
Augmented Reality, Virtual Reality, and Computer Graphics
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The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018.
The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous 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; and applications of VR/AR in industry.
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Content
- Intro
- Preface
- Organization
- Spatial Augmented Reality: A Way to Increase Content in Cultural Heritage Context (Tutorial)
- Keynote Speakers
- Augmented and Virtual Reality Enabler for the "Factory 4.0"
- 3D Audio for VR Applications: Fundamentals and Practicalities
- Sensing Cultural Heritage: User-Centered Approaches Towards Senseable Spaces
- Opportunities of the Use of Embodied Agents in Virtual Reality for Cultural Heritage
- Contents -- Part I
- Contents -- Part II
- Virtual Reality
- Sense of Presence and Cybersickness While Cycling in Virtual Environments: Their Contribution to Subjective Experience
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Methods
- 3.1 Participants
- 3.2 Study Design
- 3.3 Equipment
- 3.4 Study Protocol
- 3.5 Measures
- 3.6 Statistical Analysis
- 4 Results
- 4.1 Sense of Presence
- 4.2 Cybersickness
- 4.3 Correlation Between SoP and Cybersickness
- 4.4 Device Preference
- 4.5 Participants Comments and Free Notes
- 5 Discussion
- 6 Conclusion
- References
- Omero 2.0
- Abstract
- 1 Introduction
- 2 Software Architecture
- 2.1 The X3D File Format
- 2.1.1 X3D Nodes
- 2.2 H3D
- 3 Interactive Virtual Environments
- 3.1 Labyrinth Example
- 3.2 Apulia Region Example
- 4 Interactive Haptic Editor
- 5 Experimental Results
- 6 Conclusion and Future Works
- References
- Geometry Extraction for Ad Hoc Redirected Walking Using a SLAM Device
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 Wall Map
- 3.2 Occupancy Map
- 3.3 World Map
- 3.4 Geometry Extraction
- 4 S2C Initialization
- 5 Discussion
- 6 Conclusion
- 7 Future Work
- A Design Variables
- References
- Wrist-Worn Sensor-Based Tangible Interface for Virtual Percussion Instruments
- Abstract
- 1 Introduction
- 2 Related Work
- 3 System Design and Implementation
- 3.1 Design
- 3.2 Implementation Details
- 4 Experimental Results and Analysis
- 5 Conclusion
- Acknowledgments
- References
- Training for Bus Bodywork in Virtual Reality Environments
- Abstract
- 1 Introduction
- 2 Parameters of Electric Welding
- 3 Structure in Virtual Reality
- 4 Bodywork Structure
- 5 Process Programming
- 6 Analysis of Results
- 7 Conclusions
- Acknowledgements
- References
- Market Study of Durable Consumer Products in Multi-user Virtual Environments
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 System Structure
- 4 Procedure
- 4.1 Designer Mode
- 4.2 Consumer Mode
- 5 Analysis of Results
- 6 Conclusions
- Acknowledgements
- References
- Guiding the Viewer in Cinematic Virtual Reality by Diegetic Cues
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Methods
- 4 Results
- 5 Discussion
- 6 Limitations
- 7 Conclusion
- References
- Virtual System for Teaching-Learning of Initial Education Using a Haptic Device
- Abstract
- 1 Introduction
- 2 Methodology Used for the Development of the System
- 3 Multilayer Development Plan
- 4 Developed Environments
- 5 How to Use
- 6 Tests and Results
- 7 Conclusion
- Acknowledgements
- References
- VirtualCruiseTour: An AR/VR Application to Promote Shore Excursions on Cruise Ships
- Abstract
- 1 Introduction
- 2 Related Works
- 3 The VirtualCruiseTour Application
- 3.1 The Application Workflow
- 3.2 The Customization and the Accessibility of Media Contents
- 4 Proposed Validation
- 4.1 Validation Goals
- 4.2 Selected Product and Advertising Materials
- 4.3 Experimental Procedure
- 4.4 Preliminary Results
- 4.5 Discussion
- 5 Conclusion and Future Works
- Acknowledgments
- References
- Perception of Absolute Distances Within Different Visualization Systems: HMD and CAVE
- Abstract
- 1 Introduction
- 2 Previous Work
- 2.1 Distance Estimation
- 2.2 Evaluation Methods
- 3 User Study
- 3.1 Problem Definition
- 3.2 Experimental Conditions
- 3.3 Experimental Protocol
- 3.4 Hypothesis
- 4 Results
- 5 Discussion and Conclusions
- References
- e-Tourism: Governmental Planning and Management Mechanism
- Abstract
- 1 Introduction
- 2 System Description
- 3 Experimental Results
