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Keywords = 360° video generation

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19 pages, 10157 KB  
Article
DiffVP: A Diffusion Model with Explicit Coordinate-Temporal Encoding for Viewport Prediction in 360 Videos
by Huimin Zheng, Lina Du, Xiushan Nie and Fei Dong
Electronics 2026, 15(6), 1326; https://doi.org/10.3390/electronics15061326 - 23 Mar 2026
Viewed by 493
Abstract
Viewport prediction is a key component in tile-based 360° video streaming. Existing viewport prediction models based on Long Short-term Memory Networks (LSTM) or Transformer typically output a single deterministic future trajectory through deterministic mapping, which fails to capture the inherent randomness in viewing [...] Read more.
Viewport prediction is a key component in tile-based 360° video streaming. Existing viewport prediction models based on Long Short-term Memory Networks (LSTM) or Transformer typically output a single deterministic future trajectory through deterministic mapping, which fails to capture the inherent randomness in viewing behavior. Moreover, when encoding trajectory features, such models often map trajectory coordinates directly into a high-dimensional space while neglecting the spatial information inherent in the coordinates themselves. Additionally, they exhibit limitations in capturing cross-modal relationships between visual and trajectory features. To address these issues, this paper proposes DiffVP, a diffusion model for viewport prediction in 360° videos. Under the constraints of viewing historical trajectories and video saliency maps, DiffVP leverages Denoising Diffusion Implicit Models (DDIMs) to model future viewing trajectories in the form of probability distributions, generating diverse and reasonable prediction results. In the denoising network, DiffVP employs Explicit Coordinate-Time Encoding (ECTE) to model the temporal dependencies of trajectories and the spatial relationships among coordinates; moreover, a Coordinate-Aware Saliency Features Fusion (CASF) module is proposed to achieve cross-modal alignment and interactive fusion of saliency and trajectory features. Experimental results on three public datasets demonstrate that DiffVP achieves the best accuracy for 2–5 s viewport prediction without sacrificing the performance of short-term (<1 s) prediction. Full article
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30 pages, 4194 KB  
Article
A Design Thinking Process for Digital Storytelling: An Example of Tipi Teachings in Virtual Reality
by Naomi Paul, Angela Pincivero and Shi Cao
Virtual Worlds 2026, 5(1), 8; https://doi.org/10.3390/virtualworlds5010008 - 3 Feb 2026
Viewed by 1247
Abstract
Existing research in extended reality for education emphasizes learning outcomes rather than the process for developing their materials. Design thinking, a method in Research through Design, which often generates artefacts and systems, can help address this limitation. As such, this paper presents a [...] Read more.
Existing research in extended reality for education emphasizes learning outcomes rather than the process for developing their materials. Design thinking, a method in Research through Design, which often generates artefacts and systems, can help address this limitation. As such, this paper presents a process for developing 360° videos based on the six steps of the design thinking process with a new step for planning. The authors also propose a novel approach emphasizing co-creation and Indigenous Research Values throughout the process, showing respect, and minimizing misinterpretations, appropriations, and weak translations that often result from recording stories. Presented through an example titled ‘Tipi Teachings’, a digital story rooted in Indigenous Knowledge of Engineering, the authors demonstrate how design thinking and co-creation can be applied to digital storytelling, proposing a procedure which aims to provide guidance to future researchers utilizing digital storytelling, minimizing trial and error, and providing an opportunity for researchers to share and document lessons learned. While the proposed process was created within a Canadian Indigenous research context, and centers Indigenous storybasket values, these values require researchers to listen to and build relationships with the community, incorporating their core values, regardless of whether they directly align with the storybasket values, adjusting the process to their specific context. The decolonial design process aligned with design thinking also considers decolonization globally, rather than locally. Full article
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32 pages, 3256 KB  
Review
AI and Generative Models in 360-Degree Video Creation: Building the Future of Virtual Realities
by Nicolay Anderson Christian, Jason Turuwhenua and Mohammad Norouzifard
Appl. Sci. 2025, 15(17), 9292; https://doi.org/10.3390/app15179292 - 24 Aug 2025
Cited by 1 | Viewed by 7115
Abstract
The generation of 360° video is gaining prominence in immersive media, virtual reality (VR), gaming projects, and the emerging metaverse. Traditional methods for panoramic content creation often rely on specialized hardware and dense video capture, which limits scalability and accessibility. Recent advances in [...] Read more.
