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artificial reality
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Tag #artificial reality

327 papers:

PADLPADL-2020-NguyenZJXD #learning #named #programming #set
VRASP: A Virtual Reality Environment for Learning Answer Set Programming (VTN, YZ0, KJ, WX, TD), pp. 82–91.
CHI-PLAYCHI-PLAY-2019-CmentowskiKK #approach #game studies #multi #named
Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games (SC, AK, JHK), pp. 287–299.
CHI-PLAYCHI-PLAY-2019-KrekhovCEK #game studies
Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games (AK, SC, KE, JHK), pp. 439–451.
CHI-PLAYCHI-PLAY-2019-ZhouSDJI #collaboration #game studies #named
Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players (ZZ, EMS, JD, MJ, KI), pp. 5–18.
CoGCoG-2019-DingliB #adaptation #realtime #reduction
Realtime Adaptive Virtual Reality for Pain Reduction (AD, LB), pp. 1–4.
CoGCoG-2019-KrekhovCK #game studies
The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games (AK, SC, JHK), pp. 1–8.
CoGCoG-2019-MarengoLB #on the #simulation
On the Influence of the Supine Posture on Simulation Sickness in Virtual Reality (JM, PL, RB), pp. 1–8.
CoGCoG-2019-StreckSKW #towards
neomento - Towards Building a Universal Solution for Virtual Reality Exposure Psychotherapy (AS, PS, JK, TW), pp. 1–2.
FDGFDG-2019-HoltkampABWYK #game studies #matter
Enhancing subject matter assessments utilizing augmented reality and serious game techniques (BH, MA, DB, MW, CY, KK), p. 8.
FDGFDG-2019-MosqueraGLVTCW #experience
ANX dread: a virtual reality experience to explore anxiety during task completion (CM, BG, EL, RDV, PT, ELC, ZJW), p. 5.
FDGFDG-2019-ZhaoAEL #education #game studies
Developing a virtual reality game for manufacturing education (RZ, FA, LJE, HCL), p. 4.
CoGVS-Games-2019-0001MKSL #game studies
Approaching Difficult Terrain with Sensitivity: A Virtual Reality Game on the Five Stages of Grief (DR0, SvM, JK, MS, MEL), pp. 1–4.
CoGVS-Games-2019-CasermanZZ0 #development
Development of a Directed Teleport Function for Immersive Training in Virtual Reality (PC, HZ, JZ, SG0), pp. 1–8.
CoGVS-Games-2019-DayJ
Training Powered Wheelchair Manoeuvres in Mixed Reality (TWD, NWJ), pp. 1–7.
CoGVS-Games-2019-EcksteinNL #information management #representation
Reflected Reality: A Mixed Reality Knowledge Representation for Context-aware Systems (BE, FN, BL), pp. 1–4.
CoGVS-Games-2019-FletcherHA #case study #recognition
Virtual Reality Ear Training System: A study on Spatialised Audio in Interval Recognition (CF, VH, PA), pp. 1–4.
CoGVS-Games-2019-GardeliV #approach #named
ARQuest: A Tangible Augmented Reality Approach to Developing Computational Thinking Skills (AG, SV), pp. 1–8.
CoGVS-Games-2019-IsazaZKMG #case study
Mono-Stereoscopic Camera in a Virtual Reality Environment: Case Study in Cybersickness (MI, JZ, KK, CM, RG), pp. 1–4.
CoGVS-Games-2019-JohnDPCCBR
Virtual Reality Environment for the Cognitive Rehabilitation of Stroke Patients (NWJ, TWD, SRP, KC, KC, AB, JCR), pp. 1–4.
CoGVS-Games-2019-KalbaniPW #interactive
Virtual Object Grasping in Augmented Reality: Drop Shadows for Improved Interaction (MAK, MFP, IW), pp. 1–8.
CoGVS-Games-2019-KharvariH #3d #architecture #game studies #using #visualisation
The Role of Serious Gaming using Virtual Reality Applications for 3D Architectural Visualization (FK, WH), pp. 1–2.
CoGVS-Games-2019-MashalHK
Valkyrie Project: Flying Immersion in Virtual Reality (SM, GH, MK), pp. 1–4.
CoGVS-Games-2019-MeyerDL
A Model for Sensorimotor Affordances in Virtual Reality Environments (UM, SD, KvL), pp. 1–4.
CoGVS-Games-2019-MullerTMB
Engineering a Showcase of Virtual Reality Exposure Therapy (AM, ST, SvM, KB), pp. 1–2.
CoGVS-Games-2019-MunsingerWQ #education #game studies #usability
The Usability of the Microsoft HoloLens for an Augmented Reality Game to Teach Elementary School Children (BM, GW, JQ), pp. 1–4.
CoGVS-Games-2019-PalmasLPK #assembly #comparison
Comparison of a Gamified and Non-Gamified Virtual Reality Training Assembly Task (FP, DL, DAP, GK), pp. 1–8.
CoGVS-Games-2019-PanzoliRF #exclamation #interactive
Hand-based interactions in Virtual Reality: No better feeling than the real thing! (DP, PR, MF), pp. 1–2.
CoGVS-Games-2019-SteinhaeusserRH #education
Fancy Fruits - An Augmented Reality Application for Special Needs Education (SCS, AR, MH, SO, KB, MEL), pp. 1–4.
CoGVS-Games-2019-ZhangBJ #interactive #learning
Exploring Effects of Interactivity on Learning with Interactive Storytelling in Immersive Virtual Reality (LZ, DAB, CNJ), pp. 1–8.
ASEASE-2019-MehraSKP #named #towards #using
XRaSE: Towards Virtually Tangible Software using Augmented Reality (RM, VSS, VK, SP), pp. 1194–1197.
CASECASE-2019-BiedigerMB #using
Investigating the survivability of drone swarms with flocking and swarming flight patterns using Virtual Reality (DB, AM, ATB), pp. 1718–1723.
CHI-PLAYCHI-PLAY-2018-FrohlichASDM #named
VRBox: A Virtual Reality Augmented Sandbox for Immersive Playfulness, Creativity and Exploration (TF, DA, TS, TD, RM), pp. 153–162.
CHI-PLAYCHI-PLAY-2018-GranqvistTTH #flexibility
Exaggeration of Avatar Flexibility in Virtual Reality (AG, TT, JT, PH), pp. 201–209.
CHI-PLAYCHI-PLAY-2018-KrekhovCEMK #game studies #named #navigation
GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing (AK, SC, KE, MM, JHK), pp. 243–256.
CHI-PLAYCHI-PLAY-2018-PorterBR #case study #game studies #guidelines #migration
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft (JPI, MB, AR), pp. 405–415.
CHI-PLAYCHI-PLAY-2018-SchwindMCSH
Up to the Finger Tip: The Effect of Avatars on Mid-Air Pointing Accuracy in Virtual Reality (VS, SM, ACV, RS, NH), pp. 477–488.
CHI-PLAYCHI-PLAY-2018-WilsonM #case study #experience #game studies #interactive #rating #video
Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences (GAW, MM), pp. 535–548.
FDGFDG-2018-BothenFN #analysis #case study #comparative #game studies #interactive #mobile #user study
An analysis and comparative user study on interactions in mobile virtual reality games (SB, JAF, PN), p. 8.
FDGFDG-2018-HouzangbeCGR #game studies #usability
Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability (SH, OC, GG, SR), p. 6.
FDGFDG-2018-TrumanRRM #game studies #realtime
Rethinking real-time strategy games for virtual reality (ST, NR, DR0, SvM), p. 6.
CoGVS-Games-2018-BerndtWMH #design #simulation
Human-Centered Design of a Virtual Reality Training Simulation for Mass Casualty Incidents (HB, DW, TM, MH), pp. 1–8.
CoGVS-Games-2018-BucherG #design #education
Designing Augmented and Virtual Reality Applications with Pre-Service Teachers (KB, SG), pp. 1–8.
