Danilo Melo Amaral, L. Rocha, Matheus Carvalho Viana, M. Guimarães, D. Dias
{"title":"ARKLib: An Augmented Reality Library for Applications using Kinect","authors":"Danilo Melo Amaral, L. Rocha, Matheus Carvalho Viana, M. Guimarães, D. Dias","doi":"10.1109/SVR.2019.00032","DOIUrl":"https://doi.org/10.1109/SVR.2019.00032","url":null,"abstract":"In the course of the emergence of new technological solutions, ways of applying them must be studied and proposed. In this context, the objective of this work was to use the augmented reality to the merchandising, increasing the number of technological options for the improvement of conventional commercial establishments. We proposed and developed a library that makes use of Microsoft Kinect to help developers build augmented reality applications that can be used in physical retail commerce as marketing tools, allowing passers-by to interact with the application. The goal is for them to become shop customers during the interaction process. Finally, the application of an interactive virtual showroom was developed to show the practical utility of the tool for both developers and the commercial retail sector.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124297206","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual Environments for the Treatment of Acrophobia Ambientes Virtuais para Tratamento de Acrofobia","authors":"Raquel Ellem Marcelino de Oliveira, J. Oliveira","doi":"10.1109/SVR.2018.00018","DOIUrl":"https://doi.org/10.1109/SVR.2018.00018","url":null,"abstract":"The prototype introduced in this work allows a physiotherapist to perform an exposition therapy from within his/her own office, all done through a VR setup. In such a environment a patient is exposed to a controlled situation that induces various degrees of anxiety, but without the risks involved in a live session. The prototype focuses on fear of heights, but does so minimizing the need for exquisite devices, relying in a lowcost setup. The prototype implements two virtual environments, both of which contain a set of anxiety-inducing events. Aiming at obtaining greater realism, an immersive setup has been chosen, namely an Oculus Rift DK1 device which is used to show the virtual world to the user. We carry out various tests in order to validate the prototype effectiveness. The results suggest that the system is effective.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114115726","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"SBCI: 3D Simulator with Brain-Computer Interface and Virtual Reality","authors":"G. Cyrino, J. C. Viana","doi":"10.1109/SVR.2016.31","DOIUrl":"https://doi.org/10.1109/SVR.2016.31","url":null,"abstract":"The use of Brain-Computer Interfaces (BCI) grows after each passing day. The technology is mainly used for rehabilitation and social inclusion platform in favor of disabled individuals. Using BCI as a method of treatment, one can observe considerable improvements in the functionality of the affected limb which goes as far as enabling once thought impossible tasks. This article consists of a study about BCI and the validation of the obtained knowledge through the development of a 3D simulation system controlled by the BCI, with the main objective of rehabilitating people with upper body limitations. The methodology consists in capturing brain waves and cognitive information with a neural headset, which sends the data to an application to analyze and convert said data into various actions the 3D simulator can execute. Then, the user undergoes a series of neural tests, where he can move two virtual arms with the power of thought interacting with the simulated environment. To increase the realism and immersion of the environment, virtual reality goggles were integrated into the simulator. The results obtained were mostly satisfactory. It can be concluded that the BCI can help in the rehabilitation of people with upper body limitations in a more dynamic way, with the added possibility of reutilizing the developed BCI in other types of analysis or rehabilitation.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129825708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Depth Perception Evaluation with Different Stereoscopic Techniques: A Case Study","authors":"S. Silva, F. S. Marques","doi":"10.1109/SVR.2015.15","DOIUrl":"https://doi.org/10.1109/SVR.2015.15","url":null,"abstract":"Stereoscopy techniques such as anaglyph, shutter glasses and polarized glasses are used as resources to offer a sense of immersion in three-dimensional virtual environments. These techniques use different mechanisms to cause depth perception in the human brain when observing a scene or image. Although there are many virtual reality studies that employ such techniques, little has been done to measure the effectiveness of different approaches. This article evaluates the depth effect realized by volunteers when using three different stereoscopy techniques in a three-dimensional virtual environment and provides an analysis of variance with ANOVA. An experiment conducted with volunteers showed that there is no significant statistical differences among the three techniques used, and it provided evidences that it is possible to build low-cost immersive applications when the main goal is provide depth sense.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126755236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
B. Frade, Pedro Henrique Campos Cunha Gondim, P. Sousa
