the proceedings contain 102 papers. the topics discussed include: context-relevant locations as an alternative to the place illusion in augmented reality;lifter for VR headset: enhancing immersion, presence, flow, and...
ISBN:
(纸本)9798400705359
the proceedings contain 102 papers. the topics discussed include: context-relevant locations as an alternative to the place illusion in augmented reality;lifter for VR headset: enhancing immersion, presence, flow, and alleviating mental and physical fatigue during prolonged use;the influence of a low-resolution peripheral display extension on the perceived plausibility and presence;iStrayPaws: immersing in a stray animal’s world through first-person VR to bridge human-animal empathy;effects of different tracker-driven direction sources on continuous artificial locomotion in VR;influence of rotation gains on unintended positional drift during virtual steering navigation in virtualreality;exploring the impact of scene visual characteristics and adaptation effects on rotation gain perception in VR;wheelchair proxemics: interpersonal behavior between pedestrians and power wheelchair drivers in real and virtual environments;and the effects of electrical stimulation of ankle tendons on redirected walking withthe gradient gain.
the proceedings contain 84 papers. the topics discussed include: Carousel: improving the accuracy of virtualreality assessments for inspection training tasks;research on the emotions expressed by the posture of Kemo-...
ISBN:
(纸本)9781450398893
the proceedings contain 84 papers. the topics discussed include: Carousel: improving the accuracy of virtualreality assessments for inspection training tasks;research on the emotions expressed by the posture of Kemo-Mimi;exploring user behavior in asymmetric collaborative mixed reality;assessment of instructor’s capacity in one-to-many AR remote instruction giving;investigating the perceived realism of the other user’s look-alike avatars;Marcus or Mira – investigating the perception of virtual agent gender in virtualreality role play-training;evaluating the effects of virtual human animation on students in an immersive VR classroom using eye movements;effect of stereo deficiencies on virtual distal pointing;puppeteer: exploring intuitive hand gestures and upper-body postures for manipulating human avatar actions;rich virtual feedback from sensorimotor interaction may harm, not help, learning in immersive virtualreality;and exploration of form factor and bimanual 3D manipulation performance of rollable in-hand VR controller.
the proceedings contain 109 papers. the topics discussed include: avatar tracking control with generations of physically natural responses on contact to reduce performers’ loads;impostor-based rendering acceleration ...
ISBN:
(纸本)9781450390927
the proceedings contain 109 papers. the topics discussed include: avatar tracking control with generations of physically natural responses on contact to reduce performers’ loads;impostor-based rendering acceleration for virtual, augmented, and mixed reality;inside-out instrument tracking for surgical navigation in augmented reality;Ubiq: a system to build flexible social virtualreality experiences;investigating the effect of sensor data visualization variances in virtualreality;spatial augmented reality visibility and line-of-sight cues for building design;ImNDT: immersive workspace for the analysis of multidimensional material data from non-destructive testing;effects of image realism on the stress response in virtualreality;and towards context-aware automatic haptic effect generation for home theatre environments.
the proceedings contain 93 papers. the topics discussed include: planning locomotion techniques for virtualreality games;versatile mixed-method locomotion under free-hand and controller-based virtualreality interfac...
ISBN:
(纸本)9798400703287
the proceedings contain 93 papers. the topics discussed include: planning locomotion techniques for virtualreality games;versatile mixed-method locomotion under free-hand and controller-based virtualreality interfaces;exploring user engagement in immersive virtualreality games through multimodal body movements;does one keyboard fit all? comparison and evaluation of device-free augmented reality keyboard designs;exploring augmented reality for situated analytics with many movable physical referents;exploring users’ pointing performance on virtual and physical large curved displays;dialogues for one: single-user content creation using immersive record and replay;exploring unimodal notification interaction and display methods in augmented reality;and intuitive user interfaces for real-time magnification in augmented reality.
the proceedings contain 78 papers. the topics discussed include: realistic virtual humans from smartphone videos;the effects of full-body avatar movement predictions in virtualreality using neural networks;effects of...
ISBN:
(纸本)9781450376198
the proceedings contain 78 papers. the topics discussed include: realistic virtual humans from smartphone videos;the effects of full-body avatar movement predictions in virtualreality using neural networks;effects of immersive virtualreality content type to mindfulness and physiological parameters;docking haptics: extending the reach of haptics by dynamic combinations of grounded and worn devices;the experience of social touch in multi-user virtualreality;the effects of visual realism on Spatial Memory and Exploration Patterns in virtualreality;Body LayARs: a toolkit for body-based augmented reality;virtualreality in computer science education: a systematic review;and don’t bother me: how to handle content-irrelevant objects in handheld augmented reality.
this paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, s...
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ISBN:
(纸本)9798400705359
this paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.
the goal of this study is to present an easy-to-use and accurate pointing technique for distant objects in a virtualreality environment. For this purpose, we propose TeleHand pointing, in which the user first telepor...
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ISBN:
(纸本)9798400707186
the goal of this study is to present an easy-to-use and accurate pointing technique for distant objects in a virtualreality environment. For this purpose, we propose TeleHand pointing, in which the user first teleports only their hand near a target and points at the target using the ray cast from the teleported hand. To evaluate the usability of our method, we performed a user study in which participants repeated selection tasks for distant targets. As a result, we found that, although the proposed method slightly increases the task completion time, it significantly reduces pointing errors for distant targets compared to the traditional ray-based method.
We propose FisheyeVR, a zooming interface in VR dynamically providing users a larger software FOV by zooming out to a shorter virtual focal length, trading in an acceptable visual distortion for more context. We condu...
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ISBN:
(纸本)9798400707186
We propose FisheyeVR, a zooming interface in VR dynamically providing users a larger software FOV by zooming out to a shorter virtual focal length, trading in an acceptable visual distortion for more context. We conduct studies to (1) understand the visual distortion of zoom-out FOVs, (2) test 4 triggering methods with common VR scenarios and (3) evaluate the integrated FisheyeVR system. Our findings demonstrate that FisheyeVR not only significantly reduces users' physical effort and oculomotor simulator sickness but also maintains performance levels, accompanied by positive feedback.
JetUnit [21] is a water-based VR haptic system capable of generating a diverse range of perceived force intensities and frequencies through water jets. A key challenge in designing this system was optimizing parameter...
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ISBN:
(纸本)9798400707186
JetUnit [21] is a water-based VR haptic system capable of generating a diverse range of perceived force intensities and frequencies through water jets. A key challenge in designing this system was optimizing parameters to enable the haptic device to produce force feedback that closely mimics the most intense force achievable with direct water jets, while ensuring the user remains dry. In this demonstration, we showcase JetUnit by integrating our haptic solutions into various virtualreality interactions, including touch, poking, injection, and recurring pulsing and wave signals.
Embodied conversational agents are an established approach for immersively conveying the narratives and information of virtual museums. Recent advances in large language models and text-to-speech systems enable the ac...
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ISBN:
(纸本)9798400705359
Embodied conversational agents are an established approach for immersively conveying the narratives and information of virtual museums. Recent advances in large language models and text-to-speech systems enable the active guidance of users by agents and raise the question of how such assistants should be visually embodied to engage visitors and promote knowledge transfer. this demo showcases a stylized humanoid guide, a novel animism-based approach with speaking objects, and a combination of both concepts to interactively guide users through a digital replica of the famous Gropius Room at the Bauhaus University in Weimar.
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