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Tangible virtual reality in a multi-user environment

Published: 21 September 2019 Publication History

Abstract

Due to more and more recent technologies, better simulations can be developed, which can create a greater fusion between the real and virtual world and thus, also generate a higher degree of immersion. Higher levels of immersion can provide meaningful and realistic results and faster integration and assessment of new concepts (e.g. design-concepts). For this, a tangible VR simulator based on an armored vehicle driver's workplace has been developed. With this simulator, the user can interact not only with the VR (virtual reality) world but also with reality. Changes in reality mean changes in the VR world at the same time. Also, first concepts for an expansion to several workstations, which can interact with each other, are currently being developed.

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Source Image SPz PUMA: Bundeswehr / Marco Dorow

Cited By

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  • (2024)Utilization and potentials of digital twins – application examplesShip Technology Research10.1080/09377255.2024.2361559(1-13)Online publication date: 6-Jun-2024
  • (2022)How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher EducationProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517542(1-17)Online publication date: 29-Apr-2022
  • (2021)Increasing Agility: A Tangible XR for Rapid Prototype Development, Design Exploration and Usability AssessmentAdvances in Manufacturing, Production Management and Process Control10.1007/978-3-030-80462-6_11(85-91)Online publication date: 4-Jul-2021
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Published In

cover image ACM Conferences
AutomotiveUI '19: Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: Adjunct Proceedings
September 2019
524 pages
ISBN:9781450369206
DOI:10.1145/3349263
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 September 2019

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Author Tags

  1. immersion
  2. multi-user
  3. simulation
  4. tangible
  5. teleoperation
  6. virtual reality

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  • Work in progress

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AutomotiveUI '19
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Overall Acceptance Rate 248 of 566 submissions, 44%

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Cited By

View all
  • (2024)Utilization and potentials of digital twins – application examplesShip Technology Research10.1080/09377255.2024.2361559(1-13)Online publication date: 6-Jun-2024
  • (2022)How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher EducationProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517542(1-17)Online publication date: 29-Apr-2022
  • (2021)Increasing Agility: A Tangible XR for Rapid Prototype Development, Design Exploration and Usability AssessmentAdvances in Manufacturing, Production Management and Process Control10.1007/978-3-030-80462-6_11(85-91)Online publication date: 4-Jul-2021
  • (2020)A Research Agenda for Mixed Reality in Automated VehiclesProceedings of the 19th International Conference on Mobile and Ubiquitous Multimedia10.1145/3428361.3428390(119-131)Online publication date: 22-Nov-2020
  • (2020)Tangible VR Multi-user Simulation Methodology for a Balanced Human System IntegrationAdvances in Simulation and Digital Human Modeling10.1007/978-3-030-51064-0_24(183-189)Online publication date: 28-Jun-2020
  • (2020)Let’s Get in Touch Again: Tangible AI and Tangible XR for a More Tangible, Balanced Human Systems IntegrationIntelligent Human Systems Integration 202010.1007/978-3-030-39512-4_153(1007-1013)Online publication date: 22-Jan-2020

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