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SIGGRAPH Asia 2021 XR最新文献

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“Bodyreath”: An Interactive VR Installation to Experience and Understand People with Autism “Bodyreath”:一个体验和了解自闭症患者的交互式VR装置
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487612
Huifeng Zhang, Shuo Yan
“Bodyreath” is an interactive virtual reality (VR) installation for understanding people with autism, which is divided into two parts, “external” and “internal”. The “external” is the external projection, which is the artistic effect of four virtual avatars based on the characters and behaviors of autistic people. The “internal” is the interactive VR scenarios, allowing the audience to gain insight into the characteristics of the autistic people represented in each feature: “Stereotyped Behavior”, “Children from the Stars”, “Emotional Instability”, and "Invisibility". Our VR installation provides an interactive narrative through body interaction and role perception, allowing the audience to transform their identity into an autistic person and perceive it from their perspective. It helps the audience to appreciate the innocence of autistic people in a different way and to understand them artistically.
“Bodyreath”是一个了解自闭症患者的交互式虚拟现实(VR)装置,分为“外部”和“内部”两部分。“外部”是外部投影,是四个基于自闭症患者性格和行为的虚拟化身的艺术效果。“内部”是互动的VR场景,让观众深入了解每个特征所代表的自闭症患者的特征:“刻板行为”、“来自星星的孩子”、“情绪不稳定”和“隐形”。我们的VR装置通过身体互动和角色感知提供了一种互动叙事,让观众将自己的身份转化为自闭症患者,并从他们的角度来感知它。它帮助观众以不同的方式欣赏自闭症患者的纯真,并以艺术的方式理解他们。
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引用次数: 0
DISLOCATION: VR experience 错位:VR体验
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487619
V. Popović, M. Popovic
This work represents a non-narrative VR experience with elements of interaction. It consists of two parts. The art installation and the VR work itself. The VR work talks about dislocation- the enforced departure of people from their homes, typically because of war, persecution, or natural disaster. This film takes a look at an absurd moment of disbelief and fear. It examines the internal processes that develop and offers a visual depiction of a moment in time of a person forced to fight for his life in a strange land. A moment of dislocation. The VR installation is a tent that can be typically found in refugee camps (Figure 1). It takes approximately 12m square of space. VR headset is situated in the middle of the tent. On the right side of the entrance of the tent, there is a TV mounted that is showing an animated loop that gives context to the visual treatment of the main character. Inside the tent, there is a cardboard piece with the words “where is justice, where is humanity” written.
这个作品代表了一种带有互动元素的非叙事VR体验。它由两部分组成。艺术装置和VR作品本身。VR作品讲述了流离失所——人们被迫离开家园,通常是因为战争、迫害或自然灾害。这部电影讲述了一个荒谬的、充满怀疑和恐惧的时刻。它考察了发展的内部过程,并提供了一个人被迫在一个陌生的土地上为自己的生命而战的时刻的视觉描述。一时的错位。VR装置是一个帐篷,通常可以在难民营中找到(图1)。它占用了大约1200平方米的空间。VR头显位于帐篷的中间。在帐篷入口的右侧,安装了一台电视,正在播放动画循环,为主角的视觉处理提供背景。帐篷里有一块硬纸板,上面写着“正义在哪里,人性在哪里”。
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引用次数: 0
Nachtalb: A multisensory Neurofeedback VR-Interface Nachtalb:一个多感官神经反馈vr接口
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487621
Paul Morat, Aaron Schwerdtfeger, Frank Heidmann
Nachtalb is an immersive interface that enables brain-to-brain interaction using multisensory feedback. With the help of the g.tec Unicorn Hybrid Black brain-computer-interface (BCI), brain-activity-data is measured and translated visually with the Oculus Quest 2, tactilely with the bHaptics TactSuit and auditorily with 3D Sound. This intends to create a feedback loop that turns brain activity from data-input into sensory output which directly influences the brain activity data-input again.
