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We present the results of a variable information space experiment, targeted at exploring the scalability limits of immersive highresolution, tiled-display walls under physical navigation. Our work is motivated by a lack of evidence supporting the extension of previously established benefits on substantially large, room-shaped displays. Using the Reality Deck, a gigapixel resolution immersive display,...
3D applications appear in every corner of life in the current technology era. There is a need for an ubiquitous 3D input device that works with many different platforms, from head-mounted displays (HMDs) to mobile touch devices, 3DTVs, and even the Cave Automatic Virtual Environments. We present 3DTouch [1], a novel wearable 3D input device worn on the fingertip for 3D manipulation tasks. 3DTouch...
Head-up displays (HUDs) have become common equipment in aircraft cockpits. One of the uses of HUDs is to provide a specific visual interface for pilots in the form of what is called a "tunnel-in-the-sky" (i.e. 3D geometry for the navigation path displayed on a flat screen). According to recent studies the "tunnel-in-the-sky" approach does not provide crucial advantages in comparison...
Tracking human movements and locomotion accurately in real time — e.g. for providing real walking in virtual environments — requires expensive tracking systems which need a lot of time to install. Furthermore, the costs typically increase with the size of the tracked space as these systems rely on external references. This poster presents an approach to significantly reduce costs for tracking human...
There have been many studies on intuitive user interfaces for large displays by using pointing movements. However, if a user cannot reach a display, object manipulations on the display are difficult because the user will see duplicate fingers due to binocular parallax. We propose Binocular Interface, which enables interactions with an object by using two pseudo fingers. In a prototype, pointing positions...
Interaction with computers using freehand gestures becomes more and more popular. However, it is hard to make precise inputs by making gestures in air without a physical support. In this paper, we present HorizontalDragger, a new selection technique aimed to improve the selection precision by converting the 2D selection problem into a 1D selection problem. After setting a region of interest in the...
In this study, we developed a system for mobile devices designed to provide a virtual experience of past scenery depicted in old photographs by superimposing them on landscapes in video see-through frames. A user is asked to capture a photograph of a landscape to be used as a keyframe and enter correspondence points between the new and old photos. The old photograph is deformed by projective transform...
We aim to enable additional sensation when using an anthropomorphic finger motion interface. To do so, we applied a conventional method to generate pseduo-haptics. To control the amount of scroll resulting from finger displacement on a display, illusory resistance or pseudo friction was confirmed by subjective evaluation. We first clarified that this illusory resistance influences finger walking behavior...
This experiment aimed to investigate whether a user controlling a full body avatar via real time motion tracking in an immersive virtual reality setup, would estimate the weight of the virtual avatar differently if the footstep sounds are manipulated using three different audio filter settings. The visual appearance of the avatar was available in two sizes. The subjects performed six walks with each...
We propose a new semi-automatic calibration approach for projector-camera systems that — unlike existing auto-calibration approaches — additionally recovers the necessary global scale by projecting on an arbitrary object of known geometry from one view. Our method therefore combines surface registration with bundle adjustment optimization on points reconstructed from structured light projections....
An experiment investigated the subjective experiences of ownership and agency of a pair of virtual wings attached to a motion controlled avatar in an immersive virtual reality setup. A between groups comparison of two ways of controlling the movement of the wings and flight ability. One where the subjects achieved the wing motion and flight ability by using a hand-held video game controller and the...
We introduce the collaborative telepresence workspaces for SPACE operation and science that are under development in the European research project CROSS DRIVE. The vision is to give space mission controllers and scientists the impression of “beaming” to the surface of Mars, along with simulations of the environment and equipment, to step out together where a robot has or may move. We briefly overview...
Most interactive input devices for virtual reality-based simulators are proprietary and expensive. Can they be substituted with standard, inexpensive devices if the virtual representation of the input device looks and acts like the original? Visual dominance theory would appear to support such a possibility. According to this view the visual aspects of the displayed input device within the virtual...
In virtual reality, hybrid virtual environment (HVE) systems provide the immersed user with multiple interactive representations of the virtual world, and can be effectively used for 3D interaction tasks with highly diverse requirements. We present a new HVE metaphor called Object Impersonation that allows the user to not only manipulate a virtual object from outside, but also become the object, and...
Individuals tend to find realistic walking speeds too slow when relying on treadmill walking or Walking-In-Place (WIP) techniques for virtual travel. This paper details three studies investigating the effects of visual display properties and gain presentation mode on the perceived naturalness of virtual walking speeds: The first study compared three different degrees of peripheral occlusion; the second...
This paper presents the design and implementation of a system for simulating mixed reality in setups combining mobile devices and large backdrop displays. With a mixed reality simulator, one can perform usability studies and evaluate mixed reality systems while minimizing confounding variables. This paper describes how mobile device AR design factors can be flexibly and systematically explored without...
We aim to provide an interactive and entertaining environment for users to better enjoy and stay motivated during indoor training. We are now developing a virtual treadmill-based training system that will allow users to experience walking or running around various real scenes. The images are displayed according to the user's speed. We use a set of key frame 360-degree panoramic images on a grid to...
The effectiveness of visual realism of virtual characters in engaging users and eliciting affective responses has been an open question. We empirically evaluated the effects of realistic vs. non-realistic rendering of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users to recognize the signs and symptoms of patient deterioration...
The placement of an external ventricular drain is one of the most commonly performed neurosurgical procedures, and consequently, is an essential skill to be mastered by neurosurgical trainees. The optimal placement of the drain involves choosing an appropriate burr hole on the skull and blindly placing a catheter through the burr hole to intersect a lateral ventricle in order to drain cerebrospinal...
We designed and evaluated SplitVector, a new vector field display approach to help scientists perform new discrimination tasks on scientific data shown in virtual environments (VEs). Our empirical study compared the SplitVector approach with three other approaches of direct linear representation, log, and text display common in information-rich VEs or IRVEs. Our results suggest the following: (1)...
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