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abstract

Body Cosmos VR

Published: 28 November 2023 Publication History

Abstract

Body Cosmos is an immersive and interactive artwork that connects the human body with the cosmic environment through real-time bio-data. Using volumetric rendering techniques and particle system, we create a surreal virtual reality that reflects the intricate structures of human anatomy and celestial nebulae. We integrate a heart rate sensor and an EEG headband to capture and process bio-data into emotion indicators, which influence the visualization of particles in the artwork. This creates an intimate, personal connection with the cosmos, transcending immediate presence and nurturing a perpetual presence within the cosmic expanse. We also provide two engagement modes: Roller Coaster Mode and Free Explore Mode, allowing different levels of exploration. Body Cosmos is more than a visual spectacle; it sparks curiosity, expands the imagination, and enhances awareness of our embodied and cosmic identity.

Supplementary Material

There is some mistakes at the end of the original uploaded paper(Received 20 February 2007; revised 12 March 2009; accepted 5 June 2009). I attached the revised version. Could you help to change it. Thank you very much! (saxr23-2 (2).pdf)

References

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Emily J Allen, Ghislain St-Yves, Yihan Wu, Jesse L Breedlove, Jacob S Prince, Logan T Dowdle, Matthias Nau, Brad Caron, Franco Pestilli, Ian Charest, 2022. A massive 7T fMRI dataset to bridge cognitive neuroscience and artificial intelligence. Nature neuroscience 25, 1 (2022), 116–126.
[2]
Rudolf Allers. 1944. Microcosmus: From Anaximandros to Paracelsus. Traditio (1944), 319–407.
[3]
Donna J Haraway. 2000. A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century. In Posthumanism. Springer, 69–84.
[4]
N Katherine Hayles. 2000. How we became posthuman: Virtual bodies in cybernetics, literature, and informatics.
[5]
Ken Hillis. 1999. Digital sensations: Space, identity, and embodiment in virtual reality. Vol. 1. U of Minnesota Press.
[6]
Flowtime Inc.2023. Flowtime Headband. https://www.meetflowtime.com/
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Ann Lasko-Harvill. 1992. Identity and mask in virtual reality. Discourse 14, 2 (1992), 222–234.
[8]
Toby Lester. 2012. Da Vinci’s ghost: Genius, obsession, and how Leonardo created the world in his own image. Simon and Schuster.
[9]
C Sagan. 1980. Cosmos Random House. NY/Carl Sagan Productions Inc (1980).

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Published In

cover image ACM Conferences
SA '23: SIGGRAPH Asia 2023 XR
November 2023
59 pages
ISBN:9798400703164
DOI:10.1145/3610549
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 November 2023

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SA '23
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SA '23: SIGGRAPH Asia 2023
December 12 - 15, 2023
NSW, Sydney, Australia

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Overall Acceptance Rate 178 of 869 submissions, 20%

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