
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 II
- Contents -- Part I
- Application of VR/AR in Medicine
- Augmented Reality to Enhance the Clinician's Observation During Assessment of Daily Living Activities
- Abstract
- 1 Introduction
- 2 Target Observations
- 3 Possible Means to Provide AR to the Clinician
- 4 The Proposed Measurement Framework
- 5 Preliminary Exploitation in the Clinical Setting
- 6 Conclusions
- Acknowledgement
- References
- Augmented Robotics for Electronic Wheelchair to Enhance Mobility in Domestic Environment
- Abstract
- 1 Introduction
- 2 System Architecture
- 2.1 Augmented Robotic Wheelchair
- 2.2 Virtual Reality Architecture
- 3 Experimental Testing
- 4 Conclusions
- References
- Semi-automatic Initial Registration for the iRay System: A User Study
- Abstract
- 1 Introduction
- 2 System Overview
- 2.1 The iRay System
- 2.2 Factors of Instability
- 2.2.1 Orientation of Patient's Head
- 2.2.2 Size of Scanning Area
- 2.2.3 Horizontal and Vertical Displacement
- 3 User Study
- 3.1 Selection Quality
- 3.2 Experimental Design
- 3.3 Results
- 4 Conclusion
- Acknowledgements
- References
- Teaching Materials Using AR and VR for Learning the Usage of Oscilloscope
- Abstract
- 1 Introduction
- 2 Teaching Materials to Learn the Principle of Oscilloscope
- 2.1 Teaching Material Using VR to Learn the Principle of Oscilloscope
- 2.2 Teaching Material Using AR with a Tablet
- 2.3 Teaching Material Using AR with Goggles
- 3 Questionnaire Results and Discussion
- 4 Conclusion
- Acknowledgement
- References
- An Augmented Reality System for Maxillo-Facial Surgery
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Technological Platform
- 4 Surgical Planning Module
- 5 Surgical Navigation and Augmented Reality Modules
- 6 System Tests
- 7 Conclusions
- References
- Augmented Reality and MYO for a Touchless Interaction with Virtual Organs
- 1 Introduction
- 1.1 Motivation
- 2 Developed Application
- 2.1 Preliminary Work
- 3 Design and Implementation
- 3.1 3D Models Rendering
- 3.2 Touchless Interaction
- 4 Conclusion and Future Work
- References
- Architecture of a Virtual Reality and Semantics-Based Framework for the Return to Work of Wheelchair Users
- Abstract
- 1 Introduction
- 2 Aims of the Framework
- 3 The Integrated Framework Architecture
- 3.1 The Virtual Environments for Training
- 4 Semantic Models
- 5 System Setup and Software Technologies
- 6 Conclusions
- References
- Virtual Environments for Cognitive and Physical Training in Elderly with Mild Cognitive Impairment: A Pilot Study
- Abstract
- 1 Introduction
- 2 Aim of the Study
- 3 The Training System
- 3.1 The Park Scenario
- 3.2 The Road Crossing Scenario
- 3.3 The Shopping Scenario
- 4 Participants and Methods
- 4.1 Participants
- 4.2 Intervention
- 4.3 Outcomes
- 5 Results
- 5.1 Acceptability and Usability
- 5.2 Evaluation of the Difficulty
- 6 Discussion
- 7 Limitations and Future Work
- References
- Virtual System for Upper Limbs Rehabilitation in Children
- Abstract
- 1 Introduction
- 2 Methodology for System Development
- 2.1 Signals Acquisition from Input Peripherals
- 2.2 Script Development
- 2.3 Unity3D Environment Design
- 3 Description of 3D System Use
- 4 Tests and Results
- 4.1 Test
- 4.2 Results
- 5 Conclusions and Future Work
- Acknowledgements
- References
- 3D Virtual System Trough 3 Space Mocap Sensors for Lower Limb Rehabilitation
- Abstract
- 1 Introduction
- 2 Methodology for System Development
- 2.1 Signal Acquisition from the Input Peripheral
- 2.2 Script Development
- 2.3 Design of Virtual Environment
- 3 Utilization Mode of the Virtual Reality System
