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Now showing 1 - 10 of 45
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    A context-aware immersive interface for teleoperation of mobile robots
    (The Eurographics Association, 2020) Quintas, João; Almeida, Luís; Sousa, Elísio; Menezes, Paulo; Dias, Paulo and Menezes, Paulo
    In this paper we present a context-aware immersive teleoperation interface to assist operators during navigation tasks. This new interface strategy aims to address the problems associated with mental overload, often experienced by operators of teleoperated devices. Our approach simplifies the high complexity of information displayed in control rooms. Our approach includes a context-based human-robot interaction framework that detects relevant information and automatically adapts the displayed interface in virtual windshield. Results showed that the proposed approach enhances user immersion while maximizes task performances and minimizes the operator physical and cognitive workload.
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    Study of the Influence of User Characteristics on the Virtual Reality Presence
    (The Eurographics Association, 2018) Mayor, Jesús; Sánchez, Alberto; Raya, Laura; García-Fernández, Ignacio and Ureña, Carlos
    In recent years, virtual reality has grown a lot in different areas of application, including ludic, social and research, being used by a large and growing number of users with different profiles. Presence is one of the most distinctive and important features of a virtual reality experience. The aim of this article is to study the most suitable areas of application for users and to analyze the influence of different characteristics of the user's profile in the perceived presence. We have tested the interest applications indicated by 159 subjects and we have designed an immersive virtual reality experience, testing the behavior and performance of 48 users. The results obtained show that gender can influence the perceptual sensation of presence in these types of virtual environments.
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    A Virtual Character Posing System based on Reconfigurable Tangible User Interfaces and Immersive Virtual Reality
    (The Eurographics Association, 2018) Cannavò, A.; Lamberti, F.; Livesu, Marco and Pintore, Gianni and Signoroni, Alberto
    Computer animation and, particularly, virtual character animation, are very time consuming and skill-intensive tasks, which require animators to work with sophisticated user interfaces. Tangible user interfaces (TUIs) already proved to be capable of making character animation more intuitive, and possibly more efficient, by leveraging the affordances provided by physical props that mimic the structure of virtual counterparts. The main downside of existing TUI-based animation solutions is the reduced accuracy, which is due partly to the use of mechanical parts, partly to the fact that, despite the adoption of a 3D input, users still have to work with a 2D output (usually represented by one or more views displayed on a screen). However, output methods that are natively 3D, e.g., based on virtual reality (VR), have been already exploited in different ways within computer animation scenarios. By moving from the above considerations and by building upon an existing work, this paper proposes a VR-based character animation system that combines the advantages of TUIs with the improved spatial awareness, enhanced visualization and better control on the observation point in the virtual space ensured by immersive VR. Results of a user study with both skilled and unskilled users showed a marked preference for the devised system, which was judged as more intuitive than that in the reference work, and allowed users to pose a virtual character in a lower time and with a higher accuracy.
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    An Interactive Tuning Method for Generator Networks Trained by GAN
    (The Eurographics Association, 2022) Zhou, Mengyuan; Yamaguchi, Yasushi; Cabiddu, Daniela; Schneider, Teseo; Allegra, Dario; Catalano, Chiara Eva; Cherchi, Gianmarco; Scateni, Riccardo
    The recent studies on GAN achieved impressive results in image synthesis. However, they are still not so perfect that output images may contain unnatural regions. We propose a tuning method for generator networks trained by GAN to improve their results by interactively removing unexpected objects and textures or changing the object colors. Our method could find and ablate those units in the generator networks that are highly related to the specific regions or their colors. Compared to the related studies, our proposed method can tune pre-trained generator networks without relying on any additional information like segmentation-based networks. We built the interactive system based on our method, capable of tuning the generator networks to make the resulting images as expected. The experiments show that our method could remove only unexpected objects and textures. It could change the selected area color as well. The method also gives us some hints to discuss the properties of generator networks which layers and units are associated with objects, textures, or colors.
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    Towards Developing a Digital application for the Five Design-Sheets Methodology
    (The Eurographics Association, 2022) Owen, Aron E.; Roberts, Jonathan C.; Peter Vangorp; Martin J. Turner
    The Five Design-Sheet Methodology is a sketching methodology that helps people ideate different designs; it has been used to develop computer interfaces, games and data visualisations. Traditionally, it is a paper-based process that structures the developer to think about their design solution over five sheets with five sections. However, with the rise of mobile phones and tablets, there is an emerging opportunity to achieve the sketched design ideation process in a digital form. This work investigates the transition of the Five Design-Sheets from a paper-based methodology into a digital sketching application. The paper introduces how we considered the challenge, and have started to develop an application. Currently our application implements the first sheet of the FdS process. We describe the application and present a brief evaluation of the work with designers and developers.
