Search results for "Reality"
showing 10 items of 662 documents
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…
The Mediation of Politics through Twitter: An Analysis of Messages posted during the Campaign for the German Federal Election 2013
2015
Patterns found in digital trace data are increasingly used as evidence of social phenomena. Still, the role of digital services not as mirrors but instead as mediators of social reality has been neglected. We identify characteristics of this mediation process by analyzing Twitter messages referring to politics during the campaign for the German federal election 2013 and comparing the thus emerging image of political reality with established measurements of political reality. We focus on the relationship between temporal dynamics in politically relevant Twitter messages and crucial campaign events, comparing dominant topics in politically relevant tweets with topics prominent in surveys and …
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…
Cognitive assessment of OCD patients: Neurovr vs neuropsychological test
2014
This study aimed to evaluate the reliability and validity of the Neuro- Virtual Reality as tool for the neuropsychological assessment in OCD patients. We used the neuropsychological battery and a virtual version of the Multiple Errand Test (V-MET), developed using the NeuroVR software, in order to evaluate the executive functions, the ability to plan ahead on complex problem solving tasks in daily life in 30 obsessive compulsive disorder (OCD) patients and 30 healthy controls. The results showed the presence of difficulties of OCD patients: lower levels of divided attention and higher levels of errors; higher mean rank of inefficiencies, interpretation failures and rule breaks and longer ti…
Chess recognition using 3D patterned illumination camera
2021
Computer Vision has been applied to augment traditional board games such as Chess for a number of reasons. While augmented reality enhances the gaming experience, the required additional hardware (e.g. head gear) is still not widely accepted in everyday leisure activities, and therefore, camera based methods have been developed to interface the computer with the real-life chess board. However, traditional 2D camera approaches suffer from ill-defined environmental conditions (lighting, viewing angle) and are therefore severely limited in their application. To answer this issue, we have incorporated a consumer-grade depth camera based on patterned illumination. We could show that in combinati…
Shopping with virtual hands
2020
Retailers can use virtual reality as a new touchpoint for their customers: within an existent channel or as a new sales channel. Thus, it is crucial to understand the differences and similarities between the physical and the virtual shopping environment. Shopping simulations make it possible to test, observe, and collect data in a controlled, low-cost, and fast way compared to field experiments. However, past studies might have provided biased results due to the characteristics of the sample used. This study analyzes how consumers behave in two virtual shopping tasks. The exploratory, experimental research uses an immersive VR shopping environment and a sample of participants balanced acros…
Developing design knowledge and a conceptual model for virtual reality learning environments
2021
This chapter focuses on applying design science research for virtual reality learning environment (VRLE) design processes. Six selected case studies are presented in the context of VRLEs. The case selections were analyzed in terms of their contributions to design knowledge. The objective of this book chapter is twofold: 1) for researchers, the design knowledge contributions of case studies are highlighted for future reference, and 2) for developers and practitioners, design principles are presented for the development of VRLEs. The final outcome of the present study is a conceptual model describing the current design knowledge in the field of VRLEs and identifying the research gaps that sho…
2D virtual texture on 3D real object with coded structured light
2008
Augmented reality is used to improve color segmentation on human body or on precious no touch artifacts. We propose a technique to project a synthesized texture on real object without contact. Our technique can be used in medical or archaeological application. By projecting a suitable set of light patterns onto the surface of a 3D real object and by capturing images with a camera, a large number of correspondences can be found and the 3D points can be reconstructed. We aim to determine these points of correspondence between cameras and projector from a scene without explicit points and normals. We then project an adjusted texture onto the real object surface. We propose a global and automat…
Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning
2019
Escape rooms are a phenomenon that has taken the world by storm in the last decade. Simultaneously Virtual Reality is a promising technology for innovation in education, training and e-learning. Combining these two concepts, this paper outlines a new model for designing serious games in virtual reality environments for high quality, deep and meaningful learning, the Serious E-scape Room. It describes the theoretical grounding, general guidelines and principles of the model. It also presents the case study “Room of Keys”, a serious virtual escape room for biology concepts. To test the assumptions of the model, researchers conducted a mixed research study with 148 students in a US high school…
The cone of gaze
2011
Gaze direction is an important cue that regulates social interactions. Although humans are very accurate in determining gaze directions in general, they have a surprisingly liberal criterion for the presence of mutual gaze. We first established a psychophysical task to measure the cone of gaze, which required observers to adjust the eyes of a virtual head to the margins of the area of mutual gaze. Then we examined differences between 2D, 3D, and genuine real life gaze. Finally, the tolerance for image distortions when the virtual head is not viewed from the proper vantage point was investigated. Gaze direction was remarkably robust toward loss in detail and distortion. Important lessons for…