Virtual, Augmented and Mixed Reality : 17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22-27, 2025, Proceedings, Part I (Lecture Notes in Computer Science)

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Virtual, Augmented and Mixed Reality : 17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22-27, 2025, Proceedings, Part I (Lecture Notes in Computer Science)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 321 p.
  • 言語 ENG
  • 商品コード 9783031936999
  • DDC分類 006.8

Full Description

This three-volume set, LNCS 15788-15790, constitutes the refereed proceedings of the 17th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2025, held as part of the 27th International Conference on Human-Computer Interaction, HCII 2025, in Gothenburg, Sweden, during June 22-27, 2025.

The total of 1430 papers and 355 posters included in the HCII 2025 proceedings were carefully reviewed and selected from 7972 submissions.

The papers presented in these three volumes are organized in the following topical sections:: 

Part I: Designing and Developing Virtual Environments; UX in Virtual Environments

Part II: VR, Culture, Art and Entertainment; Social Interaction and Wellbeing in Virtual Environments

Part III: VR Games; Virtual Environments for Learning, Training and Professional Development; Multimodal Interaction in Virtual Environments

Contents

.- Designing and Developing Virtual Environments.

.- Fatigue Considerations for Extended Reality Applications in Aviation.
.- Transcending Dimensions using Generative AI: Real-Time 3D Model Generation in Augmented Reality.
.- On Target: Constant Activity Constrained Semi-Supervised Feature Selection for Marksmanship Activity Classification.
.- Automated Identification of Areas of Interest in Dynamic Head-Mounted Display Videos for Virtual Reality Forensic Psychology Applications.
.- Affordance as an Interactive Feature to Enhance Usability in Virtual Reality.
.- Enabling Users in Virtual-Reality-Based Human-Centered Design Processes: The Role of Objective Validation on Acceptance, Usability, and User Experience.
.- Applying Consistent Spatial Interaction Techniques to Factory Layout Planning.
.- Recent User Interface and Experience Development in Virtual Reality: A Literature Study.
.- Exploring the Role of Generative Artificial Intelligence in Virtual Reality: Opportunities and Future Perspectives.

.- UX in Virtual Environments.

.- What You See Is What You Map: Exploring the Impact of Viewpoint Transitions on Cognitive Mapping in VR.
.- VR-assisted Wayfinding System User Evaluation.
.- Assessing Situation Awareness in Different Space Teleoperation Tasks Using Eye-Tracking.
.- Virtual Reality-Based Analysis of Urban Waterfront Lighting Elements' Influence on Visual Behavior.
.- The Mechanism of Consumer Emotional Experience Under Different Virtual Shopping Presentation Modes.
.- The Impact of Virtual Object Interaction on Episodic Memory: The Role of Bodily-Self Consciousness and Presence .
.- The Impact of Locomotion Fidelity on the Usability of VR Pedestrians' Gap Acceptance Simulators.
.- How Visually Induced Motion Sickness Is Affected by Stimulus Characteristics and Individual Factors in Younger and Older Adults.
.- Examining the Effects of Redirected Walking and Resets on Spatial Knowledge Acquisition.
.- Effects of Visual Stimuli on Perceived Sound Volume in Virtual Reality Spaces.
.- Elderly and Young Drivers' Perceptions, Beliefs, and Preferences of Advanced Driving Assistance Systems (ADAS).

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