User virtual costume visualisation in an augmented virtuality immersive cinematic environment

Author(s):  
Wenjing Tang ◽  
Gun A. Lee ◽  
Mark Billinghurst ◽  
Robert W. Lindeman
Keyword(s):  
2021 ◽  
Vol 59 ◽  
pp. 283-298 ◽  
Author(s):  
Claudia González ◽  
J. Ernesto Solanes ◽  
Adolfo Muñoz ◽  
Luis Gracia ◽  
Vicent Girbés-Juan ◽  
...  

2018 ◽  
Vol 19 ◽  
pp. 171-178 ◽  
Author(s):  
Matthias Neges ◽  
Stefan Adwernat ◽  
Michael Abramovici

Scene ◽  
2020 ◽  
Vol 8 (1-2) ◽  
pp. 213-228
Author(s):  
Garrett Lynch IRL

This article discusses a selection from a series of performances created between 2008 and 2019 that as practice as research (PaR) explore ideas of identity, representation and place as they relate to the intersection of what are termed ‘virtual’ and ‘real’ spaces. These include I’m Garrett Lynch (IRL) (2010), I’m Not Garrett Lynch (IRL) – Identity Badge Performance (2018–19), I’m Not Garrett Lynch (IRL) – Zazzle Store (2019), the three complementary performances of Three Wearable Devices for Augmented Virtuality (2011) and As Yet Unnamed (2019). The performance series initially occurred online and later incorporated gallery spaces and sites in six countries. From the outset, my Irish identity formed a crucial background to my practice but remained an implied rather than directly discussed perspective. This article’s purpose is to discuss practice from an Irish perspective and in so doing foreground and clarify how nationality and place were in fact essential to its development. Examining the use of written and to a lesser extent spoken language in performances, discussion explores how language is a problematizing starting point but equally enables an extension of my identity by implying my Irish nationality and Ireland as place. Irish nationality is described in this article as comparable to what is defined as ‘real’ and forms a component in the territorialization of both ‘virtual’ space and places of the phenomenological Other. Methods of moving between ‘virtual’ and ‘real’ spaces, influenced by the philosophical theory of Gilles Deleuze, are described in detail and performances are employed to demonstrate how this occurs. Finally, the use of naming and how it has impacted my identity in ‘real’ space and ongoing life is explored through the discussion of a performance in 2019.


2022 ◽  
Author(s):  
Nirit Yuviler-Gavish ◽  
Eran Horesh ◽  
Elias Shamilov ◽  
Hagit Krisher ◽  
Levona Admoni

Author(s):  
Alessandra Meschini ◽  
Daniele Rossi ◽  
Enrica Petrucci ◽  
Filippo Sicuranza

The purpose of this chapter is to investigate some of the opportunities offered by technological innovations, in particular referring the specific application areas of Augmented Reality and Augmented Virtuality. The contribution presents a series of applications based on effective tests of innovative communication, which are characterized by different levels of interactivity and immersion. The general subject of interest is the city of Ascoli Piceno considering both the city as a whole and particular places/buildings of value (case studies). The central aim is to construct an informational/educational approach to real objects in innovative terms, experimenting each time with the most useful ‘container' (communicational product) to enable the best knowledge of a determined heritage.


2015 ◽  
Vol 5 (1) ◽  
pp. 4 ◽  
Author(s):  
Clement Ehimika Ohireime Onime ◽  
James Uhomoibhi ◽  
Ermanno Pietrosemoli

It is becoming increasingly important to include information about power generation from renewable energy sources in the training of electrical engineers. Solar energy is arguably the most common renewable energy source in use today. Providing practical hands-on training on solar energy power generation today requires the use of photovoltaic panel devices which are used for transforming solar energy into electrical energy. In many developing countries, practical hands-on training on solar power generation is limited due to the cost of photovoltaic panel devices and so the training consists of theoretical and tutorial classes sometimes supported by remote and virtual laboratories. This paper presents an augmented virtuality tool where real-time information from a mobile device’s sensors is used directly within a virtual or computer generated environment. The tool provides a practical context for hands-on tutorial exercises on solar energy power generation.


2020 ◽  
Vol 8 (4) ◽  
pp. 237
Author(s):  
Rafał Gralak

The preliminary research experiments described herein were aimed to choose an appropriate mixed reality technology for the construction of navigational information display method to be used onboard ships in restricted waters. The method assumes a possibly faithful representation of the environment and the actual navigational situation on a spatial decision support system (SDSS) interface during ship navigation and maneuvering in restricted waters. The paper also presents the architecture and process of building a SDSS, where the method of navigational information display using augmented virtuality was applied.


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