首页 > 最新文献

Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology最新文献

英文 中文
Measuring physical exertion in virtual reality exercise games 在虚拟现实运动游戏中测量体力消耗
Nikesh Mishra, Eelke Folmer
We demonstrate a novel method of applying the capabilities of mobile virtual reality technology to the health sciences by measuring physical exertion in a VR exercise game. By measuring changes in heart rate in a thirteen person user study, we find evidence to suggest that virtual reality exercise is able to induce a moderate to high level of physical exertion and produce an immersive an intriguing experience.
我们展示了一种将移动虚拟现实技术应用于健康科学的新方法,通过测量VR运动游戏中的体力消耗。在一项13人的用户研究中,通过测量心率的变化,我们发现有证据表明,虚拟现实运动能够诱导中度到高水平的体力消耗,并产生一种身临其境的有趣体验。
{"title":"Measuring physical exertion in virtual reality exercise games","authors":"Nikesh Mishra, Eelke Folmer","doi":"10.1145/3281505.3281611","DOIUrl":"https://doi.org/10.1145/3281505.3281611","url":null,"abstract":"We demonstrate a novel method of applying the capabilities of mobile virtual reality technology to the health sciences by measuring physical exertion in a VR exercise game. By measuring changes in heart rate in a thirteen person user study, we find evidence to suggest that virtual reality exercise is able to induce a moderate to high level of physical exertion and produce an immersive an intriguing experience.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130943545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
High color-fidelity display using a modified projector 使用改进的投影仪显示高色彩保真度
Yuqi Li
A high color-fidelity display provides accurate spectral reproduction to reduce observer metamerism. In this poster, we implement a multispectral projection display using a modified projector. The modification only requires adding a lens array on the projection optical path to creates multiple copies of images and using color filters to create new primaries. To produce the new primaries with high throughput and low correlation, we proposed a volume maximization-based filter selection approach. We also present an efficient multispectral rendering algorithm to compute the input values of each primary. The experiments show that our multispectral display can accurately approximate desired multispectral images and effectively reduce observer metamerism when compared with the original three primaries projection display.
一个高色彩保真度的显示器提供准确的光谱再现,以减少观察者的异谱现象。在这张海报中,我们使用改进的投影仪实现了一个多光谱投影显示。这种修改只需要在投影光路上增加一个透镜阵列来创建图像的多个副本,并使用滤色器来创建新的原色。为了产生高通量和低相关性的新原色,我们提出了一种基于体积最大化的滤波器选择方法。我们还提出了一种高效的多光谱绘制算法来计算每个原色的输入值。实验表明,与原三基色投影显示相比,该多光谱显示能准确地逼近所需的多光谱图像,有效地降低了观察者的异谱现象。
{"title":"High color-fidelity display using a modified projector","authors":"Yuqi Li","doi":"10.1145/3281505.3281665","DOIUrl":"https://doi.org/10.1145/3281505.3281665","url":null,"abstract":"A high color-fidelity display provides accurate spectral reproduction to reduce observer metamerism. In this poster, we implement a multispectral projection display using a modified projector. The modification only requires adding a lens array on the projection optical path to creates multiple copies of images and using color filters to create new primaries. To produce the new primaries with high throughput and low correlation, we proposed a volume maximization-based filter selection approach. We also present an efficient multispectral rendering algorithm to compute the input values of each primary. The experiments show that our multispectral display can accurately approximate desired multispectral images and effectively reduce observer metamerism when compared with the original three primaries projection display.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129910469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Deep face rotation in the wild 深脸在野外旋转
Shohei Morikawa, S. Saito
Generating face images in various directions from an image will be useful to create avatars in VR. In this paper, we introduce a new deep generative model to generate turnaround face images from an image via a latent code space with a parameter. The model was learned with a large scale image dataset annotated with attributes but not including exact target images.
