{"title":"Omnemotion: the propagation of emotions","authors":"J. Bordas","doi":"10.1145/2617841.2620702","DOIUrl":"https://doi.org/10.1145/2617841.2620702","url":null,"abstract":"This paper presents an interactive installation exploring social emotional contagion. Based on the major psychological studies and computational models related to emotions used in the field of affective computing, algorithms are used to simulate the propagation of emotions through artificial characters in an artificial environment. The user interacts with the application on a tablet on which it is possible to trigger events in a 3D artificial world. Those events make the characters evolving in this world experience emotions and share them through the process of emotional contagion. The propagation of emotions through the characters is instantly graphically projected on a wall in front of the user.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125395910","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"\"Scritter\" to \"1p2x3D\": application development using multiplex hiding imaging technology","authors":"Yannick Littfass, Yukua Koide, Hisataka Suzuki, Akihiko Shirai","doi":"10.1145/2617841.2620709","DOIUrl":"https://doi.org/10.1145/2617841.2620709","url":null,"abstract":"In this paper, we establish a roadmap of Scritter, a promising multiplex hidden imaging technology enabling multiple users to watch different contents on the same display at the same time. After explaining how we adapted Scritter to current home display technologies, we present the major applications developed in order to promote the multiplex hidden imaging technique to the public and content creators. We then introduce a plug-in designed for the Unity3D Game Engine to help content creators and artist get more easily involved in the search for innovative content using multiplex hidden imaging. We eventually review the potential applications we explored so far, and suggest new fields of investigation where the Scritter series could add a significant value regarding entertainment, social experiences, and utility.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128774097","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Adaptive augmented reality: plasticity of augmentations","authors":"Nehla Ghouaiel, Jean-Marc Cieutat, J. Jessel","doi":"10.1145/2617841.2620695","DOIUrl":"https://doi.org/10.1145/2617841.2620695","url":null,"abstract":"An augmented reality system is used to complete the real world with virtual objects (computer generated) so they seem to coexist in the same space as the real world. The concept of plasticity [4][5] was first introduced for Human Computer Interaction (HCI). It denotes the ability of an HCI interface to fit the context of use defined by the user, the environment and the platform. We believe that plasticity is a very important notion in the domain of augmented reality. Therefore, we rely on it in order to introduce the concept of adaptive augmented reality. This concept is based on the triplet (user, environment and platform) constituting the context of use. Adaptive augmented reality can foster functional ability, ease of use and portability of new augmented reality applications. Thus, we describe in this paper three applications showing the adaptation of augmentation based on three variables: the scene illumination, the distance to the target and the ambient noise.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125574803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Aguirrezabal, R. Peral, Ainhoa Perez-Valle, S. Sillaurren
{"title":"Designing history learning games for museums: an alternative approach for visitors' engagement","authors":"P. Aguirrezabal, R. Peral, Ainhoa Perez-Valle, S. Sillaurren","doi":"10.1145/2617841.2617847","DOIUrl":"https://doi.org/10.1145/2617841.2617847","url":null,"abstract":"In this paper we describe the work carried out in the PLAYHIST experiment in which we propose the use of gaming technologies to convert an interactive virtual reality film into a multiuser game with real 3D avatars to improve visitors' engagement when visiting a cultural center and museum about Hellenic history.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134346085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alberto Betella, A. Escuredo, Enrique Martínez Bueno, P. Omedas, P. Verschure
{"title":"Manipulating complex network structures in virtual reality and 3D printing of the results","authors":"Alberto Betella, A. Escuredo, Enrique Martínez Bueno, P. Omedas, P. Verschure","doi":"10.1145/2617841.2620718","DOIUrl":"https://doi.org/10.1145/2617841.2620718","url":null,"abstract":"We present an immersive VR system that allows to manipulate network data structures by creating, removing or reconfiguring their elements and export the results at any time for direct 3D printing.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122754863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"From driving simulation to virtual reality","authors":"A. Kemeny","doi":"10.1145/2617841.2620721","DOIUrl":"https://doi.org/10.1145/2617841.2620721","url":null,"abstract":"Driving simulation from the very beginning of the advent of VR technology uses the very same technology for visualization and similar technology for head movement tracking and high end 3D vision. They also share the same or similar difficulties in rendering movements of the observer in the virtual environments. The visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems, induce the so-called simulation sickness, when driving or displacing using a control device (ex. Joystick). Another cause for simulation sickness is the transport delay, the delay between the action and the corresponding rendering cues. Another similarity between driving simulation and VR is need for correct scale 1:1 perception. Correct perception