Sense of Place in Virtual Heritage Environments

This paper is selected for curation in Metaverse Knowledge Center, because it presents elements of sense of place in immersive heritage environments and it can be used as a foundation for future studies about interaction and tourism in Metaverse. I. Ghani, A. Rafi and P. Woods, “Sense of place in immersive architectural virtual heritage environment,” 2016 … Read moreSense of Place in Virtual Heritage Environments

Passing the visual Turing test: The Meta’s story of their quest for visual realism in VR

In this research article from Meta’s RealityLabs, they discuss their efforts for passing Visual Turing Test, we think this article can be very insightful for you. According to their studies a Visual Turing Test should consider following elements: “Varifocal” technology that provides correct depth of focus (versus a single fixed focus), thereby enabling clearer and … Read morePassing the visual Turing test: The Meta’s story of their quest for visual realism in VR

7 Essential Ingredients of a Metaverse

In this Article, Liz Harkavy,  Eddy Lazzarin, and  Arianna Simpson present a model for understanding the Metaverse. We have curated this article in the Metaverse CHI knowledge center due to the fact that we believe it may provide academics and professionals with a useful basis for future work.  Here is the link to read the the … Read more7 Essential Ingredients of a Metaverse

Design Patterns for Mobile Augmented Reality User Interfaces—An Incremental Review

The virtual enhancement of the physical world through Augmented Reality (AR) has an enormous potential in its application, but faces challenges in its development. The lack of standards and the increased complexity of interaction opportunities complicate the definition of suitable User Interfaces (UIs). While many principles and patterns have been developed to simplify UI design … Read moreDesign Patterns for Mobile Augmented Reality User Interfaces—An Incremental Review

Pre-patterns for designing embodied interactions in handheld augmented reality games

Researchers and game industry professionals are showing an increased interest in creating “embodied” game experiences through reality-based interfaces. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player’s perception of the physical world. HAR creates a hybrid space in which players can leverage their existing physical and social skills to interact … Read morePre-patterns for designing embodied interactions in handheld augmented reality games

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