Immersive Experience

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Jun Rekimoto - One of the best experts on this subject based on the ideXlab platform.

  • jackin head Immersive visual telepresence system with omnidirectional wearable camera
    IEEE Transactions on Visualization and Computer Graphics, 2017
    Co-Authors: Shunichi Kasahara, Shohei Nagai, Jun Rekimoto
    Abstract:

    Sharing one's own Immersive Experience over the Internet is one of the ultimate goals of telepresence technology. In this paper, we present JackIn Head, a visual telepresence system featuring an omnidirectional wearable camera with image motion stabilization. Spherical omnidirectional video footage taken around the head of a local user is stabilized and then broadcast to others, allowing remote users to explore the Immersive visual environment independently of the local user's head direction. We describe the system design of JackIn Head and report the evaluation results of real-time image stabilization and alleviation of cybersickness. Then, through an exploratory observation study, we investigate how individuals can remotely interact, communicate with, and assist each other with our system. We report our observation and analysis of inter-personal communication, demonstrating the effectiveness of our system in augmenting remote collaboration.

  • livesphere sharing the surrounding visual environment for Immersive Experience in remote collaboration
    Tangible and Embedded Interaction, 2015
    Co-Authors: Shohei Nagai, Shunichi Kasahara, Jun Rekimoto
    Abstract:

    Sharing an Immersive Experience enhances situational awareness, enabling effective collaboration between persons in different places. The development of a head-worn camera enables us to capture the first-person view and share it as the personal Experience. However, the limited viewing angle of such cameras prevents a remote viewer from obtaining a complete surrounding situation. In this paper, we propose a system called LiveSphere, which presents the entire surrounding visual environment using a head-worn system with multiple cameras. The image-stabilizing algorithm compensates image motion caused by the wearer's head movement. This enables the remote viewer to look around the environment independently from the wearer's head direction. We developed a prototype to examine how sharing the surrounding visual environment improves collaboration between persons in different places.

  • First Person Omnidirectional Video: System Design and Implications for Immersive Experience
    Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, 2015
    Co-Authors: Shunichi Kasahara, Shohei Nagai, Jun Rekimoto
    Abstract:

    Fully recording and sharing an Immersive Experience is one of the ultimate goals of media technology. As extensive technical evolution, omnidirectional video is one of promising media to capture an Immersive Experience. First person omnidirectional video provides a unique Experience of world through someone else's perspective. However, difficulties in wearable camera design and cybersickness induced by shaky video has been obstacle to explore applications of first person omnidirectional video. In this research, we introduce the design and implementation of "JackIn Head" a system including a wearable omnidirectional camera and image stabilization to alleviate cybersickness. Our evaluation revealed the alleviation of cybersickness. Then we report the series of workshops to explore user Experience and applications in actual use cases such as virtual travel and virtual sports. We have compiled design implications about cybersickness and motion, Immersive sensation, visualization and behavior data of spectators in Experience with first person omnidirectional video.

Rosa M Banos - One of the best experts on this subject based on the ideXlab platform.

  • Immersive versus non Immersive Experience exploring the feasibility of memory assessment through 360 technology
    Frontiers in Psychology, 2019
    Co-Authors: Sara Ventura, Eleonora Brivio, Giuseppe Riva, Rosa M Banos
    Abstract:

    Episodic memory is essential to effectively perform a number of daily activities, as it enables individuals to consciously recall Experiences within their spatial and temporal environments. Virtual Reality (VR) serves as an efficacious instrument to assess cognitive functions like attention and memory. Previous studies have adopted computer-simulated VR to assess memory, which realized greater benefits compared to traditional procedures (paper and pencil). One of the most recent trends of Immersive VR Experiences is the 360° technology. In order to evaluate its capabilities, this study aims to compare memory performance through two tasks: Immersive task and non-Immersive task. These tasks differ based on the participant’s view of the 360° picture: (1) head-mounted display (HMD) for Immersive task and (2) tablet for non-Immersive task. This study seeks to compare how memory is facilitated in both the 360° Immersive picture as well as the non-Immersive 360° picture. A repeated measure design was carried out in a sample of 42 participants, randomized into two groups of 21. Group 1 first observed Picture A (Immersive) followed by Picture B (non-Immersive) while Group 2 began with Picture B and then looked at Picture A. Each 360° picture contains specific items with some items appearing in both. Memory evaluation is assessed immediately after the exposure (recall task), then again after a 10-min delay (recognition task). Results reveal that Group 1, which began with the Immersive task, demonstrated stronger memory performance in the long term as compared to Group 2, which began with the non-Immersive task. Preliminary data ultimately supports the efficacy of the 360° technology in evaluating cognitive function.

Burkhard C Wunsche - One of the best experts on this subject based on the ideXlab platform.