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    Creating Adaptive and Interactive Stories in Mixed Reality
    (The Eurographics Association, 2022) Frau, Vittoria; Serra, Sergio; Spano, Lucio Davide; Cabiddu, Daniela; Schneider, Teseo; Allegra, Dario; Catalano, Chiara Eva; Cherchi, Gianmarco; Scateni, Riccardo
    The following paper proposes the study, the design and the preliminary development of a solution for supporting users without programming experience in creating stories in a Mixed Reality environment. We focus on a Mixed Reality interface split into two parts: the creation and observation phases. During the creation phase, the end user can build his/her own story in the immersive mode of the Mixed Reality experience. The user can also enjoy the stories that other users have designed by seeing the characters appear in their surrounding environment.
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    IMGD: Image-based Multiscale Global Descriptors of Airborne LiDAR Point Clouds Used for Comparative Analysis
    (The Eurographics Association, 2021) Sreevalsan-Nair, Jaya; Mohapatra, Pragyan; Singh, Satendra; Frosini, Patrizio and Giorgi, Daniela and Melzi, Simone and Rodolà, Emanuele
    Both geometric and semantic information are required for a complete understanding of regions acquired as three-dimensional (3D) point clouds using the Light Detection and Ranging (LiDAR) technology. However, the global descriptors of such datasets that integrate both the information types are rare. With a focus on airborne LiDAR point clouds, we propose a novel global descriptor that transforms the point cloud from Cartesian to barycentric coordinate spaces. We use both the probabilistic geometric classification, aggregated from multiple scales, and the semantic classification to construct our descriptor using point rendering. Thus, we get an image-based multiscale global descriptor, IMGD. To demonstrate its usability, we propose the use of distribution distance measures between the descriptors for comparing the point clouds. Our experimental results demonstrate the effectiveness of our descriptor, when constructed of publicly available datasets, and on applying our selected distance measures.
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    An adaptative Shader for Human Visual Defects Simulation
    (The Eurographics Association, 2023) Fons, Pere; Buades, Jose Maria; Perales, Franisco; Gimeno Sancho, Jesús; Comino Trinidad, Marc
    A novel programmable shader is proposed to accurately simulate the main important human visual defects under different situations in daily life. An improved model of eye model is introduced to reasonably predict the anatomical and optical properties of the human eye. This eye model is composed of an accommodation and color model, and both these models are combined to simulate the varying refractive power of the human eye and color vision deficiency. Finally, distributed ray tracing techniques is combined with this eye model to produce a variety of visual results using the programmable shader in NVIDIA OptiX environment.
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    Virtual Reality: A Literature Review and Metrics-based Classification
    (The Eurographics Association, 2018) Ankomah, Peter; Vangorp, Peter; {Tam, Gary K. L. and Vidal, Franck
    This paper presents a multi-disciplinary overview of research evaluating virtual reality (VR). The main aim is to review and classify VR research based on several metrics: presence and immersion, navigation and interaction, knowledge improvement, performance and usability. With the continuous development and consumerisation of VR, several application domains have studied the impact of VR as an enhanced alternative environment for performing tasks. However, VR experiment results often cannot be generalised but require specific datasets and tasks suited to each domain. This review and classification of VR metrics presents an alternative metrics-based view of VR experiments and research.
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    Optimising Underwater Environments for Mobile VR
    (The Eurographics Association, 2019) Cenydd, Llyr ap; Headleand, Christopher; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.
    Mobile Virtual Reality (VR) has advanced considerably in the last few years, driven by advances in smartphone technology. There are now a number of commercial offerings available, from smartphone powered headsets to standalone units with full positional tracking. Similarly best practices in VR have matured quickly, facilitating comfortable and immersive VR experiences. There remains however many optimisation challenges when working with these devices, as while the need to render at high frame rates is universal, the hardware is limited by both computational power and battery capacity. There is also often a requirement that apps run smoothly across a wide variety of headsets. In this paper, we describe lessons learned in rendering and optimising underwater environments for mobile VR, based on our experience developing the popular aquatic safari application 'Ocean Rift'. We start by analyzing essential best practices for mobile app development, before describing low-cost techniques for creating immersive underwater environments. While some techniques discussed are universal to modern mobile VR development, we also consider issues that are unique to underwater applications.