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Ivan Valentini

dblp:265/2310 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
0.412020
Improving Obstacle Awareness to Enhance Interaction in Virtual Reality · VR 2020
Virtual and augmented reality › mixed reality
augmented virtuality
0.112020
Improving Obstacle Awareness to Enhance Interaction in Virtual Reality · VR 2020

Methods — techniques the papers use, named apart from their topics

clustering · 0.43d scene scanning · 0.4
YearPublicationVenuePosition
2020 Improving Obstacle Awareness to Enhance Interaction in Virtual Reality
abstract
Currently, immersive virtual reality is experienced through head-mounted displays while the user is physically present into a real, cluttered environment. This causes the problem of avoiding dangerous collisions with obstacles in the real environment that are invisible to the user, and also hampers the interaction with real objects. Following the augmented virtuality paradigm, these obstacles should be embedded into the virtual environment. Thus, there is the need of knowing the 3D structure of the real environment to align it with the virtual one. In this paper, we present a method to create a virtual scenario composed of virtual objects having the same spatial occupancy of the corresponding real ones. The real scene is scanned to detect the position and bounding box of objects and obstacles, then virtual elements having similar spatial properties are added to the virtual scene. Two different real environment structure detection and clustering techniques are described and compared, both quantitatively and by considering users’ sense of presence with respect to the standard Chaperone technique. Our results show that the method is a good solution to maintain the real environment awareness while keeping an high level of immersivity and sense of presence.
Ivan Valentini, Giorgio Ballestin, Chiara Bassano, Fabio Solari, Manuela Chessa
VR1