Now showing items 7-16 of 16

    • 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. ...
    • 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. ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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. ...
    • 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 ...