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Journal articles on the topic 'Virtual View'

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1

Fang, Lu, Yijian Xiang, Ngai-Man Cheung, and Feng Wu. "Estimation of Virtual View Synthesis Distortion Toward Virtual View Position." IEEE Transactions on Image Processing 25, no. 5 (2016): 1961–76. http://dx.doi.org/10.1109/tip.2016.2535345.

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Zhang, Zhong, Shuang Liu, Chunheng Wang, Baihua Xiao, and Wen Zhou. "Multiple Continuous Virtual Paths Based Cross-View Action Recognition." International Journal of Pattern Recognition and Artificial Intelligence 30, no. 05 (2016): 1655014. http://dx.doi.org/10.1142/s0218001416550144.

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In this paper, we propose a novel method for cross-view action recognition via multiple continuous virtual paths which connect the source view and the target view. Each point on one virtual path is a virtual view which is obtained by a linear transformation of an action descriptor. All the virtual views are concatenated into an infinite-dimensional feature to characterize continuous changes from the source to the target view. To utilize these infinite-dimensional features directly, we propose a virtual view kernel (VVK) to compute the similarity between two infinite-dimensional features, which
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Sophia, Zoë. "Virtual corporeality: A feminist view." Australian Feminist Studies 7, no. 15 (1992): 11–24. http://dx.doi.org/10.1080/08164649.1992.9994641.

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Walsham, Geoff. "Virtual organization: An alternative view." Information Society 10, no. 4 (1994): 289–92. http://dx.doi.org/10.1080/01972243.1994.9960173.

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Kang, J. U. "Virtual Biopsy [Point of View]." Proceedings of the IEEE 98, no. 4 (2010): 503–5. http://dx.doi.org/10.1109/jproc.2010.2041830.

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Shakespeare, David. "Virtual arthroscopy — a personal view." Knee 9, no. 2 (2002): 149–50. http://dx.doi.org/10.1016/s0968-0160(01)00139-9.

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7

Azarby, Sahand, and Arthur Rice. "Spatial Perception Imperatives in Virtual Environments: Understanding the Impacts of View Usage Patterns on Spatial Design Decisions in Virtual Reality Systems." Buildings 13, no. 1 (2023): 160. http://dx.doi.org/10.3390/buildings13010160.

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Spatial perception in virtual reality systems relies on a number of variables, including how users explore, observe and perceive the spatial factors of a virtual environment. In virtual reality systems, users can assume different types of views for spatial decision-making about the sizes and scales of and relationships among virtual spaces. This research explored the role of view usage patterns in spatial cognition and decision-making in a fully immersive virtual reality system and monitor-based virtual reality system. The focus of study was the impact of using the eye-level view as the only v
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Cheng, Jian, Yanguang Wan, Dexin Zuo, et al. "Efficient Virtual View Selection for 3D Hand Pose Estimation." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 1 (2022): 419–26. http://dx.doi.org/10.1609/aaai.v36i1.19919.

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3D hand pose estimation from single depth is a fundamental problem in computer vision, and has wide applications. However, the existing methods still can not achieve satisfactory hand pose estimation results due to view variation and occlusion of human hand. In this paper, we propose a new virtual view selection and fusion module for 3D hand pose estimation from single depth. We propose to automatically select multiple virtual viewpoints for pose estimation and fuse the results of all and find this empirically delivers accurate and robust pose estimation. In order to select most effective virt
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Kojima, Y., C. Ohki, A. Kawano, et al. "Assessing views from office buildings in virtual reality." Journal of Physics: Conference Series 2600, no. 11 (2023): 112014. http://dx.doi.org/10.1088/1742-6596/2600/11/112014.

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Abstract In office architecture, the importance of windows providing daylight and views has been identified to make the physical environment of the workplace comfortable and healthy. This study aims to develop a window view quality index for application at the design stage of office buildings. In this paper, satisfaction with the views from window was evaluated using VR images, and it was shown that there is a high correlation between the trend in view satisfaction using VR and the trend in view satisfaction of the actual building. This suggests that VR can be used in the future to evaluate th
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Nariman, Dahlan, Hiroaki Nishino, Kouichi Utsumiya, and Kazuyoshi Korida. "Interaction Using Multiview Representation in a Large-Scale Virtual Environment." Journal of Robotics and Mechatronics 12, no. 1 (2000): 35–39. http://dx.doi.org/10.20965/jrm.2000.p0035.

