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    International Symposium on Mixed and Augmented Reality

    International Symposium on Mixed and Augmented Reality

    ConferenceCCF 计算机图形学与多媒体 B

    年发文量

    研究主题

    论文(3257)

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    1Keynote Speakers.
    Kihwan Kim
    2025
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    2A Virtual Room for Rett Syndrome: Design and Implementation of an Exergame for Upper-Limb Rehabilitation
    Matteo Martini, Giulia Pili, Martina Semino, Michela Perina, Emanuela Riccio,Rosa Angela Fabio,Danilo Pani,Manuela Chessa

    Rett syndrome (RTT) is a rare neurodevelopmental disorder that severely impairs motor and cognitive functions, posing significant challenges for rehabilitation. This paper presents Virtual Room 2.0, a non-immersive Virtual Reality (VR) exergame designed to promote upper limb rehabilitation in RTT patients through engaging, interactive exercises. The system is based on marker-less body tracking obtained via a stereo camera, which allows its use in non-laboratory environments, such as homes and day centers. A 40-session, 10-week training protocol was conducted to assess the system’s effectiveness, involving 10 RTT patients of different ages and clinical stages. Motion data were collected and analyzed to assess improvements in reaching movements. Results indicate a positive trend in upper limb function as well as increased motivation and engagement, confirming the potential of non-immersive VR-based rehabilitation for RTT patients.

    2025
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    3RAPHO : A Rapid Occluding Photochromic Occlusion Capable See-Through Display
    Chun-Wei Ooi,Yuichi Hiroi,Takefumi Hiraki,Yuta Itoh

    The OST-NEDs technology still faces major challenges—particularly, the ghosting effect, in which virtual objects appear semi-transparent against the background due to additive optics. This compromises depth perception, occlusion cues, and overall visual realism [2] .

    2025
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    4AudioVisual Coherence in Action: How Spatial Audio Enhances Object Detection and Immersive Experience in VR Environments
    Zhang Di, Peng Ziyu,Ye Long

    In virtual reality (VR) environments, users often face limitations in spatial awareness and object localization, particularly for elements outside their immediate field of view. This study investigates how audiovisual spatial coherence affects spatial perception efficacy in VR, comparing the subjective and objective impacts of different spatial audio modalities. We conducted a controlled experiment with 24 participants performing object detection tasks under three conditions: 5.1.4 surround sound, binaural spatial audio, and traditional 2D audio. Our analysis encompassed omnidirectional, rear-space, and overhead target scenarios to comprehensively evaluate spatial perception performance. To enable precise 5.1.4 spatial audio implementation, we developed a custom ASIO-based audio system integrated with Unity for accurate multi-channel rendering. Results demonstrate that both spatial audio systems significantly improved object detection accuracy and reduced response times compared to 2D audio, with 5.1.4 spatial audio showing superior performance in challenging spatial conditions. Head movement analysis revealed that spatial audio significantly improved user attention allocation, while subjective evaluations indicated advantages of 5.1.4 spatial audio in comfort and reduced fatigue. These findings provide empirical evidence for the critical role of audiovisual coherence in VR spatial perception and offer practical insights for optimizing immersive experiences through appropriate spatial audio implementation.

    2025
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    5Traveling from Fiction to Future : Ethical Design Principles for AI-Integrated XR Workplaces
    Esha Mahendran

    As extended reality (XR) technologies become increasingly integrated into workplace environments, ethical and human centered design considerations grow more critical for society. Fictional narratives such as Psycho-Pass, Detroit: Become Human, and Black Mirror provide illustrations of artificial intelligence (AI) integrated systems that adapt to context, sense emotions, and mediate human behavior. Drawing on these speculative sources, this paper seeks to propose a framework of ethical design strategies for XR workplaces in three domains: adaptive interfaces, multimodal feedback, and embodied cognitive support. By bridging fiction and design, the paper advocates for emotionally responsive systems that enhance user agency and well-being while avoiding the pitfalls of surveillance, overload, and autonomy mismanagement. The goal is to reframe dystopian warnings into constructive guidelines that promote inclusive, trustworthy, and sustainable XR work environments.

    2025
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    高被引作者

    作者引用发文
    Pushmeet Kohli122782
    Shahram Izadi65925
    Andrew Fitzgibbon65884
    Andrew Davison65025
    Richard Newcombe61913
    David Molyneaux60922
    Otmar Hilliges60901
    David Kim60901
    Steve Hodges60901
    Mark Billinghurst503497

    高产作者

    作者引用发文
    Mark Billinghurst503497
    Dieter Schmalstieg451860
    Nassir Navab283760
    Gudrun Klinker266160
    Woontack Woo91154
    Bruce Thomas136149
    Kiyoshi Kiyokawa132045
    Tobias Höllerer250844
    Steven K. Feiner356738
    Christian Sandor139635

    相关期刊

    ACM Transactions on Applied Perception
    Journal on Multimodal User Interfaces
    Spatial User Interaction
    Symposium on Virtual and Augmented Reality
    Virtual Reality Software and Technology
    Artificial Intelligence and Virtual Reality
    Graphics Interface
    International Conference on Virtual Rehabilitation
    International Symposium on Mixed and Augmented Reality : (ISMAR) [proceedings]
    IEEE Conference on Virtual Reality and 3D User Interfaces