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- ArticleSeptember 2020
VR Interface for Designing Multi-view-Camera Layout in a Large-Scale Space
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 130–140https://doi.org/10.1007/978-3-030-58465-8_9AbstractAttention has been focused on sports broadcast, which used a free-viewpoint video that integrates multi-viewpoint images inside a computer and reproduces the appearance observed at arbitrary viewpoint. In a multi-view video shooting, it is ...
- ArticleSeptember 2020
Virtual Reality vs Pancake Environments: A Comparison of Interaction on Immersive and Traditional Screens
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 114–129https://doi.org/10.1007/978-3-030-58465-8_8AbstractVirtual Reality environments provide an immersive experience for the user. Since humans see the real world in 3D, being placed in a virtual environment allows the brain to perceive the virtual world as a real environment. This paper examines the ...
- ArticleSeptember 2020
A Driving Simulator Study Exploring the Effect of Different Mental Models on ADAS System Effectiveness
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 102–113https://doi.org/10.1007/978-3-030-58465-8_7AbstractThis work investigated the effect of mental models on the effectiveness of an advanced driver assistance system (ADAS). The system tested was a lateral control ADAS, which informed the drivers whether the vehicle was correctly positioned inside ...
- ArticleSeptember 2020
Alert Characterization by Non-expert Users in a Cybersecurity Virtual Environment: A Usability Study
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 82–101https://doi.org/10.1007/978-3-030-58465-8_6AbstractAlthough cybersecurity is a domain where data analysis and training are considered of the highest importance, few virtual environments for cybersecurity are specifically developed, while they are used efficiently in other domains to tackle these ...
- ArticleSeptember 2020
Keeping It Real!: Investigating Presence in Asymmetric Virtual Reality
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 50–60https://doi.org/10.1007/978-3-030-58465-8_4AbstractIn this paper we discuss the necessity to preserve the sense of presence in virtual reality (VR). A high sense of presence has proven advantages but is also very fragile to interruptions. We outline scenarios where interaction and communication ...
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- ArticleSeptember 2020
A Preliminary Study on Full-Body Haptic Stimulation on Modulating Self-motion Perception in Virtual Reality
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 461–469https://doi.org/10.1007/978-3-030-58465-8_34AbstractWe introduce a novel experimental system to explore the role of vibrotactile haptic feedback in Virtual Reality (VR) to induce the self-motion illusion. Self-motion (also called vection) has been mostly studied through visual and auditory stimuli ...
- ArticleSeptember 2020
3D Radial Layout for Centrality Visualization in Graphs
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 452–460https://doi.org/10.1007/978-3-030-58465-8_33AbstractThis paper presents new methods of 3D visualization of graphs that allow to highlight nodes structural centrality. These methods consist in projecting, along the vertical axis, 2D graph representations on three 3D surfaces: 1) a half-sphere; 2) a ...
- ArticleSeptember 2020
3D Dynamic Hand Gestures Recognition Using the Leap Motion Sensor and Convolutional Neural Networks
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 420–439https://doi.org/10.1007/978-3-030-58465-8_31AbstractDefining methods for the automatic understanding of gestures is of paramount importance in many application contexts and in Virtual Reality applications for creating more natural and easy-to-use human-computer interaction methods. In this paper, ...
- ArticleSeptember 2020
Adaptive Detection of Single-Color Marker with WebGL
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 395–410https://doi.org/10.1007/978-3-030-58465-8_29AbstractThis paper presents a method for real-time single-color marker detection. The algorithm is based on our previous work, and the goal of this paper is to investigate and test possible enhancements that can be done, namely color weighting, hue ...
- ArticleSeptember 2020
A Comparative Study of the Influence of the Screen Size of Mobile Devices on the Experience Effect of 3D Content in the Form of AR/VR Technology
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 363–374https://doi.org/10.1007/978-3-030-58465-8_27AbstractDifferences in screen size of mobile devices can affect users’ experience of products, but very few researches have confirmed that differences in screen size of mobile devices can affect users’ experience of VR/AR content are few, or even affect ...