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The evolution of virtual reality and 3D computer graphics has made digital visual simulation increasingly popular. Realistic visual simulation as in urban planning requires large-scale virtual environments using a large number of objects and space expansion. In such large systems, it is difficult to get information on the overall view and status using conventional representation. Effective representation and interaction must be considered for objects in a large-scale virtual environment. We propose large-scale 3D virtual environment interaction using multiview representation incorporating loca
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Astheimer, P., and L. Rosenblum. "A business view of virtual reality." IEEE Computer Graphics and Applications 19, no. 6 (1999): 28–29. http://dx.doi.org/10.1109/mcg.1999.799735.

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12

Andronico, Giuseppe, Valeria Ardizzone, Roberto Barbera, et al. "e-Infrastructures for e-Science: A Global View." Journal of Grid Computing 9, no. 2 (2011): 155–84. https://doi.org/10.1007/s10723-011-9187-y.

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In the last 10 years, a new way of doing science is spreading in the world thank to the development of virtual research communities across many geographic and administrative boundaries. A virtual research community is a widely dispersed group of researchers and associated scientific instruments working together in a common virtual environment. This new kind of scientific environment, usually addressed as a “collaboratory”, is based on the availability of high-speed networks and broadband access, advanced virtual tools and Grid-middleware technologies which, altogether, are the elements of the
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Starck, J., and A. Hilton. "Virtual view synthesis of people from multiple view video sequences." Graphical Models 67, no. 6 (2005): 600–620. http://dx.doi.org/10.1016/j.gmod.2005.01.008.

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14

Wang, Haoyu, Zhilu Zhang, Donglin Di, Shiliang Zhang, and Wangmeng Zuo. "MV-VTON: Multi-View Virtual Try-On with Diffusion Models." Proceedings of the AAAI Conference on Artificial Intelligence 39, no. 7 (2025): 7682–90. https://doi.org/10.1609/aaai.v39i7.32827.

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The goal of image-based virtual try-on is to generate an image of the target person naturally wearing the given clothing. However, existing methods solely focus on the frontal try-on using the frontal clothing. When the views of the clothing and person are significantly inconsistent, particularly when the person's view is non-frontal, the results are unsatisfactory. To address this challenge, we introduce Multi-View Virtual Try-ON (MV-VTON), which aims to reconstruct the dressing results from multiple views using the given clothes. Given that single-view clothes provide insufficient informatio
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Nan, Sheng. "RESEARCH ON ARBITRARY VIRTUAL VIEW IMAGE SYNTHESIS METHOD OF TWO VIEWS." Science Heritage Journal 3, no. 1 (2019): 24–31. http://dx.doi.org/10.26480/gws.01.2019.24.31.

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Nam, Da-Yoon, Woo-Kyung Jung, Hyeon-Deok Han, and Jong-Ki Han. "An Efficient Algorithm to Select Reference Views for Virtual View Synthesis." IEEE Access 10 (2022): 62306–21. http://dx.doi.org/10.1109/access.2022.3182401.

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Authors, Multiple. "A Virtual Journey through the Archives. An Interactive Story on Satire in Eastern Europe Explorations." VIEW Journal of European Television History and Culture 11, no. 22 (2022): 5. http://dx.doi.org/10.18146/view.310.

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18

Ng, Jing, David Arness, Ashlee Gronowski, et al. "Exocentric and Egocentric Views for Biomedical Data Analytics in Virtual Environments—A Usability Study." Journal of Imaging 10, no. 1 (2023): 3. http://dx.doi.org/10.3390/jimaging10010003.

