Search Results - "2016 IEEE Virtual Reality (VR)"
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The role of interaction in virtual embodiment: Effects of the virtual hand representation
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…How do people appropriate their virtual hand representation when interacting in virtual environments? In order to answer this question, we conducted an…”
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2
The impact of a self-avatar on cognitive load in immersive virtual reality
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…The use of a self-avatar inside an immersive virtual reality system has been shown to have important effects on presence, interaction and perception of space…”
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3
Avatar realism and social interaction quality in virtual reality
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…In this paper, we describe an experimental method to investigate the effects of reduced social information and behavioral channels in immersive virtual…”
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4
Multimodal adaptive social interaction in virtual environment (MASI-VR) for children with Autism spectrum disorders (ASD)
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…Difficulties in social interaction, verbal and non-verbal communications as well as repetitive and atypical patterns of behavior, characterizes Autism spectrum…”
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5
The wobbly table: Increased social presence via subtle incidental movement of a real-virtual table
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…While performing everyday interactions, we often incidentally touch and move objects in subtle ways. These objects are not necessarily directly related to the…”
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6
Programming moves: Design and evaluation of applying embodied interaction in virtual environments to enhance computational thinking in middle school students
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…We detail the design, implementation, and an initial evaluation of a virtual reality education and entertainment (edutainment) application called Virtual…”
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7
Evaluating wide-field-of-view augmented reality with mixed reality simulation
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…Full-surround augmented reality, with augmentations spanning the entire human field of view and beyond, is an under-explored topic since there is currently no…”
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8
Adaptive information density for augmented reality displays
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…Augmented Reality (AR) browsers show geo-referenced data in the current view of a user. When the amount of data grows too large, the display quickly becomes…”
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9
Gaze prediction using machine learning for dynamic stereo manipulation in games
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…Comfortable, high-quality 3D stereo viewing is becoming a requirement for interactive applications today. Previous research shows that manipulating disparity…”
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10
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…In virtual reality environments that allow users to walk freely, the area of the virtual environment (VE) is constrained to the size of the tracking area. By…”
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11
Using a virtual environment to study the impact of sending traffic alerts to texting pedestrians
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…This paper presents an experiment conducted in a large-screen immersive virtual environment to evaluate how texting pedestrians respond to permissive traffic…”
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12
Discovering educational augmented reality math applications by prototyping with elementary-school teachers
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…In recent years, augmented reality (AR) applications for children's entertainment have been gaining popularity, and educational organizations are increasingly…”
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13
Interactive and adaptive data-driven crowd simulation
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…We present an adaptive data-driven algorithm for interactive crowd simulation. Our approach combines realistic trajectory behaviors extracted from videos with…”
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14
A simplified inverse kinematic approach for embodied VR applications
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…In this paper, we compare a full body marker set with a reduced rigid body marker set supported by inverse kinematics. We measured system latency, illusion of…”
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15
MMSpace: Kinetically-augmented telepresence for small group-to-group conversations
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…A novel research prototype, called MMSpace, was developed for realistic social telepresence in small group-to-group conversations. MMSpace consists of kinetic…”
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16
Estimation of detection thresholds for audiovisual rotation gains
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…Redirection techniques allow users to explore large virtual environments on foot while remaining within a limited physical space. However, research has…”
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17
Depth-based 3D gesture multi-level radial menu for virtual object manipulation
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…In this work, we present a depth-based solution to multi-level menus for selection and manipulation of virtual objects using freehand gestures. Navigation…”
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18
Simultaneous mapping and redirected walking for ad hoc free walking in virtual environments
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…Providing real walking in virtual environments remains a challenge because of space, setup, and tracking system requirements. With the help of redirected…”
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19
A lightweight electrotactile feedback device for grasp improvement in immersive virtual environments
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…An immersive virtual environment is the ideal platform for the planning and training of on-orbit servicing missions, as it provides a flexible and safe…”
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20
Monochrome glove: A robust real-time hand gesture recognition method by using a fabric glove with design of structured markers
Published in 2016 IEEE Virtual Reality (VR) (01-03-2016)“…This paper presents a method for recognizing human-hand postures in real time, even if environment light cannot be configured appropriately. The key technology…”
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