Virtual & Augmented Reality (VR/AR) Presentations

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Date: Wednesday, December 5th
Time: 10:00am - 6:00pm
Venue: Hall E, Experience Hall (B2F, E Block)
Session Chair(s): Taehyun Rhee, Victoria University of Wellington, Computational Media Innovation Centre, New Zealand
Larry Cutler, Baobab Studios,


“The player is the star” - Futuristic vision for Mixed Reality World

Abstract: “The player is the star” - Futuristic vision for Mixed Reality World is a presentation about our achievement and showing future vision for mixed reality entertainment. I hope attendees will inspire our futuristic vision and contribute to growth of mixed reality community. We can provide demo at SIGGRAPH Asia 2018.

Authors/Presenter(s): Hirofumi Motoyama, Bandai Namco Studios Inc., Japan


Art Plunge: Experiencing the Inner Worlds of Famous Artworks

Abstract: Art Plunge is a virtual reality experience where you can get the feeling of being transported into the inner worlds of famous paintings. We have created subtly animated interpretations of classics like Mona Lisa, Starry Night, the Birth of Venus and the Creation of Adam.

Authors/Presenter(s): Martin Eklund, Space Plunge, VRcollab, Singapore
Martin Christensen, Space Plunge, Independent, Sweden


FiveStar VR: Shareable Travel Experience Through Multisensory Stimulation to the Whole Body

Abstract: Our demo provides seated participants a sensation as if they are traveling to the several tourist sites by presenting multisensory stimulation to their whole body. They can hear and look around the environment of the playing-omnidirectional video but they cannot change the pathways of walking.

Authors/Presenter(s): Kouichi Shimizu, Tokyo Metropolitan University, Japan
Gaku Sueta, Tokyo Metropolitan University, Japan
Kentaro Yamaoka, Tokyo Metropolitan University, Japan
Kazuki Sawamura, Tokyo Metropolitan University, Japan
Yujin Suzuki, Tokyo Metropolitan University, Japan
Keisuke Yoshida, Tokyo Metropolitan University, Japan
Vibol Yem, Tokyo Metropolitan University, Japan
Yasushi Ikei, Tokyo Metropolitan University, Japan
Tomohiro Amemiya, NTT Communication Science Laboratories, Japan
Makoto Sato, Tokyo Metropolitan University, Japan
Koichi Hirota, University of Electro-Communications, Japan
Michiteru Kitazaki, Toyohashi University of Technology, Japan


Flow Zone: A Cross-Modal Music Creation VR Experience to Induce Flow

Abstract: Flow Zone is a VR synesthetic playground where players become both DJ and dancer simultaneously, blending visuals, audio, and haptics into one synchronized experience to effectively allow players to enter a flow state. Using the body as an instrument, players dynamically create and engage with their personal immersive soundscape.

Authors/Presenter(s): Tanner L. Person, Keio University Graduate School of Media Design, Japan
Benjamin Outram, Keio University Graduate School of Media Design, United Kingdom
Kouta Minamizawa, Keio University Graduate School of Media Design, Japan


Games In Concert - Collaborative Music Making in VR

Abstract: Games in Concert explores opportunities of collaborative music making in a virtual reality environment, blending the setting of a concert with elements known from game design. The musical work is thereby embedded in the space by multiple performers to be enjoyed by the attending audience in real-time or independently.

Authors/Presenter(s): Simon Pfaff, Zurich University of Arts, Institute for Computer Music and Sound Technology, Switzerland
Olav Lervik, Zurich University of Arts, Institute for Computer Music and Sound Technology, Switzerland
Reto Spoerri, Zurich University of Arts, Institute for Computer Music and Sound Technology, Switzerland
Eleonora Berra, Zurich University of Arts, Switzerland
Margarete Jahrmann, Zurich University of Arts, Switzerland
Martin Neukom, Zurich University of Arts, Institute for Computer Music and Sound Technology, Switzerland


Haptopus : Haptic VR Experience Using Suction Mechanism Embedded in Head-mounted Display

Abstract: We developed Haptopus with built-in suction haptic presentation mechanism in HMD. Normally, it is hard to play VR experience with haptic feedback, but if you use Haputopus, you can play by wearing only HMD. We adjust the suction pressure before the experience to prevent leave a mark user's skin.

