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Virtual, Augmented and Mixed Reality - Randall Shumaker




VAMR in Education and Cultural HeritageTouching the Past: Haptic Augmented Reality for Museum Artefacts1 Introduction2 Design Process3 The Prototypes3.1 Embodiment and Sense-Making4 Evaluation5 Discussion6 Further Developments7 ConclusionReferencesAugmented and Geo-Located Information in an Architectural Education Framework1 Introduction2 Background2.1 Recent Improvements in Mobile Learning2.2 GIS Limitations2.3 TICS at University3 Case of Study3.1 Methodology3.2 Contents4 ConclusionsReferencesThe Didactical Design of Virtual Reality Based Learning Environments for Maintenance Technicians1 Motivation2 The Role of Expert Knowledge for Maintenance Processes3 Theoretical Basis for Learning in Virtual Worlds3.1 The Learner in the Context of a Community3.2 Knowledge Types3.3 Learning Objectives4 Example: Maintenance Training for a High Voltage Circuit Breaker5 Experiences From Practical Use6 Summary and OutlookReferencesBridging the Gap between Students and Laboratory Experiments1 Introduction2 State of the Art3 The Virtual Theatre Enabling Virtual Reality in Action4 Development of Remote Laboratories in the Virtual Theatre5 Evaluation6 Conclusion and OutlookReferencesApplying Saliency-Based Region of Interest Detection in Developing a Collaborative Active Learning System with Augmented Reality1 Introduction2 Related Work2.1 Smart Educational Environment2.2 Visual Sensitivity of Human Perception3 Overview of Proposed System3.1 Motivations: Advantages of Smart Environment3.2 Typical Scenarios of Usage for an Educator3.3 Typical Scenarios of Usage for a Learner4 Visual Search Optimization with Saliency Based Metric4.1 Overview4.2 Image Abstraction4.3 Visual Saliency Estimation5 Experiments and Evaluation5.1 Page Detection Evaluation6 Potential Usage of Proposed System7 Conclusion and Future WorkReferencesA 3D Virtual Learning System for STEM Education1 Introduction2 Benefit Analysis of 3D Virtual Learning3 Design of the Hand Gesture Interface4 Implementation of the 3D Virtual Learning System4.1 Stereo Camera4.2 Camera Calibration and Rectification4.3 Hand Gesture Recognition5 Benefit Evaluation with two Examples6 ConclusionReferencesVisible Breadboard: System for Dynamic, Programmable, and Tangible Circuit Prototyping with Visible Electricity1 Introduction2 Related Work2.1 Tangible Prototyping Tools2.2 Position of Study3 Hardware Implementation3.1 Visible Breadboard System Prototype3.2 Visible Breadboard Device3.3 Sensor Board with Hole3.4 Solid State Relay Board3.5 Drive Sensing Voltage of Each Hole3.6 Displaying The Voltage3.7 Hardware Specification of the Visible Breadboard Device4 Middleware Implementation4.1 Basic Wiring and Visualization4.2 Checking the Connection Function4.3 UNDO/REDO4.4 Digital Color Mode4.5 Other Features5 Software Implementation on PC5.1 Voltage Visualization on PC5.2 Circuit Share6 Evaluation6.1 Experimental Design and Participants6.2 Questionare6.3 Results7 Discussion8 Conclusion and Future workAppendixReferencesThe Application of Augmented Reality for Reanimating Cultural Heritage1 Introduction2 Architectural Requirements3 Service Oriented Mobile Augmented Reality Architecture4 Augmented Reality Application5 ConclusionsReferencesTraining to Improve Spatial Orientation in Engineering Students Using Virtual Environments1 Introduction2 Aim3 Hypothesis4 Participants5 Experience 1: Real World Orienteering6 Experience 2: Virtual Orienteering7 Measures and Results8 ConclusionsReferencesStaging Choreographies for Team Training in Multiple Virtual Worlds Based on Ontologies and Alignments1 Introduction2 Proposed Approach2.1 Ontologies2.2 Processes3 Experiments4 Related Work5 Conclusions and Future WorkReferencesMake Your Own Planet: Workshop for Digital Expression and Physical Creation1 Introduction2 The Concept