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Guidance in Cinematic Virtual Reality-Taxonomy, Research Status and Challenges
2019
Multimodal Technologies and Interaction
In recent years, there has been a lot of research about attention guiding in images, movies, virtual reality, augmented reality and also in CVR. ...
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the viewing direction when watching a movie. ...
In Cinematic Virtual Reality (CVR), the viewer watches omnidirectional movies using head-mounted displays (HMD) or other Virtual Reality (VR) devices. ...
doi:10.3390/mti3010019
fatcat:prhxnbkerjbiznta6wlgbemlby
Review and Future/Potential Application of Mixed Reality Technology in Orthopaedic Oncology
2022
Orthopedic Research and Reviews
Mixed Reality (MR) is a technology of merging real and virtual worlds to produce new environments with enhanced visualizations, where physical and digital objects coexist and allow users to interact with ...
and intraoperative execution errors may result in positive tumor resection margins that increase the risk of local recurrence and adversely affect patients' survival. ...
XR (Extended Reality: virtual Reality, Augmented Reality, Mixed Reality) technology in spine medicine: status quo and quo vadis. J Clin Med . 2022;11(2):470. doi:10.3390/jcm11020470
39. ...
doaj:382c753ceaf84281b56f88170134488d
fatcat:ngxxdqidbnfrhcihov4yj54sjm
Adaptive Playback Control: A Framework for Cinematic VR Creators to Embrace Viewer Interaction
2022
Frontiers in Virtual Reality
Content creators have been trying to produce engaging and enjoyable Cinematic Virtual Reality (CVR) experiences using immersive media such as 360-degree videos. ...
Researchers and creators widely acknowledge that a viewer-centered story design and a viewer's intention to interact are two intrinsic characteristics of CVR storytelling. ...
., and Hußmann, H. (2019a). Guidance in Cinematic Virtual Reality-Taxonomy, Research Status and Challenges. Multimodal Technol. ...
doi:10.3389/frvir.2021.798306
fatcat:wabr6ajxzfasxhp7jzqzowxddu
Developing Games for Health Behavior Change: Getting Started
2013
Games for Health Journal
Thirteen commonly asked questions are answered, including defining a G4H, considerations in developing a team, considerations in G4H design, and anticipating unintended consequences. ...
This report provides guidance for investigators considering a G4H as a behavioral intervention procedure from a team of experienced G4H developers. ...
Adults alpha testing one serious videogame reported they did not notice, or ignored, status bars reflecting accumulated points and specifically requested verbal feedback on their choices instead. 14 In ...
doi:10.1089/g4h.2013.0048
pmid:24443708
pmcid:PMC3892986
fatcat:6hczodknsnhf7bakknn43jieoy
Directing versus Attracting Attention: Exploring the Effectiveness of Central and Peripheral Cues in Panoramic Videos
2020
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
Some researchers hypothesize that peripheral cues attract reflexive/involuntary attention whereas cues within central vision engage and direct voluntary attention. ...
This mixed-methods study evaluated the effectiveness of using central arrows and peripheral flickers to guide and focus attention in panoramic videos. ...
INTRODUCTION Panoramic videos, also known as Cinematic Virtual Reality (CVR), allow consumers to experience virtual environments via an omnidirectional view by using desktop or mobile applications [15 ...
doi:10.1109/vr46266.2020.00024
fatcat:w4fo6f6xjnanfo2ydhhc6iyzqq
Making sense of sensing systems
2002
Proceedings of the SIGCHI conference on Human factors in computing systems Changing our world, changing ourselves - CHI '02
PARTICIPANTS & EXPECTED COMMUNITY INTEREST The workshop will welcome researchers working in areas such as those listed above (virtual and augmented reality, ubiquitous, pervasive, and handheld interaction ...
In addition, it could help identify gaps or opportunities to develop a future research agenda suggested by holes or "sweet spots" in a new taxonomy. ...
Acknowledgements The author would like to thank to many of the former and current TMG students and colleagues in the MIT Media Lab for their contributions to the TUI research in the past 10 years at the ...
doi:10.1145/503447.503450
fatcat:oox2ir4w3bf7nemgqtj5dacqfa
Making sense of sensing systems
2002
Proceedings of the SIGCHI conference on Human factors in computing systems Changing our world, changing ourselves - CHI '02
PARTICIPANTS & EXPECTED COMMUNITY INTEREST The workshop will welcome researchers working in areas such as those listed above (virtual and augmented reality, ubiquitous, pervasive, and handheld interaction ...
In addition, it could help identify gaps or opportunities to develop a future research agenda suggested by holes or "sweet spots" in a new taxonomy. ...
