Recent Submissions

  • Towards Interactive Virtual Dogs as a Pervasive Social Companion in Augmented Reality 

    Norouzi, Nahal; Kim, Kangsoo; Bruder, Gerd; Welch, Greg (The Eurographics Association, 2020)
    Pets and animal-assisted intervention sessions have shown to be beneficial for humans' mental, social, and physical health. However, for specific populations, factors such as hygiene restrictions, allergies, and care and ...
  • Situational Awareness in Human Computer Interaction: Diana's World 

    Krishnaswamy, Nikhil; Beveridge, Ross; Pustejovsky, James; Patil, Dhruva; McNeely-White, David G.; Wang, Heting; Ortega, Francisco R. (The Eurographics Association, 2020)
    In this paper, we illustrate the role that situated awareness plays in modeling human interactions with Intelligent Virtual Agents (IVAs). Here we describe Diana, a multimodal IVA who exists within an embodied Human-Computer ...
  • Virtual Reality Training for Proper Recycling Behaviors 

    Do, Tiffany D.; Yu, Dylan S.; Katz, Alyssa; McMahan, Ryan P. (The Eurographics Association, 2020)
    We present an immersive virtual reality (VR) application that is designed to train users in recycling behaviors. In this demonstration, users play a recycling game in which they are awarded for proper recycling procedures. ...
  • Dark/Light Mode Adaptation for Graphical User Interfaces on Near-Eye Displays 

    Erickson, Austin; Kim, Kangsoo; Bruder, Gerd; Welch, Gregory F. (The Eurographics Association, 2020)
    In the fields of augmented reality (AR) and virtual reality (VR), many applications involve user interfaces (UIs) to display various types of information to users. Such UIs are an important component that influences user ...
  • A Wind Interaction System from the Real to the Virtual World 

    Liu, Jingyi; Wakita, Wataru (The Eurographics Association, 2020)
    We propose a wind interaction system from the real to the virtual world. Specifically, when the spectator waves the VIVE controller to the VR player, a wind is generated according to the direction and acceleration of waving ...
  • Effect of Motion and Hand Shape of a Massage Robot on Social Impression: Exploratory study in a Virtual Environment 

    Yamamoto, Kyosuke; Kato, Yuki; Tasaki, Ryosuke; Akiduki, Takuma; Mashimo, Tomoaki; Honna, Atsuo; Kitazaki, Michiteru (The Eurographics Association, 2020)
    We aimed to investigate the effects of motion pattern and hand shape on social impressions of a massage robot. The experiment was performed in a virtual environment as an exploratory study. Participants observed a massage ...
  • First Contact - Take 2 Using XR to Overcome Intercultural Discomfort (racism) 

    Gunn, M. J.; Sasikumar, P.; Bai, H. (The Eurographics Association, 2020)
    Digital/human encounter is explored through a suite of experiences that comprises common/room, an art installation that uses various modes of Extended Reality (XR) to support social engagement and generate connections with ...
  • Pseudo Physical Contact and Communication in VRChat: A Study with Survey Method in Japanese Users 

    Nagamachi, Kazuya; Kato, Yuki; Sugimoto, Maki; Inami, Masahiko; Kitazaki, Michiteru (The Eurographics Association, 2020)
    VRChat is one of social virtual reality platforms and getting popular. Pseudo physical contacts are used for communication in VRChat. We performed a questionnaire survey for VRChat users (N=341) in Japan to take statistics ...
  • AR Avatar Separated from Lecturer for Individual Communication in One-to-many Communication 

    Kitagishi, Yuki; Tanaka, Yuki; Yonezawa, Tomoko (The Eurographics Association, 2020)
    In this paper, we propose an augmented reality agent separated from the lecturer as his/her avatar to promote individual communication between the lecturer and the audience in parallel with one-to-many communication such ...
  • Empathy with Human's and Robot's Embarrassments in Virtual Environments 

