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In this paper we compare participants' behavior and experience when navigating through a virtual environment populated with virtual agents in an IVR (Immersive Virtual Reality) system and a semi-IVR system. We measured the impact of collision and basic interaction between participants and virtual agents in both systems. Our findings show that it is more important for our semi-IVR systems to facilitate...
When walking within an immersive projection environment, accommodation distance, parallax and angular resolution vary according to the distance between the user and the projection walls which can influence spatial perception. As CAVE-like virtual environments get bigger, accurate spatial perception within the projection setup becomes increasingly important for application domains that require the...
In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image...
We propose a system that enables dynamic 3D interaction with real and virtual objects using an optical see-through head-mounted display and an RGB-D camera. The virtual objects move according to physical laws. The system uses a physics engine for calculation of the motion of virtual objects and collision detection. In addition, the system performs collision detection between virtual objects and real...
Working together with health care professionals and a world leading bionic prosthetic maker we created a prototype that aims to decrease the time it takes for a transradial amputee to train how to use a Myoelectric prosthetic arm. Our research indicates that the Oculus Rift, Microsoft's Kinect and the Thalmic Labs Myo gesture control armband will allow us to create a unique, cost effective training...
The long term objective of this research is to enable persons with disabilities to play VR games during aquatic rehabilitation [2] sessions. Unfortunately, there have been only a few research projects that have explored VR underwater use [3][1][4], and none of these have addressed rehabilitation. This research focuses on understanding and mitigating the associated usability, accessibility, and system...
Marioneta is an installation for the Children's Museum of Pittsburgh which uses the Microsoft Kinect v2 to allow guests to embody a collection of antique puppets in a virtual environment. Final installation in the museum is shown in Fig 1. The focus is on creating an experience wherein elements in the world react to the users' actions through these puppets[1]. Puppet models in the experience are based...
Industry and services have a growing interest in prevention through design with regard to safety of machinery to avoid redesign after construction. A VR planning model of a future river lock has been developed and investigated for risk assessment support. Inspections using the model in 1:1 scale promoted safety analyses of the operational concept, identified hazards and planning flaws, and triggered...
Hearts and Minds: The Interrogations Project is an interactive Virtual Reality narrative performance developed in Unity for the CAVE2™ large-scale 320-degree panoramic virtual reality environment at the Electronic Visualization Lab (EVL) at the University of Illinois Chicago (UIC). The work provides an experience of true stories of abusive violence, battlefield torture and post-traumatic stress during...
Effectively evaluating optical see-through (OST) head-mounted display (HMD) calibration is problematic and largely relies on feedback from the user. Studies evaluating OST HMD calibration, such as those by McGarrity, Tang, and Navab et al. [2, 3, 1], utilize user interaction methods, such as touch pads, to facilitate on-line evaluation and correction of calibration results. In all of these studies,...
OSVR is a new open-source virtual reality platform that builds on and extends existing libraries. It provides a common ground for university and commercial research and development, enabling new development at any level to be rapidly tested and deployed in a full application stack. Devices are discovered and enumerated, with self-description data made available to applications for use in sensible...
The front face of the tablet style smartphone or computer is dominated by a touch screen. As a finger operation on the touch screen disturbs its visibility, it is assumed a finger touches the screen instantly. Under such restriction, use of the rear surface of the tablet for tactile display is promising as the fingers constantly touch the back face and feel the tactile information. In our presentation,...
Augmented reality allows to add virtual object in real scene. It has an increasing interest last years since mobile device becomes performant and cheap. The augmented reality is used in different domains, like maintenance, training, education, entertainment or medicine. The demonstrator we show is focused on maintenance operations. A step by step process is presented to the operator in order to maintain...
This demo depicts a low cost virtual reality set-up that may be used for medical training and instruction purposes. Using devices such as the Oculus Rift and Razer Hydra, an immersive experience, including hand interactivity can be given. Software running on a PC integrates these devices and presents an interactive and immersive training environment, where trainees are asked to perform a mixed bag...
A novel integral photography (IP) system in which the amount of popping out is more than three times larger than usual is demonstrated in this study. If autostereoscopic display is introduced into virtual reality, IP is an ideal candidate because not only the horizontal but also the vertical parallax can be obtained. However, the amount of popping out obtained by IP is generally far less than that...
We are developing a novel device for measuring hand power grip using frustrated total internal reflection of light in acrylic. Our method uses a force sensitive resistor to calibrate the force of a power grip as a function of the area and light intensity. This research is work in progress but results so far augur well for its applicability in medical and other application areas. The grip measurement...
In this paper we developed the free-viewpoint curved surface shape display, using the effect of visuo-haptic interaction. In our research, we aim to realize the simple mechanic visuo-haptic system with which we can touch various objects with our real hands. We proposed the free-viewpoint shape display system in which users can touch a virtual object with various shape through the tablet device, while...
We propose an indirect-vision, video-see-through augmented reality (AR) cockpit that uses telexistence technology to provide an AR enriched, virtually transparent view of the surroundings through monitors instead of windows. Such a virtual view has the potential to enhance driving performance and experience above conventional glass as well as head-up display equipped cockpits by combining AR overlays...
The internet browsers nowadays show incredible possibilities with HTML5. It makes it possible to use all the power of your device such as the GPU and all its sensors, GPS, accelerometer, camera, etc. The ability to put hardware-accelerated 3D content in the browser provides a way for the creation of new web based applications that were previously the exclusive domain of the desktop environment. This...
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