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Displaying 1-38 out of 38 total
Analysis of IR-based virtual reality tracking using multiple Kinects
Found in: Virtual Reality Conference, IEEE
By Srivishnu Satyavolu,Gerd Bruder,Pete Willemsen,Frank Steinicke
Issue Date:March 2012
pp. 149-150
This article presents an analysis of using multiple Microsoft Kinects to track users in a VR system. More specifically, we analyse the capability of Kinects to track infrared points for use in VR applications. Multiple Kinect sensors may serve as a low cos...
 
A taxonomy for deploying redirection techniques in immersive virtual environments
Found in: Virtual Reality Conference, IEEE
By Evan A. Suma,Gerd Bruder,Frank Steinicke,David M. Krum,Mark Bolas
Issue Date:March 2012
pp. 43-46
Natural walking can provide a compelling experience in immersive virtual environments, but it remains an implementation challenge due to the physical space constraints imposed on the size of the virtual world. The use of redirection techniques is a promisi...
 
Change Blindness Phenomena for Virtual Reality Display Systems
Found in: IEEE Transactions on Visualization and Computer Graphics
By Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Pete Willemsen
Issue Date:September 2011
pp. 1223-1233
In visual perception, change blindness describes the phenomenon that persons viewing a visual scene may apparently fail to detect significant changes in that scene. These phenomena have been observed in both computer-generated imagery and real-world scenes...
 
Natural Perspective Projections for Head-Mounted Displays
Found in: IEEE Transactions on Visualization and Computer Graphics
By Frank Steinicke, Gerd Bruder, Scott Kuhl, Pete Willemsen, Markus Lappe, Klaus H. Hinrichs
Issue Date:July 2011
pp. 888-899
The display units integrated in today's head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE ...
 
Change blindness phenomena for stereoscopic projection systems
Found in: Virtual Reality Conference, IEEE
By Frank Steinicke,Gerd Bruder,Klaus Hinrichs,Pete Willemsen
Issue Date:March 2010
pp. 187-194
In visual perception, change blindness describes the phenomenon that persons viewing a visual scene may apparently fail to detect significant changes in that scene. These phenomena have been observed in both computer generated imagery and real-world scenes...
 
Immersive virtual studio for architectural exploration
Found in: 3D User Interfaces
By Gerd Bruder, Frank Steinicke, Dimitar Valkov, Klaus Hinrichs
Issue Date:March 2010
pp. 125-126
Architects use a variety of analog and digital tools and media to plan and design constructions. Immersive virtual reality (VR) technologies have shown great potential for architectural design, especially for exploration and review of design proposals. In ...
 
A multi-touch enabled human-transporter metaphor for virtual 3D traveling
Found in: 3D User Interfaces
By Dimitar Valkov, Frank Steinicke, Gerd Bruder, Klaus Hinrichs
Issue Date:March 2010
pp. 79-82
In this tech-note we demonstrate how multi-touch hand gestures in combination with foot gestures can be used to perform navigation tasks in interactive 3D environments. Geographic Information Systems (GIS) are well suited as a complex testbed for evaluatio...
 
Enhancing Presence in Head-Mounted Display Environments by Visual Body Feedback Using Head-Mounted Cameras
Found in: Cyberworlds, International Conference on
By Gerd Bruder, Frank Steinicke, Kai Rothaus, Klaus Hinrichs
Issue Date:September 2009
pp. 43-50
A fully-articulated visual representation of a user in an immersive virtual environment (IVE) can enhance the user's subjective sense of feeling present in the virtual world. Usually this requires the user to wear a full-body motion capture suit to track r...
 
About Two Physical Interaction Metaphors: Narrowing the Gap between the Real and the Virtual World
Found in: International Symposium on Ubiquitous Virtual Reality
By Antonio Krüger, Johannes Schöning, Frank Steinicke, Markus Löchtefeld, Michael Rohs
Issue Date:July 2009
pp. 11-14
In this paper we present ideas that can help to close the gap between virtual reality and embedded interaction, which are usually assumed to be the two extremes of a dimension that describes mixed reality interaction. We present our preliminary ideas on su...
 
