{"title":"Sculpture Experience: VR discovery tour of 6 sculpture masterpieces, from prehistoric to modern times","authors":"Frédéric Purgal","doi":"10.1145/3450615.3464541","DOIUrl":"https://doi.org/10.1145/3450615.3464541","url":null,"abstract":"This immersive and interactive experience for OCULUS QUEST 2 allows the visitor to observe in real size six masterpieces of sculpture iconic from five periods of history, following an imaginary and poetic journey enriched by numerous media.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127384002","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":"BodyMap","authors":"Sam Jang, Li-Ying Huang, Tomas Bartipan","doi":"10.1145/3450615.3464527","DOIUrl":"https://doi.org/10.1145/3450615.3464527","url":null,"abstract":"BodyMap is a medically accurate representation of the human body that can be manipulated in 3D virtual reality. Usersmay interact with the virtual body in numerous ways, including walking into the virtual body for a detailed inspection ofinternal organs, grabbing out anatomy structures for a closer look, and simulating instrument insertion techniques withinstant haptic feedback. This immersive learning approach enables users to transfer their knowledge gained fromanatomy textbooks and cadaver dissection lessons into an immersive environment and enhance it by continuousrepetition. This way of learning increases confidence in students’ own abilities and knowledge.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115818788","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":"Agence, A Dynamic Film about (and with) Artificial Intelligence","authors":"Pietro Gagliano, Casey Blustein, Dave Oppenheim","doi":"10.1145/3450615.3464538","DOIUrl":"https://doi.org/10.1145/3450615.3464538","url":null,"abstract":"Agence is a short “dynamic film” that uses AI to power a real-time story. It was co-produced by Transitional Forms and the National Film Board of Canada (NFB). It is available on VR, PC and mobile, but for the purposes of this paper, we will be talking about the VR version, since it most closely matches the director’s vision. The film is directed by Pietro Gagliano whose work on interactive stories has spanned many years and technologies. A few years ago he started Transitional Forms to combine real-time storytelling with artificial intelligence. The intention behind that process is twofold: First, we believe that entertainment will soon be driven by AI. And secondly, artificial intelligence is poised to be humanity’s greatest tool, and stories might be the best way to make sense of it. To this end, we believe that Agence is an innovative production with bold strides in immersion, interactivity and technology. The approaches taken in this film are novel and unique in their propositions, and may open the door to many new projects that may build upon them.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130210075","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":"Once Upon a Sea: A poetic, interactive XR documentary","authors":"Nimrod Shanit, Adi Lavy, I. Fichman","doi":"10.1145/3450615.3464536","DOIUrl":"https://doi.org/10.1145/3450615.3464536","url":null,"abstract":"ONCE UPON A SEA is an immersive virtual reality experience that transports participants to the Dead Sea, and provides access to one of the wonders of the world that has become inaccessible in the past 35 years. The Dead Sea carries a rich history, an undeniable healing powers, and an indescribable magnetism that can now be experienced in a virtual format. The experience takes place in photoreal volumetric captures of some of the most significant and beautiful sites in the Dead Sea, highlighting its beauty, diverse inhabitants, and its recent demise. In the past 30 years, the Dead Sea has receded dramatically due to human intervention and political neglect. The sweet water that fed the Sea was used for irrigation and potash evaporation pools left behind a ravaged land, ridden with sinkholes. Today, all beaches but one are inaccessible to the public due to these dangerous sinkholes, representing Israel's worst ecological crises. The destruction is progressing quickly, causing many socio-political battles as well as financial & personal distress to local residents and individuals who have dedicated their lives to the Sea. Israelis, Jordanians, and Palestinians, all whose countries border this body of water, have been affected by the demise of the Dead Sea. If nothing will be done, the Dead Sea as we know it will be gone for good. ONCE UPON A SEA is our call to action.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130567499","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}
Paul Zikas, Manos N. Kamarianakis, Ioanna Kartsonaki, Nick Lydatakis, Steve Kateros, Mike Kentros, Efstratios Geronikolakis, Giannis Evangelou, Achilles Apostolou, Paolo Alejandro Alejandro Catilo, G. Papagiannakis
