ICAT-EGVE2020
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Browsing ICAT-EGVE2020 by Subject "Applied computing"
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Item Projective Augmented Reality in a Museum: Development and Evaluation of an Interactive Application(The Eurographics Association, 2020) Plecher, David A.; Ulschmid, Annalena; Kaiser, Tim; Klinker, Gudrun; Argelaguet, Ferran and McMahan, Ryan and Sugimoto, MakiProjective Augmented Reality (AR) offers exciting new ways of interacting with a museum exhibition. This paper presents such a projective AR application that was developed in cooperation with the ''Museum für Abgüsse Klassischer Bildwerke'' (''Museum of Casts of Classical Statues'') in Munich. It allows visitors to digitally paint a sculpture using a tablet while the result is simultaneously projected onto the real object. A first prototype of the application was tested in regard to usability, integration into the exhibition and its ability to transfer knowledge. The prototype was then improved based on the findings of this first user study and further evaluated in a second, comparative study, this time with a stronger focus on knowledge transfer. Applying regression and the bootstrap method demonstrates an increased effect on learning when using the developed application in comparison to the exhibition method traditionally used by the museum.Item Virtual Reality Serious Game as an Assistive Technology to Support Pediatric Visual Perceptual Training(The Eurographics Association, 2020) Lo, Yui; Tan, Shufang; Shan, Qinglan; Wang, Yutong; Chen, Mao Yan; Nie, Xiaomei; Zeng, Qinggan; Dong, Yuhan; Argelaguet, Ferran and McMahan, Ryan and Sugimoto, MakiAmblyopia is a neurological impairment where children suffer from the insufficient visual gathering. Recent studies investigated the ability to improve amblyopic children's visual acuity. However, according to previous theories, visual acuity is the foundation for an excellent visual system, but more lies beyond acuity improvements, such as their visual cognition and perceptual skills. Virtual Reality acts as a serious game medium for active learning of virtual depth perceptions built after a solid improvement for visual acuity. This paper aims to provide a pediatric-centered practical approach for amblyopic children. We designed a game system in the form of a virtual depth hierarchical game pyramid based upon the classical visual perception hierarchical pyramid and standardized procedures for perceptual training. The bottom-up setup gradually trains for each level up the VR-designed hierarchy while building up a solid foundation.