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» The Reality of Experience: Gibson's Way
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VR
2010
IEEE
205views Virtual Reality» more  VR 2010»
13 years 5 months ago
Exploring individual user differences in the 2D/3D interaction with medical image data
Abstract User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether com...
Elena V. Zudilova-Seinstra, Boris W. van Schooten,...
ICPR
2008
IEEE
14 years 8 months ago
Attention-based video reframing: Validation using eye-tracking
Watching TV shows on cell phones is starting to become a reality. Nevertheless, there still exist some significant issues due to the small size of cell phone screens. The direct t...
Christel Chamaret, Olivier Le Meur
ISMAR
2002
IEEE
14 years 10 days ago
Practical Solutions for Calibration of Optical See-Through Devices
One of the most crucial tasks in a see-through augmented reality (AR) system is to register the virtual objects with the real world through a transparent display. The importance s...
Yakup Genc, Mihran Tuceryan, Nassir Navab
AFRIGRAPH
2003
ACM
14 years 20 days ago
Psychophysically based artistic techniques for increased perceived realism of virtual environments
The perceived realism of a computer generated image depends on the accuracy of the modeling and illumination calculations, the limitations of the display device, and the way in wh...
Peter Longhurst, Patrick Ledda, Alan Chalmers
KES
2000
Springer
13 years 11 months ago
Agent and user inhabited virtual communities: a case study
: We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to peform certain transactions and...
Anton Nijholt