- 4 Conclusions
- Acknowledgements
- References
- Geolocation and Counting of People with Aerial Thermal Imaging for Rescue Purposes
- Abstract
- 1 Introduction
- 2 Devices Selection
- 2.1 Thermal Camera
- 2.2 UAV
- 3 System
- 3.1 Autonomous Trajectories
- 3.2 Image Acquisition
- 3.3 Segmentation
- 3.4 Sampling
- 3.5 ANN Structure
- 3.6 ANN Learning or Training
- 3.7 Counting and Geolocating
- 4 Test and Results
- 5 Conclusions
- References
- Discrete Rotation During Eye-Blink
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 Blink Detection
- 3.2 Threshold Identification
- 4 Experiment Design and Setup
- 5 Pilot Study and Preliminary Results
- 6 Conclusion
- References
- Towards Visual Comfort: Disciplines on the Scene Structure Design for VR Contents
- Abstract
- 1 Introduction
- 2 Main Factors in Visual Comfort
- 3 VR Scene Structure Design Principle for Visual Comfort
- 4 Conclusion
- References
- "Changes": An Immersive Spatial Audio Project Based on Low-Cost Open Tools
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Motivations
- 4 The Experience
- 4.1 Content Design
- 4.2 Content Creation
- 4.3 Tools
- 4.4 Formats
- 5 Preliminary Tests
- 6 Conclusion
- References
- Mnemosyne: Adapting the Method of Loci to Immersive Virtual Reality
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Application
- 3.1 Application Requirements
- 3.2 Application Design
- 4 Pilot Study
- 5 Results
- 5.1 Spatial Ability
- 5.2 Interaction Time
- 6 Discussion
- 7 Conclusions
- References
- Web-Based Real-Time LADAR Data Visualization with Multi-user Collaboration Support
- 1 Introduction
- 2 Developed System
- 2.1 Data Preparation Module
- 2.2 Data Storage Module
- 2.3 Data Visualization Module
- 2.4 User Collaboration
- 3 Evaluation and Results
- 4 Conclusion
- References
- Design of a Kind of Optimized Time-Lapse Macro VR Movie Recording System
- Abstract
- 1 Introduction
- 2 System Design
- 2.1 Two Phase Four Wire Step Motor Timing Sequence
- 2.2 Main-Control Chip FPGA Module
- 2.3 L298N Motor Drive Module
- 2.4 Two Channels Relay Circuit Module
- 2.5 The Control Principle of Cable Release
- 2.6 System Machinery and Power Supply Module
- 2.7 Software Modules and System Logic
- 3 Program Functionality Design and Application
- 4 Result Analysis
- 5 Conclusion
- References
- Catching Virtual Throws: An Immersive Virtual Reality Setup to Evaluate Human Predictive Skills
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 VR Scenario and System
- 2.2 Experimental Design
- 2.3 Participants
- 2.4 Assessment Variables and Statistical Analysis
- 3 Results
- 4 Conclusions
- Acknowledgments
- References
- Virtual Reality as a Tool for the Cascade Control Learning
- Abstract
- 1 Introduction
- 2 System Structure
- 3 Virtual Environment Development
- 3.1 CAD Design
- 3.2 Unity3D Design
- 4 Results
- 5 Conclusion and Future Work
- References
- Efficient Human Action Recognition Interface for Augmented and Virtual Reality Applications Based on Binary Descriptor
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Human Action Recognition for AR and VR Applications
- 2.2 Patch Based Binary Motion Descriptors
- 3 Overview of the Proximity Patches Pattern and the BPPEM Motion Descriptor
- 3.1 The Proximity Patches Pattern
- 3.2 The Binary Proximity Patches Ensemble Motion (BPPEM) Descriptor
- 4 Experimental Results and Analysis
- 4.1 Experimentation Setup: Framework, Datasets, Evaluation Metrics
- 4.2 Experimental Analysis
- 5 Conclusion
- Acknowledgment
- References
- Virtual Training System for Crawling Skill in Infants Using Mapping 2D: Preliminary Test
- Abstract
- 1 Introduction
- 2 Structure of the System
- 3 System Development
- 4 Test and Results
- 5 Conclusions and Future Works
- Acknowledgements
- References
- Virtual Reality-Based Memory Assistant for the Elderly
- Abstract
- 1 Introduction
- 2 Formulation Problem
- 3 System Structure
- 4 Virtual Environment Interface Development
- 5 Results
- 5.1 First Experiment
- 5.2 Second Experiment
- 6 Conclusions
- Acknowledgements
- References
- Virtual Environments to Stimulate Skills in the Early Childhood Education Stage
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 System Development
- 4 Applications Analysis and Description
- 5 Conclusions
- Acknowledgements
- References
- Augmented and Mixed Reality
