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ACM SIGGRAPH 2021 Immersive Pavilion最新文献

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Walking Balance Assessment with Eye-tracking and Spatial Data Visualization 基于眼动追踪和空间数据可视化的行走平衡评估
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464533
Zhu Wang, Anat V. Lubetzky, K. Perlin
Virtual Reality (VR) based assessment systems can simulate diverse real-life scenarios and help clinicians assess participants’ performance under controlled functional contexts. Our previous work demonstrated an assessment paradigm to provide multi-sensory stimuli and cognitive load, and quantify walking balance with obstacle negotiation by motion capture and pressure sensing. However, we need to fill two gaps to make it more clinically relevant: 1. it required offline complex data processing with external statistical analysis software; 2. it utilized motion tracking but overlooked eye movement. Therefore, we present a novel walking balance assessment system with eye tracking to investigate the role of eye movement in walking balance and spatial data visualization to better interpret and understand the experimental data. The spatial visualization includes instantaneous in-situ VR replay for the gaze, head, and feet; and data plots for the outcome measures. The system fills a need to provide eye tracking and intuitive feedback in VR to experimenters, clinicians, and participants in real-time.
基于虚拟现实(VR)的评估系统可以模拟不同的现实生活场景,帮助临床医生评估参与者在受控功能环境下的表现。我们之前的工作展示了一种评估范式,提供多感官刺激和认知负荷,并通过运动捕捉和压力传感量化行走平衡与障碍协商。然而,我们需要填补两个空白,使其更具临床相关性:1。需要借助外部统计分析软件离线处理复杂数据;2. 它利用了运动追踪,但忽略了眼球运动。因此,我们提出了一种新的眼动追踪行走平衡评估系统,以研究眼动在行走平衡中的作用,并将实验数据可视化,以便更好地解释和理解实验数据。空间可视化包括视线、头部和脚的即时现场VR回放;结果测量的数据图。该系统满足了向实验人员、临床医生和参与者实时提供眼动追踪和直观反馈的需求。
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引用次数: 0
Speak to Awaken EP.1 Diving into Siraya: An Endangered Language Speech Interactive VR Documentary 潜入西拉亚:一个濒临灭绝的语言演讲互动VR纪录片
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464537
Carol Tsai-Jung Han, Kuan Yuan Lai
Speak to Awaken: Ep.1 Diving into Siraya is an experimental interactive VR documentary that aims to arouse interest in this issue. Experiencers can speak the endangered Siraya language to engage their reconstructed abstract world. They can also absorb facts on the revitalization process through the perspectives of related key persons and graphics. High-resolution VR360 videos, volumetric captures, and together with the voice donation website are adopted, as a new approach for the preservation of endangered language and its culture.
Speak to Awaken: Ep.1潜入Siraya是一部实验性互动VR纪录片,旨在引起人们对这个问题的兴趣。体验者可以用濒临灭绝的西拉亚语来参与他们重建的抽象世界。他们也可以通过相关关键人物和图形的视角来吸收振兴过程中的事实。采用高分辨率VR360视频、体积捕获以及语音捐赠网站作为保护濒危语言及其文化的新方法。
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引用次数: 0
Exposition of Music: VR Exhibition 音乐博览会:VR展览
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464535
Jiyoung Kang, Byung-kyu Jeon, Seon-hwi Kim, Su-yong Park
Nam June Paik's first solo exhibition in 1963 titled "Exposition of Music - Electronic Television" marked the beginning of his career, and he is often referred to as the father of video art. In this project, we attempted to virtually recreate some of his exhibits and exhibition spaces that are currently unavailable to elucidate their meaning. Among the exhibits, the three most interactive and meaningful works, namely Prepared Pianos (4 units), Electronic Television (13 units), and Random Access, were recreated in virtual reality (VR) space. To compensate for the limitations imposed by simple interactions between existing VR exhibitions of art works, this project was developed with the utmost focus on preserving the artistic value of the original work while maximizing the exhibition space reproduced in VR as well as audience immersion in the work.
