Xinyi Yang, Susanna Chen, Katarina Bulovic, Junyi Zhu, Stefanie Mueller
{"title":"Azimuth Calculation and Telecommunication between VR Headset and Smartphones for Nearby Interaction","authors":"Xinyi Yang, Susanna Chen, Katarina Bulovic, Junyi Zhu, Stefanie Mueller","doi":"10.1145/3569009.3573107","DOIUrl":null,"url":null,"abstract":"This paper aims to break the boundary between VR and IoT devices by creating interactions between 2D screens and the 3D virtual environment. Since headsets are expensive and not accessible to everyone, we aim to create a lower boundary for people to take part in the VR world using their smartphones. Existing research mostly focuses on creating new haptic devices for VR, we instead leverage existing IoT devices that people already own, such as smartphones, to make VR technologies more accessible to multiple IoT users. There are two parts in our project: azimuth detection and communication between the VR environment and IoT devices.","PeriodicalId":183744,"journal":{"name":"Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3569009.3573107","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This paper aims to break the boundary between VR and IoT devices by creating interactions between 2D screens and the 3D virtual environment. Since headsets are expensive and not accessible to everyone, we aim to create a lower boundary for people to take part in the VR world using their smartphones. Existing research mostly focuses on creating new haptic devices for VR, we instead leverage existing IoT devices that people already own, such as smartphones, to make VR technologies more accessible to multiple IoT users. There are two parts in our project: azimuth detection and communication between the VR environment and IoT devices.