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  • Virtual Fixtures in VR - Perceptual Overlays for Assisted Teleoperation, Teleprogramming and Learning 

    Krupke, Dennis; Zhang, Jianwei; Steinicke, Frank (The Eurographics Association, 2018)
    Current advances in mixed reality (MR) technology achieves both, making the sensations more immersive and plausible, but also increase the utilization of these technologies in robotics. Their low-cost and the low effort ...
  • Usability of Augmented Reality in Aeronautic Maintenance, Repair and Overhaul 

    Fischini, Antoine; Ababsa, Fakhreddine; Grasser, Mickaël (The Eurographics Association, 2018)
    Augmented Reality (AR) is a strong growing research topic in several areas including industry, training, art and entertainment. AR can help users to achieve very complex tasks by enhancing their vision with useful and ...
  • Blowing in the Wind: Increasing Copresence with a Virtual Human via Airflow Influence in Augmented Reality 

    Kim, Kangsoo; Bruder, Gerd; Welch, Gregory (The Eurographics Association, 2018)
    In a social context where two or more interlocutors interact with each other in the same space, one's sense of copresence with the others is an important factor for the quality of communication and engagement in the ...
  • A Study on AR Authoring using Mobile Devices for Educators 

    Chu, Kinfung; Lu, Weiquan; Oka, Kiyoshi; Takashima, Kazuki; Kitamura, Yoshifumi (The Eurographics Association, 2018)
    Augmented Reality (AR) on consumer devices is now commonplace and it finds application in areas like online retail and gaming. Among which, school education can especially benefit from the interactivity and expressiveness ...
  • AR based Self-sports Learning System using Decayed Dynamic TimeWarping Algorithm 

    Ikeda, Atsuki; Hwang, Dong Hyun; Koike, Hideki (The Eurographics Association, 2018)
    A self-sports learning system that provides users with real-time multimodal feedback about differences between a user's motion and an expert's motion is proposed. We also propose the Decayed Dynamic Time Warping algorithm, ...
  • Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives 

    Christofi, Maria; Baka, Evangelia; Stavroulia, Kalliopi Evangelia; Michael-Grigoriou, Despina; Lanitis, Andreas; Thalmann, Nadia Magnenat (The Eurographics Association, 2018)
    This paper studies the aspect of presence in a Virtual Reality (VR) environment that can be used for training purposes in the education sector and more specifically for teacher training and professional development. During ...
  • BuzzwireVR: An Immersive Game to Supplement Fine-Motor Movement Therapy 

    Christou, Chris G.; Michael-Grigoriou, Despina; Sokratous, D.; Tsiakoulia, M. (The Eurographics Association, 2018)
    Recovery of upper-body fine-motor skills after brain trauma, e.g. after a stroke, involves a long process of movement rehabilitation. When the arms and hands are affected patients often spend many hours exercising in order ...
  • Virtual Reality Application for Blind People in Unknown Interior Spaces 

    Guerrón, Nancy E.; Cobo, Antonio; Olmedo, José J. Serrano (The Eurographics Association, 2018)
    Virtual reality applications (VRA) with 3D sounds on smartphones were used by six blind adults for indoor navigation. Each application provided users with three audio outputs with linear, logarithmic and customized response ...
  • A Scoping Review Exploring the Feasibility of Virtual Reality Technology Use with Individuals Living with Dementia 

    Rose, Vienna; Stewart, Inga; Jenkins, Keith G.; Ang, Chee Siang; Matsangidou, Maria (The Eurographics Association, 2018)
    The existing evidence base in relation to the feasibility of using Virtual Reality technology systems with individuals living with a dementia appeared limited and was therefore explored. The research was collected and ...
  • Feasibility Study of an Augmented Reality System for People with Dementia 

    Andrade Ferreira, Luis Duarte; Cavaco, Sofia; Bermúdez i Badia, Sergi (The Eurographics Association, 2018)
    While augmented reality (AR) can be valuable in therapy with people with dementia (PwD), when designing an AR system for PwD, it is important to understand how PwD interact with to such systems. Here we discuss an experiment ...
  • A Touch Panel for Presenting Softness with Visuo-Haptic Interaction 