白南准于1963年举办的第一次个人展览“音乐博览会-电子电视”标志着他事业的开始,他经常被称为“视频艺术之父”。在这个项目中,我们试图虚拟地重现他的一些展品和展览空间,以阐明它们的意义。其中,最具互动性和意义的三件作品,分别是《准备好的钢琴》(4件)、《电子电视》(13件)和《随机存取》,在虚拟现实(VR)空间中进行了再现。为了弥补现有的VR艺术作品展览之间的简单互动所带来的局限性,这个项目的开发最大限度地关注于保留原作的艺术价值,同时最大限度地利用VR再现展览空间,并使观众沉浸在作品中。
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引用次数: 0
VR SuperGun: Interfacing 1980s Arcade Hardware with Online Virtual Reality VR SuperGun:将80年代街机硬件与在线虚拟现实相结合
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464526
Kieran Nolan
VR SuperGun is a custom hardware and software prototype allowing play of original arcade platforms through a network connection, reconstituting the material form of the arcade cabinet in digital space. It extends the format of the SuperGun, a device that contains the wiring of an arcade cabinet in consolised form.
VR SuperGun是一款定制硬件和软件原型,通过网络连接,可以让原始街机平台进行游戏,在数字空间中重构街机柜的物质形态。它扩展了SuperGun的格式,SuperGun是一种包含街机柜布线的设备。
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引用次数: 0
SecondSight: Demonstrating Cross-Device Augmented Reality SecondSight:展示跨设备增强现实
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464545
Carolin Reichherzer, Jack Fraser, M. Billinghurst
SecondSight is a framework for rapid prototyping of cross-device interfaces that combine an optical see-through Augmented Reality (AR) head-mounted display (HMD) with a smartphone. SecondSight contains code for simulating AR HMDs with different Fields of View (FOV), providing gesture and head pointing input, and allowing virtual content to be placed in different coordinate frames. Overall, this gives AR researchers flexibility to explore different types of cross-device interfaces and interaction techniques with different types of display, input, and content placement.
SecondSight是一个用于跨设备界面快速原型设计的框架,它将光学透明增强现实(AR)头戴式显示器(HMD)与智能手机相结合。SecondSight包含用于模拟具有不同视场(FOV)的AR头戴式显示器的代码,提供手势和头部指向输入,并允许将虚拟内容放置在不同的坐标帧中。总的来说,这使AR研究人员能够灵活地探索不同类型的跨设备界面和交互技术,包括不同类型的显示、输入和内容放置。
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引用次数: 1
Bystanding: The Feingold Syndrome: Step outside your shoes: exploring the Bystander Effect through Virtual Reality 旁观:法因戈尔德综合症:跳出你的鞋子:通过虚拟现实探索旁观者效应
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464539
Roi Lev, N. Shapira, Y. Yacoby
‘Bystanding: The Feingold Syndrome’ is an immersive interactive VR docufiction exploring the drowning and rescue of Israeli rowing champion Jasmine Feingold. In 2009, Feingold lost consciousness and capsized while rowing in Tel Aviv's Ha'Yarkon River. She stayed submerged for nearly five minutes. During that time, none of the dozens of bystanders on the riverbank took any action to help her, until finally one person did. Using novel techniques of volumetric capture, photogrammetry, animations, and 360º videos, ‘Bystanding’ recreates the incident and allows participants to embody bystanders’ points of view. Each point of view is represented as a wholly different memory, providing a glimpse into the individual's stream of consciousness.
