2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2018
DOI: 10.1109/vr.2018.8446385
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Game Room Map Integration in Virtual Environments for Free Walking

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Cited by 4 publications
(4 citation statements)
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“…Nevertheless, the presence of a point cloud out of the context of the virtual environment can still reduce the sense of presence for users. Other visualizations such as occupancy maps and glass walls can also negatively affect the feeling of presence [31], [32]. In addition, there are similar methods that incorporate visual indicators such as wireframes into the virtual environment to show real-world obstacles [7], [8].…”
Section: Obstacle Awareness In Virtual Realitymentioning
confidence: 99%
See 1 more Smart Citation
“…Nevertheless, the presence of a point cloud out of the context of the virtual environment can still reduce the sense of presence for users. Other visualizations such as occupancy maps and glass walls can also negatively affect the feeling of presence [31], [32]. In addition, there are similar methods that incorporate visual indicators such as wireframes into the virtual environment to show real-world obstacles [7], [8].…”
Section: Obstacle Awareness In Virtual Realitymentioning
confidence: 99%
“…To preserve a high level of presence in the virtual scene, the objects used to construct the virtual scene should match the theme of the scene, and the objects should have coherent placements in line with human intuition. For example, when the user is in a kitchen, if there is a bathtub or a little hill next to the stove, these objects are out of the context of the scene and will spoil the user's sense of presence [31], [32]. Therefore, we extract associations between objects and layout patterns from the virtual scene dataset to guide our system to generate a reasonable virtual scene.…”
Section: Contextual Relation and Layout Pattern Extractionmentioning
confidence: 99%
“…For example, Oasis [8] utilizes a mechanism for creating a VR space and enabling real walking that uses a pre-scanned real environment. As a mechanism for expanding the play area, Keller et al proposed a system that enables real walking by dynamically acquiring the environment around the user and integrating it with the virtual space [9]. In these examples, a VR space is created in advance, in order to enable real walking.…”
Section: Related Work 21 Augmented Reality and Real Walking With Vrmentioning
confidence: 99%
“…This means that restoration is impossible, even if the inverse STFT and STFT are performed. Therefore, in this iterative method, the phase is obtained with the constraint that the correct STFT expression is obtained while fixing the amplitude to A(m, k) from Equation (9). In this way, the generated image is converted into sound data, and the result is presented to the user.…”
Section: X(mmentioning
confidence: 99%