Get Augmented and Virtual Reality: First International PDF

By Lucio Tommaso De Paolis, Antonio Mongelli

ISBN-10: 3319139681

ISBN-13: 9783319139685

ISBN-10: 331913969X

ISBN-13: 9783319139692

This e-book constitutes the completely revised papers of the 1st foreign convention on Augmented and digital truth, AVR 2014, held in Lecce, Italy, in September 2014. The 28 papers, 2 tutorials and three keynotes offered have been rigorously reviewed and chosen from seventy six submissions. They contain themes from virtual/augmented/mixed truth to 3D consumer interfaces and the expertise had to let those environments to a variety of functions (medical, leisure, army, layout, manufacture, upkeep, arts and cultural heritage).

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Additional info for Augmented and Virtual Reality: First International Conference, AVR 2014, Lecce, Italy, September 17-20, 2014, Revised Selected Papers

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Combine the connection function in Unity. The Car Tracked via a Marker After remote-control car modification in Fig. 5, we use the car’s pattern as marker by Vuforia kit. When mobile device’s camera recognizes target, we can get the car’s position. Via a car’s position, we can calculate distance between a car in real world and the object in virtual world or collision detection. Game Mechanism and Interface The game mechanism created from Augmented Reality integrates real and virtual features. There are three scenarios in our game mechanism that contains shooting game, roadblock hindrance, and traffic signal game.

These results indicate that more experienced game players get used to certain levels of stimulation and it becomes harder to achieve higher levels of excitement. Small sample size does not let us to perform more precise analysis where various personality traits and level of game experience were controlled. However our data supports the idea that the player contributes to the game experience and personal factors may impact excitement and frustration levels during the game. Game properties’ relations with user’s personality traits and physiological signals lead to the development of emotion-oriented adaptive computer games.

Spearman rho. 31 Conclusions and Discussion Emotional responses are changing between the stages of the game when the density of asteroids is increasing. More challenging tasks evoke higher levels of frustration but at the same time generate higher engagement and excitement. Frustration and engagement/boredom signals are changing in larger extent than excitement and spaceship manoeuvring speed signals. Analysis of changes in emotional responses in sub-intervals before, around, and after collisions with the asteroid supported the idea that collision experience has significant impact of player’s emotional response.

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Augmented and Virtual Reality: First International Conference, AVR 2014, Lecce, Italy, September 17-20, 2014, Revised Selected Papers by Lucio Tommaso De Paolis, Antonio Mongelli


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