The generation of 360° video is gaining prominence in immersive media, virtual reality (VR), gaming projects, and the emerging metaverse. Traditional methods for panoramic content creation often rely on specialized hardware and dense video capture, which limits scalability and accessibility. Recent advances in generative artificial intelligence, particularly diffusion models and neural radiance fields (NeRFs), are examined in this research for their potential to generate immersive panoramic video content from minimal input, such as a sparse set of narrow-field-of-view (NFoV) images. To investigate this, a structured literature review of over 70 recent papers in panoramic image and video generation was conducted. We analyze key contributions from models such as 360DVD, Imagine360, and PanoDiff, focusing on their approaches to motion continuity, spatial realism, and conditional control. Our analysis highlights that achieving seamless motion continuity remains the primary challenge, as most current models struggle with temporal consistency when generating long sequences. Based on these findings, a research direction has been proposed that aims to generate 360° video from as few as 8–10 static NFoV inputs, drawing on techniques from image stitching, scene completion, and view bridging. This review also underscores the potential for creating scalable, data-efficient, and near-real-time panoramic video synthesis, while emphasizing the critical need to address temporal consistency for practical deployment. Full article
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27 pages, 1880 KB  
Article
UAV-Enabled Video Streaming Architecture for Urban Air Mobility: A 6G-Based Approach Toward Low-Altitude 3D Transportation
by Liang-Chun Chen, Chenn-Jung Huang, Yu-Sen Cheng, Ken-Wen Hu and Mei-En Jian
Drones 2025, 9(6), 448; https://doi.org/10.3390/drones9060448 - 18 Jun 2025
Cited by 1 | Viewed by 2839
Abstract
As urban populations expand and congestion intensifies, traditional ground transportation struggles to satisfy escalating mobility demands. Unmanned Electric Vertical Take-Off and Landing (eVTOL) aircraft, as a key enabler of Urban Air Mobility (UAM), leverage low-altitude airspace to alleviate ground traffic while offering environmentally [...] Read more.
As urban populations expand and congestion intensifies, traditional ground transportation struggles to satisfy escalating mobility demands. Unmanned Electric Vertical Take-Off and Landing (eVTOL) aircraft, as a key enabler of Urban Air Mobility (UAM), leverage low-altitude airspace to alleviate ground traffic while offering environmentally sustainable solutions. However, supporting high bandwidth, real-time video applications, such as Virtual Reality (VR), Augmented Reality (AR), and 360° streaming, remains a major challenge, particularly within bandwidth-constrained metropolitan regions. This study proposes a novel Unmanned Aerial Vehicle (UAV)-enabled video streaming architecture that integrates 6G wireless technologies with intelligent routing strategies across cooperative airborne nodes, including unmanned eVTOLs and High-Altitude Platform Systems (HAPS). By relaying video data from low-congestion ground base stations to high-demand urban zones via autonomous aerial relays, the proposed system enhances spectrum utilization and improves streaming stability. Simulation results validate the framework’s capability to support immersive media applications in next-generation autonomous air mobility systems, aligning with the vision of scalable, resilient 3D transportation infrastructure. Full article
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28 pages, 2542 KB  
Article
Evaluating the Use of 360-Degree Video in Education
by Sam Kavanagh, Andrew Luxton-Reilly, Burkhard C. Wünsche, Beryl Plimmer and Sebastian Dunn
Electronics 2025, 14(9), 1830; https://doi.org/10.3390/electronics14091830 - 29 Apr 2025
Cited by 6 | Viewed by 2204
Abstract
Virtual reality (VR) has existed in the realm of education for over half a century; however, it has never achieved widespread adoption. This was traditionally attributed to costs and usability problems associated with these technologies, but a new generation of consumer VR headsets [...] Read more.
