Yasushi Matoba, Yoichi Takahashi, T. Tokui, Shin Phuong, H. Koike
{"title":"AquaTop display","authors":"Yasushi Matoba, Yoichi Takahashi, T. Tokui, Shin Phuong, H. Koike","doi":"10.1145/2466816.2466842","DOIUrl":"https://doi.org/10.1145/2466816.2466842","url":null,"abstract":"AquaTop display is a projection system that uses white water as a screen surface. This system allows the user ' s limbs to freely move through, under and over the projection surface. Using the unique characteristics of fluid, we propose new interactions methods specific to the projection medium, water. Our system uses a depth camera to detect input on and over the water surface to allow for interactions such as protruding fingers out from under the water surface and scooping up the water with both hands. This type of interaction is not capable with current impenetrable, rigid body, flat surfaces. For example, by floating one's limbs on the water surface, it is also possible to fuse one's body with the displayed objects for further augmented interaction by 'becoming one' with the screen.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130271204","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":"Session details: VR, serious game and interactive storytelling based training/education","authors":"D. Lourdeaux, V. Gouranton, S. Garbaya","doi":"10.1145/3246357","DOIUrl":"https://doi.org/10.1145/3246357","url":null,"abstract":"","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122527498","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":"On visual features and artistic digital images","authors":"E. Reyes-García","doi":"10.1145/2466816.2466835","DOIUrl":"https://doi.org/10.1145/2466816.2466835","url":null,"abstract":"Techniques and tools to create and manipulate digital images have always attracted the attention of artists. Hardware and software are not only tools but also environments for expressiveness: creators and users generate and interact with images; artistic styles are recreated; spaces are reconstructed; static images mix with animated images; 2D images blend with 3D models. Moreover, digitally produced images can also be printed as physical objects using rapid prototyping technologies. Within this context, artistic practices remind us their relationship with crafts and skills. Artists not only produce images and confront us with ideas about our society and the world, but they also invent materials, discover surfaces, combine techniques and define workflows. In this article we adopt visual features as the materials for artistic digital images. More precisely, we will try to describe the main characteristics of visual features as well as some of their implications. In the last part we present our current work on motion structures as an experimental art form directly inspired from visual features.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131282901","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":"Conduit d'Aération: writing and performing a narrative hypertext","authors":"Lucile Haute, Alexandra Saemmer, Odile Farge","doi":"10.1145/2466816.2466839","DOIUrl":"https://doi.org/10.1145/2466816.2466839","url":null,"abstract":"Conduit d'Aération is a narrative hypertext loosely based on a true story. We conceive this narrative hypertext as an augmented interactive fiction that will be edited as a touchpad application, and exhibited as a participatory installation in festivals. In this paper we present the theoretical issues of the project and circumscribe some key concepts of the work in progress.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114338699","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":"Hybridization between brain waves and painting","authors":"Huang Yiyuan","doi":"10.1145/2466816.2466838","DOIUrl":"https://doi.org/10.1145/2466816.2466838","url":null,"abstract":"During the past decades, many new digital technologies were adopted in the field of art, leading to a variety of new art forms. As a result, the boundary between fiction and reality becomes more and more blurred. This paper introduces a new technology that captures virtual brain waves and, through this technology, investigates the interaction between human brain and the traditional arts, including Chinese philosophy, traditional Chinese medical science and traditional Chinese painting. Through this research, using consciousness to interact with digital Chinese ink painting (Figure 1) was carried out. Furthermore, the concept of Qi in ancient Chinese philosophy, namely the harmony between human and nature, was also introduced as the spirit of this work, and thus the concept was deeply understood.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123647269","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":"Terminator niches","authors":"T. Bertolotti, L. Magnani","doi":"10.1145/2466816.2466850","DOIUrl":"https://doi.org/10.1145/2466816.2466850","url":null,"abstract":"The aim of this paper is to connect studies in cognitive niches with the diffusion of high-technologies, cyborgs and robots, so to obtain a new framework for analyzing some dilemmas of future technological developments. Digital technologies dramatically boosted the niche constructing dynamics by allowing the construction of new informational environments and by the addition of pseudo-minds that are able to carry on the niche-construction activity side-to-side with human beings. Cognitive niches, structured to ease the environmental selective pressure, may progressively degenerate causing an increase in selective pressure and hence a reduction in welfare for the individuals: yet, when the failure is caused exactly by what was meant to benefit the population, and when the reversal of niche is (or seems to be) unfeasible, it is possible to individuate a \"terminator niche.\"","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128884117","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}
Junnosuke Nagai, Tsuyoshi Numano, T. Higashi, Matthieu Tessier, K. Miyata
