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Virtual, Augmented and Mixed Reality: Design and Development

Overview of attention for book
Cover of 'Virtual, Augmented and Mixed Reality: Design and Development'

Table of Contents

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    Book Overview
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    Chapter 1 Integration of Augmented, Virtual and Mixed Reality with Building Information Modeling: A Systematic Review
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    Chapter 2 Visualization of Macroscopic Structure of Ultra-high Performance Concrete Based on X-ray Computed Tomography Using Immersive Environments
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    Chapter 3 Photographic Composition Guide for Photo Acquisition on Augmented Reality Glasses
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    Chapter 4 Method to Create a Metaverse Using Smartphone Data
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    Chapter 5 Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content
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    Chapter 6 Multi-user Multi-platform xR Collaboration: System and Evaluation
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    Chapter 7 Using Multi-modal Machine Learning for User Behavior Prediction in Simulated Smart Home for Extended Reality
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    Chapter 8 Virtual Equipment System: Toward Bag of Holding and Other Extradimensional Storage in Extended Reality
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    Chapter 9 Virtual Equipment System: First Evaluation of Egocentric Virtual Equipment for Sensory Settings
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    Chapter 10 Effect of Personality Traits and Stressor Inducers on Users’ Cognitive Load During Interactions with VR Environments
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    Chapter 11 The Development and Validation of an Augmented and Mixed Reality Usability Heuristic Checklist
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    Chapter 12 A Vibrotactile Reaction Time Task to Measure Cognitive Performance in Virtual and Real Environments
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    Chapter 13 Assessing User Experience of Text Readability with Eye Tracking in Virtual Reality
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    Chapter 14 Virtual Reality is Better Than Desktop for Training a Spatial Knowledge Task, but Not for Everyone
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    Chapter 15 Is Off-the-Shelf VR Software Ready for Medical Teaching?
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    Chapter 16 Ease of Use and Preferences Across Virtual Reality Displays
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    Chapter 17 Objective Quantification of Circular Vection in Immersive Environments
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    Chapter 18 Are You There? A Study on Measuring Presence in Immersive Virtual Reality
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    Chapter 19 Tabletop 3D Digital Map Interaction with Virtual Reality Handheld Controllers
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    Chapter 20 Hand Gesture Recognition for User Interaction in Augmented Reality (AR) Experience
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    Chapter 21 Natural 3D Object Manipulation for Interactive Laparoscopic Augmented Reality Registration
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    Chapter 22 Generating Hand Posture and Motion Dataset for Hand Pose Estimation in Egocentric View
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    Chapter 23 Real-Time Bimanual Interaction Across Virtual Workspaces
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    Chapter 24 Typing in Mid Air: Assessing One- and Two-Handed Text Input Methods of the Microsoft HoloLens 2
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    Chapter 25 Learning Effect of Lay People in Gesture-Based Locomotion in Virtual Reality
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    Chapter 26 Flick Typing: A New VR Text Input System Based on Space Gestures
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    Chapter 27 A Design Framework for Social Virtual Reality Experiences: Exploring Social and Cultural Dimensions for Meaningful and Impactful VR
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    Chapter 28 Designing Virtual Environments for Smoking Cessation: A Preliminary Investigation
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    Chapter 29 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
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    Chapter 30 Body-Related Attentional Bias in Anorexia Nervosa and Body Dissatisfaction in Females: An Eye-Tracking and Virtual Reality New Paradigm
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    Chapter 31 Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Exhibitions
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    Chapter 32 The Island of Play: Reflections on How to Design Multiuser VR to Promote Social Interaction
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    Chapter 33 Development of an Invisible Human Experience System Using Diminished Reality
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    Chapter 34 Towards a Social VR-based Exergame for Elderly Users: An Exploratory Study of Acceptance, Experiences and Design Principles
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    Chapter 35 Relative Research on Psychological Character and Plot Design Preference for Audiences of VR Movies
Attention for Chapter 25: Learning Effect of Lay People in Gesture-Based Locomotion in Virtual Reality
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About this Attention Score

  • Above-average Attention Score compared to outputs of the same age (56th percentile)
  • Good Attention Score compared to outputs of the same age and source (78th percentile)

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6 X users

Citations

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Chapter title
Learning Effect of Lay People in Gesture-Based Locomotion in Virtual Reality
Chapter number 25
Book title
Virtual, Augmented and Mixed Reality: Design and Development
Published in
arXiv, June 2022
DOI 10.1007/978-3-031-05939-1_25
Book ISBNs
978-3-03-105938-4, 978-3-03-105939-1
Authors

Alexander Schäfer, Gerd Reis, Didier Stricker, Schäfer, Alexander, Reis, Gerd, Stricker, Didier

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 1 Mendeley reader of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 1 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 1 100%
Readers by discipline Count As %
Computer Science 1 100%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 19 June 2022.
All research outputs
#14,095,539
of 24,093,053 outputs
Outputs from arXiv
#219,358
of 1,020,419 outputs
Outputs of similar age
#169,887
of 401,111 outputs
Outputs of similar age from arXiv
#7,114
of 36,589 outputs
Altmetric has tracked 24,093,053 research outputs across all sources so far. This one is in the 40th percentile – i.e., 40% of other outputs scored the same or lower than it.
So far Altmetric has tracked 1,020,419 research outputs from this source. They receive a mean Attention Score of 4.0. This one has done well, scoring higher than 76% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 401,111 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 56% of its contemporaries.
We're also able to compare this research output to 36,589 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 78% of its contemporaries.