Virtual reality (VR) has existed in the realm of education for over half a century; however, it has never achieved widespread adoption. This was traditionally attributed to costs and usability problems associated with these technologies, but a new generation of consumer VR headsets has helped mitigate these issues to a large degree. Arguably, the greater barrier is now the overhead involved in creating educational VR content, the process of which has remained largely unchanged. In this paper, we investigate the use of 360 video as an alternative way of producing educational VR content with a much lower barrier to entry. We report on the differences in user experience between 360 and standard desktop video. We also compare the short- and long-term learning retention of tertiary students who viewed the same video recordings but watched them in either 360 or standard video formats. Our results indicate that students retain an equal amount of information from either video format but perceive 360 video to be more enjoyable and engaging, and would prefer to use it as additional learning resources in their coursework. Full article
(This article belongs to the Special Issue Augmented Reality, Virtual Reality, and 3D Reconstruction)
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17 pages, 529 KB  
Article
Using Immersive Environments in E-Mental Health Rehabilitation Programs Directed to Future Health Professionals to Promote Empathy and Health Literacy about Schizophrenia
by Paulo Veloso Gomes, António Marques, Javier Pereira, Rui Pimenta, João Donga and Raquel Simões de Almeida
Healthcare 2024, 12(15), 1550; https://doi.org/10.3390/healthcare12151550 - 5 Aug 2024
Cited by 7 | Viewed by 3265
Abstract
Rehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in [...] Read more.
Rehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in carrying out their daily tasks and by the social stigma of their condition. The importance of training and sensitizing students in rehabilitation areas to this type of problem to improve the rehabilitation processes in which they will participate as future professionals involves empathy and the ability to communicate with these populations. It is possible through virtual reality to create immersive environments to simulate some psychotic symptoms characteristic of people with schizophrenia, such as visual hallucinations and hearing voices. The aim of this study was to test the effect of exposure to experiences characteristic of schizophrenia through two different types of immersive environments, graphical computational virtual reality and 360° video, on students from areas of social rehabilitation regarding empathy, social distance, and attitudes towards people with schizophrenia. Although the results were positive for the three parameters under study, no significant differences were found for each of them between the environments to which the participants were exposed. This study concluded that the choice between the two types of immersive environments should be based on the project’s objectives, the target audience’s needs, and available resources, rather than the type of environment itself, as their impact was similar. Full article
(This article belongs to the Special Issue Clinical Communication in Rehabilitation)
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55 pages, 1876 KB  
Review
A Survey on Video Streaming for Next-Generation Vehicular Networks
by Chenn-Jung Huang, Hao-Wen Cheng, Yi-Hung Lien and Mei-En Jian
Electronics 2024, 13(3), 649; https://doi.org/10.3390/electronics13030649 - 4 Feb 2024
Cited by 25 | Viewed by 9941
Abstract
As assisted driving technology advances and vehicle entertainment systems rapidly develop, future vehicles will become mobile cinemas, where passengers can use various multimedia applications in the car. In recent years, the progress in multimedia technology has given rise to immersive video experiences. In [...] Read more.
As assisted driving technology advances and vehicle entertainment systems rapidly develop, future vehicles will become mobile cinemas, where passengers can use various multimedia applications in the car. In recent years, the progress in multimedia technology has given rise to immersive video experiences. In addition to conventional 2D videos, 360° videos are gaining popularity, and volumetric videos, which can offer users a better immersive experience, have been discussed. However, these applications place high demands on network capabilities, leading to a dependence on next-generation wireless communication technology to address network bottlenecks. Therefore, this study provides an exhaustive overview of the latest advancements in video streaming over vehicular networks. First, we introduce related work and background knowledge, and provide an overview of recent developments in vehicular networking and video types. Next, we detail various video processing technologies, including the latest released standards. Detailed explanations are provided for network strategies and wireless communication technologies that can optimize video transmission in vehicular networks, paying special attention to the relevant literature regarding the current development of 6G technology that is applied to vehicle communication. Finally, we proposed future research directions and challenges. Building upon the technologies introduced in this paper and considering diverse applications, we suggest a suitable vehicular network architecture for next-generation video transmission. Full article
(This article belongs to the Special Issue Featured Review Papers in Electrical and Autonomous Vehicles)
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13 pages, 2895 KB  
Communication
The Implementation of Interactive VR Application and Caching Strategy Design on Mobile Edge Computing (MEC)
by Shu-Min Chuang, Chia-Sheng Chen and Eric Hsiao-Kuang Wu
Electronics 2023, 12(12), 2700; https://doi.org/10.3390/electronics12122700 - 16 Jun 2023
Cited by 9 | Viewed by 3054
Abstract
Virtual reality (VR) and augmented reality (AR) have been proposed as revolutionary applications for the next generation, especially in education. Many VR applications have been designed to promote learning via virtual environments and 360° video. However, due to the strict requirements of end-to-end [...] Read more.
