Results 121 to 130 of about 44,821 (312)
Pfeiffer T, Latoschik ME, Wachsmuth I. Evaluation of binocular eye trackers and algorithms for 3D gaze interaction in virtual reality environments. JVRB - Journal of Virtual Reality and Broadcasting.
Latoschik, Marc Erich +2 more
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Symposium on Technology, Economic and Social Applications of Distributed Intelligence (TESADI01) in IEEE International Conference on Systems, Man, and Cybernetics (SMC01), Tucson, Arizona, 07-10 October 2001This paper explores the evolution of the ...
O'Hare, G. M. P. (Greg M. P.) +6 more
core +1 more source
This study investigates young adults’ residential floor plan preferences through the Traditional 2D environment and immersive virtual environments and explores whether immersive virtual environments can more effectively identify young users’ expressed ...
Yijun Jiang +3 more
doaj +1 more source
Pancake Lenses through Curved Lamination for Compact Virtual Reality
This article presents an ultrathin VR optical system based on a 1.35 in. microdisplay, leveraging curved lamination technology. Compared to mainstream solutions, the proposed design demonstrates superior compactness (volume compression by 12%) and enhanced optical performance.
Jiaping Sun +5 more
wiley +1 more source
New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations.
Yahaya, Ros
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Benefits of virtual reality rehabilitation on neurodegenerative diseases: a systematic review
Parkinson’s disease, cognitive impairment, and multiple sclerosis are neurodegenerative conditions contributing to a huge health burden globally. Virtual reality rehabilitation has emerged as a promising intervention, but its comparative effectiveness ...
Tiantaixi Tu +7 more
doaj +1 more source
Human‐in‐the‐Loop Object Segmentation for 3D Gaussian Splatting via Finger‐based VR Interface
This study introduces a human‐in‐the‐loop segmentation framework for 3D Gaussian Splatting that integrates real‐time optimization with intuitive VR‐based finger prompting. Compared with existing automatic, learning‐based methods, it achieves significantly higher accuracy and reduced segmentation time.
Yongseok Lee +5 more
wiley +1 more source
Towards Cross-Platform Deployment of Unreal Engine-Based Virtual Reality Experiences
Virtual Reality (VR) is increasingly being adopted in industry and research. However, VR development is mostly focused on Head-Mounted Displays (HMDs), while another immersive display modality, the CAVE Automatic Virtual Environment (CAVE), receives less
Kalamkar, Snehanjali, Grubert, Jens
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EMG‐Driven Telemetry and Inference System for Fish: Pose Reconstruction and Flow Sensing
This work introduces an electromyography (EMG)‐driven telemetry framework that reconstructs body pose and infers hydrodynamic conditions in freely swimming fish. A custom 16‐channel archival system records intramuscular EMG, enabling deep‐learning models to decode joint kinematics, classify flow regimes, and reveal channel‐efficient sensing strategies.
Rahdar Hussain Afridi +7 more
wiley +1 more source
Genealogies of Immersive Media and Virtual Reality (VR) as Practical Aesthetic Machines
When virtual reality ‘first’ appeared on the scene in the 1990s, its philosophical, and even metaphysical, potentials were not lost on several authors whether they perceived them in largely dystopian terms (see Kroker 1993) or naively affirmative ones ...
Goddard, M.
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