Reprint

Advances in Tangible and Embodied Interaction for Virtual and Augmented Reality

Edited by
May 2023
226 pages
  • ISBN978-3-0365-7755-5 (Hardback)
  • ISBN978-3-0365-7754-8 (PDF)

This book is a reprint of the Special Issue Advances in Tangible and Embodied Interaction for Virtual and Augmented Reality that was published in

Computer Science & Mathematics
Engineering
Physical Sciences
Summary

Virtual and augmented reality technology has seen tremendous progress in recent years, enabling novel and exciting ways to interact inside virtual environments. An interesting approach to interaction in VR and AR is the use of tangible user interfaces, which leverage on our natural understanding of the physical world and how our bodies move and interact with it, and on our learned capabilities to manipulate physical objects.For this Special Issue, we are interested in gathering research that bridges atoms and bits in virtual and augmented environments. Basic research papers that demonstrate new interaction technologies or techniques, descriptions of applications that use tangibles in VR/AR in any domain, and survey papers that can help structure and systematize current knowledge on this area are all suitable.

Format
  • Hardback
License
© 2022 by the authors; CC BY-NC-ND license
Keywords
virtual reality; haptic feedback; tactile sensation; sound source localization; deaf and hard-of-hearing; visual positioning system; convolutional neural network; three-dimensional object pose estimation; voxel; perspective-n-point; digital taste; galvanic taste stimulation; taste augmentation; mulsemedia; taste modulation; augmented reality; PCNL; simulation; surgical rehearsal; haptic feedback; virtual reality; surgery; immersive environment; cognitive impairment; physical disability; unity; rehabilitation; intention prediction; virtual reality; gaze-based interaction; laparoscopic AR navigation; liver surgery; 3D image registration method; point cloud registration; collaborative robotics; acceptability; uncanny valley; user experience; augmented reality; virtual reality; extended reality; artificial intelligence; classification; control; motor rehabilitation; prosthesis; stroke; surface electromyography signals; user interface; virtual reality; pseudo-haptic; human-centered computing; mixed and augmented reality; augmented reality; game-based learning; fantasy; situated learning; serious game; augmented reality; embodied interaction; data visualization; node-link diagram; virtual reality; immersive communication; VR conference room; panoramic live broadcast; spatial audio; n/a