    Murata, Karen A.; Oishi, Erika; Nakamura, Takuto; Kajimoto, Hiroyuki; Tanaka, Nobuya; Sano, Takahiro; Naya, Masayuki (The Eurographics Association, 2018)
    This paper proposes a system capable of presenting softness using a touch panel. Many studies of touch panel-based haptic displays have developed methods for manipulating macro-roughness (shape), fine-roughness (texture), ...
  • Scalable Autostereoscopic Display with Temporal Division Method 

    Kurogi, Tadatoshi; Nii, Hideaki; Peiris, Roshan Lalintha; Minamizawa, Kouta (The Eurographics Association, 2018)
    Science-fiction has frequently depicted people directly interacting with life-size autostereoscopic images projected from the walls of buildings in public places. In this paper, we present a large modularized autostereoscopic ...
  • Soft Finger-tip Sensing Probe Based on Haptic Primary Colors 

    Kato, Fumihiro; Inoue, Yasuyuki; Tachi, Susumu (The Eurographics Association, 2018)
    This paper describes a novel tactile sensing probe based on haptic primary colors (HPCs) and a tactile classifying system. We developed a finger-type soft tactile probe incorporating a sensor to measure three physical ...
  • Materiality Manipulation by Light-Field Projection from Reflectance Analysis 

    Murakami, Kouki; Amano, Toshiyuki (The Eurographics Association, 2018)
    In this paper, we report a method for changing the appearance of an object to different colors as a function of viewing perspective with multiple projectors and cameras. If such appearance manipulation becomes possible, ...
  • Compression Of 16K Video For Mobile VR Playback Over 4K Streams 

    Vazquez, Iker; Cutchin, Steve (The Eurographics Association, 2018)
    Mobile virtual reality headset devices are currently constrained to playing back 4K video streams for hardware, network, and performance reasons. This strongly limits the quality of 360 degrees videos over 4K streams; which ...
  • HTC Vive Pro Time Performance Benchmark for Scientific Research 

    Chénéchal, Morgan Le; Goldman, Jonas Chatel (The Eurographics Association, 2018)
    Widespread availability of consumer-level virtual reality (VR) devices creates a venue for their massive use in psychology and neuroscience research. The application of VR to scientific research however poses significant ...
  • Geometrical Algorithms for Real Time Sound Rendering Using Intelligent Prioritization 

    Charalampous, Panagiotis; Michael-Grigoriou, Despina (The Eurographics Association, 2018)
    Geometrical algorithms have been the main subject of research in the field of real time sound rendering. These algorithms are variants of the image source and ray tracing algorithms, enhanced with improvements that speed ...
  • A Novel Approach for Cooperative Motion Capture (COMOCAP) 

    Welch, Gregory; Wang, Tianren; Bishop, Gary; Bruder, Gerd (The Eurographics Association, 2018)
    Conventional motion capture (MOCAP) systems, e.g., optical systems, typically perform well for one person, but less so for multiple people in close proximity. Measurement quality can decline with distance, and even drop ...
  • Adaptive Filtering of Physical-Virtual Artifacts for Synthetic Animatronics 

    Schubert, Ryan; Bruder, Gerd; Welch, Gregory (The Eurographics Association, 2018)
    Spatial Augmented Reality (SAR), e.g., based on monoscopic projected imagery on physical three-dimensional (3D) surfaces, can be particularly well-suited for ad hoc group or multi-user augmented reality experiences since ...
  • Individualized Calibration of Rotation Gain Thresholds for Redirected Walking 

    Hutton, Courtney; Ziccardi, Shelby; Medina, Julio; Rosenberg, Evan Suma (The Eurographics Association, 2018)
    Redirected walking allows the exploration of large virtual environments within a limited physical space. To achieve this, redirected walking algorithms must maximize the rotation gains applied while remaining imperceptible ...

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