Proceedings of the 2019 on Designing Interactive Systems Conference 2019
DOI: 10.1145/3322276.3322334
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You Invaded my Tracking Space! Using Augmented Virtuality for Spotting Passersby in Room-Scale Virtual Reality

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Cited by 41 publications
(40 citation statements)
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“…Other approaches also include the use of redirection of users' virtual path so that users do not collide with both static objects [19,22,40,41] and moving people [43]. Von Willich et al [48] on the other hand, investigate the effects of rendering fidelity of tracked bystanders, which shows that a 3D abstract avatar is not statistically less accurate than a point-cloud representation, while being less disruptive.…”
Section: Enabling Spatial Awareness In Mixed Realitymentioning
confidence: 99%
“…Other approaches also include the use of redirection of users' virtual path so that users do not collide with both static objects [19,22,40,41] and moving people [43]. Von Willich et al [48] on the other hand, investigate the effects of rendering fidelity of tracked bystanders, which shows that a 3D abstract avatar is not statistically less accurate than a point-cloud representation, while being less disruptive.…”
Section: Enabling Spatial Awareness In Mixed Realitymentioning
confidence: 99%
“…Regarding AR, literature reviews (Bacca et al, 2014;Dey et al, 2018) identify interactional, perceptual, medical, and educational application areas as commonly studied ones. In contrast, the field of AV is less frequently addressed (Flavián et al, 2019;Regenbrecht et al, 2004), while design-oriented research focuses on enabling simple real-world tasks and perceptions while being immersed in a virtual environment (Von Willich et al, 2019).…”
Section: Mixed-reality Technologiesmentioning
confidence: 99%
“…Lastly, the educational component of sports digitalisation concerns how it enables and requires the acquisition of specific skills, i.e., training and learning, not only for athletes but also related stakeholders, such Remote collaboration (Carillo et al, 2020;Park et al, 2014;Waizenegger et al, 2020), Telemedicine (Keesara et al, 2020), Distance learning (Lakhal et al, 2013), Leisure (Hacker et al, 2020) Games, such as Pokémon Go (Althoff et al, 2016;Rauschnabel et al, 2017), Smart glasses (Rauschnabel, 2018;Rauschnabel et al, 2018), Education (Bacca et al, 2014;Yuen et al, 2011), Commercial (Rauschnabel et al, 2019;Van Esch et al, 2019) Remote collaboration (Regenbrecht et al, 2004), Enabling peripheral realworld interactions (Budhiraja et al, 2015;Von Willich et al, 2019) Games, such as Second Life and World of Warcraft (Billieux et al, 2013;Penfold, 2009), Healthcare (Huygelier et al, 2019), Education (Huang et al, 2016), Athletes' training (Craig et al, 2009;Vignais et al, 2015) as coaches (Loy, 1968). Digital technologies allow for innovative training methods, which might improve training possibilities and effectiveness.…”
Section: The Impact Of Digitalisation On Sportmentioning
confidence: 99%
“…Others have explored this idea of showing objects and people from the real world in the VR simulation (e.g. [13,31,47,55]), and this shows promise. As described earlier, our system already supports displaying the positions via a debug/safety mode, though our rationale for hiding their position was because we believed that users would feel less immersed in the simulation.…”
Section: Discussion and Future Workmentioning
confidence: 99%