Virtual Reality最新文献

筛选
英文 中文
Obstacle avoidance of physical, stereoscopic, and pictorial objects.
IF 4.4 3区 计算机科学
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-03-01 DOI: 10.1007/s10055-025-01119-y
Martin Giesel, Daniela Ruseva, Constanze Hesse
{"title":"Obstacle avoidance of physical, stereoscopic, and pictorial objects.","authors":"Martin Giesel, Daniela Ruseva, Constanze Hesse","doi":"10.1007/s10055-025-01119-y","DOIUrl":"10.1007/s10055-025-01119-y","url":null,"abstract":"<p><p>Simulated environments, e.g., virtual or augmented reality environments, are becoming increasingly popular for the investigation and training of motor actions. Yet, so far it remains unclear if results of research and training in those environments transfer in the expected way to natural environments. Here, we investigated the types of visual cues that are required to ensure naturalistic hand movements in simulated environments. We compared obstacle avoidance of physical objects with obstacle avoidance of closely matched 2D and 3D images of the physical objects. Participants were asked to reach towards a target position without colliding with obstacles of varying height that were placed in the movement path. Using a pre-test post-test design, we tested obstacle avoidance for 2D and 3D images of obstacles both before and after exposure to the physical obstacles. Consistent with previous findings, we found that participants initially underestimated the magnitude differences between the obstacles, but after exposure to the physical obstacles avoidance performance for the 3D images became similar to performance for the physical obstacles. No such change was found for 2D images. Our findings highlight the importance of disparity cues for naturalistic motor actions in personal space. Furthermore, they suggest that the observed change in obstacle avoidance for 3D images resulted from a calibration of the disparity cues in the 3D images using an accurate estimate of the egocentric distance to the obstacles gained from the interaction with the physical obstacles.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"45"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11872779/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143558201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Experiential learning through virtual reality by-proxy.
IF 4.4 3区 计算机科学
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-02-08 DOI: 10.1007/s10055-025-01106-3
Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson
{"title":"Experiential learning through virtual reality by-proxy.","authors":"Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson","doi":"10.1007/s10055-025-01106-3","DOIUrl":"https://doi.org/10.1007/s10055-025-01106-3","url":null,"abstract":"<p><p>Virtual reality (VR) is increasingly being used as a teaching and learning tool, however scaling this technology is difficult due to technological and cost considerations. An alternative approach that helps to address these problems is VR-by-proxy, where teaching takes place within a VR environment that is controlled by one lecturer and broadcast to students online. This allows the content to be accessed without specialist equipment while still offering an immersive and interactive experience. Taking advantage of the enforced move to online learning during the COVID-19 pandemic, this study evaluates the implementation of a novel VR-by-proxy disease diagnostic laboratory VR simulation within an undergraduate life sciences course in a higher education setting. Student participants were randomly allocated into two groups: the test group, who took part in a VR-by-proxy lesson; and a control group, who worked with interactive online lab manual material. We assessed improvement in learning and enjoyment through questionnaires before and after these tasks and collected qualitative data on student attitudes towards VR through focus groups. Our results indicate that although there is no observable difference in learning outcomes between the two groups, students in the test group reported an improved learning experience, confidence and enjoyment of learning. In our focus groups, confidence was understood in two ways by participants: firstly, as 'understanding' of the various steps involved in conducting a quantitative polymerase chain reaction experiment and secondly as a more general 'familiarity' with the laboratory setting. This study adds to the growing body of research into the effectiveness of VR for learning and teaching, highlighting that VR-by-proxy may provide many of the same benefits.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01106-3.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"38"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11906506/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143651010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Reduced field of view alters scanning behaviour.
