Bringing Real Body as Self-Avatar into Mixed Reality: A Gamified Volcano Experience

Author:

Gonzalez-Morin Diego1,Gonzalez-Sosa Ester1,Perez-Garcia Pablo1,Villegas Alvaro1

Affiliation:

1. Nokia Bell Labs,Spain

Publisher

IEEE

Reference12 articles.

1. Enhanced Self-Perception in Mixed Reality: Egocentric Arm Segmentation and Database With Automatic Labeling

2. Egocentric human segmentation for mixed reality;gajic;ArXiv Preprint,2020

3. The impact of a self-avatar on cognitive load in immersive virtual reality

4. Exploring upper limb seg-mentation with deep learning for augmented virtuality;gruosso;The Eurographics Association,2021

5. Realistic training in VR using physical manipulation;villegas;2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) VRW,2020

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1. Educational Seismology through an Immersive Virtual Reality Game: Design, Development and Pilot Evaluation of User Experience;Education Sciences;2023-10-27

2. Full body video-based self-avatars for mixed reality: from E2E system to user study;Virtual Reality;2023-04-21

3. Exploring the Realverse: Building, Deploying, and Managing QoE in XR Communications;2022 ITU Kaleidoscope- Extended reality – How to boost quality of experience and interoperability;2022-12-07

4. Demonstrating the Potential of eXtended Reality Offloading over Emulated 5G Networks;2022 IEEE Conference on Standards for Communications and Networking (CSCN);2022-11-28

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