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Related papers: Hypernom: Mapping VR Headset Orientation to S^3

200 papers

Humans constantly interact with objects in daily life tasks. Capturing such processes and subsequently conducting visual inferences from a fixed viewpoint suffers from occlusions, shape and texture ambiguities, motions, etc. To mitigate the…

Computer Vision and Pattern Recognition · Computer Science 2022-12-16 Juze Zhang , Haimin Luo , Hongdi Yang , Xinru Xu , Qianyang Wu , Ye Shi , Jingyi Yu , Lan Xu , Jingya Wang

In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming…

Many researchers have developed VR systems for people with visual impairments by using various audio feedback techniques. However, there has been much less study of collaborative VR systems in which people with visual impairments and people…

Human-Computer Interaction · Computer Science 2021-04-01 Hojun Aan , Sangsun Han , Hyeonkyu Kim , Jimoon Kim , Pilhyoun Yoon , Kibum Kim

We present SGoLAM, short for simultaneous goal localization and mapping, which is a simple and efficient algorithm for Multi-Object Goal navigation. Given an agent equipped with an RGB-D camera and a GPS/Compass sensor, our objective is to…

Computer Vision and Pattern Recognition · Computer Science 2021-10-15 Junho Kim , Eun Sun Lee , Mingi Lee , Donsu Zhang , Young Min Kim

We describe our initial explorations in simulating non-euclidean geometries in virtual reality. Our simulations of three-dimensional hyperbolic space are available at http://h3.hypernom.com.

History and Overview · Mathematics 2017-02-15 Vi Hart , Andrea Hawksley , Elisabetta A. Matsumoto , Henry Segerman

Object goal navigation aims to steer an agent towards a target object based on observations of the agent. It is of pivotal importance to design effective visual representations of the observed scene in determining navigation actions. In…

Computer Vision and Pattern Recognition · Computer Science 2021-05-21 Heming Du , Xin Yu , Liang Zheng

Neural volumetric representations have become a widely adopted model for radiance fields in 3D scenes. These representations are fully implicit or hybrid function approximators of the instantaneous volumetric radiance in a scene, which are…

Computer Vision and Pattern Recognition · Computer Science 2023-05-09 Yuval Bahat , Yuxuan Zhang , Hendrik Sommerhoff , Andreas Kolb , Felix Heide

Higher-dimensional spaces are ubiquitous in applications of mathematics. Yet, as we live in a three-dimensional space, visualizing, say, a four-dimensional space is challenging. We introduce a novel method of interactive visualization of…

Graphics · Computer Science 2021-10-04 Eryk Kopczyński , Dorota Celińska-Kopczyńska

We present an interactive game which challenges a single player to match 3-dimensional polytopes to their planar nets. It is open source, and it runs in standard web browsers

History and Overview · Mathematics 2019-07-08 Michael Joswig , Georg Loho , Benjamin Lorenz , Rico Raber

Navigation has been classically solved in robotics through the combination of SLAM and planning. More recently, beyond waypoint planning, problems involving significant components of (visual) high-level reasoning have been explored in…

Robotics · Computer Science 2024-01-26 Assem Sadek , Guillaume Bono , Boris Chidlovskii , Atilla Baskurt , Christian Wolf

Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…

Human-Computer Interaction · Computer Science 2020-08-07 Andrey Krekhov , Daniel Preuß , Sebastian Cmentowski , Jens Krüger

We present the Virtual Human Benchmark (VHB) game to evaluate and improve physical and cognitive acuity. VHB simulates in 3D the BATAK lightboard game, which is designed to improve physical reaction and hand-eye coordination, on the…

Human-Computer Interaction · Computer Science 2023-08-04 Blooma John , Ramanathan Subramanian , Jayan Chirayath Kurian

This study is concerned with the application of virtual reality (VR) in rehabilitation programs for faulty neck posture which is a primary source of neck pain (NP). The latter is a highly prevalent musculoskeletal disorder that is…

Human-Computer Interaction · Computer Science 2023-12-25 Aliaa Rehan Youssef , Mohammed Gumaa , Ahmad Al-Kabbany

This paper presents an innovative pseudo-haptic model for weight simulation in virtual reality (VR) environments. By integrating visual feedback with voluntary exerted force through a passive haptic glove, the model creates haptic illusions…

Human-Computer Interaction · Computer Science 2024-11-11 Woan Ning Lim , Edric Yi Junn Leong , Yun Li Lee , Kian Meng Yap

We report 3D-printed acoustic holographic lenses for the formation of ultrasonic fields of complex spatial distribution inside the skull. Using holographic lenses, we experimentally, numerically and theoretically produce acoustic beams…

Reconstructing both objects and hands in 3D from a single RGB image is complex. Existing methods rely on manually defined hand-object constraints in Euclidean space, leading to suboptimal feature learning. Compared with Euclidean space,…

Computer Vision and Pattern Recognition · Computer Science 2023-09-07 Zhiying Leng , Shun-Cheng Wu , Mahdi Saleh , Antonio Montanaro , Hao Yu , Yin Wang , Nassir Navab , Xiaohui Liang , Federico Tombari

In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We…

Human-Computer Interaction · Computer Science 2016-04-21 Stefan Marks , Javier E. Estevez , Andy M. Connor

Due to the inter- and intra- variation of respiratory motion, it is highly desired to provide real-time volumetric images during the treatment delivery of lung stereotactic body radiation therapy (SBRT) for accurate and active motion…

Previously we have shown that three-dimensional concepts are more readily learned in a three-dimensional context. Although VR headsets are growing in popularity, they only provide a quite limited field of view, and each person in a group…

Physics Education · Physics 2025-12-19 Patricia H Reiff , Carolyn Sumners

When humans perform a task, such as playing a game, they selectively pay attention to certain parts of the visual input, gathering relevant information and sequentially combining it to build a representation from the sensory data. In this…

Artificial Intelligence · Computer Science 2018-07-26 Khimya Khetarpal , Doina Precup