首页 > 最新文献
paperpass

2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)最新文献

英文 中文
Getting around in google cardboard – exploring navigation preferences with low-cost mobile VR 在谷歌纸板上四处走动——用低成本的移动VR探索导航偏好
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859536
W. Powell, V. Powell, Phillip Brown, M. Cook, J. Uddin
In recent years there has been a paradigm shift in the uptake and use of Virtual Reality (VR). Advances in graphics rendering, and the introduction of low-cost VR headsets has brought VR into the reach of ordinary consumers. Google Cardboard VR viewers cost just a few dollars and work with most smart phones, enabling mobile VR to truly enter the domain of the everyday. However, these headsets are currently generally used for passive entertainment or viewing 360 degree media, and are not ideally suited to active exploration of a virtual space. In this paper we present our preliminary evaluation of three approaches to travel and navigation.
近年来,在虚拟现实(VR)的吸收和使用方面发生了范式转变。图形渲染技术的进步,以及低成本VR头显的推出,使VR进入了普通消费者的视野。谷歌Cardboard VR观看器只需几美元,可与大多数智能手机兼容,使移动VR真正进入日常生活领域。然而,这些头戴式耳机目前通常用于被动娱乐或观看360度媒体,并不适合主动探索虚拟空间。在本文中,我们提出了我们的初步评价三种方法的旅行和导航。
{"title":"Getting around in google cardboard – exploring navigation preferences with low-cost mobile VR","authors":"W. Powell, V. Powell, Phillip Brown, M. Cook, J. Uddin","doi":"10.1109/WEVR.2016.7859536","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859536","url":null,"abstract":"In recent years there has been a paradigm shift in the uptake and use of Virtual Reality (VR). Advances in graphics rendering, and the introduction of low-cost VR headsets has brought VR into the reach of ordinary consumers. Google Cardboard VR viewers cost just a few dollars and work with most smart phones, enabling mobile VR to truly enter the domain of the everyday. However, these headsets are currently generally used for passive entertainment or viewing 360 degree media, and are not ideally suited to active exploration of a virtual space. In this paper we present our preliminary evaluation of three approaches to travel and navigation.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115895383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 40
Recognition and pose estimation of primitive shapes from depth images for spatial augmented reality 空间增强现实中深度图像原始形状的识别与姿态估计
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859541
Ryo Hachiuma, H. Saito
In this paper, we propose a method for recognition and pose estimation of primitive shapes from depth images for spatial augmented reality (SAR). To use SAR in our everyday life, technology to recognize and estimate the pose of projected objects in the room is necessary. However, it is not a simple task to recognize primitive shapes because of their low 3D feature values.
本文提出了一种用于空间增强现实(SAR)的深度图像中原始形状的识别和姿态估计方法。为了在我们的日常生活中使用SAR,识别和估计房间中投影物体姿态的技术是必要的。然而,由于原始形状的三维特征值较低,因此对其进行识别并不是一项简单的任务。
{"title":"Recognition and pose estimation of primitive shapes from depth images for spatial augmented reality","authors":"Ryo Hachiuma, H. Saito","doi":"10.1109/WEVR.2016.7859541","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859541","url":null,"abstract":"In this paper, we propose a method for recognition and pose estimation of primitive shapes from depth images for spatial augmented reality (SAR). To use SAR in our everyday life, technology to recognize and estimate the pose of projected objects in the room is necessary. However, it is not a simple task to recognize primitive shapes because of their low 3D feature values.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122397781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Vocational training with immersive virtual reality for individuals with autism: towards better design practices 面向自闭症患者的沉浸式虚拟现实职业培训:走向更好的设计实践
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859539
L. Bozgeyikli, Evren Bozgeyikli, A. Raij, Redwan Alqasemi, S. Katkoori, R. Dubey
In this paper, an immersive virtual reality system for vocational rehabilitation of individuals with Autism Spectrum Disorder (VR4VR) is presented. VR4VR uses immersive virtual environments to assess and train individuals with Autism Spectrum Disorder (ASD). This paper discusses lessons learned from the testing sessions with neuro typical individuals and individuals with ASD in regards to better design principles. During testing sessions, participants used VR4VR system to practice six skills identified as transferrable and useful in many common jobs. These six transferable skills were cleaning, loading the back of a truck, money management, shelving, environmental awareness and social skills. This paper presents VR4VR system, design considerations for the ASD population and lessons learned from the testing sessions with the aim of giving insight to future virtual reality systems for individuals with ASD.
