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- research-articleJune 2018
KAVE: Building Kinect Based CAVE Automatic Virtual Environments, Methods for Surround-Screen Projection Management, Motion Parallax and Full-Body Interaction Support
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 2, Issue EICSArticle No.: 10, Pages 1–15https://doi.org/10.1145/3229092While CAVE Automatic Virtual Environments (CAVE) have been around for over 2 decades they remain complex to setup, unaffordable to most, and generally limited to data and model visualization applications for academia and industry. In this paper, we ...
- research-articleJune 2017
User Experience of Panoramic Video in CAVE-like and Head Mounted Display Viewing Conditions
TVX '17: Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online VideoPages 65–75https://doi.org/10.1145/3077548.3077550Panoramic 360 video is a rapidly growing part of interactive TV viewing experience due to the increase of both production by consumers and professionals and the availability of consumer headsets used to view it. Recent years have also seen proposals for ...
- posterOctober 2016
AquaCAVE: Augmented Swimming Environment with Immersive Surround-Screen Virtual Reality
UIST '16 Adjunct: Adjunct Proceedings of the 29th Annual ACM Symposium on User Interface Software and TechnologyPages 183–184https://doi.org/10.1145/2984751.2984760AquaCAVE is a system for enhancing the swimming experience. Although swimming is considered to be one of the best exercises to maintain our health, swimming in a pool is normally monotonous; thus, maintaining its motivation is sometimes difficult. ...
- Work in ProgressOctober 2015
SpielRaum: Perspectives for Collaborative Play
CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in PlayPages 427–432https://doi.org/10.1145/2793107.2810306Created in a custom-designed interactive visualization studio, the virtual reality research project SpielRaum combines cave projections with first person virtual reality interfaces for collaborative games that exploit individual perspectives of players ...
- abstractJune 2015
Dream Vortex: Artwork in Interactive 3D
C&C '15: Proceedings of the 2015 ACM SIGCHI Conference on Creativity and CognitionPages 367–368https://doi.org/10.1145/2757226.2757374Dream Vortex is a virtual art installation with interactive 3D objects, developed for a CAVE, Oculus Rift, or 3D monitor by artist Meredith Tromble and scientist Dawn Sumner. The central structure is an interactive vortex of hand-drawn dream images that ...
- research-articleOctober 2013
SCReen adjusted panoramic effect: SCRAPE
MM '13: Proceedings of the 21st ACM international conference on MultimediaPages 859–862https://doi.org/10.1145/2502081.2502230A Cave Automatic Virtual Environment (CAVE) is an enclosed virtual reality room that uses multiple projectors to display images across its surfaces. It uses one or more computers to synchronise and combine the images and allows users to control virtual ...
- posterJuly 2013
Towards bi-manual 3D painting: generating virtual shapes with hands
SUI '13: Proceedings of the 1st symposium on Spatial user interactionPage 79https://doi.org/10.1145/2491367.2491396We aim at combining surface generation by hands with 3D painting in a large space, from 10 to ~200 m2 (for a stage setup). Our long-term goal is to phase 3D surface generation in choreography, in order to produce augmented dance shows where the dancer ...
- ArticleOctober 2012
3D multi-scale scanning of the archaeological cave "les Fraux" in (France)
- Pierre Grussenmeyer,
- Albane Burens,
- Emmanuel Moisan,
- Samuel Guillemin,
- Laurent Carozza,
- Raphaëlle Bourrillon,
- Stéphane Petrognani
EuroMed'12: Proceedings of the 4th international conference on Progress in Cultural Heritage PreservationPages 388–395https://doi.org/10.1007/978-3-642-34234-9_39The archaeological cave « Les Fraux » (Saint-Martin-de-Fressengeas, Dordogne) forms a great network of galleries, characterized by the exceptional richness of its archaeological Bronze Age remains such as domestic fireplaces, ceramic and metal deposits, ...
- research-articleOctober 2010
3d gesture recognition applying long short-term memory and contextual knowledge in a CAVE
- Dejan Arsićc,
- Luis Roalter,
- Martin Wöllmer,
- Florian Eyben,
- Björn Schuller,
- Moritz Kaiser,
- Matthias Kranz,
- Gerhard Rigoll
MPVA '10: Proceedings of the 1st ACM international workshop on Multimodal pervasive video analysisPages 33–36https://doi.org/10.1145/1878039.1878047Virtual reality applications are emerging into various regions of research and entertainment. Although visual and acoustic capabilities are already quite impressive, a wide range of users still criticizes the user interface. Frequently complex and very ...
- ArticleNovember 2007
The benefits of immersion for spatial understanding of complex underground cave systems
VRST '07: Proceedings of the 2007 ACM symposium on Virtual reality software and technologyPages 121–124https://doi.org/10.1145/1315184.1315205A common reason for using immersive virtual environments (IVEs) in visualization is the hypothesis that IVEs should provide a higher level of spatial understanding for complex 3D structures, such as those found in underground cave systems. Therefore, we ...
- ArticleNovember 2005
Experiences in driving a cave with IBM scalable graphics engine-3 (SGE-3) prototypes
VRST '05: Proceedings of the ACM symposium on Virtual reality software and technologyPages 231–234https://doi.org/10.1145/1101616.1101663The IBM Scalable Graphics Engine-3 (SGE-3) prototype is a network attached framebuffer. In its application at Brown, it is a pixel compositor for distributed rendering and a video source for frame-sequential stereo display in a four-wall CAVE™ -like ...