Video See-Through Pipelines for Virtual Reality Headsets and their Impact on Gait.
Daniel PetrovskiOren TiroshChris McCarthyTatiana KamenevaPublished in: EMBC (2023)
Keyphrases
- virtual reality
- virtual environment
- three dimensional
- computer graphics
- augmented reality
- virtual world
- video sequences
- multimedia
- computer animation
- video data
- virtual museum
- photorealistic
- real time
- interactive virtual
- virtual reality technology
- virtual reality environments
- motion capture
- machine learning
- virtual humans
- visual data mining
- virtual training
- computer interface
- tangible user interface
- force feedback
- gait recognition
- dynamic scenes
- pattern recognition
- data mining