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1.
Integration of Hybrid Animation in a 360-degree Environment
Aleksandar Ilievski, Suzana Žilič Fišer, Simon Kolmanič, 2025, independent scientific component part or a chapter in a monograph

Abstract: This paper addresses the lack of an existing pipeline for integrating Hybrid Animation in a 360-degree environment. While works like Google Spotlight’s Pearl showcase the expressive potential of cinematic VR (Virtual Reality) animation using stylized NPR (Non-Photorealistic Rendering) techniques, they lack the integration of 2D visual elements. We propose a pipeline that leverages accessible tools, including Blender’s Grease Pencil for 2D animation, NPR shading for stylized 3D rigs, and a 360-degree render using a metadata injector. Our framework makes hybrid 360-degree animation more accessible and adaptable, enabling future developments and creative applications.
Keywords: Virtual Reality, Hybrid Animation, 360-degree video, Blender, Non-photorealistic Rendering
Published in RUP: 30.01.2026; Views: 189; Downloads: 1
.pdf Full text (211,63 KB)

2.
Comparison of Unity and FMOD Libraries for Spatial Audio Localization in Virtual Reality
Gašper Leskovec, Eva Gaberšček, Jaka Sodnik, 2025, independent scientific component part or a chapter in a monograph

Abstract: Spatial audio is central to immersion and situational awareness in virtual reality (VR), but the performance differences between diferent audio engines have not been sufficiently explored. This study compares Unity’s integrated spatial audio system and the FMOD engine in a controlled VR sound localisation task. Thirty volunteers completed three levels of 16 trials each while wearing a head-mounted display (Oculus Quest). They were randomly assigned to one of the two systems and asked to identify the direction of an active loudspeaker among several virtual sources. We measured localisation accuracy, reaction time, spatial distance error and cumulative head rotation; learning effects were assessed by comparing the first and third stages. Participants using FMOD achieved slightly higher accuracy (93% vs 87% overall) and turned their heads less, suggesting that FMOD made it easier for users to localise sounds in space, while Unity users showed greater variability and a slightly greater learning gain. About two-thirds of participants improved their accuracy over time, but there were significant individual differences. These results suggest that both engines perform similarly well on basic localisation tasks, although FMOD has slight advantages in spatial accuracy. The work highlights the importance of evaluating spatial audio engines in user-centred studies and emphasises the need to consider personal factors and task complexity in future research.
Keywords: Virtual Reality, Spatial Audio, Sound Localization, Unity, FMOD, Immersion, User Experience
Published in RUP: 30.01.2026; Views: 147; Downloads: 0
.pdf Full text (590,45 KB)

3.
Visualization of 3D Ultrasound Uterine Data in Virtual Reality
Ilija Gavrilović, Ciril Bohak, 2025, independent scientific component part or a chapter in a monograph

Abstract: Virtual reality (VR) has emerged as a powerful medium for medical imaging visualization and training, offering immersive and interactive experiences that complement conventional two-dimensional (2D) imaging workflows. In gynecology, ultrasound (US) is the primary imaging modality for assessing uterine morphology, yet its interpretation requires significant spatial reasoning and is challenging for trainees with limited clinical exposure. This paper presents a standalone VR system for interactive visualization of uterine US volumes, designed for deployment on Meta Quest 2. The system integrates three core components: (i) textured surface meshes mapped directly from US intensity values, (ii) per-vertex deviation heatmaps comparing individual anatomy to a population-average uterus, and (iii) orthogonal slice browsing with adjustable transfer functions and lookup tables. The system is developed in Unity for immersive rendering. Preliminary demonstrations indicate that providing outside- and inside-based views improves spatial understanding and provides educational value by contextualizing individual variability. Performance profiling confirms real-time rendering on standalone hardware, ensuring fluid interaction without tethered computing resources. By unifying segmentation-driven shape analysis with immersive visualization, this work highlights the potential of lightweight VR applications to enhance gynecological training and provide accessible platforms for medical education and research.
Keywords: virtual reality, histeroscopy, simulation, uterus
Published in RUP: 29.01.2026; Views: 172; Downloads: 1
.pdf Full text (348,11 KB)

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Novel technologies in teaching and learning towards enhanced knowledge retention
Anuradhi Maheshya W. Weerasinghe Arachchillage, Matjaž Kljun, Klen Čopič Pucihar, Aaron Quigley, 2018, published scientific conference contribution abstract

Keywords: extended reality, augmented reality, virtual reality, learning
Published in RUP: 23.07.2019; Views: 4371; Downloads: 109
.pdf Full text (102,62 KB)
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