- Mixed Reality Stock Trading Visualization System
- 1 Introduction
- 2 Related Work
- 3 Technical Setup
- 4 System Software
- 5 Conclusions and Future Work
- References
- A New Framework for Easy and Efficient Augmentation of Primary Level Books
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Proposed Solution
- 3.1 Working Mechanism
- 4 Evaluation and Results
- 4.1 Protocol
- 4.2 Task
- 4.3 Results
- 5 Conclusion
- References
- Real-Time Multi-view Grid Map-Based Spatial Representation for Mixed Reality Applications
- 1 Introduction
- 2 Background
- 2.1 Work Context
- 2.2 Related Work
- 2.3 Theoretical Background
- 3 Proposed System
- 3.1 System Overview
- 3.2 Initial Considerations
- 4 Methodology
- 4.1 Calibration Procedure
- 4.2 Data Fusion
- 4.3 3D Grid Map Representation
- 4.4 Scene Segmentation
- 5 Results
- 6 Conclusion
- References
- Framework for the Development of Augmented Reality Applications Applied to Education Games
- Abstract
- 1 Introduction
- 2 State of the Art
- 3 Framework Description
- 3.1 Goose Game Mechanics
- 4 Framework Implementation
- 4.1 The Visualization Module
- 4.2 The Web Editor Module
- 4.3 The Backend Module
- 5 Specific Proofs of Concept
- 6 Exhibition Test and Results
- 7 Conclusions and Future Lines of Work
- References
- Augmented Reality as a New Marketing Strategy
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 System Structure
- 4 Results and Discussion
- 5 Conclusions
- Acknowledgement
- References
- Live Mixed Reality Video Production for Educational Presentation
- Abstract
- 1 Introduction
- 2 System Design
- 3 Method and Implementation
- 3.1 Calibration of Video Camera and Kinect Sensor's Depth Camera
- 3.2 Channel Operation of Depth and Alpha to Achieve Real-Virtual Fusion
- 4 Conclusion
- References
- A Study on Narrative Design of Augmented Reality Publications
- Abstract
- 1 Introduction
- 2 The Combination Pattern of Physical Book and Augmented Reality Content in the Narration of AR Publication
- 2.1 AR-Narration as the Complement to Text-Narration
- 2.2 AR-Narration and Text-Narration Complement Each Other
- 2.3 AR-Narration as the Subject of the Content of the AR Publication
- 3 The Media Fusion Pattern of Narration in Augmented Reality Publications
- 3.1 The Fusion of the Sound Narration and Text Narration in AR Publication
- 3.2 The Fusion of the Title or Subtitle Narration and Text Narration in AR Publication
- 3.3 The Fusion of Visual Narration of 2D Animation or Video and Text Narration in AR Publication
- 3.4 The Fusion of Spatial Narration of 3D Model Structure and Text Narration in AR Publication
- 3.5 The Fusion of Interactive 3D Animation and Text Narration in AR Publication
- 4 The Harmonious Unification of Traditional Text-Narration with AR-Narration
- 5 Noteworthy Points Emerged in the Period of Integration of Traditional Text-Narration and AR-Narration
- 6 Conclusion
- References
- Realistic Shadow Augmented Reality of Rare Animals from Indonesia
- Abstract
- 1 Introduction
- 2 Identification of Problems
- 3 Previous Research
- 4 Methods
- 4.1 Marker Scanning
- 4.2 Matching Data
- 4.3 Setting Shadow
- 4.4 Receive Light
- 4.5 Setting Plane
- 4.6 Draw Shadow
- 4.7 Object Positioning
- 4.8 Rendering
- 5 Result and Discussion
- 6 Conclusion
- References
- Simulation System Based on Augmented Reality for Optimization of Training Tactics on Military Operations
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Our Approach
- 4 Results and Discussion
- 5 Conclusions and Future Work
- References
- Development of Practical Tasks in Physics with Elements of Augmented Reality for Secondary Educational Institutions
- Abstract
- 1 Introduction
- 2 Related Works in the Field of Development and Introduction of Computer Learning Systems Based on the Augmented Reality
- 3 Software Support of the Project
- 4 Main Scientific Results
- 5 Conclusion
- Acknowledgments
- References
- ARtour: Augmented Reality-Based Game to Promote Agritourism
- Abstract
- 1 Introduction
- 2 Related Work
- 3 ARtour
- 3.1 Concept of the Project
- 3.2 Description
- 4 Learning Scenarios
- 4.1 Aquaponics
- 4.2 Subsistence Crops
- 5 Case Studies
- 5.1 Participants
- 5.2 Experimental Instruments
- 6 Results
- 6.1 RQ1: What Is the Effect of an Augmented Reality-Based Educational Game on Users Learning Gains in Real-World Observations?
