0000000000083314

AUTHOR

Carolina Cruz-neira

showing 8 related works from this author

An empirical evaluation of two natural hand interaction systems in augmented reality

2022

AbstractHuman-computer interaction based on hand gesture tracking is not uncommon in Augmented Reality. In fact, the most recent optical Augmented Reality devices include this type of natural interaction. However, due to hardware and system limitations, these devices, more often than not, settle for semi-natural interaction techniques, which may not always be appropriate for some of the tasks needed in Augmented Reality applications. For this reason, we compare two different optical Augmented Reality setups equipped with hand tracking. The first one is based on a Microsoft HoloLens (released in 2016) and the other one is based on a Magic Leap One (released more than two years later). Both d…

Computer Networks and CommunicationsHardware and Architecturenatural interactiongesture trackingMedia TechnologyhololensUNESCO::CIENCIAS TECNOLÓGICASaugmented realitySoftwaremagic leapMultimedia Tools and Applications
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Implementing Immersive Clustering with VR Juggler

2005

Continuous, rapid improvements in commodity hardware have allowed users of immersive visualization to employ high-quality graphics hardware, high-speed processors, and significant amounts of memory for much lower costs than would be possible with high-end, shared memory computers traditionally used for such purposes. Mimicking the features of a single shared memory computer requires that the commodity computers act in concert—namely, as a tightly synchronized cluster. In this paper, we describe the clustering infrastructure of VR Juggler that enables the use of distributed and clustered computers for the display of immersive virtual environments. We discuss each of the potential ways to syn…

Shared memoryComputer scienceHuman–computer interactionGraphics hardwareOperating systemScene graphGraphicsVirtual realityCluster analysiscomputer.software_genrecomputerVisualization
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A Distributed Framework for Scalable Large-Scale Crowd Simulation

2007

Emerging applications in the area of Emergency Response and Disaster Management are increasingly demanding interactive capabilities to allow for the quick understanding of a critical situation, in particular in urban environments. A key component of these interactive simulations is how to recreate the behavior of a crowd in real- time while supporting individual behaviors. Crowds can often be unpredictable and present mixed behaviors such as panic or aggression, that can very rapidly change based on unexpected new elements introduced into the environment. We present preliminary research specifically oriented towards the simulation of large crowds for emergency response and rescue planning s…

MultimediaEmergency managementComputer sciencebusiness.industryAutonomous agentcomputer.software_genreRendering (computer graphics)CrowdsVirtual machineHuman–computer interactionScalabilityCrowd simulationbusinessCrowd psychologycomputer
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On the Objective Evaluation of Motion Cueing in Vehicle Simulations

2021

Motion-based simulators are used for a variety of applications, such as research, education, entertainment and training. In fact, motion cues are required to achieve the highest regulatory certifications in training vehicle simulators. Nonetheless, the reproduction of self-motion cues presents technological and economic limitations that are not present in the generation of audiovisual cues. For this reason, the generated motion does not generally match the expected one. Therefore, it is necessary to define means to assess the suitability/fidelity of the generated motion cues. After more than 50 years of motion-based vehicle simulation, no mechanism has been universally accepted as the stand…

050210 logistics & transportationComputer scienceMechanical Engineeringmedia_common.quotation_subject05 social sciencesWork (physics)ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONFidelitySolid modelingMotion (physics)Computer Science ApplicationsVariety (cybernetics)VisualizationHuman–computer interactionPerception0502 economics and businessAutomotive EngineeringRobotComputingMethodologies_COMPUTERGRAPHICSmedia_commonIEEE Transactions on Intelligent Transportation Systems
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A Comparative Evaluation of a Virtual Reality Table and a HoloLens-Based Augmented Reality System for Anatomy Training

2020

Anatomy training with real cadavers poses many practical problems for which new training and educational solutions have been developed making use of technologies based on real-time 3-D graphics. Although virtual reality (VR) and augmented reality (AR) have been previously used in the medical field, it is not easy to select the right 3-D technology or setup for each particular problem. For this reason, this article presents a comprehensive comparative study with 82 participants between two different 3-D interactive setups: an optical-based AR setup, implemented with a Microsoft HoloLens device, and a semi-immersive setup based on a VR Table. Both setups are tested using an anatomy training s…

Computer Networks and CommunicationsComputer sciencebusiness.industry05 social sciences050301 education020207 software engineeringHuman Factors and Ergonomics02 engineering and technologyAnatomyVirtual realityField (computer science)Computer Science ApplicationsComparative evaluationHuman-Computer InteractionSoftwareArtificial IntelligenceControl and Systems EngineeringSignal Processing0202 electrical engineering electronic engineering information engineeringTable (database)Augmented realityGraphicsbusiness0503 educationIEEE Transactions on Human-Machine Systems
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Analyzing the performance of a cluster-based architecture for immersive visualization systems

2008

Cluster computing has become an essential issue for designing immersive visualization systems. This paradigm employs scalable clusters of commodity computers with much lower costs than would be possible with the high-end, shared memory computers that have been traditionally used for virtual reality purposes. This change in the design of virtual reality systems has caused some development environments oriented toward shared memory computing to require modifications to their internal architectures in order to support cluster computing. This is the case of VR Juggler, which is considered one of the most important virtual reality application development frameworks based on open source code. Thi…

Computer Networks and Communicationsbusiness.industryComputer scienceVirtual realityModular designcomputer.software_genreTheoretical Computer ScienceVisualizationShared memoryArtificial IntelligenceHardware and ArchitectureHuman–computer interactionComputer clusterScalabilityCluster (physics)Operating systemArchitecturebusinesscomputerSoftwareJournal of Parallel and Distributed Computing
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Virtual Reality and Games

2018

The concept of Virtual Reality (VR) dates back to around 1930, where different technologies and concepts arise. For instance, in 1929 Edward Link created the Link Trainer (further patented in 1931), reported to be the first example of a commercial flight simulator, being entirely electromechanical. Also, in the 1930s, the visionary, science fiction writer Stanley G. Weinbaum brings a story (Pygmalion’s Spectacles) that introduces the early idea of a pair of goggles that makes the wearer experience a fictional world through holograms, smell, taste, and touch. Weinbaum describes uncanny experiences for those wearing the goggles, aligned with the modern experiences of VR. It is in the mid 1950…

lcsh:TComputer Networks and CommunicationsComputer science05 social sciencesNeuroscience (miscellaneous)050301 educationUNESCO::CIENCIAS ECONÓMICASVirtual reality:CIENCIAS ECONÓMICAS [UNESCO]lcsh:TechnologyComputer Science ApplicationsHuman-Computer Interactionn/aHuman–computer interactionvirtual realitylcsh:Q0501 psychology and cognitive scienceslcsh:Science0503 education050107 human factorsgamesMultimodal Technologies and Interaction
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Evaluating the user experience of omnidirectional VR walking simulators

2020

Abstract Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative usability and acceptance study with real users evaluating the two most common approaches for the development of this type of Virtual Reality (VR) wa…

business.industryComputer scienceReliability (computer networking)05 social sciences020207 software engineeringUsability02 engineering and technologyVirtual realityMotion (physics)Human-Computer InteractionUser experience designHuman–computer interactionCorrelation analysis0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesTreadmillbusinessOmnidirectional antenna050107 human factorsSoftwareEntertainment Computing
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