A scoping survey on cross-reality systems

J Auda, U Gruenefeld, S Faltaous, S Mayer… - ACM Computing …, 2023 - dl.acm.org
Immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) empower
users to experience digital realities. Known as distinct technology classes, the lines between …

Validation of enhanced kinect sensor based motion capturing for gait assessment

B Müller, W Ilg, MA Giese, N Ludolph - PloS one, 2017 - journals.plos.org
Optical motion capturing systems are expensive and require substantial dedicated space to
be set up. On the other hand, they provide unsurpassed accuracy and reliability. In many …

Xrstudio: A virtual production and live streaming system for immersive instructional experiences

M Nebeling, S Rajaram, L Wu, Y Cheng… - Proceedings of the 2021 …, 2021 - dl.acm.org
There is increased interest in using virtual reality in education, but it often remains an
isolated experience that is difficult to integrate into current instructional experiences. In this …

Elements of xr prototyping: Characterizing the role and use of prototypes in augmented and virtual reality design

V Krauß, M Nebeling, F Jasche, A Boden - Proceedings of the 2022 CHI …, 2022 - dl.acm.org
Current research in augmented, virtual, and mixed reality (XR) reveals a lack of tool support
for designing and, in particular, prototyping XR applications. While recent tools research is …

Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore

H Moon, M Saade, D Enriquez, Z Duer… - International Journal of …, 2024 - Elsevier
Virtual reality (VR) has opened new possibilities for creative expression, while the 360-
degree head-worn display (HWD) delivers a fully immersive experience in the world of art …

Let your world open: Cave-based visualization methods of public virtual reality towards a shareable vr experience

A Ishii, M Tsuruta, I Suzuki, S Nakamae… - Proceedings of the 10th …, 2019 - dl.acm.org
Virtual reality (VR) games are currently becoming part of the public-space entertainment (eg,
VR amusement parks). Therefore, VR games should be attractive for players, as well as for …

Interactions across Displays and Space: A Study of Virtual Reality Streaming Practices on Twitch

L Wu, Q Liu, J Zhao, E Lank - Proceedings of the ACM on Human …, 2023 - dl.acm.org
The growing live streaming economy and virtual reality (VR) technologies have sparked
interest in VR streaming among streamers and viewers. However, limited research has been …

Mobiletutar: A lightweight augmented reality tutorial system using spatially situated human segmentation videos

Y Cao, A Fuste, V Heun - CHI Conference on Human Factors in …, 2022 - dl.acm.org
Augmented reality (AR) tutorial systems have a strong potential to help workers improve
learning efficiency in the ongoing trend of Industry 4.0. The current state-of-the-art point …

ReverseCAVE experience: providing reverse perspectives for sharing VR experience

A Ishii, M Tsuruta, I Suzuki, S Nakamae… - SIGGRAPH Asia 2017 …, 2017 - dl.acm.org
VR games are currently becoming part of the public-space entertainment (eg, VR
amusement parks). Therefore, VR games should be attractive for not only players but also …

Enhanced self-perception in mixed reality: Egocentric arm segmentation and database with automatic labeling

E Gonzalez-Sosa, P Perez, R Tolosana… - IEEE …, 2020 - ieeexplore.ieee.org
In this study, we focus on the egocentric segmentation of arms to improve self-perception in
Augmented Virtuality (AV). The main contributions of this work are: i) a comprehensive …