Virtual Reality (Computer Graphics)
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Recent papers in Virtual Reality (Computer Graphics)
This chapter discusses 3D virtual worlds as a fusion of technologies for serious applications. A variety of new trends in the area is considered along with original findings, exemplified with particular approaches and features designed.... more
One aspect of a growing VR industry that developers have to face is the ethics behind the technology. This includes making sure that technology is readily available and accessible to as large of a population as possible. Current consumer... more
Abstract—CAMTUAL: An interactive mobile app to research fundamental aspects of deep learning technologies to support Smartphones users a 2D-to-3D automatic converter using smartphones built-in cameras. The whole idea inspired by MagicToon... more
In this article, I aim to examine the ways virtual technologies have affected on the arrangement of the cinema space. Virtual technologies are eventually referenced here as virtual production (VP), which makes it possible for filmmakers... more
I walk into the room and the smell of burning wood hits me immediately. The warmth from the fireplace grows as I step nearer to it. The fire needs to heat the little cottage through night so I add a log to the fire. There are a few sparks... more
Entrare nell’immagine: un desiderio che accompagna l’umanità dall’alba dei tempi, perdendosi nelle nebbie del mito. Un desiderio che nei secoli ogni cultura visuale ha cercato di realizzare con i mezzi di volta in volta disponibili. E che... more
Virtual reality applications refer to the use of com- puters to simulate a physical environment in such a way that humans can readily visualize, explore, and interact with "objects" in this environment. The design of virtual... more
PLACE-Hampi provides a framework for a new approach to the rendering of the cultural experience, whose aesthetic and representational features gives the general public a dramatic new appreciation of the many layered significations of such... more
A game fusing the real neighorhood Liberdade in São Paulo - Brazil, and a virtual interactive 3d platform.
In this paper, we describe an experiment outline on investigating design and user experience related aspects of several virtual reality locomotion and virtual object interaction mechanics. These mechanics will be based on consumer... more
Acrophobia is a scientific term used to describe the fear of height. To some, this fear is tolerable, but to other, the fear could pose danger to their life if the fear is starting to interfere with their day to day activities. The... more
Human Interaction in meetings is one of the famous fields of social dynamics. Meeting is integral part of every organization. In this, meeting outcome is extracted using tree based approach. Meetings contents or conversation are available... more
Diabetes occurs due to destruction of Beta-cells in the pancreatic islets of Langerhans with resulting loss of insulin production. The result of insufficient action of insulin is an increase in blood glucose concentration. The diagnosis... more
Realistic renderings contain a large amount of information about the spatial, geometric and material properties of prospective buildings that can directly affect design decisions, yet these images are most of the time used as... more
Based on preliminary research, game-based treatments appear to be a promising approach to post-traumatic stress disorder (PTSD). However, attitudes toward this novel approach must be better understood. Thus, the objective of this study... more
In the coming decades, the platforms and formalisms scholars employ to display, transform, and transmit information will continue to evolve. Innovations in information management did not stop with the codex. They will not stop with the... more
Ergonomics has become an integral part of design education curriculum, where input content demands demonstration through citing and analysing appropriate design experiences. It has come to fore through many academic forum discussions and... more
JQRSS Qualitative Researcher Awards Congratulations to the following researchers who have been recognised by the JQRSS Editorial Board for their outstanding research activities, scholarly conduct and valuable contribution to the journal.... more
Il disegno ha dato il suo contributo nell’analisi della città: con esso l’uomo ha cercato nei secoli e per differenti scopi, di studiare e rappresentare la morfologia della città. La ricerca spazia dall’analisi della rappresentazione... more
In this paper, we review the use of virtual and augmented reality technologies for capture and externalization of tacit knowledge from complex activity in knowledge-intensive professions. We focus on technologies for converting experience... more
This study is part of a master’s dissertation aiming to investigate the immersion of user interfaces in first person games using virtual reality. This evaluation is based on the concepts established by the Diegesis theory. Based on that,... more
Japan is a super-aging society, one marked by a steadily silvering population and shrinking birthrates. Social effects range from a decline in intergenerational homes to new tensions between the generations as elders delay retirement or... more
The Graph is a powerful mathematical tool applied in many fields as transportation, communication, informatics, economy, … In an ordinary graph, the weights of edges and vertexes are considered independently where the length of a path is... more
In this paper a new video-based interface for creating cutout-style animation using magnets is presented. This idea makes room for users of all skill levels to animate. We created an interface which is generally a closed box with a camera... more
Völlig neue Bild- und Erfahrungswelten versprechen die jüngsten Produkte der Medienindustrie ihren Usern. Euphorisch investieren Google, Microsoft und Co. Unsummen in digitale Medientechnologien wie Virtual-Reality-Displays. Jeder... more
This work contributes an integrated and flexible approach to sign language processing in virtual environments that allows for interactive experimental evaluations with high ecological validity. Initial steps deal with real-time tracking... more
Architects have long sought to create spaces that can relate to or even induce specific emotional conditions in their users, such as states of relaxation or engagement. Dynamic or calming qualities were given to these spaces by... more
Imagine a museum where you can safely play with high voltage electricity, initiate your own chemical and nuclear reactions, form molten metal, or handle superfluids near absolute zero temperature. This museum also allows you to shrink... more
Stimuli that resemble humans, but are not perfectly human-like, are disliked compared to distinctly human and non-human stimuli. Accounts of this "Uncanny Valley" effect often focus on how changes in human resemblance can evoke... more
Visually impaired people face many problems in their day to day lives. Among them, outdoor navigation is one of the major concerns. The existing solutions based on Wireless Sensor Networks(WSN) and Global Positioning System (GPS) track... more
In this paper, we describe a method of dynamic creation of interactive presentations for Mixed Reality environments. The presentations are created automatically for collections of multimedia objects arbitrarily arranged in virtual... more
Este é um livro diferente. Não apenas pelo seu tema, mas por ser escrito em três camadas diferentes. Ao passo que o assunto da Realidade Virtual (abreviada como RV algumas vezes) evoluiu e novos aparelhos e ferramentas foram surgindo, a... more
Mit diesem Titel liegt eine veröffentlichte Magisterarbeit vor, deren redaktioneller Beschreibungstext auf dem Buchrücken einen „Blick über den Tellerrand hinaus“ verspricht. Dieses Versprechen soll sich durch drei Leitaspekte einlösen,... more
A presentation pertinent to the development of virtual reality (VR) software for research, clinical, and academic purposes. It includes also links to useful online tutorials, webpages, and assets. This presentation is the fourth part of... more
— The emergence of new technologies, such as Siri, Alexa, Cortana and Google Now which are powered by natural language processing and speech recognition programs, are driving users away from mobile-first to voice-first interactions. Also,... more
Online communities have been proactive in producing collaborative creative content such as music, games and other social interactions. Online collaboration has enabled contributors to peer produce and share masses of creative content.... more
In immersive virtual environments (IVEs), users may observe negative consequences of a risky health behavior in a personally involving way via digital simulations. In the context of an ongoing health promotion campaign, IVEs coupled with... more
Abstract Online communities as blogs and chat rooms which are text based as so out of line those days when virtually has taken place. Mentioning virtual worlds all would think of dreams and freedom in acting, it is quite so with the huge... more
We would like to invite you to join this exciting new project as a chapter contributor. Since this is a textbook, a great deal of this chapter entails a survey on the topic under the paradigm of cyber-physical systems, what can be done... more