Publications by authors named "Tibor Guzsvinecz"

Depth perception as well as egocentric distance estimation can be trained in virtual spaces, although incorrect estimates can occur in these environments. To understand this phenomenon, a virtual environment with 11 changeable factors was created. Egocentric distance estimation skills of 239 participants were assessed with it in the range [25 cm, 160 cm].

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As the need for sensors increases with the inception of virtual reality, augmented reality and mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices and the Leap Motion Controller. When evaluating the suitability, the authors' focus was on the state of the art, device comparison, accuracy, precision, existing gesture recognition algorithms and on the price of the devices. The aim of this study is to give an insight whether these devices could substitute more expensive sensors in the industry or on the market.

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Using basic mathematical operations is not easy for everyone. The AndMaths game for Android devices was developed to help elementary school students to learn these basic mathematical skills in the number ranges of twenties, fifties, hundreds and thousands. The user can freely select the number ranges.

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Today, more and more children with Autism Spectrum disorder are diagnosed, which means that around 1% of the population is concerned. Most of the concerned can acquire daily routine tasks by a bit of help and can fit in the society. As Besio et al.

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Logic is part of our everyday life. However, there are some cases where people have difficulties using deductive reasoning. The aim of this work is to help people with mild intellectual disability or learning disability to learn the basis of logical thinking.

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Nowadays the development of virtual reality-based application is one of the most dynamically growing areas. These applications have a wide user base, more and more devices which are providing several kinds of user interactions and are available on the market. In the applications where the not-handheld devices are not necessary, the potential is that these can be used in educational, entertainment and rehabilitation applications.

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