George Alex Koulieris

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In this paper, we present an innovative approach to design a gazecontrolled Multimedia User Interface for modern, immersive headsets. The wide-spread availability of consumer grade Virtual Reality Head Mounted Displays such as the Oculus RiftTM transformed VR to a commodity available for everyday use. However, Virtual Environments require new paradigms of(More)
Successfully predicting visual attention can significantly improve many aspects of computer graphics: scene design, interactivity and rendering. Most previous attention models are mainly based on low-level image features, and fail to take into account high-level factors such as scene context, topology, or task. Low-level saliency has previously been(More)
Attention-based Level-Of-Detail (LOD) managers downgrade the quality of areas that are expected to go unnoticed by an observer to economize on computational resources. The perceptibility of lowered visual fidelity is determined by the accuracy of the attention model that assigns quality levels. Most previous attention based LOD managers do not take into(More)
Head-mounted displays (HMDs) often cause discomfort and even nausea. Improving comfort is therefore one of the most significant challenges for the design of such systems. In this paper, we evaluate the effect of different HMD display configurations on discomfort. We do this by designing a device to measure human visual behavior and evaluate viewer comfort.(More)
This paper presents an experiment exploring gender differences in spatial navigation, memory performance and spatial awareness through a complex Virtual Environment (VE). The immersive simulation consisted of a radiosity-rendered space divided in four zones including a kitchen area, a dining area, an office area and a lounge area. The space was populated(More)
classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British(More)
classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British(More)
Over the past few years, virtual reality (VR) has transitioned from the realm of expensive research prototypes and military installations into widely available consumer devices. These devices enable experiences that are highly immersive and entertaining, and have the potential to redefine the future of computer graphics. Yet, several challenges limit the(More)
Rendering and design efficiency become critical when deploying computer graphics to mobile devices and games. This course addresses novel approaches to leverage models of visual attention, based on low and high level scene features, to propel attention-aware rendering computation. The result: perceptually-optimized scalable algorithms for mobile platforms(More)
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