
Augmented Reality, Virtual Reality, and Computer Graphics
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The 2-volume set LNCS 10324 and 10325 constitutes the refereed proceedings of the 4th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2017, held in Ugento, Italy, in June 2017.
The 54 full papers and 24 short papers presented were carefully reviewed and selected from 112 submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage.
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Content
- Intro
- Preface
- Organization
- An Introduction to Unity3D, a Game Engine with AR and VR Capabilities (Tutorial)
- Keynote Abstracts
- The Future Fabrics of Reality: Socio-psychological Aspects of Human Interaction in Advanced Mixed Reality Environments
- Potentialities of AR in Medicine and Surgery
- Phygital Play: Where Gaming Intersects Mixed Reality, Robotics and Human-Machine Interaction
- VR/AR: Success Stories and Opportunities in Cultural Heritage and Digital Humanities
- Populating Virtual Worlds: Practical Solutions for the Generation of Interactive Virtual Characters
- Contents -- Part I
- Contents -- Part II
- Virtual Reality
- Cognitive Control Influences the Sense of Presence in Virtual Environments with Different Immersion Levels
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Subjects
- 2.2 Cognitive Control Tests
- 2.3 Presence Assessment
- 2.4 Virtual Scenario
- 2.5 CAVE System
- 2.6 Procedure
- 3 Results
- 3.1 Interference Control
- 3.2 Switching
- 3.3 Working Memory Updating
- 4 Discussion
- 5 Conclusions
- References
- Defining an Indicator for Navigation Performance Measurement in VE Based on ISO/IEC15939
- Abstract
- 1 Introduction
- 2 Related Works
- 2.1 Measurement Concepts Based on ISO Standards
- 2.2 Using Indicators Based on ISO/IEC 15939 Standard
- 2.3 Using Measures for Evaluating VE
- 3 Measuring Navigation Performance in VE Based on ISO/IEC 15939 Standard
- 3.1 Motivation
- 3.2 Proposed Indicator of Navigation Performance for Evaluating a VE
- 4 Experimental Study
- 4.1 Experimental Protocol
- 4.2 Results Obtained and Conclusion
- 5 Discussion
- 6 Conclusion and Perspectives
- Acknowledgments
- References
- A Study of Transitional Virtual Environments
- 1 Introduction
- 1.1 Context
- 1.2 Literature Review
- 1.3 Environments and Transitions
- 1.4 Environment and MSDs
- 1.5 Types of Environments
- 1.6 Technological Choices
- 2 Virtual Environment and Transitions
- 2.1 Virtual Environment
- 2.2 Transitions
- 3 Task
- 4 User Test
- 4.1 Population
- 4.2 Transitions
- 4.3 Environments
- 4.4 Results
- 5 Discussion
- 5.1 Conclusion
- 5.2 Perspective
- References
- Walk-able and Stereo Virtual Tour based on Spherical Panorama Matrix
- Abstract
- 1 Introduction
- 2 Spherical Panorama Matrix Recording
- 2.1 Scene Recording Method
- 2.2 Stereo-Pair Panoramas Shot
- 2.3 Spacing Between Two Adjacent Shots
- 2.4 Recorded Spherical Panoramas
- 3 Rendering and Interaction
- 3.1 Binocular Stereo Rendering
- 3.2 Look Around
- 3.3 Walk Through
- 3.4 Study Something
- 4 Result and Discussion
- 4.1 Result
- 4.2 Conclusions and Discussion
- References
- Virtual Reality Applied to Industrial Processes
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Environment Virtualization
- 4 Monitoring and Control of Industrial Processes
- 5 Industrial Plants Emulation
- 6 Discussion and Experimental Results
- 6.1 Results Presentation
- 6.2 Experimentation
- 7 Conclusions
- Acknowledgment
- References
- Training of Tannery Processes Through Virtual Reality
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Tannery Process
- 4 Virtualization
- 4.1 Interaction Man-Environment
- 4.2 CAD Modeling
- 4.3 Virtualization
- 4.3.1 Factory Structure
- 4.3.2 Security Signage
- 4.3.3 Animation
- 4.4 Information of the Processes Operation
- 5 Results and Discussions
- 6 Conclusions
- References
- Virtual Environments for Motor Fine Skills Rehabilitation with Force Feedback
- Abstract
