{"title":"Little hero wins the masks: virtual reality creation of taiwanese classic comics","authors":"Chun-Cheng Hsu, Chun-I Lee, Yu-Cheng Li","doi":"10.1145/3275495.3275496","DOIUrl":"https://doi.org/10.1145/3275495.3275496","url":null,"abstract":"Taiwanese comics artist Hung-Chia Yeh created martial arts comic series \"Little Hero\" (諸葛四郎) in 1958. Little Hero was later super famous in 1960s. However, Taiwanese comics culture has declined due to various historical background, which caused younger generation know little about Taiwanese comics. We did this derivative work with VR and AR technology based on one of the classic story in Little Hero called \"Little Hero Wins the Masks\" (諸葛四郎大鬥雙假面). The features of this work are: (1) Develop the technology that connect VR and interactive game table together to improve the insufficiency of sociability in VR games; (2) The feedback of handheld controller and the game card of interactive game table are designed to improve interactivity in the game (See Figure 1).","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127681924","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}
J. Seo, B. Smith, Michael Bruner, A. Payne, Margaret E. Cook, M. Pine, E. Malone, S. Sueda, Ben Heymann
{"title":"Muscle action VR: to support embodied learning foundations of biomechanics in musculoskeletal system","authors":"J. Seo, B. Smith, Michael Bruner, A. Payne, Margaret E. Cook, M. Pine, E. Malone, S. Sueda, Ben Heymann","doi":"10.1145/3275495.3275505","DOIUrl":"https://doi.org/10.1145/3275495.3275505","url":null,"abstract":"Traditional anatomy education has struggled with teaching students muscle movements in the mindset of three-dimensional anatomical structure. We present Muscle Action VR, an embodied learning virtual reality system that allows students to explore the effects that muscles have on the body. This application was created for studying musculoskeletal structures through playful and creative engagement, while staying accurate to anatomical structures and terminology. Users learn the basics of the biomechanics of human anatomy by either moving their own body with VIVE trackers, or directly manipulating specific muscles using VIVE controllers. We believe this application contributes to teach three-dimensional spatial awareness and foundational biomechanics in anatomy education.","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116891433","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":"Self-umbrelling turns over subjective direction of gravity","authors":"K. Kodaka, Koyo Mori","doi":"10.1145/3275495.3275508","DOIUrl":"https://doi.org/10.1145/3275495.3275508","url":null,"abstract":"Self-umbrelling is a head-mounted display (HMD) interaction system that provides an experience approximating an out-of-body experience (OBE) involving the reversal of the subjective perception of the direction of gravity. Specifically, opening an umbrella while lying on one's back switches one's view from the first-person perspective (1PP) to a third-person perspective (3PP) originating from a position just above the supine body. In addition, the base of the 3PP moves upward every time the umbrella is opened. Thus, through the periodic action of opening the umbrella, the 1PP offers the experience of blowing something away, while the 3PP offers that of being blown away. This interaction is expected to activate a potentially hidden cognitive function related to OBEs, bringing up an important subject for designing HMD interaction between a player and an avatar.","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123752061","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}
Simon Pfafff, Olav Lervik, R. Spoerri, E. Berra, M. Jahrmann, M. Neukom
{"title":"Games in concert: collaborative music making in virtual reality","authors":"Simon Pfafff, Olav Lervik, R. Spoerri, E. Berra, M. Jahrmann, M. Neukom","doi":"10.1145/3275495.3275509","DOIUrl":"https://doi.org/10.1145/3275495.3275509","url":null,"abstract":"Over the last two years, the Games in Concert project explored the possibilities and implications of collaborative artistic creation of music in virtual reality (VR). Therefore a multiuser VR environment and three virtual instruments have been designed to create, shape and experience sound in various ways. These Are: Paint: The artist can literally paint music in the 3D space. Trees: The artist can add and customize sounding tree-like objects. Keys: An external input device was used to explore the possibility to incorporate and visualize non-VR instruments in a VR space. Additionally, we built a stage setup to test the impact of a VR concert on an audience. The musicians embed the artistic content directly within the virtual environment. The spectator is free to explore their work independently, having his/her own visual and auditory perspective. Also, spectators can closely observe what the artists are creating in real-time. They are standing with them, in a manner of speaking, on the (virtual) stage. To be able to