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Tangible VR: Diegetic Tangible Objects for Virtual Reality Narratives

Published: 10 June 2017 Publication History

Abstract

We present a system for diegetic tangible objects in virtual reality (VR) narratives. The system integrates a custom-designed sensor unit, built with low-cost off-the-shelf hardware, to track objects in VR and to support a variety of custom-made and found tangibles. In its current form, the sensor unit tracks the objects' orientation and supports the authoring of specifically designed interactions for each tangible object. We contribute our design rationale, sensor unit, and four proof of concept prototypes, including a cube, a stuffed animal, a treasure chest, and a wooden boat, demonstrating how we leverage passive and active haptics to create a closer link between real and virtual worlds. For developers and users of VR, we expand interaction possibilities to include the physical characteristics of tangible objects. For the field of tangible narratives, we expand the current use of diegetic objects.

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Supplemental video

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cover image ACM Conferences
DIS '17: Proceedings of the 2017 Conference on Designing Interactive Systems
June 2017
1444 pages
ISBN:9781450349222
DOI:10.1145/3064663
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 10 June 2017

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Author Tags

  1. interactive narratives
  2. narrative design
  3. tangible design
  4. tangible diegetic objects
  5. tangible interaction
  6. virtual reality

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DIS '17
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DIS '17: Designing Interactive Systems Conference 2017
June 10 - 14, 2017
Edinburgh, United Kingdom

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DIS '17 Paper Acceptance Rate 107 of 487 submissions, 22%;
Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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  • (2024)Camera Chameleon — The Creative Impact of Tracked Tangible Interfaces for Virtual Film Pre-Production2024 IEEE International Conference on Multimedia and Expo (ICME)10.1109/ICME57554.2024.10687756(1-6)Online publication date: 15-Jul-2024
  • (2024)Toward next generation mixed reality games: a research through design approachVirtual Reality10.1007/s10055-024-01041-928:3Online publication date: 27-Jul-2024
  • (2024)Augmented Virtuality–A Simplified, Scalable, and Modular Open-Source Unity Development System for Tangible VR with the Meta Quest 2Virtual, Augmented and Mixed Reality10.1007/978-3-031-61044-8_18(241-262)Online publication date: 1-Jun-2024
  • (2023) Neues Lesen . Unikalität und Multisensorik als Strategien der Literaturvermittlung Journal of Literary Theory10.1515/jlt-2023-200717:1(143-166)Online publication date: 20-Jul-2023
  • (2023)Affordance-Based and User-Defined Gestures for Spatial Tangible InteractionProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596032(1500-1514)Online publication date: 10-Jul-2023
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  • (2023)Dynamic Redirection for VR Haptics with a Handheld StickIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324704729:5(2753-2762)Online publication date: May-2023
  • (2023)A Board Game Hootopia: Biodiversity Education Through Tangible and Interactive NarrativeInteractive Storytelling10.1007/978-3-031-47655-6_25(410-421)Online publication date: 31-Oct-2023
  • (2023)Exploring Visual Languages for Prototyping Interactive Behaviors for Tangible Virtual RealityEnd-User Development10.1007/978-3-031-34433-6_13(203-219)Online publication date: 6-Jun-2023
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