VR 2017
2017 IEEE Virtual Reality (VR)

2017 IEEE Virtual Reality (VR), March 18-22, 2017, Los Angeles, CA, USA

Phone Layout
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Monday, March 20, 2017
Poster Session A (Posters)
14:40 – 15:30, Ballroom A/B
Attention Guidance for Immersive Video Content in Head-Mounted Displays
Video
A System for Creating Virtual Reality Content from Make-Believe Games
High-Definition Wireless Personal Area Tracking using AC Magnetic Field for Virtual Reality
HySAR: Hybrid Material Rendering by an Optical See-Through Head-Mounted Display with Spatial Augmented Reality Projection
Monocular Focus Estimation Method for a Freely-Orienting Eye using Purkinje-Sanson Images
Lean into It: Exploring Leaning-Based Motion Cueing Interfaces for Virtual Reality Movement
Biomechanical Analysis of (Non-)Isometric Virtual Walking of Older Adults
Robust Optical See-Through Head-Mounted Display Calibration: Taking Anisotropic Nature of User Interaction Errors into Account
6 Degrees-of-Freedom Manipulation with a Transparent, Tangible Object in World-Fixed Virtual Reality Displays
Proposal of a Spectral Random Dots Marker using Local Feature for Posture Estimation
All Are Welcome: Using VR Ethnography to Explore Harassment Behavior in Immersive Social Virtual Reality
Study of Interaction Fidelity for Two Viewpoint Changing Techniques in a Virtual Biopsy Trainer
Conditions Influencing Perception of Wind Direction by the Head
The AR-Rift 2 Prototype
Info
Motor Adaptation in Response to Scaling and Diminished Feedback in Virtual Reality
Separation of Reflective and Fluorescent Components using the Color Mixing Matrix
Group Immersive Education with Digital Fulldome Planetariums
MR Sand Table: Mixing Real-Time Video Streaming in Physical Models
Mobile Collaborative Mixed Reality for Supporting Scientific Inquiry and Visualization of Earth Science Data
Augmenting Creative Design Thinking using Networks of Concepts
RIDE: Region-Induced Data Enhancement Method for Dynamic Calibration of Optical See-Through Head-Mounted Displays
Turn Physically Curved Paths into Virtual Curved Paths
Effects of Using HMDs on Visual Fatigue in Virtual Environments
Upright Adjustment of 360 Spherical Panoramas
The Effect of Lip and Arm Synchronization on Embodiment: A Pilot Study
Video
Virtual Reality Based Training: Evaluation of User Performance by Capturing Upper Limb Motion
Mechanism of Integrating Force and Vibrotactile Cues for 3D User Interaction within Virtual Environments
Socially Immersive Avatar-Based Communication
A Comparison of Methods for Navigation and Wayfinding in Large Virtual Environments using Walking
Immersive Data Interaction for Planetary and Earth Sciences
Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications
Curvature Gains in Redirected Walking: A Closer Look
Catching a Real Ball in Virtual Reality
Towards Usable Underwater Virtual Reality Systems
Development and Evaluation of a Hands-Free Motion Cueing Interface for Ground-Based Navigation
Preliminary Exploration: Perceived Egocentric Distance Measures in Room-Scale Spaces using Consumer-Grade Head Mounted Displays
Diminished Reality for Acceleration Stimulus: Motion Sickness Reduction with Vection for Autonomous Driving
Interaction with WebVR 360° Video Player: Comparing Three Interaction Paradigms
Comparing VR and Non-VR Driving Simulations: An Experimental User Study
Evaluation of Airflow Effect on a VR Walk
The Impact of Transitions on User Experience in Virtual Reality
Video
Coherence Changes Gaze Behavior in Virtual Human Interactions
Asymetric Telecollaboration in Virtual Reality
Video
An Immersive Approach to Visualizing Perceptual Disturbances
Corrective Feedback for Depth Perception in CAVE-Like Systems
Measurement of 3D-Velocity by High-Frame-Rate Optical Mouse Sensors to Extrapolate 3D Position Captured by a Low-Frame-Rate Stereo Camera
Using Augmented Reality to Improve Dismounted Operators' Situation Awareness
Gauntlet: Travel Technique for Immersive Environments using Non-dominant Hand
Peers at Work: Economic Real-Effort Experiments in the Presence of Virtual Co-workers
Efficient Sound Synthesis for Natural Scenes
