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Omnidirectional, also referred to as 360º, visual content provides an immersive experience since it allows users to view a visual scene from different directions. The overall content typically covers a full sphere, and omnidirectional videos or images are processed to obtain a projection on a 2D plane of a fraction of the sphere (aka viewport), which is shown to the user. Therefore, users can look...
The basis of this research is concerned with designing and implementing a system that allows a player to engage in a virtual reality (VR) game with better immersion. The research was based on the idea that an avatar generated using real-time motion capture would improve the player’s immersion by increasing the perception of presence. When playing the VR games a common problem was observed. The user’s...
This work presents a mixed reality environment for orthopaedic interventions that provides a 3D overlay of Cone-beam CT images, surgical site, and real-time tool tracking. The system uses an RGBD camera attached to the detector plane of a mobile C-arm, which is a typical device to acquire X-Ray images during surgery. Calibration of the two devices is done by acquiring simultaneous CBCT and RGBD scans...
This poster discusses the implementation and technical choices of a proof of concept experience demonstrating interactive virtual characters for immersive mixed reality (MR) applications. Our interactive virtual characters are made believable through their visual appearance, physical interaction with the environment, dynamic behavior to the user and both real and virtual stimuli, and by being able...
The paper presents a novel approach to real-time temporal alignment of motion sequences, called On-line Predictive Warping (OPW) and considers potential uses in interactive applications. The approach develops on the methods of aligning motions based on least cost, used in dynamic time warping (DTW), with the short term predictions of smoothing algorithms, in an iterative step through approach. The...
SelfieWall is a mixed reality advertising platform that is intended to capture the attention of passersby in events and venues with large crowds of people, such as in trade shows, sports events, or shopping malls. It aims to offer users with unique and fun branded experiences and allow them to share their experiences online, indirectly promoting an advertising message. The platform leverages large...
Mixed Reality aims at combining virtual reality with the user's surrounding real environment in a way that they form one, coherent reality. A coherent visual quality is of utmost importance, expressed in measures of e.g. resolution, framerate, and latency for both the real and the virtual domains. For years, researchers have focused on maximizing the quality of the virtual visualization mimicking...
When rendering virtual objects in a mixed reality application, it is helpful to have access to an environment map that captures the appearance of the scene from the perspective of the virtual object. It is straightforward to render virtual objects into such maps, but capturing and correctly rendering the real components of the scene into the map is much more challenging. This information is often...
The feeling of presence in virtual reality has enabled a large number of applications. These applications typically deal with 360° content. However, a large amount of existing content is available in terms of images and videos i.e 2D content. Unfortunately, these do not react to the viewer's position or motion when viewed through a VR HMD. Thus in this work, we propose reactive displays for VR which...
This paper presents the first photometric registration pipeline for Mixed Reality based on high quality illumination estimation using convolutional neural networks (CNNs). For easy adaptation and deployment of the system, we train the CNNs using purely synthetic images and apply them to real image data. To keep the pipeline accurate and efficient, we propose to fuse the light estimation results from...
Currently, more and more 360-degree videos (or 360 videos for short) are being provided via the Internet. This kind of videos can render a virtual reality (VR) environment via a head-mounted display (HMD). However, understanding the quality of experience (QoE) of 360 videos is a big challenge because user experience in VR is a very complex phenomenon. In this paper, the QoE of 360 videos is considered...
If a target is flanked by non-target and incongruent stimuli, human response to the target is delayed (Eriksen flanker effect). The flanker effect is enhanced when the task is shared by two people and a person's target is flanked by non-target stimuli that are identical to his/her partner's target (Joint flanker effect). We aimed to test whether the joint flanker effect could occur in a virtual environment...
The rapid and ever growing development of Information and Communication Technologies (ICT) have made possible for virtual laboratories to be used as an alternative or to supplement the physical laboratories. Physical laboratories found at high school, colleges and universities occupy physical space, require a lot of maintenance and also require an expertise to work and function properly. All of the...
Output devices to view Virtual Reality (VR), like Head Mount Displays, are getting common lately. However, there is no standard input devices to tell computers user's intention in VR yet. According to the naive intuition, using real objects that has similar shapes as in VR is the better way than using controllers like mouses or game controllers to manipulate objects showed in VR. But is it true? To...
360° video, supporting the ability to present views consistent with the rotation of the viewer's head along three axes (roll, pitch, yaw) is the current approach for creation of immersive video experiences. Nevertheless, a more fully natural, photorealistic experience — with support of visual cues that facilitate coherent psycho-visual sensory fusion without the side-effect of cyber-sickness — is...
In our modern societies, the reality that we live is continuously transformed by technology, different ways of communication and multiple information, creating a (new) virtual reality. How is our social world linked to the virtual world? Animated films may help us to discover and understand this interface, in which their boundaries may not be clear. What we call human reality approaches fantasy realms...
Digital communication technology has been developed for many years, but the communication forms are still limited to text, instant message, audio and video chat, etc. With the rapid development of new media technology, especially when the virtual reality technology comes to the public domain, it becomes possible to provide people from different locations with the face-to-face communication experience...
Reliably localizing and tracking displays moving relative to content in the physical world is one of the primary technical challenges facing all augmented reality systems. While significant progress has been made in recent years, all approaches remain limited to functioning only in certain environments and situations. Attempts to improve solution generality via additional sensors (e.g., depth sensors,...
This paper presents a series of enhancements to a color-coded structured light range sensor that increases the adaptability to complex and unconstrained scenes. First, the projected pattern is made more visible on colored objects by replacing the unique colored pattern with time-multiplexed pseudo-color channels. Second, an exposure fusion algorithm is used when acquiring images to allow the detection...
In this paper we consider immersive visual media that are currently researched within scientific community. These include the well-established technologies, like 360-degree panoramas, as well as those being intensively developed, like free viewpoint video and point-cloud based systems. By the use of characteristic examples, we define the features of the immersive visual media that distinguish them...
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