
Extended Reality
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The seven-volume set LNCS 15737-15743 constitutes the proceedings of the International Conference on Extended Reality, XR Salento 2025, held in Otranto, Italy, during June 17-20, 2025.
The 128 full papers presented together with 65 short papers were carefully reviewed and selected from 256 submissions. The papers are organized in the following topical sections:
Part I: Virtual Reality; and Augmented and Mixed Reality.
Part II: Extended Reality; and Extended Reality in Education and Learning.
Part III: Transforming Research and Clinical Interventions with eXtended Reality.
Part IV: Digital Twin: Innovative Approaches in Industry and Healthcare.
Part V: eXtended Reality for Cultural Tourism Sustainability; eXtended Reality for Art, Design, and Entertainment; and Digital Twin and Smart Virtual Representations for Cultural Heritage.
Part VI: Crafting Virtual Humans for Immersive XR Applications; and eXtended Reality for Serious Games.
Part VII: Artificial Intelligence; Integrating Artificial Intelligence, Computer Vision and Augmented Reality in Computer-Assisted Intervention; and AI-Driven XR Innovations in Healthcare: Bridging Technology and Ethics.
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Content
.- Crafting Virtual Humans for Immersive XR Applications .
.- A Framework for Enhancing Emotion Expression in Non-Playable Characters Using Large Language Models.
.- MoodyNPC: Personality & Facial Expressions for Virtual Humans.
.- 3D Avatar Reconstruction System with Real- time Facial Expression for Teleconference Application in Augmented Reality.
.- SpatialFlow: Towards Interaction Design in Virtual Reality for People with Autism.
.- Transformation of MetaHumans for a Generic XR Workflow.
.- Visualization of 3D Rockfalls Trajectories on Digital Terrain Models Using Virtual Reality Techniques.
.- Transforming Career Development Through Immersive and Data-Driven Solutions.
.- A Survey of Memory Models for Virtual Humans: From Psychological Foundations to Computational Architectures.
.- From Words to Emotions: Evaluating Text-to-Motion Body Language for Believable Emotions in Virtual Humans.
.- Designing Inclusive Interfaces: Sign Language Interpreters in Digital Libraries.
.- Exploration of Secure Attachment Priming in Immersive Virtual Environments.
.- Enhancing Healthcare with 3D Technologies: Motion Capture and Animation in the MoCASA Library.
.- eXtended Reality for Serious Games .
.- CrossNetVR: A Virtual Learning Environment for Teaching T568-A and T568-B Network Cabling Standards Using Unreal Engine.
.- Usability Evaluation of "Paint!" VR Game Designed for Frail Older Adults.
.- A web-based interactive digital twin for marine robotics education.
.- Use of an interactive augmented reality concept map tool in education: a pilot study on teachers' opinions.
.- Exploiting Immersive Virtual Reality for Maintenance Training of Freight Trains.
.- Innovative Augmented Reality Applications for Cardiac Physiology and Pathophysiology Education: An Interactive Approach for Coronary Anatomy and Interventional Procedures.
.- Getting Serious About Serious VR Games for People with Dementia: A Scoping Review of Applications Designed to Date.
.- Development of VR Physics Labs at Metauniversity.
.- Concentration in Learning: VR vs. Traditional.
.- Dynamic Training Environments in XR: A User-Centered Adaptive System.
.- Using computer vision in Mixed Reality games.
.- Comparing Traditional and eXtended Reality-based Learning: Effects on Performance, Emotions, and Cognitive Aspects.
.- ReplEye: An Open-Source Pipeline for Gathering, Analyzing, and Replaying Eye-Tracking Data with MRTK.
.- Gamification strategies as a motivational factor for learning in high school students: a preliminary.
.- Development of a Multi-User Virtual Reality System for Military Band Jump Training.
.- Autonomous Virtual Reality Integration for Active Thermography: Engineering Education and Experimentation.
.- Shared Physical Feedback: A Shared VR space Integrated with Physical Feedback.
.- Addressing on-the field co-registration for AR assisted maintenance operation: the AURORA project.
.- From Gamification to Virtual Reality: The Evolution of the Gamified Education Networking Learning Management System through Design-Based Research in Simulation-Based Education.
.- Science Dissemination in STEAM Projects - a Virtual Reality educational game on electrical circuits.
.- Reviewing Virtual Reality's Potential in CBRN Training: Synergizing AI, HCI, and Psychology for Immersive Preparedness.
.- VR-Based Rehabilitation in a Virtual Home: a Perspective on Cognitive and Motor Recovery.
.- The Role of Social and Neural Synchrony in Enhancing Learning and Collaboration in VR Serious Games: a Two-Study Protocol.
.- Virtual Reality Escape Room for Adolescents with Autism Spectrum Disorder.
.- From 2D drawings to 3D representations in immersive environments: the Sketch to Pipe app.
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