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» Grounding Virtual Worlds in Reality
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SI3D
2006
ACM
14 years 1 months ago
Human hand modeling from surface anatomy
The human hand is an important interface with complex shape and movement. In virtual reality and gaming applications the use of an individualized rather than generic hand represen...
Taehyun Rhee, Ulrich Neumann, John P. Lewis
ACSC
2005
IEEE
14 years 1 months ago
Large Object Segmentation with Region Priority Rendering
The Address Recalculation Pipeline is a hardware architecture designed to reduce the end-to-end latency suffered by immersive Head Mounted Display virtual reality systems. A deman...
Yang-Wai Chow, Ronald Pose, Matthew Regan
HAPTICS
2003
IEEE
14 years 26 days ago
Real-Time Rigid Body Simulation Based on Volumetric Penalty Method
This paper proposes a new method for real-time rigid body simulations based on a volumetric penalty method. The penalty method, which employs spring-damper model, is a simple and ...
Shoichi Hasegawa, Nobuaki Fujii, Yasuharu Koike, M...
ACMACE
2007
ACM
13 years 9 months ago
Transmedial interactions and digital games
As virtual worlds and games grow in both personal and cultural importance, present limitations in access to them is increasingly limiting their ability to achieve their potential....
Shaowen Bardzell, Vicky Wu, Jeffrey Bardzell, Nick...
TVCG
2012
215views Hardware» more  TVCG 2012»
11 years 10 months ago
Geometric Calibration of Head-Mounted Displays and its Effects on Distance Estimation
Abstract—Head-mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. However, several experiments have provided evidence that e...
Falko Kellner, Benjamin Bolte, Gerd Bruder, Ulrich...