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2020 (v1)PublicationUploaded on: April 14, 2023
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2022 (v1)Publication
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Uploaded on: April 14, 2023 -
2021 (v1)Publication
Due to the Covid-19 pandemic, millions of people had to stay at home for several months and to move their everyday activities online. From smart-working to online learning, also considering entertainment activities, people started to extensively use platforms for remote communication and for sharing video, text, and audio content. Such systems...
Uploaded on: April 14, 2023 -
2022 (v1)Publication
3D reconstruction is of interest to several fields. However, obtaining the 3D model is usually a time-consuming task that involves manual measurements and reproduction of the object using CAD software, which is not always feasible (e.g. for organic shapes). The necessity of quickly obtaining a dimensionally accurate 3D model of an object has...
Uploaded on: February 7, 2024 -
2019 (v1)Publication
With the increasing share of elderly population worldwide, the necessity of assistive technologies to support clinicians in monitoring their health conditions is becoming more and more relevant. Recent medical literature has proposed the notion of frail elderly, which rapidly became a key element of clinical practices for the estimation of...
Uploaded on: April 14, 2023 -
2021 (v1)Publication
Inserting a self-representation in Virtual Reality is an open problem with several implications for both the sense of presence and interaction in virtual environments. To cope the problem with low cost devices, we devise a framework to align the measurements of different acquisition devices used while wearing a tracked VR head-mounted display...
Uploaded on: April 14, 2023 -
2022 (v1)Publication
Exergames and serious games, based on standard personal computers, mobile devices and gaming consoles or on novel immersive Virtual and Augmented Reality techniques, have become popular in the last few years and are now applied in various research fields, among which cognitive assessment and training of heterogeneous target populations....
Uploaded on: February 21, 2023 -
2021 (v1)Publication
In this paper, we designed a registration framework that can be used to develop augmented reality environments, where all the real (including the users) and virtual elements are co-localized and registered in a common reference frame. The software is provided together with this paper, to contribute to the research community. The developed...
Uploaded on: March 27, 2023 -
2021 (v1)Publication
Exergames and Virtual Reality are positive technologies which can be effectively used for the assessment and the training of cognitive capabilities in elderly population. The current COVID-19 pandemic and a consistent number of people living in small villages far from big city centers make necessary to develop applications which can be used...
Uploaded on: April 14, 2023 -
2021 (v1)Publication
Cybersickness is one of the major roadblocks in the widespread adoption of mixed reality devices. Prolonged exposure to these devices, especially virtual reality devices, can cause users to feel discomfort and nausea, spoiling the immersive experience. Incorporating spatial blur in stereoscopic 3D stimuli has shown to reduce cybersickness. In...
Uploaded on: April 14, 2023 -
2020 (v1)Publication
This paper investigates how people interact in immersive virtual reality environments, during selection and manipulation tasks in different conditions. We take into consideration two different task complexities, two interaction modalities (i.e. HTC Vive Controller and Leap Motion) and three feedback provided to the user (i.e. none, audio and...
Uploaded on: April 14, 2023 -
2019 (v1)Publication
In this paper, we analyze how we perceive the peripersonal space when involved in a reaching task in an Augmented Reality (AR) environment. In particular, we aim to quantify whether distortions in perception of the spatial layout of the scene occur, by taking into consideration two different AR wearable devices, in particular head-mounted...
Uploaded on: April 14, 2023 -
2020 (v1)Publication
This paper presents a technique to incorporate spatial blur effects in virtual reality devices. The considered spatial blur is based on foveation and defocus blur: concepts inspired by the human visual system. The proposed technique can be applied to any head-mounted display as a post-processing step. Our foveated depth-of-field method removes...
Uploaded on: April 14, 2023