Search
Now showing items 1-10 of 10
Effect of Spatial and Temporal Dilation of a Brand Logo Printed on a VR Shopping Bag
(The Eurographics Association, 2022)
Interaction opportunities in virtual environments (VE), such as stores and events using virtual reality (VR), are increasing, and advertisements for brand recognition may be introduced to VE in the future. The objective ...
Sense of Ownership, Self-location, and Gaze Responses in Virtual Rubber Hand Illusion
(The Eurographics Association, 2022)
It is known that the illusion of body ownership, like as the rubber hand illusion, affects the proprioceptive sense of body position. In the present study, we investigated whether eye movements and pupil responses to the ...
Identifying Language-induced Mental Load from Eye Behaviors in Virtual Reality
(The Eurographics Association, 2022)
We compared content-independent eye tracking metrics under different levels of language-induced mental load in virtual reality (VR). We designed a virtual environment to balance consistent recording of eye data with user ...
AmplifiedCoaster: Amplifying the Perception of Ascent and Descent in Virtual-Reality-Equipped Electric Wheelchair in an Electric Wheeled Ramp
(The Eurographics Association, 2022)
We introduce a novel virtual reality (VR) ride system consisting of a head-mounted display (HMD), an electric wheelchair and an electric wheeled ramp as an amusement park attraction. The electric wheeled ramp which is a ...
Improving a Sense of Unity via BrainWaves in a Virtual Concert Where Performances in Real Space are Watched in a Virtual Space
(The Eurographics Association, 2022)
In virtual live concerts that can be attended remotely, there is a problem of a weak sense of unity due to a lack of shared reactions among the participants. We have attempted to solve this problem by focusing on the sharing ...
Towards the Gamification of VR Authoring Environments
(The Eurographics Association, 2022)
The creation of content for educational Virtual Reality (VR) environments is still challenging - particularly for non-experts in the field of VR, resulting in a lack of motivation. Gamification is a tool that has shown ...
Sign Language Learning System with Concurrent Shared Avatar Hand in a Virtual Environment: Psychological Evaluation
(The Eurographics Association, 2022)
We aimed to develop a sign language learning system using virtual reality to improve learning motivation. Hand movements for twenty words consisted of three letters were recorded with a hand motion capture system (model ...
Investigating the Effect of Animal Avatars on Users' Self-disclosure During Interaction in VR space
(The Eurographics Association, 2022)
In social VR, users can communicate with others by expressing their own appearance by customizing an avatar. Several studies have shown that the appearance of the avatars that users use in social VR affects their ...
Proposal for 3-Arm Motor Skill Training Considering Spatial Awareness and Cooperative Action Involving 3rd Hand
(The Eurographics Association, 2022)
The term Jizaika can be defined as the ability to work with high efficiency involving wearable robots such as 3rd Hand. However, research has shown that a conflict might arise when a person attempts to use both their natural ...
Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback
(The Eurographics Association, 2022)
We proposed a VR game named ''Boomshin'' using an encountered-type haptic display and investigated the effects of switching the presence of haptic feedback for objects in the VR space over time. We named objects with and ...