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Extended Reality

International Conference, XR Salento 2025, Otranto, Italy, June 17–20, 2025, Proceedings, Part...

Lucio Tommaso De Paolis Pasquale Arpaia Marco Sacco

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English
Springer International Publishing AG
03 September 2025
The seven-volume set LNCS 15737-15743 constitutes the proceedings of the International Conference on Extended Reality, XR Salento 2025, held in Otranto, Italy, during June 17-20, 2025. The 128 full papers presented together with 65 short papers were carefully reviewed and selected from 256 submissions. The papers are organized in the following topical sections: Part I: Virtual Reality; and Augmented and Mixed Reality. Part II: Extended Reality; and Extended Reality in Education and Learning. Part III: Transforming Research and Clinical Interventions with eXtended Reality. Part IV: Digital Twin: Innovative Approaches in Industry and Healthcare. Part V: eXtended Reality for Cultural Tourism Sustainability; eXtended Reality for Art, Design, and Entertainment; and Digital Twin and Smart Virtual Representations for Cultural Heritage. Part VI: Crafting Virtual Humans for Immersive XR Applications; and eXtended Reality for Serious Games. Part VII: Artificial Intelligence; Integrating Artificial Intelligence, Computer Vision and Augmented Reality in Computer-Assisted Intervention; and AI-Driven XR Innovations in Healthcare: Bridging Technology and Ethics.
Edited by:   , ,
Imprint:   Springer International Publishing AG
Country of Publication:   Switzerland
Volume:   15742
Dimensions:   Height: 235mm,  Width: 155mm, 
ISBN:   9783031977770
ISBN 10:   3031977777
Series:   Lecture Notes in Computer Science
Pages:   501
Publication Date:  
Audience:   Professional and scholarly ,  College/higher education ,  Undergraduate ,  Further / Higher Education
Format:   Paperback
Publisher's Status:   Active
.- Crafting Virtual Humans for Immersive XR Applications. .- A Framework for Enhancing Emotion Expression in Non-Playable Characters Using Large Language Models. .- MoodyNPC: Personality & Facial Expressions for Virtual Humans. .- 3D Avatar Reconstruction System with Real- time Facial Expression for Teleconference Application in Augmented Reality. .- SpatialFlow: Towards Interaction Design in Virtual Reality for People with Autism. .- Transformation of MetaHumans for a Generic XR Workflow. .- Visualization of 3D Rockfalls Trajectories on Digital Terrain Models Using Virtual Reality Techniques. .- Transforming Career Development Through Immersive and Data-Driven Solutions. .- A Survey of Memory Models for Virtual Humans: From Psychological Foundations to Computational Architectures. .- From Words to Emotions: Evaluating Text-to-Motion Body Language for Believable Emotions in Virtual Humans. .- Designing Inclusive Interfaces: Sign Language Interpreters in Digital Libraries. .- Exploration of Secure Attachment Priming in Immersive Virtual Environments. .- Enhancing Healthcare with 3D Technologies: Motion Capture and Animation in the MoCASA Library. .- eXtended Reality for Serious Games. .- CrossNetVR: A Virtual Learning Environment for Teaching T568-A and T568-B Network Cabling Standards Using Unreal Engine. .- Usability Evaluation of “Paint!” VR Game Designed for Frail Older Adults. .- A web-based interactive digital twin for marine robotics education. .- Use of an interactive augmented reality concept map tool in education: a pilot study on teachers' opinions. .- Exploiting Immersive Virtual Reality for Maintenance Training of Freight Trains. .- Innovative Augmented Reality Applications for Cardiac Physiology and Pathophysiology Education: An Interactive Approach for Coronary Anatomy and Interventional Procedures. .- Getting Serious About Serious VR Games for People with Dementia: A Scoping Review of Applications Designed to Date. .- Development of VR Physics Labs at Metauniversity. .- Concentration in Learning: VR vs. Traditional. .- Dynamic Training Environments in XR: A User-Centered Adaptive System. .- Using computer vision in Mixed Reality games. .- Comparing Traditional and eXtended Reality-based Learning: Effects on Performance, Emotions, and Cognitive Aspects. .- ReplEye: An Open-Source Pipeline for Gathering, Analyzing, and Replaying Eye-Tracking Data with MRTK. .- Gamification strategies as a motivational factor for learning in high school students: a preliminary. .- Development of a Multi-User Virtual Reality System for Military Band Jump Training. .- Autonomous Virtual Reality Integration for Active Thermography: Engineering Education and Experimentation. .- Shared Physical Feedback: A Shared VR space Integrated with Physical Feedback. .- Addressing on-the field co-registration for AR assisted maintenance operation: the AURORA project. .- From Gamification to Virtual Reality: The Evolution of the Gamified Education Networking Learning Management System through Design-Based Research in Simulation-Based Education. .- Science Dissemination in STEAM Projects - a Virtual Reality educational game on electrical circuits. .- Reviewing Virtual Reality’s Potential in CBRN Training: Synergizing AI, HCI, and Psychology for Immersive Preparedness. .- VR-Based Rehabilitation in a Virtual Home: a Perspective on Cognitive and Motor Recovery. .- The Role of Social and Neural Synchrony in Enhancing Learning and Collaboration in VR Serious Games: a Two-Study Protocol. .- Virtual Reality Escape Room for Adolescents with Autism Spectrum Disorder. .- From 2D drawings to 3D representations in immersive environments: the Sketch to Pipe app.

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