present the spectacle to a larger audience we introduced the \"Game Jockey\". Acting as the intermediary between the artists inside and the public outside the virtual environment, his in-game view and hearing are rendered on a large screen and multiple speakers, providing a visual experience with surround sound.","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"41 19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131175553","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":"Space fusion: context-aware interaction using 3D scene parsing","authors":"Hiroyuki Yabe, Daichi Ono, Tsutomu Horikawa","doi":"10.1145/3275495.3275498","DOIUrl":"https://doi.org/10.1145/3275495.3275498","url":null,"abstract":"Context-aware interaction (interaction varying correspondingly to scene semantics or object categories) is an important element to make mixed reality experience more immersive and realistic. However, few mixed reality applications provide this kind of interaction since it is difficult to recognize all objects in the real world scene densely as 3D. In this work, we present a 3D scene parsing system by combining semantic segmentation with visual Simultaneous Localization and Mapping (SLAM). This system can reconstruct and recognize the real indoor scene as dense point cloud with categorical labels in real-time. We also present a context-aware mixed reality application that utilizes the parsing system. Users can import their own room into the mixed reality world, and enjoy interaction with a virtual robot in their room through a head-mounted display (HMD). The virtual robot behaves correspondingly to the real object's category. Therefore, our 3D scene parsing realizes context-aware interaction.","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130424233","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}
Ashima Thomas, Abhisek Kumar, Race Krehel, Kay Vasey, E. Khoo, T. Marsh, Benjamin Li JunTing
{"title":"Oceans we make: immersive VR storytelling","authors":"Ashima Thomas, Abhisek Kumar, Race Krehel, Kay Vasey, E. Khoo, T. Marsh, Benjamin Li JunTing","doi":"10.1145/3275495.3275513","DOIUrl":"https://doi.org/10.1145/3275495.3275513","url":null,"abstract":"Oceans We Make (OWM) is a 3-minute long immersive and interactive virtual reality (VR) experience that encourages participants to question their use of plastic. The experience blends beautiful cinematic graphics, engaging game mechanics and an emotional narrative as a novel form of VR storytelling to drive positive environmental impact.","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128850267","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":"Flow zone: a cross-modal music creation VR experience to induce flow","authors":"Tanner Person, B. Outram, K. Minamizawa","doi":"10.1145/3275495.3275507","DOIUrl":"https://doi.org/10.1145/3275495.3275507","url":null,"abstract":"Many people want to live a happy and fulfilling life, yet finding this positive sense of well-being is often quite a challenge. Flow is a wonderfully powerful experience that not only feels amazing in the moment but actually improves a person's general sense of well-being as well. It seems like a great answer to this problem, but unfortunately the complex concoction of parameters necessary to enter flow prevent the experience from occurring regularly. Flow Zone aims to lower the barrier to entry with its sophisticated design tailored to maximize potential for flow. VR was used as the medium to create an immersive environment that simultaneously removes distractions and focuses the player's attention on the task at hand. The enhanced immersiveness of cross-modality combined with game design elements centered around creative expression through music creates a streamlined pathway to the flow state.","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134630515","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, Hideki Kawai, Y. Yanagida
{"title":"Mochitsuki: a real-object-based, interactive haptic interface","authors":"Yuto Mori, Kyuma Watanabe, Masayuki Iwata, Hideki Kawai, Y. Yanagida","doi":"10.1145/3275495.3275500","DOIUrl":"https://doi.org/10.1145/3275495.3275500","url":null,"abstract":"We propose an approach that breaks down the haptic experience into multiple elements and assigns optimal devices to each element, either a physical device or an electronically-controllable device. As an example of this design approach, we built a VR system that provides the experience of Mochitsuki. We designed a more durable system than the initial prototype. With this configuration, direct interactions between the user and the system are all performed by physical devices to ensure the quality of experience, while the parameters affecting the experience can be controlled by electronic devices and mechanisms.","PeriodicalId":432889,"journal":{"name":"SIGGRAPH Asia 2018 Virtual & Augmented Reality","volume":"161 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126211643","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}