  • music education using augmented reality with a head mounted display
    Australasian User Interface Conference, 2013
    Co-Authors: Jonathan Chow, Haoyang Feng, Robert Amor, Burkhard C Wunsche
    Abstract:

    Traditional music education places a large emphasis on individual practice. Studies have shown that individual practice is frequently not very productive due to limited feedback and students lacking interest and motivation. In this paper we explore the use of augmented reality to create an Immersive Experience to improve the efficiency of learning of beginner piano students. The objective is to stimulate development in notation literacy and to create motivation through presenting as a game the task that was perceived as a chore. This is done by identifying successful concepts from existing systems and merging them into a new system designed to be used with a head mounted display. The student is able to visually monitor their practice and have fun while doing so. An informal user study indicates that the system initially puts some pressure on users, but that participants find it helpful and believe that it improves learning.

Kouta Minamizawa - One of the best experts on this subject based on the ideXlab platform.

  • thermovr exploring integrated thermal haptic feedback with head mounted displays
    Human Factors in Computing Systems, 2017
    Co-Authors: Roshan Lalintha Peiris, Wei Peng, Zikun Chen, Liwei Chan, Kouta Minamizawa
    Abstract:

    Head Mounted Displays (HMDs) provide a promising opportunity for providing haptic feedback on the head for an enhanced Immersive Experience. In ThermoVR, we integrated five thermal feedback modules on the HMD to provide thermal feedback directly onto the user's face. We conducted evaluations with 15 participants using two approaches: Firstly, we provided simultaneously actuated thermal stimulations (hot and cold) as directional cues and evaluated the accuracy of recognition; secondly, we evaluated the overall Immersive thermal Experience that the users Experience when provided with thermal feedback on the face. Results indicated that the recognition accuracy for cold stimuli were of approx. 89.5% accuracy while the accuracy for hot stimuli were 68.6%. Also, participants reported that they felt a higher level of immersion on the face when all modules were simultaneously stimulated (hot and cold). The presented applications demonstrate the ThermoVR's directional cueing and Immersive Experience.

  • synesthesia suit the full body Immersive Experience
    International Conference on Computer Graphics and Interactive Techniques, 2016
    Co-Authors: Yukari Konishi, Kouta Minamizawa, Nobuhisa Hanamitsu, Benjamin I Outram, Tetsuya Mizuguchi, Ayahiko Sato
    Abstract:

    The Synesthesia Suit provides Immersive embodied Experience in Virtual Reality environment with vibro-tactile sensations on the entire body. Each vibro-tactile actuator provides not a simple vibration such as traditional game controller, but we designed the haptic sensation based on the haptic design method we have developed in the TECHTILE[Minamizawa et al. 2012] technology. In haptics research using multi-channel vibro-tactile feedback, Surround Haptics [Israr et al. 2012] proposed moving tactile strokes using multiple vibrators spaced on a gaming chair. And then they also proposed Po2[Israr et al. 2015], which shows illusion of tactile sensation for gesture based games by providing vibrations on the hand based on psycho-physical study.

  • reality jockey lifting the barrier between alternate realities through audio and haptic feedback
    Human Factors in Computing Systems, 2013
    Co-Authors: Hideyuki Izumi, Masahiko Inami, Yuta Sugiura, Kouta Minamizawa, Sohei Wakisaka, Naotaka Fujii, Susumu Tachi
    Abstract:

    We present Reality Jockey, a system that confuses the participant's perception of the reality by mixing in a recorded past-reality. The participant will be immersed in a spatialized 3D sound environment that is a mix of sounds from the reality and from the past. The sound environment from the past is augmented with haptic feedback in cross-modality. The haptic feedback is associated with certain sounds such as the vibration in the table when stuff is placed on the table to make the illusion of it happening in live. The seamless transition between live and past creates Immersive Experience of past events. The blending of live and past allows interactivity. To validate our system, we conducted user studies on 1) does blending live sensations improve such Experiences, and 2) how beneficial is it to provide haptic feedbacks in recorded pasts. Potential applications are suggested to illustrate the significance of Reality Jockey.

Emma Pett - One of the best experts on this subject based on the ideXlab platform.

  • Stay disconnected: Eventising Star Wars for transmedia audiences
    Journal of Audience & Reception Studies, 2016
    Co-Authors: Emma Pett
    Abstract:

    In the run up to the release of The Force Awakens (Abrams, 2015), a proliferation of attractions and interactive screenings emerged around the Star Wars franchise. This article primarily explores participant responses to one of these events, Secret Cinema's staging of The Empire Strikes Back (Irvin Kershner, 1980), which ran from June to September 2015 in London. Alongside this, discussions of the Star Wars at Madame Tussauds exhibition are also considered, as a different kind of Immersive attraction that a number of the research participants visited during the same period. Using original qualitative data, the article examines audience Experiences of these events in three key ways. Firstly, it explores responses to both the formal and informal participatory elements of the Immersive Experience, such as interactive sets, personalised address, audience performance and cosplay. Secondly, the article considers issues of 'liveness' and exclusivity, analysing the relationship between the contemporary Immersive Experience and its cultural forerunner, the cult film screening. Finally, it explores responses to branding strategies and the commercial culture surrounding the attractions, interrogating the ways in which these heighten, inhibit or otherwise effect audience participation and enjoyment of them.