- 1 Introduction
- 2 Rehabilitation System Structure
- 3 Graphical Environment
- 4 Hand Orthosis
- 5 Results and Discussions
- 6 Conclusions
- References
- Towards Modeling of Finger Motions in Virtual Reality Environment
- 1 Introduction
- 2 Background and Formal Problem Statement
- 3 Experimental Setting and Mathematical Tools
- 3.1 Hardware and Software Setting
- 3.2 Mathematical Tools
- 4 Main Results
- 5 Discussion
- 6 Conclusions
- References
- Industrial Heritage Seen Through the Lens of a Virtual Reality Experience
- Abstract
- 1 Introduction
- 2 3D Reconstruction of Industrial Heritage
- 3 Study Case: Design of Virtual Reality Experiences for an Exhibition
- 3.1 A Virtual Tour Game to Gain Insight into the Daily Activity of a Factory in the 1960s
- 3.2 Mobile Virtual Reality to Visualize the Growth of an Automobile Company
- 3.3 A Virtual Reality Experience to Explain the Industrial Heritage and Its Influence in a City
- 4 Evaluation of Effort
- 5 Conclusions
- Acknowledgments
- References
- Multiple NUI Device Approach to Full Body Tracking for Collaborative Virtual Environments
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Work Statement
- 4 The Kinect Motion Sensing Device and Multi-Kinect Body Tracking
- 5 The Leap Motion Controller
- 6 NUI Data Fusion System for Multi-person, Wireless, Markerless Area Tracking
- 6.1 Multiple Kinect Body Data Fusion
- 6.2 Multiple Kinects vs Head Tracker Co-registration
- 6.3 Kinect - Leap Motion Fusion
- 7 Preliminary Results
- 8 Conclusions
- 9 Future Works
- References
- Safety Training Using Virtual Reality: A Comparative Approach
- 1 Introduction
- 2 VR and Training
- 3 The VR Safety Trainer
- 3.1 Technological Setup
- 4 Method
- 4.1 Procedure
- 4.2 Metrics
- 5 Training Results
- 5.1 Part 1: Learning the Theory
- 5.2 Part 2: Performing Procedures
- 5.3 Trainee Involvement
- 5.4 Sense of Presence in VR
- 6 Discussion
- 7 Conclusions and Future Work
- References
- Robots Coordinated Control for Service Tasks in Virtual Reality Environments
- Abstract
- 1 Introduction
- 2 Algorithm Design
- 3 Kinematic Model and Control
- 3.1 Kinematic Model
- 3.2 Kinematic Controller
- 3.3 Switching Control
- 4 Results
- 5 Conclusions
- References
- RRT* GL Based Path Planning for Virtual Aerial Navigation
- Abstract
- 1 Introduction
- 2 Virtual Workspace
- 3 RRT Algorithms
- 4 RRT* GL
- 5 Results and Discussion
- 6 Conclusions
- Acknowledgement
- References
- Virtual Reality System for Training in Automotive Mechanics
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 System Structure
- 4 Machine Virtualization
- 5 Results and Discussion
- 6 Conclusions
- References
- Math Model of UAV Multi Rotor Prototype with Fixed Wing Aerodynamic Structure for a Flight Simulator
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Math Model
- 3.1 Data Obtained
- 3.2 X-axis Speed vs Pitch Angle
- 3.3 Y-axis Speed vs Roll Angle
- 3.4 Z-axis Speed vs Altitude
- 3.5 Yaw Rotational Speed vs Yaw Angle
- 3.6 Fixed Wing Influence
- 4 Conclusions
- Acknowledgement
- References
- Exploiting Factory Telemetry to Support Virtual Reality Simulation in Robotics Cell
- Abstract
- 1 Introduction
- 2 The DT Approach
- 3 Overview of the Envisioned Application Supporting FT
- 3.1 The Requirements
- 3.2 The Implementation
- 4 The Experiment: VR - Human Presence Simulation
- 4.1 Two Preliminar Experiments with VR Tools in the Robotic Cell
- 5 Conclusion
- Acknowledgments
- References
- A VR-CAD Data Model for Immersive Design
- 1 Introduction
- 2 Related Work
- 2.1 Sketching and Drawing in Virtual Environments
- 2.2 Immersive Solid Modelling
- 2.3 Implicit Edition of the CHG
- 3 Basic Concepts
- 3.1 General Overview
- 3.2 Persistent Naming
- 3.3 Labelling Mechanism
- 3.4 Conceptual and Technical Remarks
- 4 Core System Architecture
- 4.1 Object Encapsulation
- 4.2 Parsing of Construction History Graph
- 4.3 Target Selection
- 4.4 Encapsulations Update