Virtual reality (VR) and augmented reality (AR) have been proposed as revolutionary applications for the next generation, especially in education. Many VR applications have been designed to promote learning via virtual environments and 360° video. However, due to the strict requirements of end-to-end latency and network bandwidth, numerous VR applications using 360° video streaming may not achieve a high-quality experience. To address this issue, we propose relying on tile-based 360° video streaming and the caching capacity in Mobile Edge Computing (MEC) to predict the field of view (FoV) in the head-mounted device, then deliver the required tiles. Prefetching tiles in MEC can save the bandwidth of the backend link and support multiple users. Smart caching decisions may reduce the memory at the edge and compensate for the FoV prediction error. For instance, caching whole tiles at each small cell has a higher storage cost compared to caching one small cell that covers multiple users. In this paper, we define a tile selection, caching, and FoV coverage model as the Tile Selection and Caching Problem and propose a heuristic algorithm to solve it. Using a dataset of real users’ head movements, we compare our algorithm to the Least Recently Used (LRU) and Least Frequently Used (LFU) caching policies. The results show that our proposed approach improves FoV coverage by 30% and reduces caching costs by 25% compared to LFU and LRU. Full article
(This article belongs to the Special Issue Smart Applications of 5G Network)
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18 pages, 5286 KB  
Article
An Interactive Augmented and Virtual Reality System for Managing Dental Anxiety among Young Patients: A Pilot Study
by Reham Alabduljabbar, Maha Almutawa, Renad Alkathiri, Abeer Alqahtani and Hala Alshamlan
Appl. Sci. 2023, 13(9), 5603; https://doi.org/10.3390/app13095603 - 1 May 2023
Cited by 12 | Viewed by 7546
Abstract
Dental anxiety is a common health problem among children. It creates major issues for patients, parents, and dental professionals. Children who cancel or otherwise miss their dental appointments generally do so due to fear of the unknown and lack of understanding of what [...] Read more.
Dental anxiety is a common health problem among children. It creates major issues for patients, parents, and dental professionals. Children who cancel or otherwise miss their dental appointments generally do so due to fear of the unknown and lack of understanding of what they can expect from the environment and treatment when they arrive there. Some distraction interventions are already used by dental professionals, such as using clown doctors, watching cartoons, and utilizing the tell–show–do (TSD) technique. Still, the problem is common, and the fail to attend (FTA) rates at clinics are high. Familiarizing children with the dental setting and procedures in advance may help to manage their anxiety. This paper aims to help in managing children’s dental anxiety in a simple, attractive, and age-appropriate way through the use of augmented reality (AR) and virtual reality (VR) technologies. The developed system is named “Dr. Barea”. It targets Arabic-speaking children aged from 7 to 10 years old. It uses model–view–control (MVC) as its architectural design pattern. The proposed solution consists of three main sections: a 360° VR video that simulates a dental clinic environment, an educational description on dental tools using AR technology, and interactive educational stories that educate children about dental hygiene. The system performance was evaluated using unit, integration, performance, and user acceptance testing. The results demonstrate that the proposed solution, which performed reasonably, achieved the usability requirements and was engaging for learning information about dental hygiene. A feasibility study with 16 children was conducted to evaluate the effectiveness of the proposed system. The Child Fear Survey Schedule—Dental Subscale (CFSS-DS) was used to measure children’s dental anxiety level. The T test was used to evaluate the differences between groups, and Fisher’s exact test was used to compare the distributions of gender and age between the groups. The CFSS-DS index in the VR group decreased after dental consultation (35.04 ± 9.14 before consultation and 32.32 ± 8.32 after consultation, p = 0.041). The implications of this study shall be beneficial to patients, parents, and dental professionals. Full article
