Extended Reality [electronic resource] : International Conference, XR Salento 2024, Lecce, Italy, September 4-7, 2024, Proceedings, Part III / edited by Lucio Tommaso De Paolis, Pasquale Arpaia, Marco Sacco.

Colaborador(es): De Paolis, Lucio Tommaso [editor.] | Arpaia, Pasquale [editor.] | Sacco, Marco [editor.] | SpringerLink (Online service)Tipo de material: TextoTextoSeries Lecture Notes in Computer Science ; 15029Editor: Cham : Springer Nature Switzerland : Imprint: Springer, 2024Edición: 1st ed. 2024Descripción: XXII, 352 p. 168 illus., 152 illus. in color. online resourceTipo de contenido: text Tipo de medio: computer Tipo de portador: online resourceISBN: 9783031717109Tema(s): Computer science | Computer ScienceFormatos físicos adicionales: Printed edition:: Sin título; Printed edition:: Sin títuloClasificación CDD: 004 Clasificación LoC:QA75.5-76.95Recursos en línea: Libro electrónicoTexto
Contenidos:
-- Extended Reality in Rehabilitation. -- Virtual Reality for Carpal Tunnel Syndrome Rehabilitation: A Comprehensive Approach to Therapeutic Efficacy. -- Assessment of Neuroaesthetic Criteria to Select Hedonic Stimuli for Rehabilitation: a Preliminary Study. -- Validation of a MediaPipe system for markerless motion analysis during virtual reality rehabilitation. -- Exploring the Application and Usability of Emerging Technologies in Neuromotor Rehabilitation for a Patient with 5q-Spinal Muscular Atrophy Type 2 Receiving a Gene-Based Therapy: A Single Case Study. -- Virtual Reality and Virtual Human in support of rehabilitation methods such as lip reading. -- Extended Reality in Industry. -- Augmented Reality for Enhanced Usability and Functionality of Industrial SCADA Systems. -- Instructive HMI Approach Based on Augmented Reality for UFactory Lite 6 Robotic Arm Basic Control. -- 3D Virtual System for Learning in the Interpretation of Piping and Instrumentation Diagrams Using the ISA 5.1 Standard. -- 3D virtual system for training operators in automatic control of a two-phase separator. -- An Approach Toward Training Better Construction Industry Installers by Using Augmented Reality. -- Development of Educational Tools for Industrial Control using HIL Simulation. -- Managing Training Scenarios in a Distributed Virtual Electrician Training System. -- Extended Reality in Cultural Heritage and Performing Arts. -- A tool for the analysis and Virtual Reality visualization of the virtual restoration of Cultural Heritage 3D models. -- Exploring Acoustics Perception through XR Spatial Audio Experiences: Experiments and Data Collection for the 'Listen to The Theatre' Project. -- Beneath the Louvre pyramid: Immersive auralisation workflow for evaluating potential acoustic treatments. -- The Missing Sky: a dome for the SS. Medici of Alberobello. VR for heritage valorization. -- Integration and (re)Use of Digital Data in a Geomatics-Virtual Reality Workflow for Heritage Site Virtual Reconstruction: The Case of Tiwanaku UNESCO Site, Bolivia. -- LLM-Aided Museum Guide: Personalized Tours Based on User Preferences. -- Investigating Tourist Acceptance of a VR Multisensory System in a Public Weapons Exhibition. -- Empowering XR Heritage Through a Blockchain-Based Revenue Sharing System. -- chnological Representations of Architectural Space: A Comparative Analysys of Kundmanngasse Haus and Casa Batlló. -- A case study in XR live performance. -- Designing digital solutions in the cultural heritage and tourism industry for advancing visitors' experiences: SMEs needs, preferences, and expectations. -- Extended Reality in Performing Arts: Enhancing the Experience of Archaeological Heritage. -- An Interactive Digital Experience to Enhance the Cultural Heritage of the Town of Gallipoli: The Gallipoli MAB Project. -- Re-reading Calvino: "Il Barone Rampante" in the Metaverse. -- A View-planning Approach to 3D Reconstruction.
En: Springer Nature eBookResumen: The four-volume proceedings set LNCS 15027, 15028, 15029 and 15030 constitutes the refereed proceedings of the International Conference on Extended Reality, XR Salento 2024, held in Lecce, Italy during September 4-7, 2024. The 63 full papers and 50 short papers included in these proceedings were carefully reviewed and selected from 147 submissions. They were organized in the following topical sections: Extended Reality; Artificial Intelligence & Extended Reality; Extended Reality and Serious Games in Medicine; Extended Reality in Medicine and Rehabilitation; Extended Reality in Industry; Extended Reality in Cultural Heritage; Extended Reality Tools for Virtual Restauration; Extended Reality and Artificial Intelligence in Digital Humanities; Extended Reality in Learning; and Extended Reality, Sense of Presence and Education of Behaviour.