of speed and acceleration in driving simulation is crucial for automotive experiments for Advances Driver Aid System (ADAS) as vehicle behavior has to be simulated correctly and anywhere where the correct mental workload is an issue as real immersion and driver attention is depending on it. Correct perception of distances and object size is crucial using HMDs or CAVEs, especially as their use is frequently involving digital mockup validation for design, architecture or interior and exterior lighting. Today, the advents of high resolution 4K digital display technology allows near eye resolution stereoscopic 3D walls and integrate them in high performance CAVEs. High performance CAVEs now can be used for vehicle ergonomics, styling, interior lighting and perceived quality. The first CAVE in France, built in 2001 at Arts et Metiers ParisTech, is a 4 sided CAVE with a modifiable geometry with now traditional display technology. The latest one is Renault's 70M 3D pixel 5 sides CAVE with 4K x 4K walls and floor and with a cluster of 20 PCs. Another equipment recently designed at Renault is the motion based CARDS driving simulator with CAVE like 4 sides display system providing full 3D immersion for the driver. The separation between driving simulation and digital mockup design review is now fading though different uses will require different simulation configurations. New application domains, such as automotive AR design, will bring combined features of VR and driving simulation technics, including CAVE like display system equipped driving simulators.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125122730","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Felix Hülsmann, Julia Fröhlich, Nikita Mattar, I. Wachsmuth
{"title":"Wind and warmth in virtual reality: implementation and evaluation","authors":"Felix Hülsmann, Julia Fröhlich, Nikita Mattar, I. Wachsmuth","doi":"10.1145/2617841.2620712","DOIUrl":"https://doi.org/10.1145/2617841.2620712","url":null,"abstract":"One possibility to make virtual worlds more immersive is to address as many human senses as possible. This paper presents a system for creating wind and warmth simulations in Virtual Reality (VR). Therefore, suitable hardware and an implemented software model applied in a three-sided CAVE are described. Technical evaluations of the hardware and software components demonstrate the usability of the system in VR applications. A pilot user study underlines users' acceptance and indicates a positive influence of wind and warmth stimuli on perceived presence.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121624444","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A framework to increase the video-mapping accuracy of an architectural heritage mock-up","authors":"D. Rossi, E. Petrucci, Simone Fazzini","doi":"10.1145/2617841.2617844","DOIUrl":"https://doi.org/10.1145/2617841.2617844","url":null,"abstract":"This paper aims to describe a method to improve the mapping accuracy of a spatial-projection-based augmented mock-up in order to illustrate different surveys conducted of the church of Santa Maria Inter Vineas in Ascoli Piceno (Italy). These surveys are compared to the church's complex building history in order to better understand the changes that have occurred over the centuries and investigate different approaches to its restoration. A content-aware mesh-correction projection technique is illustrated, which can then project information concerning the cultural object of study onto a scaled mock-up, either for educational purposes and analytical knowledge, or to draft a restoration plan.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114502119","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Powder box: an interactive synthesizer with sensor based replaceable interface","authors":"Yoshihito Nakanishi, S. Matsumura, C. Arakawa","doi":"10.1145/2617841.2620724","DOIUrl":"https://doi.org/10.1145/2617841.2620724","url":null,"abstract":"In this paper, the authors introduce an interactive synthesizer, \"POWDER BOX\" for use by novices in musical sessions [1]. \"POWDER BOX\" is equipped with sensor-based replaceable interfaces, which enable participants to discover and select their favorite playing styles of musical instruments during a musical session. In addition, it has a wireless communication function that synchronizes musical scale and BPM between multiple devices. \"POWDER BOX\" provides novice participants with opportunities to experience a cooperative music performance. Here, the interaction design and the configuration of the device are presented.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"102 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131541007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Immaterial art stock project: digital preservation in 3D virtual museum","authors":"Aurélie Herbet","doi":"10.1145/2617841.2617846","DOIUrl":"https://doi.org/10.1145/2617841.2617846","url":null,"abstract":"Immaterial art stock is a research project to preserve artworks created inside 3D digital spaces (such as Second Life, OpenSim, etc.). This project is initiated by the research program Spatial Media of Ecole nationale supérieure des Arts Décoratifs of Paris. The main objective is to establish a protocol and methodology to preserve this kind of art. Indeed, 3D digital artworks pose numerous challenges to the traditional art world. The fragility of these spaces, the changes in media and the program compatibility, require new model of preservation. In this paper, we present the project and issues raised. First of all, we will summarise digital conservation studies and describe specific nature of 3D digital artworks. Based on this, we present the components of the project.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126660899","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}