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Spatializing experience: a framework for the geolocalization, visualization and exploration of historical data using VR/AR technologies
In this study we present a novel ICT framework for the exploration and visualization of historical information using Augmented Reality (AR) and geolocalization. The framework facilitates the geolocalization of multimedia files, as well as their later ...
Augmented historical scale model for museums: from curation to multi-modal promotion
- Benjamin Hervy,
- Florent Laroche,
- Jean-Louis Kerouanton,
- Alain Bernard,
- Christophe Courtin,
- Laurence D'haene,
- Bertrand Guillet,
- Arnaud Waels
In this paper, we describe an interactive museum application dedicated to historical scale models. This comes from a joint work between multidisciplinary teams: industrial engineering researchers, historians, museum curators and interactive interface ...
A framework to increase the video-mapping accuracy of an architectural heritage mock-up
This paper aims to describe a method to improve the mapping accuracy of a spatial-projection-based augmented mock-up in order to illustrate different surveys conducted of the church of Santa Maria Inter Vineas in Ascoli Piceno (Italy). These surveys are ...
Virtual reality tools for the west digital conservatory of archaeological heritage
In the continuation of the 3D data production work made by the WDCAH, the use of virtual reality tools allows archaeologists to carry out analysis and understanding research about their sites. In this paper, we focus on the virtual reality services ...
Immaterial art stock project: digital preservation in 3D virtual museum
Immaterial art stock is a research project to preserve artworks created inside 3D digital spaces (such as Second Life, OpenSim, etc.). This project is initiated by the research program Spatial Media of Ecole nationale supérieure des Arts Décoratifs of ...
Designing history learning games for museums: an alternative approach for visitors' engagement
In this paper we describe the work carried out in the PLAYHIST experiment in which we propose the use of gaming technologies to convert an interactive virtual reality film into a multiuser game with real 3D avatars to improve visitors' engagement when ...
Virtual reality applications in forensic psychiatry
Violent offending behaviours remain an important issue in particular when associated with mental illness. To prevent recidivism and protect society, investments are required to develop new tools that would provide decision makers with a better ...
Interactive theater-sized dome design for edutainment and immersive training
- Sophia Li,
- Yazhou Huang,
- Vinh-Sang Tri,
- Johan Elvek,
- Samuel Wan,
- Jan Kjallstrom,
- Nils Andersson,
- Mats Johansson,
- Dan Lejerskar
In this work we present a novel design for theater-sized interactive fulldome system, the EONVision Idome. For edutainment, it combines Hollywood style story telling with cutting edge technologies, providing a group of audience the feast of immersive 4D ...
Improving the human skin microanatomy understanding and skin aging observation with the SkinExplorer™ platform
- Vazquez-Duchêne Marie-Danielle,
- Mion Christophe,
- Mine Solène,
- Jeanmaire Christine,
- Freis Olga,
- Pauly Gilles,
- Courtois Aurélie,
- Denis Alain
Background: The skin includes 3 major layers: epidermis, dermis and hypodermis. With aging, the human skin becomes thinner and flattens with dermal papillae being less pronounced. The epidermis becomes fine-drawn and the dermal network deteriorates with ...
Adaptive augmented reality: plasticity of augmentations
An augmented reality system is used to complete the real world with virtual objects (computer generated) so they seem to coexist in the same space as the real world. The concept of plasticity [4][5] was first introduced for Human Computer Interaction (...
Interactive 3D subdomaining using adaptive FEM based on solutions to the dual problem
This paper presents a new technique for automatic, interactive 3D subdomaining coupled to mesh and simulation refinements in order to enhance local resolutions of CAE domains. Numerical simulations have become crucial during the product development ...
Virtual slicer: interactive visualizer for tomographic medical images based on position and orientation of handheld device
- Sho Shimamura,
- Motoko Kanegae,
- Jun Morita,
- Yuji Uema,
- Masahiko Inami,
- Tetsu Hayashida,
- Hideo Saito,
- Maki Sugimoto
This paper introduces an interface that helps understand the correspondence between the patient and medical images. Surgeons determine the extent of resection by using tomographic images such as MRI (Magnetic Resonance Imaging) data. However, ...
SeCG: Serendipity enabled cyber games project
In this paper, we describe important elements and key features of the next generation Alternate Reality Environments/Alternate Reality Games (AREs/ARGs). The aim of the project is to provide a framework able to help to solve research problems through ...
Omnemotion: the propagation of emotions
This paper presents an interactive installation exploring social emotional contagion. Based on the major psychological studies and computational models related to emotions used in the field of affective computing, algorithms are used to simulate the ...
"Which brew are you going to choose?": an interactive 'tea-decider-er' in a teahouse shop window
We describe the design of an interactive shop window created and installed for use in an independent teahouse. Using cameras to track the gestures of customers on the street front, the system allowed visitors to interact with an animatronic character ...
Digital creation: a state of the arts
Using a list of some 2 000 artists, the available data in print and online documentation included in or linked to our website diccan.com, we attempt here to review the whole gamut of digital arts, as they are at the beginning of 2014, from Literature to ...
