Brain–computer interfaces (BCIs) are becoming more and more popular as an input device for virtual worlds and computer games. Depending on their function, a major drawback is th...
Christoph Groenegress, Clemens Holzner, Christoph ...
Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, we propose level of presence achieved by a human in a virtual environment (VE) ...
Nuria Pelechano, Catherine Stocker, Jan M. Allbeck...
Abstract--Presence, broadly defined as an event publishnotification infrastructure for converged applications, has emerged as a key mechanism for collecting and disseminating conte...
In this paper, we describe the effects of shadow representation of virtual objects in Augmented Reality. Optical consistency is important in order to create realistic augmented re...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of...