Browsing ICAT-EGVE2017 by Issue Date
Now showing items 1-20 of 34
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3D Reconstruction of Hand Postures by Measuring Skin Deformation on Back Hand
(The Eurographics Association, 2017)In this research, we propose a method for reconstructing hand posture by measuring the deformation of the back of the hand with a wearable device. The deformation of skin on the back of the hand can be measured by using ... -
Evaluating and Comparing Game-controller based Virtual Locomotion Techniques
(The Eurographics Association, 2017)The incremental hardware costs of virtual locomotion are minimized when the technique uses interaction capabilities available in controllers and devices that are already part of the VE system, e.g., gamepads, keyboards, ... -
Archives of Thrill: The V-Armchair Experience
(The Eurographics Association, 2017)Technology for older people is typically concerned either with health care or accessibility of existing systems. In this paper we take a more 'entertainment-oriented' approach to developing experiences aimed at older users. ... -
Ethical Considerations for the Use of Virtual Reality: An Evaluation of Practices in Academia and Industry
(The Eurographics Association, 2017)The following article offers a set of recommendations that are considered relevant for designing and executing experiences with Virtual Reality (VR) technology. It presents a brief review of the history and evolution of ... -
Exploring Pupil Dilation in Emotional Virtual Reality Environments
(The Eurographics Association, 2017)Previous investigations have shown that pupil dilation can be affected by emotive pictures, audio clips, and videos. In this paper, we explore how emotive Virtual Reality (VR) content can also cause pupil dilation. VR has ... -
Collaborative View Configurations for Multi-user Interaction with a Wall-size Display
(The Eurographics Association, 2017)This paper explores the effects of different collaborative view configuration on face-to-face collaboration using a wall-size display and the relationship between view configuration and multi-user interaction. Three different ... -
Reference Framework on vSRT-method Benchmarking for MAR
(The Eurographics Association, 2017)This paper presents a reference framework on benchmarking of vision-based spatial registration and tracking (vSRT) methods for Mixed and Augmented Reality (MAR). This framework can provide typical benchmarking processes, ... -
Real-time Ambient Fusion of Commodity Tracking Systems for Virtual Reality
(The Eurographics Association, 2017)Cross-compatibility of virtual reality devices is limited by the difficulty of alignment and fusion of data between systems. In this paper, a plugin for ambiently aligning the reference frames of virtual reality tracking ... -
A New Approach to Utilize Augmented Reality on Precision Livestock Farming
(The Eurographics Association, 2017)This paper proposes a new method that utilizes AR to assist pasture-based dairy farmers identify and locate animal within large herds. Our proposed method uses GPS collars on cows and digital camera and on-board GPS on a ... -
Moving Towards Consistent Depth Perception in Stereoscopic Projection-based Augmented Reality
(The Eurographics Association, 2017)Stereoscopic projection-based augmented reality (AR) is a promising technology for creating an effective illusion of virtual and real objects coexisting within the same space. By using projection technology, two-dimensional ... -
The Effect of User Embodiment in AV Cinematic Experience
(The Eurographics Association, 2017)Virtual Reality (VR) is becoming a popular medium for viewing immersive cinematic experiences using 360° panoramic movies and head mounted displays. There are previous research on user embodiment in real-time rendered VR, ... -
Towards Precise, Fast and Comfortable Immersive Polygon Mesh Modelling: Capitalising the Results of Past Research and Analysing the Needs of Professionals
(The Eurographics Association, 2017)More than three decades of ongoing research in immersive modelling has revealed many advantages of creating objects in virtual environments. Even though there are many benefits, the potential of immersive modelling has ... -
Real-time Visual Representations for Mixed Reality Remote Collaboration
(The Eurographics Association, 2017)We present a prototype Mixed Reality (MR) system with a hybrid interface to support remote collaboration between a local worker and a remote expert in a large-scale work space. By combining a low-resolution 3D point-cloud ... -
360° versus 3D Environments in VR Headsets for an Exploration Task
(The Eurographics Association, 2017)For entertainment, pedagogical or cultural purposes, there is a need for fast and easy setup of virtual environments that represent real ones. The use of 360° video in Virtual Reality Headsets seems like a powerful tool ... -
VibVid: VIBration Estimation from VIDeo by using Neural Network
(The Eurographics Association, 2017)Along with advances in video technology in recent years, there is an increasing need for adding tactile sensation to it. Many researches on models for estimating appropriate tactile information from images and sounds ... -
Viewpoint-Dependent Appearance-Manipulation with Multiple Projector-Camera Systems
(The Eurographics Association, 2017)This paper proposes a novel projection display technique that realizes viewing-direction-dependent appearance-manipulation. The proposed method employs a multiple projector-camera feedback system, and each projector-camera ... -
Won by a Head: A Platform Comparison of Smart Object Linking in Virtual Environments
(The Eurographics Association, 2017)Mixed -reality platforms and toolkits are now more accessible than ever, bringing a renewed interest in interactive mixed-reality applications. However, more research is required to determine which available platforms are ... -
ICAT-EGVE 2017: Frontmatter
(Eurographics Association, 2017) -
Dwarf or Giant: The Influence of Interpupillary Distance and Eye Height on Size Perception in Virtual Environments
(The Eurographics Association, 2017)This paper addresses the question: to what extent can deliberate manipulations of interpupillary distance (IPD) and eye height be used in a virtual reality (VR) experience to influence a user's sense of their own scale ... -
Evaluating the Effects of Hand-gesture-based Interaction with Virtual Content in a 360° Movie
(The Eurographics Association, 2017)Head-mounted displays are becoming increasingly popular as home entertainment devices for viewing 360° movies. This paper explores the effects of adding gesture interaction with virtual content and two different ...