《旁观:法因戈尔德综合症》是一部沉浸式互动VR纪录片,探索以色列赛艇冠军茉莉·法因戈尔德溺水和获救的过程。2009年,法因戈尔德在特拉维夫的哈雅肯河划船时失去知觉并倾覆。她在水下待了将近五分钟。在那段时间里,河岸上的几十个旁观者中没有一个人采取任何行动来帮助她,直到最后一个人做了。利用体积捕捉、摄影测量、动画和360度视频的新技术,“旁观者”重现了事件,并允许参与者体现旁观者的观点。每一种观点都表现为一种完全不同的记忆,提供了对个人意识流的一瞥。
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引用次数: 0
A New Normal: A story about warmth, hope, and family, A New Normal explores themes of ‘home' and 'belonging' combining elements and processes of traditional narrative filmmaking with augmented reality. 《新常态》:一个关于温暖、希望和家庭的故事,《新常态》探索了“家”和“归属感”的主题,将传统叙事电影制作的元素和过程与增强现实技术相结合。
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464525
Asavari Kumar, Shaivalini Kumar
As we learn to keep social and familial connections alive amidst the pandemic and rely heavily on digital media, I realize this has been my own ‘normal’ for most of the past decade. After immigrating to the US from India, my ability to travel home and be physically present with my family became limited, particularly after the 2016 elections. Thinking about home and belonging today, my thoughts go to my sister in Copenhagen and my parents in New Delhi. Using Augmented Reality as a storytelling tool for this film, allows me to see the evolving definition of ‘home’ through the eyes of my family. My experiments in early 2020 as an artist in the Adobe Aero AR Residency, helped explore the possibilities and limitations of AR, as experienced through the Adobe Aero application. Following this, I was interested in seeing how AR could fit into the scope of a narrative project and how it would interact with a traditional animation or video workflow when used by a filmmaker. I discovered many efficiencies during the production process, the most powerful being in-camera, real-time compositing. The process of creating ‘A New Normal’ combines the technical and conceptual workflows of both animation and documentary filmmaking. One scene has been made available to view in AR via the Adobe Aero app on iOS. Shot entirely in my apartment while sheltering in place, A New Normal is a product of remote collaboration between artists based in Copenhagen, Madrid, New Delhi, Mumbai and Los Angeles. In this short, my everyday digital conversations with family are overlaid with AR versions of my parents and sister in my own environment, to co-create a mixed reality experience that for the time being, is the closest thing I have to the feeling of home.
当我们学会在疫情中保持社会和家庭联系,并严重依赖数字媒体时,我意识到这在过去十年的大部分时间里都是我自己的“常态”。从印度移民到美国后,我回家和家人在一起的能力受到了限制,尤其是在2016年大选之后。今天想到家和归属感,我想到了我在哥本哈根的妹妹和我在新德里的父母。使用增强现实作为这部电影的叙事工具,让我通过家人的眼睛看到了“家”的不断发展的定义。我在2020年初作为Adobe Aero AR驻地的艺术家进行的实验,帮助探索了通过Adobe Aero应用程序体验到的AR的可能性和局限性。在此之后,我对AR如何适应叙事项目的范围以及它如何与电影制作人使用的传统动画或视频工作流程进行交互感兴趣。我在制作过程中发现了许多效率,最强大的是在相机内,实时合成。创造“新常态”的过程结合了动画和纪录片制作的技术和概念工作流程。其中一个场景可以通过iOS上的Adobe Aero应用程序在AR中观看。《新常态》是哥本哈根、马德里、新德里、孟买和洛杉矶的艺术家们远程合作的产物,完全是在我的公寓里拍摄的。简而言之,我与家人的日常数字对话与我父母和妹妹在我自己的环境中的AR版本叠加在一起,共同创造了一种混合现实的体验,目前,这是我最接近家的感觉。
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引用次数: 0
HoloFight: An Augmented Reality Fighting Game HoloFight:增强现实格斗游戏
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464531
Shalva Kohen, Carmine Elvezio, Steven K. Feiner
Augmented Reality (AR) provides opportunities to create exciting new kinds of digital entertainment, such as watching movies on a large virtual screen or playing games that interact with a real physical room. While a number of AR games have been built, many do not build on the control innovations found in modern console, PC, and mobile gaming [Von Itzstein et al. 2019]. To explore the space of immersive multiplayer experiences with support for control innovations found in common non-immersive video games, we present HoloFight, a multiplayer fighting game using two or more Microsoft HoloLens 2s, two or more Xbox controllers, and the various natural user interfaces supported by the Microsoft HoloLens 2.
