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Sökning: WFRF:(Sjölie Daniel 1977) > (2015-2019)

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1.
  • Sjölie, Daniel, 1977-, et al. (författare)
  • Mind tricks for presence
  • 2019
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM Publications. - 9781450372176
  • Konferensbidrag (refereegranskat)abstract
    • As virtual and mixed reality (VR/MR) technology moves steadily towards general availability accessible descriptions of the surrounding theory is desirable. An initial focus on high-level concepts can provide common language for diverse teams, including artists, designers and engineers, helping them to quickly get a sense of basic principles and gain a familiarity with related research for further study. The concepts of synchronized reality and grounded simulation are introduced as helpful starting points for thinking about the design and development of mixed reality systems with optimal presence. This paper provides case studies where recent commercial VR applications are analyzed with the proposed principles in mind, in an attempt to illustrate to developers how to think about design of mixed reality games for optimal presence. © 2019 ACM.
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2.
  • Sjölie, Daniel, 1977- (författare)
  • Practical Mixing of Virtual and Real
  • 2019
  • Ingår i: VILÄR 5-6 december 2019, University West, Trollhättan. - Trollhättan : University West. - 9789188847430 - 9789188847447 ; , s. 19-20
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Virtual reality (VR) has the potential to provide office working environments with essentially limitless customizations, including screens, whiteboards or tables of any size and number, and the ability to store and switch between environments. Having an arbitrarily furnished office space for each project enables improved workflows as activities and trains of thought can be resumed based on the rich state of the surrounding environment, saved without effort from the last session. Still, adoption of VR in office working environments remains limited and the issue of how workers may be supported in this development is of interest.A likely reason for the limited adoption is the isolation from the real world that is inherent to traditional head-mounted VR. Initially, augmented reality (AR) seems well positioned to address this limitation, combining a primary view of the real world with augmented virtual screens, whiteboards, etc, but pure AR has limitations of its own. With AR, it becomes difficult or impossible to hide away distractions of the real world and the potential for immersive AR (not restricted to a narrow field of view) is very limited with current technology. What we suggest, and want to bring up for discussion in this session, is that we should strive to enable deliberate mixing of the real and virtual, freely picking which parts to incorporate into our practical working environment.We have experimented with techniques to create interactive and pragmatic mixed reality (MR) where objects, furniture, and people from the real world may be mixed into the virtual environment as desired. Using a Kinect depth camera we captured a view of the real world in full 3D and integrated select parts into a virtual environment. The goal is to give the user full control of this space and make it possible to draw on the full advantages of VR while simultaneously feeling safe and aware of your physical surroundings.
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4.
  • Unger, Jonas, et al. (författare)
  • Foreword to the Special Section on the 23rd ACM Symposium on Virtual Reality Software and Technology 2017
  • 2018
  • Ingår i: Computers and Graphics. - : Elsevier BV. - 0097-8493 .- 1873-7684. ; 77, s. A3-A4
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • VRST is the top international symposium to see AR/VR/MR (XR) research results, systems, and techniques. VRST brings together the main international research groups working in XR. VRST is supported and joined by many of the world's leading XR companies. VRST enables XR researchers to interact, share new results, and show live demos. VRST event is sponsored by ACM SIGCHI and SIGGRAPH.
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  • Resultat 1-4 av 4

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