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Evaluating and Comparing Game-controller based Virtual Locomotion Techniques
(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, ...
Ethical Considerations for the Use of Virtual Reality: An Evaluation of Practices in Academia and Industry
(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 ...
Exploring Pupil Dilation in Emotional Virtual Reality Environments
(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 ...
The Effect of User Embodiment in AV Cinematic Experience
(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, ...
Towards Precise, Fast and Comfortable Immersive Polygon Mesh Modelling: Capitalising the Results of Past Research and Analysing the Needs of Professionals
(The Eurographics Association, 2017)
More than three decades of ongoing research in immersive modelling has revealed many advantages of creating objects in virtual environments. Even though there are many benefits, the potential of immersive modelling has ...
Real-time Visual Representations for Mixed Reality Remote Collaboration
(The Eurographics Association, 2017)
We present a prototype Mixed Reality (MR) system with a hybrid interface to support remote collaboration between a local worker and a remote expert in a large-scale work space. By combining a low-resolution 3D point-cloud ...
360° versus 3D Environments in VR Headsets for an Exploration Task
(The Eurographics Association, 2017)
For entertainment, pedagogical or cultural purposes, there is a need for fast and easy setup of virtual environments that represent real ones. The use of 360° video in Virtual Reality Headsets seems like a powerful tool ...
Won by a Head: A Platform Comparison of Smart Object Linking in Virtual Environments
(The Eurographics Association, 2017)
Mixed -reality platforms and toolkits are now more accessible than ever, bringing a renewed interest in interactive mixed-reality applications. However, more research is required to determine which available platforms are ...
Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality
(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
(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 ...