Kohei Kamata, Yusuke Miyauchi, Ryunosuke Onuma, Wataru Kutsuzawa, Y. Yamazaki
{"title":"Super Human Fighting Sport \"Shin-Ken VR\" ~ Physically Challenged Person VS Fighter ~","authors":"Kohei Kamata, Yusuke Miyauchi, Ryunosuke Onuma, Wataru Kutsuzawa, Y. Yamazaki","doi":"10.1145/3234253.3234319","DOIUrl":"https://doi.org/10.1145/3234253.3234319","url":null,"abstract":"We propose \"Shin-Ken VR\" as a superhuman fighting sport1, where a universal design game controller and a motion tracker control enable any two players to battle each other in a VR game field, overcoming personal barriers of physical differences, e.g. between a physically challenged person and a professional mixed martial arts fighter. The universal design game controller is proposed for upper limb disabilities based on the field study. Physically challenged players can control a VR game character with the proposed controller, and experience a feeling of fighting with physical vibration by wearable feedback devices. For fighter players, motion tracker control with HMD (HTC-VIVE) is prepared for extended visual feedback of body action, where fighter players can experience a realistic feeling of fighting. The proposed system aims to realize a new superhuman sport, where physically challenged persons and fighters can battle on an equal footing overcoming physical difference.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116479528","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}
Jesper Vang Christensen, Mads Mathiesen, Joakim Have Poulsen, Ea Ehrnberg Ustrup, M. Kraus
{"title":"Player Experience in a VR and Non-VR Multiplayer Game","authors":"Jesper Vang Christensen, Mads Mathiesen, Joakim Have Poulsen, Ea Ehrnberg Ustrup, M. Kraus","doi":"10.1145/3234253.3234297","DOIUrl":"https://doi.org/10.1145/3234253.3234297","url":null,"abstract":"Several studies compared the player experience of Virtual Reality (VR) games and non-VR games. However, there is a lack of research on the specific subject of VR and non-VR multiplayer games. Therefore, this work explores how implementing a multiplayer game in VR may influence the player experience compared to the non-VR alternative. We developed a short multiplayer puzzle game that can be played as a VR game or as a non-VR game. The player experience of the different game versions was evaluated by having players answer the Game Experience Questionnaire by IJsselsteijn et al. and the Simulator Sickness Questionnaire by Kennedy et al. after playing each version. The results showed that a majority of the aspects of player experience were rated significantly higher for the VR versions compared to the non-VR alternative. However, it was noted that two different VR versions fared differently compared to the non-VR alternative, and they scored vastly different when calculating a total simulator sickness score. We conclude that implementing similar multiplayer games in VR can improve the player experience, but care is required to achieve the best player experience in VR.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124029135","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}
Yuto Mori, Kyuma Watanabe, Masayuki Iwata, Y. Yanagida
{"title":"Mochitsuki","authors":"Yuto Mori, Kyuma Watanabe, Masayuki Iwata, Y. Yanagida","doi":"10.1145/3234253.3234316","DOIUrl":"https://doi.org/10.1145/3234253.3234316","url":null,"abstract":"We made a system to reproduce the experience of pounding rice cake with pestle (\"Mochitsuki\") by presenting integrated visual, auditory and haptic sensations. In Mochitsuki, players turn steamed glutinous rice into rice cake by pounding it with pestles. In our system, we focused on three important aspects of Mochitsuki: reaction force/deformation at the moment of pounding, rice cake sticking, and rice cake stretch when lifting pestles. In order to reproduce the change of the feeling from steamed glutinous rice to rice cake, these three elements (Reaction force/deformation, sticking, and stretch) are controlled and presented to experiences.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125152450","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":"Providing services through online immersive real-time mirror-worlds: The Immex Program for delivering services in another way at university","authors":"Didier Sébastien, O. Sébastien, N. Conruyt","doi":"10.1145/3234253.3234292","DOIUrl":"https://doi.org/10.1145/3234253.3234292","url":null,"abstract":"This paper introduces the \"Immex\" program that experiences how to provide services through virtual immersive online real-time environments. The idea is to offer another way to share data and make it accessible within mirror-worlds. We try to gather the data disseminated in the information system of the university and present them at a relevant place and in a meaningful form to the user experiencing the simulation.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"208 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122691792","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":"Charrot: Pseudo-haptics with Mid-air CG Character and Small Robot","authors":"Yui Osato, Naoya Koizumi","doi":"10.1145/3234253.3234307","DOIUrl":"https://doi.org/10.1145/3234253.3234307","url":null,"abstract":"We propose Charrot, a novel pseudo-haptic approach for interaction with computer-generated (CG) characters that are displayed by mid-air imaging technology. Pseudo-haptic approach is based on the combination of the visual representation of the CG character movement and the vibrotactile cues. The vibrotactile cues are generated by a small robot that can be easily handled by children. We designed the movements of a CG character pushing or pulling the small robot. Experiments have been carried out to evaluate the interaction between the visual representation of the CG character movements and the vibrotactile cues. The results showed that the visual representation of the CG character movement can change the direction of the perceived force. We demonstrated a game that allows to interact with the CG characters using pseudo-haptics at the open campus of the University of Electro-Communications.