{"title":"TSUMIKI CASTLE: interactive VR system using toy blocks","authors":"Junnosuke Nagai, Tsuyoshi Numano, T. Higashi, Matthieu Tessier, K. Miyata","doi":"10.1145/2466816.2466844","DOIUrl":"https://doi.org/10.1145/2466816.2466844","url":null,"abstract":"This paper proposes a Virtual Reality application for playing with blocks. Players can create their own decorative castle in a virtual world, by only stacking simple physical blocks in the system. We designed a tangible interface such that a player can experience seamless interaction between the real world and a virtual world when playing with toy blocks. The system gives players a revolutionarily enjoyable experience where blocks are stack in the real world and blocks stacked in the real world are dynamically transformed into a castle in a virtual world. The system enables players to create a realistic castle that reflects the shape of the blocks. Moreover, the system smoothly connects the physical-world to the virtual-world by means of a tangible interface and real-time computer graphics. The system was exhibited at \"Ishikawa Dream Festival\" for two days. The evaluation of the system was done survey by a carried out using questionnaire at the event. The evaluation found that the system was easy to play and most of the players enjoyed the system.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"216 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134189491","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}
Vincent Lanquepin, K. Carpentier, D. Lourdeaux, Margot Lhommet, Camille Barot, K. Amokrane
{"title":"HUMANS: a HUman Models based Artificial eNvironments software platform","authors":"Vincent Lanquepin, K. Carpentier, D. Lourdeaux, Margot Lhommet, Camille Barot, K. Amokrane","doi":"10.1145/2466816.2466826","DOIUrl":"https://doi.org/10.1145/2466816.2466826","url":null,"abstract":"Taking human-factors into account in training simulations enables these systems to address issues such as coactivity and management training. However, systems which use virtual reality technologies are usually designed so as to immerse the users in perfectly realistic virtual environment, focusing only on technical gestures and prescribed procedures. Therefore, they can only tackle situations with little complexity, where the user's activity is highly constrained; otherwhise they can't ensure the pedagogic control and the relevance of the simulation. The HUMANS (HUman Models based Artificial eNvironments Software) platform is a generic framework, designed to build tailor-made virtual environments, which can be adapted to different application cases, technological configurations or pedagogical strategies. This suite rests upon the integration of multiple explicit models (domain, activity and risk model). In order to build ecologically valid virtual environments, these models represent not only the prescribed activity but the situated knowledge of operators about their tasks, including deviations from the procedures. Moreover, rather than a fixed world only populated by reactive characters, they are used to build a dynamic world populated with autonomous characters. These models can be used both by domain and procedures experts, and by computer experts. They are used both: to monitor learners actions, detecting errors and compromises; and to generate virtual characters behaviours.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"8 s1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113975816","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}
M. Pallot, Remy Eynard, Benjamin Poussard, O. Christmann, S. Richir
{"title":"Augmented sport: exploring collective user experience","authors":"M. Pallot, Remy Eynard, Benjamin Poussard, O. Christmann, S. Richir","doi":"10.1145/2466816.2466821","DOIUrl":"https://doi.org/10.1145/2466816.2466821","url":null,"abstract":"This paper explores existing theories, frameworks and models for handling collective user experience in the context of Distributed Interactive Multimedia Environments (DIME) and more specifically Augmented Sport applications. Besides discussing previous experimental work in the domain of Augmented Sport, we introduce Future Media Internet (FMI) technologies in relation with Mixed Reality (MR) platforms, user experience (UX), quality of Service (QoS) and quality of Experience (QoE) within 3D Tele-Immersive Environments that are part of the broad DIME domain. Finally, we present the 3D LIVE project QoS-UX-QoE approach and model that will be applied along three use cases (Skiing, Jogging and Golfing) experiments for anticipating the potential user adoption.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122385214","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}
M. Vazquez-Duchêne, O. Freis, A. Denis, Christophe Mion, C. Jeanmaire, S. Mine, G. Pauly
{"title":"Virtual reality for skin exploration","authors":"M. Vazquez-Duchêne, O. Freis, A. Denis, Christophe Mion, C. Jeanmaire, S. Mine, G. Pauly","doi":"10.1145/2466816.2466822","DOIUrl":"https://doi.org/10.1145/2466816.2466822","url":null,"abstract":"Background: We have developed and set up the SkinExplorer™ platform, a new tool to exploit and rebuild serial confocal images into 3D numerical models [1, 2]. The acquisitions using confocal microscopy allow visualizing cutaneous components as elastic fibers, melanocytes and keratinocytes etc... These diversified sources of data participate to create numerical 3D volume models with high quality of visualization. Objective: To create a Virtual Reality (VR) experience, to communicate and change the perception of skin structures by virtualization mode. Methods: The use of ART TRACKPACK system and ART SMARTTRACK device allow us to valorize new sensory images for the volumetric rendering of the 3D skin models. Results: We increase the perception and the understanding of skin components organization. Conclusion: The SkinExplorer™ platform seems to be a promising system for exploring the skin.","PeriodicalId":308845,"journal":{"name":"Proceedings of the Virtual Reality International Conference: Laval Virtual","volume":"133 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126913942","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}