Zobrazeno 1 - 10
of 18
pro vyhledávání: '"Vangelis Lympouridis"'
Publikováno v:
Encyclopedia, Vol 3, Iss 2, Pp 396-405 (2023)
Immersive learning conceptualizes education as a set of active phenomenological experiences that are based on presence. Immersive learning can be implemented using both physical and digital means, such as virtual reality and augmented reality.
Externí odkaz:
https://doaj.org/article/be30a0b7576140a0b8daaeb69f66a330
Autor:
James M. Finley, Marientina Gotsis, Vangelis Lympouridis, Shreya Jain, Aram Kim, Beth E. Fisher
Publikováno v:
Frontiers in Neurology, Vol 11 (2021)
People with Parkinson's disease (PD) commonly have gait impairments that reduce their ability to walk safely in the community. These impairments are characterized, in part, by a compromised ability to turn and negotiate both predictable and unpredict
Externí odkaz:
https://doaj.org/article/63a0405eec534e3d9b40755e3d41609d
Autor:
Zezhen Xu, Vangelis Lympouridis
Publikováno v:
VR Workshops
The number of smart home devices will increase exponentially. The current Internet of Things (IoT) control interfaces on smartphones are spatially separated from the devices they operate, making them less intuitive and progressively more complicated.
Autor:
James M. Finley, Prajakta Khandve, Pushpak Bhattacharyya, Kranthi Nuthalapati, Sanjay Mallasamudram Santhanam, Vangelis Lympouridis, Garima Adlakha, Sanya Singh, Saravanan Manoharan, Isaiah J. Lachica, Apoorva Patil
Publikováno v:
VR Workshops
This demo uses Virtual Reality (VR) to assess cognitive function in people with Parkinson’s disease. We developed a VR-based assessment that combines simple game mechanics with components of the Trail Making Test. We collect performance metrics and
Publikováno v:
VR Workshops
Current trends in immersive technologies suggest an increase in capturing user’s data to drive interactions and avatar representations. With growing numbers of data types being collected, users need an easy way to view and control their privacy set
Publikováno v:
HCI International 2021-Posters ISBN: 9783030786410
HCI (38)
HCI (38)
Virtual Equipment System (VES) is a body-centric 3D User Interface design framework built to advance the development of interfaces that capitalize on user’s proprioception in immersive environments. In a previous poster paper submitted to HCII last
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::837dacceffa0b0f2131e47801ab849d0
https://doi.org/10.1007/978-3-030-78642-7_48
https://doi.org/10.1007/978-3-030-78642-7_48
Publikováno v:
HCI International 2021-Posters ISBN: 9783030786410
HCI (38)
HCI (38)
This paper discusses the development of Virtual Control Interface (VCI), a Virtual Reality (VR) system for simulating and exploring multimodal context-sensitive interactions between Augmented Reality (AR) glasses and Internet of Things (IoT) devices.
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::72283494b5aa4ea67edf80c36b04bf26
https://doi.org/10.1007/978-3-030-78642-7_47
https://doi.org/10.1007/978-3-030-78642-7_47
Publikováno v:
SUI
We envision the development of a novel Virtual Equipment System to replace existing 2d Interfaces in virtual reality with a set of embedded and distributed input devices. We have built a prototype that takes advantage of the user's spatial awareness,
Publikováno v:
SUI
A common way to perform data entry in virtual reality remains using virtual laser pointers to select characters from a flat 2D keyboard in 3-dimensional space. In this demo, we present a data input method that takes advantage of 3D space by interacti
Autor:
Christine Barron, Shravani Chintalapudi, Fernando Rabelo, Yawen Zheng, Alicja Jasina, Vangelis Lympouridis, Catalina Matamoros, Paul Debevec, Cristina Brous, David M. Krum, Evan A. Suma, Ashok Mathew Kuruvilla, Mark Bolas, Andrew Jones
Publikováno v:
SIGGRAPH Posters
There is rapidly growing interest in the creation of rendered environments and content for tracked head-mounted stereoscopic displays for virtual reality. Currently, the most popular approaches include polygonal environments created with game engines