{"title":"Art - Distance Sharing: A Virtual 3D paradigm for the study of the influence of co-presence through avatars on the emotional perception of fine arts","authors":"François Garnier, A. Berthoz, S. Lambrey","doi":"10.1145/3110292.3110304","DOIUrl":"https://doi.org/10.1145/3110292.3110304","url":null,"abstract":"How to design new forms of on line behavioural and emotional interactions in digital spaces, shared virtual environments? What are the perceptual, behavioural and cognitive processes involved when actions, emotions or information are shared between several co-present users? What are the aesthetic and sociological implications of these new forms of spatial mediations? What is the influence of spatial location and emotional valence of pictures on the capacity to memorize the pictures? For this study of perceptual and cognitive processes involved when sharing and memorizing emotions online in digital spaces\" we have brought together a multidisciplinary team of researchers in Art and New Media, Cognitive Sciences and Psychiatry. Our goal is to assess the relevance and limitations of new forms of mediation in online-shared spaces (also commonly referred to as \"virtual worlds\"). This paper presents a preliminary account of the paradigm. Here we focus on the influence of co-presence on the emotional perception of fine arts in a digital environment. This experience was developed by the \"Spatial Media\" group of EnsadLab in partnership with the Collège de France, supported and funded by PSL* Research University.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128073755","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":"Reviving Aggersborg: Conveying lost heritage sites through indirect augmented reality","authors":"C. Jakobsen, J. Larsen, M. Nørlem, M. Kraus","doi":"10.1145/3110292.3110299","DOIUrl":"https://doi.org/10.1145/3110292.3110299","url":null,"abstract":"This paper propose a simple and user friendly method for aligning an Indirect Augmented Reality application with the real world. Augmented Reality is often considered an innovative platform for conveying cultural heritage, as well as for many other uses. In cases where an Augmented Reality system relies on the internal sensors of mobile devices for orientating its orientation, it will suffer from any inherent issues these sensors may have. An important aspect of Augmented Reality is the alignment with the real world, and since compass sensors of mobile devices are often unreliable, and gyroscopes generally do not have absolute information of real world directions, correct alignment can pose a substantial challenge. The method proposed in this paper, while simple in nature, is based on aligning a gyroscope by pointing it towards a known feature from a known position. The developed application was evaluated through user interaction, expert feedback, and the alignment method through a technical test. The interface was considered simple and intuitive, and the technical test demonstrated the proposed method as a viable way of aligning an Indirect Augmented Reality application to the real world.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116390289","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 handheld Augmented Reality to revive a demolished Reformed Church from Braşov","authors":"R. Boboc, F. Gîrbacia, M. Duguleană, Ales Tavcar","doi":"10.1145/3110292.3110311","DOIUrl":"https://doi.org/10.1145/3110292.3110311","url":null,"abstract":"In this paper is presented a Mobile Augmented Reality (MAR) application which makes possible the reviving of a demolished Reformed church from Braşov city by co-locating visual information in the location of the user. The advantage of the presented AR application is the possibility to enhance the visitors experience by providing them the possibility to get familiar with cultural heritage entities that have disappeared due to reorganization of the city. The user points a mobile device in the direction of a Point of Interest and the system displays the building which was there a few decades ago. A user study was conducted in order to evaluate the usefulness, ease of use, and perceived enjoyment of the application.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125376173","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":"Live Room Merger: A Real-Time Augmented Reality System for Merging Two Room Scenes","authors":"Chu-I Chao, Chien-Min Wang, H. Kuo, Liang-Chi Tseng, Shih-Kai Lin, Yu-Ju Tsai, Ching-Chi Lin, Da-Fang Chang","doi":"10.1145/3110292.3110301","DOIUrl":"https://doi.org/10.1145/3110292.3110301","url":null,"abstract":"A real-time augmented reality system is built to replace the background of the user's room (the 'observer room' or 'local room') with a 360-degree live video of another room (the 'remote room'). The user can see the merged room captured by an RGBD camera mounted on the VR headset. A 360-degree image of the remote room is converted into a simple box-like room structure model in real time. The model is loaded into Unity and replaces the background of the observer room, with the result then displayed in a VR head-mount device.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126724384","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":"Why Pokémon GO is the future of school education: Effects of AR on intrinsic motivation of children at elementary school","authors":"Mélanie Remmer, Maria Denami, Pascal Marquet","doi":"10.1145/3110292.3110293","DOIUrl":"https://doi.org/10.1145/3110292.3110293","url":null,"abstract":"The fast evolution of information and communication technology (ICT) and their progressive inclusion in school education is a widespread reality. The AR (Augmented Reality) technology is part of them. This one is considerate as a valid alternative of VR (Virtual Reality), which promises an improvement of teaching and learning experiences. This contribution aims to test the implementation of learning mobile technologies using AR on school education. Moreover, our interest is to find out which influence these technologies can have on children's intrinsic motivation and their feeling of immersion.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123278575","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}
