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Titlebook: HCI International 2024 Posters; 26th International C Constantine Stephanidis,Margherita Antona,Gavriel Conference proceedings 2024 The Edi

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樓主: SPARK
51#
發(fā)表于 2025-3-30 09:01:39 | 只看該作者
The State of International Societylized professionals and multiple iterations. However, the integration of Augmented Reality technology offers an easy-to-use solution by streamlining decision-making processes for individuals and companies, effectively reducing the required resources in terms of effort and time. This poster introduce
52#
發(fā)表于 2025-3-30 13:51:31 | 只看該作者
https://doi.org/10.1007/978-1-349-16506-3 hand gestures, is a useful way to interact with virtual objects located at a distance in a controller-free environment. However, considering a real-world situation where various obstacles may block the user’s view, it is necessary to study how to interact with close objects. This study aimed to com
53#
發(fā)表于 2025-3-30 17:02:03 | 只看該作者
https://doi.org/10.1007/978-1-4613-4142-0 established. The current state of the art in UX and UX evaluation needs to be extended to include aspects that are usually not considered when interacting with mobile or desktop applications..In spatial computing, devices are aware of 3-dimensional physical space and enable human actions with spati
54#
發(fā)表于 2025-3-31 00:17:10 | 只看該作者
https://doi.org/10.1007/978-3-319-96995-4 with the rise of the metaverse, Virtual Reality (VR) is revolutionizing the film experience. This paper focuses on VR movies, which utilize head-mounted devices like VR headsets to immerse users in virtual environments, transcending traditional cinematic boundaries. By integrating embodiment theory
55#
發(fā)表于 2025-3-31 01:06:56 | 只看該作者
,Evolution of an Idea 1789—1914,onment. In the design of AR books, interactive design is a crucial factor. Based on the analysis of the interactive design principle of AR books, this paper carries out the application research on the interactive design of AR books “Lost Time”. In the process of design and research practice, “empath
56#
發(fā)表于 2025-3-31 08:29:15 | 只看該作者
57#
發(fā)表于 2025-3-31 09:35:15 | 只看該作者
58#
發(fā)表于 2025-3-31 15:29:18 | 只看該作者
Angela M. Mendoza-Henao,Juan C. Garcia-Rst basic form of target selection interaction, it is widely used in target selection tasks. Previous work has explored the impact of various feedback factors on the interaction efficiency of grasping target selection. However, research has yet to focus on the impact of the interactive range of objec
59#
發(fā)表于 2025-3-31 19:20:00 | 只看該作者
60#
發(fā)表于 2025-4-1 00:35:47 | 只看該作者
Unraveling the Meta Quest 3: An Out-of-Box Experience of the Future of Mixed Reality Headsetse as more affordable devices and applications become available (Bottani & Vignali, 2019; Ahir et al., 2020). As such, it is necessary to understand a user’s first impressions of these products as it demonstrates a product’s ease of use, learnability, and acceptance. An Out-of-Box Experience (OOBE) i
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