Botev, Jean ; University of Luxembourg > Faculty of Science, Technology and Communication (FSTC) > Computer Science and Communications Research Unit (CSC)
Rothkugel, Steffen ; University of Luxembourg > Faculty of Science, Technology and Communication (FSTC) > Computer Science and Communications Research Unit (CSC)
External co-authors :
no
Language :
English
Title :
High-Precision Gestural Input for Immersive Large-Scale Distributed Virtual Environments
Publication date :
2017
Event name :
9th International Workshop on Massively Multiuser Virtual Environments (MMVE 2017)
Event place :
Taipei, Taiwan
Event date :
from 20-06-2017 to 23-06-2017
Main work title :
Proceedings of the 8th ACM Multimedia Systems Conference (MMSys)
Mohd Hezri Amir, Albert Quekand, Nur Rasyid Bin Sulaiman, and John See. 2016. DUKE: Enhancing Virtual Reality Based FPS Game with Full-body Interactions. In Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology (ACE '16).
Jean Botev. 2015. Structural Balance and Optimized Connectivity in Peer-to-Peer Massively Multiuser Virtual Environments. In Proceedings of the 7th ACM InternationalWorkshop on Massively Multiuser Virtual Environments (MMVE '15).
Alvin T. S. Chan, Hong Va Leong, and Shui Hong Kong. 2009. Real-Time Tracking of Hand Gestures for Interactive Game Design. In Proceedings of the 2009 IEEE International Symposium on Industrial Electronics (ISIE '09).
Andrew Clark and Deshendran Moodley. 2016. A System for a Hand Gesture-Manipulated Virtual Reality Environment. In Proceedings of the Annual Conference of the South African Institute of Computer Scientists and Information Technologists (SAICSIT '16).
Mark Claypool and Kajal Claypool. 2006. Latency and Player Actions in Online Games. Commun. ACM 49, 11 (November 2006), 40-45.
Trevor J. Dodds, Betty J. Mohler, and Heinrich H. Bülthoff. 2011. Talk to the Virtual Hands: Self-Animated Avatars Improve Communication in Head-Mounted Display Virtual Environments. PLoS ONE 6, 10 (October 2011).
Chika Emma-Ogbangwo, Nick Cope, Reinhold Behringer, and Marc Fabri. 2014. Enhancing User Immersion and Virtual Presence in Interactive Multiuser Virtual Environments through the Development and Integration of a Gesture-Centric Natural User Interface Developed from Existing Virtual Reality Technologies. In Proceedings of the 16th International Conference on Human-Computer Interaction (HCII '14).
Andrea Ferracani, Daniele Pezzatini, Jacopo Bianchini, Gianmarco Biscini, and Alberto Del Bimbo. 2016. Locomotion by Natural Gestures for Immersive Virtual Environments. In Proceedings of the 1st International Workshop on Multimedia Alternate Realities (AltMM '16).
Jože Guna, Grega Jakus, Matevž Pogačnik, Sašo Tomažič, and Jaka Sodnik. 2014. An Analysis of the Precision and Reliability of the Leap Motion Sensor and Its Suitability for Static and Dynamic Tracking. Sensors 14, 2 (February 2014), 3702-3720.
Bruno Herbelin, Roy Salomon, Andrea Serino, and Olaf Blanke. 2016. Neural Mechanisms of Bodily Self-Consciousness and the Experience of Presence in Virtual Reality. In Human Computer Confluence, Andrea Gaggioli, Alois Ferscha, Giuseppe Riva, Stephen Dunne, and Isabelle Viaud-Delmon (Eds.). 80-96.
Shahidul Islam, Bogdan Ionescu, Cristian Gadea, and Dan Ionescu. Full-Body Tracking Using a Sensor Array System and Laser-Based Sweeps. In Proceedings of the 2016 IEEE Symposium on 3D User Interfaces (3DUI '16).
Jenny Lin, Xingwen Guo, Jingyu Shao, Chenfanfu Jiang, Yixin Zhu, and Song-Chun Zhu. 2016. A Virtual Reality Platform for Dynamic Human-scene Interaction. In Proceedings of the 9th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia (SA '16).
Benjamin Long, Sue Ann Seah, Tom Carter, and Sriram Subramanian. 2014. Rendering Volumetric Haptic Shapes in Mid-air Using Ultrasound. ACM Trans. Graph. 33, 6 (November 2014), 181:1-181:10.
Jack M. Loomis. 2016. Presence in Virtual Reality and Everyday Life: Immersion within a World of Representation. Presence 25, 2 (November 2016), 169-174.
Tomasz Mazuryk and Michael Gervautz. 1996. Virtual Reality History, Applications, Technology and Future. Technical Report. Institute of Computer Graphics and Algorithms, Vienna University of Technology.
Kjetil Raaen, Ragnhild Eg, and Carsten Griwodz. 2014. Can Gamers Detect Cloud Delay?. In Proceedings of the 13th Annual Workshop on Network and Systems Support for Games (NetGames '14).
Alejandro Lopez Rincon, Hiroshi Yamasaki, and Shingo Shimoda. 2016. Design of a Video Game for Rehabilitation Using Motion Capture, EMG Analysis and Virtual Reality. In Proceedings of the 26th International Conference on Electronics, Communications and Computers (CONIELECOMP '16).
Mel Slater, Bernhard Spanlang, and David Corominas. 2010. Simulating Virtual Environments Within Virtual Environments As the Basis for a Psychophysics of Presence. ACM Trans. Graph. 29, 4 (July 2010), 92:1-92:9.
Wan-Lun Tsai, You-Lun Hsu, Chi-Po Lin, Chne-Yu Zhu, Yu-Cheng Chen, and Min-Chun Hu. 2016. Immersive Virtual Reality with Multimodal Interaction and Streaming Technology. In Proceedings of the 18th ACM International Conference on Multimodal Interaction (ICMI '16).
Juan Pablo Wachs, Mathias Kölsch, Helman Stern, and Yael Edan. 2011. Visionbased Hand-gesture Applications. Commun. ACM 54, 2 (February 2011), 60-71.
Thomas Waltemate, Irene Senna, Felix Hülsmann, Marieke Rohde, Stefan Kopp, Marc Ernst, and Mario Botsch. 2016. The Impact of Latency on Perceptual Judgments and Motor Performance in Closed-Loop Interaction in Virtual Reality. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST '16).