J. Seo, B. Smith, Michael Bruner, Margaret E. Cook, Jinkyo Suh, M. Pine, E. Malone, Steven Leal, S. Sueda, Zhikun Bai
{"title":"Anatomy builder VR: comparative anatomy lab promoting spatial visualization through constructionist learning","authors":"J. Seo, B. Smith, Michael Bruner, Margaret E. Cook, Jinkyo Suh, M. Pine, E. Malone, Steven Leal, S. Sueda, Zhikun Bai","doi":"10.1145/3139468.3139470","DOIUrl":"https://doi.org/10.1145/3139468.3139470","url":null,"abstract":"Anatomy Builder VR is a comparative anatomy learning application that examines how a virtual reality (VR) system can support spatial visualization through embodied learning methods. The backbone of the project is to pursue an alternative constructionist pedagogical model for learning canine anatomy. The main focus of the project is to identify, sort, and assemble bones in the canine and human orientations using 3D scanned human and canine bones.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"240 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132455870","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}
A. Corso, J. D. Stets, A. Luongo, J. B. Nielsen, J. Frisvad, H. Aanæs
{"title":"Virtual reality inspection and painting with measured BRDFs","authors":"A. Corso, J. D. Stets, A. Luongo, J. B. Nielsen, J. Frisvad, H. Aanæs","doi":"10.1145/3139468.3139472","DOIUrl":"https://doi.org/10.1145/3139468.3139472","url":null,"abstract":"This is a virtual reality (VR) painting application that enables the user to paint on 3D models with real measured materials, much like in the physical world. A scanned physical object can be imported into the VR application, and the user can paint on the surface of the object with a virtual hand-controlled paint brush. The user is presented with several paint buckets, each containing a material known from the physical world. These materials are measured bidirectional reflectance distribution functions (BRDFs) of real physical materials. The materials and objects present in VR are thus represented as they would be in the physical world, and the user can control both the environment lighting and a single light source. The application enables analog artists to apply their skills directly on a digital model and it enables engineers to directly inspect BRDFs in a fast and intuitive way. Figure 1 is a screenshot from the application showing models that have been painted with BRDFs.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125433003","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":"ReverseCAVE experience: providing reverse perspectives for sharing VR experience","authors":"Akira Ishii, M. Tsuruta, Ippei Suzuki, Shuta Nakamae, Tatsuya Minagawa, Junichi Suzuki, Yoichi Ochiai","doi":"10.1145/3139468.3139482","DOIUrl":"https://doi.org/10.1145/3139468.3139482","url":null,"abstract":"VR games are currently becoming part of the public-space entertainment (e.g., VR amusement parks). Therefore, VR games should be attractive for not only players but also observers. However, VR with HMD is a closed experience among those who are wearing HMD, and can only be individually experienced by the specific person. We call this \"perspective gap.\" These perspective gaps exist in many situations. To address these problems, we present \"ReverseCAVE\", a system for sharing the experiences of people in VR with others (observers). As another application, it is possible to visually recognize the actual appearance of the person performing the act at the motion capture studio and the superimposed character at the same time. ReverseCAVE has four translucent screens surrounding the player. The VR environment is projected onto the screens. By this, the observer can see both the physical player and the VR environment experienced by the player simultaneously. Also, in the motion capture system, when viewing the actor from the observer outside of ReverseCAVE, the character is superimposed to the actor. This makes it look as if the actor is the actual character from the observer. We enhance the observers' experience by ReverseCAVE.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"197 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124406263","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}
Ping-Hsuan Han, Yang-Sheng Chen, K. Yang, Wei-Shu Chuan, Yu-Tong Chang, Tin-Ming Yang, Jia-Yan Lin, Kong-Chang Lee, Chiao-En Hsieh, Lai-Chung Lee, C. Chou, Y. Hung
{"title":"BoEs: attachable haptics bits on gaming controller for designing interactive gameplay","authors":"Ping-Hsuan Han, Yang-Sheng Chen, K. Yang, Wei-Shu Chuan, Yu-Tong Chang, Tin-Ming Yang, Jia-Yan Lin, Kong-Chang Lee, Chiao-En Hsieh, Lai-Chung Lee, C. Chou, Y. Hung","doi":"10.1145/3139468.3139474","DOIUrl":"https://doi.org/10.1145/3139468.3139474","url":null,"abstract":"Gaming controller is a general way for playing in the immersive virtual reality (VR) game. With haptics technology and head-mounted display (HMD), user can have an enhanced immersive experience when they manipulate in the virtual environment. Currently, the VR controller only provide vibration feedback when player interact with the virtual object. For enhancing the touch experience, adding multiple tactile sensations is one of the quick and useful methods for designing interactive gameplay with haptics. Additionally, the designer need a rapidly prototyped and demonstration to validate their gameplay, which also is a key for designing haptic experience. In this paper, we present Bits of Elements (BoEs), an attachable module system on gaming controller, which allow the game designer to rapidly prototype their VR controller with tactile sensations, such as wind, wet, heat and motion feedback. Therefore, the game designer can explore the interactive gameplay with haptics in VR by replacement and combination of several modules.