2017 IEEE Symposium on 3D User Interfaces (3DUI) 2017
DOI: 10.1109/3dui.2017.7893329
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COMS-VR: Mobile virtual reality entertainment system using electric car and head-mounted display

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Cited by 41 publications
(13 citation statements)
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“…Despite the fact that user experience and efficient human–machine interfaces are of great significance in the automotive industry, only a few academic attempts to use VA in varying depth exist. So far they have been mostly engaged in the domain of computer‐aided‐design [22], artificial vision [23], vehicle collision [24, 25], engine multibody dynamics [26], virtual reality [27], aerodynamics [28], sensor data [29], and electric vehicle (EV) charging analysis [30]. Additionally to the previous references, it is worth highlighting the contributions performed in [20] regarding the systematic deployment of visualisation systems for vehicle communication networks in a large automotive company.…”
Section: Software Developmentmentioning
confidence: 99%
“…Despite the fact that user experience and efficient human–machine interfaces are of great significance in the automotive industry, only a few academic attempts to use VA in varying depth exist. So far they have been mostly engaged in the domain of computer‐aided‐design [22], artificial vision [23], vehicle collision [24, 25], engine multibody dynamics [26], virtual reality [27], aerodynamics [28], sensor data [29], and electric vehicle (EV) charging analysis [30]. Additionally to the previous references, it is worth highlighting the contributions performed in [20] regarding the systematic deployment of visualisation systems for vehicle communication networks in a large automotive company.…”
Section: Software Developmentmentioning
confidence: 99%
“…The outcome of this could, for example, be turning your ordinary car journey into an exciting 100 KPH space battle, providing a more affective experience by using the vehicle as a motion platform. Kodama et al (2017) categorized the use of cars as motion platforms for VR content as being either (a) an active virtual drive system, meaning that the VR user controlled the car, with the experience in VR reflecting that of reality (effectively substitutional reality (Simeone et al 2015)); (b) a passive virtual drive system, meaning that the motion of the car was integrated into the VR experience, with content limited by the driving route, but the VR user exhibited no control over this (e.g. in autonomous cars/the passenger use case); (c) A content player system, whereby the motion of the car was synchronized with the VR environment.…”
Section: Challenge 7: Exploiting Vehicle Motion and Context For Presementioning
confidence: 99%
“…Control over motion Ranging from active (full MR user control) to passive (no control, MR user is passenger). As noted by Kodama et al (2017), this is perhaps the most problematic factor, as there are clear safety concerns regarding how much control the user is given over the experience. However, envisioning a fully autonomous car where the virtual experience or user has some measure of control over acceleration (e.g.…”
Section: Resolving This Challengementioning
confidence: 99%
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“…Virtual reality applications immerse the user in different areas of skill development, e.g. medicine to perform laparoscopic surgery [4], to treat diseases such as claustrophobia [5], and even in the future doctor virtual consultations could be performed [6,7]; military (Real-time military simulation system) [8][9][10]; industry for the relevant data presentation from processes to the choice of raw material [11,12]; entertainment as game systems [13], and mainly in education as systems that allow improving the methodological learning processes for students [14]. Therefore, the use of virtual reality to satisfy an educational system became a need that must be addressed by incorporating several current technologies such as VR and ICTs.…”
Section: Introductionmentioning
confidence: 99%