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GI
2004
Springer
13 years 11 months ago
Towards Using the Full Human Potential in Games and Virtual Environments
: Humans have complex sensory and control capabilities. Only a few are used in standard games and virtual environments. Examples of games using interfaces beyond mouse, keyboard an...
Steffi Beckhaus
PRESENCE
2006
119views more  PRESENCE 2006»
13 years 5 months ago
The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion
The realism of avatars in terms of behavior and form is critical to the development of collaborative virtual environments. In the study we utilized state of the art, realtime face...
Jeremy N. Bailenson, Nick Yee, Dan Merget, Ralph S...
CHI
2005
ACM
14 years 5 months ago
A study on the manipulation of 2D objects in a projector/camera-based augmented reality environment
Are the object manipulation techniques traditionally used in head?mounted displays (HMDs) applicable to augmented reality based projection systems? This paper examines the differe...
Stephen Voida, Mark Podlaseck, Rick Kjeldsen, Clau...
GW
2003
Springer
310views Biometrics» more  GW 2003»
13 years 10 months ago
Ghost in the Cave - An Interactive Collaborative Game Using Non-verbal Communication
The interactive game environment, Ghost in the Cave, presented in this short paper, is a work still in progress. The game involves participants in an activity using non-verbal emot...
Marie-Louise Rinman, Anders Friberg, Bendik Bendik...
IEEEIAS
2009
IEEE
14 years 4 days ago
Privacy Protection for Speech Information
—Ubiquitous network society will be achieved soon. In the society, all electronic equipments including “sensors” are connected to the network and communicate each other to sh...
Kazumasa Yamamoto, Seiichi Nakagawa