Searched for: subject%3A%22VR%22
(1 - 18 of 18)
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Sharan, N.N (author), Toet, A. (author), Mioch, T. (author), Niamut, O. (author), van Erp, J.B.F. (author)
Effective interpersonal communication is important to maintain relationships and build trust, empathy, and confidence. In this digital age, communication has become mediated, which filters out many of the social cues that are essential to facilitate interpersonal communication. This paper investigates the extent to which social cues influence...
conference paper 2022
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Linssen, L. (author), Landman, A. (author), van Baardewijk, J.U. (author), Bottenheft, C. (author), Binsch, O. (author)
Real-time physiological stress monitoring would be a relevant addition to virtual reality (VR) training for high-risk professions, such as the military. VR is highly suitable for the implementation of such monitoring due to the controlled environment and the already used wearables. However, physiological stress measurements suffer from...
article 2022
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Gunkel, S.N.B. (author), Hindriks, R. (author), Assal, K.M.E. (author), Stokking, H.M. (author), Dijkstra-Soudarissanane, S. (author), Haar, F.T. (author), Niamut, O. (author)
conference paper 2021
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Numan, N. (author), Haar, F.T. (author), Cesar, P. (author)
Head-mounted displays (HMDs) are an essential display device for the observation of virtual reality (VR) environments. However, HMDs obstruct external capturing methods from recording the user’s upper face. This severely impacts social VR applications, such as teleconferencing, which commonly rely on external RGB-D sensors to capture a...
conference paper 2021
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Fermoselle, L.I. (author), Gunkel, S.N.B. (author), ter Haar, F.B. (author), Dijkstra-Soudarissanane, S.S. (author), Toet, A. (author), Niamut, O.A. (author)
Social VR shall allow natural communication between users with high social presence, as if users are in the same room. One way to increase social presence is to add haptic interaction to allow,for example, users to give each other a "high-five" or to pass documents among them. In this paper, we present our web-based VR communication framework...
conference paper 2020
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Aliman, N.M. (author), Kester, L.H.J.M. (author)
In recent years, prevalent global societal issues related to fake news, fakery, misinformation, and disinformation were brought to the fore, leading to the construction of descriptive labels such as “post-truth” to refer to the supposedly new emerging era. Thereby, the (mis-)use of technologies such as AI and VR has been argued to potentially...
article 2020
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Toet, A. (author), Heijn, F. (author), Brouwer, A.M. (author), Erp, J.B.F.van (author)
Immersive 360◦ virtual reality (VR) movies can effectively evoke a wide range of different emotional experiences. To this end, they are increasingly deployed in entertainment, marketing and research. Because emotions influence decisions and behavior, it is important to assess the user’s affective appraisal of immersive 360◦ VR movies. Knowledge...
article 2020
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Numan, N. (author)
Virtual reality (VR) creates an exceptional experience in which users can explore virtual environments. Wearing a head‐mounted display (HMD), users are able to observe a virtual world that is rendered based on their physical movement and actions. A common solution for capturing the visual and geometric information needed for the construction of...
report 2020
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Gunkel, S.N.B. (author)
Virtual Reality (VR) applications are currently suffering several gaps to allow a full breakthrough in the consumer market. One aspect is the social isolation. Many VR experiences do not represent yourself or other users, making it lonely rather than a shared experience. VR applications that do offer a user representation mostly use artificial...
conference paper 2019
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Toet, A. (author), Heijn, F. (author), Brouwer, A.M. (author), Mioch, T. (author), van Erp, J.B.F. (author)
Immersive 360° VR systems are increasingly used in entertainment, marketing and design and development processes. Many of these applications involve emotional experiences. Since momentary emotions significantly determine a user’s response and decisions, it is essential to understand the influence of media content and technological factors on the...
article 2019
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Dijkstra-Soudarissanane, S.S. (author), Assal, K.E. (author), Gunkel, S.N.B. (author), ter Haar, F.T. (author), Hindriks, H.N. (author), Kleinrouweler, J.W.M. (author), Niamut, O. (author)
Recent developments in key technologies like 5G, Augmented and Virtual Reality (AR/VR) and Tactile Internet result in new possibilities for communication. Particularly, these key digital technologies can enable remote communication and collaboration in remote experiences. In this demo, we work towards 6-degrees of freedom (DoF) photo-realistic...
conference paper 2019
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el Assal, K.M. (author), Thomas, E.D.R. (author), Gabriel, A. (author), Dijkstra-Soudarissanane, S.S. (author)
Over the past few years, the HTTP Adaptive Streaming (HAS) technologies, e.g. the MPEG-DASH standard (DASH), became the predominant form of online video streaming. 360 Virtual Reality (VR) content have recently emerged on video streaming platform as a new immersive format but limits the interaction with the viewer to looking around via head...
conference paper 2019
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Gunkel, S.N.B. (author), Dohmen, M.D.W. (author), Stokkinq, H. (author), Niamut, O. (author)
VR experiences are becoming more social, but many social VR systems represent users as artificial avatars. For use cases such as VR conferencing, photo-realistic representations may be preferred. In this paper, we present ongoing research into social VR experiences with photo-realistic representations of participants and present a web-based...
conference paper 2019
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Podborski, D. (author), Thomas, E. (author), Hannuksela, M.M. (author), Oh, S. (author), Stockhammer, T. (author), Pham, S. (author)
Virtual reality (VR) has gained a lot of attention due to market availability of consumer devices. A challenge for wider use is the ability to stream VR content to the user. This paper looks at aspects of 360° video streaming and the considerations for possible solutions. The primary focus lies on current efforts to develop standards for...
article 2018
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Prins, M.J. (author), Gunkel, S.N.B. (author), Stokking, H.M. (author), Niamut, O.A. (author)
Virtual reality (VR) and 360° video are reshaping the media landscape, creating a fertile business environment. In the past years, many new 360° cameras and VR headsets entered the consumer market. Distribution platforms are being established and new production studios are emerging. VR is a hot topic in research and industry, and many new and...
article 2018
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Gunkel, S. (author), Prins, M.J. (author), Stokking, H.M. (author), Niamut, O.A. (author)
Virtual Reality (VR) and 360-degree video are reshaping the media landscape, creating a fertile business environment. During 2016 new 360-degree cameras and VR headsets entered the consumer market, distribution platforms are being established and new production studios are emerging. VR is evermore becoming a hot topic in research and industry...
conference paper 2017
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Brouwer, A.-M. (author), Neerincx, M.A. (author), Kallen, V. (author), van der Leer, L. (author), Brinke, M.T. (author)
We propose to combine Virtual Reality (VR) and bio-neuro feedback to help treat stress-related disorders. As a first step in that direction, we here attempted to induce stress through VR and identify (neuro)physiological correlates. Nine participants performed a surveillance task in two different cities within VR while EEG, ECG and cortisol...
article 2011
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Neerincx, M.A. (author), Kallen, V.L. (author), Brouwer, A.-M. (author), van der Leer, L. (author), ten Brinke, M. (author), TNO Defensie en Veiligheid (author)
Recent research shows that Virtual Reality (VR) exposure or bio-neuro feedback can help professionals to cope with possibly traumatic events. This paper presents a neuro-bio VR system that combines both methods in order to further improve the prevention and therapy of trauma-related disorders. This system can harmonize the VR exposure to user's...
conference paper 2010
Searched for: subject%3A%22VR%22
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