从图像中生成不同方向的人脸图像将有助于在VR中创建化身。在本文中,我们引入了一种新的深度生成模型,通过带有参数的潜在代码空间从图像生成周转人脸图像。该模型是用标注了属性但不包含精确目标图像的大规模图像数据集学习的。
{"title":"Deep face rotation in the wild","authors":"Shohei Morikawa, S. Saito","doi":"10.1145/3281505.3281606","DOIUrl":"https://doi.org/10.1145/3281505.3281606","url":null,"abstract":"Generating face images in various directions from an image will be useful to create avatars in VR. In this paper, we introduce a new deep generative model to generate turnaround face images from an image via a latent code space with a parameter. The model was learned with a large scale image dataset annotated with attributes but not including exact target images.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131481807","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Texture synthesis for stable planar tracking 用于稳定平面跟踪的纹理合成
Clément Glédel, Hideaki Uchiyama, Y. Oyamada, R. Taniguchi
We propose a texture synthesis method to enhance the trackability of a target planar object by embedding natural features into the object in the object design process. To transform an input object into an easy-to-track object in the design process, we extend an inpainting method for naturally embedding the features into the texture. First, a feature-less region in an input object is extracted based on feature distribution based segmentation. Then, the region is filled by using an inpainting method with a feature-rich region searched in an object database. By using context based region search, the inpainted region can be consistent in terms of the object context while improving the feature distribution.
提出了一种纹理合成方法,通过在物体设计过程中嵌入自然特征来增强目标平面物体的可跟踪性。为了在设计过程中将输入对象转换为易于跟踪的对象,我们扩展了一种将特征自然嵌入到纹理中的inpainting方法。首先,基于特征分布的分割方法提取输入对象的无特征区域;然后,利用在对象数据库中搜索到的特征丰富的区域,利用补图方法填充该区域。通过基于上下文的区域搜索,可以使所绘制的区域在对象上下文方面保持一致,同时改善特征分布。
{"title":"Texture synthesis for stable planar tracking","authors":"Clément Glédel, Hideaki Uchiyama, Y. Oyamada, R. Taniguchi","doi":"10.1145/3281505.3283399","DOIUrl":"https://doi.org/10.1145/3281505.3283399","url":null,"abstract":"We propose a texture synthesis method to enhance the trackability of a target planar object by embedding natural features into the object in the object design process. To transform an input object into an easy-to-track object in the design process, we extend an inpainting method for naturally embedding the features into the texture. First, a feature-less region in an input object is extracted based on feature distribution based segmentation. Then, the region is filled by using an inpainting method with a feature-rich region searched in an object database. By using context based region search, the inpainted region can be consistent in terms of the object context while improving the feature distribution.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129058006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Performer vs. observer: whose comfort level should we consider when examining the social acceptability of input modalities for head-worn display? 表演者vs.观察者:在检查头戴式显示器输入方式的社会可接受性时,我们应该考虑谁的舒适程度?
F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani
The popularity of head-worn displays (HWD) technologies such as Virtual Reality (VR) and Augmented Reality (AR) headsets is growing rapidly. To predict their commercial success, it is essential to understand the acceptability of these new technologies, along with new methods to interact with them. In this vein, the evaluation of social acceptability of interactions with these technologies has received significant attention, particularly from the performer's (i.e., user's) viewpoint. However, little work has considered social acceptability concerns from observers' (i.e., spectators') perspective. Although HWDs are designed to be personal devices, interacting with their interfaces are often quite noticeable, making them an ideal platform to contrast performer and observer perspectives on social acceptability. Through two studies, this paper contrasts performers' and observers' perspectives of social acceptability interactions with HWDs under different social contexts. Results indicate similarities as well as differences, in acceptability, and advocate for the importance of including both perspectives when exploring social acceptability of emerging technologies. We provide guidelines for understanding social acceptability specifically from the observers' perspective, thus complementing our current practices used for understanding the acceptability of interacting with these devices.
