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dc.contributor.authorHácha, Filipen_US
dc.contributor.authorVanecek, Petren_US
dc.contributor.authorVáša, Liboren_US
dc.contributor.editorSousa Santos, Beatriz and Domik, Gittaen_US
dc.date.accessioned2021-04-09T18:53:36Z
dc.date.available2021-04-09T18:53:36Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-132-8
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/eged.20211001
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/eged20211001
dc.description.abstractWe present a general framework for teaching 3D imagination demanding topics using commonly available hardware for virtual reality (VR). Our software allows collaborating on 3D objects, interaction and annotation in a simple and intuitive manner. Students can follow the exposition from an arbitrary, naturally chosen point of view, and they interact with the shared scene by adding annotations and using a pointing metaphore. The software allows using various VR headsets as well as opting for a traditional 3D rendering on a 2D screen. The framework has been tested in a small course on polygon mesh processing, identifying and eliminating the most serious flaws. In its current form, most of the sources of friction have been addressed and the system can be employed in a variety of teaching scenarios.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.subjectMixed / augmented reality
dc.subjectMesh models
dc.titleA Virtual Reality Platform for Immersive Education in Computer Graphicsen_US
dc.description.seriesinformationEurographics 2021 - Education Papers
dc.description.sectionheadersEducation Papers I
dc.identifier.doi10.2312/eged.20211001
dc.identifier.pages9-14


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