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We present a system enabling users to accurately catch a real ball while immersed in a virtual reality environment. We examine three visualizations: rendering a matching virtual ball, the predicted trajectory of the ball, and a target catching point lying on the predicted trajectory. In our demonstration system, we track the projectile motion of a ball as it is being tossed between users. Using Unscented...
We anticipate advancements in mixed reality device technology which might benefit driver-car interaction scenarios and present a simulated diminished reality interface for car drivers. It runs in a custom driving simulation and allows drivers to perceive otherwise occluded objects of the environment through the car body. We expect to obtain insights that will be relevant to future real-world applications...
This demo presents an approach to networked educational virtual reality for virtual field trips and guided exploration. It shows an asymmetric collaborative interface in which a remote teacher stands in front of a large display and depth camera (Kinect) while students are immersed with HMDs. The teacher's front-facing mesh is streamed into the environment to assist students and deliver instruction...
Redirected walking (RDW) promises to allow near-natural walking in an infinitely large virtual environment (VE) by subtle manipulations of the virtual camera. Previous experiments showed that a physical radius of at least 22 meters is required for undetectable RDW. However, we found that it is possible to decrease this radius and to apply RDW to room-scale VR, i. e., up to approximately 5m × 5m. This...
Through their experience with the ICERT REU program at the Texas Advanced Computing Center (TACC), two undergraduate students from the University of Puerto Rico and the University of Florida have initiated a collaboration between their home institutions and TACC exploring the possibility of using immersion to simulate perceptual disturbances. Perceptual disturbances are subjective in nature, and difficult...
This paper presents an approach for motion sickness reduction while riding an autonomous vehicle. It proposes the Diminished Reality (DR) method for an acceleration stimulus to reduce motion sickness for the autonomous vehicle. One of the main causes of motion sickness is a repeated acceleration. In order to diminish the acceleration stimulus in the autonomous vehicle, vection illusion is used to...
Advances in consumer virtual reality (VR) technology have made using natural locomotion for navigation in VR a possibility. While walking in VR can enhance immersion and reduce motion sickness, it introduces a few challenges. Walking is only possible within virtual environments (VEs) that fit inside the boundaries of the tracked physical space, which for most users is quite small and carries a high...
This poster presents the conceptual process of developing Itapeva 3D, a Virtual Reality (VR) archeology experience. It describes the technical spectrum of cyber-archeology process applied to the creation of a fully immersive and interactive virtual environment (VE), which represents Itapeva Rocky Shelter, a prehistoric archeological site in Brazil. The workflow starts with a real world data capture...
Simulator sickness is an issue in virtual reality environments. In a virtual world, sensory conflict between visual sensation and self-motion perception occurs readily. Contradiction between visual and vestibular sensation is a dominant cause of motion sickness. Vection is a visually evoked illusion of self-motion. Vection occurs when a stationary human experiences locomotor stimulation over a wider...
Most people experience some imbalance in a fully immersive Virtual Environment (VE) (i.e., wearing a Head Mounted Display (HMD) that blocks the users view of the real world). However, this imbalance is significantly worse in People with Balance Impairments (PwBIs) and minimal research has been done to improve this. In addition to imbalance problem, lack of proper visual cues can lead to different...
Choosing an adequate system control technique is crucial to support complex interaction scenarios in virtual reality applications. In this work, we compare an existing hierarchical pie-menu-based approach with a speech-recognition-based one in terms of task performance and user experience in a formal user study. As testbed, we use a factory planning application featuring a large set of system control...
The use of first-person self-avatars in immersive virtual environments (VEs) has grown over recent years. It is unknown, however, how visual feedback from a self-avatar influences a user's online actions and subsequent calibration of actions within an immersive VE. The current paper uses a prism throwing adaptation paradigm to test the role of a self-avatar arm or full body on action calibration in...
Virtual Reality technology has a promising future in the area of living space because of its capacity for deconstructing data of space and visualization. The article is mainly about the brand new ways of space designing and the application of intelligent home system based on virtual reality technologies. It describes the revolution this technology will bring in constructing a humanized, scientific,...
Virtual application and its capabilities are increasing while they are getting easier to use day by day. VR is a term that applies to computer simulated environment that simulate physical presence in place in the real world. This paper describes the virtual system in the field of science and technology that explore the different virtual application and there integration techniques. The idea is to...
In this paper, a self-learning tool for children belonging to age group 2-4 years is proposed where the subject can learn different educational content along with exercise. Our system is inspired by the traditional way to teach different elementary educational contents for example alphabets and digits, where the subject imitates the guide's movements and listen to the guide's voice to recognize alphabets...
In this application paper we'll explain the work flow we use to create immersive visualizations and spatial interaction for geophysical data with a head mounted device (HMD). The data that we analyze consists of two dimensional geographical map data and raw geophysical measurements with devices like seismometers, Electrical Resistivity Tomography (ERT) and seismic tomography profiles as well as other...
Search algorithms constitute an important domain of computer science and is considered necessary for students and freshmen to get a deep and complete understanding of their operation. In this work, we present an innovative 3D virtual reality educational environment that aims to assist tutors in teaching and students in better learning the search algorithms. The educational environment utilizes innovative...
In this paper, we present a GPU accelerated volume carving technique, that aims to estimate and render on the fly all visible parts of a visual hull from a novel viewpoint. We have carefully adapted our algorithm implementation to the recent GPU-programming tools: CUDA (NVIDIA Compute Unified Device Architecture) and Modern OpenGL GLSL. We were able to carve out the desired part of the 3D volume,...
This paper proposes an interactive annotation technique for 360° videos that allows the use of traditional video editing techniques to add content to immersive videos. Using the case study of immersive journalism the main objective is to diminish the entry barrier for annotating 360° video pieces, by providing a different annotation paradigm and a set of tools for annotation. The spread of virtual...
Digital images obtained through medical imaging techniques are viewed using different visualization applications (methods). Also with the help of these applications, the three dimensional (3D) models of the images are created. Usually, the visualization and modelling processes are executed by medical staff, using general purpose applications. Via the same applications operation planning is made, after...
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