For Your Eyes Only I
An Efficient Interpolation Approach for Low Cost Unrestrained Gaze Tracking in 3D Space
Effects of Viewing Condition on User Experience of Panoramic Video
Use All Your Senses
Passive Arm Swing Motion for Virtual Walking Sensation
AquaCAVE: An Underwater Immersive Projection System for Enhancing the Swimming Experience
Going Wide: Degrees matter
View Dependent Tone Mapping of HDR Panoramas for Head Mounted Displays
Real-Time 3D Peripheral View Analysis
A Superwide-FOV Optical Design for Head-Mounted Displays
For Your Eyes Only II
Blurry (Sticky) Finger: Proprioceptive Pointing and Selection of Distant Objects for Optical See-through based Augmented Reality
Dynamic View Expansion for Improving Visual Search in Video See-through AR
When Virtual Is Not Enough
MR Work Supporting System Using Pepper's Ghost
Simulation based Camera Localization under a Variable Lighting Environment
Synchronized Scene Views in Mixed Virtual Reality for Guided Viewing
From Observations to Collaborative Simulation: Application to Surgical Training
Natural Interaction in Asymmetric Teleconference using Stuffed-toy Avatar Robot
Is This Seat Taken? Behavioural Analysis of the Telethrone: A Novel Situated Telepresence Display
The Effects of Indirect Real Body Cues of Irrelevant Parts on Virtual Body Ownership and Presence
The Influence of Real Human Personality on Social Presence with a Virtual Human in Augmented Reality
The Influence of Real Human Personality on Social Presence with a Virtual Human in Augmented Reality (The Eurographics Association, 2016)Human responses to an interaction with a Virtual Human (VH) can be influenced by both external factors such as technologyrelated limitations, and internal factors such as individual differences in personality. While the ...
(The Eurographics Association, 2016)The employment of visual, auditory and tactile senses directly related to specific body limbs associated with task performance has been shown to give a person a perception of body ownership. However, there is much less ...
(The Eurographics Association, 2016)We present research with two novel components; a system which may improve current small group telecommunication, and an experiment to test the efficacy. Telethrone projects a remote user onto a chair, bringing them into ...
(The Eurographics Association, 2016)In this paper, we propose an asymmetric teleconference system using stuffed-toy robot as the representative of the remote user. Our main goal is to realize the system that can provide natural conversation both on the remote ...
(The Eurographics Association, 2016)In surgical training, Virtual Reality systems are mainly focused on technical surgical skills, leaving out procedural aspects. Our project aims at providing a novel approach to the use of Virtual Reality addressing this ...
(The Eurographics Association, 2016)Virtual Reality devices are available with different resolutions and fields of view. Users can simultaneously interact within environments on head mounted displays, cell phones, tablets, and PowerWalls. Sharing scenes ...
(The Eurographics Association, 2016)Localizing the user from a feature database of a scene is a basic and necessary step for presentation of localized augmented reality (AR) content. Commonly such a database depicts a single appearance of the scene, due to ...
(The Eurographics Association, 2016)Recently MR (Mixed Reality) techniques are used in many fields, and one of them is work support. Work support using MR techniques can display work instructions directly in the work space and help user to work effectively ...
(The Eurographics Association, 2016)The extension or expansion of human vision is often accomplished with video see-through head mounted displays (HMDs) because of their clarity and ability to modulate background information. However, little is known about ...
Blurry (Sticky) Finger: Proprioceptive Pointing and Selection of Distant Objects for Optical See-through based Augmented Reality (The Eurographics Association, 2016)Most AR interaction techniques are focused on direct interaction with close objects within one’s reach (e.g. using the hands). Interacting with distant objects, especially those that are real, has not received much attention. ...
(The Eurographics Association, 2016)We present a new optical design for head-mounted displays (HMD) that has an exceptionally wide field of view (FOV). It can cover even the full human FOV. It is based on seamless lenses and screens curved around the eyes. ...
(The Eurographics Association, 2016)Human peripheral vision suffers from several limitations that differ among various regions of the visual field. Since these limitations result in natural visual impairments, many interesting intelligent user interfaces ...
(The Eurographics Association, 2016)Head mounted display(HMD)s are characterized by relatively low resolution and low dynamic range. These limitations significantly reduce the visual quality of photorealistic captures on such displays. In this paper we present ...
(The Eurographics Association, 2016)AquaCAVE is an underwater immersive projection environment which faithfully reproduces the swimming experience in the virtual space. AquaCAVE is inspired by the surrounding projection system known as the CAVE Automatic ...
(The Eurographics Association, 2016)The present paper describes the characteristics of an arm swing display as a part of the multisensory display for creation of walking sensation to the user who is sitting on a vestibular display (a motion chair). The passive ...
(The Eurographics Association, 2016)Panoramic video arises at the convergence of TV and virtual reality, and it is necessary to understand how these technologies interact to affect user experience in order to produce useful content. TV and film makers have ...
(The Eurographics Association, 2016)We present a first attempt to use interpolation based approach to combine a mobile eye tracker with an external tracking system to obtain a 3D gaze vector for a freely moving user. Our method captures calibration points ...
(Eurographics Association, 2016)