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Virtual Reality Conference, 2008. VR '08. IEEE

Date 8-12 March 2008

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Displaying Results 1 - 25 of 86
  • [Breaker page]

    Publication Year: 2008 , Page(s): 1
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  • [Breaker page]

    Publication Year: 2008 , Page(s): 1
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  • Table of contents

    Publication Year: 2008 , Page(s): iii - vii
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  • Contributor listings

    Publication Year: 2008 , Page(s): viii
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  • [Opinion]

    Publication Year: 2008 , Page(s): ix - x
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  • [Opinion]

    Publication Year: 2008 , Page(s): xi
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  • [Society related mateiral]

    Publication Year: 2008 , Page(s): xii
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  • [Society related mateiral]

    Publication Year: 2008 , Page(s): xiii
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  • list-reviewer

    Publication Year: 2008 , Page(s): xiv
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  • list-reviewer

    Publication Year: 2008 , Page(s): xv
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  • Awards

    Publication Year: 2008 , Page(s): xvi
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  • Awards

    Publication Year: 2008 , Page(s): xvii
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  • [Opinion]

    Publication Year: 2008 , Page(s): xix
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  • Breaker pages: Papers

    Publication Year: 2008 , Page(s): 1
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  • Providing a Wide Field of View for Effective Interaction in Desktop Tangible Augmented Reality

    Publication Year: 2008 , Page(s): 3 - 10
    Cited by:  Papers (6)
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    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (15247 KB)  

    This paper proposes to generate and provide wide field of view (FOV) augmented reality (AR) imagery by mosaicing images from smaller fields of moving views in "desktop" tangible AR (DTAR) environments. AR systems usually offer a limited FOV into the interaction space, constrained by the FOV of the camera and/or the display, which causes serious usability problems especially when the interaction sp... View full abstract»

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  • Capturing Images with Sparse Informational Pixels using Projected 3D Tags

    Publication Year: 2008 , Page(s): 11 - 18
    Cited by:  Papers (2)
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    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (2687 KB) |  | HTML iconHTML  

    In this paper, we propose a novel imaging system that enables the capture of photos and videos with sparse informational pixels. Our system is based on the projection and detection of 3D optical tags. We use an infrared (IR) projector to project temporally-coded (blinking) dots onto selected points in a scene. These tags are invisible to the human eye, but appear as clearly visible time-varying co... View full abstract»

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  • Envisor: Online Environment Map Construction for Mixed Reality

    Publication Year: 2008 , Page(s): 19 - 26
    Cited by:  Papers (8)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (6009 KB) |  | HTML iconHTML  

    One of the main goals of anywhere augmentation is the development of automatic algorithms for scene acquisition in augmented reality systems. In this paper, we present Envisor, a system for online construction of environment maps in new locations. To accomplish this, Envisor uses vision-based frame to frame and landmark orientation tracking for long-term, drift-free registration. For additional ro... View full abstract»

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  • A Mixed Reality Approach for Merging Abstract and Concrete Knowledge

    Publication Year: 2008 , Page(s): 27 - 34
    Cited by:  Papers (4)
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    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1438 KB) |  | HTML iconHTML  

    Mixed reality's (MR) ability to merge real and virtual spaces is applied to merging different knowledge types, such as abstract and concrete knowledge. To evaluate whether the merging of knowledge types can benefit learning, MR was applied to an interesting problem in anesthesia machine education. The virtual anesthesia machine (VAM) is an interactive, abstract 2D transparent reality simulation of... View full abstract»

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  • An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized Audio

    Publication Year: 2008 , Page(s): 35 - 42
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (3404 KB) |  | HTML iconHTML  

    Augmented reality (AR) is the mixing of computer-generated stimuli with real-world stimuli. In this paper, we present results from a controlled, empirical study comparing three ways of delivering spatialized audio for AR applications: a speaker array, headphones, and a bone-conduction headset. Analogous to optical-see-through AR in the visual domain, hear-through AR allows users to receive compute... View full abstract»

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  • User Boresighting for AR Calibration: A Preliminary Analysis

    Publication Year: 2008 , Page(s): 43 - 46
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (2991 KB) |  | HTML iconHTML  

    The precision with which users can maintain boresight alignment between visual targets at different depths is recorded for 24 subjects using two different boresight targets. Subjects' normal head stability is established using their Romberg coefficients. Weibull distributions are used to describe the probabilities of the magnitude of head positional errors and the three dimensional cloud of errors... View full abstract»

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  • Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments

    Publication Year: 2008 , Page(s): 47 - 50
    Cited by:  Papers (8)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (718 KB) |  | HTML iconHTML  

    This paper describes the use of user's focus point to improve some visual effects in virtual environments (VE). First, we describe how to retrieve user's focus point in the 3D VE using an eye-tracking system. Then, we propose the adaptation of two rendering techniques which aim at improving users' sensations during first-person navigation in VE using his/her focus point: (1) a camera motion which ... View full abstract»

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  • Object-Capability Security in Virtual Environments

    Publication Year: 2008 , Page(s): 51 - 58
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1011 KB) |  | HTML iconHTML  

    Access control is an important aspect of shared virtual environments. Resource access may not only depend on prior authorization, but also on context of usage such as distance or position in the scene graph hierarchy. In virtual worlds that allow user-created content, participants must be able to define and exchange access rights to control the usage of their creations. Using object capabilities, ... View full abstract»

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  • Mobile Group Dynamics in Large-Scale Collaborative Virtual Environments

    Publication Year: 2008 , Page(s): 59 - 66
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (556 KB) |  | HTML iconHTML  

    We have developed techniques called mobile group dynamics (MGDs), which help groups of people to work together while they travel around large-scale virtual environments. MGDs explicitly showed the groups that people had formed themselves into, and helped people move around together and communicate over extended distances. The techniques were evaluated in the context of an urban planning applicatio... View full abstract»

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  • Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences

    Publication Year: 2008 , Page(s): 67 - 70
    Cited by:  Papers (7)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (2903 KB) |  | HTML iconHTML  

    Massively Multiplayer Online Worlds (MMOs) are persistent virtual environments where people play, experiment and socially interact. In this paper, we demonstrate that MMOs also provide a powerful platform for Augmented Reality (AR) applications, where we blend together locations in physical space with corresponding places in the virtual world. We introduce the notion of AR stages, which are persis... View full abstract»

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  • Symmetric Model of Remote Collaborative MR Using Tangible Replicas

    Publication Year: 2008 , Page(s): 71 - 74
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1507 KB) |  | HTML iconHTML  

    Research into collaborative mixed reality (MR) or augmented reality has recently been active. Previous studies showed that MR was preferred for collocated collaboration while immersive virtual reality was preferred for remote collaboration. The main reason for this preference is that the physical object in remote space cannot be handled directly. However, MR using tangible objects is still attract... View full abstract»

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