structures used for the avatar animation. This component assumes that the mesh of the avatar is described through the Sparse Unified Part-Based Human Representation (SUPR). The second component of the framework is designed to animate the avatar through motion capture by making
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