{"title":"Stretchar(m) makes your arms elastic","authors":"K. Kodaka, Koyo Mori","doi":"10.1145/3139468.3139476","DOIUrl":"https://doi.org/10.1145/3139468.3139476","url":null,"abstract":"Stretchar(m) gives a unique experience of having elastic arms that can be gradually extended or retracted where the virtual arms are visually stretched from the first person perspective in the head-mounted display (HMD) space. This is done through a physical action of pulling a pole and leaning slightly backward when standing and being assisted by a playmate who pulls the pole in the opposite direction. Specifically, the (virtual arms') stretch ratio is internally associated with a gain in the weight of the HMD wearer, measured with the Wii Balance Board placed under the foot of the wearer. In such a stress-free sensor environment, the more deeply the wearer leans backward (that enhances the arm-muscle load), the more weight is applied to the ground, resulting in an increase in the wearer's weight and the stretch ratio. Thus, the sense of arms being pulled is transformed into a sense of having stretched arms. Because such a vision---proprioception correlation is designed on the basis of the well-known principle of rubber-hand illusion, Stretchar(m) can yield a strong sense of body ownership toward the elastic arm.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"91 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":"129214519","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 golden guardian: multi-sensory immersive gaming through multi-sensory spatial cues","authors":"Taizhou Chen, Junyu Liu, Kening Zhu, T. Waliczky","doi":"10.1145/3139468.3139473","DOIUrl":"https://doi.org/10.1145/3139468.3139473","url":null,"abstract":"We present The Golden Guardian, a Virtual Reality (VR) game using multiple senses for spatial cue for creating an immersive game experience. We implemented visual feedback, audio feedback, and haptic feedback that delivering different cues in different situations in the virtual world.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"4309 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":"127575435","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}
Pongsagon Vichitvejpaisal, S. Sillapaphiromsuk, P. Kanongchaiyos
{"title":"Walking tour of cultural heritage sites","authors":"Pongsagon Vichitvejpaisal, S. Sillapaphiromsuk, P. Kanongchaiyos","doi":"10.1145/3139468.3139480","DOIUrl":"https://doi.org/10.1145/3139468.3139480","url":null,"abstract":"Three dimension scanning technologies and Virtual reality make it possible to produce a very realistic immersive virtual experience. Cultural Heritage sites around the globe are remarkable places that ones would like to visit in theirs lifetime. Our work provide users with the high detailed 3D scanned data from the heritage site. Users tour the site by mean of walking, moving their feet up and down to mimic the walking motion. We want the users to slowly admire the intricate detail of the places that they visit. We argue that the teleport mechanism widely used to navigate in VR, although convenience, may not be suitable for this kind of contents.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"56 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":"130200290","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 planet cube: a full-dome/VR surreal short film","authors":"Nahomi Maki","doi":"10.1145/3139468.3139481","DOIUrl":"https://doi.org/10.1145/3139468.3139481","url":null,"abstract":"THE PLANET CUBE is originally a surreal full-dome film about a journey to an imaginary planet that has cubic shape. In the film, the Planet Cube has faces, and each face is different world of blue, red and green. This film take audiences to a calm journey landing on each world, discovering and experiencing the surreal imaginary landscape. In the end, the planet evolves and the borderline of each world gradually disappears. This film is made for sit-down VR as well.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"30 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":"133897164","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}
Caty Davis Blättermann, Patrick Fraß, Thorsten Rehbogen
{"title":"The blues","authors":"Caty Davis Blättermann, Patrick Fraß, Thorsten Rehbogen","doi":"10.1145/3139468.3139475","DOIUrl":"https://doi.org/10.1145/3139468.3139475","url":null,"abstract":"The Blues is an interactive VR-experience about panic disorder (multiple panic attacks) and agoraphobia (fear of open places) that seeks to raise awareness and break the stigma surrounding mental illnesses. It provides an intimate glimpse into the daily life of a girl who suffers from spontaneous seemingly out- of-the-blue panic attacks, and the fear of recurring attacks. To achieve the claustrophobic symptoms of anxiety attacks and fear we made use of a virtual reality head-mounted display (Oculus Consumer Version), interactive ambisonic sound and Oculus Touch Controller to transmit the movement of the user. The experience leads the user to exercise breathing techniques, known to reduce the symptoms of a panic attacks and restore a comfortable breathing. The Blues can also be experienced as a PC game without HMD.","PeriodicalId":299203,"journal":{"name":"SIGGRAPH Asia 2017 VR Showcase","volume":"25 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":"128570545","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}