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Adaptive Fog-Based Output Security for Augmented Reality
Augmented reality (AR) technologies are rapidly being adopted across multiple sectors, but little work has been done to ensure the security of such systems against potentially harmful or distracting visual output produced by malicious or bug-ridden ...
Supporting Augmented Reality: Looking Beyond Performance
Recent years have witnessed a surge in augmented reality (AR) applications in various markets and verticals, together with emerging toolkits and platforms to support new developments. However, the vision of a pervasive augmented reality held by many ...
Smart Streaming of Panoramic Videos
The streaming of panoramic videos comes with a new challenge: adapting the streamed content to user attention. In this paper, by making some abstraction we study the key issues of the problem: (1) online content switching strategies, and (2) offline ...
Predictive View Generation to Enable Mobile 360-degree and VR Experiences
As 360-degree videos and virtual reality (VR) applications become popular for consumer and enterprise use cases, the desire to enable truly mobile experiences also increases. Delivering 360-degree videos and cloud/edge-based VR applications require ...
Joint Rate and FoV adaptation in immersive video streaming
The responsiveness of the network is critical when the application is immersive video streaming or 360 degree video streaming. The users look at the video stream on a display that can only show a fraction of the full video stream, and the time that the ...
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International workshop on multimodal virtual and augmented reality (workshop summary)
ICMI '16: Proceedings of the 18th ACM International Conference on Multimodal InteractionVirtual reality (VR) and augmented reality (AR) are expected by many to become the next wave of computing with significant impacts on our daily lives. Motivated by this, we organized a workshop on “Multimodal Virtual and Augmented Reality (MVAR)” at ...
Extending Virtual Reality Display Wall Environments Using Augmented Reality
SUI '19: Symposium on Spatial User InteractionTwo major form factors for virtual reality are head-mounted displays and large display environments such as CAVE®and the LCD-based successor CAVE2®. Each of these has distinct advantages and limitations based on how they’re used. This work explores ...