Acknowledgements The author would like to thank to many of the former and current TMG students and colleagues in the MIT Media Lab for their contributions to the TUI research in the past 10 years at the ...
doi:10.1145/503376.503450
dblp:conf/chi/BellottiBEGHL02
fatcat:qraobvd44jadjfq4faprxdwue4
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
2019
Computers & Education
A B S T R A C T Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. ...
VR possesses much potential and its application in education has seen much research interest lately. ...
This publication reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. ...
doi:10.1016/j.compedu.2019.103778
fatcat:26dcxfsxmvd4ndsiwohauwlfb4
Methods of Film Education for Children and Teenagers – Selected Issues
2017
Panoptikum
The article describes teaching techniques used in film education in schools (at every level) and outside schools. ...
All techniques described in the article are placed within the context of Polish didactics and delineate the evolution of dominant approaches to film education and regulations determining the work of teachers ...
The main objective of education through film is to foster learners' interest in the surrounding reality, to shape their moral values and support them in understanding the world and its inhabitants. ...
doi:10.26881/pan.2017.18.05
fatcat:pyzh5o5cuvgmfln4lzhepkm7m4
Crime TV's undercover Halloween
2017
The Journal of Popular Television
It argues that Halloween on crime TV is predictably transgressive -offering conventional fantasies of masquerade and consumption, rather than subversive challenges to the genre's status quo. ...
In order to interrogate patterns of seasonal television, this article looks at Halloween themed episodes of long-running American crime television programmes such as CSI, Bones and, in particular, Criminal ...
Figure 1 : 1 Brennan and Booth in Costume in 'Mummy in the Maze'
repetitions produce meanings that are fluid and challenge fixed notions of hierarchies of knowledge, religious practice and historical ...
doi:10.1386/jptv.5.1.83_1
fatcat:y7do5n2l3bf7rbxos4h2so475y
The Work of Culture in the Age of Cybernetic Systems
1988
Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu
It is in and through this signifying tissue, arranged in discursive formations and institutional arcnas that struggle takes place and semiosis occurs. ...
Their style and rhetoric basic. Around each "fact" and every "datum", all realities and evidence, everything "out there", a persuasive, affective tissue ofdiscourse accrues. ...
and reality of a magnitude commensurate with the transformations in the conception of and relation to self and reality wrought by mechanical reproduction and symbolised by the camera. ...
doi:10.23994/lk.116930
fatcat:kuik7jvovjhkfad2strn575csa
One Danger and Eleven Types of Academic Disquiet Whilst Hunting for Cinematic Christ-figures
2020
Rupkatha Journal on Interdisciplinary Studies in Humanities
Further research into the subtextual sub-genre of the religion-and-film field was encouraged, warmly recommended, and is already long overdue. ...
It was concluded that being cognizant of the inherent dangers and sources of academic disquiet is a valuable means of expanding one's visual and intellectual imagination, and also useful for the postmodern ...
Such is the case regarding the cinematic Christ-figure, but which can be dealt with by devising a taxonomy of construction features. ...
doi:10.21659/rupkatha.v12n4.17b
fatcat:ddzfim4fcfdxxemt7k36xnb33a
Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments
2022
CHI Conference on Human Factors in Computing Systems
Visual efects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g., proprioception, presence, pain) to players and users ...
We conducted a systematic paper analysis to explore player and user experiences observed in association with specifc VDs in user studies. ...
These phenomena occur especially in immersive virtual reality (VR) applications, which we also included in our analyses. ...
doi:10.1145/3491102.3501885
fatcat:zmh6rkly2zhqfmbxtpccqgwedq
Para (re)colocar um problema: a militância em questão
2018
Temas em Psicologia
Even though "militancy" is frequently used in scientifi c literature and in the daily life of parties and social movements, there are few defi nitions of the term. ...
By distinguishing militancy from activism we wish to re(frame) some problems in the Brazilian scene of political engagement and protest. ...
Presenting a distinction between activism and militancy does not aim to create a sterile taxonomy with the pretense of objectifying reality. ...
doi:10.9788/tp2018.2-02pt
fatcat:zuc4htq2onay3jfw5ndivd6sdy
A Survey of Interaction Techniques for Interactive 3D Environments
[article]
2012
Eurographics State of the Art Reports
We hope that this survey can aid both researchers and developers of interactive 3D applications in having a clearer overview of the topic and in particular can be useful for practitioners and researchers ...
introduction to the topic, the challenges, and an examination of a number of popular approaches. ...
s [TME * 10] apply the Walking-In-Place technique to the context of desktop Virtual Reality. ...
doi:10.2312/conf/eg2013/stars/065-093
fatcat:5ywcacyztrfmjf4jkrpaylkxmq
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