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-- Extended Reality in Rehabilitation. -- Virtual Reality for Carpal Tunnel Syndrome Rehabilitation: A Comprehensive Approach to Therapeutic Efficacy. -- Assessment of Neuroaesthetic Criteria to Select Hedonic Stimuli for Rehabilitation: a Preliminary Study. -- Validation of a MediaPipe system for markerless motion analysis during virtual reality rehabilitation. -- Exploring the Application and Usability of Emerging Technologies in Neuromotor Rehabilitation for a Patient with 5q-Spinal Muscular Atrophy Type 2 Receiving a Gene-Based Therapy: A Single Case Study. -- Virtual Reality and Virtual Human in support of rehabilitation methods such as lip reading. -- Extended Reality in Industry. -- Augmented Reality for Enhanced Usability and Functionality of Industrial SCADA Systems. -- Instructive HMI Approach Based on Augmented Reality for UFactory Lite 6 Robotic Arm Basic Control. -- 3D Virtual System for Learning in the Interpretation of Piping and Instrumentation Diagrams Using the ISA 5.1 Standard. -- 3D virtual system for training operators in automatic control of a two-phase separator. -- An Approach Toward Training Better Construction Industry Installers by Using Augmented Reality. -- Development of Educational Tools for Industrial Control using HIL Simulation. -- Managing Training Scenarios in a Distributed Virtual Electrician Training System. -- Extended Reality in Cultural Heritage and Performing Arts. -- A tool for the analysis and Virtual Reality visualization of the virtual restoration of Cultural Heritage 3D models. -- Exploring Acoustics Perception through XR Spatial Audio Experiences: Experiments and Data Collection for the 'Listen to The Theatre' Project. -- Beneath the Louvre pyramid: Immersive auralisation workflow for evaluating potential acoustic treatments. -- The Missing Sky: a dome for the SS. Medici of Alberobello. VR for heritage valorization. -- Integration and (re)Use of Digital Data in a Geomatics-Virtual Reality Workflow for Heritage Site Virtual Reconstruction: The Case of Tiwanaku UNESCO Site, Bolivia. -- LLM-Aided Museum Guide: Personalized Tours Based on User Preferences. -- Investigating Tourist Acceptance of a VR Multisensory System in a Public Weapons Exhibition. -- Empowering XR Heritage Through a Blockchain-Based Revenue Sharing System. -- chnological Representations of Architectural Space: A Comparative Analysys of Kundmanngasse Haus and Casa Batlló. -- A case study in XR live performance. -- Designing digital solutions in the cultural heritage and tourism industry for advancing visitors' experiences: SMEs needs, preferences, and expectations. -- Extended Reality in Performing Arts: Enhancing the Experience of Archaeological Heritage. -- An Interactive Digital Experience to Enhance the Cultural Heritage of the Town of Gallipoli: The Gallipoli MAB Project. -- Re-reading Calvino: "Il Barone Rampante" in the Metaverse. -- A View-planning Approach to 3D Reconstruction.

The four-volume proceedings set LNCS 15027, 15028, 15029 and 15030 constitutes the refereed proceedings of the International Conference on Extended Reality, XR Salento 2024, held in Lecce, Italy during September 4-7, 2024. The 63 full papers and 50 short papers included in these proceedings were carefully reviewed and selected from 147 submissions. They were organized in the following topical sections: Extended Reality; Artificial Intelligence & Extended Reality; Extended Reality and Serious Games in Medicine; Extended Reality in Medicine and Rehabilitation; Extended Reality in Industry; Extended Reality in Cultural Heritage; Extended Reality Tools for Virtual Restauration; Extended Reality and Artificial Intelligence in Digital Humanities; Extended Reality in Learning; and Extended Reality, Sense of Presence and Education of Behaviour.

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