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Partial Finger Involvement Reflects into Grasping Tasks Performance and Accuracy
(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. ...
Effect of Motion and Hand Shape of a Massage Robot on Social Impression: Exploratory study in a Virtual Environment
(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 ...
Empathy with Human's and Robot's Embarrassments in Virtual Environments
(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 ...
A Wind Interaction System from the Real to the Virtual World
(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 ...
Dark/Light Mode Adaptation for Graphical User Interfaces on Near-Eye Displays
(The Eurographics Association, 2020)
In the fields of augmented reality (AR) and virtual reality (VR), many applications involve user interfaces (UIs) to display various types of information to users. Such UIs are an important component that influences user ...
Pseudo Physical Contact and Communication in VRChat: A Study with Survey Method in Japanese Users
(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 ...
A Virtual Reality Adaptive Exergame for the Enhancement of Physical Rehabilitation Using Social Facilitation
(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 ...