“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.
{"title":"“Bodyreath”: An Interactive VR Installation to Experience and Understand People with Autism","authors":"Huifeng Zhang, Shuo Yan","doi":"10.1145/3478514.3487612","DOIUrl":"https://doi.org/10.1145/3478514.3487612","url":null,"abstract":"“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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122025742","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}
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.
{"title":"DISLOCATION: VR experience","authors":"V. Popović, M. Popovic","doi":"10.1145/3478514.3487619","DOIUrl":"https://doi.org/10.1145/3478514.3487619","url":null,"abstract":"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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125138550","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}
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.
{"title":"Nachtalb: A multisensory Neurofeedback VR-Interface","authors":"Paul Morat, Aaron Schwerdtfeger, Frank Heidmann","doi":"10.1145/3478514.3487621","DOIUrl":"https://doi.org/10.1145/3478514.3487621","url":null,"abstract":"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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115140388","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}
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.
{"title":"Room Tilt Stick","authors":"Kousuke Motohashi, Koyo Mori, K. Kodaka","doi":"10.1145/3478514.3487613","DOIUrl":"https://doi.org/10.1145/3478514.3487613","url":null,"abstract":"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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123925242","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}
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。
{"title":"X-Wing: Propeller-Based Force Feedback to Head in a Virtual Environment","authors":"Koki Watanabe, Fumihiko Nakamura, Kuniharu Sakurada, Theophilus Teo, M. Sugimoto","doi":"10.1145/3478514.3487622","DOIUrl":"https://doi.org/10.1145/3478514.3487622","url":null,"abstract":"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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117095548","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}
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.
{"title":"“Meet the Deer King”: “Splash-Ink” Interaction in the Innovative VR Game Based on Dunhuang Art and Culture","authors":"J. Zhang, Guangwen Zou, Guangzheng Zhang","doi":"10.1145/3478514.3487618","DOIUrl":"https://doi.org/10.1145/3478514.3487618","url":null,"abstract":"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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131701836","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}
“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.
{"title":"“Once”: Multi-perspective and Interactive VR Narrative Film","authors":"Zixiao Liu, Lutong Li, Shuo Yan","doi":"10.1145/3478514.3487624","DOIUrl":"https://doi.org/10.1145/3478514.3487624","url":null,"abstract":"“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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126787052","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}
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.
{"title":"Cyberdream: An Interactive Rave Music Visualization in Virtual Reality","authors":"Jonathan Weinel","doi":"10.1145/3478514.3487609","DOIUrl":"https://doi.org/10.1145/3478514.3487609","url":null,"abstract":"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.","PeriodicalId":294021,"journal":{"name":"SIGGRAPH Asia 2021 XR","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127854591","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}