Now showing items 98-117 of 184

    • Landmark Recognition using Deep Learning in a Virtual Space 

      Mukai, Nobuhiko; Uematsu, Takashi; Chang, Youngha (The Eurographics Association, 2023)
      It is a very important issue to simulate human behavior in a virtual space for emergency evacuation in the real world. Humans take actions using their own eyes and memory. Then, the identification of the scene that virtual ...
    • Laparoscopic Sigmoidectomy Surgery Training System Using AR Follow-up Experience of Real Human Surgery 

      Terashima, Akihiro; Morishima, Akinobu; Obama, Kazutaka; Sakai, Yoshiharu; Maeda, Taro; Ando, Hideyuki (The Eurographics Association, 2018)
      In our learning system (OITORE Advance), high learning effect was confirmed by using teaching materials using porcine intestines. However, because the environment inside the abdominal cavity is different between pigs and ...
    • Learning from Painting: Perspective-dependent Geometry Deformation for Perceptual Realism 

      Franke, Ingmar Steffen; Zavesky, Martin; Dachselt, Raimund (The Eurographics Association, 2007)
      Virtual environments and user interfaces in general can be improved by using the concept of Perceptual Realism, e.g. by means of non-photorealistic rendering techniques. The approach presented here follows a different path ...
    • A Lightweight ID-Based Extension for Marker Tracking Systems 

      Flohr, Daniel; Fischer, Jan (The Eurographics Association, 2007)
      The estimation of the position and orientation of the digital video camera is a central challenge in video seethrough augmented reality. Many augmented reality applications solve this problem with the help of markerbased ...
    • Linkage of Virtual Object and Physical Object for Teaching to Caregiver-Robot 

      Abiko, Yuuki; Nakasato, Shoko; Hidaka, Yuuta; Iwaki, Satoshi; Taniguchi, Kazuhiro (The Eurographics Association, 2014)
      To support a bedridden person, we propose a novel teaching method for a caregiving robot to manipulate a physical object in a real world. User's instruction can be intuitively transmitted to the robot by the ''drag-and-drop'' ...
    • Lyrics onto Cityscape: A Mixed Reality System for Appreciating Lyrics Projected onto a Cityscape While Walking 

      Izumi, Rin; Kodama, Shuhei; Takahashi, Tokiichiro (The Eurographics Association, 2022)
      High-performance mobile devices have made it easy to listen to the music anytime, anywhere that matches listener's mood or to listen to the specific song at the specific place. We propose a new experience that allows people ...
    • Mingle with an Amoeba 

      Nakabayashi, Yuki; Arai, Tastuki; Ozaki, Miruku; Kawamura, Koki; Tsuboji, Koki; Nakagawa, Maho; Nitta, Yasuhiro; Haba, Ryotaro; Hamano, Sho; Matsutani, Yuki; Mashiyama, Yuki; Sugimoto, Maki (The Eurographics Association, 2022)
      Amoebas are microorganisms ranging in length from 25 to 400µm and are not large enough for humans to touch. Also, since they are not visible in everyday life, it isn't easy to get involved with amoebas. In this project, ...
    • Mitigation of Fear Triggers for Image Viewing in Virtual Reality 

      Hetterich, Amelie; Mammen, Sebastian von; Pohl, Daniel (The Eurographics Association, 2023)
      Modern VR image viewers combine immersive photos with audio, special effects and haptics to provide a highly immersive experience. However, users with specific phobias may encounter discomfort while browsing through random ...
    • Monocular Head Tracking for Desktop Virtual Environments 

      Korkalo, Otto; Takala, Tapio (The Eurographics Association, 2007)
      We present an approach to head tracking to be applied in desktop virtual environments. The system is able to estimate both the position and orientation of the user s head using only monocular view. In our approach, the ...
    • Moving Interaction by Controlling Yourself in Virtual Space 

      Mitsubori, Nichika; Hagiwara, Takayoshi; Wakisaka, Sohei; Minamizawa, Kouta (The Eurographics Association, 2022)
      In this demonstration, we propose a method of movement in virtual space. The user becomes a ball that can roll through the virtual space and is operated from a first-person perspective. There are several objects in virtual ...
    • Narrowcasting for Stereoscopic Photospherical Cinemagraphy 

      Cohen, Michael; Iida, Takato; Sato, Rintaro (The Eurographics Association, 2019)
      We have developed an application which blurs the distinction between static and dynamic imagery in a stereoscopic omnidirectional browser. A ''cinemagraph'' is a living picture, interpolating between a still photo and a ...
    • Natural Interface and Overreaction for VR Entertainment 

      Kawamoto, T.; Horikoshi, T.; Liberati, N. (The Eurographics Association, 2018)
      With the widespread use of inexpensive VR devices, many VR events for entertainment started to be organized all over the world. An important point when many people experience VR content is easily engage the experience ...
    • 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. ...
    • Parallax-based Glyph Composition Technique with Colour-Blending Glyphs 

      Hu, Sathaporn; Reilly, Derek (The Eurographics Association, 2023)
      Stacked is a glyph composition technique which relies on the parallax effect achieved through AR: multiple glyphs float on top of each other. Although the individual glyphs are spatially separated, changing viewing angles ...
    • 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. ...
    • PhysioSense Controller: Self-Actuating Button Based on Player Physiology for Improved Avatar Control 

      ZiYue, Wang; Minamizawa, Kouta; Pai, Yun Suen (The Eurographics Association, 2022)
      Games generally require a certain level of skill to control the avatar. However, this can also potentially lead to frustration since there is no way for a game to truly adapt to the player's skill during gameplay. We propose ...
    • A Pilot Study of Altering Depth Perception with Projection-Based Illusions 

      Schmidt, S.; Bruder, G.; Steinicke, F. (The Eurographics Association, 2017)
      We present first approaches to manipulate perceived spatial relationships between the user and real-world objects by introducing perceptual illusions to a projection-based augmented reality (AR) environment. Therefore, we ...
    • Preliminary Study on Surface Texture to Manipulate Perceived Softness of 3D Printed Objects 

      Miyoshi, Motoki; Punpongsanon, Parinya; Iwai, Daisuke; Sato, Kosuke (The Eurographics Association, 2019)
      Previous studies have attempted to manipulate the elastic properties of products from elements such as different materials and internal structures. In this paper, we investigate whether we can manipulate the softness ...
    • Production of Instructional Videos Using a Virtual Presentation Room on a Mobile Head-mounted Display 

      Yano, Kojiro (The Eurographics Association, 2019)
      Instructional videos are frequently used in education and it is important for teachers to produce the materials with minimal time and efforts. In this article, I report SlidesGo, a "virtual presentation room" software for ...
    • Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles 

      Ebihara, Kohta; Matsuoka, Johei; Hattori, Kiyohiko (The Eurographics Association, 2022)
      In this presentation, we propose a new tangible programming interface utilizing Virtual Reality technologies, aiming to improve upon existing methods. Existing tangible programming methods have three major areas which can ...