IF 4.4 3区 计算机科学
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-03-22 DOI: 10.1007/s10055-025-01125-0
E M J L Postuma, F W Cornelissen, M Pahlevan, J Heutink, G A de Haan
{"title":"Reduced field of view alters scanning behaviour.","authors":"E M J L Postuma, F W Cornelissen, M Pahlevan, J Heutink, G A de Haan","doi":"10.1007/s10055-025-01125-0","DOIUrl":"10.1007/s10055-025-01125-0","url":null,"abstract":"<p><strong>Introduction: </strong>Virtual reality environments presented through head mounted displays (HMDs) hold promise for training or studying mobility activities, such as cycling, walking, and street crossing. Yet, the limited field of view (FoV) of HMDs may influence scanning behaviour, reducing the translatability of findings to real-life situations. This study aims to (i) investigate how a reduced FoV influences scanning behaviour during mobility activities, and (ii) whether these alterations in scanning vary across these activities.</p><p><strong>Method: </strong>Sixteen participants performed a real-life walking, cycling and street crossing activity twice; once with and once without a reduced FoV. A mobile eye-tracker with a built in gyroscope recorded scanning behaviour. Scanning behaviour was evaluated in terms of saccadic frequency and amplitude, horizontal head movement frequency and amplitude, and the horizontal and vertical eye position.</p><p><strong>Results: </strong>The participants performed more horizontal head movements with larger amplitudes during the reduced FoV compared to the normal FoV. Additionally, they distributed their horizontal eye position more towards the central regions and less towards their peripheral regions. Overall, the range of both horizontal and vertical eye position decreased. The impact of the reduced FoV on horizontal head movement amplitude, horizontal eye position, and vertical eye position varied across activities.</p><p><strong>Conclusion: </strong>Generally, individuals seem to compensate for a reduced FoV by making more horizontal head movements with large amplitudes, while reducing the eye position distribution. Consequently, caution is advised when translating outcomes on scanning behaviour observed in HMDs to those expected in real-life situations.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01125-0.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 2","pages":"55"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11928371/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143693587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PreVISE: an efficient virtual reality system for SEEG surgical planning. precise: SEEG手术计划的高效虚拟现实系统。
IF 4.4 3区 计算机科学
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2024-12-26 DOI: 10.1007/s10055-024-01088-8
Pascal Spiegler, Haitham Abdelsalam, Owen Hellum, Aristides Hadjinicolaou, Alexander G Weil, Yiming Xiao
{"title":"PreVISE: an efficient virtual reality system for SEEG surgical planning.","authors":"Pascal Spiegler, Haitham Abdelsalam, Owen Hellum, Aristides Hadjinicolaou, Alexander G Weil, Yiming Xiao","doi":"10.1007/s10055-024-01088-8","DOIUrl":"10.1007/s10055-024-01088-8","url":null,"abstract":"<p><p>Epilepsy is a neurological disorder characterized by recurring seizures that can cause a wide range of symptoms. Stereo-electroencephalography (SEEG) is a diagnostic procedure where multiple electrodes are stereotactically implanted within predefined brain regions to identify the seizure onset zone, which needs to be surgically removed or disconnected to achieve remission of focal epilepsy. This procedure is complex and challenging due to two main reasons. First, as electrode placement requires good accuracy in desired brain regions, excellent knowledge and understanding of the 3D brain anatomy is required. Second, as typically multiple SEEG electrodes need to be implanted, the positioning of intracerebral electrodes must avoid critical structures (e.g., blood vessels) to ensure patient safety. Traditional SEEG surgical planning relies on 2D display of multi-contrast volumetric medical imaging data, and places a high cognitive demand for surgeons' spatial understanding, resulting in potentially sub-optimal surgical plans and extensive planning time (~ 15 min per electrode). In contrast, virtual reality (VR) presents an intuitive and immersive approach that can offer more intuitive visualization of 3D data as well as potentially enhanced efficiency for neurosurgical planning. Unfortunately, existing VR systems for SEEG surgery only focus on the visualization of post-surgical scans to confirm electrode placement. To address the need, we introduce the first VR system for SEEG planning that integrates user-friendly and efficient visualization and interaction strategies while providing real-time feedback metrics, including distances to nearest blood vessels, angles of insertion, and the overall surgical quality scores. The system reduces the surgical planning time by 91%.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"13"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11669611/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142903568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The relationship between a simulated glaucoma impairment and postural threat on quiet stance.