虚拟现实(VR)和增强现实(AR)头显等头戴式显示器(HWD)技术的普及正在迅速增长。为了预测它们的商业成功,有必要了解这些新技术的可接受性,以及与它们交互的新方法。在这种情况下,对与这些技术交互的社会可接受性的评估受到了极大的关注,特别是从执行者(即用户)的角度来看。然而,很少有工作从观察者(即观众)的角度考虑社会可接受性。虽然hwd被设计为个人设备,但与它们的界面交互通常非常明显,使它们成为对比表演者和观察者对社会可接受性的观点的理想平台。本文通过两项研究,对比了不同社会背景下,表现者和观察者对高残障者社会可接受性互动的看法。结果表明了可接受性的相似性和差异性,并提倡在探索新兴技术的社会可接受性时包括两种观点的重要性。我们提供了从观察者的角度来理解社会可接受性的指导方针,从而补充了我们目前用于理解与这些设备交互的可接受性的实践。
{"title":"Performer vs. observer: whose comfort level should we consider when examining the social acceptability of input modalities for head-worn display?","authors":"F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani","doi":"10.1145/3281505.3281541","DOIUrl":"https://doi.org/10.1145/3281505.3281541","url":null,"abstract":"The popularity of head-worn displays (HWD) technologies such as Virtual Reality (VR) and Augmented Reality (AR) headsets is growing rapidly. To predict their commercial success, it is essential to understand the acceptability of these new technologies, along with new methods to interact with them. In this vein, the evaluation of social acceptability of interactions with these technologies has received significant attention, particularly from the performer's (i.e., user's) viewpoint. However, little work has considered social acceptability concerns from observers' (i.e., spectators') perspective. Although HWDs are designed to be personal devices, interacting with their interfaces are often quite noticeable, making them an ideal platform to contrast performer and observer perspectives on social acceptability. Through two studies, this paper contrasts performers' and observers' perspectives of social acceptability interactions with HWDs under different social contexts. Results indicate similarities as well as differences, in acceptability, and advocate for the importance of including both perspectives when exploring social acceptability of emerging technologies. We provide guidelines for understanding social acceptability specifically from the observers' perspective, thus complementing our current practices used for understanding the acceptability of interacting with these devices.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128978501","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 39
Interactive virtual exhibition: creating custom virtual art galleries using web technologies 交互式虚拟展览:使用网络技术创建定制的虚拟艺术画廊
Saadiq K. Shaik, Kyungjin Yoo
This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.
本文介绍了一个通过网络访问的沉浸式3D虚拟现实应用程序,允许用户创建自己的自定义虚拟艺术画廊。该应用程序允许用户根据时间范围或国家选择画作,然后它会动态生成3D虚拟展览。展品的各种功能可以定制,如地板纹理和墙壁颜色。用户还可以保存他们的展品,以便与其他人共享。
{"title":"Interactive virtual exhibition: creating custom virtual art galleries using web technologies","authors":"Saadiq K. Shaik, Kyungjin Yoo","doi":"10.1145/3281505.3281619","DOIUrl":"https://doi.org/10.1145/3281505.3281619","url":null,"abstract":"This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122644268","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Hand motion prediction for just-in-time thermo-haptic feedback 即时热触觉反馈的手部运动预测
G. Chernyshov, Kirill Ragozin, Cedric Caremel, K. Kunze
This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between the user action and onset of the thermal feedback using Machine Learning for user motion prediction. Second is the design of compact but efficient water cooling system necessary to provide cold sensations using peltier elements. Presented thermal display is wearable and battery powered.
本文提出了虚拟环境中热反馈显示器的两种创新设计方案。第一个解决方案旨在消除或减少用户动作和热反馈开始之间的时间延迟,使用机器学习进行用户运动预测。其次是紧凑而高效的水冷却系统的设计,这是使用珀尔帖元件提供冷感所必需的。所展示的热显示器是可穿戴和电池供电的。
{"title":"Hand motion prediction for just-in-time thermo-haptic feedback","authors":"G. Chernyshov, Kirill Ragozin, Cedric Caremel, K. Kunze","doi":"10.1145/3281505.3281573","DOIUrl":"https://doi.org/10.1145/3281505.3281573","url":null,"abstract":"This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between the user action and onset of the thermal feedback using Machine Learning for user motion prediction. Second is the design of compact but efficient water cooling system necessary to provide cold sensations using peltier elements. Presented thermal display is wearable and battery powered.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121107063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Experience the dougong construction in virtual reality 在虚拟现实中体验斗拱建设
Jie Zhang, Hengxin Chen, Jiahui Wang, Mingqi Gao
Dougong is a unique culture in Chinese traditional architecture. In University, the Architectural students usually use video, pictures, and even handmade craft to learn the knowledge and culture about Dougong. However, making these complicated Dougong components by hands requires a lot of facilities. To solve these problems, this paper builds a learning application using Virtual Reality (VR) technology, where students can master how to construct Dougong by interacting with the virtual models. In addition to learning module, the application creates a simulated scene showing students the great charm and design ideas of ancient Chinese buildings. The comparison experiments indicate that the students learning via VR-based application identify more Dougong components and their placement than those learning via conventional teaching.
