Search Results - "2016 IEEE Virtual Reality (VR)"

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  1. 1

    The role of interaction in virtual embodiment: Effects of the virtual hand representation by Argelaguet, Ferran, Hoyet, Ludovic, Trico, Michael, Lecuyer, Anatole

    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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    Conference Proceeding
  2. 2

    The impact of a self-avatar on cognitive load in immersive virtual reality by Steed, Anthony, Ye Pan, Zisch, Fiona, Steptoe, William

    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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    Conference Proceeding
  3. 3

    Avatar realism and social interaction quality in virtual reality by Roth, Daniel, Lugrin, Jean-Luc, Galakhov, Dmitri, Hofmann, Arvid, Bente, Gary, Latoschik, Marc Erich, Fuhrmann, Arnulph

    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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    Conference Proceeding
  4. 4

    Multimodal adaptive social interaction in virtual environment (MASI-VR) for children with Autism spectrum disorders (ASD) by Bekele, E., Wade, J., Bian, D., Fan, J., Swanson, Amy, Warren, Z., Sarkar, N.

    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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    Conference Proceeding
  5. 5

    The wobbly table: Increased social presence via subtle incidental movement of a real-virtual table by Myungho Lee, Kangsoo Kim, Daher, Salam, Raij, Andrew, Schubert, Ryan, Bailenson, Jeremy, Welch, Greg

    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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    Conference Proceeding
  6. 6

    Programming moves: Design and evaluation of applying embodied interaction in virtual environments to enhance computational thinking in middle school students by Parmar, Dhaval, Isaac, Joseph, Babu, Sabarish V., D'Souza, Nikeetha, Leonard, Alison E., Jorg, Sophie, Gundersen, Kara, Daily, Shaundra B.

    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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    Conference Proceeding
  7. 7

    Evaluating wide-field-of-view augmented reality with mixed reality simulation by Donghao Ren, Goldschwendt, Tibor, YunSuk Chang, Hollerer, Tobias

    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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    Conference Proceeding
  8. 8

    Adaptive information density for augmented reality displays by Tatzgern, Markus, Orso, Valeria, Kalkofen, Denis, Jacucci, Giulio, Gamberini, Luciano, Schmalstieg, Dieter

    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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    Conference Proceeding
  9. 9

    Gaze prediction using machine learning for dynamic stereo manipulation in games by Koulieris, George Alex, Drettakis, George, Cunningham, Douglas, Mania, Katerina

    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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    Conference Proceeding
  10. 10

    Disguising rotational gain for redirected walking in virtual reality: Effect of visual density by Paludan, Anders, Elbaek, Jacob, Mortensen, Mathias, Zobbe, Morten, Nilsson, Niels Christian, Nordahl, Rolf, Reng, Lars, Serafin, Stefania

    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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    Conference Proceeding
  11. 11

    Using a virtual environment to study the impact of sending traffic alerts to texting pedestrians by Rahimian, Pooya, O'Neal, Elizabeth E., Yon, Junghum Paul, Franzen, Luke, Yuanyuan Jiang, Plumert, Jodie M., Kearney, Joseph K.

    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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    Conference Proceeding
  12. 12

    Discovering educational augmented reality math applications by prototyping with elementary-school teachers by Radu, Iulian, McCarthy, Betsy, Kao, Yvonne

    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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    Conference Proceeding
  13. 13

    Interactive and adaptive data-driven crowd simulation by Sujeong Kim, Bera, Aniket, Best, Andrew, Chabra, Rohan, Manocha, Dinesh

    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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    Conference Proceeding
  14. 14

    A simplified inverse kinematic approach for embodied VR applications by Roth, Daniel, Lugrin, Jean-Luc, Buser, Julia, Bente, Gary, Fuhrmann, Arnulph, Latoschik, Marc Erich

    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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    Conference Proceeding
  15. 15

    MMSpace: Kinetically-augmented telepresence for small group-to-group conversations by Otsuka, Kazuhiro

    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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    Conference Proceeding
  16. 16

    Estimation of detection thresholds for audiovisual rotation gains by Nilsson, Niels Christian, Suma, Evan, Nordahl, Rolf, Bolas, Mark, Serafin, Stefania

    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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    Conference Proceeding
  17. 17

    Depth-based 3D gesture multi-level radial menu for virtual object manipulation by Davis, Matthew M., Gabbard, Joseph L., Bowman, Doug A., Gracanin, Dennis

    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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    Conference Proceeding
  18. 18

    Simultaneous mapping and redirected walking for ad hoc free walking in virtual environments by Nescher, Thomas, Zank, Markus, Kunz, Andreas

    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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    Conference Proceeding
  19. 19

    A lightweight electrotactile feedback device for grasp improvement in immersive virtual environments by Hummel, Johannes, Dodiya, Janki, Eckardt, Laura, Wolff, Robin, Gerndt, Andreas, Kuhlen, Torsten W.

    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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    Conference Proceeding
  20. 20

    Monochrome glove: A robust real-time hand gesture recognition method by using a fabric glove with design of structured markers by Ishiyama, Hidetoshi, Kurabayashi, Shuichi

    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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    Conference Proceeding