增强现实(AR)提供了创造令人兴奋的新型数字娱乐的机会,例如在大型虚拟屏幕上观看电影或玩与真实物理房间互动的游戏。虽然已经构建了许多AR游戏,但许多游戏并没有建立在现代主机,PC和移动游戏中的控制创新基础上[Von Itzstein等人,2019]。为了探索支持普通非沉浸式视频游戏中控制创新的沉浸式多人体验空间,我们提出了HoloFight,这是一款多人格斗游戏,使用两个或多个微软HoloLens 2s,两个或多个Xbox控制器以及微软HoloLens 2支持的各种自然用户界面。
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引用次数: 0
Vermillion: Oil Painting Simulation In Virtual Reality: A new tool for digital artists offering the analog control of traditional painting with the benefits of a virtual environment. 朱砂:虚拟现实中的油画模拟:数字艺术家的新工具,提供传统绘画的模拟控制与虚拟环境的好处。
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464542
Thomas van den Berge
Digital art has come a long way since the first release of MS Paint. And while artists can already work wonders with the tools at their disposal, there's always been a very distinct barrier between traditional mediums and the digital ones. Instead of brushes on a canvas, a stylus on a screen is used. Instead of mixing paints of different colors and thickness, a color picker and transparency slider are presented. The instinctiveness and versatility of bristles on canvas have been replaced with a selection of discrete tools - draw, blur, smudge,... It's also not possible to make strokes with large gestures, to work on your piece from arm's length, like the old masters did. The typical texture that physical paint has is also lost in drawing programs. Vermillion offers a new tool for digital artists, be they novices who always wanted to try their hand at following along with Bob Ross, or veteran Photoshop users who long for more analog control. It simulates the full oil painting experience. A selection of specialist brushes is offered, each with unique characteristics and their distinct brush pattern. The bristles bend as they are pushed against a surface, soaking up the paint that's on the palette. The paints mix as they would in the real world, not as RGB colors do on a monitor. Paint thinner can be used to control the thickness and flow of the paint. The paint can be pushed, pulled, blurred and blended on the canvas, and shows the relief and pattern of your strokes. The resulting piece can be exported to be presented as a new digital work of art.
自从MS Paint首次发布以来,数字艺术已经走过了漫长的道路。虽然艺术家们已经可以用他们所掌握的工具创造奇迹,但传统媒介和数字媒介之间总是存在着非常明显的障碍。使用的不是画布上的画笔,而是屏幕上的触控笔。而不是混合不同颜色和厚度的油漆,颜色选择器和透明度滑块呈现。画布上刚毛的本能和多功能性已经被一系列独立的工具所取代——绘画、模糊、涂抹……也不可能画出大的手势,也不可能像古代大师那样,在一臂的距离上作画。物理油漆具有的典型纹理在绘图程序中也会丢失。朱砂为数字艺术家提供了一个新的工具,无论是他们的新手谁总是想尝试自己的手跟随鲍勃罗斯,或经验丰富的ps图象处理软件用户谁渴望更多的模拟控制。它模拟了完整的油画体验。一个选择的专业刷子提供,每一个独特的特点和他们独特的刷子图案。刷毛在被推到物体表面时弯曲,吸收调色板上的颜料。这些颜料像在现实世界中一样混合,而不是像显示器上的RGB颜色那样混合。涂料稀释剂可用于控制涂料的厚度和流量。颜料可以在画布上推,拉,模糊和混合,并显示你的笔触的浮雕和图案。最终的作品可以作为一件新的数字艺术作品输出。
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引用次数: 1
Designing for Storyliving Experiences:: Tinker, A Case Study 故事生活体验设计:Tinker,一个案例研究
Pub Date : 2021-08-05 DOI: 10.1145/3450615.3464534
Louise W. Ward, Cristopher David, Lara Bucarey
Tinker defines a new genre of storytelling called storyliving. Through interactive and embodied immersive experiences, participants can connect with narrative in a more meaningful way. In this live, bespoke virtual reality theatre experience, the participant becomes the main character of the story. Based upon the true story of Director Lou Ward and his relationship with his grandfather who developed Alzheimer's disease, Tinker places the participant in the role of the grandchild so that Ward's story, in turn, becomes their own. Over time, the participant creates new memories alongside their grandfather in his workshop, and their connection to the grandfather and the story grows stronger with time. Tinker is a cornerstone in compelling storyliving experiences; moreover, it is because of how it is designed that participants feel connected to the story.
Tinker定义了一种新的叙事类型,叫做故事生活。通过互动和身临其境的体验,参与者可以以更有意义的方式与叙事联系起来。在这个现场定制的虚拟现实剧院体验中,参与者成为故事的主角。根据导演卢·沃德的真实故事以及他与患有阿尔茨海默病的祖父的关系,Tinker将参与者置于孙子的角色,因此沃德的故事反过来成为他们自己的故事。随着时间的推移,参与者与他们的祖父一起在他的工作室创造了新的记忆,他们与祖父和故事的联系随着时间的推移而变得更加强烈。Tinker是引人入胜的故事生活体验的基石;此外,正是因为它的设计方式,参与者才会觉得与故事有联系。
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引用次数: 1
期刊
ACM SIGGRAPH 2021 Immersive Pavilion
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