Enhancing patient freedom in rehabilitation robotics using gaze-based intention detection
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The main problem targeted by this research is the lack of flexibility of virtual objects within a Virtual Environment. Virtual objects are difficult to re-use in applications or contexts different from the ones they were designed for. This refers mainly to ...
In this paper we present an object representation based on the semantics and functionality of interactive digital items - virtual objects - within a virtual environment (VE). We consider every object participating in a VE application not only as a 3D shape ...
Crowds are part of our everyday experience; nevertheless, in virtual worlds they are still relatively rare. In this thesis we explore the challenges of bringing crowds into interactive virtual environments and the possible applications of real-time interac ...
The purpose of this paper is to identify the problems to solve in order to simulate real-time crowds in a Virtual Environment. We try to classify these problems and study how they have been addressed until now by the research community and our Lab in parti ...
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Virtual Environments (VE) are mainly visual experiments that exclude visually impaired people. In this paper we present an application that should allow almost everybody to ``see'' or at least to perceive 3D shapes. We will first describe the mandatory asp ...
The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the ...
Virtual environments need virtual humans that are capable of interacting with objects around them. Existing virtual environments have not found satisfactory general solutions for this problem. The common method is to combine pre-designed (or motion capture ...
Virtual reality is gaining on importance in many fields – scientific simulation, training, therapy and also more and more in entertainment. All these applications require the human user to interact with virtual worlds inhabited by intelligent characters an ...
While virtual crowds are becoming common in non-real-time applications, the real-time domain is still relatively unexplored. In this paper we discuss the challenges involved in creating such simulations, especially the need to efficiently manage variety. W ...