CoGVS-Games-2018-HarveySOC #development #game studies
Validity of Virtual Reality Training for Motor Skill Development in a Serious Game (CH, ES, JO, MC), pp. 1–8.
CoGVS-Games-2018-MunozVCMH #coordination #diagrams #using
Dynamic Systems Theory in Human Movement Exploring Coordination Patterns by Angle-Angle Diagrams Using Kinect (JEMC, JFV, SC, MFM, ÓAH), pp. 1–4.
CoGVS-Games-2018-RallisLGVDD #analysis #game studies #learning #using #visualisation
An Embodied Learning Game Using Kinect and Labanotation for Analysis and Visualization of Dance Kinesiology (IR, AL, IG, AV, ND, AD), pp. 1–8.
CoGVS-Games-2018-RappMBM #game studies #named #social
Pathomon: A Social Augmented Reality Serious Game (DR, JM, KB, SvM), pp. 1–4.
CoGVS-Games-2018-RappNL #overview #why
The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey (DR, FN, MEL), pp. 1–2.
CoGVS-Games-2018-SarupuriHWL #named #testing #usability
LUTE: A Locomotion Usability Test Environmentfor Virtual Reality (BS, SH, MCW, RWL), pp. 1–4.
CASECASE-2018-GuptaCP #framework #physics #simulation
A Virtual Reality enhanced Cyber Physical Framework to support Simulation based Training of Orthopedic Surgical Procedures (AG, JC, MPC), pp. 433–438.
CHI-PLAYCHI-PLAY-2017-FrommelFB0 #game studies
The Effects of Context-Sensitive Tutorials in Virtual Reality Games (JF, KF, JB, MW0), pp. 367–375.
CHI-PLAYCHI-PLAY-2017-IskenderovaWB #game studies
Drunk Virtual Reality Gaming: Exploring the Influence of Alcohol on Cybersickness (AI, FW, WB), pp. 561–572.
CHI-PLAYCHI-PLAY-2017-KrekhovEBCK #self
Self-Transforming Controllers for Virtual Reality First Person Shooters (AK, KE, PB, SC, JHK), pp. 517–529.
CHI-PLAYCHI-PLAY-2017-SchwindKCH #quote
“Where's Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality (VS, PK, LLC, NH), pp. 507–515.
CHI-PLAYCHI-PLAY-2017-SeeleMBHS #behaviour #exclamation #game studies #how #question #social
Here's Looking At You Anyway!: How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality Games? (SS, SM, HB, RH, JS), pp. 531–540.
CHI-PLAYCHI-PLAY-2017-SharmaADT #framework #game studies
A Framework Supporting Selecting Space to Make Place in Spatial Mixed Reality Play (HNS, SAA, ID, ZOT), pp. 83–100.
DiGRADiGRA-2017-Murphy #experience
Virtual Reality is 'Finally Here': A Qualitative Exploration of Formal Determinants of Player Experience in VR (DJM).
DiGRADiGRA-2017-Therrien #comparative #documentation #game studies #video
From Video Games to Virtual Reality (and Back). Introducing HACS (Historical-Analytical Comparative System) for the Documentation of Experiential Configurations in Gaming History (CT).
FDGFDG-2017-FrommelS0 #experience #game studies
Effects of controller-based locomotion on player experience in a virtual reality exploration game (JF, SS, MW0), p. 6.
FDGFDG-2017-LiszioEM #experience #game studies #social
The influence of social entities in virtual reality games on player experience and immersion (SL, KE, MM), p. 10.
CoGVS-Games-2017-AxtSBKM #simulation
A virtual reality simulation for children: Build and create from the perspective of a toy figure (JA, MS, KB, AK, SvM), pp. 133–136.
CoGVS-Games-2017-BlomeDRBM #learning
VReanimate - Non-verbal guidance and learning in virtual reality (TB, AD, SR, KB, SvM), pp. 23–30.
CoGVS-Games-2017-OikonomouLSZ #lifecycle
Experimentation with the human body in virtual reality space: Body, bacteria, life-cycle (CO, AL, MS, SZ), pp. 185–186.
CASECASE-2017-SaraiM #programming
Robot programming for manipulators through volume sweeping and augmented reality (YS, YM), pp. 302–307.
AIIDEAIIDE-2016-AzadSGR #game studies #generative
Procedural Level Generation for Augmented Reality Games (SA, CS, CHG, MOR), pp. 247–250.
CHI-PLAYCHI-PLAY-2016-BozgeyikliRKD
Point & Teleport Locomotion Technique for Virtual Reality (EB, AR, SK, RVD), pp. 205–216.
CHI-PLAYCHI-PLAY-2016-SharmaTDKJ #game studies #using
Evaluating Display Modalities Using a Mixed Reality Game (HNS, ZOT, ID, AK, AJ), pp. 65–77.
DiGRADiGRA-FDG-2016-WetzelRB #design #game studies
Developing Ideation Cards for Mixed Reality Game Design (RW, TR, SB).
CoGVS-Games-2016-EllimanLL #education #simulation #student
Virtual Reality Simulation Training for Student Nurse Education (JE, ML, FL), pp. 1–2.
CoGVS-Games-2016-NicolaouLL #using
Stroke Event Simulator Using Virtual Reality (PN, ML, FL), pp. 1–2.
CoGVS-Games-2016-Paraskevopoulos #development #framework
Virtual Reality-Based Holistic Framework: A Tool for Participatory Development of Customised Playful Therapy Sessions for Motor Rehabilitation (IP, ET, AW, CK), pp. 1–8.
CoGVS-Games-2016-PetersHKROSML #challenge #collaboration #design
Design for Collaboration in Mixed Reality: Technical Challenges and Solutions (EMP, BH, JdK, XR, RvO, CS, IM, MML), pp. 1–7.
CoGVS-Games-2016-Piedra-Fernandez #communication #people #using
Sign Communication for People with Disabilities Using Kinect Technology at Home (JAPF, JJOC, CBB, LIM), pp. 1–2.
CoGVS-Games-2016-VosinakisKMS #approach #using
A Kinesthetic Approach to Digital Heritage Using Leap Motion: The Cycladic Sculpture Application (SV, PK, DM, ES), pp. 1–8.
ICPRICPR-2016-GarrettRS #3d #process
GPU-accelerated descriptor extraction process for 3D registration in Augmented Reality (TG, RR, JWS), pp. 3085–3090.
ICPRICPR-2016-MontenegroA #estimation #human-computer #using
Gaze estimation using EEG signals for HCI in augmented and virtual reality headsets (JMFM, VA), pp. 1159–1164.
ICPRICPR-2016-NguyenY #approach #named #novel
StereoTag: A novel stereogram-marker-based approach for Augmented Reality (MN, AY), pp. 1059–1064.
ICPRICPR-2016-WangJ #realtime
Real time eye gaze tracking with Kinect (KW, QJ), pp. 2752–2757.
ITiCSEITiCSE-2015-MagnenatBKS #feedback #programming #visual notation
Enhancing Robot Programming with Visual Feedback and Augmented Reality (SM, MBA, SK, RWS), pp. 153–158.
CHI-PLAYCHI-PLAY-2015-BrownGDK #game studies #interactive
Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins (JB, KMG, PD, BK), pp. 475–480.
CHI-PLAYCHI-PLAY-2015-ChengKKG
Corgi Defence: Building In A Virtual Reality Environment (BC, MK, JvdK, TCNG), pp. 763–766.
CHI-PLAYCHI-PLAY-2015-CollinsELG #2d #game studies #platform #using
Alaska Steve: Using Virtual Reality to Enhance a 2D Platforming Game (LC, SE, JL, TCNG), pp. 767–770.
CHI-PLAYCHI-PLAY-2015-GaleMP #guidelines #heuristic #smarttech
Heuristic Guidelines for Playful Wearable Augmented Reality Applications (NG, PMB, IP), pp. 529–534.
