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149
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VRST
2010
ACM
15 years 1 months ago
Shake-your-head: revisiting walking-in-place for desktop virtual reality
The Walking-In-Place interaction technique was introduced to navigate infinitely in 3D virtual worlds by walking in place in the real world. The technique has been initially devel...
Léo Terziman, Maud Marchal, Mathieu Emily, ...
252
Voted
AUGHUMAN
2011
14 years 10 months ago
Full body interaction for serious games in motor rehabilitation
Serious games and especially their use in healthcare applications are an active and rapidly growing area of research. A key aspect of games in rehabilitation is 3D input. In this ...
Christian Schönauer, Thomas Pintaric, Hannes ...
IJVR
2008
158views more  IJVR 2008»
15 years 3 months ago
How and Why Affordable Virtual Reality Shapes the Future of Education
This paper presents an analysis of how and why a new generation of virtual reality peripherals affect virtual reality in general, and its uses for education in particular. We descr...
Barnabas Takacs
112
Voted
UIST
2010
ACM
15 years 1 months ago
MAI painting brush: an interactive device that realizes the feeling of real painting
Many digital painting systems have been proposed and their quality is improving. In these systems, graphics tablets are widely used as input devices. However, because of its rigid...
Mai Otsuki, Kenji Sugihara, Asako Kimura, Fumihisa...
144
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ICMI
2004
Springer
179views Biometrics» more  ICMI 2004»
15 years 9 months ago
Visual touchpad: a two-handed gestural input device
This paper presents the Visual Touchpad, a low-cost vision-based input device that allows for fluid two-handed interactions with desktop PCs, laptops, public kiosks, or large wall...
Shahzad Malik, Joseph Laszlo