Description

Book Synopsis

.- Crafting Virtual Humans for Immersive XR Applications.

.- A Framework for Enhancing Emotion Expression in Non-Playable Characters Using Large Language Models.

.- MoodyNPC: Personality & Facial Expressions for Virtual Humans.

.- 3D Avatar Reconstruction System with Real- time Facial Expression for Teleconference Application in Augmented Reality.

.- SpatialFlow: Towards Interaction Design in Virtual Reality for People with Autism.

.- Transformation of MetaHumans for a Generic XR Workflow.

.- Visualization of 3D Rockfalls Trajectories on Digital Terrain Models Using Virtual Reality Techniques.

.- Transforming Career Development Through Immersive and Data-Driven Solutions.

.- A Survey of Memory Models for Virtual Humans: From Psychological Foundations to Computational Architectures.

.- From Words to Emotions: Evaluating Text-to-Motion Body Language for Believable Emotions in Virtual Humans.

.- Designing Inclusive Interfaces: Sign Language Interpreters in Digital Libraries.

.- Exploration of Secure Attachment Priming in Immersive Virtual Environments.

.- Enhancing Healthcare with 3D Technologies: Motion Capture and Animation in the MoCASA Library.

.- eXtended Reality for Serious Games.

.- CrossNetVR: A Virtual Learning Environment for Teaching T568-A and T568-B Network Cabling Standards Using Unreal Engine.

.- Usability Evaluation of “Paint!” VR Game Designed for Frail Older Adults.

.- A web-based interactive digital twin for marine robotics education.

.- Use of an interactive augmented reality concept map tool in education: a pilot study on teachers' opinions.

.- Exploiting Immersive Virtual Reality for Maintenance Training of Freight Trains.

.- Innovative Augmented Reality Applications for Cardiac Physiology and Pathophysiology Education: An Interactive Approach for Coronary Anatomy and Interventional Procedures.

.- Getting Serious About Serious VR Games for People with Dementia: A Scoping Review of Applications Designed to Date.

.- Development of VR Physics Labs at Metauniversity.

.- Concentration in Learning: VR vs. Traditional.

.- Dynamic Training Environments in XR: A User-Centered Adaptive System.

.- Using computer vision in Mixed Reality games.

.- Comparing Traditional and eXtended Reality-based Learning: Effects on Performance, Emotions, and Cognitive Aspects.

.- ReplEye: An Open-Source Pipeline for Gathering, Analyzing, and Replaying Eye-Tracking Data with MRTK.

.- Gamification strategies as a motivational factor for learning in high school students: a preliminary.

.- Development of a Multi-User Virtual Reality System for Military Band Jump Training.

.- Autonomous Virtual Reality Integration for Active Thermography: Engineering Education and Experimentation.

.- Shared Physical Feedback: A Shared VR space Integrated with Physical Feedback.

.- Addressing on-the field co-registration for AR assisted maintenance operation: the AURORA project.

.- From Gamification to Virtual Reality: The Evolution of the Gamified Education Networking Learning Management System through Design-Based Research in Simulation-Based Education.

.- Science Dissemination in STEAM Projects - a Virtual Reality educational game on electrical circuits.

.- Reviewing Virtual Reality’s Potential in CBRN Training: Synergizing AI, HCI, and Psychology for Immersive Preparedness.

.- VR-Based Rehabilitation in a Virtual Home: a Perspective on Cognitive and Motor Recovery.

.- The Role of Social and Neural Synchrony in Enhancing Learning and Collaboration in VR Serious Games: a Two-Study Protocol.

.- Virtual Reality Escape Room for Adolescents with Autism Spectrum Disorder.

.- From 2D drawings to 3D representations in immersive environments: the Sketch to Pipe app.

Extended Reality

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    £64.99

    Includes FREE delivery

    Order before 4pm today for delivery by Tue 16 Jun 2026.

