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Extended Reality

Overview of attention for book
Cover of 'Extended Reality'

Table of Contents

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    Book Overview
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    Chapter 1 Rehabilitation of Post-COVID Patients: A Virtual Reality Home-Based Intervention Including Cardio-Respiratory Fitness Training
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    Chapter 2 Comparison of the Effect of Exposing Users for Height While Being Active Versus Passive in a Virtual Environment - A Pilot Study
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    Chapter 3 A Proposal for a Computational Framework Architecture and Design for Massive Virtual World Generation and Simulation
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    Chapter 4 Evaluating Forms of User Interaction with a Virtual Exhibition of Household Appliances
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    Chapter 5 TryItOn: A Virtual Dressing Room with Motion Tracking and Physically Based Garment Simulation
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    Chapter 6 Automatic Generation of 3D Animations from Text and Images
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    Chapter 7 Design Process of a Ceramic Modeling Application for Virtual Reality Art Therapy
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    Chapter 8 Computer Simulation of a Spectrum Analyzer Based on the Unity Game Engine
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    Chapter 9 The Influence of Method of Control and Visual Aspects on Exploratory Decisions in 3D Video Games Environments
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    Chapter 10 Collaborative Virtual Reality Environment for Training Load Movement with Overhead Bridge Cranes
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    Chapter 11 A VR Multiplayer Application for Fire Fighting Training Simulations
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    Chapter 12 Effects of Head Rotation and Depth Enhancement in Virtual Reality User-Scene Interaction
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    Chapter 13 Are We Ready for Take-Off ? Learning Cockpit Actions with VR Headsets
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    Chapter 14 Virtual Reality as a Collaborative Tool for Digitalised Crime Scene Examination
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    Chapter 15 A Virtual Reality Application for Stress Reduction: Design and First Implementation of ERMES Project
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    Chapter 16 Efficient and Secure Transmission of Digital Data in the 5G Era
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    Chapter 17 Hand Interaction Toolset for Augmented Reality Environments
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    Chapter 18 Assessing Visual Cues for Improving Awareness in Collaborative Augmented Reality
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    Chapter 19 Human Augmentation: An Enactive Perspective
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    Chapter 20 XRShip: Augmented Reality for Ship Familiarizations
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    Chapter 21 Coupling Mobile AR with a Virtual Agent for End-User Engagement
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    Chapter 22 3D Audio + Augmented Reality + AI Chatbots + IoT: An Immersive Conversational Cultural Guide
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    Chapter 23 Regulating the Metaverse, a Blueprint for the Future
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    Chapter 24 Do Presence Questionnaires Actually Measure Presence? A Content Analysis of Presence Measurement Scales
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    Chapter 25 Self Assessment Tool to Bridge the Gap Between XR Technology, SMEs, and HEIs
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    Chapter 26 An Overview on Technologies for the Distribution and Participation in Live Events
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    Chapter 27 How to Improve Vehicle Lateral Control: The Effect of Visual Feedback Luminance
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    Chapter 28 Extended Reality Technologies and Social Inclusion: The Role of Virtual Reality in Includiamoci Project
Attention for Chapter 8: Computer Simulation of a Spectrum Analyzer Based on the Unity Game Engine
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Chapter title
Computer Simulation of a Spectrum Analyzer Based on the Unity Game Engine
Chapter number 8
Book title
Extended Reality
Published by
Springer, Cham, January 2022
DOI 10.1007/978-3-031-15546-8_8
Book ISBNs
978-3-03-115545-1, 978-3-03-115546-8
Authors

Daineko, Ye. A., Aitmagambetov, A. Z., Tsoy, D. D., Kulakayeva, A. E., Ipalakova, M. T.

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 2 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 2 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 50%
Unknown 1 50%
Readers by discipline Count As %
Engineering 1 50%
Unknown 1 50%