Estefania Guimaraes

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Participants' eye-gaze is generally not captured or represented in immersive collaborative virtual environment (ICVE) systems. We present <i>EyeCVE</i>, which uses mobile eye-trackers to drive the gaze of each participant's virtual avatar, thus supporting remote mutual eye-contact and awareness of others' gaze in a perceptually unfragmented shared virtual(More)
In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indicate focus of attention and action, as well as a resource to manage the interaction. In remote interaction supported by Immersive Collaborative Virtual Environments (ICVEs), embodied avatars representing and controlled by each participant share a virtual space.(More)
A desktop tool for replay and analysis of gaze-enhanced multiparty virtual collaborative sessions is described. We linked three CAVETM-like environments, creating a multiparty collaborative virtual space where avatars are animated with 3D gaze as well as head and hand motions in real time. Log files are recorded for subsequent playback and analysis using(More)
Using video technology in telecommunication systems poses spatial orientation problems because participants have a window onto each other’s space, rather than sharing one space. These problems can be overcome using immersive virtual reality in which remote participants are represented as avatars. Because of the challenges involved in capturing eyegaze(More)
This paper proposes a new topological arrangement that consists in connecting the AC voltage source in series with two EIE Buck converters, one to operate in the positive half cycle and the other to operate in the negative half cycle. The control strategy is developed to achieve an AC output voltage within the limits set by standards in order to mitigate(More)
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