38 results on '"Piccinno, Antonio"'
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2. Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences
3. Point- and Volume-Based Multi-object Acquisition in VR
4. Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl’s Logotherapy
5. Together Porting: Multi-user Locomotion in Social Virtual Reality
6. Ingá Telikit: A Virtual Reality Game for Learning Penan’s Hunting Techniques
7. VR for HR – A Case Study of Human Resource Development Professionals Using Virtual Reality for Social Skills Training in the Workplace
8. Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality
9. A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training
10. PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality
11. Asymmetric Communication in Virtual Reality: Designing for Presence, Effectiveness, and Enjoyment
12. VR Accessibility in Distance Adult Education
13. Electroencephalographic (EEG) Correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) Based Simulations
14. MetaCUX: Social Interaction and Collaboration in the Metaverse
15. A Comparative Analysis of Multi-Object Animation with Motion Paths in Virtual Reality
16. Comparing Perceived Restorativeness and Stress Reduction in Virtual Reality Environments Using Abstract Fractal Geometries Versus Realistic Natural Landscapes
17. Eyes on Teleporting: Comparing Locomotion Techniques in Virtual Reality with Respect to Presence, Sickness and Spatial Orientation
18. Exploring Indigenous Knowledge Through Virtual Reality: A Co-Design Approach with the Penan Community of Long Lamai
19. Museum Visitor Experiences Based on Hyperspectral Image Data
20. Sick in the Car, Sick in VR? Understanding How Real-World Susceptibility to Dizziness, Nausea, and Eye Strain Influences VR Motion Sickness
21. 'Do I Run Away?': Proximity, Stress and Discomfort in Human-Drone Interaction in Real and Virtual Environments
22. The Effect of Teleporting Versus Room-Scale Walking for Interacting with Immersive Visualizations
23. Pedestrian Interaction with a Snow Clearing Robot
24. Co-watching 360-Films in Nursing Homes
25. VR Invite: A Project-Independent Smartphone App for VR Observation and Interactivity
26. Emotion Elicitation Techniques in Virtual Reality
27. Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training
28. An Immersive Approach Based on Two Levels of Interaction for Exploring Multiple Coordinated 3D Views
29. The Effect of Rhythm in Mid-air Gestures on the User Experience in Virtual Reality
30. Diegetic and Non-diegetic Health Interfaces in VR Shooter Games
31. The Role of Mobile and Virtual Reality Applications to Support Well-Being: An Expert View and Systematic App Review
32. Typing on Midair Virtual Keyboards: Exploring Visual Designs and Interaction Styles
33. Usability Evaluation of a VibroTactile API for Web-Based Virtual Reality Experiences
34. Real vs Simulated Foveated Rendering to Reduce Visual Discomfort in Virtual Reality
35. VRSketch: Investigating 2D Sketching in Virtual Reality with Different Levels of Hand and Pen Transparency
36. A Flexible and Adaptable Workflow to Develop and Visualise Industrial Digital Twins
37. Exploring How Saliency Affects Attention in Virtual Reality
38. Creating Useful, Usable and Accessible VR Design Tools: An EUD-Based Approach
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