相关论文: Focus360: Guiding User Attention in Immersive Vide…
Within the expansive domain of virtual reality (VR), 360{\deg} VR videos immerse viewers in a spherical environment, allowing them to explore and interact with the virtual world from all angles. While this video representation offers…
Current gaze input methods for VR headsets predominantly utilize the gaze ray as a pointing cursor, often neglecting depth information in it. This study introduces FocusFlow, a novel gaze interaction technique that integrates focal depth…
Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…
360{\deg} video provides an immersive experience for viewers, allowing them to freely explore the world by turning their head. However, creating high-quality 360{\deg} video content can be challenging, as viewers may miss important events…
360-degree video has become increasingly popular in content consumption. However, finding the viewing direction for important content within each frame poses a significant challenge. Existing approaches rely on either viewer input or…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
Virtual reality has been gaining popularity in recent years caused by the proliferation of affordable consumer-grade devices such as Oculus Rift, HTC Vive, and Samsung VR. Amongst the various VR applications, 360{\deg} video streaming is…
In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the…
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same,…
User engagement is greatly enhanced by fully immersive multi-modal experiences that combine visual and auditory stimuli. Consequently, the next frontier in VR/AR technologies lies in immersive volumetric videos with complete scene capture,…
In this article, we have proposed an educational learning material model using 360-degree environment on web-based platform by personalizing the learning environment as per user surf the web. Virtual Machinery Workshop allow an illusionary…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Mindfulness can be defined as increased awareness of and sustained attentiveness to the present moment. Recently, there has been a growing interest in the applications of mindfulness for empirical research in wellbeing and the use of…
Viewing omnidirectional images (ODIs) in virtual reality (VR) represents a novel form of media that provides immersive experiences for users to navigate and interact with digital content. Nonetheless, this sense of immersion can be greatly…
Unlike conventional videos, 360{\deg} videos give freedom to users to turn their heads, watch and interact with the content owing to its immersive spherical environment. Although these movements are arbitrary, similarities can be observed…
The growing popularity of virtual and augmented reality communications and 360{\deg} video streaming is moving video communication systems into much more dynamic and resource-limited operating settings. The enormous data volume of 360{\deg}…
We present VR PreM+, an innovative VR system designed to enhance web exploration beyond traditional computer screens. Unlike static 2D displays, VR PreM+ leverages 3D environments to create an immersive pre-learning experience. Using…
This paper presents an experiment to assess the feasibility of using secondary input data as a method of determining user engagement in immersive virtual reality (VR). The work investigates whether secondary data (biosignals) acquired from…
Predicting driver attention is a critical problem for developing explainable autonomous driving systems and understanding driver behavior in mixed human-autonomous vehicle traffic scenarios. Although significant progress has been made…
We propose to build realistic virtual worlds, called 360RVW, for large urban environments directly from 360{\deg} videos. We provide an interface for interactive exploration, where users can freely navigate via their own avatars. 360{\deg}…