Oculus Rift
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Recent papers in Oculus Rift
The recent resurgence of interest in and widespread availability of virtual reality (VR) technology have paved the way for the use of VR systems as a gaming console. With the incessant popularity of VR gaming, the question then arises as... more
Virtual Reality is a 3D artificial environment or a replication of a real or an imaginary environment. Oculus VR is a company which develops the product Rift. The product is the application of various different technologies combined with... more
The recent acquisition of virtual reality (VR) company Oculus by Facebook founder Mark Zuckerberg is a harbinger for both the expansion of identities and the proliferation of relationships through social media platforms. Integrating VR... more
Analysis of virtual reality as fantasy and as a historical symptom. Enthusiasm conjuration, a concept developed by Derrida, is applied to technology to understand our ambivalent relationship to the concept of the Real. This text develops... more
Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in... more
L'immersion s'est imposée comme un important concept pour appréhender le numérique dans la culture populaire1 comme dans les recherches académiques. Or cet usage n'est pas nouveau, il remonte à l'époque de la médiatisation de la réalité... more
We introduce SpaceWalk, an experimental approach to allow a person to move around a small room while wearing a Head Mounted Display. The goal is to get immersed users in everyday settings out of their seats and naturally experiencing... more
Simulation of a visual impairment may lead to a better understanding of how individuals with visual impairments perceive the world around them and could be a useful design tool for interface designers to identify accessibility barriers.... more
Following some comments on the nature of stereo perception as it relates to stereo video displays, a number of areas of interest are briefly reviewed and accompanied by extensive citations from the patent and technical literature. These... more
Description de mon projet de recherche-création mené dans le cadre de ma maitrise en sciences de la communication à l'Université de Montréal. In a nutshell for anglophones, The Cybernetic Rift of the Dead is a project that tends to... more
The imminent introduction of highly immersive technologies for entertainment that bring exciting possibilities for the users also raises important questions regarding the impact on their well-being. Game Transfer Phenomena (GTP), a... more
‘Sonido, espacio, inmersión e interacción’ es un proyecto de investigación basado en el desarrollo de una serie de entornos virtuales en los que se exploran los diferentes niveles de realidad a través de la interacción de las y los... more
It is the aim of most work with graphics, photography, and video to create vivid and compelling images. Though telepresence and virtual reality are new terms, there exists a vast body of research in stereoscopic vido and other fields with... more
Este trabalho tem como objetivo propor um retrospecto histórico da evolução dos espaços de imersão, desde os panoramas, passando pelo estereoscópio até o advento da tecnologia de realidade virtual. Em paralelo a essa evolução serão... more
The purpose of this presentation is to expose how Virtual Reality can enhance our understanding of behavioral patterns. Virtual Reality allows us to create sensory illusions that produce a more or less believable simulation of reality.... more
Abstract Virtual Reality is becoming a complete and original way to leverage the enormous potential of the underwater cultural heritage world. In this paper, we illustrate how we used this tool and other 3D reconstruction to create a... more
Presentation donnée le 16 octobre 2015 à l'UQAT sous la supervision de Patrick Gauvin, suivie d'une proposition de collaboration et démos.
English : The purpose of the present project is to apply an innovative methodology so as to make the connection between archaeological data and neurosciences in order to analyze individual behavior in a place of worship. And,... more
Although 3D models are useful to preserve the information about historical artefacts, the potential of these digital contents are not fully accomplished until they are not used to interactively communicate their significance to... more
To some, the VR technology seems like not only a tremendous development, but—more importantly—the natural next step in game design. However, flat, non-interactive screens have been the default display device for digital games for a very... more
We are looking for participants at King's College London. Enter the Virtual Reality study here:
https://kings.onlinesurveys.ac.uk/vrandsocialsituations
https://kings.onlinesurveys.ac.uk/vrandsocialsituations
A quick overview of theoretical frameworks that inspire the project.
The recent resurgence of interest in and widespread availability of virtual reality (VR) technology have paved the way for the use of VR systems as a gaming console. With the incessant popularity of VR gaming, the question then arises as... more
In questo paragrafo sarà sviluppata l'analisi dei progetti VR, andando a studiare nello specifico il riscontro degli spettatori a questa "nuova esperienza artistica". Per meglio rappresentare il punto di vista dello spettatore, ho voluto... more
Extended Abstract People may not be able to spare time to do whatever they want to do because of their heavy workload. In addition to this, physical disabilities may also be another reason that hinder them. Besides, reasons such as high... more