
Virtual, Augmented and Mixed Reality
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This three-volume set, LNCS 15788-15790, constitutes the refereed proceedings of the 17th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2025, held as part of the 27th International Conference on Human-Computer Interaction, HCII 2025, in Gothenburg, Sweden, during June 22-27, 2025.
The total of 1430 papers and 355 posters included in the HCII 2025 proceedings were carefully reviewed and selected from 7972 submissions.
The papers presented in these three volumes are organized in the following topical sections::
Part I: Designing and Developing Virtual Environments; UX in Virtual Environments
Part II: VR, Culture, Art and Entertainment; Social Interaction and Wellbeing in Virtual Environments
Part III: VR Games; Virtual Environments for Learning, Training and Professional Development; Multimodal Interaction in Virtual Environments
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Content
.- VR, Culture, Art and
Entertainment.
.- Balancing Historical Value and Structural Safety: Revolutionary Applications of Digital Twins and XR Technology in Heritage Tunnel Restoration.
.- The Effect of Particle Turbulence on Guiding Attention in a 360° VR Art Piece.
.- VR Perceptible Design of "A Thousand Miles of Rivers and Mountains".
.- Enhancing Tourists' Experience and Cultural Perception in the Summer Palace through VR Interaction.
.- Immersive Conservation: Leveraging Virtual Manatees to Promote Manatee Conservation Awareness Among K12 Students.
.- Bridging the Gap Between Broadcast TV and Virtual Reality.
.- Serious Space: Exploring the Interactive Art Experience of Data Gaze and Panopticism through Multimodal System.
.- AI-Echo: Exploring Technological Alienation Through an Interactive Art Experience.
.- Social Interaction and Wellbeing in Virtual Environments.
.- Stepping into Her Shoes: Designing and Evaluating the VR system on User Empathy Development for Domestic Violence Victims.
.- Human Obedience and Social Norm Adherence in Small Groups with Virtual Agents.
.- The Emotional Space of Public Opinion in Virtual Reality: Embodied Interaction Design Between Digital Swarming and News Emotions.
.- Gamified Hand-Eye Coordination Tasks in a VR System for Stereoscopic Vision Rehabilitation: Leveraging Depth Cues for Enhanced Perception.
.- Two Explorative Studies on Tangible Augmented Reality for Neurodevelopmental Disorders.
.- Research on Sound Design of VR Healing Interactive Space - Taking the Work 'Wonder Garden' as an Example.
.- Enhancing Altruistic Behavior through Virtual Reality: The Impact of Immersive Environments and Digital Embodiment on Prosocial Tendencies.
.- AliceBot: Designing AI-Driven Applications for Mental Health Management.
.- Influence of Floor Type on Social Navigation with Small Free-Standing Groups in Virtual Reality.
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