Computer-generated facial avatars have been increasingly used in a variety of virtual reality applications. Emulating the real-world face sculpting process, we present an interact...
In order to increase a user’s sense of presence in an artificial environment some researchers propose a gradual transition from reality to the virtual world instead of immersin...
Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Anth...
We tested users’ depth perception of virtual objects in our mobile augmented reality (AR) system in both indoor and outdoor environments using a depth matching task. The indoor ...
Mark A. Livingston, Zhuming Ai, J. Edward Swan II,...
We investigate the effects of input device latency and spatial jitter on 2D pointing tasks and a 3D movement. First, we characterize jitter and latency in a 3D tracking device and...
Robert J. Teather, Andriy Pavlovych, Wolfgang St&u...
We present a novel calibration framework for multi-projector displays that achieves continuous geometric calibration by estimating and refining the poses of all projectors in an ...
Tyler Johnson, Greg Welch, Henry Fuchs, Eric La Fo...
This paper reports one experiment conducted to evaluate the influence of oscillating camera motions on the perception of traveled distances in virtual environments. In the experi...
This paper proposes virtual social perspective-taking (VSP). In VSP, users are immersed in an experience of another person to aid in understanding the person’s perspective. User...
Andrew Raij, Aaron Kotranza, D. Scott Lind, Benjam...
In this paper we introduce a “Spatialized Haptic Rendering” technique to enhance 6DOF haptic manipulation of virtual objects with impact position information using vibrations....
How do users of virtual environments perceive virtual space? Many experiments have explored this question, but most of these have used head-mounted immersive displays. This paper ...
Eric Klein, J. Edward Swan II, Gregory S. Schmidt,...