Nachtalb是一种沉浸式界面,可以通过多感官反馈实现脑对脑的交互。在g.tec独角兽混合黑色脑机接口(BCI)的帮助下,大脑活动数据通过Oculus Quest 2进行测量和转换,通过bHaptics TactSuit进行触觉测量,通过3D Sound进行听觉测量。这是为了创造一个反馈回路,将大脑活动从数据输入转化为感官输出,直接影响再次输入数据的大脑活动。
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引用次数: 3
Room Tilt Stick 房间倾斜杆
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487613
Kousuke Motohashi, Koyo Mori, K. Kodaka
Room Tilt Stick is an interactive head-mounted display (HMD) system that provides an illusory experience of tilting a room using a stick and of walking on an acutely inclined slope. In the proposed system, the tilting velocity of a three-dimensional modeled room in the HMD’s view is correlated with the degree of force transferred to the wall or ground with a specially designed stick. Here a weight scale (i.e., a Wii Balance Board) monitors to what degree the participant’s weight is rested against the wall (through a tiltable platform) or ground. After the illusory tilt of the room is completed, participants are instructed to walk on a two meter long wooden slope. The degree of physical inclination is gradually increased according to the walking distance, and the walking slope corresponds to an illusory wall in the HMD’s view. The system was tested in our laboratory exhibition, and 87 out of 100 participants reported a strong sensation of the room tilting by pressing the wall or ground with the stick.
房间倾斜杆是一种交互式头戴式显示器(HMD)系统,它提供了一种使用手杖倾斜房间和在急剧倾斜的斜坡上行走的虚幻体验。在提出的系统中,HMD视图中三维模型房间的倾斜速度与用特殊设计的棍子传递到墙壁或地面的力的程度相关。在这里,体重秤(如Wii平衡板)监测参与者的体重靠在墙上(通过可倾斜的平台)或地面上的程度。在房间的虚幻倾斜完成后,参与者被指示在两米长的木制斜坡上行走。身体的倾斜度随着行走距离的增加而逐渐增加,行走的坡度在HMD的视野中相当于一堵虚幻的墙。该系统在我们的实验室展览中进行了测试,100名参与者中有87人报告说,用棍子按压墙壁或地面时,房间有强烈的倾斜感。
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引用次数: 0
X-Wing: Propeller-Based Force Feedback to Head in a Virtual Environment x翼:基于螺旋桨的力反馈头部在虚拟环境
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487622
Koki Watanabe, Fumihiko Nakamura, Kuniharu Sakurada, Theophilus Teo, M. Sugimoto
In this demonstration, we present X-Wing, a force feedback device using ducted fans attached to a Virtual Reality (VR) Head Mounted Display (HMD). Applying haptic technologies to VR has become a standard solution to enhance the immersive experience. It is also essential for virtual interactions where user experience and performance are crucial. This research focuses on a head-based, wearable device that provides forces to the VR user using exertion force by electric thrusters with controllable strengths and directions. Our system allows the user to experience forces based on their virtual momentum and velocity. It enables a VR user to receive force feedback based on different thrust power converted into translational and rotational force for a unique VR experience such as virtual aerial simulation. We present the prototype to the attendees of SIGGRAPH Asia 2021 through a live demonstration.
