
Augmented Reality, Virtual Reality, and Computer Graphics
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The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019.
The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.More details
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Content
- Intro
- Preface
- Organization
- Keynote Speakers
- Interactive Virtual Environments: From the Laboratory to the Field
- Computer Vision as an Enabling Technology for Interactive Systems
- Wearable Brain-Computer Interface for Augmented Reality-Based Inspection in Industry 4.0
- Contents - Part I
- Contents - Part II
- Virtual Reality
- Design of a SCORM Courseware Player Based on Web AR and Web VR
- Abstract
- 1 Introduction
- 2 Design and Implementation
- 2.1 Implementation of Web AR & Web VR
- 2.2 Design of Player
- 3 Result
- 4 Conclusion
- Acknowledgements
- References
- Animated Agents' Facial Emotions: Does the Agent Design Make a Difference?
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Affective Pedagogical Agents
- 2.2 Stylized Versus Realistic Agent Design
- 2.3 Facial Emotion in Animated Agents: Expression and Perception
- 3 Description of the Study
- 3.1 Null Hypotheses
- 3.2 Subjects
- 3.3 Stimuli
- 3.4 Procedure and Evaluation Instrument
- 3.5 Findings
- 4 Discussion and Future Work
- Acknowledgments
- References
- Identifying Emotions Provoked by Unboxing in Virtual Reality
- 1 Introduction
- 2 Related Work
- 3 Experiment Implementation
- 3.1 Overview of Artifact
- 3.2 Box Designs
- 3.3 PrEmo
- 3.4 Controller Interaction
- 4 Experiment Procedure
- 5 Results
- 5.1 PrEmO
- 5.2 ITC-SOPI
- 5.3 Observations
- 6 Discussion
- 6.1 Results
- 6.2 Future Work
- 7 Conclusion
- References
- Collaborative Web-Based Merged Volumetric and Mesh Rendering Framework
- 1 Introduction
- 2 Methods
- 2.1 Med3D and VPT
- 2.2 System Design
- 2.3 Data Sharing
- 2.4 View and Rendering Parameters Sharing
- 2.5 Merging the Rendering Outputs
- 3 Results
- 4 Conclusion
- References
- Exploring the Benefits of the Virtual Reality Technologies for Assembly Retrieval Applications
- 1 Introduction and Motivations
- 2 Related Works
- 2.1 VR in the Product Development Process
- 2.2 Natural Interaction
- 3 Methodology and Usability
- 4 Virtual Environment Set Up
- 5 Interaction Behaviour
- 5.1 Selection
- 5.2 Gestures and Voice Commands
- 6 Users Validation
- 6.1 The Validation Method
- 6.2 The Validation Results
- 7 Conclusion
- References
- Metaphors for Software Visualization Systems Based on Virtual Reality
- 1 Introduction
- 2 Software Visualization Based on Virtual Reality Environments
- 3 The Development of Prototypes of Software Visualization Systems Based on Virtual Reality Environments
- 3.1 Software Visualization Based on a City Metaphor
- 3.2 Visual Programming System Based on a Cosmic Metaphor
- 3.3 Software Visualization Based on a Geocentric Metaphor
- 3.4 A Two-Dimensional Option of the Geocentric Metaphor
- 3.5 Visualization Based on a Starry Sky Metaphor
- 4 The Human Factor
- 5 Conclusion
- References
- Design and Architecture of an Affordable Optical Routing - Multi-user VR System with Lenticular Lenses
- 1 Introduction
- 2 Background
- 2.1 Parts of a Virtual Reality System
- 2.2 Lenticular Lenses
- 3 Previous Work
- 4 System Design
- 4.1 Tracking Subsystem
- 4.2 Display Lens Subsystem
- 4.3 Software Subsystem
- 4.4 Game Phase
- 4.5 Rendering
- 4.6 Stereoscopy
- 5 Solver Mathematical Model
- 5.1 Step 1: Substrate Contact
- 5.2 Step 2: Lens Contact
- 5.3 Step 3: Lens Refraction
- 6 Basis Changer Mathematical Model
- 7 Conclusions
- 8 Future Work
- References
- Training Virtual Environment for Teaching Simulation and Control of Pneumatic Systems
- 1 Introduction
- 2 Related Works
- 3 State of Technology
- 3.1 Virtual Reality (VR) in Education Process
- 3.2 Raspberry Pi
- 3.3 Unity ProT
- 3.4 MQTT Protocol
- 4 Case Study
- 5 Proposed System Architecture
- 5.1 Methodology
- 5.2 Development of MQTT Protocol in UnityT Pro 3D and Raspberry PI
- 5.3 Virtual Reality Environment Development
- 6 Discussion of Research Findings
- 7 Conclusion and Future Works
- References
- Real Time Simulation and Visualization of Particle Systems on GPU