Authors/Presenter(s): Takayuki Kameoka, The University of Electro-Communications, Japan
Yuki Kon, The University of Electro-Communications, Japan
Hiroyuki Kajimoto, The University of Electro-Communications, Japan


HapTwist: Creating Interactive Haptic Proxies in Virtual Reality Using Low-cost Twistable Artefacts

Abstract: We present HapTwist, a toolkit that facilitates the creation of interactive haptic proxies for hand-graspable VR objects using Rubik's Twists (RTs). The toolkit consists of the algorithm that generates RT-based structures, and a set of software scaffoldings and hardware modules to support the interactivity of the haptic proxies.

Authors/Presenter(s): Kening ZHU, City University of Hong Kong, Hong Kong
Taizhou CHEN, City University of Hong Kong, Hong Kong
Shaoyu CAI, City University of Hong Kong, Hong Kong
Feng HAN, City University of Hong Kong, Hong Kong
Yi-Shiun WU, City University of Hong Kong, Hong Kong


Islands/Seom

Abstract: Islands/Seom creates the extension of existence and transforms our being into a landscape.

Authors/Presenter(s): Shih-lien Yen, California Institute of the Arts, Taiwan
Anna Libbie Grossman, California Institute of the Arts, United States of America
Jeffrey Huang, California Institute of the Arts, United States of America
Jungwoo Kim, California Institute of the Arts, South Korea
Gahyae Ryu, California Institute of the Arts, South Korea
Jihyun Her, California Institute of the Arts, South Korea
Jinyoung Sung, California Institute of the Arts, South Korea
Peiyu Lai, California Institute of the Arts, Taiwan


Little Hero Wins the Masks

Abstract: Our game adapted from Taiwanese comic master Yeh Hung-Chia’s classic work “Little Hero”. The specialty of this game is its emphasis on sociability, which can instantaneously connect VR game and interactive table together, making single player who plays Little Hero in VR game interact with other players in physical reality.

Authors/Presenter(s): Chun-Cheng Hsu, National Chiao Tung University/Institute of Applied Arts, Taiwan
Chun-I Lee, National Taiwan University of Arts, Taiwan
Yu-Cheng Li, Gelly Bomb Games, Taiwan


Lotus: Enhancing the Immersive Experience in Virtual Environment with Mist-based Olfactory Display

Abstract: In this work, we present an immersive experience with midair odor, which uses a steerable midair olfactory display and an airflow guiding module. Through hanging Lotus on the top of the physical space, users can receive the odors and wet air feedback additionally.

Authors/Presenter(s): Yang-Sheng Chen, National Taiwan University, Taiwan
Ping-Hsuan Han, National Taiwan University, National Taipei University of Technology, Taiwan
Kong-Chang Lee, Tamkang University, Taiwan
Chiao-En Hsieh, National Taiwan University, Taiwan
Jui-Chun Hsiao, National Taiwan University, Taiwan
Che-Ju Hsu, Tamkang University, Taiwan
Kuan-Wen Chen, National Chiao Tung University, Taiwan
Chien-Hsing Chou, Tamkang University, Taiwan
Yi-Ping Hung, National Taiwan University, Tainan National University of the Arts, Taiwan


Mochitsuki: A real-object-based, interactive haptic interface

Abstract: We propose an approach that breaks down the haptic experience into multiple elements and assigns optimal devices to each element, either a physical device or an electronically-controllable device. As an example of this design approach, we built a VR system that provides the experience of Mochitsuki.

Authors/Presenter(s): Yuto Mori, Meijo University, Japan
Kyuma Watanabe, Meijo University, Japan
Masayuki Iwata, Meijo University, Japan
Hideki Kawai, Meijo University, Japan
Yasuyuki Yanagida, Meijo University, Japan


MR360 Interactive: Playing with Digital Creatures in 360° Videos

Abstract: We present an interactive mixed reality (MR) experience using pre-recorded and live streamed 360° panoramic videos shown in head mounted displays (HMDs). This experience provides the illusion of interacting with creatures in a video, which are actually 3D virtual objects seamlessly composited into a 360-video background.

Authors/Presenter(s): Taehyun Rhee, Victoria University of Wellington, Computational Media Innovation Centre, New Zealand
Andrew Chalmers, Victoria University of Wellington, Computational Media Innovation Centre, New Zealand
Ian Loh, DreamFlux, Computational Media Innovation Centre, New Zealand
Kazuki Kumagai, OLM Digital, Inc., Japan
Kosuke Sugai, The Pokémon Company, Japan
Gakuji Nomoto, The Pokémon Company, Japan
Lohit Petikam, Victoria University of Wellington, Computational Media Innovation Centre, New Zealand
Ben Allen, DreamFlux, Computational Media Innovation Centre, New Zealand
Ken Anjyo, OLM Digital, Inc.; Computational Media Innovation Centre, New Zealand


Muscle Action VR to Support Embodied Learning Foundations of Biomechanics in Musculoskeletal System

Abstract: Muscle Action VR is an embodied learning virtual reality environment to promote embodied, multi-modal mental simulation of anatomical structures and functions. Users can draw muscles directly on a skeleton, manipulate them, and dynamically simulate movements in a 3D environment.