(This article belongs to the Special Issue Virtual Reality Applications in Healthcare)
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13 pages, 1034 KB  
Article
Effectiveness of a Virtual-Reality-Based Self-Help Intervention for Lowering the Psychological Burden during the COVID-19 Pandemic: Results from a Randomized Controlled Trial in Iran
by Sharareh Farahimanesh, Silvia Serino, Cosimo Tuena, Daniele Di Lernia, Brenda K. Wiederhold, Luca Bernardelli, Giuseppe Riva and Alireza Moradi
J. Clin. Med. 2023, 12(5), 2006; https://doi.org/10.3390/jcm12052006 - 2 Mar 2023
Cited by 10 | Viewed by 3740
Abstract
Background: The COVID-19 pandemic. In this framework, digital self-help interventions have the potential to provide flexible and scalable solutions for delivering evidence-based treatments that do not necessitate face-to-face meetings. Objective: as part of a multicentric project, the purpose of the current randomized controlled [...] Read more.
Background: The COVID-19 pandemic. In this framework, digital self-help interventions have the potential to provide flexible and scalable solutions for delivering evidence-based treatments that do not necessitate face-to-face meetings. Objective: as part of a multicentric project, the purpose of the current randomized controlled trial was to evaluate the efficacy of a Virtual-Reality-based self-help intervention (namely, COVID Feel Good) in lowering the psychological distress experienced during the COVID-19 pandemic in Iran. Methods: 60 participants were randomly assigned to the experimental (COVID Feel Good intervention group) or the control (no-treatment control group) condition. At the beginning of the intervention (Day 0), at the end of the intervention (Day 7), and after a 2-week follow-up (Day 21), measurements of depressive and anxiety levels, general distress, perceived levels of stress, hopelessness (primary outcome measures), perceived interpersonal closeness with the social world, and fear of COVID-19 (secondary outcome measure) were collected. The protocol consists of two integrated parts: the first part includes a relaxing 10-min three-hundred-sixty-degree (360°) video, while the second one includes social tasks with specified objectives. Results: In terms of the primary outcomes, participants in the COVID Feel Good intervention group improved in depression, stress, anxiety, and perceived stress but not hopelessness. Secondary outcome results showed an improvement in perceived social connectedness and a substantial decrease in fear of COVID-19. Conclusions: these findings on the efficacy of COVID Feel Good training add to the growing body of evidence demonstrating the feasibility of digital self-help interventions in promoting well-being during this unique period. Full article
(This article belongs to the Section Mental Health)
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23 pages, 6917 KB  
Article
Image Segmentation Methods for Subpicture Partitioning in the VVC Video Encoder
by Natalia Panagou, Panagiotis Belememis and Maria Koziri
Electronics 2022, 11(13), 2070; https://doi.org/10.3390/electronics11132070 - 1 Jul 2022
Cited by 3 | Viewed by 3826
Abstract
The emergence of the new generation video coding standard, Versatile Video Coding (VVC), has brought along novel features rendering the new standard more efficient and flexible than its predecessors. Aside from efficient compression of 8 k or higher camera-captured content, VVC also supports [...] Read more.
