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In recent years, virtual reality products have found their way into our life. They have changed our entertainment experience in many ways, including the way people consume adult entertainment. With the immersion and presence offered by VR technologies, a new level of user experience in adult entertainment might be possible. To explore these possibilities, we conducted a qualitative user study with...
The interactive post-production 3D video technology is a real video image visualization technology. By integrating 3D models into real videos with a very high degree of realism which matches the perspective from the moving camera, and also retaining the original quality of the video, allowing an instant interactive integration method with both real and virtual objects. This technology can also be...
This paper describes the development of an immersive VR application that lets visual artists quickly visualize and prototype their pictorial design ideas in virtual environments. First, the design requirements are outlined and then the implementation of the application prototype in Unreal Engine 4 is explained. We perform preliminary user tests and discuss the feedback, as well as further improvements...
This paper documents a pilot study evaluating a simple approach allowing users to eat real food while exploring a virtual environment (VE) through a head-mounted display (HMD). Two cameras mounted on the HMD allowed for video-based stereoscopic see-through when the user’s head orientation pointed toward the food, and the VE would appear when the user turned elsewhere. The pilot study revealed that...
The first virtual reality (VR) systems have hit the shelves, and 2017 may become the year where VR finally enters the homes of consumers in a big way. By allowing users to perceive and interact in a natural manner, VR offers the promise of realistic experiences of familiar, foreign, and fantastic virtual places and events. However, should we always opt for the highest degree of fidelity when striving...
The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring...
Salient features in a visual search task can direct attention and increase competency on these tasks. Simple cues, such as color change in a salient feature, called the "pop-out effect" can increase task solving efficiency [6]. Previous work has shown that nonspatial auditory signals temporally synched with a pop-out effect can improve reaction time in a visual search task, called the "pip...
Creating immersive and aesthetic auditory spaces in virtual reality primarily focuses on enhancing the quality of an interactive experience for the user by utilizing a sophisticated combination of advanced immersive audio techniques and tools. While emerging Virtual Reality (VR) audio design and development best practices are documented herein, specific real world examples are also presented which...
During natural visual exploration, both head and eye movements can be used to redirect gaze to new points of interest. In order to better understand the role of head movements in this process, we recorded subjects' head orientations while they explored a set of natural images from five different categories using virtual reality head-mounted displays. While head movements are likely influenced by image...
We describe an auto-calibrated 3D perspective-corrected spherical display that uses multiple rear projected pico-projectors. The display system is auto-calibrated via 3D reconstruction of each projected pixel on the display using a single inexpensive camera. With the automatic calibration, the multiple-projector system supports a seamless blended imagery on the spherical screen. Furthermore, we incorporate...
In this paper we propose an experiment that evaluates the influence of audience noise on the feeling of presence and the perceived quality in a virtual reality concert experience delivered using Wave Field Synthesis. A 360 degree video of a live rock concert from a local band was recorded. Single sound sources from the stage and the PA system were recorded, as well as the audience noise, and impulse...
This demo presents a fully immersive and interactive virtual environment (VE) — the ArcheoVR, which represents Itapeva Rocky Shelter, a prehistoric archeological site in Brazil. W workflow started with a real world data capture — laser scanners, drones and photogrammetry. Captured information was transformed into a carefully designed realistic 3D scene and interactive features that allows users to...
This poster describes a between-groups study (n=24) exploring the use of virtual reality (VR) for facilitating focused meditation. Half of the participants were exposed to a meditation session combing the sound of a guiding voice and a visual environment including virtual objects for the participants to focus on. The other half of the participants were only exposed to the auditory guide. The participants'...
For many virtual reality applications, a pre-calculated fly-through path is the de facto standard navigation method. Such a path is convenient for users and ensures coverage of critical areas throughout the scene. Traditional applications use constant camera speed, allow for fully user-controlled manual speed adjustment, or use automatic speed adjustment based on heuristics from the scene. We introduce...
In this paper we present an immersive virtual reality user study aimed at investigating how customers perceive and if they would purchase non-standard (i.e. misshaped) fruits and vegetables (FaVs) in supermarkets and hypermarkets. Indeed, food waste is a major issue for the retail sector and a recent trend is to reduce it by selling non-standard goods. An important question for retailers relates to...
Virtual Reality simulators are increasingly used for training novice surgeons. However, there is currently a lack of guidelines for achieving interaction fidelity for these systems. In this paper, we present the design of two navigation techniques for a needle insertion trainer. The two techniques were analyzed using a state-of-the-art fidelity framework to determine their levels of interaction fidelity...
We present Anatomy Builder VR that examines how a virtual reality (VR) system can support embodied learning in anatomy education. The backbone of the project is to pursue an alternative constructivist pedagogical model for learning canine anatomy. The main focus of the study was to identify and assemble bones in the live-animal orientation, using real thoracic limb bones in a bone box and digital...
Immersive, head-mounted virtual reality (HMD-VR) can be a potentially useful tool for motor rehabilitation. However, it is unclear whether the motor skills learned in HMD-VR transfer to the non-virtual world and vice-versa. Here we used a well-established test of skilled motor learning, the Sequential Visual Isometric Pinch Task (SVIPT), to train individuals in either an HMD-VR or conventional training...
The USC Stevens Neuroimaging and Informatics Institute in the Laboratory of Neuro Imaging (http://loni.usc.edu) has the largest collection/repository of neuroanatomical MRI scans in the world and is at the forefront of both brain imaging and data storage/processing technology. One of our workflow processes involves algorithmic segmentation of MRI scans into labeled anatomical regions (using FreeSurfer,...
This paper presents our new Virtual Reality (VR) interactive visualization techniques to assist users querying large image sets. The VR system allows users to query a set of images on four different filters such as locations and keywords. The goal is to investigate if a VR platform is preferred over a non-VR platform for viewing and querying large image sets. We employed an HTC Vive and a traditional...
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