CHI-PLAYCHI-PLAY-2015-LeoTYLL
An Ant's Life: Storytelling in Virtual Reality (CJL, ET, AY, KL, JL), pp. 779–782.
CHI-PLAYCHI-PLAY-2015-SharmaTJK #design #game studies
Designing to Split Attention in a Mixed Reality Game (HNS, ZOT, AJ, AK), pp. 691–696.
CHI-PLAYCHI-PLAY-2015-SosaSPKGT #coordination #education #game studies #hybrid
Imperfect Robot Control in a Mixed Reality Game to Teach Hybrid Human-Robot Team Coordination (AS, RS, SP, CKG, SG, ZOT), pp. 697–702.
CHI-PLAYCHI-PLAY-2015-TanLSDS #case study #experience
Exploring Gameplay Experiences on the Oculus Rift (CTT, TWL, SS, CD, CS), pp. 253–263.
CHI-PLAYCHI-PLAY-2015-YuleMR
Operation Citadel: Exploring the Role of Docents in Mixed Reality (DY, BM, DFR), pp. 285–294.
FDGFDG-2015-CogginsARM #named #navigation #simulation
SonicWalker: Virtual Reality Simulation of Non-Visual Pedestrian City Navigation (EC, KA, MR, TM).
FDGFDG-2015-KapadiaZFMS #authoring #complexity #interactive
Evaluating the Authoring Complexity of Interactive Narratives for Augmented Reality Applications (MK, FZ, JF, MM, RWS).
FDGFDG-2015-KnauerM #game studies #question #what
Augmented Reality Games: What Do We Know and Where Should We Go? (MK, JM).
FDGFDG-2015-MartelSGHGM #game studies
Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR Games (EM, FS, JG, AH, AG, KM).
CHICHI-2015-ApostolopoulosC
Accuracy of Pedometry on a Head-mounted Display (IA, DSC, EF), pp. 2153–2156.
CHICHI-2015-BaiBC #game studies #social
Exploring Expressive Augmented Reality: The FingAR Puppet System for Social Pretend Play (ZB, AFB, GC), pp. 1035–1044.
CHICHI-2015-GromalaTCKS
The Virtual Meditative Walk: Virtual Reality Therapy for Chronic Pain Management (DG, XT, AC, MK, CDS), pp. 521–524.
CHICHI-2015-HellerB #mobile #named #smarttech
AudioScope: Smartphones as Directional Microphones in Mobile Audio Augmented Reality Systems (FH, JOB), pp. 949–952.
CHICHI-2015-JainFGHDZVF #visualisation
Head-Mounted Display Visualizations to Support Sound Awareness for the Deaf and Hard of Hearing (DJ, LF, JG, BH, RD, DNZ, CV, JEF), pp. 241–250.
CHICHI-2015-LauberCB
Content Destabilization for Head-Mounted Displays (FL, SC, AB), pp. 2139–2142.
CHICHI-2015-MaluF #personalisation #smarttech
Personalized, Wearable Control of a Head-mounted Display for Users with Upper Body Motor Impairments (MM, LF), pp. 221–230.
CHICHI-2015-McGillBMB #challenge #usability
A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays (MM, DB, RMS, SAB), pp. 2143–2152.
CHICHI-2015-MohrKDSK #documentation
Retargeting Technical Documentation to Augmented Reality (PM, BK, MD, DS, DK), pp. 3337–3346.
CHICHI-2015-ReillyEWTE
Mapping out Work in a Mixed Reality Project Room (DFR, AE, AW, AT, WKE), pp. 887–896.
CHICHI-2015-SchmidtKMUKCB #named #simulation
Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual Reality (DS, RK, VM, UU, SK, LPC, PB), pp. 2157–2160.
CHICHI-2015-SimeoneVG #case study #design #experience #physics #using
Substitutional Reality: Using the Physical Environment to Design Virtual Reality Experiences (ALS, EV, HG), pp. 3307–3316.
CHICHI-2015-WilliamsMMF #design
Designing Conversation Cues on a Head-Mounted Display to Support Persons with Aphasia (KW, KM, DM, LF), pp. 231–240.
CSCWCSCW-2015-JohnsonGM #collaboration #lightweight
Handheld or Handsfree?: Remote Collaboration via Lightweight Head-Mounted Displays and Handheld Devices (SJ, MG, BM), pp. 1825–1836.
HCIDHM-EH-2015-GieserBM #gesture #realtime #recognition #using
Real-Time Static Gesture Recognition for Upper Extremity Rehabilitation Using the Leap Motion (SNG, AB, FM), pp. 144–154.
HCIDUXU-UI-2015-AyanogluBTD #case study #using
Effects of Packages’ Color as a Cue for Hazard-Related Perceptions: A Study Using Virtual Reality (HA, RB, JT, ED), pp. 3–13.
HCIDUXU-UI-2015-MauricioBC #interactive #named
TattooAR: Augmented Reality Interactive Tattoos (GSM, JdSB, MdGC), pp. 667–674.
HCIHCI-UC-2015-SpeiginerMBRLLB #evolution #framework #web
The Evolution of the Argon Web Framework Through Its Use Creating Cultural Heritage and Community-Based Augmented Reality Applications (GS, BM, JDB, HR, AJL, LML, LDB, MG, MS, BD, ME, RJC, EDM), pp. 112–124.
HCIHIMI-IKC-2015-MakiY #3d #animation #definite clause grammar
Virtual Aquarium: Mixed Reality Consisting of 3DCG Animation and Underwater Integral Photography (NM, KY), pp. 447–456.
HCIHIMI-IKC-2015-OliveiraCBA #gamification #interface #motivation #using
A Head-up Display with Augmented Reality and Gamification for an E-Maintenance System: Using Interfaces and Gamification to Motivate Workers in Procedural Tasks (AO, NC, LCB, RBdA), pp. 499–510.
HCIHIMI-IKD-2015-SuzukiNSTH #behaviour #using
Changing Drinking Behavior and Beverage Consumption Using Augmented Reality (ES, TN, SS, TT, MH), pp. 648–660.
HCILCT-2015-ArenasZDA #development #education #framework #game studies #platform
A Platform for Supporting the Development of Mixed Reality Environments for Educational Games (LA, TZ, PD, IA), pp. 537–548.
HCILCT-2015-BoonbrahmKB #learning #student #using
Using Augmented Reality Technology in Assisting English Learning for Primary School Students (SB, CK, PB), pp. 24–32.
HCILCT-2015-DuA #design #evaluation #learning
Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD) (XD, AA), pp. 75–86.
HCILCT-2015-KimCD #learning #simulation
The Learning Effect of Augmented Reality Training in a Computer-Based Simulation Environment (JHK, TC, WD), pp. 406–414.
HCILCT-2015-SebilloTVPG #interface #using
The Use of Augmented Reality Interfaces for On-site Crisis Preparedness (MS, GT, GV, LP, AG), pp. 136–147.
ICSEICSE-v2-2015-ElliottPP #challenge #re-engineering
Virtual Reality in Software Engineering: Affordances, Applications, and Challenges (AE, BP, CP), pp. 547–550.
SACSAC-2015-BogoniPS #evaluation
Evaluation of a haptic virtual reality simulator for endodontics training (TNB, MSP, RS), pp. 267–269.
SACSAC-2015-NaqviMRPHB #deployment #mobile
To cloud or not to cloud: a context-aware deployment perspective of augmented reality mobile applications (NZN, KM, AR, DP, DH, YB), pp. 555–562.
SACSAC-2015-NetoM #3d #recognition
3DLBP and HAOG fusion for face recognition utilizing Kinect as a 3D scanner (JBCN, ANM), pp. 66–73.
HTHT-2014-TursiDR #named
AIRCacher: virtual geocaching powered with augmented reality (GT, MD, GR), pp. 330–332.