{"title":"The Use of Virtual Reality as the Object of Mathematics Learning","authors":"B. Frade, Pedro Henrique Campos Cunha Gondim, P. Sousa","doi":"10.1109/SVR.2015.27","DOIUrl":"https://doi.org/10.1109/SVR.2015.27","url":null,"abstract":"Combining education the fun, it designed are creational / educational game, in order to support the idea that the teacher must have the knowledge to develop and find new, more appropriate teaching strategies to help in the learning ability of students, It emphasized that the use of technology, specifically the integrated virtual reality tithe concept of learning object, together with the knowledge presented by teachers and traditional teaching methods, there may be changes and improvements in the learning capacity of students. Therefore, it is expected that the game can be used as a learning object in mathematics education, improving the performance of students during their school year and evaluation programs of knowledge of Brazilian education in general.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134086280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gesture Interaction and Evaluation Using the Leap Motion for Medical Visualization","authors":"Edimo Sousa Silva, M. A. Rodrigues","doi":"10.1109/SVR.2015.31","DOIUrl":"https://doi.org/10.1109/SVR.2015.31","url":null,"abstract":"In this paper, we present and evaluate an interactive gesture controlled application using the Leap Motion for medical visualization, focusing on user satisfaction as an important component in the composition of the application success factors. Usability testings were conducted to verify important application requirements, among which, the asepsis in the working environment, accuracy of the interaction gestures, interaction time, level of interactivity, naturalness, effectiveness, ease of use and of learning, visual quality of the interface, utility, satisfaction and the non-occurrence of fatigue (physical and mental). The results show the effectiveness of the application in the recognition process of the modeled gestures and a very high level of overall satisfaction of the participants, indicating its strong potential as a touchless support tool in medical tasks guided by radiological images conducted in operating rooms.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130777310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Survey of Solutions for Game Engines in the Development of Immersive Applications for Multi-projection Systems as Base for a Generic Solution Design","authors":"Mário Popolin Neto, J. Brega","doi":"10.1109/SVR.2015.16","DOIUrl":"https://doi.org/10.1109/SVR.2015.16","url":null,"abstract":"Game engines are used in the development of virtual reality applications. They enable developers to focus the virtual environment and spend less time on its creation. The relationship between interactivity and graphics performance offered by game engines has led researchers to explore these engines in multi-projection systems based on the CAVE, which aims to provide an immersive experience through a wide field of view from multiple-screens, stereo images, and perspective correction based on the user's viewpoint. This paper surveys game engine solutions for the development of immersive applications for multi-projection systems in order to point out trends in the usage of these game creation tools for immersive systems and to identify a possible generic solution design.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"275 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116089012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Steering All: Infinite Racing Game Controlled by Haar Cascade through OpenCV","authors":"A. Bento, Leonardo Cunha de Miranda","doi":"10.1109/SVR.2015.42","DOIUrl":"https://doi.org/10.1109/SVR.2015.42","url":null,"abstract":"In the contemporary world, new interaction forms for digital games have been developing increasingly. In this work, we present an infinite racing game inspired by the brick game racing. By these interaction entities of the application, called Interacts, and using hear cascade through OpenCV, we extend the possibilities for controlling this game. Thus, beyond keyboard and mouse, it is also possible to control the game using a conventional video camera. It allow the control of the game based on the user's face or a fruit. In this paper, we also present results of a test made with users in loco in the users' context of use focusing on evaluating the precision of the controllers and measure the performance of users with those different controllers based on hear cascade.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116341883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ELRA - Teaching Brazilian Sign Language Using Augmented Reality","authors":"D. Nazareth, Márcio Alencar, J. F. Netto","doi":"10.1109/SVR.2014.37","DOIUrl":"https://doi.org/10.1109/SVR.2014.37","url":null,"abstract":"With the spread of information technologies and communication, the creation and use of intelligent systems have contributed to the social and digital inclusion and promoting citizenship of people. Children with hearing loss need to be inserted in early learning in signs in Brazilian Sign Language(LIBRAS). This paper describes ELRA application that uses Augmented Reality in the teaching-learning of LIBRAS. The application is under development and explores 3D objects to help children, mediated by technology.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123756736","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ana Grasielle Dionísio Corrêa, G. A. Assis, I. Ficheman, R. Lopes, M. Nascimento
{"title":"Perception of Health Professional about Clinical Utility of an Augmented Reality Musical System to Motor and Cognitive Rehabilitation","authors":"Ana Grasielle Dionísio Corrêa, G. A. Assis, I. Ficheman, R. Lopes, M. Nascimento","doi":"10.1109/SVR.2014.20","DOIUrl":"https://doi.org/10.1109/SVR.2014.20","url":null,"abstract":"GenVirtual is a augmented reality musical software that allows development of activities in music therapy. This study aimed to analyze the perceptions of other health professionals about the clinical utility of GenVirtual. A secondary objective was to understand the attitudes of these professionals facing the augmented reality technology. Three focus groups composed of music therapists, occupational therapists, physiotherapists, speech and language therapists and nurses who assist people with motor or cognitive disabilities were assigned. The quantitative and qualitative data were analysed using inductive thematic analysis. The outcomes showed that the view of the participants about the GenVirtual is as a tool that has great potential to be used in motor rehabilitation. The research brought new insights regarding the clinical use of GenVirtual with children, youth, adults and seniors and provided information about new features and improvements for future developments of the GenVirtual software.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121298894","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}