Orientation Perception in Real and Virtual Environments. | 1 | 0.35 | 2019 |
Novel Interaction Techniques for Collaboration in VR. | 1 | 0.37 | 2018 |
Vertical Field-of-View Extension and Walking Characteristics in Head-Worn Virtual Environments. | 9 | 0.52 | 2017 |
Social Impact Of Enhanced Gaze Presentation Using Head Mounted Projection | 0 | 0.34 | 2017 |
View-dependent virtual reality content from RGB-D images. | 0 | 0.34 | 2017 |
Automated path prediction for redirected walking using navigation meshes | 1 | 0.35 | 2016 |
Revisiting detection thresholds for redirected walking: combining translation and curvature gains. | 32 | 0.96 | 2016 |
Real-time 3D rendering using depth-based geometry reconstruction and view-dependent texture mapping. | 0 | 0.34 | 2016 |
Head mounted projection for enhanced gaze in social interactions | 0 | 0.34 | 2016 |
Time-Offset Conversations on a Life-Sized Automultiscopic Projector Array. | 0 | 0.34 | 2016 |
Estimation of detection thresholds for audiovisual rotation gains | 3 | 0.44 | 2016 |
User Perceptions of a Virtual Human Over Mobile Video Chat Interactions. | 0 | 0.34 | 2016 |
"Hi, It's Me Again!": Virtual Coaches over Mobile Video | 0 | 0.34 | 2015 |
Virtual headcam: pan/tilt mirror-based facial performance tracking | 0 | 0.34 | 2015 |
Discovering near-field VR: stop motion with a touch of light-fields and a dash of redirection | 0 | 0.34 | 2015 |
Correction of geometric distortions and the impact of eye position in virtual reality displays | 0 | 0.34 | 2015 |
Spherical light field environment capture for virtual reality using a motorized pan/tilt head and offset camera | 4 | 0.52 | 2015 |
Towards context-sensitive reorientation for real walking in virtual reality | 2 | 0.37 | 2015 |
Making small spaces feel large: infinite walking in virtual reality | 10 | 0.55 | 2015 |
An automultiscopic projector array for interactive digital humans | 8 | 1.16 | 2015 |
Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance. | 3 | 0.44 | 2015 |
Creating near-field VR using stop motion characters and a touch of light-field rendering | 0 | 0.34 | 2015 |
Automated calibration of display characteristics (ACDC) for head-mounted displays and arbitrary surfaces | 2 | 0.42 | 2014 |
Designing the user in user interfaces. | 0 | 0.34 | 2014 |
Tablet-based interaction panels for immersive environments | 3 | 0.38 | 2014 |
An enhanced steering algorithm for redirected walking in virtual environments | 6 | 0.74 | 2014 |
Rapid avatar capture and simulation using commodity depth sensors | 28 | 0.91 | 2014 |
Real-time and robust grasping detection | 0 | 0.34 | 2014 |
Countering user deviation during redirected walking | 2 | 0.58 | 2014 |
Automatic acquisition and animation of virtual avatars. | 0 | 0.34 | 2014 |
A demonstration of tablet-based interaction panels for immersive environments. | 0 | 0.34 | 2014 |
Interpolating vertical parallax for an autostereoscopic three-dimensional projector array | 1 | 0.38 | 2014 |
A raycast approach to hybrid touch / motion capturevirtual reality user experience | 0 | 0.34 | 2014 |
Rapid avatar capture and simulation using commodity depth sensors. | 3 | 0.37 | 2014 |
The effect of eye position on the view of virtual geometry | 0 | 0.34 | 2014 |
Peripheral Stimulation and its Effect on Perceived Spatial Scale in Virtual Environments | 29 | 1.30 | 2013 |
Fusing depth, color, and skeleton data for enhanced real-time hand segmentation. | 1 | 0.37 | 2013 |
Flexible spaces: Dynamic layout generation for infinite walking in virtual environments | 23 | 0.89 | 2013 |
Rapid generation of personalized avatars | 0 | 0.34 | 2013 |
An autostereoscopic projector array optimized for 3D facial display | 14 | 0.82 | 2013 |
Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit. | 0 | 0.34 | 2013 |
Open virtual reality. | 0 | 0.34 | 2013 |
Flexible spaces: A virtual step outside of reality | 1 | 0.35 | 2013 |
A single-shot light probe | 5 | 0.54 | 2012 |
Virtual reality to go: A USC ICT Mixed Reality Lab demonstration | 0 | 0.34 | 2012 |
Augmented reality using personal projection and retroreflection | 11 | 0.70 | 2012 |
Spatial misregistration of virtual human audio: implications of the precedence effect | 1 | 0.36 | 2012 |
A taxonomy for deploying redirection techniques in immersive virtual environments | 38 | 1.65 | 2012 |
Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture | 47 | 1.67 | 2012 |
Immersive training games for smartphone-based head mounted displays | 8 | 0.57 | 2012 |