Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Arts and Humanities (3)
- Social and Behavioral Sciences (3)
- Digital Humanities (2)
- Aerospace Engineering (1)
- American Sign Language (1)
-
- Architecture (1)
- Art and Design (1)
- Artificial Intelligence and Robotics (1)
- Audio Arts and Acoustics (1)
- Communication (1)
- Communication Technology and New Media (1)
- Computer Sciences (1)
- Databases and Information Systems (1)
- Disability Studies (1)
- Education (1)
- Educational Technology (1)
- Electrical and Computer Engineering (1)
- Game Design (1)
- Graphics and Human Computer Interfaces (1)
- History of Art, Architecture, and Archaeology (1)
- Other Architecture (1)
- Other Arts and Humanities (1)
- Other History of Art, Architecture, and Archaeology (1)
- Other Social and Behavioral Sciences (1)
- Physical Sciences and Mathematics (1)
- Sign Languages (1)
- Systems and Communications (1)
- Keyword
-
- 360° Camera (1)
- AR/VR (1)
- Aerospace (1)
- American Sign Language (1)
- Assistive technology (1)
-
- Audio visualization (1)
- Deaf and hard of hearing people (1)
- Defense (1)
- Design (1)
- Design Fiction (1)
- Designing Blended Experiences (1)
- Distance (1)
- Early Language Development (1)
- Edinburgh (1)
- Environment (1)
- First-person gaming (1)
- Fringe Festival (1)
- IoT (1)
- Mixed Reality (1)
- Negative Space (1)
- Optics (1)
- Panoramic (1)
- Parallax (1)
- Spatial Augmented Reality (1)
- Teleport (1)
- Travel (1)
- UAVs (1)
- User Experience Design (1)
- Virtual Reality (1)
- Virtual reality (1)
Articles 1 - 5 of 5
Full-Text Articles in Other Computer Engineering
Novel 360-Degree Camera, Ian Gauger, Andrew Kurtz, Zakariya Niazi
Novel 360-Degree Camera, Ian Gauger, Andrew Kurtz, Zakariya Niazi
Frameless
Circle Optics is developing novel technology for low-parallax, real time, panoramic image capture using an integrated array of multiple adjacent polygonal-edged cameras. This technology can be optimized and deployed for a variety of markets, including cinematic VR. Circle Optics’ existing prototype, Hydra Alpha, will be demonstrated.
Exploring The Psychological Consequences Of Distances In Virtual Reality, Gary D. Jacobs
Exploring The Psychological Consequences Of Distances In Virtual Reality, Gary D. Jacobs
Frameless
This presentation will examine common concepts of traveling between formalized spaces inside virtual reality (VR) experiences.
The common method for traveling in virtual reality is to click on an area or trigger and be transported to that location. These “teleportations”, however, remove the notion of distances from our virtual worlds. This is akin to a magic wand that eliminates the consequences of travel in VR. Often heralded as a boon for the virtual worlds we can create, wherein we can travel to far away lands without lag in time and without effort on the part of the participant. We posit …
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Frameless
In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues which are essential to the gameplay. However, in this case, the DHH (deaf and hard of hearing) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).
Projection-Based Ar For Hearing Parent-Deaf Child Communication, Victor N. Antony, Adira Blumenthal, Ziyue Qiu, Ashely Tenesaca, Wanyin Hu, Zhen Bai
Projection-Based Ar For Hearing Parent-Deaf Child Communication, Victor N. Antony, Adira Blumenthal, Ziyue Qiu, Ashely Tenesaca, Wanyin Hu, Zhen Bai
Frameless
Deaf infants born to hearing parents are at risk of language deprivation due to lack of sign language fluency and subpar parent-child communication. We present a projection-based Augmented Reality (AR) prototype designed to improve parent-child communication and American Sign Language (ASL) acquisition. Our system aims to non-intrusively augment play episodes by projecting just-in-time and context-aware ASL equivalents extracted from nursery rhymes being sung by parents. This paper presents the initial implementation of the prototype .
Designing Blended Experiences: Laugh Traders Design Fiction, Brian J. Okeefe
Designing Blended Experiences: Laugh Traders Design Fiction, Brian J. Okeefe
Frameless
The increasing ubiquity of interactions that involve complementary digital content, physical objects, and spaces, brings about new challenges for designers. There is a need to embed designs in legacy systems, whether those are existing physical structures or existing digital platforms. Traditional approaches to product design, interaction design, and user experience design often do not take this new context into account. Many systems do not consider how designers produce new digital and physical experiences that work harmoniously, while supporting new interactions and relationships with people (Imaz and Benyon 2007; Jetter, Geyer, Schwarz & Reiterer 2012). To address this, we propose the …