Now showing items 3-22 of 34

    • Archives of Thrill: The V-Armchair Experience 

      Passmore, Peter J.; Tennent, Paul; Walker, Brendan; Philpot, Adam; Le, Ha; Markowski, Marianne; Karamanoglu, Mehmet (The Eurographics Association, 2017)
      Technology for older people is typically concerned either with health care or accessibility of existing systems. In this paper we take a more 'entertainment-oriented' approach to developing experiences aimed at older users. ...
    • Assessing the Relevance of Eye Gaze Patterns During Collision Avoidance in Virtual Reality 

      Varma, Kamala; Guy, Stephen J.; Interrante, Victoria (The Eurographics Association, 2017)
      To increase presence in virtual reality environments requires a meticulous imitation of human behavior in virtual agents. In the specific case of collision avoidance, agents' interaction will feel more natural if they are ...
    • Asymmetric Bimanual Interaction for Mobile Virtual Reality 

      Bai, Huidong; Nassani, Alaeddin; Ens, Barrett; Billinghurst, Mark (The Eurographics Association, 2017)
      In this paper, we explore asymmetric bimanual interaction with mobile Virtual Reality (VR). We have developed a novel two handed interface for mobile VR which uses a 6 degree of freedom (DoF) controller input for the ...
    • An Augmented Reality and Virtual Reality Pillar for Exhibitions: A Subjective Exploration 

      See, Zi Siang; Sunar, Mohd Shahrizal; Billinghurst, Mark; Dey, Arindam; Santano, Delas; Esmaeili, Human; Thwaites, Harold (The Eurographics Association, 2017)
      This paper presents the development of an Augmented Reality (AR) and Virtual Reality (AR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to ...
    • Collaborative View Configurations for Multi-user Interaction with a Wall-size Display 

      Kim, Hyungon; Kim, Yeongmi; Lee, Gun A.; Billinghurst, Mark; Bartneck, Christoph (The Eurographics Association, 2017)
      This paper explores the effects of different collaborative view configuration on face-to-face collaboration using a wall-size display and the relationship between view configuration and multi-user interaction. Three different ...
    • Development of Olfactory Display Using Solenoid Valves Controlled Atomization for High Concentration Scent Emission 

      Ariyakul, Yossiri (The Eurographics Association, 2017)
      This paper reports on the introduction of using atomization technique controlled by high-speed switching solenoid valves to present smells. Even though atomization has been widely used to release smells in commercial aroma ...
    • Dwarf or Giant: The Influence of Interpupillary Distance and Eye Height on Size Perception in Virtual Environments 

      Kim, Jangyoon; Interrante, Victoria (The Eurographics Association, 2017)
      This paper addresses the question: to what extent can deliberate manipulations of interpupillary distance (IPD) and eye height be used in a virtual reality (VR) experience to influence a user's sense of their own scale ...
    • The Effect of User Embodiment in AV Cinematic Experience 

      Chen, Joshua; Lee, Gun A.; Billinghurst, Mark; Lindeman, Robert W.; Bartneck, Christoph (The Eurographics Association, 2017)
      Virtual Reality (VR) is becoming a popular medium for viewing immersive cinematic experiences using 360° panoramic movies and head mounted displays. There are previous research on user embodiment in real-time rendered VR, ...
    • Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality 

      Thomas, Jerald; Azmandian, Mahdi; Grunwald, Sonia; Le, Donna; Krum, David; Kang, Sin-Hwa; Rosenberg, Evan Suma (The Eurographics Association, 2017)
      Recent advances in 3D scanning, reconstruction, and animation techniques have made it possible to rapidly create photorealistic avatars based on real people. While it is now possible to create personalized avatars automatically ...
    • Enjoyment, Immersion, and Attentional Focus in a Virtual Reality Exergame with Differing Visual Environments 

      Abernathy, Michael; Shaw, Lindsay A.; Lutteroth, Christof; Buckley, Jude; Corballis, Paul M.; Wünsche, Burkhard C. (The Eurographics Association, 2017)
      Virtual reality exergames provide a compelling distraction from the possible discomfort and negative perception of exercise by immersing users in three dimensional virtual worlds. Prior studies have looked at the effects ...
    • Ethical Considerations for the Use of Virtual Reality: An Evaluation of Practices in Academia and Industry 

