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Advances in Tangible and Embodied Interaction for Virtual and Augmented Reality

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virtual reality; haptic feedback; tactile sensation; sound source localization; deaf and hard-of-hearing; visual positioning system; convolutional neural network; three-dimensional object pose estimation; voxel; perspective-n-point; digital taste; galvanic taste stimulation; taste augmentation; mulsemedia; taste modulation; augmented reality; PCNL; simulation; surgical rehearsal; surgery; immersive environment; cognitive impairment; physical disability; unity; rehabilitation; intention prediction; gaze-based interaction; laparoscopic AR navigation; liver surgery; 3D image registration method; point cloud registration; collaborative robotics; acceptability; uncanny valley; user experience; extended reality; artificial intelligence; classification; control; motor rehabilitation; prosthesis; stroke; surface electromyography signals; user interface; pseudo-haptic; human-centered computing; mixed and augmented reality; game-based learning; fantasy; situated learning; serious game; embodied interaction; data visualization; node-link diagram; immersive communication; VR conference room; panoramic live broadcast; spatial audio; n/a

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