Estimation of Detection Thresholds for Redirected Walking Techniques
Found in: IEEE Transactions on Visualization and Computer Graphics
By Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Frenz, Markus Lappe
Issue Date:January 2010
pp. 17-27
In immersive virtual environments (IVEs), users can control their virtual viewpoint by moving their tracked head and walking through the real world. Usually, movements in the real world are mapped one-to-one to virtual camera motions. With redirection tech...
 
Does a Gradual Transition to the Virtual World increase Presence?
Found in: Virtual Reality Conference, IEEE
By Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Anthony Steed, Alexander L. Gerlach
Issue Date:March 2009
pp. 203-210
In order to increase a user's sense of presence in an artificial environment some researchers propose a gradual transition from reality to the virtual world instead of immersing users into the virtual world directly. One approach is to start the VR experie...
 
Arch-Explore: A natural user interface for immersive architectural walkthroughs
Found in: 3D User Interfaces
By Gerd Bruder, Frank Steinicke, Klaus H. Hinrichs
Issue Date:March 2009
pp. 75-82
In this paper we propose the Arch-Explore user interface, which supports natural exploration of architectural 3D models at different scales in a real walking virtual reality (VR) environment such as head-mounted display (HMD) or CAVE setups. We discuss in ...
 
Poster: A virtual body for augmented virtuality by chroma-keying of egocentric videos
Found in: 3D User Interfaces
By Frank Steinicke, Gerd Bruder, Kai Rothaus, Klaus Hinrichs
Issue Date:March 2009
pp. 125-126
A fully-articulated visual representation of oneself in an immersive virtual environment has considerable impact on the subjective sense of presence in the virtual world. Therefore, many approaches address this challenge and incorporate a virtual model of ...
 
Poster: Interscopic multi-touch surfaces: Using bimanual interaction for intuitive manipulation of spatial data
Found in: 3D User Interfaces
By Johannes Schoning, Frank Steinicke, Antonio Kruger, Klaus Hinrichs
Issue Date:March 2009
pp. 127-128
In recent years visualization of and interaction with 3D data have become more and more popular and widespread due to the requirements of numerous application areas. Two-dimensional desktop systems are often limited in cases where natural and intuitive int...
 
Scene-Motion Thresholds Correlate with Angular Head Motions for Immersive Virtual Environments
Found in: International Conference on Advances in Computer-Human Interaction
By Jason Jerald, Frank Steinicke, Mary Whitton
Issue Date:February 2009
pp. 69-74
To better understand motion perception in immersive virtual environments, we conducted a user study to quantify perception of scene motion as subjects yawed their heads. We measured psychometric functions of scene-velocity thresholds for different head mot...
 
Taxonomy and Implementation of Redirection Techniques for Ubiquitous Passive Haptic Feedback
Found in: Cyberworlds, International Conference on
By Frank Steinicke, Gerd Bruder, Luv Kohli, Jason Jerald, Klaus Hinrichs
Issue Date:September 2008
pp. 217-223
Traveling through immersive virtual environments (IVEs) by means of real walking is an important activity to increase naturalness of VR-based interaction. However, the size of the virtual world often exceeds the size of the tracked space so that a straight...
 
A Multiple View System for Modeling Building Entities
Found in: Coordinated and Multiple Views in Exploratory Visualization, International Conference on
By Frank Steinicke, Timo Ropinski, Klaus Hinrichs, Gerd Bruder
Issue Date:July 2006
pp. 69-78
Modeling virtual buildings is an essential task in the city planning domain whereas several aspects have essential influence. Planners have to deal with different types of potentially multiform datasets; moreover they have to consider certain guidelines an...
 
Grab-and-Throw Metaphor: Adapting Desktop-based Interaction Paradigms to Virtual Reality
Found in: 3D User Interfaces
By Frank Steinicke, Klaus Hinrichs
Issue Date:March 2006
pp. 83-86
<p>The drag-and-drop metaphor is one of the most common direct interaction metaphors used in desktop-based environments. This direct interaction paradigm enables an intuitive method to apply actions by associating iconic representation of objects to ...
 