The touch of the avatar, artistic research and performance with synthetic doubles
The evolution of digital technology created new relationships between body and their images. In performance, circumscribed body open itself to interactions with the environment and with other subjects, in different ways of participation or generativity. ...
Technologie animiste et robotique: Nymphaea Alba Ballet
Dans cet article, nous décrivons un projet artistique en cours d'élaboration. Ce projet met en oeuvre des technologies de simulation, de robotique, de perception artificielle, ainsi que d'échange de données par le réseau et les liaisons satellite.
La ...
Recognition: combining human interaction and a digital performing agent
Virtual and augmented environments are often dependent on human intervention for change to occur. However there are times when it would be advantageous for appropriate human-like activity to still occur when there are no humans present. In this paper, ...
3DCG art expression on a tablet device using integral photography
In conventional three-dimensional computer graphic (3DCG) technologies, a rendered image is two-dimensional. No information except that seen from a single viewpoint is included in the rendered image, although 3D models are used to construct a 3D scene. ...
"Scritter" to "1p2x3D": application development using multiplex hiding imaging technology
In this paper, we establish a roadmap of Scritter, a promising multiplex hidden imaging technology enabling multiple users to watch different contents on the same display at the same time. After explaining how we adapted Scritter to current home display ...
Multi-sensor data fusion for hand tracking using Kinect and Leap Motion
Often presented as competing products on the market of low cost 3D sensors, the Kinect™ and the Leap Motion™ (LM) can actually be complementary in some scenario. We promote, in this paper, the fusion of data acquired by both LM and Kinect sensors to ...
Understanding large network datasets through embodied interaction in virtual reality
- Alberto Betella,
- Enrique Martínez Bueno,
- Wipawee Kongsantad,
- Riccardo Zucca,
- Xerxes D. Arsiwalla,
- Pedro Omedas,
- Paul F. M. J. Verschure
The intricate web of information we generate nowadays is more massive than ever in the history of mankind. The sheer enormity of big data makes the task of extracting semantic associations out of complex networks more complicated. Stemming this "data ...
Wind and warmth in virtual reality: implementation and evaluation
One possibility to make virtual worlds more immersive is to address as many human senses as possible. This paper presents a system for creating wind and warmth simulations in Virtual Reality (VR). Therefore, suitable hardware and an implemented software ...
Integrating virtual agents in BCI neurofeedback systems
- Marc Cavazza,
- Fred Charles,
- Stephen W. Gilroy,
- Julie Porteous,
- Gabor Aranyi,
- Gal Raz,
- Nimrod Jakob Keynan,
- Avihay Cohen,
- Gilan Jackont,
- Yael Jacob,
- Eyal Soreq,
- Ilana Klovatch,
- Talma Hendler
The recent development of Brain-Computer Interfaces (BCI) to Virtual World has resulted in a growing interest in realistic visual feedback. In this paper, we investigate the potential role of Virtual Agents in neurofeedback systems, which constitute an ...
XIM-engine: a software framework to support the development of interactive applications that uses conscious and unconscious reactions in immersive mixed reality
- Pedro Omedas,
- Alberto Betella,
- Riccardo Zucca,
- Xerxes D. Arsiwalla,
- Daniel Pacheco,
- Johannes Wagner,
- Florian Lingenfelser,
- Elisabeth Andre,
- Daniele Mazzei,
- Antonio Lanatá,
- Alessandro Tognetti,
- Danilo de Rossi,
- Antoni Grau,
- Alex Goldhoorn,
- Edmundo Guerra,
- Rene Alquezar,
- Alberto Sanfeliu,
- Paul F. M. J. Verschure
The development of systems that allow multimodal interpretation of human-machine interaction is crucial to advance our understanding and validation of theoretical models of user behavior. In particular, a system capable of collecting, perceiving and ...
Evaluating RGB+D hand posture detection methods for mobile 3D interaction
In mobile applications it is crucial to provide intuitive means for 2D and 3D interaction. A large number of techniques exist to support a natural user interface (NUI) by detecting the user's hand posture in RGB+D (depth) data. Depending on a given ...
Navigation and interaction in a real-scale digital mock-up using natural language and user gesture
This paper tries to demonstrate a very new real-scale 3D system and sum up some firsthand and cutting edge results concerning multi-modal navigation and interaction interfaces. This work is part of the CALLISTO-SARI collaborative project. It aims at ...
Collaborating & being together: influence of screen size and viewing distance during video communication
Through videoconferencing, people search to interact and communicate with their remote friends or family as they were together in the same place. The influence of form variables such as screen size has been mainly investigated on the sense of physical ...
Manipulating complex network structures in virtual reality and 3D printing of the results
We present an immersive VR system that allows to manipulate network data structures by creating, removing or reconfiguring their elements and export the results at any time for direct 3D printing.
Index Terms
- Proceedings of the 2014 Virtual Reality International Conference