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132385913","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 Universal Framework For Systemizing the Evaluation of Immersive And Collaborative Performance","authors":"L. Dupont, M. Pallot, O. Christmann, S. Richir","doi":"10.1145/3234253.3234306","DOIUrl":"https://doi.org/10.1145/3234253.3234306","url":null,"abstract":"The capacity to visually represent innovative product/service ideas and concepts as well as usage scenarios while anticipating the resulting User eXperience (UX) is extremely critical in order to ensure innovation success. Our previous empirical studies on low-cost Immersive Virtual Environments (IVE), and, more recently, on Immersive Collaborative Environments (ICE) have unveiled the great potential of 'close-to-real-life' immersion. It fulfills the necessary level of realism in order to engage and facilitate stakeholders' contribution to alternative solutions and usage scenarios. Therefore, this paper is intended to present our ICE framework that could be used in investigations of Immersive and Collaborative performances.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130115983","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":"Combining Stereoscopic Live Action Video with Holobench-type Displays: an Artistic Exploration of Space Dimensions","authors":"Á. Simó","doi":"10.1145/3234253.3234290","DOIUrl":"https://doi.org/10.1145/3234253.3234290","url":null,"abstract":"Stereoscopic Live Action Video can be combined with Holobench-type displays to create art installations that explore stereo depth and space dimensions. This art project experiments with such combination to create seemingly impossible spaces that appear tangible and physically real.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131526170","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":"Tactile MicRocosm of ALife: Haptic Interaction with Artificial Life by Aerial Mixed Reality Display","authors":"Toshikazu Ohshima","doi":"10.1145/3234253.3234320","DOIUrl":"https://doi.org/10.1145/3234253.3234320","url":null,"abstract":"This project proposes an enhancement of MitsuDomoe at ReVolution 2017. The new feature is tactile aerial imaging by combining retro-reflective optics and haptic interface. New application for the improved system presents novel interaction with artificial life. The application is mid-air interaction with virtual schools of fish-like artificial life. It looks like bacteria in terms of size but the behavior seems fish. The fish has rule-based pseudo intelligence based on Reynolds' BOIDs algorithm. User can enjoy interaction with the primitive artificial life through aerial imaging and haptic feeling; the school of fish will spread when a user stirs the school of fish. And the school of fish separates and/or gathers when the user gives feed. It makes fully use of the synergistic advantage of the functions to provide realistic feeling to the interaction. The force feedback function allows the user to feel of stirring and/or touching artificial lives in viscous liquid or gel material filled in the petri dish. And aerial imaging function allows the users to observe pseudo volumetric image of the petri dish, which is filled with liquid and virtual creatures moving around in it. The first prototype system of MitsuDomoe, an interactive ecosystem simulator of virtual creatures in a petri dish, comprises three species of primitive artificial creatures. MitsuDomoe simulates the predation chain of the virtual creatures in the petri dish. Users can interact with this ecosystem via the physical MR interface, which consists of a LCD module with petri dishes and a pipette-like device. The physical MR interface can provide users with the sense and enjoyment of performing experiments in a laboratory.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"556 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131590616","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}
Shunki Yamashita, Ryota Ishida, A. Takahashi, Hsueh-Han Wu, Hironori Mitake, S. Hasegawa
{"title":"Gum-Gum Shooting: Inducing a Sense of Arm Elongation via Forearm Skin-stretch and the Change in the Center of Gravity","authors":"Shunki Yamashita, Ryota Ishida, A. Takahashi, Hsueh-Han Wu, Hironori Mitake, S. Hasegawa","doi":"10.1145/3234253.3234310","DOIUrl":"https://doi.org/10.1145/3234253.3234310","url":null,"abstract":"Many people sometimes imagine if they can wield superhuman abilities like that appear in games and animation. Among these abilities, we focused particularly on representing the experience of arm stretching beyond the limits of the human body. We proposed a method for inducing a sense of arm stretching by designing the device attached to forearm and giving the user a visual cue by changing the body structure of the user's avatar in the virtual environment. Our device shifts the mass from the elbow to the wrist while stretching the skin of the forearm according to the animation in the virtual environment. The sensation of the elongation of the arm skin as well as the change in the weight of arm is thought to be the feeling when the arms are stretched out. As a result, we introduce these two mechanisms into our device, which allows the user to feel the sense of arm stretching.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124768416","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":"Avatar Staging: an evolution of a real time framework for theater based on an on-set previz technology","authors":"Cédric Plessiet, Georges Gagneré, Rémy Sohier","doi":"10.1145/3234253.3234293","DOIUrl":"https://doi.org/10.1145/3234253.3234293","url":null,"abstract":"We will describe in this article our work on a framework mixing game, mixed reality, and motion capture technology for the theater. It will focus on two main technical problematics (motion retargeting, event-based control) and a new job-oriented organization leading to the arrival of new roles in the staging team.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124952245","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}