本文介绍了一种用于自闭症谱系障碍个体职业康复的沉浸式虚拟现实系统(VR4VR)。VR4VR使用沉浸式虚拟环境来评估和培训自闭症谱系障碍(ASD)患者。本文讨论了从神经正常个体和ASD个体的测试中得到的经验教训,以更好地设计原则。在测试过程中,参与者使用VR4VR系统练习了六项在许多常见工作中可转移和有用的技能。这六项可转移技能分别是清洁、装货、理财、货架摆放、环保意识和社交技能。本文介绍了VR4VR系统,ASD人群的设计考虑因素以及从测试过程中吸取的经验教训,旨在为未来ASD患者的虚拟现实系统提供见解。
{"title":"Vocational training with immersive virtual reality for individuals with autism: towards better design practices","authors":"L. Bozgeyikli, Evren Bozgeyikli, A. Raij, Redwan Alqasemi, S. Katkoori, R. Dubey","doi":"10.1109/WEVR.2016.7859539","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859539","url":null,"abstract":"In this paper, an immersive virtual reality system for vocational rehabilitation of individuals with Autism Spectrum Disorder (VR4VR) is presented. VR4VR uses immersive virtual environments to assess and train individuals with Autism Spectrum Disorder (ASD). This paper discusses lessons learned from the testing sessions with neuro typical individuals and individuals with ASD in regards to better design principles. During testing sessions, participants used VR4VR system to practice six skills identified as transferrable and useful in many common jobs. These six transferable skills were cleaning, loading the back of a truck, money management, shelving, environmental awareness and social skills. This paper presents VR4VR system, design considerations for the ASD population and lessons learned from the testing sessions with the aim of giving insight to future virtual reality systems for individuals with ASD.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131378470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
An accessible platform for everyday educational virtual reality 一个可访问的日常教育虚拟现实平台
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859540
Catherine Ball, K. Johnsen
Given the modern accessibility and affordability of requisite hardware, the use of immersive virtual reality is possible in almost any domain. However, there is insufficient evidence of the value of immersive virtual reality relative to alternative approaches. In addition, there are a range of displays and input devices with varying capabilities that are all competing in the marketplace. Our work is evaluating the benefits of a "baseline" interface that applications can target while simultaneously designing such an application and interaction techniques within it. We discuss our rationale for choosing the immersive VR platform, as well as studies planned to evaluate interaction techniques and metaphors designed for the platform relative to a "simulated" non-immersive VR platform.
考虑到现代可访问性和必要硬件的可负担性,几乎在任何领域都可以使用沉浸式虚拟现实。然而,没有足够的证据表明沉浸式虚拟现实相对于其他方法的价值。此外,市场上还有各种各样的显示和输入设备,它们的功能各不相同。我们的工作是评估应用程序可以瞄准的“基线”接口的好处,同时在其中设计这样的应用程序和交互技术。我们讨论了选择沉浸式VR平台的理由,以及计划的研究,以评估相对于“模拟”非沉浸式VR平台设计的平台的交互技术和隐喻。
{"title":"An accessible platform for everyday educational virtual reality","authors":"Catherine Ball, K. Johnsen","doi":"10.1109/WEVR.2016.7859540","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859540","url":null,"abstract":"Given the modern accessibility and affordability of requisite hardware, the use of immersive virtual reality is possible in almost any domain. However, there is insufficient evidence of the value of immersive virtual reality relative to alternative approaches. In addition, there are a range of displays and input devices with varying capabilities that are all competing in the marketplace. Our work is evaluating the benefits of a \"baseline\" interface that applications can target while simultaneously designing such an application and interaction techniques within it. We discuss our rationale for choosing the immersive VR platform, as well as studies planned to evaluate interaction techniques and metaphors designed for the platform relative to a \"simulated\" non-immersive VR platform.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132908152","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Rethinking temporospatiality in everyday virtual environments 重新思考日常虚拟环境中的时空性
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859542
A. Mostafa, W. H. A. Ryu, Sonny Chan, E. Sharlin, M. Sousa
While the design of entertainment systems and 3D games often incorporates time and space in a creative and flexible manner, space and time are often viewed in a more rigorous and limited approach when designing everyday virtual environments applications. The limited exploration of temporal and spatial aspects in the design of everyday virtual environments could limit user engagement and impact the overall experience. This paper aims to initiate a discussion about: (1) the challenges and needs associated with temporospatial design in everyday virtual reality contexts and (2) how proper utilization of space and time in the design of everyday virtual environments can enrich interaction and improve user experience. We introduce a set of temporospatial design elements that can be utilized to enrich interaction within 3D contexts, and show through illustrative examples how everyday contexts can benefit from temporospatial-inspired design.