Yuya Mochizuki, Rex Hsieh, Daiki Agatsuma, Takaya Asano, M. Higashida, Tatsuya Nishikizawa, Akihiko Shirai
{"title":"Real Baby - Real Family: Holdable tangible baby VR","authors":"Yuya Mochizuki, Rex Hsieh, Daiki Agatsuma, Takaya Asano, M. Higashida, Tatsuya Nishikizawa, Akihiko Shirai","doi":"10.1145/3110292.3110297","DOIUrl":"https://doi.org/10.1145/3110292.3110297","url":null,"abstract":"This project \"Real Baby - Real Family\" is a project aimed at expressing love and family ties utilizing Virtual Reality system (VR). In this paper, we described the version presented at the International collegiate Virtual Reality Contest (IVRC 2016). It reports system design and implementation, user evaluation during exhibition, and future possibilities. The single player version of \"Real Baby\" exhibited at the IVRC 2016 preview was made up of three main elements. The first element is a holdable baby mock-up without using HMD. The second is a generator of baby face based on a user's 2D facial image. The third elements consists of a visual, vocal, and haptic feedback as well as event generation. In the future, we are hoping to examine alternative expressions of \"love in family ties\" with this project. Supplementary materials related to this article can be found online at \"https://youtu.be/Gy_XrWfl4RE\"","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132139382","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":"TECHTILE Bits: Designing a Tool for Children to Create Haptic Devices","authors":"Mina Shibasaki, Keitaro Tsuchiya, K. Minamizawa","doi":"10.1145/3110292.3110308","DOIUrl":"https://doi.org/10.1145/3110292.3110308","url":null,"abstract":"We designed and implemented a tool that makes it possible for children to create haptic content using sensors, and tactile sensation. We developed TECHTILE Bits and confirmed that children can understand and create haptic content using TECHTILE Bits. The combination of the TECHTILE toolkit and littleBits, makes it possible for children to create haptic contents easily. We tried to the workshop to confirm the effect of TECHITILE Bits. As the result, it is possible that TECHTILE Bits has the potential to express the world of children's imagination through tangible objects.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132168894","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}
Mina Shibasaki, Karin Iwazaki, M. Takeda, Yoichi Kamiyama, Koichiro Obata, Koichi Yoshino, S. Endo, Satoru Tokuhisa, K. Minamizawa
{"title":"MeLight: Embodied Appreciation of \"Inouzu\"","authors":"Mina Shibasaki, Karin Iwazaki, M. Takeda, Yoichi Kamiyama, Koichiro Obata, Koichi Yoshino, S. Endo, Satoru Tokuhisa, K. Minamizawa","doi":"10.1145/3110292.3110309","DOIUrl":"https://doi.org/10.1145/3110292.3110309","url":null,"abstract":"The purpose of this study was to make the appreciation in the museum that visitors understood precious cultural artifacts more deeply. We designed an embodied appreciation system called MeLight that allows various visitors including children to actively appreciate exhibits they are interested in. MeLight was installed in the Tokyo National Museum. We observed users during use of MeLight, and it seemed that they often traced the contour of coastlines with the flashlight device. As a result, it was effective to design, implement and introduce a system in which visitors used physical interaction to trigger active appreciation of and interest in the museum's cultural assets.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132526562","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}
I. Mavridou, J. T. McGhee, M. Hamedi, M. Fatoorechi, Andrew Cleal, E. Balaguer-Ballester, E. Seiss, Graeme Cox, C. Nduka
{"title":"FACETEQ: A novel platform for measuring emotion in VR","authors":"I. Mavridou, J. T. McGhee, M. Hamedi, M. Fatoorechi, Andrew Cleal, E. Balaguer-Ballester, E. Seiss, Graeme Cox, C. Nduka","doi":"10.1145/3110292.3110302","DOIUrl":"https://doi.org/10.1145/3110292.3110302","url":null,"abstract":"Faceteq prototype v.05 is a wearable technology for measuring facial expressions and biometric responses for experimental studies in Virtual Reality. Developed by Emteq Ltd laboratory, Faceteq can enable new avenues for virtual reality research through combination of high performance patented dry sensor technologies, proprietary algorithms and real-time data acquisition and streaming. Faceteq project was founded with the aim to provide a human-centred additional tool for emotion expression, affective human-computer interaction and social virtual environments. The proposed poster will exhibit the hardware and its functionality.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116716748","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":"Interpolation of liquids' height inside a mesh","authors":"Durand de Gevigney Valentin","doi":"10.1145/3110292.3110315","DOIUrl":"https://doi.org/10.1145/3110292.3110315","url":null,"abstract":"This short paper details an approach to simulate liquids inside a mesh with an approximate but fast method. Only height is computed, and is used for rendering. One of the benefits of our approach is that height is obtained in a continuous way, by interpolating accurately pre-computed heights. The algorithm presented here uses a two-dimensional Lagrange interpolation. Variables used for interpolation are: desired volume and rotation of the object. Interpolation is improved by using zeros of Chebyshev polynomials, to avoid Runge's phenomenon. Interpolating pre-computed data generates a 2D formula which, at runtime, costs negligible computational time. Results show a very small difference between interpolated height and pre-computed height (mean error <0.1%).","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125979787","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}