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240924s2024 xx |||||o 00| ||eng c |
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|a 10.1109/TVCG.2024.3466554
|2 doi
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|a pubmed24n1548.xml
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|a (DE-627)NLM377993786
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|a (NLM)39312425
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|a DE-627
|b ger
|c DE-627
|e rakwb
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|a eng
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|a Wang, Xuanyu
|e verfasserin
|4 aut
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|a Real-and-Present
|b Investigating the Use of Life-Size 2D Video Avatars in HMD-Based AR Teleconferencing
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|c 2024
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|a Text
|b txt
|2 rdacontent
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|a ƒaComputermedien
|b c
|2 rdamedia
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|a ƒa Online-Ressource
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|a Date Revised 25.09.2024
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|a published: Print-Electronic
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|a Citation Status Publisher
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|a Augmented Reality (AR) teleconferencing allows spatially distributed users to interact with each other in 3D through agents in their own physical environments. Existing methods leveraging volumetric capturing and reconstruction can provide a high-fidelity experience but are often too complex and expensive for everyday use. Other solutions target mobile and effortless-to-setup teleconferencing on AR Head Mounted Displays (HMD). They directly transplant the conventional video conferencing onto an AR-HMD platform or use avatars to represent remote participants. However, they can only support either a high fidelity or a high level of co-presence. Moreover, the limited Field of View (FoV) of HMDs could further degrade users' immersive experience. To achieve a balance between fidelity and co-presence, we explore using life-size 2D video-based avatars (video avatars for short) in AR teleconferencing. Specifically, with the potential effect of FoV on users' perception of proximity, we first conducted a pilot study to explore the local-user-centered optimal placement of video avatars in small-group AR conversations. With the placement results, we then implement a proof-of-concept prototype of video-avatar-based teleconferencing. We conduct user evaluations with our prototype to verify its effectiveness in balancing fidelity and co-presence. Following the indication in the pilot study, we further quantitatively explore the effect of FoV size on the video avatar's optimal placement through a user study involving more FoV conditions in a VR-simulated environment. We regress placement models to serve as references for computationally determining video avatar placements in such teleconferencing applications on various existing AR HMDs and future ones with bigger FoVs
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|a Journal Article
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1 |
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|a Zhang, Weizhan
|e verfasserin
|4 aut
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1 |
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|a Sandor, Christian
|e verfasserin
|4 aut
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|a Fu, Hongbo
|e verfasserin
|4 aut
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773 |
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|i Enthalten in
|t IEEE transactions on visualization and computer graphics
|d 1996
|g PP(2024) vom: 23. Sept.
|w (DE-627)NLM098269445
|x 1941-0506
|7 nnns
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|g volume:PP
|g year:2024
|g day:23
|g month:09
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|u http://dx.doi.org/10.1109/TVCG.2024.3466554
|3 Volltext
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|a AR
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|d PP
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|b 23
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