Now showing items 21-34 of 34

    • Asymmetric Bimanual Interaction for Mobile Virtual Reality 

      Bai, Huidong; Nassani, Alaeddin; Ens, Barrett; Billinghurst, Mark (The Eurographics Association, 2017)
      In this paper, we explore asymmetric bimanual interaction with mobile Virtual Reality (VR). We have developed a novel two handed interface for mobile VR which uses a 6 degree of freedom (DoF) controller input for the ...
    • 360° versus 3D Environments in VR Headsets for an Exploration Task 

      Boukhris, Mehdi; Paljic, Alexis; Lafon-Pham, Dominique (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 ...
    • An Augmented Reality and Virtual Reality Pillar for Exhibitions: A Subjective Exploration 

      See, Zi Siang; Sunar, Mohd Shahrizal; Billinghurst, Mark; Dey, Arindam; Santano, Delas; Esmaeili, Human; Thwaites, Harold (The Eurographics Association, 2017)
      This paper presents the development of an Augmented Reality (AR) and Virtual Reality (AR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to ...
    • Evaluating the Effects of Hand-gesture-based Interaction with Virtual Content in a 360° Movie 

      Khan, Humayun; Lee, Gun A.; Hoermann, Simon; Clifford, Rory M. S.; Billinghurst, Mark; Lindeman, Robert W. (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 ...
    • The Effect of User Embodiment in AV Cinematic Experience 

      Chen, Joshua; Lee, Gun A.; Billinghurst, Mark; Lindeman, Robert W.; Bartneck, Christoph (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, ...
    • On the Analysis of Acoustic Distance Perception in a Head Mounted Display 

      Dollack, Felix; Imbery, Christina; Bitzer, Jörg (The Eurographics Association, 2017)
      Recent work has shown that distance perception in virtual reality is different from reality. Several studies have tried to quantify the discrepancy between virtual and real visual distance perception but only little work ...
    • Development of Olfactory Display Using Solenoid Valves Controlled Atomization for High Concentration Scent Emission 

      Ariyakul, Yossiri (The Eurographics Association, 2017)
      This paper reports on the introduction of using atomization technique controlled by high-speed switching solenoid valves to present smells. Even though atomization has been widely used to release smells in commercial aroma ...
    • VibVid: VIBration Estimation from VIDeo by using Neural Network 

      Yoshida, Kentaro; Inoue, Seki; Makino, Yasutoshi; Shinoda, Hiroyuki (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 ...
    • Tour de Tune - Auditory-game-motor Synchronisation in Exergames 

      Finlayson, Jenna; Peterson, Jamie; Free, Joshua; Lo, Michael; Shaw, Lindsay A.; Lutteroth, Christof; Wünsche, Burkhard C. (The Eurographics Association, 2017)
      Exergaming has been heralded as a promising approach to increase physical activity in hard-to-reach populations such as sedentary young adults. By combining physical activity with entertainment, researchers and developers ...
    • Facial Performance Capture by Embedded Photo Reflective Sensors on A Smart Eyewear 

      Asano, Nao; Masai, Katsutoshi; Sugiura, Yuta; Sugimoto, Maki (The Eurographics Association, 2017)
      Facial performance capture is used for animation production that projects a performer's facial expression to a computer graphics model. Retro-reflective markers and cameras are widely used for the performance capture. To ...
    • Won by a Head: A Platform Comparison of Smart Object Linking in Virtual Environments 

      Ens, Barrett; Anderson, Fraser; Grossman, Tovi; Annett, Michelle; Irani, Pourang; Fitzmaurice, George (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 ...
    • A Mutual Motion Capture System for Face-to-face Collaboration 

      Nakamura, Atsuyuki; Kiyokawa, Kiyoshi; Ratsamee, Photchara; Mashita, Tomohiro; Uranishi, Yuki; Takemura, Haruo (The Eurographics Association, 2017)
      In recent years, motion capture technology to measure the movement of the body has been used in many fields. Moreover, motion capture targeting multiple people is becoming necessary in multi-user virtual reality (VR) and ...
    • Real-time Ambient Fusion of Commodity Tracking Systems for Virtual Reality 

      Fountain, Jake; Smith, Shamus P. (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 ...
    • ICAT-EGVE 2017: Frontmatter 

      Lindeman, Robert W.; Bruder, Gerd; Iwai, Daisuke (Eurographics Association, 2017)