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Biomedical datasets are usually large and complex, containing biological information about a disease. Computational analytics and the interactive visualisation of such data are essential decision-making tools for disease diagnosis and treatment. Oncology data models were observed in a virtual reality environment to analyse gene expression and clinical data from a cohort of cancer patients. The technology enables a new way to view information from the outside in (exocentric view) and the inside out (egocentric view), which is otherwise not possible on ordinary displays. This paper presents a us
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Wang, Qi, and Yan Piao. "A Virtual View Acquisition Technique for Complex Scenes of Monocular Images Based on Layered Depth Images." Applied Sciences 14, no. 22 (2024): 10557. http://dx.doi.org/10.3390/app142210557.

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With the rapid development of stereoscopic display technology, how to generate high-quality virtual view images has become the key in the applications of 3D video, 3D TV and virtual reality. The traditional virtual view rendering technology maps the reference view into the virtual view by means of 3D transformation, but when the background area is occluded by the foreground object, the content of the occluded area cannot be inferred. To solve this problem, we propose a virtual view acquisition technique for complex scenes of monocular images based on a layered depth image (LDI). Firstly, the d
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20

Shinozuka, Yukiko, Takuya Minagawa, and Hideo Saito. "View Independent Vehicle Make and Model Recognition with Virtual Frontal View." IEEJ Transactions on Electronics, Information and Systems 134, no. 2 (2014): 233–41. http://dx.doi.org/10.1541/ieejeiss.134.233.

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21

Costa, Rosa Maria E. M., Vera Maria Benjamin Werneck, and Alexandre Sztajnberg. "A Panoramic view of the LATVI - Virtual and Intelligent Technologies Laboratory." Journal on Interactive Systems 2, no. 2 (2011): 1. http://dx.doi.org/10.5753/jis.2011.571.

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In this paper we present an overview of the LATVI –Laboratório de Tecnologias Virtuais e Inteligentes (Virtual andIntelligent Technologies Laboratory) at the Rio de Janeiro StateUniversity. The mission and main objectives are discussed.Current and ongoing projects are outlined.
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22

Lemley, Trey. "Virtual embedded librarianship program: a personal view." Journal of the Medical Library Association : JMLA 104, no. 3 (2016): 232–34. http://dx.doi.org/10.3163/1536-5050.104.3.010.

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23

Rosandy, Triowali, Lia Rosmalia, and M. Yazid Alfian. "Darmajaya Street View Menggunakan Teknologi Virtual Reality." SIMADA (Jurnal Sistem Informasi dan Manajemen Basis Data) 3, no. 2 (2021): 91–98. http://dx.doi.org/10.30873/simada.v3i2.2248.

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24

Fusiello, Andrea. "Specifying Virtual Cameras in Uncalibrated View Synthesis." IEEE Transactions on Circuits and Systems for Video Technology 17, no. 5 (2007): 604–11. http://dx.doi.org/10.1109/tcsvt.2007.894049.

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25

Bauerfeind, Peter. "Virtual colonoscopy: The endoscopist's point of view." Seminars in Ultrasound, CT and MRI 22, no. 5 (2001): 403–4. http://dx.doi.org/10.1016/s0887-2171(01)90031-9.

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26

Zhang, Lijun, Yue Li, Qiuyu Zhu, and Mingqi Li. "Generating Virtual Images for Multi-view Video." Chinese Journal of Electronics 26, no. 4 (2017): 810–13. http://dx.doi.org/10.1049/cje.2017.06.008.

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27

Moezzi, S., Li-Cheng Tai, and P. Gerard. "Virtual view generation for 3D digital video." IEEE Multimedia 4, no. 1 (1997): 18–26. http://dx.doi.org/10.1109/93.580392.

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28

Gilmore, Brian. "A user view of virtual terminal standardisation." Computer Networks and ISDN Systems 13, no. 3 (1987): 229–33. http://dx.doi.org/10.1016/0169-7552(87)90037-7.

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29

FENG, G. C., J. H. LAI, and P. C. YUEN. "VIEW SYNTHESIS UNDER PERSPECTIVE PROJECTION." International Journal of Pattern Recognition and Artificial Intelligence 14, no. 05 (2000): 649–61. http://dx.doi.org/10.1142/s0218001400000428.

