Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology 2014
DOI: 10.1145/2671015.2671123
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Cited by 31 publications
(6 citation statements)
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References 14 publications
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“…The kinematics of the avatar were realized in 3DS Max and implemented in the virtual scenario as an animated 3D mesh. The Virtual reality-EEG experiment was performed in an immersive three-dimensional immersive virtual environment rendered in CAVE by means of XVR 2.1 (Tecchia et al, 2014). Participants observed the virtual environment displayed through the Optoma 3D active glasses while their head position was tracked in real-time by means of an Optitrack System composed by eight infrared cameras placed inside the CAVE.…”
Section: Apparatus and Stimulimentioning
confidence: 99%
“…The kinematics of the avatar were realized in 3DS Max and implemented in the virtual scenario as an animated 3D mesh. The Virtual reality-EEG experiment was performed in an immersive three-dimensional immersive virtual environment rendered in CAVE by means of XVR 2.1 (Tecchia et al, 2014). Participants observed the virtual environment displayed through the Optoma 3D active glasses while their head position was tracked in real-time by means of an Optitrack System composed by eight infrared cameras placed inside the CAVE.…”
Section: Apparatus and Stimulimentioning
confidence: 99%
“…However, such an interaction with food samples is unnatural and restrictive. The application of a mixed-reality-simulated context which merges the VR-immersed environment with the natural interaction between users and real-world elements, such as hands and foods, enhances the natural interactions in the virtual context [ 24 , 49 ]. Moreover, this augmented reality might be another option that can be used to enable the users to see the real food product, since it can transfer the virtual environmental information into the user’ real-life environment in real time [ 50 ].…”
Section: Discussionmentioning
confidence: 99%
“…For the most immersive interface, that is, HMD/WEA, we employed Leap motion and Myo armbands to visualize the user's hands in a virtual environment and recognize hand gestures, respectively. The use of Leap allows the user to recognize his/her hand position in the first‐person view, which improves virtual presence and enables accurate interaction . We also applied electromyograms of a Myo armband that supports sequential gesture recognition in an accurate manner without being affected by the vision of the user's hands.…”
Section: Methodsmentioning
confidence: 99%
“…The display fidelity of the HMD was higher than the monitor . Similarly, the interaction fidelity of the wearable device was higher than the keyboard or joypad . Based on the integration of different input and output fidelities, the interface fidelity can be arranged in ascending order as follows: MON/KEY, HMD/JOY, HMD/WEA.…”
Section: Introductionmentioning
confidence: 99%