- Abstract
- 1 Introduction
- 2 Simulation of Fluids
- 2.1 Smoothed Particle Hydrodynamics Simulation Method
- 2.2 The Kernel
- 2.3 SPH-Based Simulation Procedure
- 2.4 Rendering Methods
- 3 Implementation of Simulation and Rendering on GPU
- 3.1 Simulation Procedure Using Data Storage on GPU
- 3.2 Particle Rendering Implementation Details
- 3.3 Special Rendering Problems and Related Procedures
- 4 Computational Time Measurement Results
- 5 Conclusion
- Acknowledgements
- References
- A Proof of Concept Integrated Multi-systems Approach for Large Scale Tactile Feedback in VR
- 1 Introduction
- 2 Related Work
- 2.1 Force Feedback Haptics
- 2.2 Mid-Air Haptics
- 3 A Tactile Feedback System for VR
- 3.1 Concept
- 3.2 Applications
- 3.3 Capabilities
- 3.4 System Implementation
- 4 Haptic Validation User Study
- 4.1 Purpose
- 4.2 Participants
- 4.3 Apparatus and Setup
- 4.4 Methodology and Protocol
- 4.5 Results
- 4.6 Discussion
- 5 Conclusion
- 6 Future Work
- References
- Virtual Simulator for the Taking and Evaluation of Psychometric Tests to Obtain a Driver's License
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Structure of the Psychometric Test Simulator
- 4 Experimental Tests and Results
- 5 Usability Testing
- 6 Conclusions
- Acknowledgment
- References
- Development of the Multimedia Virtual Reality-Based Application for Physics Study Using the Leap Motion Controller
- Abstract
- 1 Introduction
- 2 System Implementation
- 3 Results
- 4 Methods
- 5 Testing
- 6 Conclusion
- Acknowledgments
- References
- Virtual Reality and Logic Programming as Assistance in Architectural Design
- 1 Introduction
- 2 State of the Art
- 2.1 2D Drawings
- 2.2 Visual Content Modeling
- 2.3 Parametric Modeling
- 2.4 Augmented Reality
- 2.5 Virtual Reality
- 2.6 Design Patterns in Architecture
- 2.7 Summary
- 3 Smart Architectural Design Environment
- 3.1 Motivation
- 3.2 Requirements
- 3.3 The SADE Approach
- 3.4 SADE Implementation
- 4 Design Example
- 5 Conclusions and Future Works
- References
- Effects of Immersive Virtual Reality on the Heart Rate of Athlete's Warm-Up
- Abstract
- 1 Introduction
- 2 Formulation of the Problem
- 3 Proposed System
- 4 Virtual Environment Development
- 5 Results
- 6 Conclusions
- References
- The Transdisciplinary Nature of Virtual Space
- Abstract
- 1 Introduction
- 2 Physical Space
- 3 Virtual Space
- 4 Physical-Virtual Space
- 5 Seeing Virtual Space Through Perception: "Being There"
- 6 The Role of the Observer
- 7 Science Related to Arts and Aesthetics in Virtual Space
- 8 Discussion
- 9 Conclusions
- Acknowledgments
- References
- Automatic Generation of Point Cloud Synthetic Dataset for Historical Building Representation
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Blender Platform
- 3.2 Synthetic Point Clouds Generation Algorithm
- 4 Results and Discussion
- 4.1 Execution Time
- 5 Conclusion and Future Works
- A Appendix: Error
- References
- Semantic Contextual Personalization of Virtual Stores
- 1 Introduction
- 2 Related Works
- 2.1 Designing VR Environments
- 2.2 User Interaction in VR Environments
- 3 System Architecture
- 4 Creation of Virtual Stores
- 4.1 Designing Virtual Stores
- 4.2 Personalization of Virtual Store
- 5 Interaction with the Virtual Store
- 5.1 Dedicated Input Device
- 5.2 Remote Interaction Interface
- 5.3 Contextual Semantic Interaction Interface
- 6 Example of Virtual Store
- 7 Conclusions and Future Works
- References
- Towards Assessment of Behavioral Patterns in a Virtual Reality Environment
- 1 Introduction
- 1.1 Related Work
- 2 The Framework for Analysis of Human Behavior
- 2.1 Data Processing and Game Play
- 3 Software Management and System Configuration
- 4 Human Computer Interaction in Immersive Environment
- 4.1 Assessment of Interactions
- 4.2 Traditional Evolution Results and Performance Comparison
- 5 Conclusions
- References
- Design and Implementation of a Reactive Framework for the Development of 3D Real-Time Applications
- 1 Introduction
- 2 Reactive Programming
- 3 Functional Reactive Programming
- 3.1 The Events
- 3.2 The Cells
- 4 Distinctive Features of the Bestbrau Framework
- 4.1 SAM Engine