ICALPICALP-v1-2014-CaiGW #algorithm
Holographic Algorithms Beyond Matchgates (JYC, HG, TW), pp. 271–282.
CHI-PLAYCHI-PLAY-2014-CunananZ #game studies #named
wanted: guild, depicting hardcore gaming culture in virtual reality (CC, JZ), pp. 407–408.
CHI-PLAYCHI-PLAY-2014-DufourPCMTNLCCD #game studies #named
ASCENT: a first person mountain climbing game on the oculus rift (TD, VP, PC, AM, TT, VN, CL, RIC, JC, FD), pp. 335–338.
CHI-PLAYCHI-PLAY-2014-Mirza-BabaeiGCN #comprehension #game studies #multi
Understanding expectations with multiple controllers in an augmented reality videogame (PMB, NG, JPC, LEN, DMJ0), pp. 201–206.
CHI-PLAYCHI-PLAY-2014-SajjadiGTT #collaboration #game studies #using
Maze commander: a collaborative asynchronous game using the oculus rift & the sifteo cubes (PS, EOCG, ST, ODT), pp. 227–236.
FDGFDG-2014-MichelsenB #case study #experience
The Rooms - Creating immersive experiences through projected augmented reality (JM, SB).
CoGVS-Games-2014-CassolaPFMACCM #multi #named #using
Online-Gym: Multiuser Virtual Gymnasium Using RINIONS and Multiple Kinect Devices (FC, HP, BF, PM0, SA, FC, FdC, LM), pp. 1–4.
CHICHI-2014-DenningDK #privacy
In situ with bystanders of augmented reality glasses: perspectives on recording and privacy-mediating technologies (TD, ZD, TK), pp. 2377–2386.
CHICHI-2014-HellerKB #metric #mobile
Simplifying orientation measurement for mobile audio augmented reality applications (FH, AK, JOB), pp. 615–624.
HCIDHM-2014-Luo #case study #metric #re-engineering #using
Study on Three Dimensions Body Reconstruction and Measurement by Using Kinect (QL), pp. 35–42.
HCIDHM-2014-MamessierDO #assessment #online #using
Calibration of Online Situation Awareness Assessment Systems Using Virtual Reality (SM, DD, MO), pp. 124–135.
HCIDUXU-DI-2014-EstupinanRNFD #case study
Can Virtual Reality Increase Emotional Responses (Arousal and Valence)? A Pilot Study (SE, FR, PN, CF, ED), pp. 541–549.
HCIDUXU-DI-2014-GotsisLRHPFTJ #case study #design #game studies #named #video
Skyfarer: Design Case Study of a Mixed Reality Rehabilitation Video Game (MG, VL, PR, LLH, ICP, FF, DT, MJM), pp. 699–710.
HCIDUXU-DI-2014-Schranz #design #hybrid #physics
Augmented Reality in Design — Thinking about Hybrid Forms of Virtual and Physical Space in Design (CS), pp. 624–635.
HCIDUXU-DI-2014-VianaN #game studies #interactive
Immersive Interactive Narratives in Augmented Reality Games (BSV, RN), pp. 773–781.
HCIDUXU-DP-2014-BarrosSF14a #analysis #evaluation #using
Ergonomic Evaluation of Manual Force Levels of the Elderly in the Handling of Products: An Analysis Using Virtual Reality (RQB, MMS, MGF), pp. 124–132.
HCIDUXU-ELAS-2014-VilarDRNV #case study #using
A Pilot Study Using Virtual Reality to Investigate the Effects of Emergency Egress Signs Competing with Environmental Variables on Route Choices (EV, ED, FR, PN, EV), pp. 369–377.
HCIHCI-AIMT-2014-BoulabiarCP14a #3d #gesture #recognition #using
The Issues of 3D Hand Gesture and Posture Recognition Using the Kinect (MIB, GC, FP), pp. 205–214.
HCIHCI-AIMT-2014-ChakravartyC #identification #using
Frontal-Standing Pose Based Person Identification Using Kinect (KC, TC), pp. 215–223.
HCIHCI-AIMT-2014-JakusGTS #evaluation #precise
Evaluation of Leap Motion Controller with a High Precision Optical Tracking System (GJ, JG, ST, JS), pp. 254–263.
HCIHCI-AIMT-2014-ReddyC #process #recognition #using
Human Activity Recognition from Kinect Captured Data Using Stick Model (VRR, TC), pp. 305–315.
HCIHCI-AIMT-2014-RoyC #detection #invariant #markov #using
View-Invariant Human Detection from RGB-D Data of Kinect Using Continuous Hidden Markov Model (SR, TC), pp. 325–336.
HCIHCI-AIMT-2014-Tallig #interactive
Robotic Border Crosser TNG — Creating an Interactive Mixed Reality (AT), pp. 697–706.
HCILCT-TRE-2014-AzkorretaO
Augmented Reality Applications in the Engineering Environment (KOA, HOR), pp. 83–90.
HCILCT-TRE-2014-HafnerHO #physics #using
Experiencing Physical and Technical Phenomena in Schools Using Virtual Reality Driving Simulator (PH, VH, JO), pp. 50–61.
ICEISICEIS-v3-2014-SilvaFG14a #speech
Assisting Speech Therapy for Autism Spectrum Disorders with an Augmented Reality Application (CAdS, ARF, APG), pp. 38–45.
ICPRICPR-2014-SaygiliMH14a #hybrid #refinement
Hybrid Kinect Depth Map Refinement for Transparent Objects (GS, LvdM, EAH), pp. 2751–2756.
ICPRICPR-2014-YuSZ #detection #image #realtime #sequence
Real Time Fingertip Detection with Kinect Depth Image Sequences (YY, YS, YZ), pp. 550–555.
SACSAC-2014-AnderssonDA #identification #using
Anthropometric and human gait identification using skeleton data from Kinect sensor (VOA, RD, RMdA), pp. 60–61.
SACSAC-2014-ParkPJ #education #online
QR-code based online robot augmented reality system for education (JPP, MWP, SKJ), pp. 180–185.
CASECASE-2014-WangFZL #collaboration #maintenance
An augmented reality based system for remote collaborative maintenance instruction of complex products (JW, YF, CZ, SL), pp. 309–314.
DACDAC-2014-RaoGHC #design
Design Methods for Augmented Reality In-Vehicle Infotainment Systems (QR, CG, MH, SC), p. 6.
ICDARICDAR-2013-ToyamaDSK #documentation #eye tracking #retrieval #smarttech
Wearable Reading Assist System: Augmented Reality Document Combining Document Retrieval and Eye Tracking (TT, AD, WS, KK), pp. 30–34.
ITiCSEITiCSE-2013-Beltran #gender
The importance of the avatar gender in training simulators based on virtual reality (MB), p. 334.
FDGFDG-2013-Ekman #game studies #on the #pervasive
On the desire to not kill your players: Rethinking sound in pervasive and mixed reality games (IE), pp. 142–149.
CoGVS-Games-2013-FerrerPRFQ #education #game studies #how #motivation #question #usability
How Does Usability Impact Motivation in Augmented Reality Serious Games for Education? (VF, AP, HRA, CF, JQ), pp. 1–8.
CoGVS-Games-2013-ParaskevopoulosT #framework #game studies #using
Use of Gaming Sensors and Customised Exergames for Parkinson's Disease Rehabilitation: A Proposed Virtual Reality Framework (IP, ET), pp. 1–5.
CHICHI-2013-BanNFSITH #using
Augmented endurance: controlling fatigue while handling objects by affecting weight perception using augmented reality (YB, TN, TF, SS, JI, TT, MH), pp. 69–78.
CHICHI-2013-HaraLF #crowdsourcing #identification #problem
Combining crowdsourcing and google street view to identify street-level accessibility problems (KH, VL, JF), pp. 631–640.
CSCWCSCW-2013-BallagasDRMSGRS #interactive
Electric agents: fostering sibling joint media engagement through interactive television and augmented reality (RB, TED, GR, KM, MS, JG, ER, MS), pp. 225–236.
