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IEEE Transactions on Visualization and Computer Graphics

Issue 4 • Date April 2013

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Displaying Results 1 - 25 of 36
  • IEEE Virtual Reality Conference 2013 [table of contents]

    Publication Year: 2013, Page(s):i - iii
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  • Message from the Editor-in-Chief

    Publication Year: 2013, Page(s): v
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  • Message from the Paper Chairs and Guest Editors

    Publication Year: 2013, Page(s): vi
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  • IEEE Visualization and Graphics Technical Committee (VGTC)

    Publication Year: 2013, Page(s): vii
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  • Conference Committee

    Publication Year: 2013, Page(s): viii
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  • International Program Committee and Steering Committee

    Publication Year: 2013, Page(s): ix
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  • Paper reviewers

    Publication Year: 2013, Page(s):x - xi
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  • Keynote Speaker: Virtual Reality: Current Uses in Medical Simulation and Future

    Publication Year: 2013, Page(s): xii
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  • Keynote Speaker: Welcome to the Future! Technology and Innovation at Disney

    Publication Year: 2013, Page(s): xiii
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  • Keynote Speaker: Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution

    Publication Year: 2013, Page(s): xiv
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  • The 2012 Virtual Reality Career Award

    Publication Year: 2013, Page(s): xv
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  • The 2012 Virtual Reality Technical Achievement Award

    Publication Year: 2013, Page(s): xvi
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  • The 2013 Virtual Reality Career Award

    Publication Year: 2013, Page(s): xvii
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  • The 2013 Virtual Reality Technical Achievement Award

    Publication Year: 2013, Page(s): xviii
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  • Validation of the MR Simulation Approach for Evaluating the Effects of Immersion on Visual Analysis of Volume Data

    Publication Year: 2013, Page(s):529 - 538
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (14939 KB) |  Multimedia Media

    In our research agenda to study the effects of immersion (level of fidelity) on various tasks in virtual reality (VR) systems, we have found that the most generalizable findings come not from direct comparisons of different technologies, but from controlled simulations of those technologies. We call this the mixed reality (MR) simulation approach. However, the validity of MR simulation, especially... View full abstract»

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  • Applying Mixed Reality to Simulate Vulnerable Populations for Practicing Clinical Communication Skills

    Publication Year: 2013, Page(s):539 - 546
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5236 KB) | HTML iconHTML Multimedia Media

    Health sciences students often practice and are evaluated on interview and exam skills by working with standardized patients (people that role play having a disease or condition). However, standardized patients do not exist for certain vulnerable populations such as children and the intellectually disabled. As a result, students receive little to no exposure to vulnerable populations before becomi... View full abstract»

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  • The Effects of Visual Realism on Search Tasks in Mixed Reality Simulation

    Publication Year: 2013, Page(s):547 - 556
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (8448 KB) | HTML iconHTML

    In this paper, we investigate the validity of Mixed Reality (MR) Simulation by conducting an experiment studying the effects of the visual realism of the simulated environment on various search tasks in Augmented Reality (AR). MR Simulation is a practical approach to conducting controlled and repeatable user experiments in MR, including AR. This approach uses a high-fidelity Virtual Reality (VR) d... View full abstract»

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  • Auditory Perception of Geometry-Invariant Material Properties

    Publication Year: 2013, Page(s):557 - 566
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (8781 KB) |  Multimedia Media

    Accurately modeling the intrinsic material-dependent damping property for interactive sound rendering is a challenging problem. The Rayleigh damping model is commonly regarded as an adequate engineering model for interactive sound synthesis in virtual environment applications, but this assumption has never been rigorously analyzed. In this paper, we conduct a formal evaluation of this model. Our g... View full abstract»

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  • Aural Proxies and Directionally-Varying Reverberation for Interactive Sound Propagation in Virtual Environments

    Publication Year: 2013, Page(s):567 - 575
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6577 KB) |  Multimedia Media

    We present an efficient algorithm to compute spatially-varying, direction-dependent artificial reverberation and reflection filters in large dynamic scenes for interactive sound propagation in virtual environments and video games. Our approach performs Monte Carlo integration of local visibility and depth functions to compute directionally-varying reverberation effects. The algorithm also uses a d... View full abstract»

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  • Reflective and Refractive Objects for Mixed Reality

    Publication Year: 2013, Page(s):576 - 582
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2972 KB) |  Multimedia Media

    In this paper, we present a novel rendering method which integrates reflective or refractive objects into a differential instant radiosity (DIR) framework usable for mixed-reality (MR) applications. This kind of objects are very special from the light interaction point of view, as they reflect and refract incident rays. Therefore they may cause high-frequency lighting effects known as caustics. Us... View full abstract»

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  • Human Tails: Ownership and Control of Extended Humanoid Avatars

    Publication Year: 2013, Page(s):583 - 590
    Cited by:  Papers (18)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1268 KB)

    This paper explores body ownership and control of an 'extended' humanoid avatar that features a distinct and flexible tail-like appendage protruding from its coccyx. Thirty-two participants took part in a between-groups study to puppeteer the avatar in an immersive CAVETM -like system. Participantsa' body movement was tracked, and the avatara's humanoid body synchronously reflected this motion. Ho... View full abstract»

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  • An Evaluation of Self-Avatar Eye Movement for Virtual Embodiment

    Publication Year: 2013, Page(s):591 - 596
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (29197 KB) | HTML iconHTML

    We present a novel technique for animating self-avatar eye movements in an immersive virtual environment without the use of eye-tracking hardware, and evaluate our technique via a two-alternative, forced-choice-with-confidence experiment that compares this simulated-eye-tracking condition to a no-eye-tracking condition and a real-eye-tracking condition in which the avatar's eyes were rotated with ... View full abstract»

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  • Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play

    Publication Year: 2013, Page(s):597 - 605
    Cited by:  Papers (28)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2456 KB) | HTML iconHTML Multimedia Media

    It has been shown that it is possible to generate perceptual illusions of ownership in immersive virtual reality (IVR) over a virtual body seen from first person perspective, in other words over a body that visually substitutes the person's real body. This can occur even when the virtual body is quite different in appearance from the person's real body. However, investigation of the psychological,... View full abstract»

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  • Smelling Screen: Development and Evaluation of an Olfactory Display System for Presenting a Virtual Odor Source

    Publication Year: 2013, Page(s):606 - 615
    Cited by:  Papers (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (9889 KB) | HTML iconHTML

    We propose a new olfactory display system that can generate an odor distribution on a two-dimensional display screen. The proposed system has four fans on the four corners of the screen. The airflows that are generated by these fans collide multiple times to create an airflow that is directed towards the user from a certain position on the screen. By introducing odor vapor into the airflows, the o... View full abstract»

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  • Immersive Group-to-Group Telepresence

    Publication Year: 2013, Page(s):616 - 625
    Cited by:  Papers (29)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6703 KB) |  Multimedia Media

    We present a novel immersive telepresence system that allows distributed groups of users to meet in a shared virtual 3D world. Our approach is based on two coupled projection-based multi-user setups, each providing multiple users with perspectively correct stereoscopic images. At each site the users and their local interaction space are continuously captured using a cluster of registered depth and... View full abstract»

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Aims & Scope

Visualization techniques and methodologies; visualization systems and software; volume visualization; flow visualization; multivariate visualization; modeling and surfaces; rendering; animation; user interfaces; visual progranuning; applications.

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Meet Our Editors

Editor-in-Chief
Leila De Floriani
Department of Computer Science, Bioengineering, Robotics and Systems Engineering
University of Genova
16146 Genova (Italy)
ldf4tvcg@umiacs.umd.edu