SmurVEbox: a smart multi-user real-time virtual environment for generating character animations
Found in: Proceedings of the Virtual Reality International Conference: Laval Virtual (VRIC '13)
By Frank Steinicke, Gerd Bruder, Rüdiger Beimler
Issue Date:March 2013
pp. 1-7
Animating virtual characters is a complex task, which requires professional animators and performers, expensive motion capture systems, or considerable amounts of time to generate convincing results. In this paper we introduce the SmurVEbox, which is a cos...
     
smARTbox: out-of-the-box technologies for interactive art and exhibition
Found in: Proceedings of the 2012 Virtual Reality International Conference (VRIC '12)
By Frank Steinicke, Gerd Bruder, Marc E. Latoschik, Martin Fischbach
Issue Date:March 2012
pp. 1-7
Recent developments in the fields of interactive display technologies provide new possibilities for engaging visitors in interactive three-dimensional virtual art exhibitions. Tracking and interaction technologies such as the Microsoft Kinect and emerging ...
     
Perceptually inspired methods for naturally navigating virtual worlds
Found in: SIGGRAPH Asia 2011 Courses (SA '11)
By Anatole Lecuyer, Betty Mohler, Frank Steinicke, Mary C. Whitton
Issue Date:December 2011
pp. 1-193
In recent years many advances have enabled users to naturally navigate large-scale graphical worlds. The entertainment industry is increasingly providing visual and body-based cues to users to increase the natural feel of their navigational experience. So ...
     
Jumping through immersive video games
Found in: SIGGRAPH Asia 2011 Posters (SA '11)
By Benjamin Bolte, Frank Steinicke, Gerd Bruder
Issue Date:December 2011
pp. 1-1
Novel user interfaces such as the Microsoft Kinect allow users to actively move their body in order to interact with immersive video games. Hence, users may navigate by using natural, multimodal methods of generating self-motions. For instance, [LaViola an...
     
Realistic perspective projections for virtual objects and environments
Found in: ACM Transactions on Graphics (TOG)
By Frank Steinicke, Gerd Bruder, Scott Kuhl
Issue Date:October 2011
pp. 1-10
Computer graphics systems provide sophisticated means to render virtual 3D space to 2D display surfaces by applying planar geometric projections. In a realistic viewing condition the perspective applied for rendering should appropriately account for the vi...
     
Evaluation of field of view calibration techniques for head-mounted displays
Found in: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization (APGV '11)
By Carolin Walter, Frank Steinicke, Gerd Bruder, Mathias Moehring
Issue Date:August 2011
pp. 125-125
In this poster we present a comparison of two calibration techniques that allow to determine the field of view (FOV) for immersive head-mounted displays (HMDs).
     
2d touching of 3d stereoscopic objects
Found in: Proceedings of the 2011 annual conference on Human factors in computing systems (CHI '11)
By Dimitar Valkov, Frank Steinicke, Gerd Bruder, Klaus Hinrichs
Issue Date:May 2011
pp. 1353-1362
Recent developments in the area of touch and display technologies have suggested to combine multi-touch systems and stereoscopic visualization. Stereoscopic perception requires each eye to see a slightly different perspective of the same scene, which resul...
     
Augmentation techniques for efficient exploration in head-mounted display environments
Found in: Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology (VRST '10)
By Benjamin Bolte, Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Markus Lappe
Issue Date:November 2010
pp. 11-18
Physical characteristics and constraints of today's head-mounted displays (HMDs) often impair interaction in immersive virtual environments (VEs). For instance, due to the limited field of view (FOV) subtended by the display units in front of the user's ey...
     
Perception of perspective distortions of man-made virtual objects
Found in: ACM SIGGRAPH 2010 Posters (SIGGRAPH '10)
By Frank Steinicke, Gerd Bruder, Scott Kuhl
Issue Date:July 2010
pp. 1-1
In computer graphics one is often concerned with representing 3D objects on 2D displays, which provide often only a limited display field of view (DFOV) to the observer. Usually, planar geometric projections, in particular linear perspective projections, a...
     
Estimation of virtual interpupillary distances for immersive head-mounted displays
Found in: Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization (APGV '10)
By Frank Steinicke, Gerd Bruder, Klaus Hinrichs
Issue Date:July 2010
pp. 168-168
Head-mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. In order to present a realistic stereoscopic view, the rendering system has to be adjusted to the characteristics of the HMD, e. g., the display'...
     
