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Leonel Valbom

dblp:94/1577 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1

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 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012
Virtual and augmented reality › virtual reality
VR system integration
0.112012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012
Virtual and augmented reality
immersive interaction
0.012012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012
Virtual and augmented reality › immersive interaction
multimodal interaction
0.012012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012

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

infrared optical tracking · 0.1acoustic rendering · 0.1
YearPublicationVenuePosition
2012 Title of tutorial: Designing immersive VR systems: From bits to bolts
abstract
Immersive 3D Virtual Environments (VE) have become affordable for many research centers. However, a complete solution needs several integration steps to be fully operational. Some of these steps are difficult to accomplish and require an uncommon combination of different skills. This tutorial presents the most recent techniques developed to address this problem, from displays to software tools. The hardware in a typical VR installations combines projectors, screens, speakers, computers, tracking and I/O devices. The tutorial will discuss hardware options, explaining their advantages and disadvantages. We will cover design decisions from basic software and hardware design, through user tracking, multimodal human-computer interfaces and acoustic rendering, to how to administrate the whole solution. Additionally, we will provide an introduction to existing tracking technologies, explaining how the most common devices work, while focusing on infrared optical tracking. Finally, we briefly cover integration software and middleware developed for most VE settings.
Luciano P. Soares, Joaquim Jorge 0001, José Miguel Salles Dias, Alberto Barbosa Raposo, Bruno Rodrigues De Araújo, Leonel Valbom, Filipe Gaspar
VR6
2005 WAVE: Sound and music in an immersive environment
Leonel Valbom, Adérito Fernandes Marcos
Comput. Graph.1