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Virtual and Mixed Reality - Systems and Applications

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Cover of 'Virtual and Mixed Reality - Systems and Applications'

Table of Contents

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    Book Overview
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    Chapter 1 Serious Games for Psychological Health Education
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    Chapter 2 Mixed Reality as a Means to Strengthen Post-stroke Rehabilitation
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    Chapter 3 A Virtual Experiment Platform for Mechanism Motion Cognitive Learning
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    Chapter 4 Mechatronic Prototype for Rigid Endoscopy Simulation
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    Chapter 5 Patterns of Gaming Preferences and Serious Game Effectiveness
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    Chapter 6 Serious Games for the Therapy of the Posttraumatic Stress Disorder of Children and Adolescents
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    Chapter 7 Virtual Reality as Knowledge Enhancement Tool for Musculoskeletal Pathology
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    Chapter 8 Study of Optimal Behavior in Complex Virtual Training Systems
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    Chapter 9 Farming Education: A Case for Social Games in Learning
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    Chapter 10 Sample Size Estimation for Statistical Comparative Test of Training by Using Augmented Reality via Theoretical Formula and OCC Graphs: Aeronautical Case of a Component Assemblage
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    Chapter 11 Enhancing English Learning Website Content and User Interface Functions Using Integrated Quality Assessment
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    Chapter 12 The Influence of Virtual World Interactions toward Driving Real World Behaviors
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    Chapter 13 Interactive Performance: Dramatic Improvisation in a Mixed Reality Environment for Learning
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    Chapter 14 Emotions and Telerebabilitation: Pilot Clinical Trials for Virtual Telerebabilitation Application Using Haptic Device and Its Impact on Post Stroke Patients’ Mood and Motivation
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    Chapter 15 An Interactive Multimedia System for Parkinson’s Patient Rehabilitation
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    Chapter 16 VClav 2.0 – System for Playing 3D Virtual Copy of a Historical Clavichord
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    Chapter 17 A System for Creating the Content for a Multi-sensory Theater
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    Chapter 18 Wearable Display System for Handing Down Intangible Cultural Heritage
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    Chapter 19 Stroke-Based Semi-automatic Region of Interest Detection Algorithm for In-Situ Painting Recognition
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    Chapter 20 Personalized Voice Assignment Techniques for Synchronized Scenario Speech Output in Entertainment Systems
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    Chapter 21 Instant Movie Casting with Personality: Dive into the Movie System
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    Chapter 22 A Realtime and Direct-Touch Interaction System for the 3D Cultural Artifact Exhibition
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    Chapter 23 Digital Display Case: A Study on the Realization of a Virtual Transportation System for a Museum Collection
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    Chapter 24 Integrating Multi-agents in a 3D Serious Game Aimed at Cognitive Stimulation
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    Chapter 25 Automatic 3-D Facial Fitting Technique for a Second Life Avatar
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    Chapter 26 Reflected in a Liquid Crystal Display: Personalization and the Use of Avatars in Serious Games
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    Chapter 27 Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation
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    Chapter 28 Interactive Exhibition with Ambience Using Video Avatar and Animation on Huge Screen
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    Chapter 29 Realistic Facial Animation by Automatic Individual Head Modeling and Facial Muscle Adjustment
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    Chapter 30 Geppetto: An Environment for the Efficient Control and Transmission of Digital Puppetry
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    Chapter 31 Body Buddies: Social Signaling through Puppeteering
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    Chapter 32 Why Can’t a Virtual Character Be More Like a Human: A Mixed-Initiative Approach to Believable Agents
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    Chapter 33 Collaborative Mixed-Reality Platform for the Design Assessment of Cars Interior
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    Chapter 34 Active Location Tracking for Projected Reality Using Wiimotes
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    Chapter 35 Fast Prototyping of Virtual Replica of Real Products
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    Chapter 36 Effectiveness of a Tactile Display for Providing Orientation Information of 3d-patterned Surfaces
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    Chapter 37 ClearSpace: Mixed Reality Virtual Teamrooms
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    Chapter 38 Mesh Deformations in X3D via CUDA with Freeform Deformation Lattices
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    Chapter 39 Visualization and Management of u-Contents for Ubiquitous VR
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    Chapter 40 Semi Autonomous Camera Control in Dynamic Virtual Environments
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    Chapter 41 Panoramic Image-Based Navigation for Smart-Phone in Indoor Environment
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    Chapter 42 Foundation of a New Digital Ecosystem for u-Content: Needs, Definition, and Design
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    Chapter 43 Semantic Web-Techniques and Software Agents for the Automatic Integration of Virtual Prototypes
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    Chapter 44 Virtual Factory Manager
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    Chapter 45 FiveStar: Ultra-Realistic Space Experience System
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    Chapter 46 Synchronous vs. Asynchronous Control for Large Robot Teams
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    Chapter 47 Acceleration of Massive Particle Data Visualization Based on GPU
Overall attention for this book and its chapters
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Mentioned by

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1 patent

Citations

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8 Dimensions

Readers on

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46 Mendeley
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Title
Virtual and Mixed Reality - Systems and Applications
Published by
Springer Berlin Heidelberg, June 2011
DOI 10.1007/978-3-642-22024-1
ISBNs
978-3-64-222023-4, 978-3-64-222024-1
Editors

Shumaker, Randall

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 46 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 3 7%
Germany 1 2%
Italy 1 2%
Unknown 41 89%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 16 35%
Student > Master 9 20%
Student > Bachelor 8 17%
Researcher 5 11%
Student > Doctoral Student 2 4%
Other 6 13%
Readers by discipline Count As %
Computer Science 22 48%
Engineering 5 11%
Social Sciences 3 7%
Business, Management and Accounting 2 4%
Economics, Econometrics and Finance 2 4%
Other 8 17%
Unknown 4 9%