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The International Air Transport Association forecasts that there will be at least a 30% increase in passenger demand for flights over the next five years. In these circumstances the aircraft industry is looking for new ways to keep passengers occupied, entertained and healthy, and one of the methods under consideration is immersive virtual reality. It is therefore becoming important to understand...
In mixed reality, real objects can be used to interact with virtual objects. However, unlike in the real world, real objects do not encounter any opposite reaction force when pushing against virtual objects. The lack of reaction force during manipulation prevents users from perceiving the mass of virtual objects. Although this could be addressed by equipping real objects with force-feedback devices,...
In a Multi-stereoscopic immersive system, several users sharing the same restricted workspace, e.g. a CAVE, may need to perform independent navigation to achieve loosely coupled collaboration tasks for a complex scenario. In this context, a proper navigation paradigm should provide users both an efficient control of virtual navigation and a guarantee of users' safety in the real workspace relative...
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, a novel wearable 3D input device worn on the fingertip for 3D manipulation tasks. 3DTouch is designed...
Haptic feedback is known to improve 3D interaction in virtual environments but current haptic interfaces remain complex and tailored to desktop interaction. In this paper, we introduce the “Elastic-Arm”, a novel approach for incorporating haptic feedback in immersive virtual environments in a simple and cost-effective way. The Elastic-Arm is based on a body-mounted elastic armature that links the...
We demonstrate a generalizable method for unified multitouch detection and response on a human head-shaped surface with a rear-projection animated 3D face. The method helps achieve hands-on touch-sensitive training with dynamic physical-virtual patient behavior. The method, which is generalizable to other non-parametric rear-projection surfaces, requires one or more infrared (IR) cameras, one or more...
In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion...
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...
Latency (i.e., time delay) in a Virtual Environment is known to disrupt user performance, presence and induce simulator sickness. However, can we utilize the effects caused by experiencing latency to benefit virtual rehabilitation technologies? We investigate this question by conducting an experiment that is aimed at altering gait by introducing latency applied to one side of a self-avatar with a...
Dynamic Projection Mapping, projection-based AR for a moving object without misalignment by a high-speed optical axis controller by rotational mirrors, has a trade-off between stability of highspeed tracking and high visibility for a variety of projection content. In this paper, a system that will provide robust high-speed tracking without any markers on objects against illumination changes, including...
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...
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...
Paper documents such as passports, visas and banknotes are frequently checked by inspection of security elements. In particular, view-dependent elements such as holograms are interesting, but the expertise of individuals performing the task varies greatly. Augmented Reality systems can provide all relevant information on standard mobile devices. Hologram verification still takes long and causes considerable...
We present an efficient approach for probeless light estimation and coherent rendering of Augmented Reality in dynamic scenes. This approach can handle dynamically changing scene geometry and dynamically changing light sources in real time with a single mobile RGB-D sensor and without relying on an invasive lightprobe. We jointly filter both in-view dynamic geometry and outside-view static geometry...
We propose a novel approach to generate 4D light field in the physical world for lighting reproduction. The light field is generated by projecting lighting images on a lens array. The lens array turns the projected images into a controlled anisotropic point light source array which can simulate the light field of a real scene. In terms of acquisition, we capture an array of light probe images from...
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...
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...
This paper proposes a high-definition digital display case for manipulating a virtual exhibit that has linking mechanisms. This technique enhances the understanding of dynamic exhibits. It is difficult to construct interactive contents of dynamic virtual exhibits, because measuring the mechanism invokes the risk of an exhibit's deterioration, and it takes tremendous efforts to create a fine spun computer...
We present an integrated approach for the calibration and registration of color and depth (RGBD) sensors into a joint coordinate system without explicitly identifying intrinsic or extrinsic camera parameters. Our method employs a tracked checkerboard to establish a number of correspondences between positions in color and depth camera space and in world space. These correspondences are used to construct...
In this study, we investigated the ability of blindfolded adults to discriminate between concave and convex auditory virtual surfaces. We used a Leap MotionTM device to measure the movements of the hand and fingers. Participants were asked to explore the space above the device with the palm of one hand and an auditory feedback was produced only when the palm was moving into the boundaries of the surface...
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