Browsing ICAT-EGVE2022 by Title
Now showing items 1-18 of 18
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AR Object Layout Method Using Miniature Room Generated from Depth Data
(The Eurographics Association, 2022)In augmented reality (AR), users can place virtual objects anywhere in a real-world room, called AR layout. Although several object manipulation techniques have been proposed in AR, it is difficult to use them for AR layout ... -
Cast-Shadow Removal for Cooperative Adaptive Appearance Manipulation
(The Eurographics Association, 2022)We propose a framework to suppress over-illumination at the overlapping area created by cooperative adaptive appearance manipulation with independently working two projector-camera systems. The proposed method estimates ... -
Characteristics of Background Color Shifts Caused by Optical See-Through Head-Mounted Displays
(The Eurographics Association, 2022)Optical see-through head-mounted displays (OST-HMDs) have been increasingly used in many applications as Augmented Reality (AR) support devices. However, problems still exist that prevent their use as general-purpose ... -
Comparing Modalities to Communicate Movement Amplitude During Tool Manipulation in a Shared Learning Virtual Environment
(The Eurographics Association, 2022)Shared immersive environments are used to teach technical skills and communicate relevant information. However, designing the appropriate interfaces and interactions to support this communication process remains an open ... -
Could you Relax in an Artistic Co-creative Virtual Reality Experience?
(The Eurographics Association, 2022)Our work contributes to the design and study of artistic collaborative virtual environments through the presentation of immersive and interactive digital artwork installation and the evaluation of the impact of the experience ... -
A Data Collection Protocol, Tool and Analysis for the Mapping of Speech Volume to Avatar Facial Animation
(The Eurographics Association, 2022)Knowing the relationship between speech-related facial movement and speech is important for avatar animation. Accurate facial displays are necessary to convey perceptual speech characteristics fully. Recently, an effort ... -
Evaluating Techniques to Share Hand Gestures for Remote Collaboration using Top-Down Projection in a Virtual Environment
(The Eurographics Association, 2022)Sharing hand gestures in a remote collaboration offers natural and expressive communication between collaborators. Proposed techniques allow sharing dependent (attached to something) or independent (no attachment) hand ... -
Exploring EEG-Annotated Affective Animations in Virtual Reality: Suggestions for Improvement
(The Eurographics Association, 2022)In this work, we recorded brain activity data from participants who viewed 12 affective character animations in virtual reality. Frontal alpha asymmetry (FAA) scores were calculated from electroencephalography (EEG) data ... -
FoReCast: Real-time Foveated Rendering and Unicasting for Immersive Remote Telepresence
(The Eurographics Association, 2022)Rapidly growing modern virtual reality (VR) interfaces are increasingly used as visualization and interaction media in 3D telepresence systems. Remote environments scanned using RGB-D cameras and represented as dense ... -
Gaze Guidance in the Real-world by Changing Color Saturation of Objects
(The Eurographics Association, 2022)In this study, we propose a method for real-world gaze guidance by projecting an image onto a real-world object and changing its appearance based on visual saliency. In the proposed method, an image of the object is first ... -
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
(The Eurographics Association, 2022) -
An Integrated Ducted Fan-Based Multi-Directional Force Feedback with a Head Mounted Display
(The Eurographics Association, 2022)Adding force feedback to virtual reality applications enhances the immersive experience. We propose a prototype, featuring head-based multi-directional force feedback in a virtual environment. We designed the prototype by ... -
Manipulating the Sense of Embodiment in Virtual Reality: a Study of the Interactions Between the Senses of Agency, Self-location and Ownership
(The Eurographics Association, 2022)In Virtual Reality (VR), the Sense of Embodiment (SoE) corresponds to the feeling of controlling and owning a virtual body, usually referred to as an avatar. The SoE is generally divided into three components: the Sense ... -
OmniTiles - A User-Customizable Display Using An Omni-Directional Camera Projector System
(The Eurographics Association, 2022)We present OmniTiles, a manually changeable interface that enables the user to customize their own display. This is achieved by using tiles in basic shapes that are clipped together via magnets. The created structures are ... -
ProGenVR: Natural Interactions for Procedural Content Generation in VR
(The Eurographics Association, 2022)3D content creation for virtual worlds is a difficult task, requiring specialized tools based typically on a WIMP interface for modelling, composition and animation. But these interfaces pose several limitations, namely ... -
Progressive Tearing and Cutting of Soft-bodies in High-performance Virtual Reality
(The Eurographics Association, 2022)We present an algorithm that allows a user within a virtual environment to perform real-time unconstrained cuts or consecutive tears, i.e., progressive, continuous fractures on a deformable rigged and soft-body mesh model ... -
A Rendering Method of Microdisplay Image to Expand Pupil Movable Region without Artifacts for Lenslet Array Near-Eye Displays
(The Eurographics Association, 2022)Near-eye displays (NEDs) with lenslet array (LA) are a technological advancement that generates a virtual image in the observer's field of view (FOV). Although this technology is useful for designing lightweight NEDs, ... -
Towards Improving Educational Virtual Reality by Classifying Distraction using Deep Learning
(The Eurographics Association, 2022)Distractions can cause students to miss out on critical information in educational Virtual Reality (VR) environments. Our work uses generalized features (angular velocities, positional velocities, pupil diameter, and eye ...