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Träfflista för sökning "L773:9781450355483 "

Sökning: L773:9781450355483

  • Resultat 1-6 av 6
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1.
  • Baytas, Mehmet Aydin, et al. (författare)
  • LabDesignAR: Configuring multi-camera motion capture systems in augmented reality
  • 2017
  • Ingår i: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. - New York, NY, USA : ACM. - 9781450355483 ; Part F131944
  • Konferensbidrag (refereegranskat)abstract
    • We present LabDesignAR, an augmented reality application to support the planning, setup, and reconfiguration of marker-based motion capture systems with multiple cameras. LabDesignAR runs on the Microsoft HoloLens and allows the user to place an arbitrary number of virtual "holographic" motion capture cameras into an arbitrary space, in situ. The holographic cameras can be arbitrarily positioned, and different lens configurations can be selected to visualize the resulting fields of view and their intersections. LabDesignAR also demonstrates a hybrid natural gestural interaction technique, implemented through a fusion of the vision-based hand tracking capabilities of an augmented reality headset and instrumented gesture recognition with an electromyography armband. The source code for LabDesignAR and its supporting components can be found online.
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2.
  • Georgiadis, Abraham, et al. (författare)
  • Analysis of the user experience in a 3D gesture-based supported mobile VR game
  • 2017
  • Ingår i: VRST '17 Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology. - New York, NY, USA : ACM Publications. - 9781450355483
  • Konferensbidrag (refereegranskat)abstract
    • The work presented in this paper, explored the enhancement of User Experience (UX) by introducing a novel gesture-based controller in a mobile multiplayer Virtual Reality (VR) game. Using only the smartphone's RGB camera, the image input was used for both gesture analysis, capable of understanding user actions, as well as segmenting the real hand that was illustrated in the Virtual Environment (VE). Users were also able to share the VR space by cooperating in a survival-strategy scenario. The results from the user studies indicated that both the bare hand controller and the addition of another player in the VR scene, affected the experience for the participants. Users had a stronger feeling of presence in the VE when participated with an other user, and the visual representation of their hand in the VR world made the interactions seem more natural. Even though, there is still a number of limitations, this project nodes this approach capable of offering a natural and engaging solution of VR interaction, capable of rich UX while maintaining a low entry level for the end users.
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3.
  • Kasperi, Johan, et al. (författare)
  • Occlusion in outdoor Augmented Reality using geospatial building data
  • 2017
  • Ingår i: VRST '17 Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450355483
  • Konferensbidrag (refereegranskat)abstract
    • Aligning virtual and real objects in Augmented Reality (AR) is essential for the user experience. Without alignment, the user loses suspension of disbelief and the sense of depth, distance, and size. Occlusion is a key feature to be aligned. Virtual content should be partially or fully occluded if real world objects are in its line-of-sight. The challenge for simulating occlusion is to construct the geometric model of the environment. Earlier studies have aimed to create realistic occlusions, yet most have either required depth-sensing hardware or a static predened environment. is paper proposes and evaluates an alternative model-based method for dynamic outdoor AR of virtual buildings rendered on non depth-sensing smartphones. It uses geospatial data to construct the geometric model of real buildings surrounding the virtual building. The method removes the target regions from the virtual building using masks constructed from real buildings. While the method is not pixel-perfect, meaning that the simulated occlusion is not fully realistic, results from the user study indicate that it fullled its goal. A majority of the participants expressed that their experience and depth perception improved with the method activated. The result from this study has applications to mobile AR since the majority of smartphones are not equipped with depth sensors. Using geospatial data for simulating occlusions is a suciently eective solution until depth-sensing AR devices are more widely available.
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4.
  • Le, Khanh Duy, 1989, et al. (författare)
  • Immersive environment for distributed creative collaboration
  • 2017
  • Ingår i: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. - New York, NY, USA : ACM. - 9781450355483 ; Part F131944
  • Konferensbidrag (refereegranskat)abstract
    • While videoconferencing has been available for years, tools for distributed creative collaboration such as brainstorming have not yet reached professional use. Unlike regular conferencing, brainstorming relies on information exchange across multiple channels in shared task and communication spaces. If a participant joins a facilitated brainstorming session remotely through his/her mobile device, perceiving these spaces is challenging. By proposing an immersive environment for the remote participant, this tech note addresses how to provide him/her a stronger engagement. Offered as a client application for the remote participant's tablet device, it enables him/her to see all channels and select which one to interact with. Our proof-of-concept client allows us to examine how this immersive environment for distributed creative collaboration can provide the remote participant with an increased engagement.
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5.
  • Logg, Anders, 1976, et al. (författare)
  • Solving Poisson’s Equation on the Microsoft HoloLens
  • 2017
  • Ingår i: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology. - New York, NY, USA : ACM. - 9781450355483
  • Konferensbidrag (refereegranskat)abstract
    • We present a mixed reality application (HoloFEM) for the Microsoft HoloLens. The application lets a user define and solve a physical problem governed by Poisson's equation with the surrounding real world geometry as input data. Holograms are used to visualise both the problem and the solution. The finite element method is used to solve Poisson's equation. Solving and visualising partial differential equations in mixed reality could have potential usage in areas such as building planning and safety engineering.
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6.
  • Lungaro, Pietro, et al. (författare)
  • Gaze- and QoE-aware video streaming solutions for mobile VR
  • 2017
  • Ingår i: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. - New York, NY, USA : Association for Computing Machinery. - 9781450355483
  • Konferensbidrag (refereegranskat)abstract
    • This demo showcases a novel approach to content delivery for 360? video streaming. It exploits information from connected eye-trackers embedded in the users' VR HMDs. The presented technology enables the delivery of high quality, in real time, around the users' fixations points while lowering the image quality everywhere else. The goal of the proposed approach is to substantially reduce the overall bandwidth requirements for supporting VR video experiences while delivering high levels of user perceived quality. The network connection between the VR system and the content server is in this demo emulated, allowing users to experience the QoE performances achievable with datarates and RTTs in the range of current 4G and upcoming 5G networks. Users can further control additional service parameters, including video types, content resolution in the foveal region and background and size of the foveal region. At the end of each run, users are presented with a summary of the amount of bandwidth consumed with the used system settings and a comparison with the cost of current content delivery solutions. The overall goal of this demo is to provide a tangible experience of the tradeoffs among bandwidth, RTT and QoE for the mobile provision of future data intensive VR services.
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  • Resultat 1-6 av 6

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