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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 23: Regulating the Metaverse, a Blueprint for the Future
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Chapter title
Regulating the Metaverse, a Blueprint for the Future
Chapter number 23
Book title
Extended Reality
Published by
Springer, Cham, January 2022
DOI 10.1007/978-3-031-15546-8_23
Book ISBNs
978-3-03-115545-1, 978-3-03-115546-8
Authors

Rosenberg, Louis B.

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 61 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 61 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 6 10%
Unspecified 5 8%
Lecturer 4 7%
Other 2 3%
Researcher 2 3%
Other 7 11%
Unknown 35 57%
Readers by discipline Count As %
Computer Science 8 13%
Unspecified 5 8%
Social Sciences 3 5%
Business, Management and Accounting 2 3%
Earth and Planetary Sciences 2 3%
Other 3 5%
Unknown 38 62%