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This paper addresses the issue of generating a 2D view of a 3D object from its other 2D views. Linear Combination method is the typical approach to this problem. However, a 2D view cannot be represented by a linear combination of other 2D views under perspective projection. Instead, we have presented a solution under perspective projection. The proposed method also applies to the construction of virtual frontal view face image and the results are encouraging.
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30

Jia, Boqi, Nan Zhang, Nan Liang, Shiqi Wang, and Bo Wu. "Virtual view synthesis for the nonuniform illuminated between views in surgical video." Multimedia Tools and Applications 80, no. 13 (2021): 20619–39. http://dx.doi.org/10.1007/s11042-021-10732-3.

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31

Zhang, Qiuwen, Liang Tian, Lixun Huang, Xiaobing Wang, and Haodong Zhu. "Rendering Distortion Estimation Model for 3D High Efficiency Depth Coding." Mathematical Problems in Engineering 2014 (2014): 1–7. http://dx.doi.org/10.1155/2014/940737.

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A depth map represents three-dimensional (3D) scene geometry information and is used for depth image based rendering (DIBR) to synthesize arbitrary virtual views. Since the depth map is only used to synthesize virtual views and is not displayed directly, the depth map needs to be compressed in a certain way that can minimize distortions in the rendered views. In this paper, a modified distortion estimation model is proposed based on view rendering distortion instead of depth map distortion itself and can be applied to the high efficiency video coding (HEVC) rate distortion cost function proces
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32

Sangam, Nirmala M. "A View towards New Innovations' Influence on Virtual Libraries." Journal of Research & Development 16, no. 2 (2024): 34–37. https://doi.org/10.5281/zenodo.10824762.

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<strong>Abstract:</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The advanced library expects to give admittance to data 'on request' no matter what the area of the PC, where it is put away. The job of virtual libraries in the current day data climate and new difficulties and commitments for library benefits particularly in India. A virtual library is to be an electronic assortment of genuine virtual resources, which may likewise be accessible elsewhere. These assets should be entire works with which people can have a total intellectually compelling commitment. A v
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33

Noller, Jörg. "Virtuelle Realität." Philosophisches Jahrbuch 130, no. 2 (2023): 6–21. http://dx.doi.org/10.5771/0031-8183-2023-2-6.

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This paper aims to determine the ontology of virtual reality from a historical and systematic point of view. The term “virtual reality” is often used synonymously with “illusion”, “immersion”, “simulation” or “fiction”. Against this anti-realistic view, the paper argues that virtual reality is a genuine kind of reality that has always been part of our life. To this end, I will analyze the ontology of virtual reality by using the example of banknotes and referring to Lynne Baker’s “constitution view”. Finally, I shall attempt to define the term “virtual reality” from a philosophical point of vi
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Huang, Hui-Yu, and Shao-Yu Huang. "Fast Hole Filling for View Synthesis in Free Viewpoint Video." Electronics 9, no. 6 (2020): 906. http://dx.doi.org/10.3390/electronics9060906.

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The recent emergence of three-dimensional (3D) movies and 3D television (TV) indicates an increasing interest in 3D content. Stereoscopic displays have enabled visual experiences to be enhanced, allowing the world to be viewed in 3D. Virtual view synthesis is the key technology to present 3D content, and depth image-based rendering (DIBR) is a classic virtual view synthesis method. With a texture image and its corresponding depth map, a virtual view can be generated using the DIBR technique. The depth and camera parameters are used to project the entire pixel in the image to the 3D world coord
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Raffaghelli, Juliana E., and Cristina Richieri. "A class-room with a "view"." Proceedings of the International Conference on Networked Learning 7 (May 3, 2010): 327–35. http://dx.doi.org/10.54337/nlc.v7.9197.

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Can the net become a place suitable for promoting intercultural education? Which elements are crucial to achieve this goal? There is strong agreement on the fact that the Internet represents a metaphor for a place or environment that has social significance in identity building processes (Turkle, 1996), as well as being a cultural environment promoting virtual citizenship and virtual communities (Rheingold, 1993) which, in time, can become formal learning communities capable of generating effective learning (Palloff &amp; Pratt, 1999; Rovai, 2002b). Lately, some attention has been paid to the
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Mach, Václav, Jan Valouch, Milan Adámek, and Jiří Ševčík. "Virtual reality – level of immersion within the crime investigation." MATEC Web of Conferences 292 (2019): 01031. http://dx.doi.org/10.1051/matecconf/201929201031.