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122762288","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":"Recursive function space: exploring meta-cognitive scenery via HMD","authors":"K. Kodaka, Koyo Mori","doi":"10.1145/3139468.3139478","DOIUrl":"https://doi.org/10.1145/3139468.3139478","url":null,"abstract":"Recursive Function Space (RFS) is a virtual reality based interactive contents that prominently explores and activates a meta-cognitive function in our human cognition system. RFS consists of four (RFS 1.0) or six (RFS 2.0) clones of the player (HMD wearer), characterized in a distinctive perspective transition among these clones that gives an out-of-body-like experience of seeing oneself, how one looks at oneself, and how one is looked by oneself. This is done with the HMD technology (VIVE), where pulling a lever of the left/right controller enables the player to take the perspective of the left/right hand of HMD wearer. The player can also take the perspective from the right hand of \"left hand clone\" or that from the \"meta-clone\" owning the HMD wearer at its left hand clone. Such a recursive exploration of the multiple perspectives is systematically associated with Homunculus' infinite regress discussed in the context of \"hard problem of consciousness.\" Thus, RFS embodies a classically universal question concerning the origin of the subject with an up-to-date HMD technology.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"28 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130717012","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}
Vanessa Tan, R. Atienza, Maria Isabel S. Saludares, Joel Casimiro, Maria Shangrila Viola
{"title":"ANEEME: synthesizing and sharing animation building blocks for rapid creation of 3D virtual scenes","authors":"Vanessa Tan, R. Atienza, Maria Isabel S. Saludares, Joel Casimiro, Maria Shangrila Viola","doi":"10.1145/3139468.3139479","DOIUrl":"https://doi.org/10.1145/3139468.3139479","url":null,"abstract":"ANEEME focuses on building technologies that rapidly synthesize animated visual scenes. This virtual reality experience immerses users to different styles and culture of houses around the world. There are two modes in this application: build mode and play mode. In build mode, users can integrate 3D models from the local computer or from ANEEME's online repository into the virtual environment. Using ANEEME's automatic skeletal rigging, users can easily incorporate and animate humanoid objects such as toys, figurines, and even their own avatar. These enable users to design, build and customize their dream house. During play mode, users can interact with the objects inside the environment. They can watch videos, listen to music, play with different instruments, and many more. Photo and video capture capabilities available in this mode also allow users to easily share their virtual environment through their social media accounts.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124316190","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}
Clinton Anderson, Jiawei Huang, Kazuki Takashima, Y. Kitamura
{"title":"Light-tracing: ray-casted movement for improved character control in platform virtual reality gaming","authors":"Clinton Anderson, Jiawei Huang, Kazuki Takashima, Y. Kitamura","doi":"10.1145/3139468.3139469","DOIUrl":"https://doi.org/10.1145/3139468.3139469","url":null,"abstract":"Establishing user-friendly character control has been a challenge for virtual reality since its recent explosion. Several methods of character navigation have been presented to the general VR audience, however, each have unique and particular problems that have constrained developers, forcing them for instance to work within a limited play area or to circumvent the nausea that is paired with a freely roaming character. The authors feel that the limiting of character movement coming from these traditional methods may inhibit creativity, and solid gameplay. It is imperative that we find the best ways to navigate in VR, and promote them to gradually work with the optimal and most comfortable control schemes.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121513807","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":"Collaborative VR painting in web browsers","authors":"Jonathan Knispel, Fraser Bullock","doi":"10.1145/3139468.3148451","DOIUrl":"https://doi.org/10.1145/3139468.3148451","url":null,"abstract":"Multi-A-Painter provides a simple but very engaging way for groups of VR users to interact, by creating 3D paintings in real-time. Painters simply click a URL to join a session, using any recent web browser that supports WebGL and WebVR. The intuitive painting interface combines with the novelty of VR to encourage participation and experimentation. This environment helps break down barriers like geographical isolation, culture & language, gender, age and social standing.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122141957","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":"The simple formula: the augmented virtuality installation work for \"breaking glass\"","authors":"Tatsuro Kudo","doi":"10.1145/3139468.3139483","DOIUrl":"https://doi.org/10.1145/3139468.3139483","url":null,"abstract":"The scenes of breaking glass are often seen in movies, games, music PV and so on[Mediocre 2014; Mission Impossible 2011; Ringo 1999] (Fig. 1). This is an attractive scene that gives audiences the impact of destruction with delicate visual effects, such as the scattering of bits of glass and refraction of the transmitted light.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122245014","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}
Dimosthenis Gkantzos, Jan Fiess, Lukas Gotkowski, Aleksandra Todorovic
{"title":"Dream makers","authors":"Dimosthenis Gkantzos, Jan Fiess, Lukas Gotkowski, Aleksandra Todorovic","doi":"10.1145/3139468.3148452","DOIUrl":"https://doi.org/10.1145/3139468.3148452","url":null,"abstract":"Dream Makers (Figure 1) is a Virtual Reality (VR) cooperative puzzle game for two players taking place in the universe of dreams. The two players have to keep the communication alive to combine the right ingredients and reach the desired dream using a Head Mounted Display (HMD) and a tablet. The game demands physical movement, creativity, decision-making, puzzle solving and is surrounded by sound effects, lighting elements and vibration as feedback for all of the players' actions, whether right or wrong. Our goal was to make the social factor a key element in a VR experience, which is non-existent most of the times.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"251 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131945177","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}