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- research-articleNovember 2023
Metameric Inpainting for Image Warping
- Rafael Kuffner dos Anjos,
- David Walton,
- Kaan Akşit,
- Sebastian Friston,
- David Swapp,
- Anthony Steed,
- Tobias Ritschel
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 29, Issue 12Dec. 2023, Pages 5511–5522https://doi.org/10.1109/TVCG.2022.3216712<italic>Image-warping</italic>, a per-pixel deformation of one image into another, is an essential component in immersive visual experiences such as virtual reality or augmented reality. The primary issue with image warping is disocclusions, where ...
- research-articleOctober 2023
Extending the Open Source Social Virtual Reality Ecosystem to the Browser in Ubiq
- Sebastian Friston,
- Ben Congdon,
- Nels Numan,
- Klara Brandstätter,
- Lisa Izzouzi,
- Felix Thiel,
- Jingyi Zhang,
- Daniele Giunchi,
- David Swapp,
- Anthony Steed
Web3D '23: Proceedings of the 28th International ACM Conference on 3D Web TechnologyOctober 2023, Article No.: 5, Pages 1–9https://doi.org/10.1145/3611314.3615903Social VR (SVR) systems are VR systems with a common subset of features facilitating unstructured social interaction. In the real world, social situations have many purposes, each with a different set of requirements, and roles its participants take - ...
- research-articleDecember 2021
Ubiq: A System to Build Flexible Social Virtual Reality Experiences
- Sebastian J Friston,
- Ben J Congdon,
- David Swapp,
- Lisa Izzouzi,
- Klara Brandstätter,
- Daniel Archer,
- Otto Olkkonen,
- Felix Johannes Thiel,
- Anthony Steed
VRST '21: Proceedings of the 27th ACM Symposium on Virtual Reality Software and TechnologyDecember 2021, Article No.: 6, Pages 1–11https://doi.org/10.1145/3489849.3489871While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively ...
- research-articleJuly 2021
Beyond blur: real-time ventral metamers for foveated rendering
- David R. Walton,
- Rafael Kuffner Dos Anjos,
- Sebastian Friston,
- David Swapp,
- Kaan Akşit,
- Anthony Steed,
- Tobias Ritschel
ACM Transactions on Graphics (TOG), Volume 40, Issue 4Article No.: 48, Pages 1–14https://doi.org/10.1145/3450626.3459943To peripheral vision, a pair of physically different images can look the same. Such pairs are metamers relative to each other, just as physically-different spectra of light are perceived as the same color. We propose a real-time method to compute such ...
- research-articleNovember 2020
Docking Haptics: Extending the Reach of Haptics by Dynamic Combinations of Grounded and Worn Devices
VRST '20: Proceedings of the 26th ACM Symposium on Virtual Reality Software and TechnologyNovember 2020, Article No.: 2, Pages 1–11https://doi.org/10.1145/3385956.3418943Grounded haptic devices can provide a variety of forces but have limited working volumes. Wearable haptic devices operate over a large volume but are relatively restricted in the types of stimuli they can generate. We propose the concept of docking ...
- research-articleApril 2016
An ‘In the Wild’ Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 22, Issue 4April 2016, Pages 1406–1414https://doi.org/10.1109/TVCG.2016.2518135Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted ‘in the wild’, in that data was collected from devices owned by consumers in ...
- articleApril 2012
Full body acting rehearsal in a networked virtual environment-a case study
Presence: Teleoperators and Virtual Environments (PRES), Volume 21, Issue 2Spring 2012, Pages 229–243https://doi.org/10.1162/PRES_a_00089In order to rehearse for a play or a scene from a movie, it is generally required that the actors are physically present at the same time in the same place. In this paper we present an example and experience of a full body motion shared virtual ...
- ArticleMarch 2010
The implementation of a novel walking interface within an immersive display
3DUI '10: Proceedings of the 2010 IEEE Symposium on 3D User InterfacesMarch 2010, Pages 71–74https://doi.org/10.1109/3DUI.2010.5444717Locomotion interfaces pose a large challenge for designers of immersive virtual environments. While treadmills and other actuated interfaces can be integrated with spatial displays or head-mounted displays, they are expensive or they constrain walking ...
- ArticleSeptember 2009
Mediating Performance through Virtual Agents
IVA '09: Proceedings of the 9th International Conference on Intelligent Virtual AgentsSeptember 2009, Pages 439–445https://doi.org/10.1007/978-3-642-04380-2_48This paper presents the process of creation of virtual agents used in a virtual reality performance. The performance aimed to investigate how drama and performance could inform the creation of virtual agents and also how virtual reality could raise ...
- articleMay 2006
Interaction with co-located haptic feedback in virtual reality
Virtual Reality (VIRT), Volume 10, Issue 1May 2006, Pages 24–30https://doi.org/10.1007/s10055-006-0027-5This paper outlines a study into the effects of co-location (the term `co-location' is used throughout to refer to the co-location of haptic and visual sensory modes, except where otherwise specified) of haptic and visual sensory modes in VR ...
- ArticleDecember 2004
The museum of pure form: touching real statues in an immersive virtual museum
VAST'04: Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural HeritageDecember 2004, Pages 271–279In the Museum of Pure Form, we explore a novel way of presenting art to visitors of a museum, allowing them to virtually touch artefacts in a virtual museum. In order to realise this the statues are first digitised with a scanner so that they can be ...
- ArticleMay 2002
Redirected walking in place
EGVE '02: Proceedings of the workshop on Virtual environments 2002May 2002, Pages 123–130This paper describes a method for allowing people to virtually move around a CAVE™ without ever having to turn to face the missing back wall. We describe the method, and report a pilot study of 28 participants, half of whom moved through the virtual ...