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Smell and touch in the Virtual Jumpcube

Horst Eidenberger
2018 Multimedia Systems  
The Virtual Jumpcube is a virtual reality setup from 2015 that allows for jumping and flying in audiovisual virtual environments.  ...  Recently, we have included several haptic and olfactory stimuli that should further increase the degree of immersion in the experienced virtuality.  ...  The author would like to thank all students that were involved in the construction, programming and operating of the Virtual Jumpcube, in particular Dzenan, Florin, Jonas, Juri, Luca and Thomas.  ... 
doi:10.1007/s00530-018-0592-y fatcat:ut3xhl4rprby3kzqj2tt4zgvpu

Shake-your-head

Léo Terziman, Maud Marchal, Mathieu Emily, Franck Multon, Bruno Arnaldi, Anatole Lécuyer
2010 Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology - VRST '10  
In this paper, we propose to revisit the whole pipeline of the Walking-In-Place technique to match a larger set of configurations and apply it notably to the context of desktop Virtual Reality.  ...  The Walking-In-Place interaction technique was introduced to navigate infinitely in 3D virtual worlds by walking in place in the real world.  ...  Related Work Navigating in a virtual environment can be achieved in numerous ways.  ... 
doi:10.1145/1889863.1889867 dblp:conf/vrst/TerzimanMEMAL10 fatcat:y32cuft4urgwhiw4xhtsengcvi

ViTT: Towards a Virtual Reality System that Supports the Learning of Ergonomic Patient Transfers

Maximilian Dürr, Daniel Schweitzer, Harald Reiterer
2021 The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and Technology  
(B) In Phase I, a nurse can view immersive instructions to understand what is important during different steps of a patient transfer and why.  ...  As part of this, the nurse can observe a 3d animation of the transfer. (C) In Phase II, a nurse can train the transfer step by step with a virtual patient.  ...  ACKNOWLEDGMENTS We thank all nurses, people who work in nursing-care education, and members of the University of Konstanz who supported our work.  ... 
doi:10.1145/3474349.3480234 fatcat:zulc6i3gmncpxlbqp4fzpzmiby

A Comparison of Navigation Techniques in a Virtual Museum Scenario

Ariel Caputo, Federico Borin, Andrea Giachetti
2019 Eurographics Workshop on Graphics and Cultural Heritage  
Different solutions can be implemented to enable users' navigation in an immersive Virtual Museum and the choice of the best one for a specific application is not easy, as several issues must be taken  ...  In this work, we propose a novel locomotion technique called Map Overview Teleport, particularly suitable for exploration of virtual museums and compare it with standard ones in a specifically designed  ...  Introduction Locomotion control is a core component of any application allowing user navigation in a virtual environment such as a Virtual Museum (VM).  ... 
doi:10.2312/gch.20191348 dblp:conf/vast/CaputoBG19 fatcat:phakfnj42rdmvoz2oivyl7zdnm

Accelerometer-based user interfaces for the control of a physically simulated character

Takaaki Shiratori, Jessica K. Hodgins
2008 ACM Transactions on Graphics  
In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer.  ...  Two of the interfaces (legs and wrists) were judged to be more immersive and were better liked than the joystick/button interface by our subjects.  ...  This work was supported in part by NSF grant IIS-0326322.  ... 
doi:10.1145/1409060.1409076 fatcat:dteqtczr7jgovm5zeuszthry3y

Accelerometer-based user interfaces for the control of a physically simulated character

Takaaki Shiratori, Jessica K. Hodgins
2008 ACM SIGGRAPH Asia 2008 papers on - SIGGRAPH Asia '08  
In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer.  ...  Two of the interfaces (legs and wrists) were judged to be more immersive and were better liked than the joystick/button interface by our subjects.  ...  This work was supported in part by NSF grant IIS-0326322.  ... 
doi:10.1145/1457515.1409076 fatcat:u252fypee5djjjsy7un443sy4q

First-Person Shooters: Immersion and Attention

Mark Grimshaw, John Charlton, Richard Jagger
2011 Eludamos - Journal for Computer Game Culture  
This article surveys theories of immersion in virtual worlds and examines FPS game elements that might contribute to the state.  ...  In particular, the role of selective attention is highlighted before the article finishes with a discussion on the design of immersion in FPS games using the principles presented here.  ...  A further example is that of gravity: in Quake 3 Arena (id Software 1999) and other FPS games, it is possible to adjust the game engine variable controlling the amount of Earth gravity simulation in the  ... 
doi:10.7557/23.6125 fatcat:uxbbq7kilzdxzjkojx45jjgkuq

Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial

Gillian Barry, Paul van Schaik, Alasdair MacSween, John Dixon, Denis Martin
2016 BMC Sports Science, Medicine and Rehabilitation  
All participants completed three, 30-minute, exercise sessions a week for four weeks. Postural sway was measured using a Kistler™ Force platform during unipedal standing.  ...  The purpose of this study was to assess the effects of exergaming using XBOX Kinect™ versus traditional gym-based exercise with no virtual stimuli (TGB) on postural control, technology acceptance, flow  ...  Acknowledgements The author(s) would like to acknowledge and thank all of the participants for taking part in the investigation and a special thank you to David Hodgson for his technical support and expertise  ... 
doi:10.1186/s13102-016-0050-0 pmid:27555917 pmcid:PMC4994315 fatcat:j4kfovxoinclvi7dmbpaeelr4u