    Sugiura, Maruta; Higashihata, Kento; Sato, Atsushi; Itakura, Shoji; Kitazaki, Michiteru (The Eurographics Association, 2020)
    We feel embarrassed not only when we are embarrassed but also when we are watching others embarrassed. Humans show empathy for pain not only human others but also robots. However, it has not been investigated whether humans ...
  • Spatialized AR Polyrhythmic Metronome Using Bose Frames Eyewear 

    Pinkl, James; Cohen, Michael (The Eurographics Association, 2020)
    Polyrhythms, combinations of contrasting but mathematically related rhythms, are challenging to play, even for skilled musicians. This project entails the development of an augmented reality metronome application with an ...
  • An Automated Virtual Receptionist for Recognizing Visitors and Assuring Mask Wearing 

    Zehtabian, Sharare; Khodadadeh, Siavash; Kim, Kangsoo; Bruder, Gerd; Welch, Greg; Bölöni, Ladislau; Turgut, Damla (The Eurographics Association, 2020)
    Intelligent virtual agents have many societal uses, specifically in situations in which the presence of real humans would be prohibitive. In particular, virtual receptionists can perform a variety of tasks associated with ...
  • Tactile Telepresence for Isolated Patients 

    Mostofa, Nafisa; Avendano, Indira; McMahan, Ryan P.; Welch, Gregory F. (The Eurographics Association, 2020)
    For isolated patients, for example COVID-19 patients in an intensive care unit, conventional televideo tools can provide a degree of visual telepresence, but at best approximate a ''through a window'' metaphor-visitors ...
  • Partial Finger Involvement Reflects into Grasping Tasks Performance and Accuracy 

    Boban, Loën; Delahaye, Mathias; Boulic, Ronan (The Eurographics Association, 2020)
    This paper presents a user study comparing a grasping algorithm we adapted for the Valve Index controller to common grasping approaches using the HTC Vive Wand or the Oculus Quest's Computer Vision-based finger tracking. ...
  • Novel Tap Operation on Capacitive Touch Screen for People with Visual Impairment 

    Funahashi, Kenji; Maki, Hayato; Iwahori, Yuji (The Eurographics Association, 2020)
    We propose a novel tap method for a capacitive touch screen, which is called inverse tap (iTap). Because this is operated as follows: a finger is removed from a screen first, and then put on it, different from normal tap. ...
  • A Virtual Reality Adaptive Exergame for the Enhancement of Physical Rehabilitation Using Social Facilitation 

    Najm, Ali; Michael-Grigoriou, Despina; Kyrlitsias, Christos; Christofi, Maria; Hadjipanayi, Christos; Sokratous, Dimitris (The Eurographics Association, 2020)
    VR-based rehabilitation allows the creation of fully controlled environments that define training tasks specifically designed to target the individual needs of patients. VR-based rehabilitation systems can be integrated ...
  • RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering 

    Tan, Yu Wei; Chua, Nicholas; Koh, Clarence; Bhojan, Anand (The Eurographics Association, 2020)
    Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid ...
  • Day-to-Night Road Scene Image Translation Using Semantic Segmentation 

    Baek, Seung Youp; Lee, Sungkil (The Eurographics Association, 2020)
    We present a semi-automated framework that translates day-time domain road scene images to those for the night-time domain. Unlike recent studies based on the Generative Adversarial Networks (GANs), we avoid learning for ...
  • Stroke Synthesis for Inbetweening of Rough Line Animations 

    Chen, Jiazhou; Zhu, Xinding; Bénard, Pierre; Barla, Pascal (The Eurographics Association, 2020)
    In this paper, we present a stroke synthesis approach for the inbetweening of rough line animations. In pre-process, keyframe strokes are transformed by local perturbation and sliding to generate a number of candidate ...
  • Reconstructing Monte Carlo Errors as a Blue-noise in Screen Space 

    Liu, Hongli; Han, Honglei (The Eurographics Association, 2020)
    We present a novel method that reconstructs the Monte Carlo errors of renderings as a blue-noise in screen space. To this end, we conform the statistic result of per-pixel integration to a precomputed blue-noise mask. ...

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