The emergence of the new generation video coding standard, Versatile Video Coding (VVC), has brought along novel features rendering the new standard more efficient and flexible than its predecessors. Aside from efficient compression of 8 k or higher camera-captured content, VVC also supports a wide range of applications, including computer-generated content, high dynamic range (HDR) content, multilayer and multi-view coding, video region extraction, as well as 360° video. One of the newly introduced coding tools in VVC, offering extraction and independent coding of rectangular sub-areas within a frame, is called Subpicture. In this work, we turn our attention to frame partitioning using Subpictures in VVC, and more particularly, a content-aware partitioning is considered. To achieve that, we make use of image segmentation algorithms and properly modify them to operate on a per Coding Tree Unit (CTU) basis in order to render them compliant with the standard’s restrictions. Additionally, since subpicture boundaries need to comply with slice boundaries, we propose two methods for properly partitioning a frame using tiles/slices aiming to avoid over-partitioning of a frame. The proposed algorithms are evaluated regarding both compression efficiency and image segmentation effectiveness. Our evaluation results indicate that the proposed partitioning schemes have a negligible impact on compression efficiency and video quality Full article
(This article belongs to the Special Issue Video Coding, Processing, and Delivery for Future Applications)
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27 pages, 1702 KB  
Article
Innovative Approach to Assist Architecture Teachers in Choosing Practical Sessions
by Oriol Pons-Valladares, S. M. Amin Hosseini and Jordi Franquesa
Sustainability 2022, 14(12), 7081; https://doi.org/10.3390/su14127081 - 9 Jun 2022
Cited by 14 | Viewed by 4475
Abstract
This article presents the first results of the project Architecture 360, which focuses on learning alternatives for developing working skills in higher education courses, and specifically construction competences for architecture students. The project aims to help teachers to choose the best learning solutions [...] Read more.
This article presents the first results of the project Architecture 360, which focuses on learning alternatives for developing working skills in higher education courses, and specifically construction competences for architecture students. The project aims to help teachers to choose the best learning solutions for their classes from numerous alternatives of strategies, dynamics and activities. The assistance is based on developing a new approach that combines several methods (strengths, weaknesses, opportunities and threats (SWOT); multi-criteria decision-making; Delphi; and the Knapsack problem) and draws from teachers’ experience, a panel of experts’ expertise, the revised Bloom Taxonomy and neuroscience for education. The new approach to assisting university teachers in choosing the best practical learning alternatives was successfully developed and validated for the case study of a course at Barcelona Architecture School. In general, the approach defined the main strengths, weaknesses, opportunities and threats of 26 learning alternatives. In the case study, the following optimized set of alternatives were identified: blended learning, challenge-based learning, reflective learning, videos of real cases, case studies, site visits, interactive simulation and gamification. Moreover, 23 activities were analysed. It was concluded, for instance, that active alternatives would improve implementation, including teachers’ available teaching materials and dedication outside class. Full article
(This article belongs to the Special Issue Sustainable Learning in Education of Sustainability)
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16 pages, 10485 KB  
Article
Object Pose Detection to Enable 3D Interaction from 2D Equirectangular Images in Mixed Reality Educational Settings
by Matteo Zanetti, Alessandro Luchetti, Sharad Maheshwari, Denis Kalkofen, Manuel Labrador Ortega and Mariolino De Cecco
Appl. Sci. 2022, 12(11), 5309; https://doi.org/10.3390/app12115309 - 24 May 2022
Cited by 3 | Viewed by 3334
Abstract
In this paper, we address the challenge of estimating the 6DoF pose of objects in 2D equirectangular images. This solution allows the transition to the objects’ 3D model from their current pose. In particular, it finds application in the educational use of 360° [...] Read more.
In this paper, we address the challenge of estimating the 6DoF pose of objects in 2D equirectangular images. This solution allows the transition to the objects’ 3D model from their current pose. In particular, it finds application in the educational use of 360° videos, where it enhances the learning experience of students by making it more engaging and immersive due to the possible interaction with 3D virtual models. We developed a general approach usable for any object and shape. The only requirement is to have an accurate CAD model, even without textures of the item, whose pose must be estimated. The developed pipeline has two main steps: vehicle segmentation from the image background and estimation of the vehicle pose. To accomplish the first task, we used deep learning methods, while for the second, we developed a 360° camera simulator in Unity to generate synthetic equirectangular images used for comparison. We conducted our tests using a miniature truck model whose CAD was at our disposal. The developed algorithm was tested using a metrological analysis applied to real data. The results showed a mean difference of 1.5° with a standard deviation of 1° from the ground truth data for rotations, and 1.4 cm with a standard deviation of 1.5 cm for translations over a research range of ±20° and ±20 cm, respectively. Full article
(This article belongs to the Special Issue Human Empowerment through Mixed Reality)
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27 pages, 3042 KB  
Article
Spectare: Re-Designing a Stereoscope for a Cultural Heritage XR Experience
by Daniel Taipina and Jorge C. S. Cardoso
Electronics 2022, 11(4), 620; https://doi.org/10.3390/electronics11040620 - 17 Feb 2022
Cited by 6 | Viewed by 4630
Abstract
Stereoscopic photography was one of the main forms of visual communication in the second half of the 19th century. The experience of viewing stereoscopic photographs using stereoscopes is described as evoking memories of the past, feelings of presence in the depicted scenes, but [...] Read more.
