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Displaying 1-11 out of 11 total
FlowTour: An Automatic Guide for Exploring Internal Flow Features
Found in: 2014 IEEE Pacific Visualization Symposium (PacificVis)
By Jun Ma,James Walker, Chaoli Wang,Scott Kuhl, Ching Kuang Shene
Issue Date:March 2014
pp. 25-32
We present FlowTour, a novel framework that provides an automatic guide for exploring internal flow features. Our algorithm first identifies critical regions and extracts their skeletons for feature characterization and streamline placement. We then create...
 
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 ...
 
Minification affects verbal- and action-based distance judgments differently in head-mounted displays
Found in: ACM Transactions on Applied Perception (TAP)
By Anthony Nordman, James Walker, Ruimin Zhang, Scott A. Kuhl
Issue Date:July 2012
pp. 1-13
Numerous studies report that people underestimate egocentric distances in Head-Mounted Display (HMD) virtual environments compared to real environments as measured by direct blind walking. Geometric minification, or rendering graphics with a larger field o...
     
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...
     
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...
     
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...
     
HMD calibration and its effects on distance judgments
Found in: ACM Transactions on Applied Perception (TAP)
By Sarah H. Creem-Regehr, Scott A. Kuhl, William B. Thompson
Issue Date:August 2009
pp. 1-20
Most head-mounted displays (HMDs) suffer from substantial optical distortion, and vendor-supplied specifications for field-of-view often are at variance with reality. Unless corrected, such displays do not present perspective-related visual cues in a geome...
     
Recalibration of rotational locomotion in immersive virtual environments
Found in: ACM Transactions on Applied Perception (TAP)
By Sarah H. Creem-Regehr, Scott A. Kuhl, William B. Thompson
Issue Date:August 2008
pp. 1-11
This work uses an immersive virtual environment (IVE) to examine how people maintain a calibration between biomechanical and visual information for rotational self-motion. First, we show that no rotational recalibration occurs when visual and biomechanical...
     
HMD calibration and its effects on distance judgments
Found in: Proceedings of the 5th symposium on Applied perception in graphics and visualization (APGV '08)
By Sarah H. Creem-Regehr, Scott A. Kuhl, William B. Thompson
Issue Date:August 2008
pp. 113-118
Most head-mounted displays (HMDs) suffer from substantial optical distortion, and vendor-supplied specifications for field-of-view often are at variance with reality. Such displays do not present perspective-related visual cues in a geometrically correct m...
     
Minification influences spatial judgments in virtual environments
Found in: Proceedings of the 3rd symposium on Applied perception in graphics and visualization (APGV '06)
By Sarah H. Creem-Regehr, Scott A. Kuhl, William B. Thompson
Issue Date:July 2006
pp. 15-19
Distances in immersive virtual environments (VEs) have been commonly reported as being spatially compressed while the same judgments are performed accurately in real space. Previous research has been unable to determine the cause of this spatial compressio...
     
Recalibration of rotational locomotion in immersive virtual environments
Found in: Proceedings of the 1st Symposium on Applied perception in graphics and visualization (APGV '04)
By Scott A. Kuhl
Issue Date:August 2004
pp. 23-26
People recalibrate, or adjust, their actions as environmental conditions change. For example, people can easily recalibrate to walking outside on a windy day. Locomotive recalibration, such as walking or turning, has already been investigated in several re...
     
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