of Digital Workshop2.1 The Trend of the Digital Workshop2.2 Rerated Work3 System Development3.1 Paint Module3.2 Space Display Module3.3 Mapping Module3.4 Planet Sheet4 Make Your Own Planet Workshop5 Discussion6 Future workReferencesUsability Evaluation of Virtual Museums Interfaces Visualization Technologies1 Introduction2 Virtual Museums3 Usability Evaluation4 Materials and Methods4.1 Participants4.2 Experimental Procedure4.3 Statistical Analysis5 Results and DiscussionReferencesManasek AR: A Location-Based Augmented Reality Application for Hajj and Umrah1 Introduction2 Related Work3 Methodology3.1 Application Features4 Usability Testing Results5 Conclusion and Future WorkReferencesSupport of Temporal Change Observation Using Augmented Reality for Learning1 Introduction2 Observation Support by AR2.1 Limitation of Senses2.2 Occlusion2.3 Temporal Changes3 Visualization of Temporal Changes by AR3.1 Construction of Image Database3.2 Visualization of Temporal Change by Novel View Generation4 Experiment4.1 Experimental Conditions4.2 Design of the User Experiment4.3 Result of the User Experiment4.4 Discussion5 ConclusionReferencesAugmented Reality Workshops for Art Students1 Introduction2 Related Works3 What Is AR?4 Combining Artists and IT Perspective in Supervising AR Projects5 Teaching Methodology in Detail5.1 Introductory Lecture5.2 Basic AR Tools and First Introductory Task5.3 Experimenting with More Advanced Tools and Basic Programming5.4 Prototyping and Developing Final Project5.5 Final Presentation6 Students Works7 Summary and ConclusionsReferencesGames and EntertainmentSerious Games as Positive Technologies1 Introduction2 Fostering Emotional Well-Being: The Hedonic Perspective2.1 How Can Technology and Serious Game Foster Hedonic Well-Being?3 Promoting Psychological Well-Being: The Eudaimonic Perspective3.1 How Can Technology and Serious Game Promote Eudaimonic WellBeing?4 Working on Social Well-Being: The Social Perspective4.1 How Can Technology and Serious Game Promote Social Well-Being?5 ConclusionReferencesAn Experience-Based Chinese Opera Using Live Video Mapping1 Introduction2 Live Video Mapping and Precedent2.1 Live Video Mapping2.2 System2.3 Precedent of Similar Contents3 Chinese Opera and Plays of the Monkey King3.1 Chinese Opera3.2 The Limitation of Chinese Opera3.3 The Plays of Monky King4 An Experience-Based Chinese Opera Havoc the Dragon Palace4.1 The Production of the Havoc the Dragon Palace4.2 The Realization5 ConclusionReferencesSerious Games: Customizing the Audio-Visual Interface1 Introduction1.1 Paper Organization2 Background2.1 Summary of Our Experimental Results3 The Calibration Game: Calibration of Visual Fidelity4 Discussion and Concluding RemarksReferencesDesigning AR Game Enhancing Interactivity between Virtual Objects and Hand for Overcoming Space Limit1 Introduction1.1 Background1.2 Problem-Posing1.3 System Overview2 System Design2.1 Game Scenario2.2 Game Flow3 Implementation3.1 Hardware3.2 Flow of System3.3 Interaction Techniques4 Evaluation4.1 Objective4.2 Procedure4.3 Result and Analysis4.4 Refinements of System5 Conclusion and Discussion6 Future WorkReferencesTHE GROWTH: An Environmental Game Focusing on Overpopulation Issues1 Introduction2 Serious and Commercial Games with Environmental Characteristics3 CASE STUDY: THE GROWTH Serious Game: A SG Aiming to Increase the Environmental Awareness of the Players3.1 Role-Playing3.2 Key Factors (resources)3.3 Player Actions: Overview3.4 Player Actions: Upgrade and Improvements3.5 Real Property3.6 Player Actions: Campaigning (quiz)3.7 Player Actions: Special Actions3.8 Random Events4 Preliminary Sessions4.1 Results and Discussion4.2 Limitations and ConclusionReferencesMedical, Health and Rehabilitation ApplicationsResponses during Facial Emotional Expression Recognition Tasks Using Virtual Reality and Static IAPS Pictures for Adults with Schizophrenia1 