532 results on '"Ma, Minhua"'
Search Results
2. Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport
3. Evaluating User Engagement and Preference in Virtual Reality and Augmented Virtuality for Interactive Storytelling.
4. Interactive Mixed Reality Technology for Boosting the Level of Museum Engagement
5. A comparison of natural user interface and graphical user interface for narrative in HMD-based augmented reality
6. Ethical implications of digital gaming interventions for mental health: Systematic review and critical appraisal
7. Interactive Narrative in Augmented Reality: An Extended Reality of the Holocaust
8. A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums
9. Designing Spatial UI as a Solution of the Narrow FOV of Microsoft HoloLens: Prototype of Virtual Museum Guide
10. Comparative Study of HMD-based Virtual and Augmented Realities for Immersive Museums: User Acceptance, Medium, and Learning
11. None in Three: The Design and Development of a Low-Cost Violence Prevention Game for the Caribbean Region
12. Games for Mental and Moral Development of Youth: A Review of Empirical Studies
13. Question-Answering Virtual Humans Based on Pre-recorded Testimonies for Holocaust Education
14. Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education
15. VR Surgery: Interactive Virtual Reality Application for Training Oral and Maxillofacial Surgeons using Oculus Rift and Leap Motion
16. Design and development of a spatial mixed reality touring guide to the Egyptian museum
17. User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study
18. Interactive Mixed Reality Technology for Boosting the Level of Museum Engagement
19. Prosocial video game as an intimate partner violence prevention tool among youth: A randomised controlled trial
20. Augmented Reality and Gamification in Heritage Museums
21. Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport
22. SceneMaker: Creative Technology for Digital StoryTelling
23. Design and Development of Sur-Face: An interactive mobile app for educating patients regarding corrective surgery of facial deformities
24. Automatic conversion of natural language to 3D animation
25. Typologies and Features of Play in Mobile Games for Mental Wellbeing
26. Computer Games Physiotherapy for Children with Cystic Fibrosis
27. A Haptic-Based Virtual Reality Head and Neck Model for Dental Education
28. Future Trends of Virtual, Augmented Reality, and Games for Health
29. Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing
30. A Review of Serious Games for Children with Autism Spectrum Disorders (ASD)
31. Sense: An Interactive Learning Application That Visualizes the Nerve Supply of Face
32. Designing Spatial UI as a Solution of the Narrow FOV of Microsoft HoloLens: Prototype of Virtual Museum Guide
33. The Ambience Table: A Serious Gaming Interface for Aiding Sound Design
34. Biomimetic pupils for augmenting eye emulation in humanoid robots
35. Immunogenicity persistence of hepatitis A vaccines Healive® and Havrix® among children:15 years follow-up and long-term prediction
36. Constructionist Learning in Anatomy Education : What Anatomy Students Can Learn through Serious Games Development
37. Innovations in Serious Games for Future Learning
38. An Information Perception-Based Emotion Contagion Model for Fire Evacuation
39. A comparison of natural user interface and graphical user interface for narrative in HMD-based augmented reality
40. Virtual Reality and Serious Games in Healthcare
41. Public perception of metaverse and mental health on Twitter: A sentiment analysis
42. SceneMaker: Multimodal Visualisation of Natural Language Film Scripts
43. Games for Mental and Moral Development of Youth: A Review of Empirical Studies
44. None in Three: The Design and Development of a Low-Cost Violence Prevention Game for the Caribbean Region
45. Adaptive Virtual Reality Games for Rehabilitation of Motor Disorders
46. A Comparison of Immersive and Non-Immersive VR for the Education of Filmmaking.
47. Visual Semantics and Ontology of Eventive Verbs
48. A Comparison of Immersive and Non-Immersive VR for the Education of Filmmaking
49. Augmented Reality and Gamification in Heritage Museums
50. The Adoption of Digital Games Among Older Adults
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