Authors/Presenter(s): Jinsil Hwaryoung Seo, Soft Interaction Lab, Texas A&M University, United States of America
Brian Smith, Soft Interaction Lab, United States of America
Michael Bruner, Soft Interaction Lab, Texas A&M University, United States of America
Austin Payne, Soft Interaction Lab, Texas A&M University, United States of America
Margaret Cook, Soft Interaction Lab, Texas A&M University, United States of America
Erica Malone, Texas A&M University, United States of America
Michelle Pine, Texas A&M University, United States of America
Steven Leal, Texas A&M University, United States of America
Shinjiro Sueda, Texas A&M University, United States of America
Ben Heymann, Texas A&M University, United States of America


Oceans We Make: Immersive VR Storytelling

Abstract: Oceans We Make (OWM) is a 3-minute long immersive and interactive virtual reality (VR) experience that encourages participants to question their use of plastic. The experience blends beautiful cinematic graphics, engaging game mechanics and an emotional narrative as a novel form of VR storytelling to drive positive environmental impact.

Authors/Presenter(s): Ashima Thomas, Warrior9 VR, Singapore
Abhi Kumar, Warrior9 VR, Singapore
Race Krehel, Warrior9 VR, Singapore
Kay Vasey, MeshMinds, Singapore
Eng Tat Khoo, NUS, Singapore
Tim Marsh, Griffith University, Australia
Benjamin Junting Li, NTU, Singapore


Rapture of the Deep VR

Abstract: Rapture of the Deep is an interactive Virtual Reality experience with eye tracking. The Experience is set in an underwater scenario using eye tracking as the main mechanism which allows the environment to react to the player's gaze and attention.

Authors/Presenter(s): Monja Dietrich, Filmakademie Baden-Wurttemberg, Animationsinstitut, Germany
Enzio Probst, Filmakademie Baden-Wurttemberg, Animationsinstitut, Germany
Vincent Suttner, Filmakademie Baden-Wurttemberg, Animationsinstitut, Germany
Theres Buehler, Filmakademie Baden-Wurttemberg, Animationsinstitut, Germany


Real-time Visual Representations for Mobile Mixed Reality Remote Collaboration

Abstract: Our MR based mobile remote collaboration system supports natural collaboration process to reproduce face-to-face collaborative experience with simple requirement for the local worker holding a smart phone attached with one depth sensor while the remote expert wear a light-weight self-contain headset.

Authors/Presenter(s): Lei Gao, University of Canterbury, HIT Lab NZ, New Zealand
Huidong Bai, University of Auckland, Empathic Computing Lab, New Zealand
Weiping He, Northwestern Polytechnical University, Cyber-Physical Interaction Lab, China
Mark Billinghurst, University of Auckland, Empathic Computing Lab, New Zealand
Robert W. Lindeman, University of Canterbury, HIT Lab NZ, New Zealand


Self-Umbrelling Turns Over Subjective Direction of Gravity

Abstract: Self-umbrelling is a HMD interaction system that provides an experience approximating an out-of-body-experience involving the reversal of the subjective perception of the direction of gravity. Specifically, opening an umbrella while lying on one's back switches one's view from 1PP to 3PP originating from a position just above the supine body.

Authors/Presenter(s): KENRI KODAKA, Nagoya City University, Japan
KOYO MORI, Nagoya City University, Japan


Space Fusion: Context-Aware Interaction Using 3D Scene Parsing

Abstract: We present a mixed reality application utilizing 3D scene parsing. Users scan their room and interact with a virtual robot in the real room they just captured. The robot behaves correspondingly to the real object's category. Therefore, users can enjoy context-aware interaction between the virtual character and the real objects.

Authors/Presenter(s): Hiroyuki Yabe, Sony Interactive Entertainment Inc., Japan
Daichi Ono, Sony Interactive Entertainment Inc., Japan
Tsutomu Horikawa, Sony Interactive Entertainment Inc., Japan


Trajectile Command

Abstract: Trajectile Command is a free WebVR virtual reality game that can be loaded and played in a web browser. It's an arcade style game where you must defend your cities from enemy missiles and bombers.

Authors/Presenter(s): Adam Twite, Micosmo, Australia


 

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