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 II /

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,...

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Searvvušdahkki: SpringerLink (Online service)
Eará dahkkit: Chen, Jessie Y. C. (Doaimmaheaddji), Fragomeni, Gino (Doaimmaheaddji)
Materiálatiipa: Elektrovnnalaš E-girji
Giella:eaŋgalasgiella
Almmustuhtton: Cham : Springer Nature Switzerland : Imprint: Springer, 2025.
Preanttus:1st ed. 2025.
Ráidu:Lecture Notes in Computer Science, 15789
Fáttát:
Liŋkkat:https://doi.org/10.1007/978-3-031-93712-5
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Sisdoallologahallan:
  • -- VR, Culture, Art and Entertainment.
  • Balancing Historical Value and Structural Safety: Revolutionary Applications of Digital Twins and XR Technology in Heritage Tunnel Restoration.
  • The Effect of Particle Turbulence on Guiding Attention in a 360° VR Art Piece.
  • VR Perceptible Design of "A Thousand Miles of Rivers and Mountains".
  • Enhancing Tourists' Experience and Cultural Perception in the Summer Palace through VR Interaction.
  • Immersive Conservation: Leveraging Virtual Manatees to Promote Manatee Conservation Awareness Among K12 Students.
  • Bridging the Gap Between Broadcast TV and Virtual Reality.
  • Serious Space: Exploring the Interactive Art Experience of Data Gaze and Panopticism through Multimodal System.
  • AI-Echo: Exploring Technological Alienation Through an Interactive Art Experience.
  • Social Interaction and Wellbeing in Virtual Environments.
  • Stepping into Her Shoes: Designing and Evaluating the VR system on User Empathy Development for Domestic Violence Victims.
  • Human Obedience and Social Norm Adherence in Small Groups with Virtual Agents.
  • The Emotional Space of Public Opinion in Virtual Reality: Embodied Interaction Design Between Digital Swarming and News Emotions.
  • Gamified Hand-Eye Coordination Tasks in a VR System for Stereoscopic Vision Rehabilitation: Leveraging Depth Cues for Enhanced Perception.
  • Two Explorative Studies on Tangible Augmented Reality for Neurodevelopmental Disorders.
  • Research on Sound Design of VR Healing Interactive Space - Taking the Work 'Wonder Garden' as an Example.
  • Enhancing Altruistic Behavior through Virtual Reality: The Impact of Immersive Environments and Digital Embodiment on Prosocial Tendencies.
  • AliceBot: Designing AI-Driven Applications for Mental Health Management.
  • Influence of Floor Type on Social Navigation with Small Free-Standing Groups in Virtual Reality.