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The 3D reconstruction and visualization of crime scenarios, such as criminal assaults, traffic accidents or homicides are defining a new approach with potential for increasing effectiveness within the criminal investigation process. Modern 3D capturing and processing methods are utilized to create an authentic and immersive virtual environment. Nonetheless, an immersion to virtual environment enables different levels of view. Virtual reality immersion views which are proposed and described. These views are specific by reasons of its role within the criminal investigation as well as its technic
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Hart, John L., and Michael D. Proctor. "Behaving socially with a virtual human role-player in a simulated counseling session." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 17, no. 2 (2019): 175–89. http://dx.doi.org/10.1177/1548512918825349.

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Visual attention is an essential social element in face-to-face conversations between people. The Army is now using virtual environments with virtual human role-players to provide for the development and practice of leader counseling skills. While literature indicates that virtual humans positively impact learning outcomes, this research contributes to the understanding of how people interact with virtual humans. Specifically, the research investigates a person’s social behavior toward a virtual human in a simulated counseling session. Utilizing a computer-based training environment, this rese
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38

Goggins, Sean, Matthew Schmidt, Jesus Guajardo, and Joi L. Moore. "3D Virtual Worlds." International Journal of Social and Organizational Dynamics in IT 1, no. 1 (2011): 30–48. http://dx.doi.org/10.4018/ijsodit.2011010103.

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Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual user’s perspective using eye-tracking (ET) is addressed, and second, the collaborative experience of the group using a technique called All-Views-Qualitative-Analysis (AVQA) is evaluated. The latter integrates the points-of-view of all subjects in a sma
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Stowell, Frank, and Shavindrie Cooray. "Addressing Team Dynamics in Virtual Teams." International Journal of Information Technologies and Systems Approach 9, no. 1 (2016): 32–53. http://dx.doi.org/10.4018/ijitsa.2016010103.

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Computer Mediated Communication (CMC) is providing businesses with the means of assembling virtual teams comprising of members in diverse locations. However research shows that virtual team dynamics are different from face to face dynamics. Recent research adds force to the view that conflicts are more prevalent within virtual teams since participants are less likely to change their initial points of view when discussions are held virtually. This insight has implications for IS development since many IS are developed by virtual project teams. It is relevant to systems analysis since according
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Zhou, Le, Nate Lannan, Cale England, and Guoliang Fan. "A Virtual Mecanum Wheeled Robot ROS Simulator for Multi-view and Self-Following Motion Capture." International Journal of Mechanical Engineering and Robotics Research 13, no. 5 (2024): 522–29. http://dx.doi.org/10.18178/ijmerr.13.5.522-529.

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Motion capture (Mocap) on the go based on a mobile platform is valuable for clinical studies and rehabilitation. For multi-view gait analysis, Mecanum wheeled robots offer advantages over traditional differential drive robots. However, control issues in multi-view human tracking using Mecanum robots remain unexplored and lack a suitable virtual environment. This paper introduces a virtual Robot Operating System (ROS) environment with a Gazebo simulator as a research tool for multi-view human tracking on a Mecanum wheeled robot. The simulation incorporates a Proportional–Integral–Derivative (PI
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41

Koga, Y., T. Okamoto, R. Majima, et al. "Green view factor and satisfaction with window views in urban offices." Journal of Physics: Conference Series 2600, no. 11 (2023): 112016. http://dx.doi.org/10.1088/1742-6596/2600/11/112016.

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Abstract Greenery is a key element of quality window views. This study aims to clarify the quantitative effect of greenery on view satisfaction in urban offices. Green view factor (GVF) is proposed to measure greenery visible through windows. Subjective evaluation experiments were conducted using a virtual reality system for different GVFs between 0% and 100%. It was found that greenery increases view satisfaction by up to 20 to 30 points on a 100-point scale. But the view satisfaction does not simply depend on the GVF. The layout and spacing of greenery are important. Greenery occupying about
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42

Shin, In-Yong, and Yo-Sung Ho. "Real-time Virtual View Synthesis using Virtual Viewpoint Disparity Estimation and Convergence Check." Journal of Korea Information and Communications Society 37, no. 1A (2012): 57–63. http://dx.doi.org/10.7840/kics.2012.37a.1.57.