斗拱是中国传统建筑中独特的文化。在大学里,建筑系的学生通常使用视频,图片,甚至手工制作来学习有关斗拱的知识和文化。然而,手工制作这些复杂的斗拱部件需要大量的设备。为了解决这些问题,本文利用虚拟现实(VR)技术构建了一个学习应用程序,学生可以通过与虚拟模型的交互来掌握如何构建斗拱。除了学习模块,该应用程序还创建了一个模拟场景,向学生展示中国古代建筑的巨大魅力和设计理念。对比实验表明,通过虚拟现实应用学习的学生比通过传统教学学习的学生能识别出更多的斗拱成分及其位置。
{"title":"Experience the dougong construction in virtual reality","authors":"Jie Zhang, Hengxin Chen, Jiahui Wang, Mingqi Gao","doi":"10.1145/3281505.3281666","DOIUrl":"https://doi.org/10.1145/3281505.3281666","url":null,"abstract":"Dougong is a unique culture in Chinese traditional architecture. In University, the Architectural students usually use video, pictures, and even handmade craft to learn the knowledge and culture about Dougong. However, making these complicated Dougong components by hands requires a lot of facilities. To solve these problems, this paper builds a learning application using Virtual Reality (VR) technology, where students can master how to construct Dougong by interacting with the virtual models. In addition to learning module, the application creates a simulated scene showing students the great charm and design ideas of ancient Chinese buildings. The comparison experiments indicate that the students learning via VR-based application identify more Dougong components and their placement than those learning via conventional teaching.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116032965","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Effects of haptic texture rendering modalities on realism 触觉纹理渲染方式对真实感的影响
Sunghwan Shin, Seungmoon Choi
In haptics, two major modalities, force and vibration, are used to model real textures and recreate them in a virtual environment. This paper compares the perceptual advantages and disadvantages between the two approaches by a user study. In particular, the perceptual similarity of a virtual texture to a real texture is rated using five criteria of geometry, roughness, hardness, friction and overall similarity. These categorical comparisons allowed us to provide general guidelines to appropriate uses of the two approaches.
在触觉学中,两种主要的模式,力和振动,被用来模拟真实的纹理,并在虚拟环境中重建它们。本文通过对用户的研究,比较了这两种方法在感知上的优缺点。特别是,虚拟纹理与真实纹理的感知相似性使用几何,粗糙度,硬度,摩擦和整体相似性五个标准进行评级。这些分类比较使我们能够提供适当使用这两种方法的一般指导方针。
{"title":"Effects of haptic texture rendering modalities on realism","authors":"Sunghwan Shin, Seungmoon Choi","doi":"10.1145/3281505.3281520","DOIUrl":"https://doi.org/10.1145/3281505.3281520","url":null,"abstract":"In haptics, two major modalities, force and vibration, are used to model real textures and recreate them in a virtual environment. This paper compares the perceptual advantages and disadvantages between the two approaches by a user study. In particular, the perceptual similarity of a virtual texture to a real texture is rated using five criteria of geometry, roughness, hardness, friction and overall similarity. These categorical comparisons allowed us to provide general guidelines to appropriate uses of the two approaches.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116780155","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Interactive virtual exhibition: creating custom virtual art galleries using web technologies 交互式虚拟展览:使用网络技术创建定制的虚拟艺术画廊
Saadiq K. Shaik, Kyungjin Yoo
This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.
本文介绍了一个通过网络访问的沉浸式3D虚拟现实应用程序,允许用户创建自己的自定义虚拟艺术画廊。该应用程序允许用户根据时间范围或国家选择画作,然后它会动态生成3D虚拟展览。展品的各种功能可以定制,如地板纹理和墙壁颜色。用户还可以保存他们的展品,以便与其他人共享。
{"title":"Interactive virtual exhibition: creating custom virtual art galleries using web technologies","authors":"Saadiq K. Shaik, Kyungjin Yoo","doi":"10.1145/3281505.3281579","DOIUrl":"https://doi.org/10.1145/3281505.3281579","url":null,"abstract":"This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126404692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
期刊
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1