Judgment of natural perspective projections in head-mounted display environments
Found in: Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology (VRST '09)
By Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Markus Lappe, Pete Willemsen, Scott Kuhl
Issue Date:November 2009
pp. 35-42
The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE h...
     
Transitional environments enhance distance perception in immersive virtual reality systems
Found in: Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization (APGV '09)
By Brian Ries, Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Markus Lappe, Victoria Interrante
Issue Date:September 2009
pp. 19-26
Several experiments have provided evidence that ego-centric distances are perceived as compressed in immersive virtual environments relative to the real world. The principal factors responsible for this phenomenon have remained largely unknown. However, re...
     
Analyses of human sensitivity to redirected walking
Found in: Proceedings of the 2008 ACM symposium on Virtual reality software and technology (VRST '08)
By Frank Steinicke, Gerd Bruder, Harald Frenz, Jason Jerald, Markus Lappe
Issue Date:October 2008
pp. 1-2
Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. In a constant stimuli experiment with a two-a...
     
The holodeck construction manual
Found in: ACM SIGGRAPH 2008 posters (SIGGRAPH '08)
By Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Timo Ropinski
Issue Date:August 2008
pp. 110-110
As a leading sector in terms of advanced and state-of-the-art technologies, Korea's game industry has recently emerged as a high value-added industry. Overall, regardless of one's mental or emotional state, a game is controlled solely by the user's physica...
     
Sensitivity to scene motion for phases of head yaws
Found in: Proceedings of the 5th symposium on Applied perception in graphics and visualization (APGV '08)
By Frank Steinicke, Jason Jerald, Mary Whitton, Tabitha Peck
Issue Date:August 2008
pp. 113-118
In order to better understand how scene motion is perceived in immersive virtual environments and to provide guidelines for designing more useable systems, we measured sensitivity to scene motion for different phases of quasi-sinusoidal head yaw motions. W...
     
Hybrid traveling in fully-immersive large-scale geographic environments
Found in: Proceedings of the 2007 ACM symposium on Virtual reality software and technology (VRST '07)
By Frank Steinicke
Issue Date:November 2007
pp. 229-230
In this paper we present hybrid traveling concepts that enable users to navigate immersively through 3D geospatial environments displayed by arbitrary applications such as Google Earth or Microsoft Virtual Earth. We propose a framework which allows to inte...
     
Simultaneously viewing monoscopic and stereoscopic content on vertical-interlaced autostereoscopic displays
Found in: ACM SIGGRAPH 2006 Research posters (SIGGRAPH '06)
By Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Timo Ropinski
Issue Date:July 2006
pp. 68-es
Imposters are a powerful technique which has been widely used for many years in the graphics community. An imposter is a two dimensional image rendered onto a billboard which represents highly detailed geometry. Imposters can be created on the fly or pre-c...
     
Simultaneously viewing monoscopic and stereoscopic content on vertical-interlaced autostereoscopic displays
Found in: Material presented at the ACM SIGGRAPH 2006 conference (SIGGRAPH '06)
By Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Timo Ropinski
Issue Date:July 2006
pp. 68-es
Imposters are a powerful technique which has been widely used for many years in the graphics community. An imposter is a two dimensional image rendered onto a billboard which represents highly detailed geometry. Imposters can be created on the fly or pre-c...
     
A constrained road-based VR navigation technique for travelling in 3D city models
Found in: Proceedings of the 2005 international conference on Augmented tele-existence (ICAT '05)
By Frank Steinicke, Klaus Hinrichs, Timo Ropinski
Issue Date:December 2005
pp. 228-235
In this paper we propose a novel navigation metaphor for the exploration of 3D city models in virtual environments. The presented metaphor supports intuitive navigation without disorientation through 3D city models in a manner similar to travelling in the ...
     
A generic virtual reality software system's architecture and application
Found in: Proceedings of the 2005 international conference on Augmented tele-existence (ICAT '05)
By Frank Steinicke, Klaus Hinrichs, Timo Ropinski
Issue Date:December 2005
pp. 220-227
Virtual reality (VR) systems utilize additional input and output channels in order to make interaction in virtual environments (VEs) more intuitive and to increase the user's immersion into the virtual world. When developing VR applications, developers sho...
     
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