Introduction2 Systems Overview2.1 The Static IAPS Presentation2.2 VR Emotion Presentation2.3 Eye Tracking and Physiological Monitoring Components2.4 Physiological and Gaze Data Analysis3 Methods and Procedure3.1 Experimental Setup3.2 Subjects3.3 Tasks4 Results and Discussions4.1 Physiological Features Comparison4.2 Eye Tracking Indices Comparison5 Conclusion and Future WorksReferencesAttention Training with an EasytoUse Brain Computer Interface1 Introduction2 Methods2.1 Experimental Design2.2 Subject2.3 BCI Device and Software2.4 Task Structure2.5 Training Procedure2.6 Neuropsychological Tests3 Results3.1 Posner3.2 CPTII3.3 d24 Discussion5 ConclusionReferencesAugmented Reality Treatment for Phantom Limb Pain1 Introduction2 Background and Related Work3 Methods4 Use Case Scenario5 Discussion6 ConclusionReferencesComparing Data from a Computer Based Intervention Program for Patients with Alzheimers Disease1 Introduction2 Method3 Results4 Discussion and ConclusionsReferencesVirtual Reality-Based System for Training in Dental Anesthesia1 Introduction2 Related Work3 Development of the System4 Experiments Description5 Results6 ConclusionReferencesAdaptive Architecture to Support Context-Aware Collaborative Networked Virtual Surgical Simulators (CNVSS)1 Introduction2 Related Works3 Description of CNVSS Network Architecture4 Description of Adaptive System4.1 Monitoring Component4.2 Inference or Adaptation Machine Component4.3 Reconfiguration System Component5 Implementation of the Network Architecture and Adaptive System6 Results7 Conclusions and Future WorkReferencesThree-Dimensional Fitts Law Model Used to Predict Movement Time in Serious Games for Rehabilitation1 Introduction2 Background3 Methodology3.1 Serious Game Platforms3.2 Linear Models4 Experimental Results5 Analysis6 Conclusion and Future WorkReferencesMulti-users Real-Time Interaction with Bacterial Biofilm Images Using Augmented Reality1 Introduction2 System Implementation2.1 Feature Detector2.2 Feature Descriptor2.3 Feature Matching2.4 Matching and Outliers Removal2.5 Bacteria Position Retrieval and Displaying Information3 Experimental Results4 ConclusionsReferencesAttention Control and Eyesight Focus for Senior Citizens1 Introduction2 Smart Glasses System3 Usability Test for Smart Glasses3.1 Test Setting3.2 Test Scenarios4 ConclusionReferencesSense of Presence and Metacognition Enhancement in Virtual Reality Exposure Therapy in the Treatment of Social Phobias and the Fear of Flying1 Introduction1.1 Past Projects and Short History of VRET1.2 Facts about Phobias1.3 Structure of the Paper2 Requirements of a New Approach2.1 Adaptability in Performance Situations2.2 Self-awareness2.3 Feeling of Presence2.4 User Profiling and Monitoring2.5 Customization and Personalization3 A More Flexible Approach3.1 Therapeutic Aims and Functional Requirements3.2 Feeling of Presence and Metacognition Amplifiers4 Performance Situations and Content Development4.1 Scenario Preparation and Execution4.2 The Fear of Public Speaking Scenario4.3 The Fear of Flying (Turbulence) Scenario4.4 Tools Used for Content Development, Rendering and Projection5 The Evaluation6 ConclusionsReferencesSevere Neglect and Computer-Based Home TrainingA Case Study1 Introduction2 Etiology3 Unilateral Neglect3.1 Symptoms of Neglect3.2 Neural Correlation of Neglect3.3 Prevalence4 Assessment of PK5 Training of PK6 The Result so Far7 Discussion and ConclusionReferencesIndustrial, Safety and Military ApplicationsSpatial Augmented Reality in Collaborative Design Training: Articulation between I-Space, We-Space and Space-Between1 Context and Hypotheses2 Research Question3 Scope: Instrumenting Collaborative Practices4 Integration of Augmented Reality in Training Students in Collaborative Design4.1 Presentation of the Tool used in Collaboration4.2 Introduction to the SAR and their Usages5 Methodology5.1 Collection of Data5.2 Data Analysis6 