In this paper we want to present the state-of-the-art in providing realism in virtual environments. Techniques will be discussed to increase visual and auditory presentation. The behaviour of virtual worlds - a further demand on realism - is introduced and interaction techniques are explained with regard to intuitive understanding. Finally, we explain some applications in virtual environments which aim for a high degree of realism. As a conclusion we try to point out that realism (or a realistic impression) is subjective and heavily depending on the user himself
In this paper we address the question as to why participants tend to respond realistically to situat...
This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enab...
Participants in an immersive virtual environment interact with the scene from an egocentric point of...
That VR media are realistic, and even more realistic than other traditional forms of depictive media...
The objective of this course is to provide an introduction to the issues that must be considered whe...
Interaction between a user inside a virtual space and virtual objects is described. Incorporating a ...
In this paper, we empirically investigate VR users’ subjective experiences of realism. We conceptual...
Immersive virtual environments have proven to be a plausible platform to be used by multiple discipl...
That VR media are realistic, or more realistic than other traditional forms of depictive media, has ...
Serious games are playing an increasingly important role for training people about real world situat...
Proper evaluation of realism in immersive virtual experiences is crucial to ensure optimisation of r...
International audienceIn this paper we describe a project that adopts a usercentered approach in the...
Our paper is based on the field of Virtual Reality which is related to computer generated images, so...
The concepts of “immersion” and “presence” have been considered as staple metrics for evaluating the...
www.miralab.unige.ch Believability is a term to measure a level of realism in the interactive virtua...
In this paper we address the question as to why participants tend to respond realistically to situat...
This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enab...
Participants in an immersive virtual environment interact with the scene from an egocentric point of...
That VR media are realistic, and even more realistic than other traditional forms of depictive media...
The objective of this course is to provide an introduction to the issues that must be considered whe...
Interaction between a user inside a virtual space and virtual objects is described. Incorporating a ...
In this paper, we empirically investigate VR users’ subjective experiences of realism. We conceptual...
Immersive virtual environments have proven to be a plausible platform to be used by multiple discipl...
That VR media are realistic, or more realistic than other traditional forms of depictive media, has ...
Serious games are playing an increasingly important role for training people about real world situat...
Proper evaluation of realism in immersive virtual experiences is crucial to ensure optimisation of r...
International audienceIn this paper we describe a project that adopts a usercentered approach in the...
Our paper is based on the field of Virtual Reality which is related to computer generated images, so...
The concepts of “immersion” and “presence” have been considered as staple metrics for evaluating the...
www.miralab.unige.ch Believability is a term to measure a level of realism in the interactive virtua...
In this paper we address the question as to why participants tend to respond realistically to situat...
This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enab...
Participants in an immersive virtual environment interact with the scene from an egocentric point of...