- 6.2 RQ2: Are There Statistically Significant Differences in the Users' Motivation According to the Learning Scenario They Use?
- 6.3 RQ3: What Is the Degree of User Satisfaction After Using the ARtour Application in Outdoor Learning Scenarios?
- 7 Conclusion and Future Work
- Acknowledgement
- References
- Robust Outdoors Marker-Based Augmented Reality Applications: Mitigating the Effect of Lighting Sensitivity
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 FoV Estimation in Sensor-Based AR Applications
- 2.2 Marker-Based AR Architectural Heritage Guide Application
- 3 Supporting Marker-Based AR Applications Under Non-uniform Lighting Conditions
- 4 Conclusion
- References
- Computer Graphics
- Write-Once, Transpile-Everywhere: Re-using Motion Controllers of Virtual Humans Across Multiple Game Engines
- 1 Introduction
- 2 Related Work
- 3 Development Pipeline and Software Architecture
- 4 Motion Controllers
- 5 Performance Tests
- 6 Conclusions and Future Work
- References
- Non-photorealistic Rendering and Sketching Supported by GPU
- Abstract
- 1 Introduction
- 2 Sketching
- 2.1 Edge Identification Methods for Sketching
- 2.2 Detection Edges in Raster Image
- 2.3 Determining the Spatial Scene Silhouette
- 3 Stroke Generation
- 3.1 Finding Adjacent Surfaces Forming Edges
- 3.2 Removing Duplicate Edges
- 3.3 Removing Invisible Edges
- 3.4 Removing Minor Edges
- 3.5 The Final Artist-Made-like Visualization of Strokes Based on Strokes and Their Subsequent Rounding
- 4 Hardware Support of Methods
- 4.1 Generation a Depth Mask
- 4.2 Finding the Silhouette
- 4.3 Segmentation
- 4.4 Pre-processing of Strokes
- 4.5 Drawing of Strokes
- 4.6 Optimization of Calculations
- 4.7 GPU Programming Interface
- 5 Results
- 5.1 Visual Evaluation and Control
- 5.2 Computational Complexity
- 6 Conclusion and Future Work
- Acknowledgements
- References
- The Effect of Gait Parameters on the Perception of Animated Agents' Personality
- Abstract
- 1 Introduction
- 2 Animated Agents with Personality
- 3 The Five-Factor Model of Personality
- 4 The Role of Non-verbal Cues in the Expression of Personality
- 5 Methodology
- 5.1 Video Stimuli
- 5.2 Subjects
- 5.3 Experimental Setup
- 6 Findings
- 7 Conclusion and Future Work
- Acknowledgements
- References
- Vulkan Abstraction Layer for Large Data Remote Rendering System
- 1 Introduction
- 2 Vulkan API Abstraction Layer
- 2.1 Program Manager
- 2.2 Allocation Manager
- 2.3 Descriptor Pool
- 2.4 Queue Families
- 3 Use Case: Remote Rendering
- 3.1 System Architecture
- 3.2 Rendering Example
- 4 Evaluation and Results
- 5 Conclusions and Future Work
- References
- Using Applications and Tools to Visualize ab initio Calculations Performed in VASP
- Abstract
- 1 Introduction
- 2 Computational Details
- 3 Visualization
- 4 Conclusions
- Acknowledgment
- References
- Secure Lossy Image Compression via Adaptive Vector Quantization
- Abstract
- 1 Introduction
- 2 Adaptive Vector Quantization
- 3 Secure, Lossy, Image Compression via the AVQ Algorithm
- 4 Preliminary Results
- 5 Conclusion and Future Works
- Acknowledgements
- References
- Trivial Algorithm for Interactive Water Simulation
- Abstract
- 1 Introduction
- 2 Current Methods
- 3 Proposed Solution
- 3.1 Calculation of the Four-Component Inertia
- 3.2 Final Water Level Calculation
- 3.3 Results
- 4 Conclusion
- Acknowledgements
- References
- Correction to: Virtual Environments to Stimulate Skills in the Early Childhood Education Stage
- Correction to: Chapter "Virtual Environments to Stimulate Skills in the Early Childhood Education Stage" in: L. T. De Paolis and P. Bourdot (Eds.): Augmented Reality, Virtual Reality, and Computer Graphics, LNCS 10850, https://doi.org/10.1007/978-3-319-95270-3_24
- Author Index
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