PRESENCE: Virtual and Augmented RealityEIPubMedAJSCIE中科院4区JCR:Q4 发文量1,462 被引量37,034 影响因子(2023)0.574 The longest-established academic journal that is devoted to research into teleoperation and virtual environments (3D virtual reality worlds), PRESENCE: Virtual and Augmented Reality is ...
《Presence-virtual And Augmented Reality》(《存在-虚拟和增强现实》)是一本由MIT PRESS出版的Multiple学术刊物,主要刊载Multiple相关领域研究成果与实践,旨在打造一种学术水平高、可读性强、具有全球影响力的学术期刊。本刊已入选SCIE来源期刊。该刊创刊于1992年,出版周期4 issues/year。2023年发布的影响因子为0.7。
Presence-virtual And Augmented Reality PRESENCE-TELEOP VIRT ISSN:1054-7460 E-ISSN:1531-3263 投稿咨询学术服务 基本信息 BASIC INFORMATION 审稿时间: 出版周期:4 issues/year 出版国家或地区:UNITED STATES 创刊:1992 影响因子:0.7 是否预警:否 语言:English...
PRESENCE-Virtual and Augmented Reality PRESENCE-VIRTUAL AUG 影响因子:0.7 是否综述期刊:否 是否预警:不在预警名单内 是否OA:否 出版国家/地区:UNITED STATES 出版社:MIT PRESS 发刊时间:0 发刊频率: 收录数据库:SCIE/Scopus收录 ISSN:1054-7460 中科院2-4区医学SCI协投: 影响因子0-3分,2-4个月确保录用 ...
Augmented realityImmersive visualisationBiomedical dataThe fast growth of virtual reality (VR) and augmented reality (AR) head-mounted displays provides a new medium for interactive visualisations and visual analytics. Presence is the experience of consciousness within extended reality, and it has the ...
Presence Capital is a venture fund investing in early-stage augmented reality (AR) and virtual reality (VR) companies.
(2023). Experiential challenges of and opportunities for applying immersive technologies with storytelling. Presence: Virtual and Augmented Reality, 1–35. https://doi.org/10.1162/pres_a_00365 (Open in a new window)Google Scholar Laarni, J., Ravaja, N., Saari, T., & Kallinen, K. (2015...
摘要: Since virtual reality (VR) and augmented reality (AR) have become promising technologies in the entertainment and display industry, a large number of companies have provided content and services with VR and AR technologies. Among them, video games have been considered as one of the biggest...
It is designed to enable people who are geographically dispersed to communicate with one another over the Internet in Mixed Reality in ways that are close approximation to what or how they would do if they were together in one same physical space and time. Through the operation of MRESENCE...
Augmented reality;Cultural heritage;Gamification;Holographic augmented reality;Mixed reality;Presence;Storytelling;Virtual reality Definition Mixed reality as display technology, gamification as motivational element, and storytelling as interaction metaphor while maintaining the feeling of presence are identified as...