IF 4.4 3区 计算机科学
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-01-31 DOI: 10.1007/s10055-024-01082-0
Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth
{"title":"The relationship between a simulated glaucoma impairment and postural threat on quiet stance.","authors":"Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth","doi":"10.1007/s10055-024-01082-0","DOIUrl":"10.1007/s10055-024-01082-0","url":null,"abstract":"<p><p>Peripheral visual field deficits developed through glaucoma have been shown to contribute to balance deficits and a fear of falling. Currently, there is no work that examines the relationship between fear of falling and quiet stance among glaucoma patients. Therefore, this study aimed to examine the impact of a virtual height-induced postural threat on balance control among healthy individuals exposed to a simulated glaucoma impairment. Participants stood on a force plate to measure kinetic responses while wearing a virtual reality (VR) head-mounted display (HMD) which also tracked head position. Surface electromyography (EMG) was also used to measure muscle activity from ankle stabilizing muscles. Trials were 60 s, with two at ground level and two at 7 virtual meters above ground, each exposing participants to normal vision and a VR-simulated glaucoma impairment. Electrodermal activity was collected, and questionnaires were completed following each trial to evaluate psychological aspects of the postural threat. Overall, while experiencing height-induced fear with normal vision, participants developed a tighter control of upright stance (decreased amplitude and increased frequency of balance-related movement); however, this was not observed for the simulated glaucoma conditions. Therefore, balance deficits among glaucoma patients may be mediated by fear of falling contributing to an unexpected postural strategy.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"31"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11785643/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143080924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women 虚拟现实:更好地预测全身幻觉--针对健康年轻女性的中介模型
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-09-10 DOI: 10.1007/s10055-024-01051-7
Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado
{"title":"Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women","authors":"Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado","doi":"10.1007/s10055-024-01051-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01051-7","url":null,"abstract":"<p>The application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which involves the sense of inhabiting a physical form, and is influenced by cognitive inputs, affective factors like body dissatisfaction, individual personality traits and suggestibility. Specifically, VR-based Mirror Exposure Therapies are used for the treatment of anorexia nervosa (AN). This study aims to investigate whether the “Big Five” personality dimensions, suggestibility, body dissatisfaction and/or body mass index can act as predictors for FBI, either directly or acting as a mediator, in young women of similar gender and age as most patients with AN. The FBI of 156 healthy young women immersed in VR environment was induced through visuomotor and visuo-tactile stimulations, and then assessed using the Avatar Embodiment Questionnaire, comprising four dimensions: Appearance, Ownership, Response, and Multi-Sensory. Data analysis encompassed multiple linear regressions and SPSS PROCESS macro’s mediation model. The findings revealed that the “Big Five” personality dimensions did not directly predict FBI in healthy young women, but Openness to experience, Agreeableness, and Neuroticism exerted an indirect influence on some FBI components through the mediation of suggestibility.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"75 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content 出版商更正:乘客在飞机上使用 VR 时的晕机现象:湍流和 VR 内容的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-09-09 DOI: 10.1007/s10055-024-01047-3
Justin Mittelstaedt, Gerrit Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling
{"title":"Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content","authors":"Justin Mittelstaedt, Gerrit Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling","doi":"10.1007/s10055-024-01047-3","DOIUrl":"https://doi.org/10.1007/s10055-024-01047-3","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"54 30 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training 利用基于研究的原位设计探索劳动力培训虚拟现实系统中学习模块的有效性和可用性
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-09-06 DOI: 10.1007/s10055-024-00995-0
Marjorie Zielke, Djakhangir Zakhidov, Erik DeFries, Malavika Prasad Shringarpure, Rudy Avila, Jacob Keul, Dean CarpenterTurner, Stacy Hargrove, Sabrina Bateman, Christopher Young
