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Category Archives: Virtual reality
IEEE INFOCOM 2022 Paper and Demo
This week Ying Chen is presenting our work on evaluating and exploiting characteristics of user pose in VR at IEEE INFOCOM’22, in a paper and an accompanying demonstration: VR Viewport Pose Model for Quantifying and Exploiting Frame Correlations presents the … Continue reading
Posted in Communication networks, Conferences, Duke University, Edge computing, Mobile computing, Publications, Technology, Virtual reality
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Two Papers Appearing at Workshops Co-Located with IEEE VR 2022
Two papers from the group are set to be presented at workshops co-located with IEEE VR 2022. Both papers are centered on end applications of next-generation augmented reality (AR) techniques we are currently developing in our lab.
Posted in Achievement, AR-assisted surgery, Augmented reality, Augmented Reality For Good, Edge computing, Internet of Things, Mobile computing, Technology, Virtual reality, Wearable computing
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Fall 2021: 9 BS Independent Studies on Next-Generation AR and VR
9 ECE and CS independent undergraduate research projects on next-generation AR and VR were completed in the lab over this semester. This work is supported in part by NSF grants CSR-1903136, CNS-1908051, and CAREER-2046072, and by an IBM Faculty Award. … Continue reading
Posted in AR-assisted surgery, Augmented reality, Duke University, Edge computing, Indoor environments, Internet of Things, Research, Undergraduate research, Virtual reality
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Fall 2020: 7 BS projects on mobile AR, VR, cognitive context sensing, and gaming engine-based algorithm training
7 ECE and CS independent undergraduate research projects have been completed in the I^3T lab over the Fall of 2020. The projects are summarized below. This work is supported in part by NSF grants CSR-1903136 and CNS-1908051, IBM Faculty Award, … Continue reading
Posted in Augmented reality, Duke University, Gaming engines, Research, Technology, Undergraduate research, Virtual reality
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