Tuesday, March 21, 2017
Poster Session B (Posters)
14:40 – 15:30, Ballroom A/B
A Diminished Reality Simulation for Driver-Car Interaction with Transparent Cockpits
Immersive and Collaborative Taichi Motion Learning in Various VR Environments
Virtual Zero Gravity Impact on Internal Gravity Model
Video
Approximating Optimal Sets of Views in Virtual Scenes
Estimating the Motion-to-Photon Latency in Head Mounted Displays
Object Location Memory Error in Virtual and Real Environments
Tactile Feedback Enhanced with Discharged Elastic Energy and Its Effectiveness for In-Air Key-Press and Swipe Operations
BlowClick 2.0: A Trigger Based on Non-verbal Vocal Input
KKse: Safety Education System of the Child in the Kitchen Knife Cooking
Air Cushion: A Pilot Study of the Passive Technique to Mitigate Simulator Sickness by Responding to Vection
A Haptic Three-Dimensional Shape Display with Three Fingers Grasping
Info
Data Fragment: Virtual Reality for Viewing and Querying Large Image Sets
Towards a Design Space Characterizing Workflows That Take Advantage of Immersive Visualization
Hand Gesture Controls for Image Categorization in Immersive Virtual Environments
Mixed Reality Training for Tank Platoon Leader Communication Skills
Preprint Video
Prioritization and Static Error Compensation for Multi-camera Collaborative Tracking in Augmented Reality
Resolution-Defined Projections for Virtual Reality Video Compression
The Effect of Geometric Realism on Presence in a Virtual Reality Game
An Exploration of Input Conditions for Virtual Teleportation
A Preliminary Study of Users' Experiences of Meditation in Virtual Reality
Observation of Mirror Reflection and Voluntary Self-Touch Enhance Self-Recognition for a Telexistence Robot
Adaptive 360-Degree Video Streaming using Layered Video Coding
A Mixed Reality Tele-presence Platform to Exchange Emotion and Sensory Information Based on MPEG-V Standard
Evaluation of Labelling Layout Methods in Augmented Reality
Real-Time Interactive AR System for Broadcasting
Texturing of Augmented Reality Character Based on Colored Drawing
VROnSite: Towards Immersive Training of First Responder Squad Leaders in Untethered Virtual Reality
Recommender System for Physical Object Substitution in VR
Itapeva 3D: Being Indiana Jones in Virtual Reality
Sound Design in Virtual Reality Concert Experiences using a Wave Field Synthesis Approach
Effect on High versus Low Fidelity Haptic Feedback in a Virtual Reality Baseball Simulation
Immerj: A Novel System for Democratizing Immersive Storytelling
Assisted Travel Based on Common Visibility and Navigation Meshes
Advertising Perception with Immersive Virtual Reality Devices
Exploring Non-reversing Magic Mirrors for Screen-Based Augmented Reality Systems
Towards Understanding Scene Transition Techniques in Immersive 360 Movies and Cinematic Experiences
Coordinating Attention and Cooperation in Multi-user Virtual Reality Narratives
Designing Intentional Impossible Spaces in Virtual Reality Narratives: A Case Study
Video
Comparison of a Speech-Based and a Pie-Menu-Based Interaction Metaphor for Application Control
Virginia Tech's Study Hall: A Virtual Method of Loci Mnemotechnic Study using a Neurologically-Based, Mechanism-Driven, Approach to Immersive Learning Research
REINVENT: A Low-Cost, Virtual Reality Brain-Computer Interface for Severe Stroke Upper Limb Motor Recovery
Simulating Anthropomorphic Upper Body Actions in Virtual Reality using Head and Hand Motion Data
Contextualizing Construction Accident Reports in Virtual Environments for Safety Education
Video
Classification Method of Tactile Feeling using Stacked Autoencoder Based on Haptic Primary Colors
Uni-CAVE: A Unity3D Plugin for Non-head Mounted VR Display Systems
3D Action Reconstruction using Virtual Player to Assist Karate Training
Immersion and Coherence in a Visual Cliff Environment
Anatomy Builder VR: Applying a Constructive Learning Method in the Virtual Reality Canine Skeletal System
Transfer of a Skilled Motor Learning Task between Virtual and Conventional Environments
A Methodology for Optimized Generation of Virtual Environments Based on Hydroelectric Power Plants

Time stamp: 2020-08-07T17:41:37+02:00