    A Paperback by Lucio Tommaso De Paolis

    15 in stock


      View other formats and editions of Extended Reality by Lucio Tommaso De Paolis

      Publisher: Springer
      Publication Date: 11/08/2025
      ISBN13: 9783031977770, 978-3031977770
      ISBN10:

      Description

      Book Synopsis

      .- Crafting Virtual Humans for Immersive XR Applications.

      .- A Framework for Enhancing Emotion Expression in Non-Playable Characters Using Large Language Models.

      .- MoodyNPC: Personality & Facial Expressions for Virtual Humans.

      .- 3D Avatar Reconstruction System with Real- time Facial Expression for Teleconference Application in Augmented Reality.

      .- SpatialFlow: Towards Interaction Design in Virtual Reality for People with Autism.

      .- Transformation of MetaHumans for a Generic XR Workflow.

      .- Visualization of 3D Rockfalls Trajectories on Digital Terrain Models Using Virtual Reality Techniques.

      .- Transforming Career Development Through Immersive and Data-Driven Solutions.

      .- A Survey of Memory Models for Virtual Humans: From Psychological Foundations to Computational Architectures.

      .- From Words to Emotions: Evaluating Text-to-Motion Body Language for Believable Emotions in Virtual Humans.

      .- Designing Inclusive Interfaces: Sign Language Interpreters in Digital Libraries.

      .- Exploration of Secure Attachment Priming in Immersive Virtual Environments.

      .- Enhancing Healthcare with 3D Technologies: Motion Capture and Animation in the MoCASA Library.

      .- eXtended Reality for Serious Games.

      .- CrossNetVR: A Virtual Learning Environment for Teaching T568-A and T568-B Network Cabling Standards Using Unreal Engine.

      .- Usability Evaluation of “Paint!” VR Game Designed for Frail Older Adults.

      .- A web-based interactive digital twin for marine robotics education.

      .- Use of an interactive augmented reality concept map tool in education: a pilot study on teachers' opinions.

      .- Exploiting Immersive Virtual Reality for Maintenance Training of Freight Trains.

      .- Innovative Augmented Reality Applications for Cardiac Physiology and Pathophysiology Education: An Interactive Approach for Coronary Anatomy and Interventional Procedures.

      .- Getting Serious About Serious VR Games for People with Dementia: A Scoping Review of Applications Designed to Date.

      .- Development of VR Physics Labs at Metauniversity.

      .- Concentration in Learning: VR vs. Traditional.

      .- Dynamic Training Environments in XR: A User-Centered Adaptive System.

      .- Using computer vision in Mixed Reality games.

      .- Comparing Traditional and eXtended Reality-based Learning: Effects on Performance, Emotions, and Cognitive Aspects.

      .- ReplEye: An Open-Source Pipeline for Gathering, Analyzing, and Replaying Eye-Tracking Data with MRTK.

      .- Gamification strategies as a motivational factor for learning in high school students: a preliminary.

      .- Development of a Multi-User Virtual Reality System for Military Band Jump Training.

      .- Autonomous Virtual Reality Integration for Active Thermography: Engineering Education and Experimentation.

      .- Shared Physical Feedback: A Shared VR space Integrated with Physical Feedback.

      .- Addressing on-the field co-registration for AR assisted maintenance operation: the AURORA project.

      .- From Gamification to Virtual Reality: The Evolution of the Gamified Education Networking Learning Management System through Design-Based Research in Simulation-Based Education.

      .- Science Dissemination in STEAM Projects - a Virtual Reality educational game on electrical circuits.

      .- Reviewing Virtual Reality’s Potential in CBRN Training: Synergizing AI, HCI, and Psychology for Immersive Preparedness.

      .- VR-Based Rehabilitation in a Virtual Home: a Perspective on Cognitive and Motor Recovery.

      .- The Role of Social and Neural Synchrony in Enhancing Learning and Collaboration in VR Serious Games: a Two-Study Protocol.

      .- Virtual Reality Escape Room for Adolescents with Autism Spectrum Disorder.

      .- From 2D drawings to 3D representations in immersive environments: the Sketch to Pipe app.

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