- 4 Test and Results
- 4.1 Test
- 4.2 Results
- 5 Conclusions and Future Work
- Acknowledgements
- References
- Robust Laparoscopic Instruments Tracking Using Colored Strips
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 Experimental Set-up and Camera Calibration
- 2.2 Image Processing
- 2.3 Tracking of the Tip of the Surgical Instrument
- 2.4 Accuracy Evaluation
- 2.5 Robustness Evaluation
- 3 Results
- 3.1 Accuracy
- 3.2 Robustness
- 4 Conclusions
- Acknowledgement
- References
- Natural User Interface to Assess Social Skills in Autistic Population
- 1 Introduction
- 1.1 State of the Art
- 2 The Project
- 2.1 Theoretical Assumption and Experimental Questions
- 2.2 Technological Set-Up
- 2.3 Selection of ASD Sample
- 2.4 Storyboard
- 2.5 Evaluation Method
- 3 Discussion and Future Works
- References
- RRT-Based Path Planning for Virtual Bronchoscopy Simulator
- Abstract
- 1 Introduction
- 2 Kinematic Modeling
- 2.1 Bronchoscope Model
- 2.2 Constrained Kinematic Model
- 3 Path Planning
- 3.1 Proposed RRT for Bronchoscopy Exploration
- 3.2 RRT-Connect
- 3.3 Dynamic-Domain RRT
- 4 Results and Discussion
- 5 Conclusions and Future Work
- Acknowledgement
- References
- Assistance System for Rehabilitation and Valuation of Motor Skills
- Abstract
- 1 Introduction
- 2 System Rehabilitation
- 2.1 Virtual Environment
- 3 Results
- 4 Conclusions
- References
- Robotic Applications in Virtual Environments for Children with Autism
- Abstract
- 1 Introduction
- 2 System Structure
- 3 Operating Scheme
- 4 Virtualization
- 5 Experimental Results
- 6 Conclusions
- References
- Realism in Audiovisual Stimuli for Phobias Treatments Through Virtual Environments
- Abstract
- 1 Introduction
- 2 System Structure
- 3 Graphic Environment
- 4 Multi-layer Development Scheme
- 5 Results
- 6 Conclusions
- References
- Virtual Out-of-Body Experience as a Potential Therapeutic Tool After Kidney Transplantation
- 1 Introduction
- 2 Physiological Background
- 3 System Design Goals and Implementation
- 4 Evaluation Method
- 5 Conclusions
- References
- Patient Specific Virtual and Physical Simulation Platform for Surgical Robot Movability Evaluation in Single-Access Robot-Assisted Minimally-Invasive Cardiothoracic Surgery
- 1 Introduction
- 2 Modeling of the Patient Anatomy
- 3 Development of the Virtual Simulator
- 3.1 Modeling of the Virtual Surgical Robot
- 3.2 Interactive Simulation of the Surgical Robot Movability
- 4 Development of the Physical Simulator
- 5 Preliminary Results and Future Work
- References
- Using of 3D Virtual Reality Electromagnetic Navigation for Challenging Cannulation in FEVAR Procedure
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 3D Electromagnetic Navigation System
- 2.2 In Vitro Experimental Set-up
- 2.3 Study Protocol
- 3 Results
- 4 Conclusion
- Acknowledgments
- References
- A Tailored Serious Game for Preventing Falls of the Elderly
- 1 Introduction
- 2 Fall Prevention and Rehabilitation Game
- 2.1 Context
- 2.2 Exergame Creation
- 2.3 Exergame Program
- 3 Experimentation
- 3.1 Pilot Description and Setup
- 3.2 Evaluation
- 4 Conclusions
- References
- Application of VR/AR in Cultural Heritage
- Finger Recognition as Interaction Media in Augmented Reality for Historical Buildings in Matsum and Kesawan Regions of Medan City
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Image Pre-processing
- 2.2 Image Enhancement
- 2.3 Contour
- 2.4 Convex Hull
- 2.5 Convexity Defects
- 3 Experiment and Results
- 3.1 Brightness Level and Distance Level Experiments
- 3.2 Implementations
- 4 Conclusion
- References
