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PRESENCE
2002
129views more  PRESENCE 2002»
13 years 7 months ago
Share-Z: Client/Server Depth Sensing for See-Through Head-Mounted Displays
In mixed reality, occlusions and shadows are important to realize a natural fusion between the real and virtual worlds. In order to achieve this, it is necessary to acquire dense ...
Yuichi Ohta, Yasuyuki Sugaya, Hiroki Igarashi, Tos...
ISWC
2002
IEEE
14 years 11 days ago
Retinal Displays
Currently available screen and retinal head mounted displays have insufficient field of view to fully exploit many virtual and augmented reality applications. Screen based display...
Thomas A. Furness III
VR
2002
IEEE
132views Virtual Reality» more  VR 2002»
14 years 11 days ago
Perceptual Stability during Head Movement in Virtual Reality
Virtual reality displays introduce spatial distortions that are very hard to correct because of the difficulty of precisely modelling the camera from the nodal point of each eye. ...
P. M. Jaekl, Robert S. Allison, Laurence R. Harris...
ISMAR
2007
IEEE
14 years 1 months ago
Evaluating Display Types for AR Selection and Annotation
This paper evaluates different display devices for selection or annotation tasks in augmented reality (AR). We compare three different display types – a head mounted display and...
Jason Wither, Stephen DiVerdi, Tobias Höllere...
TOCHI
2002
63views more  TOCHI 2002»
13 years 7 months ago
Rivalry and interference with a head-mounted display
Perceptual factors that effect monocular, transparent (a.k.a "see-thru") head mounted displays include binocular rivalry, visual interference, and depth of focus. We rep...
Robert S. Laramee, Colin Ware