Augmented reality, virtual reality, and computer graphics : third International Conference, AVR 2016, Lecce, Italy, June 15-18, 2016. Proceedings. Part I / Lucio Tommaso De Paolis, Antonio Mongelli (eds.).Material type: TextSeries: Serienbezeichnung | Lecture notes in computer science ; 9768. | LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics.Publisher: Switzerland : Springer, 2016Description: 1 online resource (xviii, 517 pages) : illustrationsContent type: text Media type: computer Carrier type: online resourceISBN: 9783319406213; 3319406213Other title: AVR 2016Subject(s): Augmented reality -- Congresses | Virtual reality -- Congresses | User interface design & usability | Information technology: general issues | Computer modelling & simulation | Educational equipment & technology, computer-aided learning (Calif.) | Computer vision | Computers -- User Interfaces | Computers -- Data Processing | Computers -- Computer Simulation | Education -- Computers & Technology | Computers -- Computer Vision & Pattern Recognition | Augmented reality | Virtual realityGenre/Form: Electronic books. | Electronic books. | Conference papers and proceedings. Additional physical formats: Print version:: Augmented reality, virtual reality, and computer graphics.DDC classification: 006.8 LOC classification: QA76.9.A94Online resources: Click here to access online
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International conference proceedings.
Includes author index.
Online resource; title from PDF title page (SpringerLink, viewed June 14, 2016).
The 2-volume set LNCS 9768 and 9769 constitutes the refereed proceedings of the Third International Conference on Augmented Reality, Virtual Reality and Computer Graphics, AVR 2016, held in Lecce, Italy, in June 2016. The 40 full papers and 29 short papers presented werde carefully reviewed and selected from 131 submissions. The SALENTO AVR 2016 conference intended to bring together researchers, scientists, and practitioners to discuss key issues, approaches, ideas, open problems, innovative applications and trends on virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, industrial and military sectors.
Intro; Preface; Organization; Contents -- Part I; Contents -- Part II; Virtual Reality; Simulation of Tsunami Impact upon Coastline; 1 Introduction; 2 Related Work; 3 Proposed Framework; 3.1 SPH Method; 3.2 Implementation; 4 Results; 5 Conclusions; References; Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactive; Abstract; 1 Introduction; 2 Design; 2.1 Egocentric Viewpoint; 2.2 Immersion; 2.3 Sense of Presence; 2.4 Representative Design; 2.5 Perception and Action; 2.6 Functional Fidelity; 2.7 System Design; 3 User Testing
3.1 Motion Perception Using Parallax Motion3.2 Sufficiently Accurate Body Segment Detection; 3.3 Unexpected Actions; 3.4 User Experience of Virtual Tackle; 3.5 Level of Difficulty; 3.6 Understanding Usability; 3.7 System Robustness; 3.8 User Engagement and Enjoyment; 4 Discussion; Acknowledgements; References; Immersive Virtual Reality-Based Simulation to Support the Design of Natural Human-Robot Interfaces for Service Robotic Applications; 1 Introduction; 2 Related Work; 3 Technologies; 3.1 Unity; 3.2 Oculus Rift DK2; 3.3 Microsoft Kinect; 3.4 DualShock3 Controller; 3.5 Virgil
4 Simulation Framework5 The Virtual Environment; 5.1 Modeling; 5.2 Programming; 6 User Interfaces; 6.1 AR Interface; 6.2 NAR Interface; 7 Experimental Results; 8 Conclusions and Future Work; References; Multi-Resolution Visualisation of Geographic Network Traffic; 1 Introduction; 2 Exposition; 2.1 Dense Texture-Based Flow Visualization; 2.2 Level of Detail; 3 Flow Visualization for Geographic Networks; 3.1 Line Integral Convolution; 3.2 Unsteady Flow Line Integral Convolution -- UFLIC; 3.3 Path Generation; 3.4 Value Scattering Process; 3.5 Convolution Process
4 Level of Detail for Geographic Networks5 Usability Study; 5.1 Legibility of the Flow Visualization Technique; 5.2 Identification of Locations with High Traffic Density; 5.3 Recognition of Global Trends; 5.4 Subjective Comments; 6 Discussion and Results; 7 Conclusions; References; Methodology for Efficiency Analysis of VR Environments for Industrial Applications; Abstract; 1 Introduction; 2 Related Work; 3 Efficiency Analysis of VR Environments for Industrial Applications; 3.1 General Approach of the WAVE Methodology; 4 Validation of the WAVE Methodology; 5 Conclusion and Further Work