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The Five Senses Theatre project was established for the development of a basic technology that enables the user to relive a spatial motion of other persons as if the user him/her-self experienced it in person. This technology aims to duplicate a bodily experience performed in the real space and to pass it to the other person. In other words, the user experiences another person's body that moved in...
We propose a new method to fill missing or invalid values in depth images generated from the Kinect depth sensor. To fill the missing depth values, we use a robust least median of squares (LMedS) approach. We apply our method for telepresence environments, where Kinects are used very often for reconstructing the captured scene in 3D. We introduce a modified 1D LMedS approach for efficient traversal...
There is a vast development and significant involvement of haptic interfaces in the world for virtual reality applications. In this paper, we introduce the research and development of desktop versions of friendly human interface called SPIDAR haptic interfaces on the Sato Makoto Laboratory in the Tokyo Institute of Technology. This haptic interface can be used in various types of virtual reality applications...
This paper introduces a registration and projection method for directly projecting the tumor region for breast cancer surgery assistance based on the breast procedure of our collaborating doctor. We investigated the steps of the breast cancer procedure of our collaborating doctor and how it can be applied for tumor region projection. We propose a novel way of MRI acquisition so we may correlate the...
BlenderVR is an open-source project framework for interactive and immersive applications based on an extension of the Blender Game Engine to Virtual Reality applications. BlenderVR is a generalization of the BlenderCAVE project, accounting for alternate platforms (e.g., HMD, video-walls). The goal is to provide a flexible and easy to use framework for the creation of VR applications for various platforms,...
Is it their movements or appearance that helps us to identify a child as a child? In this work we created four video clips with a Virtual Character walking, but with different combinations of either child or adult animation applied on either a child or adult body. An experimental study was conducted with 53 participants who viewed all four videos in random orders. The results show that participants...
This paper presents a novel bare-hand interaction method for wearable AR (augmented reality). The suggested method is using hierarchical virtual buttons which are placed on the image target. Therefore, we can provide precise hand interaction on the image target surface (while using wearable AR). The method operates on a wearable AR system and uses an image target tracker to make occlusion-based interaction...
For the several decades, researchers studied human-avatar interactions using a virtual reality (VR). However, speculation on the interaction between a human's recognition memory and interaction types/methods has not enough considered yet. In the current study, we designed a VR interaction paradigm with two different types of human-avatar interaction including initiating and responding interactions,...
We propose a three dimensional position measurement method employing planar photo detectors to calibrate a Spatial Augmented Reality system of unknown geometry. In Spatial Augmented Reality, projectors overlay images onto an object in the physical environment. For this purpose, the alignment of the images and physical objects is required. Traditional camera based 3D position tracking systems, such...
The front surface 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 holding the tablet constantly touch it and feel the feedback steadily. In this...
When users are interacting collaboratively in a virtual environment it cannot be guaranteed that every user has the same input device or that they have access to the same information. Our research aims at understanding the effects of such asymmetries on the user embodiment in collaborative virtual environments (CVEs). In order to do this, we have developed a prototyping platform for cooperative interaction...
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...
We introduce a method for using multiple devices as windows for interacting with 3-D virtual environment. Motivation of our work has come from generating collaborative workspace with multiple devices which can be found in our daily lives, like desktop PC and mobile devices. Provided with life size virtual environment, each device shows a scene of 3-D virtual space on its position and direction, and...
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...
For various VR/MR/AR applications, such as virtual usability studies, it is very important that the participants have the feeling that they are really in the environment. This feeling of “being” in a mediated environment is described as presence. Two important factors that influence presence are the level of immersion and the navigation method. We developed two navigation methods to simulate natural...
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...
In this paper we present a study of the impact of avatar realism on user experience and performance in stressful immersive virtual environments. We evaluated a stressful and a stress-free environment with partial avatar embodiment under low (iconic) or high (photorealistic) visual fidelity conditions. An experiment with forty participants did not reveal any significant differences between both graphical...
In this paper we present a novel experiment to explore the impact of avatar realism on the illusion of virtual body ownership (IVBO) in immersive virtual environments, with full-body avatar embodiment and freedom of movement. We evaluated four distinct avatars (a humanoid robot, a block-man, and both male and female human adult) presenting an increasing level of anthropomorphism in their detailed...
A touch-less interaction technology on vision based wearable device is designed and evaluated. Users interact with the application with dynamic hands/feet gestures in front of the camera. Several proof-of-concept prototypes with eleven dynamic gestures are developed based on the touch-less interaction. At last, a comparing user study evaluation is proposed to demonstrate the usability of the touch-less...
Graphical virtual environments are currently far from accessible to the blind as most of their content is visual. While several previous environment-specific tools have indeed increased accessibility to specific environments they do not offer a generic solution. This is especially unfortunate as such environments hold great potential for the blind, e.g., for safe orientation and learning. Visual-to-audio...
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