Illusioneering Lab
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Mark T. Bolas
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Rapid creation of photorealistic virtual reality content with consumer depth cameras
View-dependent virtual reality content from RGB-D images
Automated path prediction for redirected walking using navigation meshes
Estimation of detection thresholds for audiovisual rotation gains
Real-time 3D rendering using depth-based geometry reconstruction and view-dependent texture mapping
Revisiting detection thresholds for redirected walking: combining translation and curvature gains
The redirected walking toolkit: a unified development platform for exploring large virtual environments
Creating near-field VR using stop motion characters and a touch of light-field rendering
Making small spaces feel large: infinite walking in virtual reality
Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance
Towards context-sensitive reorientation for real walking in virtual reality
A raycast approach to hybrid touch / motion capturevirtual reality user experience
An enhanced steering algorithm for redirected walking in virtual environments
Automatic acquisition and animation of virtual avatars
Countering user deviation during redirected walking
Rapid avatar capture and simulation using commodity depth sensors
Rapid avatar capture and simulation using commodity depth sensors
Real-time and robust grasping detection
Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit
Flexible spaces: A virtual step outside of reality
Flexible spaces: Dynamic layout generation for infinite walking in virtual environments
Fusing depth, color, and skeleton data for enhanced real-time hand segmentation
Rapid generation of personalized avatars
A taxonomy for deploying redirection techniques in immersive virtual environments
Augmented reality using personal projection and retroreflection
Comparability of narrow and wide field-of-view head-mounted displays for medium-field distance judgments
Immersive training games for smartphone-based head mounted displays
Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture
Interactive game-based rehabilitation using the Microsoft Kinect
Poster: Spatial misregistration of virtual human audio: Implications of the precedence effect
Spatial Misregistration of Virtual Human Audio: Implications of the Precedence Effect
Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect
Virtual reality to go: A USC ICT Mixed Reality Lab demonstration
A design for a smartphone-based head mounted display
Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor
Effects of redirection on spatial orientation in real and virtual environments
FAAST: The Flexible Action and Articulated Skeleton Toolkit
Leveraging change blindness for redirection in virtual environments
Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation
Sharing and Stretching Space with Full Body Tracking
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