102 results on '"Adalberto L. Simeone"'
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2. Focus Agent: LLM-Powered Virtual Focus Group.
3. Construction of SVS: Scale of Virtual Twin's Similarity to Physical Counterpart in Simple Environments.
4. The Impact of Near-Future Mixed Reality Contact Lenses on Users' Lives via an Immersive Speculative Enactment and Focus Groups.
5. How a Vertical Surface Supports Cross-Reality Transitional Interface Tasks at Different Virtuality Levels.
6. Meaning Follows Purpose: Unravelling the Architectural Design Conventions in the Contemporary Metaverse.
7. Superarchitectural: Challenging the Architectural Design of the Metaverse.
8. Designing Hand-held Controller-based Handshake Interaction in Social VR and Metaverse.
9. CReST: Design and Evaluation of the Cross-Reality Study Tool.
10. ARcoustic: A Mobile Augmented Reality System for Seeing Out-of-View Traffic.
11. Architectural Narrative VR: Towards Generatively Designing Natural Walkable Spaces.
12. Introduction to Everyday Virtual and Augmented Reality.
13. Using Think-Aloud Protocol in Immersive VR Evaluations.
14. Investigating the Effect of Material and Shape Abstraction on Object Recognition for Private Objects in Augmented Reality Environments.
15. Blending Spaces: Cross-Reality Interaction Techniques for Object Transitions Between Distinct Virtual and Augmented Realities.
16. Towards a Desktop-AR Prototyping Framework: Prototyping Cross-Reality Between Desktops and Augmented Reality.
17. Exploring and Selecting Supershapes in Virtual Reality with Line, Quad, and Cube Shaped Widgets.
18. Foldable Spaces: An Overt Redirection Approach for Natural Walking in Virtual Reality.
19. Persephone's Feet: A Foot-Based Approach to Play in Virtual Reality.
20. Using the Think Aloud Protocol in an Immersive Virtual Reality Evaluation of a Virtual Twin.
21. Immersive Speculative Enactments: Bringing Future Scenarios and Technology to Life Using Virtual Reality.
22. SelectVisAR: Selective Visualisation of Virtual Environments in Augmented Reality.
23. Exploring Bi-Directional Pinpointing Techniques for Cross-Reality Collaboration.
24. Exploring an Architectural Framework for Human-Building Interaction via a Semi-Immersive Cross-Reality Methodology.
25. Everyday Proxy Objects for Virtual Reality.
26. Mobile Displays for Cross-Reality Interactions between Virtual and Physical Realities.
27. Using Heuristic Evaluation in Immersive Virtual Reality Evaluation.
28. Assessing Social Text Placement in Mixed Reality TV.
29. International Workshop on Cross-Reality (XR) Interaction.
30. NIDIT: Workshop on Novel Input Devices and Interaction Techniques.
31. The Space Bender: Supporting Natural Walking via Overt Manipulation of the Virtual Environment.
32. Virtual Reality Games for People Using Wheelchairs.
33. Everyday Proxy Objects for Virtual Reality.
34. Propping Up Virtual Reality With Haptic Proxies.
35. AdapTables: Using Conformal Mapping for Collaboration on Tables in Asymmetric Mixed Reality.
36. LIVE: the Human Role in Learning in Immersive Virtual Environments.
37. Investigating the Effect of Distractor Interactivity for Redirected Walking in Virtual Reality.
38. Evaluating immersive experiences during Covid-19 and beyond.
39. Inside looking out or outside looking in?: an evaluation of visualisation modalities to support the creation of a substitutional virtual environment.
40. A virtual reality shopping experience using the apartment metaphor.
41. Manipulating Reality?: Designing and Deploying Virtual Reality in Sensitive Settings.
42. The Body in Cross-Reality: A Framework for Selective Augmented Reality Visualisation of Virtual Objects.
43. The VR motion tracker: visualising movement of non-participants in desktop virtual reality experiences.
44. Substitutional reality: Towards a research agenda.
45. Foldable Spaces: An Overt Redirection Approach for Natural Walking in Virtual Reality
46. Editorial: Everyday Virtual and Augmented Reality: Methods and Applications
47. Exploring Bi-Directional Pinpointing Techniques for Cross-Reality Collaboration
48. Assessing Social Text Placement in Mixed Reality TV
49. The Space Bender: Supporting Natural Walking via Overt Manipulation of the Virtual Environment
50. LIVE: the Human Role in Learning in Immersive Virtual Environments
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