Virtual Reality
The video demonstrates an accurate, low-latency body tracking approach for VR-based applications using Vive Trackers. Using a HTC Vive headset and Vive Trackers, an immersive VR experience, by animating the motions of the avatar as smoothly, rapidly and as accurately as possible, has been created. The user can see her from the first-person view.
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Metaverse Network Traffic dataset consists of comprehensive applications from Virtual, Augmented, and Mixed Realities. Dataset is captured in an intelligent platform built using Oculus Quest 2, traffic manager, and cloud rendering device using Virtual Desktop Streamer. The Dataset is captured in packet capture (.pcap) format. The extracted version in the form of comma-seperated value (.csv) file is also provided. However, .pcap file will provide more flexibility. Dataset is captured for 60, 90, and 120 Hz frames per seconds (FPS) configurations.
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¢This study delves into the connections between green ELT, DEIB, virtual reality, mediation, life skills, and task-based teaching, learning, and assessment in the context of sustainable and inclusive education. The study emphasizes the significance of incorporating ecological concepts into language instruction, advocating for diversity, fairness, and inclusivity in learning environments, and using virtual reality technology to augment language acquisition.
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The dataset provides an end-to-end (E2E) perspective of the performance of 360-video services over mobile networks. The data was collected using a network-in-a-box setup in conjunction with a Meta Quest 2 head-mounted display (HMD) and a customer premises equipment (CPE) to provide 5G connectivity to the glasses (WiFi-native).
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The development of metaverses and virtual worlds on various platforms, including mobile devices, has led to the growth of applications in virtual reality (VR) and augmented reality (AR) in recent years. This application growth is paralleled by a growth of interest in analyzing and understanding AR/VR applications from security and performance standpoints. Despite this growing interest, benchmark datasets are lacking to facilitate this research pursuit.
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Investigating how people perceive virtual reality videos in the wild (i.e., those captured by everyday users) is a crucial and challenging task in VR-related applications due to complex authentic distortions localized in space and time. Existing panoramic video databases only consider synthetic distortions, assume fixed viewing conditions, and are limited in size. To overcome these shortcomings, we construct the VR Video Quality in the Wild (VRVQW) database, which is one of the first of its kind, and contains 502 user-generated videos with diverse content and distortion characteristics.
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To treat visual attention defficiency and train pulmonary function simulataneously, we developed new Virtual reality(VR) system. Proposed VR system is consisted of three VR training games(Rocket game, Candle game and Food game).
We conducted user study on 24 ADHD children and collected Pulmonary function test(PFT), Advanced test of attention(ATA).
In this file, we coded data into the form that can be used SPSS statstic tool.
We wanted to compare date in two ways, pre-post comparision and between-subjects comparision.
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Extended reality (XR) head-mounted displays (HMDs) are increasingly starting to rely on wireless task
offloading in a bid to allow unobstructed XR user movement, while still rendering high-resolution video on
a remote processing node. An example is the Oculus (Meta) Quest 2. However, congestion and reliability
issues associated with the wireless network can cause high latency and an overall low quality of service (QoS).
Therefore, understanding XR user mobility is of vital importance for supporting XR applications in future
wireless networks.
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This dataset provides valuable insights into hand gestures and their associated measurements. Hand gestures play a significant role in human communication, and understanding their patterns and characteristics can be enabled various applications, such as gesture recognition systems, sign language interpretation, and human-computer interaction. This dataset was carefully collected by a specialist who captured snapshots of individuals making different hand gestures and measured specific distances between the fingers and the palm.
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