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Virtual Roommates in Multiple Shared Spaces
Citations: | 1 - 0 self |
Citations
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Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction
- Cheok, Fong, et al.
- 2003
(Show Context)
Citation Context ...nications in everyday life? In the past few years, a number of projects demonstrated examples of meaningful interaction between real and virtual environments: Human Pacman Augmented Reality (AR) game =-=[7]-=-, AR Façade [8], AR Second Life [15]. In these projects, life-size virtual characters were brought to real-life environments, both indoors and outdoors. Conversely, techniques were developed that allo... |
20 |
Radar: An in-building user location and tracking system
- Bahl, Padmanabhan
(Show Context)
Citation Context ...rson looses contact with the carpet surface, for example, when sitting on a chair or a sofa. Radio-frequency identification (RFID) can also be used for tracking a person’s location within large areas =-=[2, 3]-=-. As reported by Becker et al. [3], a person wearing a belt-mounted antenna device can be reliably localized in 20 cm range from passive RFID tags, placed in the environment. Their system was successf... |
17 | Bridging the gaps: Hybrid tracking for adaptive mobile augmented reality
- Hallaway, Feiner, et al.
- 2004
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Citation Context ...e only serious issue with this solution is the price of the tracking system. Combining tracking technologies with multiple sensor fusion provides an alternative solution to the 6 DOF tracking problem =-=[11, 26]-=-. For example, in a system developed by Tenmoku and colleagues [32], five wearable sensors are used: a head-mounted camera, an inertial InterTrax2 sensor, an IrDA receiver, an RFID tag reader and a pe... |
14 |
Roadmap-based path planning - using the Voronoi diagram for a clearance-based shortest path
- Bhattacharya, Gavrilova
- 2008
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Citation Context ...ns to the path planning problem differ fundamentally, depending on the space representation, the task at hand and the connectivity model of the space. The recent article by Bhattacharya and Gavrilova =-=[4]-=- classifies the main approaches to path planning as: (a) the roadmap method, (b) the cell decomposition method and (c) the potential field method. The roadmap method captures the connectivity of the f... |
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Hmd/headset/vr-helmet comparison chart
- Bungert
- 2008
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Citation Context ...e most challenging part of the process of reconstruction of user presence. Most commercially available head mounted displays (HMD) are still too bulky and heavy to wear for an extended period of time =-=[6]-=-. Monocle-style displays manufactured by Creative Display Systems and Tek Gear may offer a more comfortable alternative, provided that wireless configurations will eventually appear on the market. The... |
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G.: Utilizing RFIDs for Location Aware Computing
- Huber
(Show Context)
Citation Context ...rson looses contact with the carpet surface, for example, when sitting on a chair or a sofa. Radio-frequency identification (RFID) can also be used for tracking a person’s location within large areas =-=[2, 3]-=-. As reported by Becker et al. [3], a person wearing a belt-mounted antenna device can be reliably localized in 20 cm range from passive RFID tags, placed in the environment. Their system was successf... |
5 |
The End of Hardware: A Novel Approach to Augmented Reality. BookSurge
- Hainich
- 2006
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Citation Context ...ays allow to attach them onto a pair of conventional sun-glasses. A comprehensive review of available wearable headset and discussion of trends in display technologies may be founds in Hainich’s book =-=[10]-=-. Recently, Sensics Inc, a manufacturer of high-end panoramic HMDs, announced a new line of products that will provide a lowlatency high definition wireless video link, compatible with all Sensics’ he... |
3 | Styles of play in immersive and interactive story: Case studies from a gallery installation of AR Façade
- Dow, MacIntyre, et al.
(Show Context)
Citation Context ...eryday life? In the past few years, a number of projects demonstrated examples of meaningful interaction between real and virtual environments: Human Pacman Augmented Reality (AR) game [7], AR Façade =-=[8]-=-, AR Second Life [15]. In these projects, life-size virtual characters were brought to real-life environments, both indoors and outdoors. Conversely, techniques were developed that allowed to insert u... |
1 |
Virtual World Platform, by Avatar-Reality
- Mars
(Show Context)
Citation Context ...ne, where Alice and her room are real and Bob’s avatar is virtual. The contour of Bob’s avatar is high-lighted, to indicate its virtual nature. The scene was staged and rendered in Blue Mars platform =-=[5]-=-. "bedroom door", "refrigerator", "cooking range", "dining table" As soon as Bob is localized with respect to the closest anchor, this information is transmitted to the receiving end (Alice’s place), ... |
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The Homunculus Project, Albuquerque High Performance Computing
- engine
- 2002
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Citation Context ... office. For this test, no collision detection was implemented. Both prototypes were developed using Flatland, an open source VR system, developed at the Albuquerque High Performance Computing Center =-=[9]-=-. 6 CONCLUSIONS The borderline between real and virtual worlds is getting increasingly fuzzy. People begin to live their alternative lives in VR: make friends and enemies, express themselves creativel... |