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    Simulation of a Virtual Reality Environment for Cognitive and Motoric Testing with Unity and a Mechanical Treadmill 

    Fischer, N.; Schellenbach, M. (The Eurographics Association, 2021)
    In many virtual reality applications the movement is done with simple pointing and teleportation to the designated location. On the other side there is a need of combining treadmill walking with virtual reality environments ...

    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. ...
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    Evaluation of Optimization Strategies for Synchronization of Fine Motor Movements in Distributed Real-Time Systems 

    Pavlov, A. S.; Israel, J. H.; Keppler, S. (The Eurographics Association, 2021)
    With the growing demand for real-time collaboration in distributed immersive environments, e.g. in mechanical engineering or health care, a need for synchronisation of user's fine motor movements is gaining significance. ...

    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 ...

    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 ...
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    The Spectare Device for Experiencing Stereoscopic Photographs -- Best Poster Award 

    Taipina, Daniel; Cardoso, Jorge C. S. (The Eurographics Association, 2021)
    Stereoscopic photography was one of the main forms of visual communication in the second half of the 19th century, leaving even today an important impact on our visual culture. In this work, we have re-imagined the classical ...

    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 ...

    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 ...
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    A Gaze-depth Estimation Technique with an Implicit and Continuous Data Acquisition for OST-HMDs 

    Lee, Youngho; Piumsomboon, Thammathip; Ens, Barrett; Lee, Gun A.; Dey, Arindam; Billinghurst, Mark (The Eurographics Association, 2017)
    The rapid development of machine learning algorithms can be leveraged for potential software solutions in many domains including techniques for depth estimation of human eye gaze. In this paper, we propose an implicit and ...

    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 ...
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    AuthorKitazaki, Michiteru (5)Sugimoto, Maki (5)Bruder, Gerd (2)Fukuoka, Masaaki (2)Ichikawa, Ayumi (2)Ihara, Keiichi (2)Inami, Masahiko (2)Ishimoto, Hiroki (2)Isoyama, Naoya (2)Kato, Yuki (2)... View MoreSubject
    Human centered computing (42)
    Virtual reality (20)Mixed / augmented reality (9)Applied computing (8)CCS Concepts: Human-centered computing -> Virtual reality (3)Computer systems organization (3)Human computer interaction (HCI) (3)User studies (3)Accessibility systems and tools (2)CCS Concepts: Human-centered computing -> Human computer interaction(HCI); Virtual reality; Computer systems organization -> Robotics; (2)... View MoreDate Issued2022 (22)2020 (13)2021 (6)2017 (1)Has File(s)true (42)

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