Sciweavers

156 search results - page 3 / 32
» In virtual reality, which way is up
Sort
View
TVCG
2011
168views more  TVCG 2011»
13 years 2 months ago
The Effect on Lower Spine Muscle Activation of Walking on a Narrow Beam in Virtual Reality
— To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, r...
Angus Antley, Mel Slater
VR
2007
IEEE
151views Virtual Reality» more  VR 2007»
14 years 1 months ago
The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments
This paper describes an experiment conducted to study the influence of visual appearance of user’s avatar (or 3D cursor) on the manipulation of virtual objects in Virtual Enviro...
Abdelmajid Kadri, Anatole Lécuyer, Jean-Mar...
VRST
2009
ACM
14 years 1 months ago
Judgment of natural perspective projections in head-mounted display environments
The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to th...
Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Scot...
MMM
2003
Springer
154views Multimedia» more  MMM 2003»
14 years 20 days ago
On Generating Virtual Worlds from Domain Ontologies
Virtual Worlds are computer-hosted visual environments that create the effect of an interactive three-dimensional world in which objects have a sense of spatial and physical prese...
Olga De Troyer, Wesley Bille, Raul Romero, Peter S...
CA
2003
IEEE
14 years 20 days ago
Bottom-Up Visual Attention for Virtual Human Animation
We present a system for the automatic generation of bottom-up visual attention behaviours in virtual humans. Bottom-up attention refers to the way in which the environment solicit...
Christopher Peters, Carol O'Sullivan