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Augmented reality (AR) is an emerging technology that superimposes digital information directly on top of a user's real world view. AR may have great potential for aiding safe marine navigation, however the devices currently available have significant limitations that prevent them from being practical for marine usage. While suitable devices are still a few years away from the market, we propose that...
Omnidirectional, also referred to as 360º, visual content provides an immersive experience since it allows users to view a visual scene from different directions. The overall content typically covers a full sphere, and omnidirectional videos or images are processed to obtain a projection on a 2D plane of a fraction of the sphere (aka viewport), which is shown to the user. Therefore, users can look...
The maintenance of complex systems is the most expensive and difficult phase of the software development process life cycle due to the significant amount of time spent by developers trying to comprehend the structure and mainly the system behavior. Therefore, this paper aims to present an approach to support the understanding of the dynamic behavior of complex software systems through Virtual Reality...
Visual programming languages (VPL) simplifies the process of writing a program by letting users create programs through manipulation of graphical elements. Many VPLs focuses on a single domain, simplifying some complicated concepts of a General Purpose Language (GPL), being called Domain Specific Language (DSL). In Digital Art, PureData and EyesWeb are examples of VPLs that allow artists to do advanced...
Virtual Reality may be considered a computational tool often used to aid in medical training, specially in surgical training. That allows surgeons to gain dexterity and experience in surgery without risking real patient lifes, reducing the probability of medical errors to occur, henceforth providing a better quality of life to patients. Due to the fragility of the human eye, more than most other areas...
The results of the inclusion of Virtual Reality in the production line of an Industry Joalheira in the state of Bahia, a case study which was conducted in the elevenmonth period by a Startup consisting of two professional Designers and one Information Technology, between the years of 2008 and 2009. The production flow of this jewelery factory was losses due to continuous communication difficulties...
Smart TVs have been popularized in the last years, presenting continued innovation regarding different topics such as connectivity, platform support, and options for interaction. Examples of LG and Samsung present interaction options such as voice and gesture control, showing these emerging technologies that were previously tackled mainly on research investigations, as market alternative solutions...
Fear of flying is a real problem that affects the world's population. Approximately 25% of adults experience a significant increase in their anxiety levels when required to take any type of air transport and 10% of them avoid the situation. The approach that has proven to be the most effective in the treatment of phobias is in vivo exposure. However, the difficulty and the cost, and sometimes even...
This work aims to present a methodology of communication between a criminal database and a virtual environment for forensic study, using a proprietary software and a virtual reality prototype, in order to support forensic science activities. The objective is to assist the forensic professional offering the use of criminal investigation resources inside a crime scene simulation, with sensations of...
Visual feedback is a very important component for re-learning motor tasks in post stroke recovery. In this paper, a virtual reality (VR) based system for stroke recovery for upper limbs is described, where the patient is immersed with the help of a Head Mounted Display (HMD). The HMD renders a 3D scene containing the avatar of the patient, from a virtual camera position placed on the head of the avatar...
This paper explores freehand physical interaction in egocentric Mixed Reality by performing a usability study on the use of hand posture estimation sensors. We report on precision, interactivity and usability metrics in a task-based user study, exploring the importance of additional visual cues when interacting. A total of 750 interactions were recorded from 30 participants performing 5 different...
Mixed reality (MR) technologies can virtually change the appearance of real objects in real time without changing the material attributes of the objects and the associated haptic stimuli. In this study, we use MR-based visuo—haptic to investigate the mechanisms by which vision and haptics interact. In contrast to MR, diminished reality (DR) can virtually erase a real object from our sight. Because...
Mixed Reality aims at combining virtual reality with the user's surrounding real environment in a way that they form one, coherent reality. A coherent visual quality is of utmost importance, expressed in measures of e.g. resolution, framerate, and latency for both the real and the virtual domains. For years, researchers have focused on maximizing the quality of the virtual visualization mimicking...
Digital organizations are now ruled by the flexibility offered by remote working environments. The availability of people to work from different places, with digital tools, empower them very often not only to perform their work better and faster, but also to reach higher levels of satisfaction in balancing work and private life. However, from an organizational perspective, there are concerns regarding...
Haptic skills are essential for effective Cardiopulmonary Resuscitation (CPR). Existing CPR training simulators provide unrealistic chest conditions. It is assumed that the CPR performance on a real human chest is the same even when the trainees have learnt on unrealistic dummy chests. To test this assumption we have developed an immersive Virtual Reality based CPR simulator in which force feedback...
This paper discusses the challenges related to the insertion of Virtual and Augmented Reality in the teaching and learning processes, considering their multidisciplinary aspect, the adherence to Web 3.0 and a scenario of possible gains and results with such an insertion. There will be pointed out the features that made VR and AR solutions with a potential big impact, despite not properly explored...
Nowadays, people have to face many challenges In order to become familiar with all the functionalities of electronical devices. The training process becomes thus essential, especially when we are referring to consumer electronics created for people with disabilities. Our paper presents the importance of training visually impaired people for an advanced sensory substitution device. By using the advantages...
Gamification of software engineering tasks improve developer engagement, but has been limited to mechanisms such as points and badges. We believe that a tool that provides developers an interface analogous to computer games can represent the gamification of software engineering tasks more effectively via software visualization. We introduce CityVR – an interactive software visualization tool that...
Many visualizations have proven to be effective in supporting various software related tasks. Although multiple media can be used to display a visualization, the standard computer screen is used the most. We hypothesize that the medium has a role in their effectiveness. We investigate our hypotheses by conducting a controlled user experiment. In the experiment we focus on the 3D city visualization...
In this paper, we present our findings related to the problem of localization and visualization of a sound source placed in the same room as the listener. This is a part of a larger research effort devoted to studying the effects of synesthesia—the act of experiencing one sense modality as another, e.g., sound as flashes of colors—in virtual reality. Towards that end, we apply a series of recently...
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