- 5 cRea-VR: Reactive CATIA Objects for Intuitive Modifications
- 5.1 cRea-VR Set-Up
- 5.2 Immersive Modification Process
- 5.3 First Feedback of Users
- 6 Conclusion and Future Work
- References
- Motion Style Transfer in Correlated Motion Spaces
- 1 Introduction
- 2 Related Work
- 3 Overview
- 3.1 Problem Statement
- 3.2 Motion Representation
- 4 Methodology
- 4.1 Motion Style Transfer
- 5 Implementation and Results
- 6 Conclusions and Future Work
- References
- Pixel Reprojection of 360 Degree Renderings for Small Parallax Effects
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Virtual Cameras
- 3.2 Choosing Pixel Candidates
- 3.3 Pixel Reprojection
- 3.4 Considered Pre-computed Cameras
- 4 Results
- 4.1 Errors in Reprojected Images
- 4.2 Render Time
- 5 Discussion
- 5.1 Reconstruction Errors
- 5.2 Render Time
- 6 Conclusion
- 7 Future Work
- References
- Immersiveness of News: How Croatian Students Experienced 360-Video News
- Abstract
- 1 Introduction
- 2 Immersive Storytelling and Immersive Experience in Journalism
- 3 Characteristics of Immersiveness
- 4 Method
- 5 Result
- 6 Discussion
- 7 Limits of Research
- References
- Interactive 3D Symphony in VR Space
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Design and Implementation
- 3.1 System Design
- 3.2 Technical Implementation
- 4 Result
- 5 Users Feedback
- 6 Conclusion
- References
- Virtual Bodystorming: Utilizing Virtual Reality for Prototyping in Service Design
- 1 Introduction
- 1.1 Virtual Bodystorming, Contribution, and Paper Organization
- 2 Virtual Bodystorming Requirements
- 3 Prototyping Virtual Bodystorming
- 3.1 User Roles
- 3.2 VR Development
- 3.3 Virtual Environment
- 3.4 Expert Evaluation
- 4 Conclusion
- References
- Capturing Reality for a Billiards Simulation
- Abstract
- 1 Introduction
- 2 Related Works
- 2.1 Physiological Factors of Depth Perception
- 2.2 Depth Perception of Psychological Hints
- 3 Implementation
- 3.1 Pre-calibration Stage
- 3.2 Physical Event Capturing
- 4 Result
- 5 Future Work and Conclusion
- References
- Operating Virtual Panels with Hand Gestures in Immersive VR Games
- 1 Introduction
- 2 Implementation
- 2.1 Project Setup
- 2.2 Applications
- 3 Results and Evaluation
- 3.1 Motion Sensor Limitations
- 4 Insights on Interaction Improvement
- 5 Conclusions
- References
- Virtual Reality Toolset for Material Science: NOMAD VR Tools
- 1 Introduction
- 1.1 NOMAD
- 1.2 Virtual Reality in Material Science
- 2 Targeted APIs and Systems
- 3 Use Cases
- 3.1 Adsorption of Carbon Dioxide on a Calcium Oxide surface
- 3.2 Excitons in Lithium Fluoride
- 4 Data Preparation and Developed Software
- 4.1 Input
- 4.2 Processing
- 4.3 Developed Software
- 5 User Study and Discussion
- 6 Conclusions and Future Work
- References
- Measuring the Impact of Low-Cost Short-Term Virtual Reality on the User Experience
- Abstract
- 1 Introduction
- 2 Development of the VR Experience
- 2.1 Pre-production
- 2.2 3D-Modelling and Shading
- 2.3 Integration in the Game Engine
- 3 Evaluation of the Effect of the VR Experience
- 4 Conclusions and Future Works
- Acknowledgments
- References
- Augmented and Mixed Reality
- Making the Invisible Visible: Real-Time Feedback for Embedded Computing Learning Activity Using Pedagogical Virtual Machine with Augmented Reality
- Abstract
- 1 Introduction
- 2 Background and Related Work
- 3 Materials and Methods
- 3.1 Experimental Design
- 3.2 Participants
- 3.3 Procedure
- 3.4 Educational Learning Approach
- 3.4.1 PVM with AR Approach
- 3.4.2 Traditional Approach
- 3.5 Measurements
- 4 Experiment Results
- 4.1 Task Performance
- 4.2 Cognitive Overload
- 4.3 Learning Approach Effectiveness
- 4.4 Subjective User Experience
- 4.4.1 Groups' Approach Preferences
- 5 Discussion and Conclusion
- References
- ARSSET: Augmented Reality Support on SET
- 1 Introduction
- 2 AR in Cinema and Television Productions
- 3 Functional Requirements
- 4 System Architecture
- 4.1 Hardware Architecture