虽然娱乐系统和3D游戏的设计经常以创造性和灵活的方式结合时间和空间,但在设计日常虚拟环境应用程序时,空间和时间通常以更严格和有限的方式来看待。在日常虚拟环境的设计中,对时间和空间方面的有限探索可能会限制用户的参与并影响整体体验。本文旨在探讨:(1)日常虚拟现实环境中时空设计的挑战和需求;(2)在日常虚拟环境的设计中,如何合理利用空间和时间来丰富交互和改善用户体验。我们介绍了一组时空设计元素,可用于丰富3D环境中的交互,并通过说明性示例展示日常环境如何从时空启发设计中受益。
{"title":"Rethinking temporospatiality in everyday virtual environments","authors":"A. Mostafa, W. H. A. Ryu, Sonny Chan, E. Sharlin, M. Sousa","doi":"10.1109/WEVR.2016.7859542","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859542","url":null,"abstract":"While the design of entertainment systems and 3D games often incorporates time and space in a creative and flexible manner, space and time are often viewed in a more rigorous and limited approach when designing everyday virtual environments applications. The limited exploration of temporal and spatial aspects in the design of everyday virtual environments could limit user engagement and impact the overall experience. This paper aims to initiate a discussion about: (1) the challenges and needs associated with temporospatial design in everyday virtual reality contexts and (2) how proper utilization of space and time in the design of everyday virtual environments can enrich interaction and improve user experience. We introduce a set of temporospatial design elements that can be utilized to enrich interaction within 3D contexts, and show through illustrative examples how everyday contexts can benefit from temporospatial-inspired design.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127792461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Towards understanding the capability of spatial audio feedback in virtual environments for people with visual impairments 了解在虚拟环境中为视障人士提供空间音频反馈的能力
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859538
Miao Dong, Rongkai Guo
This research analyzes if and how the Head Related Transfer Function (HRTF) can be used to support effective Human-Computer Interaction when people in a Virtual Environment (VE) without visual feedback. If sounds can be located in a VE by using HRTF only, designing and developing considerably safer but diversified training environments might greatly benefit individuals with visual impairments. To investigate this, we ran 2 usability studies: 1) to ascertain whether the HRTF could provide sufficient position information in VEs; 2) to learn whether the HRTF could provide sufficient distance and direction information in VEs. The results showed that a continuous audio feedback could help navigate in a VE without vision feedback.
本研究分析了当人们在虚拟环境(VE)中没有视觉反馈时,是否以及如何使用头部相关传递函数(HRTF)来支持有效的人机交互。如果仅通过使用HRTF就可以在VE中定位声音,那么设计和开发相当安全但多样化的训练环境可能会极大地有利于视觉障碍患者。为了研究这一点,我们进行了两项可用性研究:1)确定HRTF是否可以提供足够的位置信息;2)了解HRTF能否提供足够的距离和方向信息。结果表明,连续的音频反馈可以帮助在没有视觉反馈的VE中导航。
{"title":"Towards understanding the capability of spatial audio feedback in virtual environments for people with visual impairments","authors":"Miao Dong, Rongkai Guo","doi":"10.1109/WEVR.2016.7859538","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859538","url":null,"abstract":"This research analyzes if and how the Head Related Transfer Function (HRTF) can be used to support effective Human-Computer Interaction when people in a Virtual Environment (VE) without visual feedback. If sounds can be located in a VE by using HRTF only, designing and developing considerably safer but diversified training environments might greatly benefit individuals with visual impairments. To investigate this, we ran 2 usability studies: 1) to ascertain whether the HRTF could provide sufficient position information in VEs; 2) to learn whether the HRTF could provide sufficient distance and direction information in VEs. The results showed that a continuous audio feedback could help navigate in a VE without vision feedback.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122371295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
The redirected walking toolkit: a unified development platform for exploring large virtual environments 重定向行走工具包:用于探索大型虚拟环境的统一开发平台
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859537
Mahdi Azmandian, Timofey Grechkin, M. Bolas, Evan A. Suma
With the imminent emergence of low-cost tracking solutions, everyday VR users will soon experience the enhanced immersion of natural walking. Even with consumer-grade room-scale tracking, exploring large virtual environments can be made possible using a software solution known as redirected walking. Wide adoption of this technique has been hindered by the complexity and subtleties involved in successfully deploying redirection. To address this matter, we introduce the Redirected Walking Toolkit, to serve as a unified platform for developing, benchmarking, and deploying redirected walking algorithms. Our design enables seamless integration with standard virtual reality configurations, requiring minimal setup effort for content developers. The toolkit’s flexible architecture offers an interface that is not only easy to extend, but also complimented with a suite of simulation tools for testing and analysis. We envision the Redirected Walking Toolkit to be a common testbed for VR researchers as well as a publicly-available tool for large virtual exploration in virtual reality applications.
