{"title":"“永不失明VR”通过增强虚拟技术增强虚拟现实头戴设备的体验","authors":"David Nahon, G. Subileau, Benjamin Capel","doi":"10.1109/VR.2015.7223438","DOIUrl":null,"url":null,"abstract":"In this demo, we share our findings in building real-time 3D experiences with consumer headsets so as to go beyond the first person shooter gaming usage for which they are designed. We address the key problems of such user experiences which are to isolate the user from his own body, have him lose contact with other people in the room and with the real world. To solve those issues we use an off-the-shelf Kinect for Windows v2 to inject some reality in the virtuality. A video describing the demo is available here [1].","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"26","resultStr":"{\"title\":\"“Never Blind VR” enhancing the virtual reality headset experience with augmented virtuality\",\"authors\":\"David Nahon, G. Subileau, Benjamin Capel\",\"doi\":\"10.1109/VR.2015.7223438\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this demo, we share our findings in building real-time 3D experiences with consumer headsets so as to go beyond the first person shooter gaming usage for which they are designed. We address the key problems of such user experiences which are to isolate the user from his own body, have him lose contact with other people in the room and with the real world. To solve those issues we use an off-the-shelf Kinect for Windows v2 to inject some reality in the virtuality. A video describing the demo is available here [1].\",\"PeriodicalId\":231501,\"journal\":{\"name\":\"2015 IEEE Virtual Reality (VR)\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-03-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"26\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 IEEE Virtual Reality (VR)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2015.7223438\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE Virtual Reality (VR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2015.7223438","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
“Never Blind VR” enhancing the virtual reality headset experience with augmented virtuality
In this demo, we share our findings in building real-time 3D experiences with consumer headsets so as to go beyond the first person shooter gaming usage for which they are designed. We address the key problems of such user experiences which are to isolate the user from his own body, have him lose contact with other people in the room and with the real world. To solve those issues we use an off-the-shelf Kinect for Windows v2 to inject some reality in the virtuality. A video describing the demo is available here [1].