CSCWCSCW-2013-HarperM #social
The mocking gaze: the social organization of kinect use (RHRH, HMM), pp. 167–180.
HCIDHM-HB-2013-NakamuraKOOHNAKMK #learning #self #student #towards #using
The Relationship between Nursing Students’ Attitudes towards Learning and Effects of Self-learning System Using Kinect (MN, YK, JO, TO, ZH, AN, KA, NK, JM, MKP), pp. 111–116.
HCIDHM-HB-2013-TheisAMW #aspect-oriented #industrial
Considering Ergonomic Aspects of Head-Mounted Displays for Applications in Industrial Manufacturing (ST, TA, MPM, MW), pp. 282–291.
HCIDUXU-CXC-2013-BamasakBAAAA #social #using
Improving Autistic Children’s Social Skills Using Virtual Reality (OB, RB, HAT, SAH, GAS, MAH), pp. 342–351.
HCIDUXU-NTE-2013-AyanogluRDNT #design #using
Using Virtual Reality to Examine Hazard Perception in Package Design (HA, FR, ED, PN, LT), pp. 30–39.
HCIDUXU-NTE-2013-BarrosSFCC #analysis #people
Virtual Reality Immersion: An Important Tool for Diagnostic Analysis and Rehabilitation of People with Disabilities (HOB, MMS, ELRF, WC, FC), pp. 337–344.
HCIDUXU-NTE-2013-BreyerRVCTK #case study #design
Design Methodology for Body Tracking Based Applications — A Kinect Case Study (FB, BR, LAV, AC, JMXNT, JK), pp. 227–236.
HCIDUXU-NTE-2013-CaladoSCC #case study #interactive #overview #perspective
Virtual Reality Applied to the Study of the Interaction between the User and the Built Space: A Literature Review (AVSC, MMS, FC, WC), pp. 345–351.
HCIDUXU-NTE-2013-DinisDNTVR #case study #design #using
Evaluating Emotional Responses to the Interior Design of a Hospital Room: A Study Using Virtual Reality (SD, ED, PN, LT, EV, FR), pp. 475–483.
HCIDUXU-NTE-2013-SonntagZSWT #cyber-physical #information management #multimodal #towards
Towards Medical Cyber-Physical Systems: Multimodal Augmented Reality for Doctors and Knowledge Discovery about Patients (DS, SZ, CHS, MW, TT), pp. 401–410.
HCIDUXU-NTE-2013-TeixeiraVDNRS #development #interface
Strategy for the Development of a Walk-In-Place Interface for Virtual Reality (LT, EV, ED, PN, FR, FMdS), pp. 419–426.
HCIDUXU-WM-2013-FalcaoS #usability
Application of Virtual Reality Technologies in Consumer Product Usability (CSF, MMS), pp. 342–351.
HCIHCI-AS-2013-SonS
Single-Handed Driving System with Kinect (JPS, AS), pp. 631–639.
HCIHCI-III-2013-KimKAPW #analysis #social
Brain Function Connectivity Analysis for Recognizing Different Relation of Social Emotion in Virtual Reality (JK, DK, SA, SP, MCW), pp. 441–447.
HCIHCI-IMT-2013-ChangLCFC
A Dynamic Fitting Room Based on Microsoft Kinect and Augmented Reality Technologies (HTC, YWL, HTC, SYF, TTC), pp. 177–185.
HCIHCI-IMT-2013-ClamannMK #comparison #simulation #visual notation
Comparison of Enhanced Visual and Haptic Features in a Virtual Reality-Based Haptic Simulation (MPC, WM, DBK), pp. 551–560.
HCIHCI-IMT-2013-GalatasPM #distance #multi #recognition #robust #speech #video
Robust Multi-Modal Speech Recognition in Two Languages Utilizing Video and Distance Information from the Kinect (GG, GP, FM), pp. 43–48.
HCIHCI-IMT-2013-PinoTIK #2d #3d #evaluation #performance #using
Using Kinect for 2D and 3D Pointing Tasks: Performance Evaluation (AP, ET, NI, GK), pp. 358–367.
HCIHIMI-D-2013-NakanoOM #3d #using
Leaning Origami Using 3D Mixed Reality Technique (AN, MO, HM), pp. 126–132.
HCIHIMI-HSM-2013-HiyamaOMESH #learning
Augmented Reality System for Measuring and Learning Tacit Artisan Skills (AH, HO, MM, EE, MS, MH), pp. 85–91.
HCIHIMI-LCCB-2013-TanikawaNH
Mixed Reality Digital Museum Project (TT, TN, MH), pp. 248–257.
RecSysRecSys-2013-ZhangSKH #recommendation #using
Improving augmented reality using recommender systems (ZZ, SS, SRK, PH), pp. 173–176.
SEKESEKE-2013-Lou0 #gesture #interactive #personalisation #realtime #using
A Real-time Personalized Gesture Interaction System Using Wii Remote and Kinect for Tiled-Display Environment (YL, WW), pp. 131–136.
SACSAC-2013-AraujoGA #identification #towards #using
Towards skeleton biometric identification using the microsoft kinect sensor (RMA, GG, VA), pp. 21–26.
FDGFDG-2012-MendenhallHXTCSM #design #game studies #named #physics
NerdHerder: designing for physical actions in an augmented reality puzzle game (SM, VH, YX0, PT, JC, JS, BM), pp. 250–253.
FDGFDG-2012-Molyneaux #3d #agile #interactive #re-engineering
KinectFusion rapid 3D reconstruction and interaction with Microsoft Kinect (DM), p. 3.
CoGVS-Games-2012-JacobSCR #game studies #towards
Towards Location-based Augmented Reality games (JTPNJ, HdS, ALC, RAR), pp. 318–319.
CHICHI-2012-BenkoJW #interactive #named
MirageTable: freehand interaction on a projected augmented reality tabletop (HB, RJ, AW), pp. 199–208.
CHICHI-2012-GurevichLCS #named
TeleAdvisor: a versatile augmented reality tool for remote assistance (PG, JL, BC, RS), pp. 619–622.
CHICHI-2012-LiuHDMB #feedback #mobile #realtime
Evaluating the benefits of real-time feedback in mobile augmented reality with hand-held devices (CL, SH, JD, WEM, MBL), pp. 2973–2976.
CHICHI-2012-NarumiBKTH
Augmented perception of satiety: controlling food consumption by changing apparent size of food with augmented reality (TN, YB, TK, TT, MH), pp. 109–118.
CHICHI-2012-OlssonS #case study #experience #mobile
Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications (TO, MS), pp. 2779–2788.
ICPRICPR-2012-ChenLL #image #using
Depth image enhancement for Kinect using region growing and bilateral filter (LC, HL, SL), pp. 3070–3073.
ICPRICPR-2012-HartlR #mobile
Rectangular target extraction for mobile augmented reality applications (AH, GR), pp. 81–84.
ICPRICPR-2012-LiuGL
Guided inpainting and filtering for Kinect depth maps (JL, XG, JL), pp. 2055–2058.
ICPRICPR-2012-NakamuraSMS
Calibration-free projector-camera system for spatial augmented reality on planar surfaces (TN, FdS, SM, HS), pp. 85–88.
ICPRICPR-2012-NodariVG #image #privacy
Digital privacy: Replacing pedestrians from Google Street View images (AN, MV, IG), pp. 2889–2893.
ICPRICPR-2012-YaoKK
Shading derivation from an unspecified object for augmented reality (YY, HK, AK), pp. 57–60.
KEODKEOD-2012-Kavakli #collaboration #information management #ontology
Knowledge Engineering and Ontologies for Object Manipulation in Collaborative Virtual Reality (MK), pp. 284–289.
SACSAC-2012-WeiWRR #challenge #framework
Examining the practical challenges of an Augmented Reality cyber-infrastructure framework (CW, CNW, RR, JR), pp. 531–536.