在这个演示中,我们展示了X-Wing,一种力反馈装置,使用连接到虚拟现实(VR)头戴式显示器(HMD)的管道风扇。将触觉技术应用于VR已经成为增强沉浸式体验的标准解决方案。它对于用户体验和性能至关重要的虚拟交互也是必不可少的。这项研究的重点是一种基于头部的可穿戴设备,该设备通过具有可控强度和方向的电动推进器,通过用力向VR用户提供力。我们的系统允许用户根据他们的虚拟动量和速度来体验力。它可以让VR用户接收到基于不同推力功率转换成平移和旋转力的力反馈,从而获得虚拟空中模拟等独特的VR体验。我们通过现场演示向SIGGRAPH Asia 2021的与会者展示了原型。
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引用次数: 2
“Meet the Deer King”: “Splash-Ink” Interaction in the Innovative VR Game Based on Dunhuang Art and Culture 《遇见鹿王》:基于敦煌艺术文化的创新VR游戏“泼墨”互动
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487618
J. Zhang, Guangwen Zou, Guangzheng Zhang
VR technologies enable 3D visualization and 3D interaction modalities, allowing the general public to get user-centered experience and explore an immersive realistic cultural environment. The art and culture of Dunhuang grotto murals is the world's art treasure. According to the traditional story of “Deer King” and the knowledges of preservation and restoration of the murals, we designed “Meet the Deer King”, a VR game. In this game, we explored and designed "splash-ink" interaction, which derives from traditional Chinese painting style, and we applied this interaction in different scenes. The information about the original game, including its creation background, research focus, game content and implementation effects are mainly described in the supplementary materials.
VR技术实现了3D可视化和3D交互方式,让普通大众获得以用户为中心的体验,探索身临其境的现实文化环境。敦煌石窟壁画的艺术文化是世界的艺术瑰宝。根据传统的“鹿王”故事和壁画的保护和修复知识,我们设计了“遇见鹿王”VR游戏。在这个游戏中,我们探索和设计了源自中国传统绘画风格的“泼墨”互动,并将这种互动运用到不同的场景中。在补充资料中主要介绍了原游戏的创作背景、研究重点、游戏内容和实现效果。
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引用次数: 3
“Once”: Multi-perspective and Interactive VR Narrative Film 《曾经》:多视角互动VR叙事电影
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487624
Zixiao Liu, Lutong Li, Shuo Yan
“Once” is an interactive virtual reality narration film based on post-war experience, which is set after a continuous war period between two countries. Current virtual reality creations about warfare have only been describing the war itself, and its expression easily causes the audience's lack of social empathy, which results in weakening the portray of anti-war consciousness. More importantly, this kind of creation just narrates in one single view of angle and performs imperfectly. Due to those issues, through the three-identity switching, subtitled guidance and stylized visualization, we create this VR narrative film, which uses the image of common people after the war as clues to express the trauma it brings.
《曾经》是一部基于战后经历的交互式虚拟现实叙事电影,故事发生在两个国家之间持续的战争时期之后。目前关于战争的虚拟现实创作仅仅是在描述战争本身,其表达容易造成受众缺乏社会共情,从而弱化了反战意识的刻画。更重要的是,这种创作只是单一视角的叙述,表现不完美。基于这些问题,我们通过三身份转换、字幕引导、风格化的视觉化,创作了这部VR叙事电影,以战后普通人的形象为线索,来表达它所带来的创伤。
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引用次数: 0
Cyberdream: An Interactive Rave Music Visualization in Virtual Reality 赛博梦:虚拟现实中的交互式狂欢音乐可视化
Pub Date : 2021-09-06 DOI: 10.1145/3478514.3487609
Jonathan Weinel
Virtual reality (VR) provides new opportunities for the design of interactive music visualizations. Exploring this area, Cyberdream is a prototype VR application realized through the author's practice-led research, which provides a journey through audio-visual environments based on the aesthetics of 1990s rave music. The project provides three audio-visual 'sound toys', which allow the user to interactively 'paint with sound', thereby facilitating creative play. Through its structural form and audio-visual sound toys, Cyberdream indicates new approaches for the design of music visualizations that harness the spatial properties of VR.
虚拟现实(VR)为交互式音乐可视化的设计提供了新的机会。在这一领域,Cyberdream是作者通过实践主导的研究实现的一个原型VR应用程序,它提供了一个基于90年代锐舞音乐美学的视听环境之旅。该项目提供了三个视听“声音玩具”,让用户可以互动地“用声音作画”,从而促进创造性的游戏。通过其结构形式和视听声音玩具,Cyberdream为利用VR的空间特性设计音乐可视化提供了新的途径。
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引用次数: 2
期刊
SIGGRAPH Asia 2021 XR
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