Results: Towards a New Classification of Intermediary Spaces6.1 We-Space6.2 I-Space6.3 Space-Between7 Conclusion : Towards Articulation between Intermediary SpacesReferencesPassenger Ship Evacuation Design and Verification1 Introduction2 Ship-Based Evacuation Problem2.1 Emergency Scenarios2.2 The Ship Environment2.3 Escape and Evacuation Arrangements2.4 Human and Organisational Factors2.5 External Factors3 Evacuation Simulation3.1 Multi-agent Simulation3.2 The Environment3.3 The Agents3.4 Mesoscopic Modelling3.5 Modelling Uncertainty3.6 Scenario Modelling4 ConclusionsReferencesEvaluation of User Experience Goal Fulfillment: Case Remote Operator Station1 Introduction2 The Evaluation Study Case2.1 The Study Setting2.2 Participants2.3 Test Methods2.4 Analysis3 Results3.1 Notes on General UX and Usability of the Concepts3.2 Concept Selection3.3 Fulfilment of User Requirements and UX Goals4 Discussion5 ConclusionsReferencesIncreasing the Transparency of Unmanned Systems: Applications of Ecological Interface Design1 Introduction2 Background3 Approach4 Ecological Design Strategies for Automation Transparency4.1 Increasing the Perceptual Availability of Task-Critical Information4.2 Presenting Information in Context4.3 Managing Operator Attention5 ConclusionsReferencesCollaborative Visualization of a Warfare Simulation Using a Commercial Game Engine1 Introduction2 Related Research3 Proposed Method3.1 Overview3.2 Hardware Configuration3.3 Module Design3.4 Development Environment4 Module Development4.1 Data Processing Module4.2 Weapon System Visualization Module4.3 Terrain/Environment visualization Module4.4 Animation Module4.5 Multi-channel Module4.6 UI Module4.7 Graph Plot Module5 Result6 ConclusionReferencesVELOS: Crowd Modeling for Enhanced Ship Evacuation Analysis1 Introduction2 The VELOS System2.1 Crowd Modeling for Ship Evacuation3 Enhanced Features of Crowd Modeling3.1 Modeling Ship Motions and Accelerations3.2 Passenger Grouping3.3 Crew Assistance3.4 Influence of Smoke, Heat and Toxic Fire Products4 Test Cases4.1 Crew Assistance and Grouping4.2 Fire Event4.3 Ship Motions EffectReferencesApplying Augmented Reality to the Concept Development Stage of the Total Design Methodology1 Introduction2 Total Design2.1 Concept Design2.2 Collaborative Design3 Augmented Reality and Mobile Technology4 Design of the Experiment4.1 Software4.2 Basic Scenarios4.3 Informal Questions5 Experiment Results and Discussion6 ConclusionsReferencesAuthoring of Automatic Data Preparation and Scene Enrichment for Maritime Virtual Reality Applications1 Introduction2 Related Work3 Data Processing and Enrichment Framework3.1 Data Processing Framework3.2 Creating Custom Modules3.3 Geometry Modification and Behaviour Enrichment3.4 Maritime Enrichment Scenario4 Summary and OutlookReferencesAR-Based Vehicular Safety Information System for Forward Collision Warning1 Introduction2 AR-Based Vehicular Safety Information System2.1 Fusion Data Based Object Tracking2.2 Collision Threat Assessment2.3 AR Registration2.4 Warning Display Strategy3 Experiment Results4 ConclusionsReferencesAn Augmented Reality Framework for Supporting and Monitoring Operators during Maintenance Tasks1 Introduction2 Background3 Framework Description3.1 Overview3.2 Maintenance3.3 Monitoring4 Case Study4.1 System Description4.2 Maintenance Service on a Machine5 Discussion6 ConclusionReferencesUsing VR for Complex Product Design1 Introduction2 Complexity Evaluation Method3 VR Design Method4 Aerospace Use-Case: Aircraft Cockpit5 ConclusionsReferencesMaritime Applications of Augmented Reality Experiences and Challenges1 Introduction and Motivation1.1 AR Building Blocks1.2 Maritime Context1.3 Related Work2 Our Examples2.1 Sales and Marketing2.2 Product validation2.3 Design and Production2.4 Harbour Surveillance3 Discussion4 Summary and OutlookReferences
 
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