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Currently I'm working on interaction methods for virtual reality. I'm interested in allowing users to "really walk" around large virtual spaces using a technique called redirected walking. This involves transforming virtual movement to avoid walls and obstacles in the real world. For example, with a sufficiently large physical space we could lead a user in a circular path while they walk in a straight line in a virtual space. This effectively allows us an infinite virtual space when the user does not deviate from the path. Applied sufficiently slowly, the transformation is imperceptible.
Redirected walking has been effectively applied with pre-determined paths, but has been difficult to generalise. Challenges involve reducing the required physical space, currently very large, and gracefully recovering from failure where movement is blocked by real world obstacles, unavoidable in general redirected walking. Cluttered virtual environments also pose a unique challenge as frequent user direction changes degrade redirected walking performance, increasing the likelihood of real world collisions.
I'm also working on collaboration tools for augmented reality. Communication has a spatial component; gesturing, pointing, eye contact and body language are social signals that operate on the assumption of shared physical space. In augmented reality, each user is tied to their own private space, so this poses a challenge. Currently we're looking at creating inter-space mappings, generating the illusion that remote users are operating in local space.
Redirected walking has been effectively applied with pre-determined paths, but has been difficult to generalise. Challenges involve reducing the required physical space, currently very large, and gracefully recovering from failure where movement is blocked by real world obstacles, unavoidable in general redirected walking. Cluttered virtual environments also pose a unique challenge as frequent user direction changes degrade redirected walking performance, increasing the likelihood of real world collisions.
I'm also working on collaboration tools for augmented reality. Communication has a spatial component; gesturing, pointing, eye contact and body language are social signals that operate on the assumption of shared physical space. In augmented reality, each user is tied to their own private space, so this poses a challenge. Currently we're looking at creating inter-space mappings, generating the illusion that remote users are operating in local space.
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2023 IEEE/ACM 27th International Symposium on Distributed Simulation and Real Time Applications (DS-RT)pp.56-65, (2023)
29TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY, VRST 2023pp.26:1-26:11, (2023)
VRWpp.497-501, (2023)
Nels Numan,Ziwen Lu,Benjamin Congdon,Daniele Giunchi,Alexandros Rotsidis, Andreas Lernis, Kyriakos Larmos, Tereza Kourra,Panayiotis Charalambous,Yiorgos Chrysanthou,Simon Julier,Anthony Steeds
VRWpp.113-118, (2023)
FRONTIERS IN COMPUTER SCIENCE (2023)
28TH INTERNATIONAL CONFERENCE ON WEB3D TECHNOLOGY, WEB3D 2023pp.1-9, (2023)
Frontiers in Virtual Reality (2022)
IEEE Computer Graphics and Applicationsno. 6 (2022): 116-122
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