Stereoscopic photography was one of the main forms of visual communication in the second half of the 19th century. The experience of viewing stereoscopic photographs using stereoscopes is described as evoking memories of the past, feelings of presence in the depicted scenes, but also fun and magical experiences. The fact that using these devices generates these impactful experiences is relevant for Cultural Heritage (CH) where we want visitors to have memorable experiences. Since classic stereoscopes are similar to contemporary smartphone-based Virtual Reality (VR) viewers, we questioned how the original viewing experience could be re-imagined to take advantage of current technologies. We have designed a new smartphone-based VR device—Spectare—targeted towards experiencing CH content (2D or 360° photos or videos, soundscapes, or other immersive content), while still maintaining a user experience close to the original. In this paper, we describe the design process and operation of the Spectare device. We also report on an usability evaluation with 20 participants and on the field testing where we applied the device to the visualization of CH content resulting from a digital reconstruction of the monastery of Santa Cruz in Coimbra, Portugal. The evaluations uncovered issues with the smartphone support piece of the device, but generally its usage was classified with a high usability score. Participants also classified the device as innovative, creative, impressive, fun. Full article
(This article belongs to the Special Issue LifeXR: Concepts, Technology and Design for Everyday XR)
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20 pages, 125434 KB  
Article
Development of a Hybrid Method to Generate Gravito-Inertial Cues for Motion Platforms in Highly Immersive Environments
by Jose V. Riera, Sergio Casas, Marcos Fernández, Francisco Alonso and Sergio A. Useche
Sensors 2021, 21(23), 8079; https://doi.org/10.3390/s21238079 - 2 Dec 2021
Cited by 2 | Viewed by 3389
Abstract
Motion platforms have been widely used in Virtual Reality (VR) systems for decades to simulate motion in virtual environments, and they have several applications in emerging fields such as driving assistance systems, vehicle automation and road risk management. Currently, the development of new [...] Read more.
Motion platforms have been widely used in Virtual Reality (VR) systems for decades to simulate motion in virtual environments, and they have several applications in emerging fields such as driving assistance systems, vehicle automation and road risk management. Currently, the development of new VR immersive systems faces unique challenges to respond to the user’s requirements, such as introducing high-resolution 360° panoramic images and videos. With this type of visual information, it is much more complicated to apply the traditional methods of generating motion cues, since it is generally not possible to calculate the necessary corresponding motion properties that are needed to feed the motion cueing algorithms. For this reason, this paper aims to present a new method for generating non-real-time gravito-inertial cues with motion platforms using a system fed both with computer-generated—simulation-based—images and video imagery. It is a hybrid method where part of the gravito-inertial cues—those with acceleration information—are generated using a classical approach through the application of physical modeling in a VR scene utilizing washout filters, and part of the gravito-inertial cues—the ones coming from recorded images and video, without acceleration information—were generated ad hoc in a semi-manual way. The resulting motion cues generated were further modified according to the contributions of different experts based on a successive approximation—Wideband Delphi-inspired—method. The subjective evaluation of the proposed method showed that the motion signals refined with this method were significantly better than the original non-refined ones in terms of user perception. The final system, developed as part of an international road safety education campaign, could be useful for developing further VR-based applications for key fields such as driving assistance, vehicle automation and road crash prevention. Full article
(This article belongs to the Special Issue Object Tracking and Motion Analysis)
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