{"title":"Covid-19 - VR Strikes Back: innovative medical VR training","authors":"Paul Zikas, Manos N. Kamarianakis, Ioanna Kartsonaki, Nick Lydatakis, Steve Kateros, Mike Kentros, Efstratios Geronikolakis, Giannis Evangelou, Achilles Apostolou, Paolo Alejandro Alejandro Catilo, G. Papagiannakis","doi":"10.1145/3450615.3464546","DOIUrl":"https://doi.org/10.1145/3450615.3464546","url":null,"abstract":"In this work, we present “Covid-19 VR Strikes Back” (CVRSB), a novel Virtual Reality (VR) medical training application focusing on a faster and more efficient teaching experience for medical personnel regarding the nasopharyngeal swab and the proper Personal Protective Equipment (PPE) donning and doffing. Our platform incorporates a diversity of innovations: a) techniques to avoid the uncanny valley observed in human representation and interactivity in VR simulations, b) exploitation of Geometric Algebra interpolation engine capabilities and c) supervised machine learning analytics module for real-time recommendations. Our application is publicly available at no cost for most Head Mount Displays (HMDs) and Desktop VR. The impact and effectiveness of our application is proved by recent clinical trials.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126966807","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":"Home Studio: DIY Interior Design in Mixed Reality","authors":"Christian Vazquez, Nicole Tan, Shrenik Sadalgi","doi":"10.1145/3450615.3464528","DOIUrl":"https://doi.org/10.1145/3450615.3464528","url":null,"abstract":"Virtual staging of real estate listings increases the appeal of a property by letting prospective buyers envision a living space remotely. However, existing tools employed to stage homes limit the scale of the visualization to a set of fixed images provided by customers or require 3D artist expertise to reconstruct the space. The adoption of 3D Matterport scans has accelerated due to the Covid-19 pandemic as a means to enable virtual tours and adhere to social distancing guidelines. We present Home Studio, a virtual staging tool that empowers non-experts, letting them furnish any Matterport scene and create photo-realistic renders in a matter of minutes. Our tool lets customers dive into their designs using a virtual reality headset to assess the final product in an immersive experience.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"30 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116286346","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":"Figmin XR: AR content creation platform","authors":"Javier Davalos","doi":"10.1145/3450615.3464532","DOIUrl":"https://doi.org/10.1145/3450615.3464532","url":null,"abstract":"Figmin XR is a spatial computing application that allows non-technical users to easily create, collect & play with digital content. Featuring: Figmin XR is a multi-purpose app for the consumer AR market. It runs on Magic Leap 1, Hololens 2 and Nreal light. See it in action: https://youtu.be/0z3P21WLNiU","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123125481","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":"Garage: GPU particle-based AR content for futuristic experiences","authors":"D. Taniguchi","doi":"10.1145/3450615.3464529","DOIUrl":"https://doi.org/10.1145/3450615.3464529","url":null,"abstract":"In futuristic AR, we believe that both real and virtual objects surrounding the player should be interactive and controllable. With this in mind, we introduce ”Garage”, which is an AR project based on our particle-based system capable of outputting a variety of interactive content. In our system, everything in the player’s surrounding environment is presented as particles and adequately simulated in real-time on a desktop PC equipped with a discrete GPU and rendered to in-house HMD, while their color and depth information is captured and sent by RGB camera and LiDAR sensor. LiDAR data is converted to particles using an algorithm that calculates world coordinated positions from depth values. Our system content and provided experiences have time flexibility and spatial control features that cannot be achieved in conventional polygon mesh-based systems. Additionally, the AR information output is presented in an appealing visual style that conserves GPU resources. Because of these features, Garage has a profound impact on AR immersion, and can augments our perception of the world in a limitless and creative manner. To demonstrate the abilities of our system and build new interactive AR experiences, in this project, we designed a game and created several demos that can give players interesting glimpses into the future world of augmented reality.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121910956","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":"Orders of Magnitude: An immersive educational virtual reality application about the Universe","authors":"Filip Vesely","doi":"10.1145/3450615.3464540","DOIUrl":"https://doi.org/10.1145/3450615.3464540","url":null,"abstract":"Orders of Magnitude is an immersive educational virtual reality application. Each player can explore all the known scales in our universe by zooming in or out. This scientifically accurate experience contains elements such as galaxies, stars, the solar system, Earth, the human brain, neurons, DNA, atoms and subatomic particles. The majority of the content is taken from various scientific databases and is represented, wherever possible, as it exists in nature. An artistic impression is used to depict elements for which little or no information is available about their visual presence.","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126399507","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":"Welcome to the Other Side: How a social VR concert production broke the world's record of audiences across all media","authors":"Louis Cacciuttolo","doi":"10.1145/3450615.3464950","DOIUrl":"https://doi.org/10.1145/3450615.3464950","url":null,"abstract":"","PeriodicalId":439895,"journal":{"name":"ACM SIGGRAPH 2021 Immersive Pavilion","volume":"364 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115973035","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}