Content-guided Navigation in Multimeric Molecular Complexes
english

Mikael Trellet, Nicolas Férey, Marc Baaden, Patrick Bourdot
2014 Proceedings of the International Conference on Bioimaging  
This observation is emphasized in the case of navigation in immersive environments where users are immersed in their molecular systems, without any spatial landmark to guide their exploration.  ...  In the field of structural biology, molecular visualization is a critical step to study and understand 3D structures generated by experimental and theoretical technics.  ...  Simple navigation tasks can be perturbed by a phenomenon called "cybersickness" (LaViola Jr 2000) , reducing significantly the user comfort and his efficiency to perform a specific task in a virtual environment  ... 
doi:10.5220/0004914300760081 dblp:conf/biostec/TrelletFBB14 fatcat:tpo7yojs2vdhxfnvzizlufrhd4

Hang in There: A Novel Body-Centric Interactive Playground [chapter]

Robby van Delden, Alejandro Moreno, Carlos Ramos, Gonçalo Carrasco, Dennis Reidsma, Ronald Poppe
2014 IFIP Advances in Information and Communication Technology  
We introduce and evaluate a first version of a novel bodycentric playground that aims at increasing bodily exertion and immersion.  ...  This caused players to assume a body posture that elicits the feeling of flying, which was further enhanced by the flying game that they played.  ...  This feeling is created by putting players in a extreme forward tilted position. As a consequence, the center of gravity is in front of the feet, forcing the body to fall forward.  ... 
doi:10.1007/978-3-642-55143-7_7 fatcat:j3e72vsvzveujeyqlyrxvwtqne

SkyPort: Investigating 3D Teleportation Methods in Virtual Environments

Andrii Matviienko, Florian Müller, Martin Schmitz, Marco Fendrich, Max Mühlhäuser
2022 CHI Conference on Human Factors in Computing Systems  
Figure 1 : Two possible scenarios for teleportation in 3D space: a user is teleporting horizontally to a target using a parabolic aiming method (left) and a user is teleporting vertically to a target using  ...  a linear aiming method (right).  ...  ACKNOWLEDGMENTS We would like to thank all participants who took part in our experiment.  ... 
doi:10.1145/3491102.3501983 fatcat:ajijqakwl5gxfpknrrviaje3sy

Feasibility Analysis of VR Technology in Basketball Training

Zhonglin Ma, Fang Wang, Shihong Liu
2020 IEEE Access  
VR technology can build a virtual environment.  ...  Athletes can interact with the virtual environment in a natural way.  ... 
doi:10.1109/access.2020.3019810 fatcat:k3sojfzpkjfo3l7qg7rq6zrzou

In vitro-virtual-reality: an anatomically explicit musculoskeletal simulation powered by in vitro muscle using closed loop tissue-software interaction

Christopher T. Richards, Enrico A. Eberhard
2020 Journal of Experimental Biology  
We introduce in vitro virtual-reality (in vitro-VR) which enables in vitro muscle tissue to drive a musculoskeletal jumping simulation.  ...  In hardware, muscle force from a frog plantaris was transmitted to a software model where joint torques, inertia and ground reaction forces were computed to advance the simulation at 1 kHz.  ...  We also thank Rue Jones for donating to us a small number of Xenopus frogs for this study.  ... 
doi:10.1242/jeb.210054 pmid:32253284 fatcat:tjkk37rjyffsfgsdzcijy4jefm

Understanding AWE: Can a Virtual Journey, Inspired by the Overview Effect, Lead to an Increased Sense of Interconnectedness?

Ekaterina R. Stepanova, Denise Quesnel, Bernhard E. Riecke
2019 Frontiers in Digital Humanities  
ACKNOWLEDGMENTS We are thanking the Centre for Digital Media, Patrick Pennefather and the Drifting Pugs team for their tremendous help with the development of the virtual experience as well as the NGX  ...  forward is feeling a little awkward. . .  ...  Weightlessness Facilitating sense of floating or weightlessness to imitate zero gravity environment g.  ... 
doi:10.3389/fdigh.2019.00009 fatcat:bo66mga5une7hhljkus5xr5zpe

Nonvisual, Distal Tracking of Mobile Remote Agents in Geosocial Interaction [chapter]

Steven Strachan, Roderick Murray-Smith
2009 Lecture Notes in Computer Science  
In order to examine the feasibility of such a system we describe an experiment with an eyes-free, mobile implementation which allows users to find a target user, engage with them by pointing and tilting  ...  actions, then have their attention directed to a specific target.  ...  Nokia provided a donation of funds and equipment.  ... 
doi:10.1007/978-3-642-01721-6_6 fatcat:t7zqvlgtgnbfvfp3oia7lwk63e
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