随着低成本跟踪解决方案的出现,日常VR用户将很快体验到自然行走的增强沉浸感。即使使用消费级的房间级跟踪,也可以使用称为“重定向行走”的软件解决方案来探索大型虚拟环境。成功部署重定向所涉及的复杂性和微妙性阻碍了该技术的广泛采用。为了解决这个问题,我们引入了重定向步行工具包,作为开发、基准测试和部署重定向步行算法的统一平台。我们的设计实现了与标准虚拟现实配置的无缝集成,为内容开发人员提供了最小的设置工作量。该工具包灵活的体系结构提供了一个接口,不仅易于扩展,而且还提供了一套用于测试和分析的模拟工具。我们设想重定向行走工具包将成为虚拟现实研究人员的通用测试平台,以及在虚拟现实应用中进行大型虚拟探索的公开工具。
{"title":"The redirected walking toolkit: a unified development platform for exploring large virtual environments","authors":"Mahdi Azmandian, Timofey Grechkin, M. Bolas, Evan A. Suma","doi":"10.1109/WEVR.2016.7859537","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859537","url":null,"abstract":"With the imminent emergence of low-cost tracking solutions, everyday VR users will soon experience the enhanced immersion of natural walking. Even with consumer-grade room-scale tracking, exploring large virtual environments can be made possible using a software solution known as redirected walking. Wide adoption of this technique has been hindered by the complexity and subtleties involved in successfully deploying redirection. To address this matter, we introduce the Redirected Walking Toolkit, to serve as a unified platform for developing, benchmarking, and deploying redirected walking algorithms. Our design enables seamless integration with standard virtual reality configurations, requiring minimal setup effort for content developers. The toolkit’s flexible architecture offers an interface that is not only easy to extend, but also complimented with a suite of simulation tools for testing and analysis. We envision the Redirected Walking Toolkit to be a common testbed for VR researchers as well as a publicly-available tool for large virtual exploration in virtual reality applications.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115596731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 52
The VR motion tracker: visualising movement of non-participants in desktop virtual reality experiences 虚拟现实运动追踪器:可视化桌面虚拟现实体验中非参与者的运动
Pub Date : 2016-03-20 DOI: 10.1109/WEVR.2016.7859535
A. Simeone
In this paper we present the VR Motion Tracker: a widget that informs users of VR applications of the movements of nonparticipants. The design of the widget is inspired by the the motion tracker used in the Alien film franchise. It uses a Kinect to detect other people in the room, besides the user of the VR application. Our system maps this information to a sphere placed within a triangular plane representing the Kinect’s field of view. When these non-participants move, the position of the sphere is updated, allowing the user to be aware of nearby movements. We performed a preliminary study where we presented nine participants with our widget design. We found that they considered the widget to be useful and not distracting. We discuss which features they found interesting, and other information and features they considered useful for a future version of this widget.
在本文中,我们提出了VR运动跟踪器:一个小部件,通知用户的VR应用程序的非参与者的运动。这个小部件的设计灵感来自《异形》系列电影中使用的运动追踪器。它使用Kinect来检测房间里的其他人,除了VR应用程序的用户。我们的系统将这些信息映射到一个球体上,这个球体位于一个代表Kinect视野的三角形平面内。当这些非参与者移动时,球体的位置被更新,允许用户意识到附近的移动。我们进行了初步研究,向9名参与者展示了我们的小部件设计。我们发现,他们认为这个小工具很有用,不会让人分心。我们讨论了他们感兴趣的特性,以及他们认为对这个小部件的未来版本有用的其他信息和特性。
{"title":"The VR motion tracker: visualising movement of non-participants in desktop virtual reality experiences","authors":"A. Simeone","doi":"10.1109/WEVR.2016.7859535","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859535","url":null,"abstract":"In this paper we present the VR Motion Tracker: a widget that informs users of VR applications of the movements of nonparticipants. The design of the widget is inspired by the the motion tracker used in the Alien film franchise. It uses a Kinect to detect other people in the room, besides the user of the VR application. Our system maps this information to a sphere placed within a triangular plane representing the Kinect’s field of view. When these non-participants move, the position of the sphere is updated, allowing the user to be aware of nearby movements. We performed a preliminary study where we presented nine participants with our widget design. We found that they considered the widget to be useful and not distracting. We discuss which features they found interesting, and other information and features they considered useful for a future version of this widget.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121746473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 23
期刊
2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
﹀
mjeditor
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1