105 research outputs found

    Robot navigation using brain-computer interfaces

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    Trends and perspectives in augmented reality training

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    Design experiences of multimodal mixed reality interfaces

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    User interfaces for mobile navigation

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    A case study of augmented reality serious games

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    The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface and the interactions between the players and the serious games themselves. In particular, two case studies are presented, ARPuzzle and ARBreakout. Results from both case studies indicate that AR gaming has the potential of revolutionizing the way that current games are played and used as well as that it can help educate players while playing

    Brain-controlled serious games for cultural heritage

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    Augmented reality environmental monitoring using wireless sensor networks

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    Environmental monitoring brings many challenges to wireless sensor networks: including the need to collect and process large volumes of data before presenting the information to the user in an easy to understand format. This paper presents SensAR, a prototype augmented reality interface specifically designed for monitoring environmental information. The input of our prototype is sound and temperature data which are located inside a networked environment. Participants can visualise 3D as well as textual representations of environmental information in real-time using a lightweight handheld computer

    Assessing the perceived realism of agent grouping dynamics for adaptation and simulation

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    Virtual crowds are a prominent feature for a range of applications; from simulations for cultural heritage, to interactive elements in video games. A body of existing research seeks to develop and improve algorithms for crowd simulation, typically with a goal of achieving more realistic behaviours. For applications targeting human interaction however, what is judged as realistic crowd behaviour can be subjective, leading to situations where actual crowd data is not always perceived to be more real than simulation, making it difficult to identify a ground truth. We present a novel method using psychophysics to assess the perceived realism of behavioural features with respect to virtual crowds. In this instance, a focus is given to the grouping dynamics feature, whereby crowd composition in terms of group frequency and density is evaluated through thirty-six conditions based on crowd data captured from three pedestrianised real-world locations. The study, conducted with seventy-eight healthy participants, allowed for the calculation of perceptual thresholds, with configurations identified that appear most real to human viewers. The majority of these configurations correlate with the values extracted from the crowd data, with results suggesting that viewers have more perceptual flexibility when group frequency and density are increased, rather than decreased.</p
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