- ArticleSeptember 2020
A Glasses-Based Holographic Tabletop for Collaborative Monitoring of Aerial Missions
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 343–360https://doi.org/10.1007/978-3-030-58465-8_26AbstractThis paper describes the development of a HoloLens application for experimenting the ability to collaboratively monitor flight tests by a shared holographic-like tabletop approach. The situational awareness arising from a high sense of presence ...
- ArticleSeptember 2020
Mixed Reality Annotations System for Museum Space Based on the UWB Positioning and Mobile Device
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 328–342https://doi.org/10.1007/978-3-030-58465-8_25AbstractIn this research, the authors designed a mixed reality annotations system based on UWB positioning and mobile device, which is a low-cost innovative solution especially for wide range of indoor environments. This design can be targeted to solve ...
- ArticleSeptember 2020
Combining HoloLens and Leap-Motion for Free Hand-Based 3D Interaction in MR Environments
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 315–327https://doi.org/10.1007/978-3-030-58465-8_24AbstractThe ability to interact with virtual objects using gestures would allow users to improve their experience in Mixed Reality (MR) environments, especially when they use AR headsets. Today, MR head-mounted displays like the HoloLens integrate hand ...
- ArticleSeptember 2020
Global-Map-Registered Local Visual Odometry Using On-the-Fly Pose Graph Updates
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 299–311https://doi.org/10.1007/978-3-030-58465-8_23AbstractReal-time camera pose estimation is one of the indispensable technologies for Augmented Reality (AR). While a large body of work in Visual Odometry (VO) has been proposed for AR, practical challenges such as scale ambiguities and accumulative ...
- ArticleSeptember 2020
AI4AR: An AI-Based Mobile Application for the Automatic Generation of AR Contents
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 273–288https://doi.org/10.1007/978-3-030-58465-8_21AbstractAugmented reality (AR) is the process of using technology to superimpose images, text or sounds on top of what a person can already see. Art galleries and museums started to develop AR applications to increase engagement and provide an entirely ...
- ArticleSeptember 2020
State of the Art of Non-vision-Based Localization Technologies for AR in Facility Management
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 255–272https://doi.org/10.1007/978-3-030-58465-8_20AbstractAugmented reality (AR) applications for indoor purpose mostly use vision-based localization systems. However, even with AI-based algorithms, reachable accuracies are quite low. In the field of facility management an important functionality is the ...
- ArticleSeptember 2020
Asymmetrical Multiplayer Versus Single Player: Effects on Game Experience in a Virtual Reality Edutainment Game
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 22–33https://doi.org/10.1007/978-3-030-58465-8_2AbstractGamification of learning material is becoming popular within the education field and the possibilities of designing edutainment games are being explored. This project compares a single player and a two-player game experience in a collaborative ...
- ArticleSeptember 2020
Usability of an Input Modality for AR
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 243–254https://doi.org/10.1007/978-3-030-58465-8_19AbstractThe ability to overlay useful information into the physical world has made augmented reality (AR) a popular area of research within industry for maintenance and assembly tasks. However, the current input modalities for state-of-the-art ...
- ArticleSeptember 2020
Using Augmented Reality to Train Flow Patterns for Pilot Students - An Explorative Study
- Günter Alce,
- Karl-Johan Klang,
- Daniel Andersson,
- Stefan Nyström,
- Mattias Wallergård,
- Diederick C. Niehorster
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 215–231https://doi.org/10.1007/978-3-030-58465-8_17AbstractToday, just as in the early days of flying, much emphasis is put on the pilot student’s flight training before flying a real commercial aircraft. In the early stages of a pilot student’s education, they must, for example, learn different operating ...
- ArticleSeptember 2020
Evaluating the Effect of Reinforcement Haptics on Motor Learning and Cognitive Workload in Driver Training
Augmented Reality, Virtual Reality, and Computer GraphicsSep 2020, Pages 203–211https://doi.org/10.1007/978-3-030-58465-8_16AbstractHaptic technologies have the capacity to enhance motor learning, potentially improving the safety and quality of operating performance in a variety of applications, yet there is limited research evaluating implementation of these devices in driver ...