HPDCHPDC-2012-Budiu #big data #framework #platform
Putting a “big-data” platform to good use: training kinect (MB), pp. 1–2.
SIGITESIGITE-2011-VillaromanRS #education #interactive #using
Teaching natural user interaction using OpenNI and the Microsoft Kinect sensor (NV, DR, BS), pp. 227–232.
CoGVS-Games-2011-AnagnostouV #using
Square AR: Using Augmented Reality for Urban Planning (KA, PV), pp. 128–131.
CoGVS-Games-2011-BraitmaierK #experience #framework #user interface
Virtual and Augmented Reality: Improved User Experience through a Service Oriented Infrastructure (MB, DK), pp. 40–46.
CoGVS-Games-2011-LewandowskiAGC #design #framework
A Portable Framework Design to Support User Context Aware Augmented Reality Applications (JL, HA, RNGN, KMC), pp. 144–147.
CHICHI-2011-NarumiNKTH #interactive
Augmented reality flavors: gustatory display based on edible marker and cross-modal interaction (TN, SN, TK, TT, MH), pp. 93–102.
CSCWCSCW-2011-CheokKPF #research
Mixed reality lab Singapore: a genealogy of lab projects employing the blue sky innovation research methodology (ADC, JTKVK, RLP, ONNF), pp. 17–24.
CSCWCSCW-2011-ONeillCRHJD #collaboration
From ethnographic study to mixed reality: a remote collaborative troubleshooting system (JO, SC, FR, NH, CJ, LD), pp. 225–234.
HCIDHM-2011-ElepfandtS #interactive #multimodal
Multimodal, Touchless Interaction in Spatial Augmented Reality Environments (ME, MS), pp. 263–271.
HCIDHM-2011-KwonHBAA #simulation
Simulating Ingress Motion for Heavy Earthmoving Equipment (HK, MH, RB, JA, KAM), pp. 109–118.
HCIDHM-2011-WegerichR #adaptation
A Context-Aware Adaptation System for Spatial Augmented Reality (AW, MR), pp. 417–425.
HCIDUXU-v2-2011-KeatingGKPV #design #experience #mobile #tool support #user interface
Designing the AR Experience: Tools and Tips for Mobile Augmented Reality UX Design (GK, DG, AK, NP, AV), pp. 135–141.
HCIDUXU-v2-2011-YasumaN #question
User Characteristic-Based Information-Providing Service for Museum with Optical See-Through Head-Mounted Display: Does It Evoke Enthusiasm? (YY, MN), pp. 234–242.
HCIHCI-ITE-2011-BarbuceanuADR #analysis #interactive #user interface
Attentive User Interface for Interaction within Virtual Reality Environments Based on Gaze Analysis (FB, CA, MD, ZR), pp. 204–213.
HCIHCI-MIIE-2011-AkahoNYKKN #case study #evaluation #navigation
A Study and Evaluation on Route Guidance of a Car Navigation System Based on Augmented Reality (KA, TN, YY, KK, HK, SN), pp. 357–366.
HCIHIMI-v2-2011-TanumaSNN #design #using
Comfortable Design of Task-Related Information Displayed Using Optical See-Through Head-Mounted Display (KT, TS, MN, MN), pp. 419–429.
ICALPICALP-v1-2010-Xia #reduction #theorem
Holographic Reduction: A Domain Changed Application and Its Partial Converse Theorems (MX), pp. 666–677.
CoGCIG-2010-YoonJC #experience #game studies #interface
Enhanced user immersive experience with a virtual reality based FPS game interface (JY, SHJ, SBC), pp. 69–74.
CoGVS-Games-2010-BurkeMCMCM #game studies
Augmented Reality Games for Upper-Limb Stroke Rehabilitation (JWB, MDJM, DC, PJM, JC, SM), pp. 75–78.
CHICHI-2010-WeaverBSIL #analysis #empirical #order #using
An empirical task analysis of warehouse order picking using head-mounted displays (KW, HB, TS, HI, ML), pp. 1695–1704.
ICPRICPR-2010-HayashiUPS #detection #multi
An Augmented Reality Setup with an Omnidirectional Camera Based on Multiple Object Detection (TH, HU, JP, HS), pp. 3171–3174.
ICPRICPR-2010-ScharfenbergerCF #predict #using
Driver Body-Height Prediction for an Ergonomically Optimized Ingress Using a Single Omnidirectional Camera (CS, SC, GF), pp. 298–301.
ICSEICSE-2010-Rodrigues #3d #approach #architecture #education #named
VisAr3D: an approach to software architecture teaching based on virtual and augmented reality (CSCR), pp. 351–352.
HTHT-2009-HaouachVG #3d #hypermedia #image
A 3D hypermedia with biomedical stereoscopic images: from creation to exploration in virtual reality (MH, GV, CG), pp. 337–338.
DiGRADiGRA-2009-XuBM #game studies
Tabletop Augmented Reality Games: Play Outside the Display [Abstract] (YX0, EB, BM).
FDGFDG-2009-BarbaXMT #design #game studies #lessons learnt
Lessons from a class on handheld augmented reality game design (EB, YX0, BM, TT), pp. 2–9.
CoGVS-Games-2009-LiarokapisMMRF #game studies #pervasive
A Pervasive Augmented Reality Serious Game (FL, LM, GM, GRM, SdF), pp. 148–155.
CHICHI-2009-KimD #navigation
Simulated augmented reality windshield display as a cognitive mapping aid for elder driver navigation (SK, AKD), pp. 133–142.
CHICHI-2009-MorrisonOPLJRNJ #case study #comparative #mobile
Like bees around the hive: a comparative study of a mobile augmented reality map (AM, AO, PP, SL, GJ, GR, JN, AJ), pp. 1889–1898.
HCIDHM-2009-HeZFH #multi #visualisation
A Multi-functional Visualization System for Motion Captured Human Body Based on Virtual Reality Technology (QH, LZ, XF, YH), pp. 115–122.
HCIHCI-AUII-2009-BillinghurstGSD #interface #towards
Towards Ambient Augmented Reality with Tangible Interfaces (MB, RG, HS, AD), pp. 387–396.
HCIHCI-AUII-2009-WelchLLWSW #interactive #paradigm #social
An Affect-Sensitive Social Interaction Paradigm Utilizing Virtual Reality Environments for Autism Intervention (KCW, UL, CL, RW, NS, ZW), pp. 703–712.
HCIHCI-VAD-2009-DoL #3d #game studies #multi
A Multiple-Level 3D-LEGO Game in Augmented Reality for Improving Spatial Ability (TVD, JWL), pp. 296–303.
HCIHIMI-DIE-2009-Ehnes #automation #interface
A Tangible Mixed Reality Interface for the AMI Automated Meeting Assistant (JE), pp. 485–494.
ICEISICEIS-HCI-2009-NakanishiTO #complexity #design #effectiveness #guidelines #using #verification
Study for Establishing Design Guidelines for Manuals using Augmented Reality Technology — Verification and Expansion of the Basic Model Describing “Effective Complexity” (MN, SiT, YO), pp. 21–26.
ICEISICEIS-J-2009-Ehnes #automation #interface
An Automated Meeting Assistant: A Tangible Mixed Reality Interface for the AMIDA Automatic Content Linking Device (JE), pp. 952–962.
SACSAC-2009-PrettoMLSP
Augmented reality environment for life support training (FP, IHM, MHIL, ERdS, MSP), pp. 836–841.
ICPRICPR-2008-ServantMHM #locality #refinement #visual notation
Visual planes-based simultaneous localization and model refinement for augmented reality (FS, ÉM, PH, IM), pp. 1–4.
SACSAC-2008-NunesC08a #challenge #health #perspective
The virtual reality challenges in the health care area: a panoramic view (FLSN, RMEMdC), pp. 1312–1316.