- 4.2 Discussion About the Event System
- 5 Conclusions
- References
- A Real-Time Video Stream Stabilization System Using Inertial Sensor
- Abstract
- 1 Introduction
- 2 State of the Art
- 2.1 Video-Streams Stabilization Using Image-Based Approach
- 2.2 Real-Time Video Stabilization Approach
- 3 System Model
- 3.1 The Wearable Device
- 3.2 The Base Station
- 4 Proposed Approach
- 4.1 Considerations
- 5 Experimental Results
- 5.1 The Optical Flow
- 5.2 Marker Displacement Through Object Tracking
- 6 Conclusions
- References
- Using Proxy Haptic for a Pointing Task in the Virtual World: A Usability Study
- 1 Introduction
- 2 Experiment
- 2.1 Apparatus
- 2.2 Task
- 2.3 Participants
- 2.4 Ethical Consideration
- 3 Measurements
- 3.1 Quantitative Measures
- 3.2 Questionnaire
- 3.3 Observation
- 4 Experimental Results
- 4.1 Quantitative Measures
- 4.2 Questionnaire
- 5 Discussion
- 6 Conclusion and Future Work
- References
- Medicine
- Surgeries That Would Benefit from Augmented Reality and Their Unified User Interface
- Abstract
- 1 Introduction
- 2 Methodology
- 3 Results
- 3.1 Results - Surgeries that Can Benefit from AR
- 3.2 Results - Common Functionality Needed for Surgeries
- 3.3 Results - Unified UI Design of AR Apps for Surgery
- 4 Future Directions
- 5 Conclusion
- Acknowledgements
- References
- Assessment of an Immersive Virtual Supermarket to Train Post-stroke Patients: A Pilot Study on Healthy People
- Abstract
- 1 Introduction and Related Works
- 2 Methods
- 2.1 Participants
- 2.2 Equipment
- 2.3 Study Protocol
- 2.4 Measures
- 2.5 Statistical Analysis
- 3 Results
- 3.1 Participants
- 3.2 Usability
- 3.3 Personal Characteristics
- 3.4 User Comments and Observations
- 4 Discussion
- 5 Conclusions and Future Works
- References
- Upper Limb Rehabilitation with Virtual Environments
- 1 Introduction
- 2 Related Works
- 3 State of Technology
- 3.1 Rehabilitation of Upper Extremities
- 3.2 Upper Extremity Conditions
- 3.3 Virtual Reality
- 3.4 Rehabilitation Engineering
- 3.5 Dynamic Temporary Alignment Algorithm (DTW)
- 4 Proposed System Architecture
- 4.1 Electronic Glove
- 4.2 Data Processing
- 4.3 Virtual Reality Environment Development
- 5 Discussion of Research Findings
- 6 Conclusion and Ongoing Works
- References
- Proof of Concept: VR Rehabilitation Game for People with Shoulder Disorders
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 Rehabilitation Game: The Game of Painting Discovery
- 2.2 System Architecture
- 3 Preliminary Results
- 4 Conclusion and Feature Works
- Acknowledgment
- References
- GY MEDIC v2: Quantification of Facial Asymmetry in Patients with Automated Bell's Palsy by AI
- Abstract
- 1 Introduction
- 2 System Structure
- 3 Quantification of Facial Characteristics
- 4 Experimental Tests
- 4.1 Virtual Environment
- 5 Conclusion
- Acknowledgements
- References
- Machine Learning for Acquired Brain Damage Treatment
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Identification Algorithm
- 4 Virtual Environment
- 4.1 Design of Virtual Objects
- 4.2 Implementation of the Virtual Interface
- 4.3 Design of the Motion Detection Algorithm
- 4.4 Game Interaction Design
- 5 Results and Discussion
- 5.1 Experimental Tests
- 6 Conclusions
- Acknowledgements
- References
- Software Framework for VR-Enabled Transcatheter Valve Implantation in Unity
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 EM Navigation Platform
- 2.2 Software Architecture
- 2.3 Preliminary Evaluation
- 3 Conclusions and Future Work
- Acknowledgments
- References
- Virtual Reality Travel Training Simulator for People with Intellectual Disabilities
- Abstract
- 1 Introduction
- 2 Objectives
- 3 Development
- 4 Conclusions
- Acknowledgments
- References
- BRAVO: A Gaming Environment for the Treatment of ADHD
- 1 Introduction
- 1.1 The Main Challenges
- 1.2 Serious Games and Gamification for the Treatment of ADHD
- 1.3 Theoretical Bases
- 1.4 The BRAVO Project
- 2 Related Work
- 3 Materials and Methods
- 3.1 System Architecture
- 3.2 Therapy Workflow
- 3.3 Therapeutic Serious Games
- 4 Project Assessment
- 5 Conclusions and Future Work
- References
- Author Index
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