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2012 IEEE Virtual Reality Workshops (VRW)

Date 4-8 March 2012

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Displaying Results 1 - 25 of 111
  • IEEE Virtual Reality Conference 2012 [Title page]

    Publication Year: 2012, Page(s): 1
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  • [Copyright notice]

    Publication Year: 2012, Page(s): 1
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  • Table of contents

    Publication Year: 2012, Page(s):iii - viii
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  • Supporters

    Publication Year: 2012, Page(s): ix
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  • Preface

    Publication Year: 2012, Page(s):x - xi
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  • A message from the program chairs

    Publication Year: 2012, Page(s): xii
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  • IEEE Visualization and Graphics Technical Committee (VGTC)

    Publication Year: 2012, Page(s): xiii
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  • Organizing Committee

    Publication Year: 2012, Page(s): xiv
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  • Program Committee

    Publication Year: 2012, Page(s): xv
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  • Reviewers

    Publication Year: 2012, Page(s):xvi - xvii
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  • Keynote presentation: Taking the “virtual” out of virtual reality

    Publication Year: 2012, Page(s): xviii
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (223 KB) | HTML iconHTML

    Summary form only given. Today's graphics programs cannot only produce stunning photo-realistic images or convincingly real scene displays for interactive exploration, they can also produce physical output - thanks to the emergence of several different layered manufacturing technologies. For many design activities creating tangible models through some rapid-prototyping prcess is a new and crucial ... View full abstract»

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  • Banquet presentation: What's next?: The third wave in computer graphics and interactive techniques

    Publication Year: 2012, Page(s): xix
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  • Capstone presentation: Isn't all reality really virtual?

    Publication Year: 2012, Page(s): xx
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  • Short papers

    Publication Year: 2012, Page(s): 1
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  • Crowd simulation using Discrete Choice Model

    Publication Year: 2012, Page(s):3 - 6
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (516 KB) | HTML iconHTML

    We present a new algorithm to simulate a variety of crowd behaviors using the Discrete Choice Model (DCM). DCM has been widely studied in econometrics to examine and predict customers' or households' choices. Our DCM formulation can simulate virtual agents' goal selection and we highlight our algorithm by simulating heterogeneous crowd behaviors: evacuation, shopping, and rioting scenarios. View full abstract»

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  • Spatial augmented reality for environmentally-lit real-world objects

    Publication Year: 2012, Page(s):7 - 10
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (847 KB) | HTML iconHTML

    One augmented reality approach is to use digital projectors to alter the appearance of a physical scene, avoiding the need for head-mounted displays or special goggles. Instead, spatial augmented reality (SAR) systems depend on having sufficient light radiance to compensate the surface's colors to those of a target visualization. However, standard SAR systems in dark room settings may suffer from ... View full abstract»

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  • The effects of navigational control and environmental detail on learning in 3D virtual environments

    Publication Year: 2012, Page(s):11 - 14
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (449 KB) | HTML iconHTML

    Studying what design features are necessary and effective for educational virtual environments (VEs), we focused on two design issues: level of environmental detail and method of navigation. In a controlled experiment, participants studied animal facts distributed among different locations in an immersive VE. Participants viewed the information as either an automated tour through the environment o... View full abstract»

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  • Room-sized informal telepresence system

    Publication Year: 2012, Page(s):15 - 18
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1183 KB) | HTML iconHTML

    We present a room-sized telepresence system for informal gatherings rather than conventional meetings. Unlike conventional systems which constrain participants to sit in fixed positions, our system aims to facilitate casual conversations between people in two sites. The system consists of a wall of large flat displays at each of the two sites, showing a panorama of the remote scene, constructed fr... View full abstract»

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  • Increasing agent physicality to raise social presence and elicit realistic behavior

    Publication Year: 2012, Page(s):19 - 22
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3744 KB) | HTML iconHTML

    The concepts of immersion and presence focus on the environment in a virtual environment. We instead focus on embodied conversational agents (ECAs). ECAs occupy the virtual environment as interactive partners. We propose that the ECA analogues of immersion and presence are physicality and social presence. We performed a study to determine the effect of an ECA's physicality on social presence and e... View full abstract»

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  • Evaluation of visual and force feedback in virtual assembly verifications

    Publication Year: 2012, Page(s):23 - 26
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2690 KB) | HTML iconHTML

    This work presents an evaluation study of two different collision feedback modalities for virtual assembly verification: visual and force feedback. Forty-three subjects performed several assembly tasks (peg-in-hole, narrow passage) designed with two levels of difficulty. The used haptic rendering algorithm is based on voxel and point data-structures. Both objective - time and collision performance... View full abstract»

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  • Puzzle assembly training: Real world vs. virtual environment

    Publication Year: 2012, Page(s):27 - 30
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6657 KB) | HTML iconHTML

    While training participants to assemble a 3D wooden burr puzzle, we compared results of training in a stereoscopic, head tracked virtual assembly environment utilizing haptic devices and data gloves with real world training. While virtual training took participants about three times longer, the group that used the virtual environment was able to assemble the physical test puzzle about three times ... View full abstract»

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  • Can physical motions prevent disorientation in naturalistic VR?

    Publication Year: 2012, Page(s):31 - 34
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3174 KB) | HTML iconHTML

    Most virtual reality simulators have a serious flaw: Users tend to get easily lost and disoriented as they navigate. According to the prevailing opinion, this is because of the lack of actual physical motion to match the visually simulated motion: E.g., using HMD-based VR, Klatzky et al. [1] showed that participants failed to update visually simulated rotations unless they were accompanied by phys... View full abstract»

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  • Self-motion illusions (vection) in VR — Are they good for anything?

    Publication Year: 2012, Page(s):35 - 38
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (646 KB) | HTML iconHTML

    When we locomote through real or virtual environments, self-to-object relationships constantly change. Nevertheless, in real environments we effortlessly maintain an ongoing awareness of roughly where we are with respect to our immediate surrounds, even in the absence of any direct perceptual support (e.g., in darkness or with eyes closed). In virtual environments, however, we tend to get lost far... View full abstract»

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  • Sensor-fusion walking-in-place interaction technique using mobile devices

    Publication Year: 2012, Page(s):39 - 42
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (450 KB) | HTML iconHTML

    This paper describes a sensor-fusion-based wireless walking-in-place (WIP) interaction technique. We devised a new human-walking detection algorithm that is based on a sensor-fusion using both acceleration and magnetic sensors integrated within a smart phone. Our sensor-fusion approach can be useful for the cases when the detection capability of a single sensor is limited to a certain range of wal... View full abstract»

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  • A taxonomy for deploying redirection techniques in immersive virtual environments

    Publication Year: 2012, Page(s):43 - 46
    Cited by:  Papers (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (174 KB) | HTML iconHTML

    Natural walking can provide a compelling experience in immersive virtual environments, but it remains an implementation challenge due to the physical space constraints imposed on the size of the virtual world. The use of redirection techniques is a promising approach that relaxes the space requirements of natural walking by manipulating the user's route in the virtual environment, causing the real... View full abstract»

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