Both male and female candidates are eligible Closing date……………………………………….
Avatars and Virtual Humans Tuesday, March 20th, Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character.
In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conducted a large-scale experiment on over one thousand members of the public in order to gather information on how virtual characters are perceived in interactive virtual reality games.
We were particularly interested in whether different render styles realistic, cartoon, etc. We used a number of perceptual metrics such as subjective ratings, proximity, and attribution bias in order to test our hypothesis.
IVEs are becoming more accessible and more widely utilized for training. While research has demonstrated that self-avatars can enhance ones sense of presence and improve distance perception, the effects of self-avatar fidelity on near field distance estimations has yet to be investigated.
This study tested the effect of three levels of avatar fidelity on the accuracy of distance estimations in the near-field.
Performance with a virtual avatar was also compared to real-world performance. The results suggest that reach estimations become more accurate as the visual fidelity of the avatar increases, with accuracy for high fidelity avatars approaching real-world performance as compared to low-fidelity and end-effector conditions.
We present an interactive algorithm to generate plausible full-body movements for human-like agents interacting with other agents or avatars in a virtual environment. Our approach takes into account high-dimensional human motion constraints and bio-mechanical constraints to compute collision-free trajectories for each agent.
Compared to prior methods, our formulation reduces artefacts that arise in dense scenarios and close interactions, and results in smoother and plausible locomotive behaviors.
Our approach also allows the user to interact with the agents from a first-person perspective in immersive settings.
We conduct extensive user evaluations which demonstrate the perceptual benefits of our algorithm.
In contrast to the expected outcome from non-game VR contexts, our results did not reveal significant differences with an avatar presenting an increasing number of visible body parts.
This tends to confirm the strong performance aspect of action-based games, whereby control efficiency and enemy awareness is paramount and could overcome the perceptual, behavioural or emotional effects of avatar embodiment.
Creating realistic animations of virtual humans remains comparatively complex and expensive. Augmented Reality Tuesday, March 20th, We developed and evaluated two-handed gestures on the Microsoft HoloLens. We conducted a comparative user study with 48 users, recording multiple performance metrics as well as user preferences.
Results indicate that in spite of problems due to field-of-view limitations, certain two-handed techniques perform comparatively to the one-handed baseline technique in terms of accuracy and time.
Furthermore, the best-performing two-handed technique outdid all other techniques in terms of overall user preference, demonstrating that bi-manual gesture interactions can serve a valuable role in the UI toolbox on head-worn AR devices such as the HoloLens. Augmented reality applications can leverage the full space of an environment to create immersive experiences.
As objects move farther away, the efficacy and usability of different interaction modalities may change. We conducted an empirical study to measure trade-offs between three interaction modalities—multimodal voice, embodied freehand gestures, and handheld devices—at distances ranging from 8 to 16 feet.
Despite comparable performance between embodied gestures and device-mediated interactions, participants perceived embodied gestures as significantly more efficient and usable than device-mediated interactions.
Our findings offer considerations for designing efficient and intuitive interactions in room-scale AR applications. This article investigates the effects of visual warning presentation methods on human performance in augmented reality AR driving. An experimental user study was conducted in a parking lot where participants drove a test vehicle while braking for any cross traffic with assistance from AR visual warnings presented on a monoscopic and volumetric head-up display HUD.
Results showed that monoscopic displays can be as effective as volumetric displays for human performance in AR braking tasks. The experiment also demonstrated the benefits of conformal graphics, which are tightly integrated into the real world, such as their ability to guide drivers attention and their positive consequences on driver behavior and performance.
These findings suggest that conformal graphics presented via monoscopic HUDs can enhance driver performance by leveraging the effectiveness of monocular depth cues. The proposed approaches and methods can be used and further developed by future researchers and practitioners to better understand driver performance in AR as well as inform usability evaluation of future automotive AR applications.
Drones allow exploring dangerous or impassable areas safely from a distant point of view. However, flight control from an egocentric view in narrow or constrained environments can be challenging.
Arguably, an exocentric view would afford a better overview and, thus, more intuitive flight control of the drone. Unfortunately, such an exocentric view is unavailable when exploring indoor environments. This paper investigates the potential of drone-augmented human vision, i.
If used with a see-through display, this approach can simulate X-ray vision to provide a natural view into an otherwise occluded environment.چار بڑی ہڑتالیں جنھوں نے دنیا کو بدل کر رکھ دیا.
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