      Luro, Francisco Lopez; Prada, Diego Navarro; Sundstedt, Veronica (The Eurographics Association, 2017)
      The following article offers a set of recommendations that are considered relevant for designing and executing experiences with Virtual Reality (VR) technology. It presents a brief review of the history and evolution of ...
    • Evaluating and Comparing Game-controller based Virtual Locomotion Techniques 

      Sarupuri, Bhuvaneswari; Hoermann, Simon; Whitton, Mary C.; Lindeman, Robert W. (The Eurographics Association, 2017)
      The incremental hardware costs of virtual locomotion are minimized when the technique uses interaction capabilities available in controllers and devices that are already part of the VE system, e.g., gamepads, keyboards, ...
    • Evaluating the Effects of Hand-gesture-based Interaction with Virtual Content in a 360° Movie 

      Khan, Humayun; Lee, Gun A.; Hoermann, Simon; Clifford, Rory M. S.; Billinghurst, Mark; Lindeman, Robert W. (The Eurographics Association, 2017)
      Head-mounted displays are becoming increasingly popular as home entertainment devices for viewing 360° movies. This paper explores the effects of adding gesture interaction with virtual content and two different ...
    • Exploring Pupil Dilation in Emotional Virtual Reality Environments 

      Chen, Hao; Dey, Arindam; Billinghurst, Mark; Lindeman, Robert W. (The Eurographics Association, 2017)
      Previous investigations have shown that pupil dilation can be affected by emotive pictures, audio clips, and videos. In this paper, we explore how emotive Virtual Reality (VR) content can also cause pupil dilation. VR has ...
    • Facial Performance Capture by Embedded Photo Reflective Sensors on A Smart Eyewear 

      Asano, Nao; Masai, Katsutoshi; Sugiura, Yuta; Sugimoto, Maki (The Eurographics Association, 2017)
      Facial performance capture is used for animation production that projects a performer's facial expression to a computer graphics model. Retro-reflective markers and cameras are widely used for the performance capture. To ...
    • Fast and Accurate Simulation of Gravitational Field of Irregular-shaped Bodies using Polydisperse Sphere Packings 

      Srinivas, Abhishek; Weller, Rene; Zachmann, Gabriel (The Eurographics Association, 2017)
      Currently, interest in space missions to small bodies (e.g., asteroids) is increasing, both scientifically and commercially. One of the important aspects of these missions is to test the navigation, guidance, and control ...
    • ICAT-EGVE 2017: Frontmatter 

      Lindeman, Robert W.; Bruder, Gerd; Iwai, Daisuke (Eurographics Association, 2017)
    • Improving Collaboration in Augmented Video Conference using Mutually Shared Gaze 

      Lee, Gun A.; Kim, Seungwon; Lee, Youngho; Dey, Arindam; Piumsomboon, Thammathip; Norman, Mitchell; Billinghurst, Mark (The Eurographics Association, 2017)
      To improve remote collaboration in video conferencing systems, researchers have been investigating augmenting visual cues onto a shared live video stream. In such systems, a person wearing a head-mounted display (HMD) and ...
    • Moving Towards Consistent Depth Perception in Stereoscopic Projection-based Augmented Reality 

      Schmidt, Susanne; Bruder, Gerd; Steinicke, Frank (The Eurographics Association, 2017)
      Stereoscopic projection-based augmented reality (AR) is a promising technology for creating an effective illusion of virtual and real objects coexisting within the same space. By using projection technology, two-dimensional ...
    • A Mutual Motion Capture System for Face-to-face Collaboration 

      Nakamura, Atsuyuki; Kiyokawa, Kiyoshi; Ratsamee, Photchara; Mashita, Tomohiro; Uranishi, Yuki; Takemura, Haruo (The Eurographics Association, 2017)
      In recent years, motion capture technology to measure the movement of the body has been used in many fields. Moreover, motion capture targeting multiple people is becoming necessary in multi-user virtual reality (VR) and ...