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AR-ia: Volumetric Opera for Mobile Augmented Reality
- Sean Kelly,
- Samantha Cordingley,
- Patrick Nolan,
- Christoph Rhemann,
- Sean Fanello,
- Danhang Tang,
- Jude Osborn,
- Jay Busch,
- Philip Davidson,
- Paul Debevec,
- Peter Denny,
- Graham Fyffe,
- Kaiwen Guo,
- Geoff Harvey,
- Shahram Izadi,
- Peter Lincoln,
- Wan-Chun Alex Ma,
- Jonathan Taylor,
- Xueming Yu,
- Matt Whalen,
- Jason Dourgarian,
- Genevieve Blanchett,
- Narelle French,
- Kirstin Sillitoe,
- Tea Uglow,
- Brenton Spiteri,
- Emma Pearson,
- Wade Kernot,
- Jonathan Richards
Motivated by recent availability of augmented and virtual reality platforms, we tackle the challenging problem of immersive storytelling experiences on mobile devices. In particular, we show an end-to-end system to generate 3D assets that enable real-...
Come to the Table! Haere mai ki te tēpu!
Come to the Table! explores whether extended realities (XR) can create a bridge between indigenous people (Māori), descendants from European settlers (Pākehā) and people from other ethnicities, by practicing social inclusion. The experience uses real ...
Encounters: A Multiparticipant Audiovisual Art Experience with XR
“Encounters” provides a multiparticipant audiovisual art experience with a cross reality (XR) system which consists of HoloLens units, VIVE Tracker units, SteamVR system and so on. In this experience, participants fire virtual bullets or beams at ...
FaceDrive: Facial Expression Driven Operation to Control Virtual Supernumerary Robotic Arms
Supernumerary Robotic Arms (SRAs) can make physical activities easier, but require cooperation with the operator. To improve cooperation, we predict the operator’s intentions by using his/her Facial Expressions (FEs). We propose to map FEs to SRAs ...
FreeMo: Extending Hand Tracking Experiences Through Capture Volume and User Freedom
Camera-based hand tracking technologies can enable unprecedented interactive contents with gripping impressions of embodiment and immersion. However, current systems are often restricted by the tracking volume of their sensors which results in limited ...
Head Gaze Target Selection for Redirected Interaction
Haptic interaction in virtual reality poses an ongoing research challenge as to how touch sensations are delivered in applications. A simple solution is to have matching physical and virtual counterparts, i.e. a physical switch provides perfect haptic ...
HyperDrum: Interactive Synchronous Drumming in Virtual Reality using Everyday Objects
Hyperscanning is a method to detect if brain wave synchronicity exists between two or more individuals, which is usually due to behavioral or social interactions. It is usually limited to neuroscience studies and very rarely used as an interaction or ...
I’m tired of demos: an adaptive MR remote collaborative platform
- Peng Wang,
- Xiaoliang Bai,
- Mark Billinghurst,
- Dechuan Han,
- Shusheng Zhang,
- Weiping He,
- Xiangyu Zhang,
- Yuxiang Yan
In AR/MR remote collaboration, a remote expert often has to demonstrate tasks for a local worker. To make this easier, we have developed a new adaptive MR remote collaborative architecture which enables a remote expert to guide a local user in physical ...
JumpinVR: Enhancing Jump Experience in a Limited Physical Space
We introduce a short virtual reality experience highlighting a use-case scenario of distance relocation technique in Redirected Jumping to reduce the size requirements for tracked working space of spatial applications. In our demo, the player traverses ...
Light Me Up: An Augmented-Reality Projection System
Real-time facial projection mapping is a challenging problem due to the low system latency and the high spatial augmentation accuracy requirements. We propose a new compact and inexpensive projector-camera system (ProCam) composed of off-the-self ...
Live 6DoF Video Production with Stereo Camera
We propose a light-weight 6DoF video production pipeline which uses only one stereo camera as input. The subject can move freely in any direction (lateral and depth) as the stereo camera follows to keep the subject within the frame. DeepKeying, our own ...
Lost City of Mer
Lost City of Mer is a virtual reality (VR) game experience combined with a smartphone app that immerses players in a fantasy undersea civilization devastated by ecological disaster caused by global warning. The project aims to harness the immersive and ...
M-Hair: Extended Reality by Stimulating the Body Hair
M-Hair is a novel method for providing tactile feedback by stimulating only body hair. By applying passive magnetic materials to the body hair, these ones responsive to external magnetic forces/fields, creating a new opportunity for interactions, such ...
PhantomTouch: Creating an Extended Reality by the Illusion of Touch using a Shape-Memory Alloy Matrix
- Sachith Muthukumarana,
- Don Samitha Elvitigala,
- Juan Pablo Forero Cortes,
- Denys J.C. Matthies,
- Suranga Nanayakkara
With the rise of VR applications, the ability to experience physical touches becomes progressively important to increase immersion. In this paper, we propose PhantomTouch, a wearable forearm augmentation, that enables recreation of natural touch ...
Physical e-Sports in VAIR Field system
In this study, we define physical e-sports that require physical training and show an example of such sport created using a mobile virtual reality system, the VAIR Field. Unlike conventional e-sports, physical e-sports involve physical activities, ...
Pumping Life: Embodied Virtual Companion for Enhancing Immersive Experience with Multisensory Feedback
With the advance of virtual reality (VR) head-mounted display, the appearance of the virtual companion can be more realistic and full of vitality, such as breathing and facial expression. However, the users cannot interact physically with the companions ...
SceneCam: Using AR to improve Multi-Camera Remote Collaboration
During multi-camera remote collaboration on physical tasks, as the name implies, multiple cameras capture different areas and perspectives of a task space. It can be challenging for the remote user to obtain the right view of the local user and to ...
SmartSim: Combination of Vibro-Vestibular Wheelchair and Curved Pedestal of Self-Gravitational Acceleration for Road Property and Motion Feedback
We developed a vehicle ride simulation system for immersive virtual reality, consisting of a wheelchair for vibration and vestibular sensation, and a pedestal with a curved surface for the wheelchair to run on, utilizing a gravitational component. ...
Super Size Hero
Supersizehero is an immerse VR game for HTC Vive which puts the player in the role of an overweight hero trying to save the day. A special crafted, tracked fat suit allowing the player to actively use his belly serves as the main gameplay mechanic. The ...
TouchVR: a Wearable Haptic Interface for VR Aimed at Delivering Multi-modal Stimuli at the User’s Palm
TouchVR is a novel wearable haptic interface which can deliver multimodal tactile stimuli on the palm by DeltaTouch haptic display and vibrotactile feedback on the fingertips by vibration motors for the Virtual Reality (VR) user. DeltaTouch display is ...
Upload Not Complete
Created by Taiwanese artists Hu, Chin-Hsiang, Tsai Bing-Hua and Chang, Zhao-Qing, this piece attempts to use a hybrid reality, LED lights, wearable devices, and fans to build a installation that uploads the human mind to digital space. Imagine that ...
Who You Are is What You Tell: Effects of Perspectives on Virtual Reality Story Experiences
Virtual reality (VR) stories provide an immersive and interactive medium to present narrative content. While it provides an immersive way to present the content, it is challenging to present the story in a way that matches the intention of the producer. ...
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH ASIA '10 | 274 | 49 | 18% |
SIGGRAPH Asia '09 | 275 | 70 | 25% |
SIGGRAPH Asia '08 | 320 | 59 | 18% |
Overall | 869 | 178 | 20% |