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PDRIVE: the projector-based, desktop, reach-in virtual environment
This paper presents the Projector-based, Desktop, Reach-In Virtual Environment, or PDRIVE. A PDRIVE user "reaches in" to the virtual environment, which he views through a mirror. Stereo images are generated by two standard, off-the-shelf DLP projectors, ...
Spinnstube®: a seated augmented reality display system
We describe the Spinnstube®, a new projection-based Augmented Reality display system for collaborative work environments. By simply attaching the system to a desk, real objects are augmented with virtual objects by using a half-silvered mirror. The ...
High ecological validity and accurate stimulus control in VR-based psychological experiments
Virtual Reality (VR) has become a useful tool in psychological therapy, rehabilitation, and basic research. It provides the therapist or scientist with high ecological validity and complete control over multimodal stimuli and the virtual environment. To ...
Visual consistency in rotational manipulation tasks in sheared-perceived virtual environments
Sharing one large screen projection display, such as the Virtual Workbench, with multiple users can cause distortions in viewing and interaction, as the users perceive a sheared and moving space. Generally, object rotation in non-orthogonal, sheared ...
A comparison of tracking- and controller-based input for complex bimanual interaction in virtual environments
We describe a user study comparing a two-handed controller-based input device to a two-handed tracking solution, both offering the control space of six degrees of freedom to each hand. For benchmarking the different input modalities we implemented a set ...
Widget manipulation revisited: a case study in modeling interactions between experimental conditions
Widgets are often used to perform control tasks in three-dimensional (3D) virtual environments (VEs). Spatial interactions through widgets require precise 3D manipulations, and several design aspects of VEs contribute to the ease, accuracy, and speed ...
Optical magic lenses and polarization-based interaction techniques
In this paper we present a novel approach of the magic lens user interface metaphor for large-scale projectorbased displays. We altered a standard polarization-based passive stereo projection setup and employed a standard LCD panel as a purely optical, ...
Interactive exploration of large data in hybrid visualization environments
With rising data sizes and growing complexity, the results of modern numerical simulations are increasingly dif- ficult to understand. Thus, using Virtual Reality methodology for an interactive analysis of such data gains more and more importance. ...
A GPU-based framework of photometric uniformity for multi-projector tiled display
In this paper, we firstly propose a partial-sampling scheme to measure the intensity transfer function of a projector. Secondly, we implement the computation of luminance surface by rendering a texture rectangle on GPU. Thirdly, we generate an unified ...
Three extensions to subtractive crosstalk reduction
Stereo displays suffer from crosstalk, an effect that reduces or even inhibits the viewer's ability to correctly fuse stereoscopic images. In this paper, three extensions for improved software crosstalk reduction are introduced. First, we propose a ...
Supervision of task-oriented multimodal rendering for VR applications
This article addresses the question of integrating multimodal rendering in Virtual Reality applications. It exposes first the interest of multimedia intelligent systems to improve human activity in Virtual Environments. Then it details the conception of ...
Adaptive classifier system-based dead reckoning
Most dead reckoning implementations are based on DIS' specifications and only use a single prediction model during the whole simulation. However, several studies manage to improve dead reckoning's performance by defining prediction model selection ...
Using time-of-flight range data for occlusion handling in augmented reality
One of the main problems of monoscopic video see-through augmented reality (AR) is the lack of reliable depth information. This makes it difficult to correctly represent complex spatial interactions between real and virtual objects, e.g., when rendering ...
- Proceedings of the 13th Eurographics conference on Virtual Environments