- 4.2 Software Architecture
- 4.3 Functionalities
- 5 The Multimodal System Interface
- 5.1 Input Interface
- 5.2 The Output Interface
- 6 The Usability Test
- 6.1 Results
- 6.2 Result Analysis
- 7 Conclusion
- References
- Overcoming Location Inaccuracies in Augmented Reality Navigation
- 1 Introduction
- 2 Related Work
- 3 GNSS Analysis
- 3.1 First Measurement with Differential GPS
- 3.2 Second Measurement
- 3.3 Comparison to the Conventional Car GPS
- 4 Navigation Concept
- 5 User Study
- 5.1 Setup of the User Study
- 5.2 Participants
- 5.3 Test Procedure
- 5.4 Independent Variables
- 5.5 Dependent Variables
- 6 Results and Discussion
- 7 Conclusion and Future Work
- References
- The Use of Augmented Reality Glasses for the Application in Industry 4.0
- 1 Introduction
- 2 Background
- 3 Methodology
- 3.1 Objective of the Application
- 3.2 Hardware Components
- 3.3 Software Components
- 3.4 Application Workflow
- 4 Results and Discussion
- 5 Conclusion and Outlook
- References
- Augmented Reality Applications for Education: Five Directions for Future Research
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Research Protocol
- 3.2 Data Extraction
- 3.3 Classification of the Challenges
- 4 Five Directions of Investigation for Future Research
- 4.1 Design of AR Systems that Consider Special Needs of Particular Users
- 4.2 Integration of AR Systems into Unexplored Fields of Education
- 4.3 Inclusion of AR Systems into Learning Processes of Unexplored Target Groups
- 4.4 Integration of AR Systems into Business and Industry
- 4.5 Design of Pedagogically Efficient AR Systems
- 5 Conclusion
- References
- Semantic Exploration of Distributed AR Services
- 1 Introduction
- 2 State of the Art
- 3 Proposed Approach
- 3.1 Architecture for Explorable AR Services
- 3.2 Exploration of AR Services
- 3.3 Security Requirements for AR Exploration
- 4 Application Domains of the Proposed Approach
- 4.1 Touristic and Cultural AR Services
- 4.2 Maintenance AR Services
- 5 Conclusions
- References
- Automated Marker Augmentation and Path Discovery in Indoor Navigation for Visually Impaired
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Proposed System
- 3.1 System Design
- 3.2 Path Generation
- 3.3 Path Augmentation
- 4 Technical Assessment and Discussion
- 4.1 Path Selection
- 4.2 Experiment 1 - Path Generation
- 4.3 Experiment 2 - Path Augmentation
- 4.4 Experiment 3 - Path Extension
- 5 Conclusion
- References
- Virtual Product Try-On Solution for E-Commerce Using Mobile Augmented Reality
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 System Architecture
- 3.2 Application Front-End
- 4 Implementation
- 4.1 Face Detection and Initialization
- 4.2 Face Tracking Feature Estimation
- 4.3 Head Pose Estimation
- 5 Evaluation Results
- 6 Subjective Evaluation
- 7 Discussion
- 8 Conclusion
- References
- DyMAR: Introduction to Dynamic Marker Based Augmented Reality Using Smartwatch
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Augmented Reality
- 2.2 How Augmented Reality Works
- 2.3 Scope of Smartwatch in Augmented Reality
- 2.4 Tangible User Interface
- 3 Concept of DyMAR
- 3.1 Information Storage
- 3.2 Taking the Input
- 3.3 Generating Dynamic Markers
- 3.4 Augmentation
- 3.5 Concept Prototyping and Testing
- 4 Scope of Application
- 4.1 Engineering
- 4.2 Educational Trips
- 4.3 Classroom
- 4.4 Manuals for Maintenance and Repair
- 5 Conclusion
- References
- The Smartkuber Case Study: Lessons Learned from the Development of an Augmented Reality Serious Game for Cognitive Screening
- 1 Introduction
- 2 Analysing the State of the Art and Defining Characteristics
- 3 Setting Up and Examining the Interaction Method
- 4 Defining System Requirements
- 5 Adding and Evaluating the Game Content
- 6 Evaluating Cognitive Screening Performance and Future Direction
- 7 Lessons Learned
- 8 Conclusion
- References
- Author Index
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