- An Innovative Real-Time Mobile Augmented Reality Application in Arts
- Abstract
- 1 Background
- 2 Hybrid System Overview
- 3 Conclusions
- Acknowledgments
- References
- Augmented Reality and UAVs in Archaeology: Development of a Location-Based AR Application
- 1 Introduction
- 2 Previous Works
- 3 Work Hypothesis
- 4 DJIARcheoDrone Project
- 4.1 Integration Between Wikitude SDK and DJI Mobile SDK
- 4.2 Augmented Reality Experience
- 5 Conclusions and Future Work
- References
- Photogrammetric Approaches for the Virtual Reconstruction of Damaged Historical Remains
- Abstract
- 1 Historical Notes
- 2 Structure Condition
- 3 Survey Project for Restoration
- 4 Reconstruction of 3d Models
- 5 Result Comparison Post Restoration
- 6 Conclusions
- References
- Web Tool as a Virtual Museum of Ancient Archaeological Ruins in Peru
- 1 Introduction
- 2 Operative Background
- 2.1 Related Work
- 2.2 The Case Study: Chan Chan and the Huacas
- 3 Workflow
- 3.1 3D Models: Huaca Esmeralda 3D Reconstruction
- 3.2 Optimisation for the Web
- 3.3 Features Development
- 4 Result and Discussion
- 5 Conclusion and Outlook
- References
- Virtual Reality Meets Intelligence in Large Scale Architecture
- 1 Introduction
- 2 System Design
- 2.1 Modelling and Texturing
- 2.2 Environmental Creation and Software Management
- 2.3 Materials and Hardware Integration
- 2.4 Web Camera Integration
- 2.5 Interactions
- 2.6 Optimization
- 3 Evolution
- 3.1 Preparation
- 3.2 Results
- 4 Conclusion
- 4.1 Future Work
- References
- A Virtual Travel in Leonardo's Codex of Flight
- 1 Introduction
- 2 Related Work
- 3 The Project
- 3.1 Leonardo and the Book
- 3.2 The Museum
- 4 Multimedia Content
- 4.1 The Video Projections
- 4.2 Immersive VR System
- 5 Conclusion
- References
- Visualising a Software System as a City Through Virtual Reality
- 1 Introduction
- 2 Related Works
- 3 Background
- 4 The VR System
- 4.1 Preliminary Results
- 5 Conclusions and Future Work
- References
- Implementation of Player Position Monitoring for Tanjung Pura Palace Virtual Environment
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Virtual Reality Environment
- 2.2 VR Langkat Palace
- 2.3 Player Position Monitoring
- 2.3.1 Player Tracking
- 2.3.2 Draw Player Position
- 2.4 Colliding
- 3 Result
- 4 Conclusion
- References
- Computer Graphics
- Differential G-Buffer Rendering for Mediated Reality Applications
- 1 Introduction
- 2 Related Work
- 3 Creation of the G-Buffer
- 4 Lighting
- 4.1 Light Sources
- 4.2 Shadowing
- 5 Results
- 5.1 Scenarios
- 5.2 Rendering
- 6 Discussion and Limitations
- 7 Conclusion and Future Work
- References
- Solid Angle Based Ambient Obscurance in Image Space
- 1 Introduction
- 2 Related Works
- 3 Hemisphere Partitioning
- 4 Solid-Angle-based Ambient Obscurance
- 4.1 Area Calculation
- 4.2 Ambient Obscurance Calculation
- 4.3 AO Filtering
- 5 Results
- 5.1 Test Results
- 6 Conclusions and Future Work
- References
- ``Shape-Curvature-Graph'': Towards a New Model of Representation for the Description of 3D Meshes
- 1 Introduction
- 2 Basic Notions on Curvatures
- 3 Shape Curvature Graph (SCG) Construction Method
- 3.1 Decomposition into Patches
- 3.2 Continuous Boundary Between Areas
- 3.3 Construction of the SCG
- 4 Pattern Extraction Method
- 5 Examples and Validation
- 5.1 Semantic Description of a Feature
- 5.2 Self-similarity Within a Mesh
- 6 Conclusion and Future Work
- References
- Semantics-Supported Collaborative Creation of Interactive 3D Content
- 1 Introduction
- 2 State of the Art
- 2.1 3D Scanning
- 2.2 Visual Content Modeling
- 2.3 Parameterized and Procedural Modeling
