How Display Shapes Affect 360-Degree Panoramic Video Communication
暂无分享,去创建一个
Hideaki Kuzuoka | Hideki Koike | Naomi Yamashita | Toshiki Sato | Shio Miyafuji | Zhengqing Li | H. Kuzuoka | H. Koike | Toshiki Sato | Naomi Yamashita | Zhengqing Li | Shio Miyafuji
[1] Anthony Steed,et al. SphereAvatar: a situated display to represent a remote collaborator , 2012, CHI.
[2] Carman Neustaedter,et al. Collaboration with 360° Videochat: Challenges and Opportunities , 2017, Conference on Designing Interactive Systems.
[3] Jun Rekimoto,et al. JackIn Head: Immersive Visual Telepresence System with Omnidirectional Wearable Camera , 2017, IEEE Trans. Vis. Comput. Graph..
[4] Carman Neustaedter,et al. Mechanics of Camera Work in Mobile Video Collaboration , 2015, CHI.
[5] Tamotsu Machida. GEO-COSMOS: world's first spherical display , 2002, SIGGRAPH '02.
[6] William W. Gaver,et al. A Virtual Window on media space , 1995, CHI '95.
[7] Robert E. Kraut,et al. Coordination of communication: effects of shared visual context on collaborative work , 2000, CSCW '00.
[8] Hideki Koike,et al. OmniEyeball: Spherical Display Embedded With Omnidirectional Camera Using Dynamic Spherical Mapping , 2016, UIST.
[9] Anthony Steed,et al. Comparing flat and spherical displays in a trust scenario in avatar-mediated interaction , 2014, CHI.
[10] Marcelo Knörich Zuffo,et al. Spheree: a 3D perspective-corrected interactive spherical scalable display , 2014, SIGGRAPH '14.
[11] Hideaki Kuzuoka,et al. Showing Objects: Holding and Manipulating Artefacts in Video-mediated Collaborative Settings , 2017, CHI.
[12] Robert E. Kraut,et al. The VideoWindow system in informal communication , 1990, CSCW '90.
[13] Hideki Koike,et al. Ballumiere: Real-Time Tracking and Spherical Projection for High-Speed Moving Balls , 2016, ISS.
[14] William W. Gaver. The affordances of media spaces for collaboration , 1992, CSCW '92.
[15] Hideaki Kuzuoka,et al. Improving visibility of remote gestures in distributed tabletop collaboration , 2011, CSCW '11.
[16] James Norris,et al. Putting things in focus: establishing co-orientation through video in context , 2013, CHI.
[17] Abigail Sellen,et al. One is not enough: multiple views in a media space , 1993, INTERCHI.
[18] Luc Van Gool,et al. Blue-c: a spatially immersive display and 3D video portal for telepresence , 2003, IPT/EGVE.
[19] Hideaki Kuzuoka,et al. Flexible Ecologies And Incongruent Locations , 2015, CHI.
[20] Bin Xu,et al. Attention from Afar: Simulating the Gazes of Remote Participants in Hybrid Meetings , 2017, Conference on Designing Interactive Systems.
[21] Anthony Steed,et al. Preserving gaze direction in teleconferencing using a camera array and a spherical display , 2012, 2012 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON).
[22] Hideaki Kuzuoka,et al. Impact of seating positions on group video communication , 2008, CSCW.
[23] Hrvoje Benko,et al. Multi-point interactions with immersive omnidirectional visualizations in a dome , 2010, ITS '10.
[24] Roel Vertegaal,et al. Organic user interfaces: designing computers in any way, shape, or form , 2007, CACM.
[25] Ravin Balakrishnan,et al. Sphere: multi-touch interactions on a spherical display , 2008, UIST '08.
[26] Christian Heath,et al. The Naturalistic Experiment , 2018 .
[27] Hideaki Kuzuoka,et al. Fractured Ecologies: Creating Environments for Collaboration , 2003, Hum. Comput. Interact..
[28] Bilge Mutlu,et al. Can You See Me Now?: How Field of View Affects Collaboration in Robotic Telepresence , 2015, CHI.