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Ali, Syed Muhammad, Zeeshan Mahmood, and Dr Tahir Qadri. "3D VIEW: Designing of a Deception from Distorted View-dependent Images and Explaining interaction with virtual World." Sir Syed University Research Journal of Engineering & Technology 7, no. 1 (2018): 11. http://dx.doi.org/10.33317/ssurj.v7i1.38.

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This paper presents an intuitive and interactive computer simulated augmented reality interface that gives the illusion of a 3D immersive environment. The projector displays a rendered virtual scene on a flat 2D surface (floor or table) based on the user’s viewpoint to create a head coupled perspective. The projected image is view-dependent which changes and deforms relative to user’s position in space. The nature of perspective projection is distorted and anamorphic such that the deformations in the image give an illusion of a virtual three dimensional holographic scene in which the objects a
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44

Ali, Syed Muhammad, Zeeshan Mahmood, and Dr Tahir Qadri. "3D VIEW: Designing of a Deception from Distorted View-dependent Images and Explaining interaction with virtual World." Sir Syed University Research Journal of Engineering & Technology 7, no. 1 (2018): 11. http://dx.doi.org/10.33317/ssurj.38.

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This paper presents an intuitive and interactive computer simulated augmented reality interface that gives the illusion of a 3D immersive environment. The projector displays a rendered virtual scene on a flat 2D surface (floor or table) based on the user’s viewpoint to create a head coupled perspective. The projected image is view-dependent which changes and deforms relative to user’s position in space. The nature of perspective projection is distorted and anamorphic such that the deformations in the image give an illusion of a virtual three dimensional holographic scene in which the objects a
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45

Horst, Robin, Fabio Klonowski, Linda Rau, and Ralf Dörner. "The Shared View Paradigm in Asymmetric Virtual Reality Setups." i-com 19, no. 2 (2020): 87–101. http://dx.doi.org/10.1515/icom-2020-0006.

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AbstractAsymmetric Virtual Reality (VR) applications are a substantial subclass of multi-user VR that offers not all participants the same interaction possibilities with the virtual scene. While one user might be immersed using a VR head-mounted display (HMD), another user might experience the VR through a common desktop PC. In an educational scenario, for example, learners can use immersive VR technology to inform themselves at different exhibits within a virtual scene. Educators can use a desktop PC setup for following and guiding learners through virtual exhibits and still being able to pay
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46

Heiden, Emily. "The virtual bronchoscopy simulator – a young physician's view." Clinical Medicine 12, no. 6 (2012): 609.2–610. http://dx.doi.org/10.7861/clinmedicine.12-6-609a.

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Holyoake, Daniel. "The virtual bronchoscopy simulator – a young physician's view." Clinical Medicine 13, no. 2 (2013): 214.2–214. http://dx.doi.org/10.7861/clinmedicine.13-2-214a.

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48

Laurie, Van Bogaert, Bonatto Daniele, Fernades Pinto Fachada Sarah, and Lafruit Gauthier. "Novel view synthesis in embedded virtual reality devices." Electronic Imaging 34, no. 12 (2022): 269–1. http://dx.doi.org/10.2352/ei.2022.34.12.ervr-269.

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49

Sastra, Nyoman Putra, Wirawan Wirawan, and Gamantyo Hendrantoro. "Virtual View Image over Wireless Visual Sensor Network." TELKOMNIKA (Telecommunication Computing Electronics and Control) 9, no. 3 (2011): 489. http://dx.doi.org/10.12928/telkomnika.v9i3.740.

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50

McDevitt, Margaret A. "A Virtual View: Classroom Observations at a Distance." Journal of Teacher Education 47, no. 3 (1996): 191–95. http://dx.doi.org/10.1177/0022487196047003005.

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