ICALPICALP-2007-CaiL #algorithm #power of
Holographic Algorithms: The Power of Dimensionality Resolved (JyC, PL), pp. 631–642.
HCIDHM-2007-LarsLT
Human Age and Vehicle Speeds Affect on Vehicle Ingress Motion Pattern (LH, YL, TF), pp. 843–846.
HCIHCI-AS-2007-KaholFMPS
Augmented Virtual Reality for Laparoscopic Surgical Tool Training (KK, JF, TLM, SP, MS), pp. 459–467.
HCIHCI-AS-2007-YeBRS #design #evaluation
Applications of Virtual Reality in Product Design Evaluation (JY, SB, VR, TS), pp. 1190–1199.
HCIHCI-IPT-2007-DzwiarekLNRS #assessment #using #visual notation
Assessment of Perception of Visual Warning Signals Generated Using an Augmented Reality System (MD, AL, AN, CR, TS), pp. 579–586.
HCIHCI-IPT-2007-HavukumpuHGVN
Comparing Two Head-Mounted Displays in Ultrasound Scanning (JH, JH, EG, PV, GN), pp. 597–604.
HCIHCI-IPT-2007-LiGR
Resolving Occlusion Between Virtual and Real Scenes for Augmented Reality Applications (LL, TG, BR), pp. 634–642.
HCIHCI-IPT-2007-LuS #e-commerce
Augmented Reality E-Commerce Assistant System: Trying While Shopping (YL, SS), pp. 643–652.
HCIHCI-IPT-2007-OtsukiKNST #interactive #novel
RealSound Interaction: A Novel Interaction Method with Mixed Reality Space by Localizing Sound Events in Real World (MO, AK, TN, FS, HT), pp. 653–662.
HCIHCI-IPT-2007-SantosSGPAJBJPWCABPHM #design #effectiveness #interactive #named
IMPROVE: Designing Effective Interaction for Virtual and Mixed Reality Environments (PS, AS, TG, AP, BA, RJ, LCB, JAJ, JMP, MW, GC, RdA, IB, CP, MH, DM), pp. 689–699.
HCIHCI-MIE-2007-LeePWP #robust
Robust Gaze Tracking Method for Stereoscopic Virtual Reality Systems (ECL, KRP, MCW, JP), pp. 700–709.
HCIHCI-MIE-2007-ReifingerWAPR #recognition
Static and Dynamic Hand-Gesture Recognition for Augmented Reality Applications (SR, FW, MA, TP, GR), pp. 728–737.
HCIHIMI-IIE-2007-ParkCHNPCJ #navigation
Disposition of Information Entities and Adequate Level of Information Presentation in an In-Car Augmented Reality Navigation System (KSP, IHC, GBH, TJN, JYP, SIC, IHJ), pp. 1098–1108.
HCIHIMI-IIE-2007-TaketaHKN
Virtual Pop-Up Book Based on Augmented Reality (NT, KH, HK, SN), pp. 475–484.
HCIHIMI-IIE-2007-YamaguchiNAHKN #named #navigation #using
AR-Navi: An In-Vehicle Navigation System Using Video-Based Augmented Reality Technology (YY, TN, KA, MH, HK, SN), pp. 1139–1147.
ESEC-FSEESEC-FSE-2007-Siagri #grid #pervasive
Pervasive computers and the GRID: the birth of a computational exoskeleton for augmented reality (RS), pp. 1–4.
SACSAC-2007-KimuraTN #mobile
System support for mobile augmented reality services (HK, ET, TN), pp. 1616–1623.
CASECASE-2007-KeirHCC #approach
A New Approach to Accelerometer-based Head Tracking for Augmented Reality & Other Applications (MSK, CEH, JGC, XC), pp. 603–608.
CASECASE-2007-RizziBL #3d #automation #image #modelling #simulation
Automating the Extraction of 3D Models from Medical Images for Virtual Reality and Haptic Simulations (SHRR, PPB, CL), pp. 152–157.
STOCSTOC-2007-CaiL #algorithm
Holographic algorithms: from art to science (JyC, PL), pp. 401–410.
ICALPICALP-v1-2006-CaiC #algorithm
Some Results on Matchgates and Holographic Algorithms (JyC, VC), pp. 703–714.
CHICHI-2006-BioccaTOX #3d #mobile #platform
Attention funnel: omnidirectional 3D cursor for mobile augmented reality platforms (FB, AT, CBO, FX), pp. 1115–1122.
ICPRICPR-v3-2006-Xu #approach #gesture #network #recognition
A Neural Network Approach for Hand Gesture Recognition in Virtual Reality Driving Training System of SPG (DX), pp. 519–522.
ICPRICPR-v4-2006-JunejoCF06a #configuration management
Configuring Mixed Reality Environment (INJ, XC, HF), pp. 884–887.
ICALPICALP-2005-Valiant
Holographic Circuits (LGV), pp. 1–15.
AIIDEAIIDE-2005-ShapiroAPNKT #using
The Trial The Trail, Act 3: A Virtual Reality Drama Using Intelligent Agents (SCS, JA, DEP, TDN, MK, OT), pp. 157–158.
CHICHI-2005-HamalainenIHLN
Martial arts in artificial reality (PH, TI, JH, ML, AN), pp. 781–790.
CHICHI-2005-VoidaPKP #2d #case study
A study on the manipulation of 2D objects in a projector/camera-based augmented reality environment (SV, MP, RK, CSP), pp. 611–620.
ITiCSEITiCSE-2004-Harms
A virtual reality simulator of the ENIAC (DEH), p. 239.
CHICHI-2004-CrabtreeBRGFADARTS #game studies
Orchestrating a mixed reality game “on the ground” (AC, SB, TR, CG, MF, RA, AD, MA, JRF, NT, AS), pp. 391–398.
ICPRICPR-v2-2004-KanbaraY #estimation #realtime
Real-time Estimation of Light Source Environment for Photorealistic Augmented Reality (MK, NY), pp. 911–914.
ICPRICPR-v2-2004-PressigoutM #visual notation
Model-Free Augmented Reality by Virtual Visual Servoing (MP, ÉM), pp. 887–890.
ICPRICPR-v3-2004-IwahoriWKF #modelling #network
Neural Network Based Modeling and Color Rendering for Mixed Reality (YI, RJW, HK, KF), pp. 198–201.
ICPRICPR-v4-2004-DehaisDMC #perspective #realtime #sequence #using #video
Augmented Reality through Real-Time Tracking of Video Sequences Using a Panoramic View (CD, MD, GM, VC), pp. 995–998.
HTHT-2003-RomeroC #hypermedia #named
HyperReal: a hypermedia model for mixed reality (LR, NC), pp. 2–9.
CHICHI-2003-BrownMCGRS #collaboration #lessons learnt
Lessons from the lighthouse: collaboration in a shared mixed reality system (BB, IM, MC, AG, CR, AS), pp. 577–584.
CHICHI-2003-FlinthamBAHCGTAR #case study #experience #game studies #mobile #online
Where on-line meets on the streets: experiences with mobile mixed reality games (MF, SB, RA, TH, AC, CG, NT, MA, JRF), pp. 569–576.
CHICHI-2003-TangOBM #assembly #comparative #effectiveness
Comparative effectiveness of augmented reality in object assembly (AT, CBO, FB, WM), pp. 73–80.
HTHT-2002-SinclairMMW #hypermedia #using
Links in the palm of your hand: tangible hypermedia using augmented reality (PASS, KM, DEM, MJW), pp. 127–136.
DiGRACGDC-2002-SuomelaMRK #design #interactive #tool support
Augmented Reality for a Casual User: Designing Tools for Interaction with the Virtual World (RS, JM, ER, TK).
CHICHI-2002-SchnadelbachKFFICFBGR #interface
The augurscope: a mixed reality interface for outdoors (HS, BK, MF, MF, SI, PC, MF, SB, CG, TR), pp. 9–16.
