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Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing...
Virtual Reality (VR) systems are of growing importance to aid decision support in the context of the digital factory, especially factory layout planning. While current solutions either focus on virtual walkthroughs or the visualization of more abstract information, a solution that provides both, does currently not exist. To close this gap, we present a holistic VR application, called Factory Layout...
We have developed a 3D VR digital heritage App providing a virtual experience of an elaborate labyrinth that existed in the gardens of the Chateau de Versailles in the 17th and 18th centuries. We are now taking this App into an immersive environment (using an Oculus Rift headset); we will report on the progress of and conclusions from this porting process.
In this work, we present an approach for tracking the feet of multiple users in CAVE-like systems with under-floor projection. It is based on low-cost consumer cameras, does not require users to wear additional equipment, and can be installed without modifying existing components. If the brightness of the floor projection does not contain too much variation, the feet of several people can be reliably...
Several researchers have investigated phantom tactile sensation (i.e., the perception of a nonexistent actuator between two real actuators) and apparent tactile motion (i.e., the perception of a moving actuator due to time delays between onsets of multiple actuations). Prior work has focused primarily on determining appropriate Durations of Stimulation (DOS) and Stimulus Onset Asynchronies (SOA) for...
SLAM algorithms are widely used in augmented reality applications for registering virtual objects. Most SLAM algorithms estimate camera poses and 3D positions of feature points using known intrinsic camera parameters that are calibrated and fixed in advance. This assumption means that the algorithm does not allow changing the intrinsic camera parameters during runtime. We propose a method for handling...
Non-rigid surface registration is fundamental when accurate tracking or reconstruction of 3D deformable shapes is desirable. However, the majority of non-rigid registration methods are not as fast as the ones developed in the field of rigid registration. Fast methods for non-rigid surface registration are particularly interesting for markerless augmented reality applications, in which the object being...
Recent research indicates that users consistently underestimate depth judgments to Augmented Reality (AR) graphics when viewed through optical see-through displays. However, to our knowledge, little work has examined how AR graphics may affect depth judgments of real world objects that have been overlaid or annotated with AR graphics. This study explores whether AR graphics have directional effects...
This paper describes rendering characteristics of a virtual walk by a motion seat. The motion seat creates a small body motion in three dof (lift, roll, and pitch directions) to make the user feel as if the user him-/herself is walking despite sitting own body. We consider the actual self body is a medium to render the virtual body to share experiences of others by using the motion seat as part of...
This paper presents a new approach for multi-objects tracking from a video camera moving in an unknown environment. The tracking involves static objects of different known shapes, whose poses and sizes are determined online. For augmented reality applications, objects must be precisely tracked even if they are far from the camera or if they are hidden. Camera poses are computed using simultaneous...
Collaborative Virtual Environments (CVE) with co-located or remote video communication functionality require a continuous experience of social presence. If, at any stage during the experience the communication interrupts presence, then the CVE experience as a whole is affected — spatial presence is then decoupled from social presence. We present a solution to this problem by introducing the concept...
Virtual reality (driving simulators) tends to generalize for the study of human behavior in mobility. It is thus crucial to ensure that perception of space and motion is little or not affected by the virtual environment (VE). The aim of this study was to determine a metrics of distance perception in VEs and whether this metrics depends on interactive factors: stereoscopy and motion parallax. After...
This work presents a novel navigation system for social collaborative virtual environments populated with multiple characters. The navigation system ensures collision free movement of avatars and agents. It supports direct user manipulation, automated path planning, positioning to get seated, and follow-me behaviour for groups. In follow-me mode, the socially aware system manages the mise en place...
In this paper we present a preliminary study of the impact of avatar realism on illusion of virtual body ownership (IVBO), when using a full body virtual mirror for fitness training. We evaluated three main types of user representation: realistic and non-realistic avatars as well as no avatar at all. Our results revealed that same-gender realistic human avatar elicited a slightly higher level of illusion...
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