13252nam 22007815 450 991048350730332120200630001644.03-319-40621-310.1007/978-3-319-40621-3(CKB)3710000000734814(DE-He213)978-3-319-40621-3(MiAaPQ)EBC6300580(MiAaPQ)EBC5594868(Au-PeEL)EBL5594868(OCoLC)951903427(PPN)194378527(EXLCZ)99371000000073481420160610d2016 u| 0engurnn|008mamaatxtrdacontentcrdamediacrrdacarrierAugmented Reality, Virtual Reality, and Computer Graphics Third International Conference, AVR 2016, Lecce, Italy, June 15-18, 2016. Proceedings, Part I /edited by Lucio Tommaso De Paolis, Antonio Mongelli1st ed. 2016.Cham :Springer International Publishing :Imprint: Springer,2016.1 online resource (XVIII, 517 p. 261 illus.) Image Processing, Computer Vision, Pattern Recognition, and Graphics ;9768Includes index.3-319-40620-5 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 Motion -- 3.2 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 Framework -- 5 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 Networks -- 5 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 -- References -- Unity3D Virtual Animation of Robots with Coupled and Uncoupled Mechanism -- Abstract -- 1 Introduction -- 2 Problem Formulation -- 3 Modeling 3D, CAD -- 4 Export the 3D Model to Unity3D -- 5 Simulation Experimental Results -- 5.1 Environment 3D Simulation -- 6 Conclusions -- Acknowledgment -- References -- A Scalable Cluster-Rendering Architecture for Immersive Virtual Environments -- 1 Introduction -- 2 Related Work -- 2.1 WireGL -- 2.2 Chromium -- 3 System Description -- 3.1 Network Driver -- 3.2 Slave Programs -- 3.3 Network Protocol -- 3.4 Per-Frame Synchronization -- 3.5 Cluster Configuration -- 3.6 Additional Features -- 3.7 Integration with XVR -- 4 Parallelism -- 4.1 Test-Bed IVE Setup -- 4.2 Test-Bed Applications -- 4.3 Method -- 4.4 Impact of the Architecture -- 5 Conclusion and Future Work -- References -- The Effect of Emotional Narrative Virtual Environments on User Experience -- 1 Introduction -- 2 Emotional Narrative Virtual Environment -- 2.1 Scenario -- 2.2 Social Narratives -- 3 Experimental Design -- 3.1 Apparatus for ENVE and Technological Set up -- 3.2 Participants -- 3.3 Measures -- 3.4 Procedure -- 4 Data Analysis and Results -- 5 Discussion -- 6 Conclusion and Future Work -- References.User Based Intelligent Adaptation of Five in a Row Game for Android Based on the Data from the Front Camera -- Abstract -- 1 Introduction -- 2 Problem Definition -- 2.1 Opponent Algorithm in the Game Five in a Row -- 2.2 Customization of the Game According to the Shots from the Front Camera -- 3 New Solution -- 3.1 Realized Tournament Selection -- 3.2 Tournament Results -- 4 Implementation -- 4.1 Implementation of the Five in a Row Algorithm -- 4.2 Implementation of the Technologies for the Face Recognition -- 4.3 The Implementation of the Game Five in a Row on the Android Platform -- 5 Testing of Developed Solution -- 5.1 Testing of the Newly Designed Algorithm -- 5.2 Comparison of the Technologies for the Face Detection in the Image -- 6 Discussion -- 7 Conclusions -- Acknowledgement -- References -- Modeling of Complex Taxonomy: A Framework for Schema-Driven Exploratory Portal -- Abstract -- 1 Introduction -- 2 Related Works -- 3 Modeling of Complex Taxonomy -- 4 Framework Development for Effective Building of Exploratory Portal -- 4.1 Framework Architecture -- 4.2 Implementation -- 5 Validation and Test -- 6 Conclusions -- Acknowledgements -- References -- Audio-Visual Perception - The Perception of Object Material in a Virtual Environment -- Abstract -- 1 Introduction -- 2 Background Work -- 3 Experiment Design -- 3.1 Methods -- 3.2 Selection of Materials, Audio and Shape -- 3.3 Virtual Environment -- 3.4 Procedure -- 4 Results -- 5 Discussion and Conclusion -- Acknowledgments -- References -- Facial Landmarks for Forensic Skull-Based 3D Face Reconstruction: A Literature Review -- Abstract -- 1 Introduction -- 2 Applications -- 3 Landmark Allocation -- 4 Outcomes -- 5 Conclusion -- References -- Virtual Reality Applications with Oculus Rift and 3D Sensors -- 1 Project Goals -- 2 Choice and Configuration of the 3D Sensor.3 Choice and Configuration of the Game Engine -- 4 Implementing the Shared Memory Solution -- 5 Displaying the Kinect Data in the Engine -- 6 Oculus Rift Adaptation -- 7 3D Projector Adaptation -- 8 Making the Virtual Arms Scalable -- 9 Discussion and Future Work -- The Virtual Experiences Portals --- A Reconfigurable Platform for Immersive Visualization -- 1 Introduction -- 2 Design and Implementation -- 2.1 Hardware -- 2.2 Software and Services (SAGE2) -- 3 SmartSpace 3D -- 4 Other Applications -- 5 Related Work, Evaluation and Future Work -- 6 Conclusions -- References -- Virtual Reality for Product Development in Manufacturing Industries -- Abstract -- 1 Introduction -- 2 Background -- 3 Research Approach -- 4 Emerging Scenarios -- 4.1 Product Lifecycle Management (PLM) and Virtual Reality -- 4.2 Immersive Virtual Testing -- 4.3 Virtual Training for Maintenance -- 4.4 Collaborative Virtual Review in the Design Chain -- 4.5 Virtual Manufacturing Process Review -- 5 Conclusions -- References -- Virtual Reality Pave the Way for Better Understand Untouchable Research Results -- Abstract -- 1 Introduction -- 2 Virtual Reality Tool -- 2.1 Reading Data and Converting to the Uniform Format -- 2.2 Sorting Module -- 2.3 Scenes Module -- 2.4 Composing Module -- 2.5 Synchronization All Components -- 2.6 Final VR Scenes -- 3 Evaluation of Protoplanetary Disk - VR -- 4 VR Tool for Visualization Research Results from Underground Water Management -- 5 Conclusion -- Acknowledgements -- References -- Visualization of the Renewable Energy Resources -- Abstract -- 1 Introduction -- 2 Renewable Energy Sources and Their Visualization -- 3 Data Sources -- 4 System Architecture -- 5 Conclusion -- Acknowledgment -- References -- Transparency of a Bilateral Tele-Operation Scheme of a Mobile Manipulator Robot -- Abstract -- 1 Introduction -- 2 Modeling and Control Scheme.3 Transparency's Local Site -- 3.1 Assembly Robot -- 3.2 Virtual Environment -- 4 Simulation Experimental Results -- 4.1 Virtual Reality 3D -- 4.2 Augmented Reality -- 5 Conclusions -- Acknowledgment -- References -- Unity3D-MatLab Simulator in Real Time for Robotics Applications -- Abstract -- 1 Introduction -- 2 Problem Formulation -- 3 Modeling and Control -- 4 Bilateral Communication MATLAB-Unity3D -- 4.1 Windows Inter-process Communication (IPC) -- 4.2 MATLAB - Unity Communication -- 4.3 Interaction MATLAB-Unity3D -- 5 Simulation Experimental Results -- 5.1 Autonomous Control -- 5.2 Tele-Operated Control -- 6 Conclusions -- Acknowledgment -- References -- Augmented and Mixed Reality -- Mobile Augmented Reality Based Annotation System: A Cyber-Physical Human System -- 1 Introduction -- 2 Problem Statement -- 3 Related Work -- 4 Sticky Annotation System -- 5 Simulation Setup and Recorded Mesh -- 6 Simulation Results -- 7 User Interface Design -- 8 Limitations and Future Work -- 9 Conclusion -- References -- A Framework for Outdoor Mobile Augmented Reality and Its Application to Mountain Peak Detection -- 1 Introduction -- 2 Related Work -- 3 A Framework for Mobile Outdoor AR Applications -- 3.1 Sensor Manager -- 3.2 Data Manager -- 3.3 Position Alignment Manager -- 3.4 Capture and Replay Testing Framework -- 4 SnowWatch: An Outdoor AR Application for Mountain Image Enrichment -- 4.1 Offline Peak Detection for the Web -- 4.2 Mobile Peak Detection for AR Apps -- 4.3 Pattern-Based Object Identifier -- 4.4 Experiments -- 5 Conclusions and Future Work -- References -- Augmented Industrial Maintenance (AIM): A Case Study for Evaluating and Comparing with Paper and Video Media Supports -- Abstract -- 1 Introduction -- 2 From Application Authoring to Maintenance Operation -- 2.1 Workflow from Paper to Augmented Reality Procedures -- 2.2 AR Display Devices.2.3 mProd: Maintenance Production Application Developed.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.Image Processing, Computer Vision, Pattern Recognition, and Graphics ;9768Optical data processingUser interfaces (Computer systems)Application softwareComputer simulationEducation—Data processingComputer Imaging, Vision, Pattern Recognition and Graphicshttps://scigraph.springernature.com/ontologies/product-market-codes/I22005User Interfaces and Human Computer Interactionhttps://scigraph.springernature.com/ontologies/product-market-codes/I18067Computer Applicationshttps://scigraph.springernature.com/ontologies/product-market-codes/I23001Simulation and Modelinghttps://scigraph.springernature.com/ontologies/product-market-codes/I19000Computers and Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/I24032Optical data processing.User interfaces (Computer systems).Application software.Computer simulation.Education—Data processing.Computer Imaging, Vision, Pattern Recognition and Graphics.User Interfaces and Human Computer Interaction.Computer Applications.Simulation and Modeling.Computers and Education.006.8De Paolis Lucio Tommasoedthttp://id.loc.gov/vocabulary/relators/edtMongelli Antonioedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910483507303321Augmented Reality, Virtual Reality, and Computer Graphics1997623UNINA