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        "title": "Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments",
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        "title": "Visualization working group at TU Wien: Visibile Facimus Quod Ceteri Non Possunt",
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        "title": "Gaze-Dependent Simulation of Light Perception in Virtual Reality",
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        "abstract": "The perception of light is inherently different inside a virtual reality (VR) or augmented reality (AR) simulation when compared to the real world. Conventional head-worn displays (HWDs) are not able to display the same high dynamic range of brightness and color as the human eye can perceive in the real world. To mimic the perception of real-world scenes in virtual scenes, it is crucial to reproduce the effects of incident light on the human visual system. In order to advance virtual simulations towards perceptual realism, we present an eye-tracked VR/AR simulation comprising effects for gaze-dependent temporal eye adaption, perceptual glare, visual acuity reduction, and scotopic color vision. Our simulation is based on medical expert knowledge and medical studies of the healthy human eye. We conducted the first user study comparing the perception of light in a real-world low-light scene to a VR simulation. Our results show that the proposed combination of simulated visual effects is well received by users and also indicate that an individual adaptation is necessary, because perception of light is highly subjective.",
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        "title": "CatARact: Simulating Cataracts in Augmented Reality",
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        "title": "Perception of Light in Virtual Reality",
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        "abstract": "The perception of light and light incidence in the human eye is substantially different in real-world scenarios and virtual reality (VR) simulations. Standard low dynamic range displays, as used in common VR headsets, are not able to replicate the same light intensities we see in reality. Therefore, light phenomenons, such as temporal eye adaptation, perceptual glare, visual acuity reduction and scotopic color vision need to be simulated to generate realistic images. Even though, a physically based simulation of these effects could increase the perceived reality of VR applications, this topic has not been thoroughly researched yet. \nWe propose a post-processing workflow for VR and augmented reality (AR), using eye tracking, that is based on medical studies of the healthy human eye and is able to run in real time, to simulate light effects as close to reality as possible. We improve an existing temporal eye adaptation algorithm to be view-dependent. We adapt a medically based glare simulation to run in VR and AR. Additionally, we add eye tracking to adjust the glare intensity according to the viewing direction and the glare appearance depending on the user’s pupil size. We propose a new function fit for the reduction of visual acuity in VR head mounted displays. Finally, we include scotopic color vision for more realistic rendering of low-light scenes. \nWe conducted a primarily qualitative pilot study, comparing a real-world low-light scene to our VR simulation through individual, perceptual evaluation. Most participants mentioned, that the simulation of temporal eye adaptation, visual acuity reduction and scotopic color vision was similar or the same as their own perception in the real world. However, further work is necessary to improve the appearance and movement of our proposed glare kernel. We conclude, that our work has laid a ground base for further research regarding the simulation and individual adaptation to the perception of light in VR.",
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        "title": "Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art",
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        "abstract": "Tactile reliefs offer many benefits over the more classic\n                raised line drawings or tactile diagrams, as depth, 3D shape,\n                and surface textures are directly perceivable. Although often\n                created for blind and visually impaired (BVI) people, a wider\n                range of people may benefit from such multimodal material.\n                However, some reliefs are still difficult to understand without\n                proper guidance or accompanying verbal descriptions, hindering\n                autonomous exploration.\n                \n                In this work, we present a gesture-controlled interactive audio\n                guide (IAG) based on recent low-cost depth cameras that can be\n                operated directly with the hands on relief surfaces during\n                tactile exploration. The interactively explorable,\n                location-dependent verbal and captioned descriptions promise\n                rapid tactile accessibility to 2.5D spatial information in a\n                home or education setting, to online resources, or as a kiosk\n                installation at public places.\n                \n                We present a working prototype, discuss design decisions, and\n                present the results of two evaluation studies: the first with 13\n                BVI test users and the second follow-up study with 14 test users\n                across a wide range of people with differences and difficulties\n                associated with perception, memory, cognition, and\n                communication. The participant-led research method of this\n                latter study prompted new, significant and innovative\n                developments.\n",
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        "title": "Visualization working group at TU Wien: Visible Facimus Quod Ceteri Non Possunt",
        "date": null,
        "abstract": "Building-up and running a university-based research group is a multi-faceted undertaking. The visualization working group at TU Wien (vis-group) has been internationally active over more than 25 years. The group has been acting in a competitive scientific setting where sometimes contradicting multiple objectives require trade-offs and optimizations. Research-wise the group has been performing basic and applied research in visualization and visual computing. Teaching-wise the group has been involved in undergraduate and graduate lecturing in (medical) visualization and computer graphics. To be scientifically competitive requires to constantly expose the group and its members to a strong international competition at the highest level. This necessitates to shield the members against the ensuing pressures and demands and provide (emotional) support and encouragement. Internally, the vis-group has developed a unique professional and social interaction culture: work and celebrate, hard and together. This has crystallized into a nested, recursive, and triangular organization model, which concretizes what it takes to make a research group successful. The key elements are the creative and competent vis-group members who collaboratively strive for (scientific) excellence in a socially enjoyable environment.",
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