{"title":"Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training","authors":"Marjorie Zielke, Djakhangir Zakhidov, Erik DeFries, Malavika Prasad Shringarpure, Rudy Avila, Jacob Keul, Dean CarpenterTurner, Stacy Hargrove, Sabrina Bateman, Christopher Young","doi":"10.1007/s10055-024-00995-0","DOIUrl":"https://doi.org/10.1007/s10055-024-00995-0","url":null,"abstract":"<p>This study examines the implementation and effectiveness of Virtual Reality (VR) into employee communication training for Texas Department of Transportation employees. The study also explores the impact of iterative, in situ research-based design on VR system usability, and potential relationships between the usability and ergonomics of VR devices, and user receptiveness to VR content. For this work we adapt the definition of in situ to mean a learning activity that takes place in the location or environment where the participants will actually be trained. Following the pandemic, many office-based workers adopted hybrid-remote work formats (Yang, Kim, &amp; Hong, 2023), necessitating updated approaches to employee training and instruction which VR may provide. Further, VR may offer opportunities for private role-play for employee communication practice, as well as an overall more high-fidelity learning opportunity. Findings indicate that VR is an effective and engaging solution for workforce and management communication training, and that hardware configurations influence overall employee enthusiasm for VR-based training.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"50 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images 通过语义差异探索用户在产品评估过程中的注视:虚拟现实与逼真图像的比较
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-08-30 DOI: 10.1007/s10055-024-01048-2
Almudena Palacios-Ibáñez, Santiago Castellet-Lathan, Manuel Contero
{"title":"Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images","authors":"Almudena Palacios-Ibáñez, Santiago Castellet-Lathan, Manuel Contero","doi":"10.1007/s10055-024-01048-2","DOIUrl":"https://doi.org/10.1007/s10055-024-01048-2","url":null,"abstract":"<p>Advanced product presentation methods can enhance the product evaluation experience both during the design process and online shopping, as static images often fail to convey essential product details. Virtual Reality (VR) technologies hold great potential in this regard, becoming increasingly accessible to all users. However, the influence of display mediums on emotional responses and product assessment needs further investigation, especially using physiological measures to obtain more objective insights. In this study, we investigate the influence of VR and photorealistic images on assessing and observing virtual prototypes of game controllers. The Semantic Differential technique was employed for product assessment, while built-in eye-tracking was used to measure participants’ viewing time on various areas of interest (AOIs). Our findings show that the medium significantly affects not only product evaluation and confidence in the response but also how the user observes it, with sensory-related features being particularly influenced. These findings hold practical implications for product design and vendors, as understanding the relationship between visualization mediums and product evaluation enhances the design process and improves consumer experiences.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"10 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192707","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The use of CNNs in VR/AR/MR/XR: a systematic literature review 在 VR/AR/MR/XR 中使用 CNN:系统文献综述
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-08-30 DOI: 10.1007/s10055-024-01044-6
David Cortes, Belen Bermejo, Carlos Juiz
{"title":"The use of CNNs in VR/AR/MR/XR: a systematic literature review","authors":"David Cortes, Belen Bermejo, Carlos Juiz","doi":"10.1007/s10055-024-01044-6","DOIUrl":"https://doi.org/10.1007/s10055-024-01044-6","url":null,"abstract":"<p>This study offers a systematic literature review on the application of Convolutional Neural Networks in Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality technologies. We categorise these applications into three primary classifications: interaction, where the networks amplify user engagements with virtual and augmented settings; creation, showcasing the networks’ ability to assist in producing high-quality visual representations; and execution, emphasising the optimisation and adaptability of apps across diverse devices and situations. This research serves as a comprehensive guide for academics, researchers, and professionals in immersive technologies, offering profound insights into the cross-disciplinary realm of network applications in these realities. Additionally, we underscore the notable contributions concerning these realities and their intersection with neural networks.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信