- 2.4 Content Models and Patterns
- 2.5 Content Componentization
- 2.6 Separation of Concerns
- 2.7 Semantic Modeling
- 2.8 Social Content Creation
- 2.9 Summary
- 3 Semantic Social Content Creation
- 3.1 Requirements
- 3.2 The SemFlex Approach
- 4 The Semantic Content Design Environment
- 4.1 Implementation
- 4.2 Content Design Example
- 5 Conclusions
- References
- Feature Fusion of HOG and GSP for Smile Recognition
- 1 Introduction
- 2 Feature Selection Approach
- 2.1 Proposed Method of HOG and GSP for Smile Recognition
- 2.2 Feature Extraction with HOG
- 2.3 Feature Extraction with Graph Signal Processing
- 2.4 k-Nearest Neighborhood Classifier(kNN)
- 3 Experiment and Results
- 3.1 Experimental Data
- 3.2 Experimental Performance
- 3.3 Discussion of Result
- 4 Conclusion
- References
- Real-Time 3D Modeling with a RGB-D Camera and On-Board Processing
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Our Approach
- 3.1 Visual Odometry
- 3.2 Loop Closure Detection
- 3.3 Graph Optimization
- 4 Results and Discussion
- 4.1 Metric Evaluation
- 4.2 Modeling of a Small Object
- 4.3 Modeling of a Medium Sized Object
- 4.4 Modeling of a Large Object
- 5 Conclusions and Future Work
- Acknowledgement
- References
- Real-Time Detection and Simulation of Abnormal Crowd Behavior
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Our Approach
- 3.1 Motion Detection and Analysis
- 3.2 Statistical Modelling
- 3.3 Detection and Simulation Algorithm
- 4 Results and Discussion
- 4.1 Execution Time
- 4.2 Algorithm Performance
- 5 Conclusions and Future Work
- Acknowledgement
- References
- Human Computer Interaction
- Steering Versus Teleport Locomotion for Head Mounted Displays
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Navigation in VR
- 2.2 Cybersickness in VR
- 2.3 Locomotion in VR
- 3 Experiment
- 3.1 Design
- 3.2 Participants
- 3.3 Setup
- 3.4 Procedure
- 3.5 Results
- 4 Summary and Discussion
- References
- Mixed Reality-Based User Interaction Feedback for a Hand-Controlled Interface Targeted to Robot Teleoperation
- 1 Introduction
- 2 Background
- 3 Teleoperation System
- 4 Results
- 5 Conclusion and Future Works
- References
- Development and Heuristic Evaluation of Semi-immersive Hand-Gestural Virtual Reality Interface for Luxury Brands Online Stores
- Abstract
- 1 Introduction
- 2 Proposed Interface Rational
- 2.1 Tasks and Predefined Configuration
- 2.2 Hand Gesture HCI Design Requirements
- 2.3 Hand Gesture Set Design
- 2.4 Interface Development
- 2.5 Menu Design and Layout
- 3 Heuristic Evaluation
- 4 Results and Discussion
- 5 Conclusion and Future Work
- References
- Remote Touch Interaction with High Quality Models Using an Autostereoscopic 3D Display
- 1 Introduction
- 2 Related Work
- 3 System Architecture
- 4 Conclusion and Outlook
- References
- Versatile Augmented Reality Scenes for Tangible Interaction in Real-World Environments
- Abstract
- 1 Introduction
- 2 State of the Art
- 3 VARS Approach
- 3.1 Overview
- 3.2 Versatile AR Scenes
- 3.3 VARS System
- 4 Example Application
- 4.1 Education Domain
- 4.2 Experiment
- 5 Conclusions
- Acknowledgements
- References
- Cascade Classifiers and Saliency Maps Based People Detection
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Our Approach
- 3.1 Training Process
- 3.2 People Detection Algorithm
- 4 Results and Discussion
- 4.1 Training Evaluation
- 4.2 Algorithm Evaluation
- 4.3 Cascade Classifier- Saliency Maps Combination
- 5 Conclusions and Future Work
- Acknowledgement
- References
- Author Index
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