{"product_id":"de-lucio-paolis-tommaso-extended-reality-9783031977770","title":"Extended Reality","description":".- Crafting Virtual Humans for Immersive XR Applications.\n\u003cbr\u003e\n.- A Framework for Enhancing Emotion Expression in Non-Playable Characters Using Large Language Models.\n\u003cbr\u003e\n.- MoodyNPC: Personality \u0026amp; Facial Expressions for Virtual Humans.\n\u003cbr\u003e\n.- 3D Avatar Reconstruction System with Real- time Facial Expression for Teleconference Application in Augmented Reality.\n\u003cbr\u003e\n.- SpatialFlow: Towards Interaction Design in Virtual Reality for People with Autism.\n\u003cbr\u003e\n.- Transformation of MetaHumans for a Generic XR Workflow.\n\u003cbr\u003e\n.- Visualization of 3D Rockfalls Trajectories on Digital Terrain Models Using Virtual Reality Techniques.\n\u003cbr\u003e\n.- Transforming Career Development Through Immersive and Data-Driven Solutions.\n\u003cbr\u003e\n.- A Survey of Memory Models for Virtual Humans: From Psychological Foundations to Computational Architectures.\n\u003cbr\u003e\n.- From Words to Emotions: Evaluating Text-to-Motion Body Language for Believable Emotions in Virtual Humans.\n\u003cbr\u003e\n.- Designing Inclusive Interfaces: Sign Language Interpreters in Digital Libraries.\n\u003cbr\u003e\n.- Exploration of Secure Attachment Priming in Immersive Virtual Environments.\n\u003cbr\u003e\n.- Enhancing Healthcare with 3D Technologies: Motion Capture and Animation in the MoCASA Library.\n\u003cbr\u003e\n.- eXtended Reality for Serious Games.\n\u003cbr\u003e\n.- CrossNetVR: A Virtual Learning Environment for Teaching T568-A and T568-B Network Cabling Standards Using Unreal Engine.\n\u003cbr\u003e\n.- Usability Evaluation of \"Paint!\" VR Game Designed for Frail Older Adults.\n\u003cbr\u003e\n.- A web-based interactive digital twin for marine robotics education.\n\u003cbr\u003e\n.- Use of an interactive augmented reality concept map tool in education: a pilot study on teachers' opinions.\n\u003cbr\u003e\n.- Exploiting Immersive Virtual Reality for Maintenance Training of Freight Trains.\n\u003cbr\u003e\n.- Innovative Augmented Reality Applications for Cardiac Physiology and Pathophysiology Education: An Interactive Approach for Coronary Anatomy and Interventional Procedures.\n\u003cbr\u003e\n.- Getting Serious About Serious VR Games for People with Dementia: A Scoping Review of Applications Designed to Date.\n\u003cbr\u003e\n.- Development of VR Physics Labs at Metauniversity.\n\u003cbr\u003e\n.- Concentration in Learning: VR vs. Traditional.\n\u003cbr\u003e\n.- Dynamic Training Environments in XR: A User-Centered Adaptive System.\n\u003cbr\u003e\n.- Using computer vision in Mixed Reality games.\n\u003cbr\u003e\n.- Comparing Traditional and eXtended Reality-based Learning: Effects on Performance, Emotions, and Cognitive Aspects.\n\u003cbr\u003e\n.- ReplEye: An Open-Source Pipeline for Gathering, Analyzing, and Replaying Eye-Tracking Data with MRTK.\n\u003cbr\u003e\n.- Gamification strategies as a motivational factor for learning in high school students: a preliminary.\n\u003cbr\u003e\n.- Development of a Multi-User Virtual Reality System for Military Band Jump Training.\n\u003cbr\u003e\n.- Autonomous Virtual Reality Integration for Active Thermography: Engineering Education and Experimentation.\n\u003cbr\u003e\n.- Shared Physical Feedback: A Shared VR space Integrated with Physical Feedback.\n\u003cbr\u003e\n.- Addressing on-the field co-registration for AR assisted maintenance operation: the AURORA project.\n\u003cbr\u003e\n.- From Gamification to Virtual Reality: The Evolution of the Gamified Education Networking Learning Management System through Design-Based Research in Simulation-Based Education.\n\u003cbr\u003e\n.- Science Dissemination in STEAM Projects - a Virtual Reality educational game on electrical circuits.\n\u003cbr\u003e\n.- Reviewing Virtual Reality’s Potential in CBRN Training: Synergizing AI, HCI, and Psychology for Immersive Preparedness.\n\u003cbr\u003e\n.- VR-Based Rehabilitation in a Virtual Home: a Perspective on Cognitive and Motor Recovery.\n\u003cbr\u003e\n.- The Role of Social and Neural Synchrony in Enhancing Learning and Collaboration in VR Serious Games: a Two-Study Protocol.\n\u003cbr\u003e\n.- Virtual Reality Escape Room for Adolescents with Autism Spectrum Disorder.\n\u003cbr\u003e\n.- From 2D drawings to 3D representations in immersive environments: the Sketch to Pipe app.","brand":"Springer","offers":[{"title":"Default Title","offer_id":53753225904470,"sku":null,"price":0.0,"currency_code":"EUR","in_stock":false}],"url":"https:\/\/www.momoxbooks.com\/products\/de-lucio-paolis-tommaso-extended-reality-9783031977770","provider":"momoxbooks","version":"1.0","type":"link"}