CSCWCSCW-2002-PrinceCFWJBK #3d #interactive #realtime
3-D live: real time interaction for mixed reality (SP, ADC, FF, TW, NJ, MB, HK), pp. 364–371.
ICEISICEIS-2002-GusikhinKRACM #assembly
Virtual Reality Web-Based Environment for Workcell Planning in an Automotive Assembly (OYG, EK, GR, CA, GC, TM), pp. 263–268.
ICPRICPR-v2-2002-KanbaraYT
Registration for Stereo Vision-Based Augmented Reality Based on Extendible Tracking of Markers and Natural Features (MK, NY, HT), pp. 1045–1048.
IWPCIWPC-2001-MaleticMDL #object-oriented #visualisation
Visualizing Object-Oriented Software in Virtual Reality (JIM, AM, GD, JL), pp. 26–35.
CHICHI-2001-KolevaTBFGSLHRA #performance
Orchestrating a mixed reality performance (BK, IT, SB, MF, CG, HS, DvL, CH, JRF, MA), pp. 38–45.
ICEISICEIS-v1-2001-ThorntonR #data mining #mining #network #using
Using Virtual Reality Data Mining for Network Management (KEBT, CR), pp. 340–344.
CHICHI-2000-PatrickCSRVC #scalability #using
Using a large projection screen as an alternative to head-mounted displays for virtual environments (EP, DC, AS, JAR, TV, GC), pp. 478–485.
ICPRICPR-v1-2000-DuchesneH #approach #problem
A Point-Based Approach to the Interposition Problem in Augmented Reality (CD, JYH), pp. 1261–1265.
ICPRICPR-v3-2000-BrucksteinHN #image #on the
On Holographic Transform Compression of Images (AMB, RJH, ANN), pp. 3236–3241.
ICPRICPR-v4-2000-KanbaraTYI
A Stereo Vision-Based Augmented Reality System with a Wide Range of Registration (MK, HT, NY, HI), pp. 4147–4151.
ICPRICPR-v4-2000-OhbaOTRDTKK #realtime
Real-Time Micro Environmental Observation with Virtual Reality (KO, JCPO, KT, GR, RD, YT, TK, NK), pp. 4487–4490.
ICPRICPR-v4-2000-OkumaSTY #estimation #image #parametricity #realtime
Real-Time Camera Parameter Estimation from Images for a Mixed Reality System (TO, KS, HT, NY), pp. 4482–4486.
SACSAC-2000-KirnerM #development #using #visualisation
Development of an Information Visualization Tool Using Virtual Reality (TGK, VFMS), pp. 604–606.
HPDCHPDC-2000-RenambotBGS #framework #named
CAVEStudy: An Infrastructure for Computational Steering in Virtual Reality Environments (LR, HEB, DG, HJWS), pp. 239–246.
ICALPICALP-1999-Szegedy #logic #proving
Many-Valued Logics and Holographic Proofs (MS), pp. 676–686.
HCIHCI-CCAD-1999-AttreeRB #assessment #memory management
Virtual reality in assessment and rehabilitation of impaired memory following brain damage (EAA, FDR, BMB), pp. 1100–1104.
HCIHCI-CCAD-1999-BoschianLDMJ #how #people #question
How can people with disabilities navigate in virtual reality with an input device they can use? (KB, AL, RCD, UM, GJ), pp. 1111–1115.
HCIHCI-CCAD-1999-GermannBO #using
Assisting individuals with disabilities through the use of virtual reality technologies (CG, JKB, POJ), pp. 952–956.
HCIHCI-CCAD-1999-MocciaB #flexibility
A flexible environment for virtual reality applications (VM, AB), pp. 1085–1089.
HCIHCI-CCAD-1999-WoolfordMCPAW #comparison #multi #self
Comparison of multimedia and virtual reality for self-training (BW, JM, CC, AP, JAA, MW), pp. 1116–1119.
HCIHCI-EI-1999-RamseyNC
Virtual Reality Induced Symptoms and Effects (VRISE) in Four Different Virtual Reality Display Conditions (AR, SN, SC), pp. 142–146.
HCIHCI-EI-1999-SundareswaranBCW #3d #distributed #recognition #speech
A Distributed System for Device Diagnostics Utilizing Augmented Reality, 3D Audio, and Speech Recognition (VS, RB, SC, KW), pp. 466–470.
SACSAC-1999-JacksonTW #collaboration #education #multi
Peer Collaboration and Virtual Environments: A Preliminary Investigation of Multi-Participant Virtual Reality Applied in Science Education (RLJ, WT, WW), pp. 121–125.
HPDCHPDC-1999-PuA #distributed #image
Distributed Processing for Cinematic Holographic Particle Image Velocimetry (YP, DA), pp. 343–344.
TPDLECDL-1998-MunozAD #library
Virtual Reality and Agents in a Digital Library (GM, IA, PD), pp. 681–682.
ITiCSEITiCSE-1998-Goldberg
Building a system in virtual reality with LearningWorks (AG), pp. 5–9.
IWPCIWPC-1998-YoungM #visualisation
Visualizing Software in Virtual Reality (PY, MM), pp. 19–26.
CHICHI-1998-MackayFFM #design
Reinventing the Familiar: Exploring an Augmented Reality Design Space for Air Traffic Control (WEM, ALF, LF, LM), pp. 558–565.
CHICHI-1998-PlesniakP #using #video
Coincident Display Using Haptics and Holographic Video (WP, RP), pp. 304–311.
ICPRICPR-1998-OkumaKTY #realtime #using
An augmented reality system using a real-time vision based registration (TO, KK, HT, NY), pp. 1226–1229.
ICSEICSE-1998-MascarenhasKBK #analysis #modelling #petri net
Modeling and Analysis of a Virtual Reality System with Time Petri Nets (RM, DK, UAB, RVK), pp. 33–42.
HCIHCI-SEC-1997-LaneA
Stereopsis and Motion Parallax Cues in Virtual Reality Control Applications (JCL, DLA), pp. 917–920.
HCIHCI-SEC-1997-SuLYFD #industrial #using
Industrial Training Using Virtual Reality (CJS, FL, LY, CMF, VGD), pp. 989–992.
HCIHCI-SEC-1997-Sun
Data Input Devices and Application in Virtual Reality (HS), pp. 1001–1004.
SACSAC-1997-GudivadaBA #database #retrieval
A retrieval technique for virtual reality databases (VNG, JNB, RA), pp. 328–333.
HPDCHPDC-1996-PapkaS #design #named
UbiWorld: An Environment Integrating Virtual Reality, Supercomputing and Design (MEP, RLS), pp. 306–307.
CHICHI-1995-StoakleyCP #interactive
Virtual Reality on a WIM: Interactive Worlds in Miniature (RS, MC, RFP), pp. 265–272.
STOCSTOC-1994-PolishchukS #proving
Nearly-linear size holographic proofs (AP, DAS), pp. 194–203.
HCIHCI-ACS-1993-WarneckeFW #human-computer #interactive
Virtual Reality for Improved Human-Computer Interaction in Robotics and Medicine (HJW, TF, MW), pp. 207–212.
HCIHCI-SHI-1993-KamijoK #using
A Virtual Reality System Using Physiological Data — Application to Virtual Sports CAI (KK, AK), pp. 675–680.
CHIINTERCHI-1993-WareAB
Fish tank virtual reality (CW, KA, KSB), pp. 37–42.
HTHT-ECHT-1992-Bolter #future of #hypermedia
Virtual Reality and the Future of Hypertext (JDB), p. 2.
CHICHI-1992-ShawLGS #simulation
The decoupled simulation model for virtual reality systems (CDS, JL, MG, YS), pp. 321–328.
CHICHI-1991-Pausch
Virtual reality on five dollars a day (RP), pp. 265–270.
CHICHI-1989-FairchildMW
The tourist artificial reality (KMF, GM, AW), pp. 299–304.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.