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ACM Virtual Reality Software and Technology

VRST

B

CORE rank

CORE rank (raw)

B

Fields of research

Graphics, Augmented Reality and Games

Papers indexed

1,821

1996–2025

Papers per year

1996156 peak2025

VRST papers

1,821 records sourced from DBLP. Search titles, filter by year, sort by recency.

YearTitleAuthors
2016A novel magnetic levitation haptic device for augmentation of tissue stiffness perception.Qianqian Tong, Zhiyong Yuan, Mianlun Zheng, Weixu Zhu, Guian Zhang, Xiangyun Liao
2016Towards comparable evaluation methods and measures for timing behavior of virtual reality systems.Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik
2016Procedurally generated virtual reality from 3D reconstructed physical space.Misha Sra, Sergio Garrido-Jurado, Chris Schmandt
2016Postural stability analysis in virtual reality using the HTC vive.Fabian Soffel, Markus Zank, Andreas M. Kunz
2016A real-time x-ray mobile application using augmented reality and google street view.Lus Fernando Maia Silva, Windson Viana, Fernando A. M. Trinta
2016Shop 'til you hear it drop: influence of interactive auditory feedback in a virtual reality supermarket.Erik Sikstrm, Emil Rosenlund Heg, Luca Mangano, Niels Christian Nilsson, Amalia de Gtzen, Stefania Serafin
2016Webizing human interface devices for virtual reality.Daeil Seo, Doyeon Kim, Byounghyun Yoo, Heedong Ko
2016Depth information from binocular disparity and familiar size is combined when reaching towards virtual objects.Rebekka S. Schubert, Mathias Mller, Sebastian Pannasch, Jens R. Helmert
2016Are age differences missing in relative and absolute distance perception of stereoscopically presented virtual objects?Rebekka S. Schubert, Josephine Hartwig, Mathias Mller, Rainer Groh, Sebastian Pannasch
2016A study on improving close and distant device movement pose manipulation for hand-held augmented reality.Ali Samini, Karljohan E. Lundin Palmerius
2016A platform for bimanual virtual assembly training with haptic feedback in large multi-object environments.Mikel Sagardia, Thomas Hulin, Katharina Hertkorn, Philipp Kremer, Simon Schtzle
2016A fast and robust Six-DoF god object heuristic for haptic rendering of complex models with friction.Mikel Sagardia, Thomas Hulin
2016SIAMC: a socially immersive avatar mediated communication platform.Daniel Roth, Kristoffer Waldow, Felix Stetter, Gary Bente, Marc Erich Latoschik, Arnulph Fuhrmann
2016A compact, wide-FOV optical design for head-mounted displays.Ismo Rakkolainen, Matthew Turk, Tobias Hllerer
2016Concept for using eye tracking in a head-mounted display to adapt rendering to the user's current visual field.Daniel Pohl, Xucong Zhang, Andreas Bulling, Oliver Grau
2016Concept for content-aware, automatic shifting for spherical panoramas.Daniel Pohl, Oliver Grau
2016Real time 3D geometry correction for folding screens or projectors with distorting lenses.Fabien Picarougne, Aurlien Milliat
2016Texture analysis and repacking for improved storage efficiency.Thomas Odaker, Markus Wiedemann, Christoph Anthes, Dieter Kranzlmller
2016Interactive gamified 3D-training of affine transformations.Sebastian Oberdrfer, Marc Erich Latoschik
2016Multi-view gesture annotations in image-based 3D reconstructed scenes.Benjamin Nuernberger, Kuo-Chin Lien, Lennon Grinta, Chris Sweeney, Matthew Turk, Tobias Hllerer
2016Missing the point: an exploration of how to guide users' attention during cinematic virtual reality.Lasse T. Nielsen, Matias B. Mller, Sune D. Hartmeyer, Troels C. M. Ljung, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
2016Estimation of individual redirected walking thresholds using standard perception tests.Thi Anh Ngoc Nguyen, Yannick Rothacher, Peter Brugger, Bigna Lenggenhager, Andreas M. Kunz
2016PedVR: simulating gaze-based interactions between a real user and virtual crowds.Sahil Narang, Andrew Best, Tanmay Randhavane, Ari Shapiro, Dinesh Manocha
2016Take-over control paradigms in collaborative virtual environments for training.Gwendal Le Moulec, Ferran Argelaguet, Anatole Lcuyer, Valrie Gouranton
2016Large scale cut plane: an occlusion management technique for immersive dense 3D reconstructions.Annette Mossel, Christian Koessler
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