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This paper introduces an anti-aliasing algorithm based on saliency map for virtual reality applications. In order to do it, we first render the whole scene into a single texture image and feed it into saliency map construction. The result saliency map is then input to the second rendering step with the original texture image. The second rendering step performs the anti-aliasing algorithm selectively...
Human Attention is a finite resource and we need better tools to measure and manage it. We suggest an Open Eyewear Platform, a toolset to quantify social and cognitive functions of individuals and groups of people in real life settings using physiological sensing (e.g. eye movements, blink patterns, facial expressions etc.). This paper motivates smart sensing eyewear as an enabling technology for...
E-books have an advantage over printed books in that they allow users to read multiple books on a device such as a tablet or a smartphone. However, e-books also have drawbacks, such as the lack of book weight and of paper-like texture. This study proposes a method in which a user can read while experiencing the tactile sensations of book weight and paper feel through the superimposed display of an...
In this paper, we propose duplication based distance-free freehand virtual object manipulation system for AR. Importance of freehand interaction with virtual objects is getting more attention as research on AR environment is extending its technological basis and AR applications are rising fast. However, a proper freehand virtual object manipulation system with overwhelming performances has not been...
In this work, we proposed a virtual companion based interface that simplifies the smartphone interface for the elderly. This interface displays menus according to the situation and users' request via a virtual agent and animates information in a 3-dimensional manner. We applied speech recognition technology from mobile and wearable devices to receive input from users. Virtual avatars were selected...
In this paper, we developed a racing game using 4D motion seat and HMD in 3D virtual reality. Also, we investigated the user feeling and immersion in virtual reality when using HMD through user participation. At the same time, in order to know the cybersickness reduction effect of 4D motion seat, analyzed the degree of cybersickness and the causes of cybersickness according to the type of user. The...
We presents a method to generate and track AR space using plane geometry information in AR environment. Our method calculates the major plane correspondences between frames and defines the relation. Using this relationship, we can create the virtual space that is unaffected by object position changes in images and can be used for AR tracking.
Empathic Computing is a research field that aims to use technology to create deeper shared understanding or empathy between people. At the same time, Mixed Reality (MR) technology provides an immersive experience that can make an ideal interface for collaboration. In this paper, we present some of our research into how MR technology can be applied to creating Empathic Computing experiences. This includes...
Compared to traditional head-mounted displays (HMD) which are mostly for industrial usage, the more compact and affordable HMDs for mass-market have claimed to be an emerging impact in the gaming industry. Such kind of HMDs, which are represented by Oculus Rift, HTC Vive and Playstation VR, have proved to be a more accessible solution for game players to experience VR gaming. However, the popularity...
In this paper we describe a new method for determining gaze depth in a head mounted eye-tracker. Eye-trackers are being incorporated into head mounted displays (HMDs), and eye-gaze is being used for interaction in Virtual and Augmented Reality. For some interaction methods, it is important to accurately measure the x-and y-direction of the eye-gaze and especially the focal depth information. Generally,...
As the number of commercial products of virtual reality (VR) has steeply increased and the development of VR technology has quickly advanced, more and more digital contents have been developed using the VR technology. This trend appears in the game industry too. The gesture-based interface becomes one of well-adopted interfaces for VR games, which has been used several years in other domains such...
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